]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/vehicle/bumblebee.qc
take3: format 903 files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
index 018e1a17db9cf3ee0277d7097ec8188bcb7ce2f0..9e8d7b38b5f2a22ae27dee1da214120e016c25a9 100644 (file)
@@ -75,24 +75,21 @@ bool bumblebee_gunner_frame(entity this, float dt)
        return = true;
 
        // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
-       //vehicles_frame(gun, player);
+       // vehicles_frame(gun, player);
 
        vehic.solid = SOLID_NOT;
-       //setorigin(this, vehic.origin);
+       // setorigin(this, vehic.origin);
        this.velocity = vehic.velocity;
 
        float _in, _out;
        vehic.angles_x *= -1;
        makevectors(vehic.angles);
        vehic.angles_x *= -1;
-       if(gun == vehic.gun1)
-       {
+       if (gun == vehic.gun1) {
                _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
                _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
                setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
-       }
-       else
-       {
+       } else {
                _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
                _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
                setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
@@ -103,32 +100,33 @@ bool bumblebee_gunner_frame(entity this, float dt)
        vector _ct = trace_endpos;
        vector ad;
 
-       if(autocvar_g_vehicle_bumblebee_cannon_lock)
-       {
-               if(gun.lock_time < time)
+       if (autocvar_g_vehicle_bumblebee_cannon_lock) {
+               if (gun.lock_time < time) {
                        gun.enemy = NULL;
+               }
 
-               if(trace_ent)
-                       if(trace_ent.move_movetype)
-                               if(trace_ent.takedamage)
-                                       if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
-                                       {
-                                               if(DIFF_TEAM(trace_ent, this))
-                                               {
+               if (trace_ent) {
+                       if (trace_ent.move_movetype) {
+                               if (trace_ent.takedamage) {
+                                       if (!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) {
+                                               if (DIFF_TEAM(trace_ent, this)) {
                                                        gun.enemy = trace_ent;
                                                        gun.lock_time = time + 5;
                                                }
                                        }
+                               }
+                       }
+               }
        }
 
-       if(gun.enemy)
-       {
+       if (gun.enemy) {
                float distance, impact_time;
 
                vector vf = real_origin(gun.enemy);
                vector _vel = gun.enemy.velocity;
-               if(gun.enemy.move_movetype == MOVETYPE_WALK)
+               if (gun.enemy.move_movetype == MOVETYPE_WALK) {
                        _vel.z *= 0.1;
+               }
 
 
                ad = vf;
@@ -140,38 +138,41 @@ bool bumblebee_gunner_frame(entity this, float dt)
 
                UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
                vehicle_aimturret(vehic, trace_endpos, gun, "fire",
-                                                 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
-                                                 _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
-
-       }
-       else
+                       autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+                       _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+       } else {
                vehicle_aimturret(vehic, _ct, gun, "fire",
-                                                 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
-                                                 _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
-
-       if(!forbidWeaponUse(this))
-       if(PHYS_INPUT_BUTTON_ATCK(this))
-               if(time > gun.attack_finished_single[0])
-                       if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
-                       {
-                               gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
-                               bumblebee_fire_cannon(vehic, gun, "fire", this);
-                               gun.delay = time;
-                               gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
+                       autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+                       _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+       }
+
+       if (!forbidWeaponUse(this)) {
+               if (PHYS_INPUT_BUTTON_ATCK(this)) {
+                       if (time > gun.attack_finished_single[0]) {
+                               if (gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost) {
+                                       gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
+                                       bumblebee_fire_cannon(vehic, gun, "fire", this);
+                                       gun.delay = time;
+                                       gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
+                               }
                        }
+               }
+       }
 
        VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
 
-       if(vehic.vehicle_flags & VHF_HASSHIELD)
+       if (vehic.vehicle_flags & VHF_HASSHIELD) {
                VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
+       }
 
        ad = gettaginfo(gun, gettagindex(gun, "fire"));
        traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
 
-       UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
+       UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0);
 
-       if(vehic.owner)
-               UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
+       if (vehic.owner) {
+               UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
+       }
 
        vehic.solid = SOLID_BBOX;
        PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
@@ -180,25 +181,26 @@ bool bumblebee_gunner_frame(entity this, float dt)
 
 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
 {
-       //vector exitspot;
+       // vector exitspot;
        float mysize;
 
        tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
-       if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+       if (trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) {
                return prefer_spot;
+       }
 
        mysize = 1.5 * vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player)); // can't use gunner's size, as they don't have a size
        float i;
        vector v, v2;
        v2 = 0.5 * (gunner.absmin + gunner.absmax);
-       for(i = 0; i < 100; ++i)
-       {
+       for (i = 0; i < 100; ++i) {
                v = randomvec();
                v_z = 0;
                v = v2 + normalize(v) * mysize;
                tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
-               if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+               if (trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) {
                        return v;
+               }
        }
 
        return prefer_spot; // this should be considered a fallback?!
@@ -210,8 +212,7 @@ void bumblebee_gunner_exit(entity this, int _exitflag)
        entity gunner = this;
        entity vehic = gunner.owner;
 
