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TODO some stuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / bumblebee.qc
1 #define BRG_SETUP 2
2 #define BRG_START 4
3 #define BRG_END 8
4
5 #ifdef SVQC
6 // Auto cvars
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;
15
16 float autocvar_g_vehicle_bumblebee_energy;
17 float autocvar_g_vehicle_bumblebee_energy_regen;
18 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
19
20 float autocvar_g_vehicle_bumblebee_health;
21 float autocvar_g_vehicle_bumblebee_health_regen;
22 float autocvar_g_vehicle_bumblebee_health_regen_pause;
23
24 float autocvar_g_vehicle_bumblebee_shield;
25 float autocvar_g_vehicle_bumblebee_shield_regen;
26 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
27
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;
35
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;
39
40 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
41
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;
47
48
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;
53
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;
58
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;
66
67 float autocvar_g_vehicle_bumblebee_respawntime;
68
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;
74
75 var float autocvar_g_vehicle_bumblebee = 0;
76
77
78 float bumble_raygun_send(entity to, float sf);
79
80 #define BUMB_MIN '-130 -130 -130'
81 #define BUMB_MAX '130 130 130'
82
83 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
84 {
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);
90 }
91
92 float bumb_gunner_frame()
93 {
94         entity vehic    = self.vehicle.owner;
95         entity gun      = self.vehicle;
96         entity gunner   = self;
97         self = vehic;
98
99
100         
101         
102         vehic.solid = SOLID_NOT;
103         //setorigin(gunner, vehic.origin);
104         gunner.velocity = vehic.velocity;
105         
106         float _in, _out;
107         vehic.angles_x *= -1;
108         makevectors(vehic.angles);
109         vehic.angles_x *= -1;
110         if((gun == vehic.gun1))
111         {
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);
115         }
116         else
117         {
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);                
121         }
122         
123         crosshair_trace(gunner);
124         vector _ct = trace_endpos;
125         vector ad;
126
127         if(autocvar_g_vehicle_bumblebee_cannon_lock)
128         {
129                 if(gun.lock_time < time)
130                         gun.enemy = world;
131
132                 if(trace_ent)
133                         if(trace_ent.movetype)
134                                 if(trace_ent.takedamage)
135                                         if(!trace_ent.deadflag)
136                                         {
137                                                 if(teamplay)
138                                                 {
139                                                         if(trace_ent.team != gunner.team)
140                                                         {
141                                                                 gun.enemy = trace_ent;
142                                                                 gun.lock_time = time + 5;
143                                                         }
144                                                 }
145                                                 else
146                                                 {
147                                                         gun.enemy = trace_ent;
148                                                         gun.lock_time = time + 5;
149                                                 }
150                                         }
151         }
152
153         if(gun.enemy)
154         {
155                 float i, distance, impact_time;
156
157                 vector vf = real_origin(gun.enemy);
158                 vector _vel = gun.enemy.velocity;
159                 if(gun.enemy.movetype == MOVETYPE_WALK)
160                         _vel_z *= 0.1;
161
162
163                 ad = vf;
164                 for(i = 0; i < 4; ++i)
165                 {
166                         distance = vlen(ad - gunner.origin);
167                         impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
168                         ad = vf + _vel * impact_time;
169                 }
170                 trace_endpos = ad;
171
172
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);
177
178         }
179         else
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);
183
184         if(gunner.BUTTON_ATCK)
185                 if(time > gun.attack_finished_single)
186                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
187                         {
188                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
189                                 bumb_fire_cannon(gun, "fire", gunner);
190                                 gun.delay = time;
191                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
192                         }
193
194         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
195
196         if(vehic.vehicle_flags & VHF_HASSHIELD)
