7 float autocvar_g_vehicle_bumblebee_speed_forward;
8 float autocvar_g_vehicle_bumblebee_speed_strafe;
9 float autocvar_g_vehicle_bumblebee_speed_up;
10 float autocvar_g_vehicle_bumblebee_speed_down;
11 float autocvar_g_vehicle_bumblebee_turnspeed;
12 float autocvar_g_vehicle_bumblebee_pitchspeed;
13 float autocvar_g_vehicle_bumblebee_pitchlimit;
14 float autocvar_g_vehicle_bumblebee_friction;
16 float autocvar_g_vehicle_bumblebee_energy;
17 float autocvar_g_vehicle_bumblebee_energy_regen;
18 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
20 float autocvar_g_vehicle_bumblebee_health;
21 float autocvar_g_vehicle_bumblebee_health_regen;
22 float autocvar_g_vehicle_bumblebee_health_regen_pause;
24 float autocvar_g_vehicle_bumblebee_shield;
25 float autocvar_g_vehicle_bumblebee_shield_regen;
26 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
28 float autocvar_g_vehicle_bumblebee_cannon_cost;
29 float autocvar_g_vehicle_bumblebee_cannon_damage;
30 float autocvar_g_vehicle_bumblebee_cannon_radius;
31 float autocvar_g_vehicle_bumblebee_cannon_refire;
32 float autocvar_g_vehicle_bumblebee_cannon_speed;
33 float autocvar_g_vehicle_bumblebee_cannon_spread;
34 float autocvar_g_vehicle_bumblebee_cannon_force;
36 float autocvar_g_vehicle_bumblebee_cannon_ammo;
37 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
38 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
40 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
42 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
43 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
44 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
45 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
46 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
49 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
50 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
51 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
52 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
54 float autocvar_g_vehicle_bumblebee_raygun_range;
55 float autocvar_g_vehicle_bumblebee_raygun_dps;
56 float autocvar_g_vehicle_bumblebee_raygun_aps;
57 float autocvar_g_vehicle_bumblebee_raygun_fps;
59 float autocvar_g_vehicle_bumblebee_raygun;
60 float autocvar_g_vehicle_bumblebee_healgun_hps;
61 float autocvar_g_vehicle_bumblebee_healgun_hmax;
62 float autocvar_g_vehicle_bumblebee_healgun_aps;
63 float autocvar_g_vehicle_bumblebee_healgun_amax;
64 float autocvar_g_vehicle_bumblebee_healgun_sps;
65 float autocvar_g_vehicle_bumblebee_healgun_locktime;
67 float autocvar_g_vehicle_bumblebee_respawntime;
69 float autocvar_g_vehicle_bumblebee_blowup_radius;
70 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
71 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
72 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
73 var vector autocvar_g_vehicle_bumblebee_bouncepain;
75 var float autocvar_g_vehicle_bumblebee = 0;
78 float bumble_raygun_send(entity to, float sf);
80 #define BUMB_MIN '-130 -130 -130'
81 #define BUMB_MAX '130 130 130'
83 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
85 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
86 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
87 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
88 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
89 DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
92 float bumb_gunner_frame()
94 entity vehic = self.vehicle.owner;
95 entity gun = self.vehicle;
102 vehic.solid = SOLID_NOT;
103 //setorigin(gunner, vehic.origin);
104 gunner.velocity = vehic.velocity;
107 vehic.angles_x *= -1;
108 makevectors(vehic.angles);
109 vehic.angles_x *= -1;
110 if((gun == vehic.gun1))
112 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
113 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
114 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
118 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
119 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
120 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
123 crosshair_trace(gunner);
124 vector _ct = trace_endpos;
127 if(autocvar_g_vehicle_bumblebee_cannon_lock)
129 if(gun.lock_time < time)
133 if(trace_ent.movetype)
134 if(trace_ent.takedamage)
135 if(!trace_ent.deadflag)
139 if(trace_ent.team != gunner.team)
141 gun.enemy = trace_ent;
142 gun.lock_time = time + 5;
147 gun.enemy = trace_ent;
148 gun.lock_time = time + 5;
155 float i, distance, impact_time;
157 vector vf = real_origin(gun.enemy);
158 vector _vel = gun.enemy.velocity;
159 if(gun.enemy.movetype == MOVETYPE_WALK)
164 for(i = 0; i < 4; ++i)
166 distance = vlen(ad - gunner.origin);
167 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