-       if(IS_REAL_CLIENT(player))
-       {
+       if (IS_REAL_CLIENT(player)) {
                msg_entity = player;
                WriteByte(MSG_ONE, SVC_SETVIEWPORT);
                WriteEntity(MSG_ONE, player);
@@ -234,9 +235,8 @@ void bumblebee_gunner_exit(entity this, int _exitflag)
        player.view_ofs       = STAT(PL_VIEW_OFS, player);
        player.event_damage   = PlayerDamage;
        player.hud            = HUD_NORMAL;
-       player.teleportable       = TELEPORT_NORMAL;
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       {
+       player.teleportable   = TELEPORT_NORMAL;
+       for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {
                .entity weaponentity = weaponentities[slot];
                player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
                delete(gunner.(weaponentity));
@@ -245,8 +245,8 @@ void bumblebee_gunner_exit(entity this, int _exitflag)
 
        fixedmakevectors(vehic.angles);
 
-       if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
-       if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
+       if (player == vehic.gunner1) { vehic.gunner1 = NULL; }
+       if (player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
 
        vector spot = real_origin(gunner);
        spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
@@ -270,48 +270,46 @@ bool bumblebee_gunner_enter(entity this, entity player)
        entity vehic = this;
        entity gunner = NULL;
 
-       if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
-       {
+       if (!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2) {
                // we can have some fun
                vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
                vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
-               if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
-               {
+               if (vlen2(player.origin - v1) < vlen2(player.origin - v2)) {
                        gunner = vehic.gun1;
                        vehic.gunner1 = player;
-               }
-               else
-               {
+               } else {
                        gunner = vehic.gun2;
                        vehic.gunner2 = player;
                }
-       }
-       else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
-       else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
-       else { LOG_TRACE("Vehicle is full, fail"); return false; }
-
-       player.vehicle                  = gunner;
-       player.angles                   = vehic.angles;
-       player.takedamage               = DAMAGE_NO;
-       player.solid                    = SOLID_NOT;
-       player.alpha                    = -1;
+       } else if (!vehic.gunner1 && time >= vehic.gun1.phase) {
+               gunner = vehic.gun1;
+               vehic.gunner1 = player;
+       } else if (!vehic.gunner2 && time >= vehic.gun2.phase) {
+               gunner = vehic.gun2;
+               vehic.gunner2 = player;
+       } else { LOG_TRACE("Vehicle is full, fail"); return false; }
+
+       player.vehicle          = gunner;
+       player.angles           = vehic.angles;
+       player.takedamage       = DAMAGE_NO;
+       player.solid            = SOLID_NOT;
+       player.alpha            = -1;
        set_movetype(player, MOVETYPE_NOCLIP);
-       player.event_damage     = func_null;
-       player.view_ofs                 = '0 0 0';
-       player.hud                              = gunner.hud;
-       player.teleportable     = false;
-       player.PlayerPhysplug   = gunner.PlayerPhysplug;
-       player.vehicle_ammo1    = vehic.vehicle_ammo1;
-       player.vehicle_ammo2    = vehic.vehicle_ammo2;
-       player.vehicle_reload1  = vehic.vehicle_reload1;
-       player.vehicle_reload2  = vehic.vehicle_reload2;
-       player.vehicle_energy   = vehic.vehicle_energy;
+       player.event_damage     = func_null;
+       player.view_ofs         = '0 0 0';
+       player.hud              = gunner.hud;
+       player.teleportable     = false;
+       player.PlayerPhysplug   = gunner.PlayerPhysplug;
+       player.vehicle_ammo1    = vehic.vehicle_ammo1;
+       player.vehicle_ammo2    = vehic.vehicle_ammo2;
+       player.vehicle_reload1  = vehic.vehicle_reload1;
+       player.vehicle_reload2  = vehic.vehicle_reload2;
+       player.vehicle_energy   = vehic.vehicle_energy;
        UNSET_ONGROUND(player);
 
        RemoveGrapplingHooks(player);
 
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       {
+       for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {
                .entity weaponentity = weaponentities[slot];
 
                gunner.(weaponentity) = new(temp_wepent);
@@ -320,16 +318,15 @@ bool bumblebee_gunner_enter(entity this, entity player)
        gunner.vehicle_exit = bumblebee_gunner_exit;
        gunner.vehicle_hudmodel.viewmodelforclient = player;
 
-       if(IS_REAL_CLIENT(player))
-       {
+       if (IS_REAL_CLIENT(player)) {
                msg_entity = player;
-               WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
-               WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
+               WriteByte(MSG_ONE,      SVC_SETVIEWPORT);
+               WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
 
