1 #include "bumblebee.qh"
4 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
6 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
7 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
8 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
9 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
10 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
13 float bumb_gunner_frame()
15 entity vehic = self.vehicle.owner;
16 entity gun = self.vehicle;
23 vehic.solid = SOLID_NOT;
24 //setorigin(gunner, vehic.origin);
25 gunner.velocity = vehic.velocity;
29 makevectors(vehic.angles);
31 if((gun == vehic.gun1))
33 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
34 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
35 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
39 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
40 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
41 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
44 crosshair_trace(gunner);
45 vector _ct = trace_endpos;
48 if(autocvar_g_vehicle_bumblebee_cannon_lock)
50 if(gun.lock_time < time)
54 if(trace_ent.movetype)
55 if(trace_ent.takedamage)
56 if(!trace_ent.deadflag)
60 if(trace_ent.team != gunner.team)
62 gun.enemy = trace_ent;
63 gun.lock_time = time + 5;
68 gun.enemy = trace_ent;
69 gun.lock_time = time + 5;
76 float i, distance, impact_time;
78 vector vf = real_origin(gun.enemy);
79 vector _vel = gun.enemy.velocity;
80 if(gun.enemy.movetype == MOVETYPE_WALK)
85 for(i = 0; i < 4; ++i)
87 distance = vlen(ad - gunner.origin);
88 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
89 ad = vf + _vel * impact_time;
94 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
95 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
96 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
97 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
101 vehicle_aimturret(vehic, _ct, gun, "fire",
102 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
103 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
105 if(gunner.BUTTON_ATCK)
106 if(time > gun.attack_finished_single)
107 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
109 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
110 bumb_fire_cannon(gun, "fire", gunner);
112 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
115 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
117 if(vehic.vehicle_flags & VHF_HASSHIELD)
118 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
120 ad = gettaginfo(gun, gettagindex(gun, "fire"));
121 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
123 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
126 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
128 vehic.solid = SOLID_BBOX;
129 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
130 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
136 void bumb_gunner_exit(float _exitflag)
138 if(IS_REAL_CLIENT(self))
141 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
142 WriteEntity(MSG_ONE, self);
144 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
145 WriteAngle(MSG_ONE, 0);
146 WriteAngle(MSG_ONE, self.vehicle.angles.y);
147 WriteAngle(MSG_ONE, 0);
150 CSQCVehicleSetup(self, HUD_NORMAL);
151 setsize(self, PL_MIN, PL_MAX);
153 self.takedamage = DAMAGE_AIM;
154 self.solid = SOLID_SLIDEBOX;
155 self.movetype = MOVETYPE_WALK;
156 self.effects &= ~EF_NODRAW;
158 self.PlayerPhysplug = func_null;
159 self.view_ofs = PL_VIEW_OFS;
160 self.event_damage = PlayerDamage;
161 self.hud = HUD_NORMAL;
162 self.switchweapon = self.vehicle.switchweapon;
165 vh_vehicle = self.vehicle;
166 MUTATOR_CALLHOOK(VehicleExit);
168 self.vehicle = vh_vehicle;
170 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
172 fixedmakevectors(self.vehicle.owner.angles);
174 if(self == self.vehicle.owner.gunner1)
176 self.vehicle.owner.gunner1 = world;
178 else if(self == self.vehicle.owner.gunner2)
180 self.vehicle.owner.gunner2 = world;
184 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
186 vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
187 spot = vehicles_findgoodexit(spot);
188 //setorigin(self , spot);
190 self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
191 self.velocity_z += 10;
193 self.vehicle.phase = time + 5;
194 self.vehicle = world;
197 float bumb_gunner_enter()
199 RemoveGrapplingHook(other);
200 entity _gun, _gunner;
204 _gunner = self.gunner1;
205 self.gunner1 = other;
207 else if(!self.gunner2)
210 _gunner = self.gunner2;
211 self.gunner2 = other;
215 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
220 _gunner.vehicle = _gun;
221 _gun.switchweapon = other.switchweapon;
222 _gun.vehicle_exit = bumb_gunner_exit;
224 other.angles = self.angles;
225 other.takedamage = DAMAGE_NO;
226 other.solid = SOLID_NOT;
227 other.movetype = MOVETYPE_NOCLIP;
229 other.event_damage = func_null;
230 other.view_ofs = '0 0 0';
231 other.hud = _gun.hud;
232 other.PlayerPhysplug = _gun.PlayerPhysplug;
233 other.vehicle_ammo1 = self.vehicle_ammo1;
234 other.vehicle_ammo2 = self.vehicle_ammo2;
235 other.vehicle_reload1 = self.vehicle_reload1;
236 other.vehicle_reload2 = self.vehicle_reload2;
237 other.vehicle_energy = self.vehicle_energy;
238 other.PlayerPhysplug = bumb_gunner_frame;
239 other.flags &= ~FL_ONGROUND;
242 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
243 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
244 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
245 WriteAngle(MSG_ONE, _gun.angles.x + self.angles.x); // tilt