168 ad = vf + _vel * impact_time;
173 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
174 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
175 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
176 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
180 vehicle_aimturret(vehic, _ct, gun, "fire",
181 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
182 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
184 if(gunner.BUTTON_ATCK)
185 if(time > gun.attack_finished_single)
186 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
188 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
189 bumb_fire_cannon(gun, "fire", gunner);
191 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
194 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
196 if(vehic.vehicle_flags & VHF_HASSHIELD)
197 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
199 ad = gettaginfo(gun, gettagindex(gun, "fire"));
200 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
202 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
205 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
207 vehic.solid = SOLID_BBOX;
208 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
209 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
215 void bumb_gunner_exit(float _exitflag)
219 if(clienttype(self) == CLIENTTYPE_REAL)
222 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
223 WriteEntity(MSG_ONE, self);
225 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
226 WriteAngle(MSG_ONE, 0);
227 WriteAngle(MSG_ONE, self.vehicle.angles_y);
228 WriteAngle(MSG_ONE, 0);
231 CSQCVehicleSetup(self, HUD_NORMAL);
232 setsize(self, PL_MIN, PL_MAX);
234 self.takedamage = DAMAGE_AIM;
235 self.solid = SOLID_SLIDEBOX;
236 self.movetype = MOVETYPE_WALK;
237 self.effects &~= EF_NODRAW;
239 self.PlayerPhysplug = SUB_Null;
240 self.view_ofs = PL_VIEW_OFS;
241 self.event_damage = PlayerDamage;
242 self.hud = HUD_NORMAL;
243 self.switchweapon = self.vehicle.switchweapon;
247 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
249 fixedmakevectors(self.vehicle.owner.angles);
251 if(self == self.vehicle.owner.gunner1)
253 self.vehicle.owner.gunner1 = world;
255 else if(self == self.vehicle.owner.gunner2)
257 self.vehicle.owner.gunner2 = world;
261 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
263 vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
264 spot = vehicles_findgoodexit(spot);
265 //setorigin(self , spot);
267 self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
268 self.velocity_z += 10;
270 self.vehicle.phase = time + 5;
271 self.vehicle = world;
274 float bumb_gunner_enter()
276 RemoveGrapplingHook(other);
277 entity _gun, _gunner;
281 _gunner = self.gunner1;
282 self.gunner1 = other;
284 else if(!self.gunner2)
287 _gunner = self.gunner2;
288 self.gunner2 = other;
292 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
297 _gunner.vehicle = _gun;
298 _gun.switchweapon = other.switchweapon;
299 _gun.vehicle_exit = bumb_gunner_exit;
301 other.angles = self.angles;
302 other.takedamage = DAMAGE_NO;
303 other.solid = SOLID_NOT;
304 other.movetype = MOVETYPE_NOCLIP;
306 other.event_damage = SUB_Null;
307 other.view_ofs = '0 0 0';
308 other.hud = _gun.hud;
309 other.PlayerPhysplug = _gun.PlayerPhysplug;
310 other.vehicle_ammo1 = self.vehicle_ammo1;
311 other.vehicle_ammo2 = self.vehicle_ammo2;
312 other.vehicle_reload1 = self.vehicle_reload1;
313 other.vehicle_reload2 = self.vehicle_reload2;
314 other.vehicle_energy = self.vehicle_energy;
315 other.PlayerPhysplug = bumb_gunner_frame;
316 other.flags &~= FL_ONGROUND;
319 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
320 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
321 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
322 WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x); // tilt
323 WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y); // yaw
324 WriteAngle(MSG_ONE, 0); // roll
325 _gun.vehicle_hudmodel.viewmodelforclient = other;
327 CSQCVehicleSetup(other, other.hud);
334 float vehicles_valid_pilot()
336 if(other.classname != "player")
339 if(other.deadflag != DEAD_NO)
342 if(other.vehicle != world)
345 if(clienttype(other) != CLIENTTYPE_REAL)
346 if(!autocvar_g_vehicles_allow_bots)
349 if(teamplay && other.team != self.team)
358 if(self.gunner1 != world && self.gunner2 != world)
364 if(vehicles_valid_pilot())
366 if(self.gun1.phase <= time)
367 if(bumb_gunner_enter())
370 if(self.gun2.phase <= time)
371 if(bumb_gunner_enter())
380 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
381 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
382 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