-               WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
-               WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
-               WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
-               WriteAngle(MSG_ONE,     0); // roll
+               WriteByte(MSG_ONE,      SVC_SETVIEWANGLES);
+               WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
+               WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
+               WriteAngle(MSG_ONE,     0);                                // roll
        }
 
        CSQCVehicleSetup(player, player.hud);
@@ -341,13 +338,14 @@ bool bumblebee_gunner_enter(entity this, entity player)
 
 bool vehicles_valid_pilot(entity this, entity toucher)
 {
-       if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
+       if (IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots) {
                return false;
+       }
 
-       if((!IS_PLAYER(toucher))
-       || (IS_DEAD(toucher))
-       || (toucher.vehicle)
-       || (DIFF_TEAM(toucher, this))
+       if ((!IS_PLAYER(toucher))
+               || (IS_DEAD(toucher))
+               || (toucher.vehicle)
+               || (DIFF_TEAM(toucher, this))
        ) { return false; }
 
        return true;
@@ -355,21 +353,21 @@ bool vehicles_valid_pilot(entity this, entity toucher)
 
 void bumblebee_touch(entity this, entity toucher)
 {
-       if(autocvar_g_vehicles_enter) { return; }
+       if (autocvar_g_vehicles_enter) { return; }
 
-       if(this.gunner1 != NULL && this.gunner2 != NULL)
-       {
+       if (this.gunner1 != NULL && this.gunner2 != NULL) {
                vehicles_touch(this, toucher);
                return;
        }
 
-       if(vehicles_valid_pilot(this, toucher))
-       {
+       if (vehicles_valid_pilot(this, toucher)) {
                float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
 
-               if(time >= toucher.vehicle_enter_delay && phase_time)
-               if(bumblebee_gunner_enter(this, toucher))
-                       return;
+               if (time >= toucher.vehicle_enter_delay && phase_time) {
+                       if (bumblebee_gunner_enter(this, toucher)) {
+                               return;
+                       }
+               }
        }
 
        vehicles_touch(this, toucher);
@@ -377,23 +375,27 @@ void bumblebee_touch(entity this, entity toucher)
 
 void bumblebee_regen(entity this, float dt)
 {
-       if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
+       if (this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) {
                this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
-                                                                          this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
+                       this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
+       }
 
-       if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
+       if (this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) {
                this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
-                                                                          this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
+                       this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
+       }
 
-       if(this.vehicle_flags  & VHF_SHIELDREGEN)
+       if (this.vehicle_flags  & VHF_SHIELDREGEN) {
                vehicles_regen(this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, dt, true);
+       }
 
-       if(this.vehicle_flags  & VHF_HEALTHREGEN)
+       if (this.vehicle_flags  & VHF_HEALTHREGEN) {
                vehicles_regen(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt, false);
+       }
 
-       if(this.vehicle_flags  & VHF_ENERGYREGEN)
+       if (this.vehicle_flags  & VHF_ENERGYREGEN) {
                vehicles_regen(this, this.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, dt, false);
-
+       }
 }
 
 bool bumblebee_pilot_frame(entity this, float dt)
@@ -401,8 +403,7 @@ bool bumblebee_pilot_frame(entity this, float dt)
        entity vehic = this.vehicle;
        return = true;
 
-       if(game_stopped)
-       {
+       if (game_stopped) {
                vehic.solid = SOLID_NOT;
                vehic.takedamage = DAMAGE_NO;
                set_movetype(vehic, MOVETYPE_NONE);
@@ -411,8 +412,7 @@ bool bumblebee_pilot_frame(entity this, float dt)
 
        vehicles_frame(vehic, this);
 
-       if(IS_DEAD(vehic))
-       {
+       if (IS_DEAD(vehic)) {
                PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
                return;
        }
@@ -425,24 +425,25 @@ bool bumblebee_pilot_frame(entity this, float dt)
        vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
        vang.x *= -1;
        newvel.x *= -1;
-       if(newvel.x > 180)  newvel.x -= 360;
-       if(newvel.x < -180) newvel.x += 360;
-       if(newvel.y > 180)  newvel.y -= 360;
-       if(newvel.y < -180) newvel.y += 360;
+       if (newvel.x > 180) { newvel.x -= 360; }
+       if (newvel.x < -180) { newvel.x += 360; }
+       if (newvel.y > 180) { newvel.y -= 360; }
+       if (newvel.y < -180) { newvel.y += 360; }
 
        float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
-       if(ftmp > 180)  ftmp -= 360;
-       if(ftmp < -180) ftmp += 360;
+       if (ftmp > 180) { ftmp -= 360; }
+       if (ftmp < -180) { ftmp += 360; }
        vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
 
        // Pitch
        ftmp = 0;
-       if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
+       if (CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit) {
                ftmp = 4;
-       else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
+       } else if (CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit) {
                ftmp = -8;
+       }
 
