2 #include "../../dpdefs/csprogsdefs.qh"
3 #include "../../client/defs.qh"
4 #include "../../common/buffs.qh"
5 #include "../../client/damage.qh"
6 #include "../../client/movetypes.qh"
7 #include "../../client/main.qh"
8 #include "../../csqcmodellib/cl_model.qh"
9 #include "../../client/weapons/projectile.qh"
14 const float BRG_SETUP = 2;
15 const float BRG_START = 4;
16 const float BRG_END = 8;
20 float autocvar_g_vehicle_bumblebee_speed_forward;
21 float autocvar_g_vehicle_bumblebee_speed_strafe;
22 float autocvar_g_vehicle_bumblebee_speed_up;
23 float autocvar_g_vehicle_bumblebee_speed_down;
24 float autocvar_g_vehicle_bumblebee_turnspeed;
25 float autocvar_g_vehicle_bumblebee_pitchspeed;
26 float autocvar_g_vehicle_bumblebee_pitchlimit;
27 float autocvar_g_vehicle_bumblebee_friction;
29 float autocvar_g_vehicle_bumblebee_energy;
30 float autocvar_g_vehicle_bumblebee_energy_regen;
31 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
33 float autocvar_g_vehicle_bumblebee_health;
34 float autocvar_g_vehicle_bumblebee_health_regen;
35 float autocvar_g_vehicle_bumblebee_health_regen_pause;
37 float autocvar_g_vehicle_bumblebee_shield;
38 float autocvar_g_vehicle_bumblebee_shield_regen;
39 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
41 float autocvar_g_vehicle_bumblebee_cannon_cost;
42 float autocvar_g_vehicle_bumblebee_cannon_damage;
43 float autocvar_g_vehicle_bumblebee_cannon_radius;
44 float autocvar_g_vehicle_bumblebee_cannon_refire;
45 float autocvar_g_vehicle_bumblebee_cannon_speed;
46 float autocvar_g_vehicle_bumblebee_cannon_spread;
47 float autocvar_g_vehicle_bumblebee_cannon_force;
49 float autocvar_g_vehicle_bumblebee_cannon_ammo;
50 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
51 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
53 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
55 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
56 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
57 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
58 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
59 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
62 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
63 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
64 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
65 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
67 float autocvar_g_vehicle_bumblebee_raygun_range;
68 float autocvar_g_vehicle_bumblebee_raygun_dps;
69 float autocvar_g_vehicle_bumblebee_raygun_aps;
70 float autocvar_g_vehicle_bumblebee_raygun_fps;
72 float autocvar_g_vehicle_bumblebee_raygun;
73 float autocvar_g_vehicle_bumblebee_healgun_hps;
74 float autocvar_g_vehicle_bumblebee_healgun_hmax;
75 float autocvar_g_vehicle_bumblebee_healgun_aps;
76 float autocvar_g_vehicle_bumblebee_healgun_amax;
77 float autocvar_g_vehicle_bumblebee_healgun_sps;
78 float autocvar_g_vehicle_bumblebee_healgun_locktime;
80 float autocvar_g_vehicle_bumblebee_respawntime;
82 float autocvar_g_vehicle_bumblebee_blowup_radius;
83 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
84 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
85 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
86 vector autocvar_g_vehicle_bumblebee_bouncepain;
88 float autocvar_g_vehicle_bumblebee = 0;
91 float bumble_raygun_send(entity to, float sf);
93 const vector BUMB_MIN = '-130 -130 -130';
94 const vector BUMB_MAX = '130 130 130';
96 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
98 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
99 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
100 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
101 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
102 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
105 float bumb_gunner_frame()
107 entity vehic = self.vehicle.owner;
108 entity gun = self.vehicle;
109 entity gunner = self;
115 vehic.solid = SOLID_NOT;
116 //setorigin(gunner, vehic.origin);
117 gunner.velocity = vehic.velocity;
120 vehic.angles_x *= -1;
121 makevectors(vehic.angles);
122 vehic.angles_x *= -1;
123 if((gun == vehic.gun1))
125 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
126 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
127 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
131 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
132 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
133 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
136 crosshair_trace(gunner);
137 vector _ct = trace_endpos;
140 if(autocvar_g_vehicle_bumblebee_cannon_lock)
142 if(gun.lock_time < time)
146 if(trace_ent.movetype)
147 if(trace_ent.takedamage)
148 if(!trace_ent.deadflag)
152 if(trace_ent.team != gunner.team)
154 gun.enemy = trace_ent;
155 gun.lock_time = time + 5;
160 gun.enemy = trace_ent;