384 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
385 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
386 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
388 if(self.vehicle_flags & VHF_SHIELDREGEN)
389 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);
391 if(self.vehicle_flags & VHF_HEALTHREGEN)
392 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);
394 if(self.vehicle_flags & VHF_ENERGYREGEN)
395 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);
399 float bumb_pilot_frame()
405 vehic = self.vehicle;
409 if(vehic.deadflag != DEAD_NO)
412 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
418 crosshair_trace(pilot);
424 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
427 if(newvel_x > 180) newvel_x -= 360;
428 if(newvel_x < -180) newvel_x += 360;
429 if(newvel_y > 180) newvel_y -= 360;
430 if(newvel_y < -180) newvel_y += 360;
432 ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
433 if(ftmp > 180) ftmp -= 360;
434 if(ftmp < -180) ftmp += 360;
435 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
439 if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
441 else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
444 newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
445 ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
446 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
448 vehic.angles_x = anglemods(vehic.angles_x);
449 vehic.angles_y = anglemods(vehic.angles_y);
450 vehic.angles_z = anglemods(vehic.angles_z);
452 makevectors('0 1 0' * vehic.angles_y);
453 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
455 if(pilot.movement_x != 0)
457 if(pilot.movement_x > 0)
458 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
459 else if(pilot.movement_x < 0)
460 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
463 if(pilot.movement_y != 0)
465 if(pilot.movement_y < 0)
466 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
467 else if(pilot.movement_y > 0)
468 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
469 ftmp = newvel * v_right;
470 ftmp *= frametime * 0.1;
471 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
475 vehic.angles_z *= 0.95;
476 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
480 if(pilot.BUTTON_CROUCH)
481 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
482 else if(pilot.BUTTON_JUMP)
483 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
485 vehic.velocity += newvel * frametime;
486 pilot.velocity = pilot.movement = vehic.velocity;
489 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
491 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
492 vehic.tur_head.enemy = world;
495 if(trace_ent.movetype)
496 if(trace_ent.takedamage)
497 if(!trace_ent.deadflag)
501 if(trace_ent.team == pilot.team)
503 vehic.tur_head.enemy = trace_ent;
504 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
509 vehic.tur_head.enemy = trace_ent;
510 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
514 if(vehic.tur_head.enemy)
516 trace_endpos = real_origin(vehic.tur_head.enemy);
517 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
521 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
522 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
523 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
525 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
527 vehic.gun3.enemy.realowner = pilot;
528 vehic.gun3.enemy.effects &~= EF_NODRAW;
530 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
531 vehic.gun3.enemy.SendFlags |= BRG_START;
533 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
537 if(autocvar_g_vehicle_bumblebee_raygun)
539 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);
540 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
544 if(trace_ent.deadflag == DEAD_NO)
545 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
548 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
550 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
551 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
553 if(autocvar_g_vehicle_bumblebee_healgun_hps)
554 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
556 else if(trace_ent.flags & FL_CLIENT)
558 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
559 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
561 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
562 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
564 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
566 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
568 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
569 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
570 //else ..hmmm what? ammo?