-       newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
+       newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x, autocvar_g_vehicle_bumblebee_pitchlimit);
        ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
        vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
 
@@ -453,143 +454,135 @@ bool bumblebee_pilot_frame(entity this, float dt)
        makevectors('0 1 0' * vehic.angles.y);
        newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
 
-       if(CS(this).movement.x != 0)
-       {
-               if(CS(this).movement.x > 0)
+       if (CS(this).movement.x != 0) {
+               if (CS(this).movement.x > 0) {
                        newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
-               else if(CS(this).movement.x < 0)
+               } else if (CS(this).movement.x < 0) {
                        newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
+               }
        }
 
-       if(CS(this).movement.y != 0)
-       {
-               if(CS(this).movement.y < 0)
+       if (CS(this).movement.y != 0) {
+               if (CS(this).movement.y < 0) {
                        newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
-               else if(CS(this).movement.y > 0)
+               } else if (CS(this).movement.y > 0) {
                        newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
+               }
                ftmp = newvel * v_right;
                ftmp *= dt * 0.1;
                vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
-       }
-       else
-       {
+       } else {
                vehic.angles_z *= 0.95;
-               if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
+               if (vehic.angles.z >= -1 && vehic.angles.z <= -1) {
                        vehic.angles_z = 0;
+               }
        }
 
-       if(PHYS_INPUT_BUTTON_CROUCH(this))
+       if (PHYS_INPUT_BUTTON_CROUCH(this)) {
                newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
-       else if(PHYS_INPUT_BUTTON_JUMP(this))
+       } else if (PHYS_INPUT_BUTTON_JUMP(this)) {
                newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
+       }
 
        vehic.velocity  += newvel * dt;
        this.velocity = CS(this).movement  = vehic.velocity;
 
 
-       if(autocvar_g_vehicle_bumblebee_healgun_locktime)
-       {
-               if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
+       if (autocvar_g_vehicle_bumblebee_healgun_locktime) {
+               if (vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy)) {
                        vehic.tur_head.enemy = NULL;
+               }
 
-               if(trace_ent)
-               if(trace_ent.move_movetype)
-               if(trace_ent.takedamage)
-               if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
-               {
-                       if(teamplay)
-                       {
-                               if(trace_ent.team == this.team)
-                               {
-                                       vehic.tur_head.enemy = trace_ent;
-                                       vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
+               if (trace_ent) {
+                       if (trace_ent.move_movetype) {
+                               if (trace_ent.takedamage) {
+                                       if (!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) {
+                                               if (teamplay) {
+                                                       if (trace_ent.team == this.team) {
+                                                               vehic.tur_head.enemy = trace_ent;
+                                                               vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
+                                                       }
+                                               } else {
+                                                       vehic.tur_head.enemy = trace_ent;
+                                                       vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
+                                               }
+                                       }
                                }
                        }
-                       else
-                       {
-                               vehic.tur_head.enemy = trace_ent;
-                               vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
-                       }
                }
 
-               if(vehic.tur_head.enemy)
-               {
+               if (vehic.tur_head.enemy) {
                        trace_endpos = real_origin(vehic.tur_head.enemy);
                        UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
                }
        }
 
        vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
-                                         autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
-                                         autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
-
-       if(!forbidWeaponUse(this))
-       if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME || autocvar_g_vehicle_bumblebee_raygun == 0))
-       {
-               vehic.gun3.enemy.realowner = this;
-               vehic.gun3.enemy.effects &= ~EF_NODRAW;
-
-               vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
-               vehic.gun3.enemy.SendFlags |= BRG_START;
-
-               traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
-
-               if(trace_ent)
-               {
-                       if(autocvar_g_vehicle_bumblebee_raygun)
-                       {
-                               Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
-                               vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
-                       }
-                       else
-                       {
-                               if(!IS_DEAD(trace_ent))
-                                       if((teamplay && trace_ent.team == this.team) || !teamplay)
-                                       {
-
-                                               if(IS_VEHICLE(trace_ent))
-                                               {
-                                                       if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
-                                                               trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
-
-                                                       if(autocvar_g_vehicle_bumblebee_healgun_hps)
-                                                               trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
-                                               }
-                                               else if(IS_CLIENT(trace_ent))
-                                               {
-                                                       if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
-                                                               trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
+               autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
+               autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
+
+       if (!forbidWeaponUse(this)) {
+               if ((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME || autocvar_g_vehicle_bumblebee_raygun == 0)) {
+                       vehic.gun3.enemy.realowner = this;
+                       vehic.gun3.enemy.effects &= ~EF_NODRAW;
+
+                       vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
+                       vehic.gun3.enemy.SendFlags |= BRG_START;
+
+                       traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
+
+                       if (trace_ent) {
+                               if (autocvar_g_vehicle_bumblebee_raygun) {
+                                       Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
+                                       vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
+                               } else {
+                                       if (!IS_DEAD(trace_ent)) {
+                                               if ((teamplay && trace_ent.team == this.team) || !teamplay) {
+                                                       if (IS_VEHICLE(trace_ent)) {
+                                                               if (autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health) {
+                                                                       trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
+                                                               }
+
+                                                               if (autocvar_g_vehicle_bumblebee_healgun_hps) {
+                                                                       trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
+                                                               }
+                                                       } else if (IS_CLIENT(trace_ent)) {
+                                                               if (trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps) {
+                                                                       trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
+                                                               }
+
+                                                               if (trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps) {
+                                                                       trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
+                                                               }
 