197                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
198
199         ad = gettaginfo(gun, gettagindex(gun, "fire"));
200         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
201
202         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
203
204         if(vehic.owner)
205                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
206
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;
210
211         self = gunner;
212         return 1;
213 }
214
215 void bumb_gunner_exit(float _exitflag)
216 {
217
218
219         if(clienttype(self) == CLIENTTYPE_REAL)
220         {
221                 msg_entity = self;
222                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
223                 WriteEntity(MSG_ONE, self);
224
225                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
226                 WriteAngle(MSG_ONE, 0);
227                 WriteAngle(MSG_ONE, self.vehicle.angles_y);
228                 WriteAngle(MSG_ONE, 0);
229         }
230         
231         CSQCVehicleSetup(self, HUD_NORMAL);
232         setsize(self, PL_MIN, PL_MAX);
233
234         self.takedamage     = DAMAGE_AIM;
235         self.solid          = SOLID_SLIDEBOX;
236         self.movetype       = MOVETYPE_WALK;
237         self.effects        &~= EF_NODRAW;
238         self.alpha          = 1;
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;
244
245         // FIXCTF TODO 
246
247         self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
248
249         fixedmakevectors(self.vehicle.owner.angles);
250
251         if(self == self.vehicle.owner.gunner1)
252         {
253                 self.vehicle.owner.gunner1 = world;             
254         }
255         else if(self == self.vehicle.owner.gunner2)
256         {
257                 self.vehicle.owner.gunner2 = world;     
258                 v_right *= -1;
259         }       
260         else
261                 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
262                 
263         vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
264         spot = vehicles_findgoodexit(spot);
265         //setorigin(self , spot);
266
267         self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
268         self.velocity_z += 10;
269
270         self.vehicle.phase = time + 5;
271         self.vehicle        = world;
272 }
273
274 float bumb_gunner_enter()
275 {
276         RemoveGrapplingHook(other);
277         entity _gun, _gunner;
278         if(!self.gunner1)
279         {
280                 _gun = self.gun1;
281                 _gunner = self.gunner1;
282                 self.gunner1 = other;
283         }
284         else if(!self.gunner2)
285         {
286                 _gun = self.gun2;
287                 _gunner = self.gunner2;
288                 self.gunner2 = other;
289         }
290         else
291         {
292                 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
293                 return FALSE;
294         }
295
296         _gunner            = other;
297         _gunner.vehicle    = _gun;
298         _gun.switchweapon  = other.switchweapon;
299         _gun.vehicle_exit  = bumb_gunner_exit;
300
301         other.angles            = self.angles;
302         other.takedamage        = DAMAGE_NO;
303         other.solid             = SOLID_NOT;
304         other.movetype          = MOVETYPE_NOCLIP;
305         other.alpha             = -1;
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;
317
318         msg_entity = other;
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;
326
327         CSQCVehicleSetup(other, other.hud);
328         
329     // FIXCTF TODO
330
331         return TRUE;
332 }
333
334 float vehicles_valid_pilot()
335 {
336         if(other.classname != "player")
337                 return FALSE;
338
339         if(other.deadflag != DEAD_NO)
340                 return FALSE;
341
342         if(other.vehicle != world)
343                 return FALSE;
344
345         if(clienttype(other) != CLIENTTYPE_REAL)
346                 if(!autocvar_g_vehicles_allow_bots)
347                         return FALSE;
348
349         if(teamplay && other.team != self.team)
350                 return FALSE;
351
352         return TRUE;
353 }
354
355 void bumb_touch()
356 {
357
358         if(self.gunner1 != world && self.gunner2 != world)
359         {
360                 vehicles_touch();
361                 return;
362         }
363
364         if(vehicles_valid_pilot())
365         {
366                 if(self.gun1.phase <= time)
367                         if(bumb_gunner_enter())
368                                 return;
369
370                 if(self.gun2.phase <= time)
371                         if(bumb_gunner_enter())
372                                 return;
373         }
374
375         vehicles_touch();
376 }
377
378 void bumb_regen()
379 {
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);
383
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);
387
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);
390
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);
393
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);
396
397 }
398
399 float bumb_pilot_frame()
400 {
401         entity pilot, vehic;