246 WriteAngle(MSG_ONE, _gun.angles.y + self.angles.y); // yaw
247 WriteAngle(MSG_ONE, 0); // roll
248 _gun.vehicle_hudmodel.viewmodelforclient = other;
250 CSQCVehicleSetup(other, other.hud);
254 MUTATOR_CALLHOOK(VehicleEnter);
261 float vehicles_valid_pilot()
263 if (!IS_PLAYER(other))
266 if(other.deadflag != DEAD_NO)
269 if(other.vehicle != world)
272 if (!IS_REAL_CLIENT(other))
273 if(!autocvar_g_vehicles_allow_bots)
276 if(teamplay && other.team != self.team)
285 if(self.gunner1 != world && self.gunner2 != world)
291 if(vehicles_valid_pilot())
293 if(self.gun1.phase <= time)
294 if(bumb_gunner_enter())
297 if(self.gun2.phase <= time)
298 if(bumb_gunner_enter())
307 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
308 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
309 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
311 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
312 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
313 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
315 if(self.vehicle_flags & VHF_SHIELDREGEN)
316 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);
318 if(self.vehicle_flags & VHF_HEALTHREGEN)
319 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);
321 if(self.vehicle_flags & VHF_ENERGYREGEN)
322 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);
326 float bumb_pilot_frame()
332 vehic = self.vehicle;
336 if(vehic.deadflag != DEAD_NO)
339 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
345 crosshair_trace(pilot);
351 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
354 if(newvel.x > 180) newvel.x -= 360;
355 if(newvel.x < -180) newvel.x += 360;
356 if(newvel.y > 180) newvel.y -= 360;
357 if(newvel.y < -180) newvel.y += 360;
359 ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
360 if(ftmp > 180) ftmp -= 360;
361 if(ftmp < -180) ftmp += 360;
362 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
366 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
368 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
371 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
372 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
373 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
375 vehic.angles_x = anglemods(vehic.angles.x);
376 vehic.angles_y = anglemods(vehic.angles.y);
377 vehic.angles_z = anglemods(vehic.angles.z);
379 makevectors('0 1 0' * vehic.angles.y);
380 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
382 if(pilot.movement.x != 0)
384 if(pilot.movement.x > 0)
385 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
386 else if(pilot.movement.x < 0)
387 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
390 if(pilot.movement.y != 0)
392 if(pilot.movement.y < 0)
393 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
394 else if(pilot.movement.y > 0)
395 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
396 ftmp = newvel * v_right;
397 ftmp *= frametime * 0.1;
398 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
402 vehic.angles_z *= 0.95;
403 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
407 if(pilot.BUTTON_CROUCH)
408 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
409 else if(pilot.BUTTON_JUMP)
410 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
412 vehic.velocity += newvel * frametime;
413 pilot.velocity = pilot.movement = vehic.velocity;
416 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
418 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
419 vehic.tur_head.enemy = world;
422 if(trace_ent.movetype)
423 if(trace_ent.takedamage)
424 if(!trace_ent.deadflag)
428 if(trace_ent.team == pilot.team)
430 vehic.tur_head.enemy = trace_ent;
431 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
436 vehic.tur_head.enemy = trace_ent;
437 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
441 if(vehic.tur_head.enemy)
443 trace_endpos = real_origin(vehic.tur_head.enemy);
444 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
448 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
449 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
450 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
452 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
454 vehic.gun3.enemy.realowner = pilot;
455 vehic.gun3.enemy.effects &= ~EF_NODRAW;
457 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
458 vehic.gun3.enemy.SendFlags |= BRG_START;
460 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
464 if(autocvar_g_vehicle_bumblebee_raygun)
466 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);
467 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
471 if(trace_ent.deadflag == DEAD_NO)
472 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
475 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
477 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
478 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
480 if(autocvar_g_vehicle_bumblebee_healgun_hps)
481 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
483 else if(IS_CLIENT(trace_ent))
485 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
486 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
488 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
489 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
491 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
493 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
495 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
496 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
497 //else ..hmmm what? ammo?