-                                                       if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
-                                                               trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
-
-                                                       trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
-                                               }
-                                               else if(IS_TURRET(trace_ent))
-                                               {
-                                                       if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
-                                                               trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
-                                                       //else ..hmmm what? ammo?
-
-                                                       trace_ent.SendFlags |= TNSF_STATUS;
+                                                               trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
+                                                       } else if (IS_TURRET(trace_ent)) {
+                                                               if (trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps) {
+                                                                       trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
+                                                               }
+                                                               // else ..hmmm what? ammo?
+
+                                                               trace_ent.SendFlags |= TNSF_STATUS;
+                                                       }
                                                }
                                        }
+                               }
                        }
-               }
 
-               vehic.gun3.enemy.hook_end = trace_endpos;
-               setorigin(vehic.gun3.enemy, trace_endpos);
-               vehic.gun3.enemy.SendFlags |= BRG_END;
+                       vehic.gun3.enemy.hook_end = trace_endpos;
+                       setorigin(vehic.gun3.enemy, trace_endpos);
+                       vehic.gun3.enemy.SendFlags |= BRG_END;
 
-               vehic.wait = time + 1;
+                       vehic.wait = time + 1;
+               } else {
+                       vehic.gun3.enemy.effects |= EF_NODRAW;
+               }
        }
-       else
-               vehic.gun3.enemy.effects |= EF_NODRAW;
        /*{
-               if(vehic.gun3.enemy)
-                       remove(vehic.gun3.enemy);
+           if(vehic.gun3.enemy)
+               remove(vehic.gun3.enemy);
 
-               vehic.gun3.enemy = NULL;
+           vehic.gun3.enemy = NULL;
        }
        */
 
@@ -599,8 +592,9 @@ bool bumblebee_pilot_frame(entity this, float dt)
        this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
        this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
 
-       if(vehic.vehicle_flags & VHF_HASSHIELD)
+       if (vehic.vehicle_flags & VHF_HASSHIELD) {
                VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
+       }
 
        vehic.angles_x *= -1;
        makevectors(vehic.angles);
@@ -620,8 +614,9 @@ void bumblebee_land(entity this)
        this.angles_x *= 0.95;
        this.angles_z *= 0.95;
 
-       if(hgt < 16)
+       if (hgt < 16) {
                setthink(this, vehicles_think);
+       }
 
        this.nextthink = time;
 
@@ -630,37 +625,38 @@ void bumblebee_land(entity this)
 
 void bumblebee_exit(entity this, int eject)
 {
-       if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
-       {
+       if (this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid) {
                bumblebee_gunner_exit(this, eject);
                return;
        }
 
        settouch(this, vehicles_touch);
 
-       if(!IS_DEAD(this))
-       {
+       if (!IS_DEAD(this)) {
                setthink(this, bumblebee_land);
                this.nextthink  = time;
        }
 
        set_movetype(this, MOVETYPE_TOSS);
 
-       if(!this.owner)
+       if (!this.owner) {
                return;
+       }
 
        fixedmakevectors(this.angles);
        vector spot;
-       if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
+       if (vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5)) {
                spot = this.origin + v_up * 128 + v_forward * 300;
-       else
+       } else {
                spot = this.origin + v_up * 128 - v_forward * 300;
+       }
 
        spot = vehicles_findgoodexit(this, this.owner, spot);
 
        // Hide beam
-       if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
+       if (this.gun3.enemy || !wasfreed(this.gun3.enemy)) {
                this.gun3.enemy.effects |= EF_NODRAW;
+       }
 
        this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
        this.owner.velocity_z += 10;
@@ -673,16 +669,17 @@ void bumblebee_exit(entity this, int eject)
 void bumblebee_blowup(entity this)
 {
        RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
-                                autocvar_g_vehicle_bumblebee_blowup_edgedamage,
-                                autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
-                                autocvar_g_vehicle_bumblebee_blowup_forceintensity,
-                                DEATH_VH_BUMB_DEATH.m_id, NULL);
+               autocvar_g_vehicle_bumblebee_blowup_edgedamage,
+               autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
+               autocvar_g_vehicle_bumblebee_blowup_forceintensity,
+               DEATH_VH_BUMB_DEATH.m_id, NULL);
 
        sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
        Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
 
