3 float autocvar_g_vehicle_bumblebee_speed_forward;
4 float autocvar_g_vehicle_bumblebee_speed_strafe;
5 float autocvar_g_vehicle_bumblebee_speed_up;
6 float autocvar_g_vehicle_bumblebee_speed_down;
7 float autocvar_g_vehicle_bumblebee_turnspeed;
8 float autocvar_g_vehicle_bumblebee_pitchspeed;
9 float autocvar_g_vehicle_bumblebee_pitchlimit;
10 float autocvar_g_vehicle_bumblebee_friction;
12 float autocvar_g_vehicle_bumblebee_energy;
13 float autocvar_g_vehicle_bumblebee_energy_regen;
14 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
16 float autocvar_g_vehicle_bumblebee_health;
17 float autocvar_g_vehicle_bumblebee_health_regen;
18 float autocvar_g_vehicle_bumblebee_health_regen_pause;
20 float autocvar_g_vehicle_bumblebee_shield;
21 float autocvar_g_vehicle_bumblebee_shield_regen;
22 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
24 float autocvar_g_vehicle_bumblebee_cannon_cost;
25 float autocvar_g_vehicle_bumblebee_cannon_damage;
26 float autocvar_g_vehicle_bumblebee_cannon_radius;
27 float autocvar_g_vehicle_bumblebee_cannon_refire;
28 float autocvar_g_vehicle_bumblebee_cannon_speed;
29 float autocvar_g_vehicle_bumblebee_cannon_spread;
30 float autocvar_g_vehicle_bumblebee_cannon_force;
32 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
33 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
34 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
35 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
36 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
38 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
39 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
40 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
41 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
43 float autocvar_g_vehicle_bumblebee_respawntime;
45 float autocvar_g_vehicle_bumblebee_blowup_radius;
46 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
47 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
48 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
50 float autocvar_g_vehicle_bumblebee;
52 #define BUMB_MIN '-120 -120 -120'
53 #define BUMB_MAX '120 120 120'
55 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
60 v = gettaginfo(_gun, gettagindex(_gun, _tagname));
61 bolt = vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
62 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
63 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
64 DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
67 //bolt.velocity = v_forward * autocvar_g_vehicle_bumblebee_cannon_speed;
70 float bumb_gunner_frame()
72 entity vehic, gun, gunner;
74 vehic = self.vehicle.owner;
79 vehic.solid = SOLID_NOT;
80 setorigin(gunner, vehic.origin);
81 gunner.velocity = vehic.velocity;
82 crosshair_trace(gunner);
83 vector _ct = trace_endpos;
86 if(gun.lock_time < time)
90 if(trace_ent.movetype)
91 if(trace_ent.takedamage)
92 if(!trace_ent.deadflag)
96 if(trace_ent.team != gunner.team)
98 gun.enemy = trace_ent;
99 gun.lock_time = time + 5;
104 gun.enemy = trace_ent;
105 gun.lock_time = time + 5;
111 float i, distance, impact_time;
113 vector vf = real_origin(gun.enemy);
114 vector _vel = gun.enemy.velocity;
115 if(gun.enemy.movetype == MOVETYPE_WALK)
120 for(i = 0; i < 4; ++i)
122 distance = vlen(ad - gunner.origin);
123 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
124 ad = vf + _vel * impact_time;
129 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
130 vehicle_aimturret(vehic, trace_endpos, vehic.gun1, "fire",
131 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
132 autocvar_g_vehicle_bumblebee_cannon_turnlimit_out * -1, autocvar_g_vehicle_bumblebee_cannon_turnlimit_in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
136 vehicle_aimturret(vehic, _ct, vehic.gun1, "fire",
137 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
138 autocvar_g_vehicle_bumblebee_cannon_turnlimit_out * -1, autocvar_g_vehicle_bumblebee_cannon_turnlimit_in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
140 if(gunner.BUTTON_ATCK)
141 if(time > gun.attack_finished_single)
142 if(vehic.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
144 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
146 bumb_fire_cannon(gun, "fire", gunner);
147 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
150 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
151 VEHICLE_UPDATE_PLAYER(gunner, energy, bumblebee);
153 if(vehic.vehicle_flags & VHF_HASSHIELD)
154 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
156 ad = gettaginfo(gun, gettagindex(gun, "fire"));
157 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
158 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' * (1 - gunner.vehicle_reload1)), 0);
161 vehic.solid = SOLID_BBOX;
162 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
170 void bumb_gunner_exit(float _exitflag)
172 dprint("^2Gunner1 exits\n");
174 if (clienttype(self) == CLIENTTYPE_REAL)
177 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
178 WriteEntity( MSG_ONE, self);
180 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
181 WriteAngle(MSG_ONE, 0);
182 WriteAngle(MSG_ONE, self.vehicle.angles_y);
183 WriteAngle(MSG_ONE, 0);
186 setsize(self, PL_MIN,PL_MAX);
188 self.takedamage = DAMAGE_AIM;
189 self.solid = SOLID_SLIDEBOX;