161 gun.lock_time = time + 5;
168 float i, distance, impact_time;
170 vector vf = real_origin(gun.enemy);
171 vector _vel = gun.enemy.velocity;
172 if(gun.enemy.movetype == MOVETYPE_WALK)
177 for(i = 0; i < 4; ++i)
179 distance = vlen(ad - gunner.origin);
180 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
181 ad = vf + _vel * impact_time;
186 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
187 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
188 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
189 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
193 vehicle_aimturret(vehic, _ct, gun, "fire",
194 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
195 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
197 if(gunner.BUTTON_ATCK)
198 if(time > gun.attack_finished_single)
199 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
201 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
202 bumb_fire_cannon(gun, "fire", gunner);
204 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
207 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
209 if(vehic.vehicle_flags & VHF_HASSHIELD)
210 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
212 ad = gettaginfo(gun, gettagindex(gun, "fire"));
213 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
215 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
218 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
220 vehic.solid = SOLID_BBOX;
221 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
222 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
228 void bumb_gunner_exit(float _exitflag)
230 if(IS_REAL_CLIENT(self))
233 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
234 WriteEntity(MSG_ONE, self);
236 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
237 WriteAngle(MSG_ONE, 0);
238 WriteAngle(MSG_ONE, self.vehicle.angles.y);
239 WriteAngle(MSG_ONE, 0);
242 CSQCVehicleSetup(self, HUD_NORMAL);
243 setsize(self, PL_MIN, PL_MAX);
245 self.takedamage = DAMAGE_AIM;
246 self.solid = SOLID_SLIDEBOX;
247 self.movetype = MOVETYPE_WALK;
248 self.effects &= ~EF_NODRAW;
250 self.PlayerPhysplug = func_null;
251 self.view_ofs = PL_VIEW_OFS;
252 self.event_damage = PlayerDamage;
253 self.hud = HUD_NORMAL;
254 self.switchweapon = self.vehicle.switchweapon;
257 vh_vehicle = self.vehicle;
258 MUTATOR_CALLHOOK(VehicleExit);
260 self.vehicle = vh_vehicle;
262 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
264 fixedmakevectors(self.vehicle.owner.angles);
266 if(self == self.vehicle.owner.gunner1)
268 self.vehicle.owner.gunner1 = world;
270 else if(self == self.vehicle.owner.gunner2)
272 self.vehicle.owner.gunner2 = world;
276 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
278 vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
279 spot = vehicles_findgoodexit(spot);
280 //setorigin(self , spot);
282 self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
283 self.velocity_z += 10;
285 self.vehicle.phase = time + 5;
286 self.vehicle = world;
289 float bumb_gunner_enter()
291 RemoveGrapplingHook(other);
292 entity _gun, _gunner;
296 _gunner = self.gunner1;
297 self.gunner1 = other;
299 else if(!self.gunner2)
302 _gunner = self.gunner2;
303 self.gunner2 = other;
307 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
312 _gunner.vehicle = _gun;
313 _gun.switchweapon = other.switchweapon;
314 _gun.vehicle_exit = bumb_gunner_exit;
316 other.angles = self.angles;
317 other.takedamage = DAMAGE_NO;
318 other.solid = SOLID_NOT;
319 other.movetype = MOVETYPE_NOCLIP;
321 other.event_damage = func_null;
322 other.view_ofs = '0 0 0';
323 other.hud = _gun.hud;
324 other.PlayerPhysplug = _gun.PlayerPhysplug;
325 other.vehicle_ammo1 = self.vehicle_ammo1;
326 other.vehicle_ammo2 = self.vehicle_ammo2;
327 other.vehicle_reload1 = self.vehicle_reload1;
328 other.vehicle_reload2 = self.vehicle_reload2;
329 other.vehicle_energy = self.vehicle_energy;
330 other.PlayerPhysplug = bumb_gunner_frame;
331 other.flags &= ~FL_ONGROUND;
334 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
335 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
336 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
337 WriteAngle(MSG_ONE, _gun.angles.x + self.angles.x); // tilt
338 WriteAngle(MSG_ONE, _gun.angles.y + self.angles.y); // yaw
339 WriteAngle(MSG_ONE, 0); // roll
340 _gun.vehicle_hudmodel.viewmodelforclient = other;
342 CSQCVehicleSetup(other, other.hud);
346 MUTATOR_CALLHOOK(VehicleEnter);
353 float vehicles_valid_pilot()
355 if (!IS_PLAYER(other))
358 if(other.deadflag != DEAD_NO)
361 if(other.vehicle != world)
364 if (!IS_REAL_CLIENT(other))
365 if(!autocvar_g_vehicles_allow_bots)
368 if(teamplay && other.team != self.team)
377 if(self.gunner1 != world && self.gunner2 != world)
383 if(vehicles_valid_pilot())