-       if(this.owner.deadflag == DEAD_DYING)
+       if (this.owner.deadflag == DEAD_DYING) {
                this.owner.deadflag = DEAD_DEAD;
+       }
 
        delete(this);
 }
@@ -694,11 +691,11 @@ void bumblebee_dead_touch(entity this, entity toucher)
 
 void bumblebee_diethink(entity this)
 {
-       if(time >= this.wait)
+       if (time >= this.wait) {
                setthink(this, bumblebee_blowup);
+       }
 
-       if(random() < 0.1)
-       {
+       if (random() < 0.1) {
                sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
                Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
        }
@@ -708,216 +705,230 @@ void bumblebee_diethink(entity this)
 
 spawnfunc(vehicle_bumblebee)
 {
-       if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
-       if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
+       if (!autocvar_g_vehicle_bumblebee) { delete(this); return; }
+       if (!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
 }
 
 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
 {
-    if(autocvar_g_vehicle_bumblebee_bouncepain)
-        vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
+       if (autocvar_g_vehicle_bumblebee_bouncepain) {
+               vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
+       }
 }
 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
 {
-    settouch(instance, bumblebee_touch);
-    instance.nextthink = 0;
-    set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
+       settouch(instance, bumblebee_touch);
+       instance.nextthink = 0;
+       set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
 }
 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
 {
-       if(!instance.gunner1)
-       if(time >= instance.gun1.phase)
-       if(instance.gun1.vehicle_enter)
-       if(instance.gun1.vehicle_enter(instance, actor))
-               return;
+       if (!instance.gunner1) {
+               if (time >= instance.gun1.phase) {
+                       if (instance.gun1.vehicle_enter) {
+                               if (instance.gun1.vehicle_enter(instance, actor)) {
+                                       return;
+                               }
+                       }
+               }
+       }
 
-       if(!instance.gunner2)
-       if(time >= instance.gun2.phase)
-       if(instance.gun2.vehicle_enter)
-       if(instance.gun2.vehicle_enter(instance, actor))
-               return;
+       if (!instance.gunner2) {
+               if (time >= instance.gun2.phase) {
+                       if (instance.gun2.vehicle_enter) {
+                               if (instance.gun2.vehicle_enter(instance, actor)) {
+                                       return;
+                               }
+                       }
+               }
+       }
 }
 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
 {
-    instance.angles_z *= 0.8;
-    instance.angles_x *= 0.8;
-
-    instance.nextthink = time;
-
-    if(!instance.owner)
-    {
-        if(instance.gunner1)
-        {
-               entity e = instance.gunner1;
-               instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
-               instance.phase = 0;
-               gettouch(instance)(instance, e);
-               return;
-        }
-
-        if(instance.gunner2)
-        {
-               entity e = instance.gunner2;
-               instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
-               instance.phase = 0;
-               gettouch(instance)(instance, e);
-            return;
-        }
-    }
+       instance.angles_z *= 0.8;
+       instance.angles_x *= 0.8;
+
+       instance.nextthink = time;
+
+       if (!instance.owner) {
+               if (instance.gunner1) {
+                       entity e = instance.gunner1;
+                       instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
+                       instance.phase = 0;
+                       gettouch(instance)(instance, e);
+                       return;
+               }
+
+               if (instance.gunner2) {
+                       entity e = instance.gunner2;
+                       instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
+                       instance.phase = 0;
+                       gettouch(instance)(instance, e);
+                       return;
+               }
+       }
 }
 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
 {
        CSQCModel_UnlinkEntity(instance);
 
        // hide beam
-       if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
+       if (instance.gun3.enemy || !wasfreed(instance.gun3.enemy)) {
                instance.gun3.enemy.effects |= EF_NODRAW;
+       }
 
-       if(instance.gunner1)
+       if (instance.gunner1) {
                instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
+       }
 
-       if(instance.gunner2)
+       if (instance.gunner2) {
                instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
+       }
 
        instance.vehicle_exit(instance, VHEF_EJECT);
 