190 self.movetype = MOVETYPE_WALK;
191 self.effects &~= EF_NODRAW;
193 self.PlayerPhysplug = SUB_Null;
194 self.view_ofs = PL_VIEW_OFS;
195 self.event_damage = PlayerDamage;
196 self.hud = HUD_NORMAL;
197 self.switchweapon = self.vehicle.switchweapon;
201 self.flagcarried.scale = 0.6;
202 setattachment(self.flagcarried, self, "");
203 setorigin(self.flagcarried, FLAG_CARRY_POS);
206 CSQCVehicleSetup(self, HUD_NORMAL);
207 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
209 if(self == self.vehicle.owner.gunner1)
210 self.vehicle.owner.gunner1 = world;
211 else if(self == self.vehicle.owner.gunner2)
212 self.vehicle.owner.gunner2 = world;
214 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
216 self.vehicle.phase = time + 1;
217 self.vehicle = world;
220 float bumb_gunner_enter()
222 RemoveGrapplingHook(other);
224 self.gun1.vehicle_pilot = other;
225 self.gunner1 = other;
226 //self.gun1.owner = other;
227 self.gunner1.vehicle = self.gun1;
228 self.gun1.switchweapon = other.switchweapon;
229 self.gun1.vehicle_exit = bumb_gunner_exit;
232 other.angles = self.angles;
233 other.takedamage = DAMAGE_NO;
234 other.solid = SOLID_NOT;
235 other.movetype = MOVETYPE_NOCLIP;
237 other.event_damage = SUB_Null;
238 other.view_ofs = '0 0 0';
239 other.hud = self.gun1.hud;
240 other.PlayerPhysplug = self.gun1.PlayerPhysplug;
241 other.vehicle_ammo1 = self.vehicle_ammo1;
242 other.vehicle_ammo2 = self.vehicle_ammo2;
243 other.vehicle_reload1 = self.vehicle_reload1;
244 other.vehicle_reload2 = self.vehicle_reload2;
245 other.vehicle_energy = self.vehicle_energy;
246 other.PlayerPhysplug = bumb_gunner_frame;
247 other.flags &~= FL_ONGROUND;
250 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
251 WriteEntity(MSG_ONE, self.gun1.vehicle_viewport);
252 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
253 WriteAngle(MSG_ONE, self.gun1.angles_x + self.angles_x); // tilt
254 WriteAngle(MSG_ONE, self.gun1.angles_y + self.angles_y); // yaw
255 WriteAngle(MSG_ONE, 0); // roll
256 self.gun1.vehicle_hudmodel.viewmodelforclient = other;
261 float vehicles_valid_pilot()
263 if(other.classname != "player")
266 if(other.deadflag != DEAD_NO)
269 if(other.vehicle != world)
272 // Remove this when bots know how to use vehicles.
273 if (clienttype(other) != CLIENTTYPE_REAL)
282 if(self.gunner1 != world && self.gunner2 != world)
288 if (vehicles_valid_pilot())
290 if(self.gun1.phase <= time)
291 if (bumb_gunner_enter())
294 if(self.gun2.phase <= time)
295 if (bumb_gunner_enter())
303 float bumb_pilot_frame()
309 vehic = self.vehicle;
312 if(vehic.deadflag != DEAD_NO)
315 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
319 crosshair_trace(pilot);
325 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
328 if(newvel_x > 180) newvel_x -= 360;
329 if(newvel_x < -180) newvel_x += 360;
330 if(newvel_y > 180) newvel_y -= 360;
331 if(newvel_y < -180) newvel_y += 360;
333 ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
334 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
335 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
339 if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = 5;
340 else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = -20;
342 newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
343 ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
344 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
346 vehic.angles_x = anglemods(vehic.angles_x);
347 vehic.angles_y = anglemods(vehic.angles_y);
348 vehic.angles_z = anglemods(vehic.angles_z);
350 makevectors('0 1 0' * vehic.angles_y);
351 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
353 if(pilot.movement_x != 0)
355 if(pilot.movement_x > 0)
356 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
357 else if(pilot.movement_x < 0)
358 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
361 if(pilot.movement_y != 0)
363 if(pilot.movement_y < 0)
364 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
365 else if(pilot.movement_y > 0)
366 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
367 ftmp = newvel * v_right;
368 ftmp *= frametime * 0.1;
369 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
373 vehic.angles_z *= 0.95;
374 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
378 if(pilot.BUTTON_CROUCH)
379 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
380 else if (pilot.BUTTON_JUMP)
381 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
383 vehic.velocity += newvel * frametime;
384 pilot.velocity = pilot.movement = vehic.velocity;
385 setorigin(pilot,vehic.origin + '0 0 32');
387 vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
388 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
389 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
393 vehicle_aimturret(vehic, trace_endpos, self.gun1, "fire",
394 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
395 autocvar_g_vehicle_bumblebee_cannon_turnlimit_out * -1, autocvar_g_vehicle_bumblebee_cannon_turnlimit_in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
397 vehicle_aimturret(vehic, trace_endpos, self.gun2, "fire",
398 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
399 autocvar_g_vehicle_bumblebee_cannon_turnlimit_in * -1, autocvar_g_vehicle_bumblebee_cannon_turnlimit_out, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