572 trace_ent.SendFlags |= TNSF_STATUS;
578 vehic.gun3.enemy.hook_end = trace_endpos;
579 setorigin(vehic.gun3.enemy, trace_endpos);
580 vehic.gun3.enemy.SendFlags |= BRG_END;
582 vehic.wait = time + 1;
585 vehic.gun3.enemy.effects |= EF_NODRAW;
588 remove(vehic.gun3.enemy);
590 vehic.gun3.enemy = world;
594 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
595 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
597 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
598 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
600 if(vehic.vehicle_flags & VHF_HASSHIELD)
601 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
603 vehic.angles_x *= -1;
604 makevectors(vehic.angles);
605 vehic.angles_x *= -1;
606 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
608 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
616 self.movetype = MOVETYPE_TOSS;
618 //self.velocity = self.velocity * 0.5;
619 self.angles_z *= 0.8;
620 self.angles_x *= 0.8;
622 self.nextthink = time + 0.05;
626 entity oldself = self;
630 oldself.gun1.vehicle_exit(VHEF_EJECT);
631 entity oldother = other;
643 oldself.gun2.vehicle_exit(VHEF_EJECT);
644 entity oldother = other;
658 self.touch = bumb_touch;
660 self.movetype = MOVETYPE_BOUNCEMISSILE;
661 //setattachment(self.owner, self.vehicle_viewport, "");
664 void bumb_exit(float eject)
666 self.touch = vehicles_touch;
667 self.think = bumb_think;
668 self.nextthink = time;
673 fixedmakevectors(self.angles);
675 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
676 spot = self.origin + v_up * 128 + v_forward * 200;
678 spot = self.origin + v_up * 128 - v_forward * 200;
680 spot = vehicles_findgoodexit(spot);
683 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
684 self.owner.velocity_z += 10;
685 setorigin(self.owner, spot);
689 spot = self.origin + v_forward * 100 + '0 0 64';
690 spot = vehicles_findgoodexit(spot);
691 //setorigin(self.owner , spot);
692 self.owner.velocity = (v_up + v_forward * 0.25) * 250;
693 self.owner.oldvelocity = self.owner.velocity;
697 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
699 if(vlen(self.velocity) > autocvar_sv_maxairspeed)
700 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
702 self.owner.velocity = self.velocity + v_forward * 100;
704 self.owner.velocity_z += 200;
705 spot = self.origin + v_forward * 128 + '0 0 32';
706 spot = vehicles_findgoodexit(spot);
710 self.owner.velocity = self.velocity * 0.5;
711 self.owner.velocity_z += 10;
712 spot = self.origin - v_forward * 300 + '0 0 32';
713 spot = vehicles_findgoodexit(spot);
715 self.owner.oldvelocity = self.owner.velocity;
716 //setorigin(self.owner , spot);
720 antilag_clear(self.owner);
726 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
727 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
728 autocvar_g_vehicle_bumblebee_blowup_radius, self,
729 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
730 DEATH_WAKIBLOWUP, world);
732 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
733 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
735 if(self.owner.deadflag == DEAD_DYING)
736 self.owner.deadflag = DEAD_DEAD;
743 if(time >= self.wait)
744 self.think = bumb_blowup;
748 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
749 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
752 self.nextthink = time + 0.1;
757 entity oldself = self;
760 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
761 self.gun3.enemy.effects |= EF_NODRAW;
766 oldself.gun1.vehicle_exit(VHEF_EJECT);
773 oldself.gun2.vehicle_exit(VHEF_EJECT);
777 self.vehicle_exit(VHEF_EJECT);
779 fixedmakevectors(self.angles);
780 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
781 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
782 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
784 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
787 _body.touch = bumb_blowup;
789 _body.touch = SUB_Null;
791 _body.think = bumb_diethink;
792 _body.nextthink = time;
793 _body.wait = time + 2 + (random() * 8);
795 _body.enemy = self.enemy;
797 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
800 self.event_damage = SUB_Null;
801 self.solid = SOLID_CORPSE;
802 self.takedamage = DAMAGE_NO;
803 self.deadflag = DEAD_DYING;
804 self.movetype = MOVETYPE_NONE;
805 self.effects = EF_NODRAW;
806 self.colormod = '0 0 0';
807 self.avelocity = '0 0 0';
808 self.velocity = '0 0 0';
809 self.touch = SUB_Null;
812 setorigin(self, self.pos1);
818 if(autocvar_g_vehicle_bumblebee_bouncepain_x)
819 vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x,
820 autocvar_g_vehicle_bumblebee_bouncepain_y,
821 autocvar_g_vehicle_bumblebee_bouncepain_z);
824 void bumb_spawn(float _f)
828 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
831 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
836 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
837 self.vehicle_shieldent = spawn();
838 self.vehicle_shieldent.effects = EF_LOWPRECISION;
839 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
840 setattachment(self.vehicle_shieldent, self, "");
841 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
842 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
843 self.vehicle_shieldent.think = shieldhit_think;
844 self.vehicle_shieldent.alpha = -1;
845 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
851 self.vehicle_flags |= VHF_MULTISLOT;
853 self.gun1.owner = self;
854 self.gun2.owner = self;
855 self.gun3.owner = self;
857 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
858 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
859 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
861 setattachment(self.gun1, self, "cannon_right");
862 setattachment(self.gun2, self, "cannon_left");
864 // Angled bones are no fun, messes up gun-aim; so work arround it.