402         vector newvel;
403
404         pilot = self;
405         vehic = self.vehicle;
406         self   = vehic;
407
408
409         if(vehic.deadflag != DEAD_NO)
410         {
411                 self = pilot;
412                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
413                 return 1;
414         }
415
416         bumb_regen();
417
418         crosshair_trace(pilot);
419
420         vector vang;
421         float ftmp;
422
423         vang = vehic.angles;
424         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
425         vang_x *= -1;
426         newvel_x *= -1;
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;
431
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);
436
437         // Pitch
438         ftmp = 0;
439         if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) 
440                 ftmp = 4;
441         else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) 
442                 ftmp = -8;
443
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);
447
448         vehic.angles_x = anglemods(vehic.angles_x);
449         vehic.angles_y = anglemods(vehic.angles_y);
450         vehic.angles_z = anglemods(vehic.angles_z);
451
452         makevectors('0 1 0' * vehic.angles_y);
453         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
454
455         if(pilot.movement_x != 0)
456         {
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;
461         }
462
463         if(pilot.movement_y != 0)
464         {
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);
472         }
473         else
474         {
475                 vehic.angles_z *= 0.95;
476                 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
477                         vehic.angles_z = 0;
478         }
479
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;
484
485         vehic.velocity  += newvel * frametime;
486         pilot.velocity = pilot.movement  = vehic.velocity;
487         
488
489         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
490         {               
491                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
492                         vehic.tur_head.enemy = world;
493
494                 if(trace_ent)
495                 if(trace_ent.movetype)
496                 if(trace_ent.takedamage)
497                 if(!trace_ent.deadflag)
498                 {
499                         if(teamplay)
500                         {
501                                 if(trace_ent.team == pilot.team)
502                                 {
503                                         vehic.tur_head.enemy = trace_ent;
504                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
505                                 }
506                         }
507                         else
508                         {            
509                                 vehic.tur_head.enemy = trace_ent;
510                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
511                         }
512                 }
513                         
514                 if(vehic.tur_head.enemy)
515                 {
516                         trace_endpos = real_origin(vehic.tur_head.enemy);                       
517                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);               
518                 }
519         }
520         
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);
524
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))
526         {
527                 vehic.gun3.enemy.realowner = pilot;
528                 vehic.gun3.enemy.effects &~= EF_NODRAW;
529                 
530                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
531                 vehic.gun3.enemy.SendFlags |= BRG_START;
532                 
533                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
534                 
535                 if(trace_ent)
536                 {
537                         if(autocvar_g_vehicle_bumblebee_raygun)
538                         {
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;
541                         }
542                         else
543                         {
544                                 if(trace_ent.deadflag == DEAD_NO)
545                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
546                                         {
547
548                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
549                                                 {
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);
552
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);
555                                                 }
556                                                 else if(trace_ent.flags & FL_CLIENT)
557                                                 {
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);
560
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);
563
564                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
565                                                 }
566                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
567                                                 {
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?