403 if(pilot.BUTTON_ATCK)
404 if(time > vehic.attack_finished_single)
405 if(vehic.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
407 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
412 bumb_fire_cannon(vehic.gun1, "fire", pilot);
417 bumb_fire_cannon(vehic.gun2, "fire", pilot);
420 vehic.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
424 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
425 vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, TRUE);
427 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
428 vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, FALSE);
430 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
431 vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, FALSE);
433 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
434 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
436 if(vehic.vehicle_flags & VHF_HASSHIELD)
437 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
440 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
448 self.velocity = self.velocity * 0.99;
449 self.nextthink = time + 0.1;
454 self.touch = bumb_touch;
457 void bumb_exit(float eject)
460 self.touch = vehicles_touch;
463 void bumb_spawn(float _f)
465 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
466 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
467 self.movetype = MOVETYPE_TOSS;
468 self.solid = SOLID_BBOX;
469 //self.vehicle_energy = 1;
470 self.movetype = MOVETYPE_FLY;
471 setorigin(self, self.origin + '0 0 25');
476 self.deadflag = DEAD_DEAD;
477 self.vehicle_exit(VHEF_NORMAL);
480 self.event_damage = SUB_Null;
481 self.solid = SOLID_CORPSE;
482 self.takedamage = DAMAGE_NO;
483 self.deadflag = DEAD_DYING;
484 self.movetype = MOVETYPE_BOUNCE;
486 RadiusDamage (self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
487 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
488 autocvar_g_vehicle_bumblebee_blowup_radius, world,
489 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
490 DEATH_WAKIBLOWUP, world);
492 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
497 if not (vehicle_initialize(
498 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
499 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
500 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
501 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
502 bumb_pilot_frame, bumb_enter, bumb_exit,
503 bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health))
514 self.vehicle_flags |= VHF_MULTISLOT;
516 self.gun1.owner = self;
517 self.gun2.owner = self;
518 self.gun3.owner = self;
520 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
521 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
522 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
524 setattachment(self.gun1, self, "cannon_right");
525 setattachment(self.gun2, self, "cannon_left");
526 setattachment(self.gun3, self, "raygun");
528 vehicle_addplayerslot(self, self.gun1, HUD_RAPTOR, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
529 vehicle_addplayerslot(self, self.gun2, HUD_RAPTOR, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
532 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
533 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
535 setorigin(self.gun2.vehicle_hudmodel, '90 -27 -23');
536 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
541 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
544 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
549 void spawnfunc_vehicle_bumblebee()
551 if(!autocvar_g_vehicle_bumblebee)
557 precache_model ("models/vehicles/bumblebee_body.dpm");
558 precache_model ("models/vehicles/bumblebee_plasma_left.dpm");
559 precache_model ("models/vehicles/bumblebee_plasma_right.dpm");
560 precache_model ("models/vehicles/bumblebee_ray.dpm");
561 precache_model ("models/vehicles/wakizashi_cockpit.dpm");
562 precache_model ("models/vehicles/spiderbot_cockpit.dpm");
563 precache_model ("models/vehicles/raptor_cockpit.dpm");
565 if(autocvar_g_vehicle_bumblebee_energy)
566 if(autocvar_g_vehicle_bumblebee_energy_regen)
567 self.vehicle_flags |= VHF_ENERGYREGEN;
569 if(autocvar_g_vehicle_bumblebee_shield)
570 self.vehicle_flags |= VHF_HASSHIELD;
572 if(autocvar_g_vehicle_bumblebee_shield_regen)
573 self.vehicle_flags |= VHF_SHIELDREGEN;
575 if(autocvar_g_vehicle_bumblebee_health_regen)
576 self.vehicle_flags |= VHF_HEALTHREGEN;
578 self.think = bumb_dinit;
579 self.nextthink = time + 1;
584 void bumblebee_draw()
589 void bumblebee_draw2d()
594 void bumblebee_read_extra()
599 void vehicle_bumblebee_assemble()
606 vector predict_target(entity _targ, vector _from, float _shot_speed)
609 float _distance; // How far to target
610 float _impact_time; // How long untill projectile impacts
611 vector _predict_pos; // Predicted enemy location
612 vector _original_origin;// Where target is before predicted
614 _original_origin = real_origin(_targ); // Typicaly center of target BBOX
616 _predict_pos = _original_origin;
617 for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
619 _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
620 _impact_time = _distance / _shot_speed; // Calculate impact time
621 _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location