499 trace_ent.SendFlags |= TNSF_STATUS;
505 vehic.gun3.enemy.hook_end = trace_endpos;
506 setorigin(vehic.gun3.enemy, trace_endpos);
507 vehic.gun3.enemy.SendFlags |= BRG_END;
509 vehic.wait = time + 1;
512 vehic.gun3.enemy.effects |= EF_NODRAW;
515 remove(vehic.gun3.enemy);
517 vehic.gun3.enemy = world;
521 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
522 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
524 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
525 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
527 if(vehic.vehicle_flags & VHF_HASSHIELD)
528 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
530 vehic.angles_x *= -1;
531 makevectors(vehic.angles);
532 vehic.angles_x *= -1;
533 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
535 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
543 self.movetype = MOVETYPE_TOSS;
545 //self.velocity = self.velocity * 0.5;
546 self.angles_z *= 0.8;
547 self.angles_x *= 0.8;
549 self.nextthink = time + 0.05;
553 entity oldself = self;
557 oldself.gun1.vehicle_exit(VHEF_EJECT);
558 entity oldother = other;
570 oldself.gun2.vehicle_exit(VHEF_EJECT);
571 entity oldother = other;
585 self.touch = bumb_touch;
587 self.movetype = MOVETYPE_BOUNCEMISSILE;
588 //setattachment(self.owner, self.vehicle_viewport, "");
591 void bumb_exit(float eject)
593 self.touch = vehicles_touch;
594 self.think = bumb_think;
595 self.nextthink = time;
600 fixedmakevectors(self.angles);
602 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
603 spot = self.origin + v_up * 128 + v_forward * 200;
605 spot = self.origin + v_up * 128 - v_forward * 200;
607 spot = vehicles_findgoodexit(spot);
610 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
611 self.gun3.enemy.effects |= EF_NODRAW;
614 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
615 self.owner.velocity_z += 10;
616 setorigin(self.owner, spot);
618 antilag_clear(self.owner);
624 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
625 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
626 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
627 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
628 DEATH_VH_BUMB_DEATH, world);
630 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
631 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
633 if(self.owner.deadflag == DEAD_DYING)
634 self.owner.deadflag = DEAD_DEAD;
641 if(time >= self.wait)
642 self.think = bumb_blowup;
646 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
647 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
650 self.nextthink = time + 0.1;
655 entity oldself = self;
658 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
659 self.gun3.enemy.effects |= EF_NODRAW;
664 oldself.gun1.vehicle_exit(VHEF_EJECT);
671 oldself.gun2.vehicle_exit(VHEF_EJECT);
675 self.vehicle_exit(VHEF_EJECT);
677 fixedmakevectors(self.angles);
678 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
679 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
680 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
682 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
685 _body.touch = bumb_blowup;
687 _body.touch = func_null;
689 _body.think = bumb_diethink;
690 _body.nextthink = time;
691 _body.wait = time + 2 + (random() * 8);
693 _body.enemy = self.enemy;
695 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
698 self.event_damage = func_null;
699 self.solid = SOLID_CORPSE;
700 self.takedamage = DAMAGE_NO;
701 self.deadflag = DEAD_DYING;
702 self.movetype = MOVETYPE_NONE;
703 self.effects = EF_NODRAW;
704 self.colormod = '0 0 0';
705 self.avelocity = '0 0 0';
706 self.velocity = '0 0 0';
707 self.touch = func_null;
710 setorigin(self, self.pos1);
715 if(autocvar_g_vehicle_bumblebee_bouncepain.x)
716 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain.x, autocvar_g_vehicle_bumblebee_bouncepain.y, autocvar_g_vehicle_bumblebee_bouncepain.z);
719 void bumb_spawn(float _f)
723 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
726 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
731 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
732 self.vehicle_shieldent = spawn();
733 self.vehicle_shieldent.effects = EF_LOWPRECISION;
734 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
735 setattachment(self.vehicle_shieldent, self, "");
736 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
737 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
738 self.vehicle_shieldent.think = shieldhit_think;
739 self.vehicle_shieldent.alpha = -1;
740 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
746 self.vehicle_flags |= VHF_MULTISLOT;
748 self.gun1.owner = self;
749 self.gun2.owner = self;
750 self.gun3.owner = self;
752 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
753 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
754 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
756 setattachment(self.gun1, self, "cannon_right");
757 setattachment(self.gun2, self, "cannon_left");
759 // Angled bones are no fun, messes up gun-aim; so work arround it.