865 self.gun3.pos1 = self.angles;
866 self.angles = '0 0 0';
867 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
869 setattachment(self.gun3, self, "");
870 setorigin(self.gun3, ofs);
871 self.angles = self.gun3.pos1;
873 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
874 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
876 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
877 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
880 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
881 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
883 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
884 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
889 if(self.gun3.enemy == world)
891 self.gun3.enemy = spawn();
892 Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
893 self.gun3.enemy.SendFlags = BRG_SETUP;
894 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
895 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
899 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
900 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
901 self.solid = SOLID_BBOX;
902 //self.movetype = MOVETYPE_BOUNCEMISSILE;
903 self.movetype = MOVETYPE_TOSS;
904 self.vehicle_impact = bumb_impact;
905 self.damageforcescale = 0.025;
907 setorigin(self, self.origin + '0 0 25');
910 void spawnfunc_vehicle_bumblebee()
912 if(!autocvar_g_vehicle_bumblebee)
918 precache_model("models/vehicles/bumblebee_body.dpm");
919 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
920 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
921 precache_model("models/vehicles/bumblebee_ray.dpm");
922 precache_model("models/vehicles/wakizashi_cockpit.dpm");
923 precache_model("models/vehicles/spiderbot_cockpit.dpm");
924 precache_model("models/vehicles/raptor_cockpit.dpm");
926 if(autocvar_g_vehicle_bumblebee_energy)
927 if(autocvar_g_vehicle_bumblebee_energy_regen)
928 self.vehicle_flags |= VHF_ENERGYREGEN;
930 if(autocvar_g_vehicle_bumblebee_shield)
931 self.vehicle_flags |= VHF_HASSHIELD;
933 if(autocvar_g_vehicle_bumblebee_shield_regen)
934 self.vehicle_flags |= VHF_SHIELDREGEN;
936 if(autocvar_g_vehicle_bumblebee_health_regen)
937 self.vehicle_flags |= VHF_HEALTHREGEN;
939 if not(vehicle_initialize(
940 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
941 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
942 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
943 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
944 bumb_pilot_frame, bumb_enter, bumb_exit,
945 bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
952 float bumble_raygun_send(entity to, float sf)
954 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
956 WriteByte(MSG_ENTITY, sf);
959 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
960 WriteByte(MSG_ENTITY, self.realowner.team);
961 WriteByte(MSG_ENTITY, self.cnt);
966 WriteCoord(MSG_ENTITY, self.hook_start_x);
967 WriteCoord(MSG_ENTITY, self.hook_start_y);
968 WriteCoord(MSG_ENTITY, self.hook_start_z);
973 WriteCoord(MSG_ENTITY, self.hook_end_x);
974 WriteCoord(MSG_ENTITY, self.hook_end_y);
975 WriteCoord(MSG_ENTITY, self.hook_end_z);
989 void bumble_raygun_draw()
993 vector _vtmp1, _vtmp2;
995 _len = vlen(self.origin - self.move_origin);
996 _dir = normalize(self.move_origin - self.origin);
998 if(self.total_damages < time)
1000 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1001 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1002 self.total_damages = time + 0.1;
1005 float i, df, sz, al;
1006 for(i = -0.1; i < 0.2; i += 0.1)
1008 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1009 sz = 5 + random() * 5;
1010 al = 0.25 + random() * 0.5;
1011 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1012 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
1013 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1015 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1016 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
1017 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1019 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1020 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
1021 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1023 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1027 void bumble_raygun_read(float bIsNew)
1029 float sf = ReadByte();
1033 self.cnt = ReadByte();
1034 self.team = ReadByte();
1035 self.cnt = ReadByte();
1038 self.colormod = '1 0 0';
1040 self.colormod = '0 1 0';
1042 self.traileffect = particleeffectnum("healray_muzzleflash");
1043 self.lip = particleeffectnum("healray_impact");
1045 self.draw = bumble_raygun_draw;
1051 self.origin_x = ReadCoord();
1052 self.origin_y = ReadCoord();
1053 self.origin_z = ReadCoord();
1054 setorigin(self, self.origin);
1059 self.move_origin_x = ReadCoord();
1060 self.move_origin_y = ReadCoord();
1061 self.move_origin_z = ReadCoord();
1065 void bumblebee_draw()
1070 void bumblebee_draw2d()
1075 void bumblebee_read_extra()
1080 void vehicle_bumblebee_assemble()