#include "bumblebee.qh"
+#ifdef GAMEQC
+
+#ifdef SVQC
+ #include <common/mutators/mutator/instagib/sv_instagib.qh>
+#endif
+
const float BRG_SETUP = 2;
const float BRG_START = 4;
const float BRG_END = 8;
autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
_out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
- if(!weaponLocked(this))
+ if(!weaponLocked(this) && !weaponUseForbidden(this))
if(PHYS_INPUT_BUTTON_ATCK(this))
if(time > gun.attack_finished_single[0])
if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, player);
+ // NOTE: engine networked
WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
WriteAngle(MSG_ONE, 0);
WriteAngle(MSG_ONE, vehic.angles.y);
}
CSQCVehicleSetup(player, HUD_NORMAL);
- setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
delete(gunner.(weaponentity));
}
player.vehicle_enter_delay = time + 2;
+ setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
fixedmakevectors(vehic.angles);
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, gunner.vehicle_viewport);
+ // NOTE: engine networked
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
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, dt);
- if(!weaponLocked(this))
+ if(!weaponLocked(this) && !weaponUseForbidden(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;
}
else if(IS_CLIENT(trace_ent))
{
- if(GetResource(trace_ent, RES_ARMOR) <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
- GiveResourceWithLimit(trace_ent, RES_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
+ float maxarmor = ((MUTATOR_IS_ENABLED(mutator_instagib)) ? autocvar_g_instagib_extralives : autocvar_g_vehicle_bumblebee_healgun_amax);
+ if(GetResource(trace_ent, RES_ARMOR) <= maxarmor && autocvar_g_vehicle_bumblebee_healgun_aps)
+ GiveResourceWithLimit(trace_ent, RES_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, maxarmor);
}
}
}
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 = new(vehicle_shieldent);
instance.vehicle_shieldent.effects = EF_LOWPRECISION;
setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
setattachment(instance.vehicle_shieldent, instance, "");
// Raygun beam
if(instance.gun3.enemy == NULL)
{
- instance.gun3.enemy = spawn();
+ instance.gun3.enemy = new(bumble_raygun);
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;
}
#endif
+
+#endif