-    fixedmakevectors(instance.angles);
-    vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
-    vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
-    vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
-
-    entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
-
-    if(random() > 0.5)
-        settouch(_body, bumblebee_dead_touch);
-    else
-        settouch(_body, func_null);
-
-    setthink(_body, bumblebee_diethink);
-    _body.nextthink = time;
-    _body.wait = time + 2 + (random() * 8);
-    _body.owner = instance;
-    _body.enemy = instance.enemy;
-    _body.scale = 1.5;
-    _body.angles = instance.angles;
-
-    Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
-
-    instance.health                    = 0;
-    instance.event_damage      = func_null;
-    instance.solid                     = SOLID_NOT;
-    instance.takedamage                = DAMAGE_NO;
-    instance.deadflag          = DEAD_DYING;
-    set_movetype(instance, MOVETYPE_NONE);
-    instance.effects           = EF_NODRAW;
-    instance.colormod          = '0 0 0';
-    instance.avelocity         = '0 0 0';
-    instance.velocity          = '0 0 0';
-    settouch(instance, func_null);
-    instance.nextthink                 = 0;
-
-    setorigin(instance, instance.pos1);
+       fixedmakevectors(instance.angles);
+       vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
+       vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
+       vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
+
+       entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
+
+       if (random() > 0.5) {
+               settouch(_body, bumblebee_dead_touch);
+       } else {
+               settouch(_body, func_null);
+       }
+
+       setthink(_body, bumblebee_diethink);
+       _body.nextthink = time;
+       _body.wait = time + 2 + (random() * 8);
+       _body.owner = instance;
+       _body.enemy = instance.enemy;
+       _body.scale = 1.5;
+       _body.angles = instance.angles;
+
+       Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
+
+       instance.health         = 0;
+       instance.event_damage   = func_null;
+       instance.solid          = SOLID_NOT;
+       instance.takedamage     = DAMAGE_NO;
+       instance.deadflag       = DEAD_DYING;
+       set_movetype(instance, MOVETYPE_NONE);
+       instance.effects        = EF_NODRAW;
+       instance.colormod       = '0 0 0';
+       instance.avelocity      = '0 0 0';
+       instance.velocity       = '0 0 0';
+       settouch(instance, func_null);
+       instance.nextthink      = 0;
+
+       setorigin(instance, instance.pos1);
 }
 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
 {
-    if(!instance.gun1)
-    {
-        // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
-        instance.vehicle_shieldent = spawn();
-        instance.vehicle_shieldent.effects = EF_LOWPRECISION;
-        setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
-        setattachment(instance.vehicle_shieldent, instance, "");
-        setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
-        instance.vehicle_shieldent.scale       = 512 / vlen(instance.maxs - instance.mins);
-        setthink(instance.vehicle_shieldent, shieldhit_think);
-        instance.vehicle_shieldent.alpha = -1;
-        instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
-
-        instance.gun1 = new(vehicle_playerslot);
-        instance.gun2 = new(vehicle_playerslot);
-        instance.gun3 = new(bumblebee_raygun);
-
-        instance.vehicle_flags |= VHF_MULTISLOT;
-
-        instance.gun1.owner = instance;
-        instance.gun2.owner = instance;
-        instance.gun3.owner = instance;
-
-        setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
-        setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
-        setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
-
-        setattachment(instance.gun1, instance, "cannon_right");
-        setattachment(instance.gun2, instance, "cannon_left");
-
-        // Angled bones are no fun, messes up gun-aim; so work arround it.
-        instance.gun3.pos1 = instance.angles;
-        instance.angles = '0 0 0';
-        vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
-        ofs -= instance.origin;
-        setattachment(instance.gun3, instance, "");
-        setorigin(instance.gun3, ofs);
-        instance.angles = instance.gun3.pos1;
-
-        vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-        vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-
-        setorigin(instance.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
-        setorigin(instance.vehicle_viewport, '5 0 2');    // Move camera forward up
-
-        //fixme-model-bones
-        setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
-        setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
-        //fixme-model-bones
-        setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
-        setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
-
-        instance.scale = 1.5;
-
-        // Raygun beam
-        if(instance.gun3.enemy == NULL)
-        {
-            instance.gun3.enemy = spawn();
-            Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
-            instance.gun3.enemy.SendFlags = BRG_SETUP;
-            instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
-            instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
-        }
-    }
-
-    if(!autocvar_g_vehicle_bumblebee_swim)
-       instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
-
-    instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
-    instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
-    instance.solid = SOLID_BBOX;
-    set_movetype(instance, MOVETYPE_TOSS);
-    instance.damageforcescale = 0.025;
-
-    instance.PlayerPhysplug = bumblebee_pilot_frame;
-
-    setorigin(instance, instance.origin + '0 0 25');
+       if (!instance.gun1) {
+               // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
+               instance.vehicle_shieldent = spawn();
+               instance.vehicle_shieldent.effects = EF_LOWPRECISION;
+               setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
+               setattachment(instance.vehicle_shieldent, instance, "");
+               setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
+               instance.vehicle_shieldent.scale       = 512 / vlen(instance.maxs - instance.mins);
+               setthink(instance.vehicle_shieldent, shieldhit_think);
+               instance.vehicle_shieldent.alpha = -1;
+               instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
+
+               instance.gun1 = new(vehicle_playerslot);
+               instance.gun2 = new(vehicle_playerslot);
+               instance.gun3 = new(bumblebee_raygun);
+
+               instance.vehicle_flags |= VHF_MULTISLOT;
+
+               instance.gun1.owner = instance;
+               instance.gun2.owner = instance;
+               instance.gun3.owner = instance;
+
+               setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
+               setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
+               setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
+
+               setattachment(instance.gun1, instance, "cannon_right");
+               setattachment(instance.gun2, instance, "cannon_left");
+
+               // Angled bones are no fun, messes up gun-aim; so work arround it.
+               instance.gun3.pos1 = instance.angles;
+               instance.angles = '0 0 0';
+               vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
+               ofs -= instance.origin;
+               setattachment(instance.gun3, instance, "");
+               setorigin(instance.gun3, ofs);
+               instance.angles = instance.gun3.pos1;
+
+               vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+               vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+
+               setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
+               setorigin(instance.vehicle_viewport, '5 0 2');   // Move camera forward up
+
+               // fixme-model-bones
+               setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
+               setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
+               // fixme-model-bones
+               setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
+               setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
+
+               instance.scale = 1.5;
+
+               // Raygun beam
+               if (instance.gun3.enemy == NULL) {
+                       instance.gun3.enemy = spawn();
+                       Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
+                       instance.gun3.enemy.SendFlags = BRG_SETUP;
+                       instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
+                       instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
+               }
+       }
+
+       if (!autocvar_g_vehicle_bumblebee_swim) {
+               instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+       }
+
+       instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+       instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+       instance.solid = SOLID_BBOX;
+       set_movetype(instance, MOVETYPE_TOSS);
+       instance.damageforcescale = 0.025;
+
+       instance.PlayerPhysplug = bumblebee_pilot_frame;
+
+       setorigin(instance, instance.origin + '0 0 25');
 }
 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
 {
-    if(autocvar_g_vehicle_bumblebee_energy)
-    if(autocvar_g_vehicle_bumblebee_energy_regen)
-        instance.vehicle_flags |= VHF_ENERGYREGEN;
+       if (autocvar_g_vehicle_bumblebee_energy) {
+               if (autocvar_g_vehicle_bumblebee_energy_regen) {
+                       instance.vehicle_flags |= VHF_ENERGYREGEN;
+               }
+       }
 