385 if(self.gun1.phase <= time)
386 if(bumb_gunner_enter())
389 if(self.gun2.phase <= time)
390 if(bumb_gunner_enter())
399 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
403 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
404 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
405 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
407 if(self.vehicle_flags & VHF_SHIELDREGEN)
408 vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
410 if(self.vehicle_flags & VHF_HEALTHREGEN)
411 vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
413 if(self.vehicle_flags & VHF_ENERGYREGEN)
414 vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
418 float bumb_pilot_frame()
424 vehic = self.vehicle;
428 if(vehic.deadflag != DEAD_NO)
431 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
437 crosshair_trace(pilot);
443 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
446 if(newvel.x > 180) newvel.x -= 360;
447 if(newvel.x < -180) newvel.x += 360;
448 if(newvel.y > 180) newvel.y -= 360;
449 if(newvel.y < -180) newvel.y += 360;
451 ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
452 if(ftmp > 180) ftmp -= 360;
453 if(ftmp < -180) ftmp += 360;
454 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
458 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
460 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
463 newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
464 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
465 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
467 vehic.angles_x = anglemods(vehic.angles.x);
468 vehic.angles_y = anglemods(vehic.angles.y);
469 vehic.angles_z = anglemods(vehic.angles.z);
471 makevectors('0 1 0' * vehic.angles.y);
472 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
474 if(pilot.movement.x != 0)
476 if(pilot.movement.x > 0)
477 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
478 else if(pilot.movement.x < 0)
479 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
482 if(pilot.movement.y != 0)
484 if(pilot.movement.y < 0)
485 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
486 else if(pilot.movement.y > 0)
487 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
488 ftmp = newvel * v_right;
489 ftmp *= frametime * 0.1;
490 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
494 vehic.angles_z *= 0.95;
495 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
499 if(pilot.BUTTON_CROUCH)
500 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
501 else if(pilot.BUTTON_JUMP)
502 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
504 vehic.velocity += newvel * frametime;
505 pilot.velocity = pilot.movement = vehic.velocity;
508 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
510 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
511 vehic.tur_head.enemy = world;
514 if(trace_ent.movetype)
515 if(trace_ent.takedamage)
516 if(!trace_ent.deadflag)
520 if(trace_ent.team == pilot.team)
522 vehic.tur_head.enemy = trace_ent;
523 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
528 vehic.tur_head.enemy = trace_ent;
529 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
533 if(vehic.tur_head.enemy)
535 trace_endpos = real_origin(vehic.tur_head.enemy);
536 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
540 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
541 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
542 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
544 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
546 vehic.gun3.enemy.realowner = pilot;
547 vehic.gun3.enemy.effects &= ~EF_NODRAW;
549 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
550 vehic.gun3.enemy.SendFlags |= BRG_START;
552 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
556 if(autocvar_g_vehicle_bumblebee_raygun)
558 Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
559 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
563 if(trace_ent.deadflag == DEAD_NO)
564 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
567 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
569 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
570 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
572 if(autocvar_g_vehicle_bumblebee_healgun_hps)
573 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
575 else if(IS_CLIENT(trace_ent))
577 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
578 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
580 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
581 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
583 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
585 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
587 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
588 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
589 //else ..hmmm what? ammo?