760 self.gun3.pos1 = self.angles;
761 self.angles = '0 0 0';
762 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
764 setattachment(self.gun3, self, "");
765 setorigin(self.gun3, ofs);
766 self.angles = self.gun3.pos1;
768 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
769 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
771 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
772 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
775 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
776 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
778 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
779 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
784 if(self.gun3.enemy == world)
786 self.gun3.enemy = spawn();
787 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
788 self.gun3.enemy.SendFlags = BRG_SETUP;
789 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
790 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
794 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
795 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
796 self.solid = SOLID_BBOX;
797 //self.movetype = MOVETYPE_BOUNCEMISSILE;
798 self.movetype = MOVETYPE_TOSS;
799 self.vehicle_impact = bumb_impact;
800 self.damageforcescale = 0.025;
802 setorigin(self, self.origin + '0 0 25');
805 void spawnfunc_vehicle_bumblebee()
807 if(!autocvar_g_vehicle_bumblebee)
813 precache_model("models/vehicles/bumblebee_body.dpm");
814 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
815 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
816 precache_model("models/vehicles/bumblebee_ray.dpm");
817 precache_model("models/vehicles/wakizashi_cockpit.dpm");
818 precache_model("models/vehicles/spiderbot_cockpit.dpm");
819 precache_model("models/vehicles/raptor_cockpit.dpm");
821 if(autocvar_g_vehicle_bumblebee_energy)
822 if(autocvar_g_vehicle_bumblebee_energy_regen)
823 self.vehicle_flags |= VHF_ENERGYREGEN;
825 if(autocvar_g_vehicle_bumblebee_shield)
826 self.vehicle_flags |= VHF_HASSHIELD;
828 if(autocvar_g_vehicle_bumblebee_shield_regen)
829 self.vehicle_flags |= VHF_SHIELDREGEN;
831 if(autocvar_g_vehicle_bumblebee_health_regen)
832 self.vehicle_flags |= VHF_HEALTHREGEN;
834 if(!vehicle_initialize(
835 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
836 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
837 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, false,
838 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
839 bumb_pilot_frame, bumb_enter, bumb_exit,
840 bumb_die, bumb_think, false, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
847 float bumble_raygun_send(entity to, float sf)
849 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
851 WriteByte(MSG_ENTITY, sf);
854 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
855 WriteByte(MSG_ENTITY, self.realowner.team);
856 WriteByte(MSG_ENTITY, self.cnt);
861 WriteCoord(MSG_ENTITY, self.hook_start.x);
862 WriteCoord(MSG_ENTITY, self.hook_start.y);
863 WriteCoord(MSG_ENTITY, self.hook_start.z);
868 WriteCoord(MSG_ENTITY, self.hook_end.x);
869 WriteCoord(MSG_ENTITY, self.hook_end.y);
870 WriteCoord(MSG_ENTITY, self.hook_end.z);
884 void bumble_raygun_draw()
888 vector _vtmp1, _vtmp2;
890 _len = vlen(self.origin - self.move_origin);
891 _dir = normalize(self.move_origin - self.origin);
893 if(self.total_damages < time)
895 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
896 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
897 self.total_damages = time + 0.1;
901 for(i = -0.1; i < 0.2; i += 0.1)
903 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
904 sz = 5 + random() * 5;
905 al = 0.25 + random() * 0.5;
906 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
907 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
908 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
910 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
911 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
912 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
914 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
915 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
916 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
918 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
922 void bumble_raygun_read(float bIsNew)
928 self.cnt = ReadByte();
929 self.team = ReadByte();
930 self.cnt = ReadByte();
933 self.colormod = '1 0 0';
935 self.colormod = '0 1 0';
937 self.traileffect = particleeffectnum("healray_muzzleflash");
938 self.lip = particleeffectnum("healray_impact");
940 self.draw = bumble_raygun_draw;
946 self.origin_x = ReadCoord();
947 self.origin_y = ReadCoord();
948 self.origin_z = ReadCoord();
949 setorigin(self, self.origin);
954 self.move_origin_x = ReadCoord();
955 self.move_origin_y = ReadCoord();
956 self.move_origin_z = ReadCoord();
960 void bumblebee_draw()
965 void bumblebee_draw2d()
970 void bumblebee_read_extra()
975 void vehicle_bumblebee_assemble()