-    if(autocvar_g_vehicle_bumblebee_shield)
-        instance.vehicle_flags |= VHF_HASSHIELD;
+       if (autocvar_g_vehicle_bumblebee_shield) {
+               instance.vehicle_flags |= VHF_HASSHIELD;
+       }
 
-    if(autocvar_g_vehicle_bumblebee_shield_regen)
-        instance.vehicle_flags |= VHF_SHIELDREGEN;
+       if (autocvar_g_vehicle_bumblebee_shield_regen) {
+               instance.vehicle_flags |= VHF_SHIELDREGEN;
+       }
 
-    if(autocvar_g_vehicle_bumblebee_health_regen)
-        instance.vehicle_flags |= VHF_HEALTHREGEN;
+       if (autocvar_g_vehicle_bumblebee_health_regen) {
+               instance.vehicle_flags |= VHF_HEALTHREGEN;
+       }
 
-    instance.vehicle_exit = bumblebee_exit;
-    instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
-    instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
-    instance.max_health = instance.vehicle_health;
-    instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+       instance.vehicle_exit = bumblebee_exit;
+       instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
+       instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+       instance.max_health = instance.vehicle_health;
+       instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
 }
 
 #endif // SVQC
@@ -926,43 +937,41 @@ METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
 void CSQC_BUMBLE_GUN_HUD()
 {
        Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
-                                        "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
-                                        string_null, '0 0 0');
+               "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+               string_null, '0 0 0');
 }
 
 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
 {
-    Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
-                     "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
-                     "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
-
-    float hudAlpha = autocvar_hud_panel_fg_alpha;
-    float blinkValue = 0.55 + sin(time * 7) * 0.45;
-    vector tmpPos  = '0 0 0';
-    vector tmpSize = '1 1 1' * hud_fontsize;
-    tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
-
-    if(!AuxiliaryXhair[1].draw2d)
-    {
-        tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
-        drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
-    }
-
-    if(!AuxiliaryXhair[2].draw2d)
-    {
-        tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
-        drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
-    }
+       Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
+               "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+               "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
+
+       float hudAlpha = autocvar_hud_panel_fg_alpha;
+       float blinkValue = 0.55 + sin(time * 7) * 0.45;
+       vector tmpPos  = '0 0 0';
+       vector tmpSize = '1 1 1' * hud_fontsize;
+       tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520 / 768);
+
+       if (!AuxiliaryXhair[1].draw2d) {
+               tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96 / 256) - tmpSize.y;
+               drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
+       }
+
+       if (!AuxiliaryXhair[2].draw2d) {
+               tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160 / 256);
+               drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
+       }
 }
 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
 {
-    Vehicles_drawCrosshair(vCROSS_HEAL);
+       Vehicles_drawCrosshair(vCROSS_HEAL);
 }
 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
 {
-    AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
-    AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
-    AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
+       AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
+       AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
+       AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
 }
 
 #endif