591 trace_ent.SendFlags |= TNSF_STATUS;
597 vehic.gun3.enemy.hook_end = trace_endpos;
598 setorigin(vehic.gun3.enemy, trace_endpos);
599 vehic.gun3.enemy.SendFlags |= BRG_END;
601 vehic.wait = time + 1;
604 vehic.gun3.enemy.effects |= EF_NODRAW;
607 remove(vehic.gun3.enemy);
609 vehic.gun3.enemy = world;
613 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
614 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
616 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
617 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
619 if(vehic.vehicle_flags & VHF_HASSHIELD)
620 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
622 vehic.angles_x *= -1;
623 makevectors(vehic.angles);
624 vehic.angles_x *= -1;
625 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
627 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
635 self.movetype = MOVETYPE_TOSS;
637 //self.velocity = self.velocity * 0.5;
638 self.angles_z *= 0.8;
639 self.angles_x *= 0.8;
641 self.nextthink = time + 0.05;
645 entity oldself = self;
649 oldself.gun1.vehicle_exit(VHEF_EJECT);
650 entity oldother = other;
662 oldself.gun2.vehicle_exit(VHEF_EJECT);
663 entity oldother = other;
677 self.touch = bumb_touch;
679 self.movetype = MOVETYPE_BOUNCEMISSILE;
680 //setattachment(self.owner, self.vehicle_viewport, "");
683 void bumb_exit(float eject)
685 self.touch = vehicles_touch;
686 self.think = bumb_think;
687 self.nextthink = time;
692 fixedmakevectors(self.angles);
694 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
695 spot = self.origin + v_up * 128 + v_forward * 200;
697 spot = self.origin + v_up * 128 - v_forward * 200;
699 spot = vehicles_findgoodexit(spot);
702 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
703 self.gun3.enemy.effects |= EF_NODRAW;
706 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
707 self.owner.velocity_z += 10;
708 setorigin(self.owner, spot);
710 antilag_clear(self.owner);
716 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
717 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
718 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
719 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
720 DEATH_VH_BUMB_DEATH, world);
722 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
723 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
725 if(self.owner.deadflag == DEAD_DYING)
726 self.owner.deadflag = DEAD_DEAD;
733 if(time >= self.wait)
734 self.think = bumb_blowup;
738 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
739 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
742 self.nextthink = time + 0.1;
747 entity oldself = self;
750 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
751 self.gun3.enemy.effects |= EF_NODRAW;
756 oldself.gun1.vehicle_exit(VHEF_EJECT);
763 oldself.gun2.vehicle_exit(VHEF_EJECT);
767 self.vehicle_exit(VHEF_EJECT);
769 fixedmakevectors(self.angles);
770 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
771 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
772 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
774 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
777 _body.touch = bumb_blowup;
779 _body.touch = func_null;
781 _body.think = bumb_diethink;
782 _body.nextthink = time;
783 _body.wait = time + 2 + (random() * 8);
785 _body.enemy = self.enemy;
787 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
790 self.event_damage = func_null;
791 self.solid = SOLID_CORPSE;
792 self.takedamage = DAMAGE_NO;
793 self.deadflag = DEAD_DYING;
794 self.movetype = MOVETYPE_NONE;
795 self.effects = EF_NODRAW;
796 self.colormod = '0 0 0';
797 self.avelocity = '0 0 0';
798 self.velocity = '0 0 0';
799 self.touch = func_null;
802 setorigin(self, self.pos1);
807 if(autocvar_g_vehicle_bumblebee_bouncepain.x)
808 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain.x, autocvar_g_vehicle_bumblebee_bouncepain.y, autocvar_g_vehicle_bumblebee_bouncepain.z);
811 void bumb_spawn(float _f)
815 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
818 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
823 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
824 self.vehicle_shieldent = spawn();
825 self.vehicle_shieldent.effects = EF_LOWPRECISION;
826 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
827 setattachment(self.vehicle_shieldent, self, "");
828 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
829 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
830 self.vehicle_shieldent.think = shieldhit_think;
831 self.vehicle_shieldent.alpha = -1;
832 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
838 self.vehicle_flags |= VHF_MULTISLOT;
840 self.gun1.owner = self;
841 self.gun2.owner = self;
842 self.gun3.owner = self;
844 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
845 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
846 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
848 setattachment(self.gun1, self, "cannon_right");
849 setattachment(self.gun2, self, "cannon_left");
851 // Angled bones are no fun, messes up gun-aim; so work arround it.
