#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;
float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
float autocvar_g_vehicle_bumblebee_friction = 0.5;
-bool autocvar_g_vehicle_bumblebee_swim = false;
+bool autocvar_g_vehicle_bumblebee_swim = true;
float autocvar_g_vehicle_bumblebee_energy = 500;
float autocvar_g_vehicle_bumblebee_energy_regen = 50;
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(!forbidWeaponUse(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)
gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
}
- VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RESOURCE_HEALTH);
+ VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
if(vehic.vehicle_flags & VHF_HASSHIELD)
VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
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
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)
- vehicles_regen_resource(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, RESOURCE_HEALTH);
+ vehicles_regen_resource(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, RES_HEALTH);
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);
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(!forbidWeaponUse(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;
{
if(autocvar_g_vehicle_bumblebee_healgun_hps)
{
- float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RESOURCE_LIMIT_NONE);
+ float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RES_LIMIT_NONE);
Heal(trace_ent, this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit);
}
if(IS_VEHICLE(trace_ent))
{
- if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
+ if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResource(trace_ent, RES_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);
}
else if(IS_CLIENT(trace_ent))
{
- if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
- GiveResourceWithLimit(trace_ent, RESOURCE_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);
}
}
}
}
*/
- VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RESOURCE_HEALTH);
+ VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
- SetResourceAmountExplicit(instance, RESOURCE_HEALTH, 0);
+ SetResourceExplicit(instance, RES_HEALTH, 0);
instance.event_damage = func_null;
instance.solid = SOLID_NOT;
instance.takedamage = DAMAGE_NO;
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;
if(!autocvar_g_vehicle_bumblebee_swim)
instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
- SetResourceAmountExplicit(instance, RESOURCE_HEALTH, autocvar_g_vehicle_bumblebee_health);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
instance.solid = SOLID_BBOX;
set_movetype(instance, MOVETYPE_TOSS);
instance.vehicle_exit = bumblebee_exit;
instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
- SetResourceAmountExplicit(instance, RESOURCE_HEALTH, autocvar_g_vehicle_bumblebee_health);
- instance.max_health = GetResourceAmount(instance, RESOURCE_HEALTH);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
+ instance.max_health = GetResource(instance, RES_HEALTH);
instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
}
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;
+ vector tmpSize = hud_fontsize;
tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
if(!AuxiliaryXhair[1].draw2d)
}
#endif
+
+#endif