852 self.gun3.pos1 = self.angles;
853 self.angles = '0 0 0';
854 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
856 setattachment(self.gun3, self, "");
857 setorigin(self.gun3, ofs);
858 self.angles = self.gun3.pos1;
860 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
861 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
863 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
864 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
867 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
868 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
870 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
871 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
876 if(self.gun3.enemy == world)
878 self.gun3.enemy = spawn();
879 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
880 self.gun3.enemy.SendFlags = BRG_SETUP;
881 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
882 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
886 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
887 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
888 self.solid = SOLID_BBOX;
889 //self.movetype = MOVETYPE_BOUNCEMISSILE;
890 self.movetype = MOVETYPE_TOSS;
891 self.vehicle_impact = bumb_impact;
892 self.damageforcescale = 0.025;
894 setorigin(self, self.origin + '0 0 25');
897 void spawnfunc_vehicle_bumblebee()
899 if(!autocvar_g_vehicle_bumblebee)
905 precache_model("models/vehicles/bumblebee_body.dpm");
906 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
907 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
908 precache_model("models/vehicles/bumblebee_ray.dpm");
909 precache_model("models/vehicles/wakizashi_cockpit.dpm");
910 precache_model("models/vehicles/spiderbot_cockpit.dpm");
911 precache_model("models/vehicles/raptor_cockpit.dpm");
913 if(autocvar_g_vehicle_bumblebee_energy)
914 if(autocvar_g_vehicle_bumblebee_energy_regen)
915 self.vehicle_flags |= VHF_ENERGYREGEN;
917 if(autocvar_g_vehicle_bumblebee_shield)
918 self.vehicle_flags |= VHF_HASSHIELD;
920 if(autocvar_g_vehicle_bumblebee_shield_regen)
921 self.vehicle_flags |= VHF_SHIELDREGEN;
923 if(autocvar_g_vehicle_bumblebee_health_regen)
924 self.vehicle_flags |= VHF_HEALTHREGEN;
926 if(!vehicle_initialize(
927 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
928 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
929 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, false,
930 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
931 bumb_pilot_frame, bumb_enter, bumb_exit,
932 bumb_die, bumb_think, false, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
939 float bumble_raygun_send(entity to, float sf)
941 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
943 WriteByte(MSG_ENTITY, sf);
946 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
947 WriteByte(MSG_ENTITY, self.realowner.team);
948 WriteByte(MSG_ENTITY, self.cnt);
953 WriteCoord(MSG_ENTITY, self.hook_start.x);
954 WriteCoord(MSG_ENTITY, self.hook_start.y);
955 WriteCoord(MSG_ENTITY, self.hook_start.z);
960 WriteCoord(MSG_ENTITY, self.hook_end.x);
961 WriteCoord(MSG_ENTITY, self.hook_end.y);
962 WriteCoord(MSG_ENTITY, self.hook_end.z);
976 void bumble_raygun_draw()
980 vector _vtmp1, _vtmp2;
982 _len = vlen(self.origin - self.move_origin);
983 _dir = normalize(self.move_origin - self.origin);
985 if(self.total_damages < time)
987 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
988 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
989 self.total_damages = time + 0.1;
993 for(i = -0.1; i < 0.2; i += 0.1)
995 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
996 sz = 5 + random() * 5;
997 al = 0.25 + random() * 0.5;
998 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
999 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
1000 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1002 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1003 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
1004 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1006 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1007 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
1008 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1010 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1014 void bumble_raygun_read(float bIsNew)
1016 int sf = ReadByte();
1020 self.cnt = ReadByte();
1021 self.team = ReadByte();
1022 self.cnt = ReadByte();
1025 self.colormod = '1 0 0';
1027 self.colormod = '0 1 0';
1029 self.traileffect = particleeffectnum("healray_muzzleflash");
1030 self.lip = particleeffectnum("healray_impact");
1032 self.draw = bumble_raygun_draw;
1038 self.origin_x = ReadCoord();
1039 self.origin_y = ReadCoord();
1040 self.origin_z = ReadCoord();
1041 setorigin(self, self.origin);
1046 self.move_origin_x = ReadCoord();
1047 self.move_origin_y = ReadCoord();
1048 self.move_origin_z = ReadCoord();
1052 void bumblebee_draw()
1057 void bumblebee_draw2d()
1062 void bumblebee_read_extra()
1067 void vehicle_bumblebee_assemble()