571
572                                                         trace_ent.SendFlags |= TNSF_STATUS;
573                                                 }
574                                         }
575                         }
576                 }
577                 
578                 vehic.gun3.enemy.hook_end = trace_endpos;
579                 setorigin(vehic.gun3.enemy, trace_endpos);
580                 vehic.gun3.enemy.SendFlags |= BRG_END;
581                 
582                 vehic.wait = time + 1;
583         }
584         else
585                 vehic.gun3.enemy.effects |= EF_NODRAW;
586         /*{
587                 if(vehic.gun3.enemy)
588                         remove(vehic.gun3.enemy);
589
590                 vehic.gun3.enemy = world;
591         }
592         */
593         
594         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
595         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
596
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;
599
600         if(vehic.vehicle_flags & VHF_HASSHIELD)
601                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
602                 
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);
607
608         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
609         self = pilot;
610
611         return 1;
612 }
613
614 void bumb_think()
615 {
616         self.movetype = MOVETYPE_TOSS;
617                 
618                 //self.velocity = self.velocity * 0.5;
619         self.angles_z *= 0.8;
620         self.angles_x *= 0.8;
621         
622         self.nextthink = time + 0.05;
623         
624         if(!self.owner)
625         {
626                 entity oldself = self;          
627                 if(self.gunner1)
628                 {
629                         self = self.gunner1;
630                         oldself.gun1.vehicle_exit(VHEF_EJECT);
631                         entity oldother = other;
632                         other = self;
633                         self = oldself;
634                         self.phase = 0;
635                         self.touch();
636                         other = oldother;
637                         return;
638                 }
639                 
640                 if(self.gunner2)
641                 {
642                         self = self.gunner2;
643                         oldself.gun2.vehicle_exit(VHEF_EJECT);
644                         entity oldother = other;
645                         other = self;
646                         self = oldself;
647                         self.phase = 0;
648                         self.touch();
649                         other = oldother;
650                         return;
651                 }               
652         }
653         
654 }
655
656 void bumb_enter()
657 {
658         self.touch = bumb_touch;
659         self.nextthink = 0;
660         self.movetype = MOVETYPE_BOUNCEMISSILE;
661         //setattachment(self.owner, self.vehicle_viewport, "");
662 }
663
664 void bumb_exit(float eject)
665 {
666         self.touch = vehicles_touch;
667         self.think = bumb_think;
668         self.nextthink = time;
669         
670         if(!self.owner)
671                 return;
672         
673         fixedmakevectors(self.angles);
674         vector spot;
675         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)              
676                 spot = self.origin + v_up * 128 + v_forward * 200;
677         else
678                 spot = self.origin + v_up * 128 - v_forward * 200;
679         
680         spot = vehicles_findgoodexit(spot);
681         
682
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);
686
687         /*if(eject)
688         {
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;
694         }
695         else
696         {
697                 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)              
698                 {
699                         if(vlen(self.velocity) > autocvar_sv_maxairspeed)
700                                 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
701                         else
702                                 self.owner.velocity = self.velocity + v_forward * 100;
703                         
704                         self.owner.velocity_z += 200;
705                         spot = self.origin + v_forward * 128 + '0 0 32';
706                         spot = vehicles_findgoodexit(spot);
707                 }
708                 else
709                 {
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);
714                 }
715             self.owner.oldvelocity = self.owner.velocity;
716             //setorigin(self.owner , spot);
717         }
718         */
719         
720         antilag_clear(self.owner);
721     self.owner = world;
722 }
723
724 void bumb_blowup()
725 {
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);
731
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);
734         
735         if(self.owner.deadflag == DEAD_DYING)
736                 self.owner.deadflag = DEAD_DEAD;
737         
738         remove(self);
739 }
740
741 void bumb_diethink()
742 {
743         if(time >= self.wait)
744                 self.think = bumb_blowup;
745
746         if(random() < 0.1)
747         {
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);
750         }
751
752         self.nextthink = time + 0.1;
753 }
754
755 void bumb_die()
756 {
757         entity oldself = self;
758         
759         // Hide beam
760         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
761                 self.gun3.enemy.effects |= EF_NODRAW;
762         
763         if(self.gunner1)
764         {
765                 self = self.gunner1;
766                 oldself.gun1.vehicle_exit(VHEF_EJECT);
767                 self = oldself;
768         }
769
770         if(self.gunner2)
771         {
772                 self = self.gunner2;
773                 oldself.gun2.vehicle_exit(VHEF_EJECT);
774                 self = oldself;
775         }
776
777         self.vehicle_exit(VHEF_EJECT);
778
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);
783
784         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
785
786         if(random() > 0.5)
787                 _body.touch = bumb_blowup;
788         else
789                 _body.touch = SUB_Null;
790                 
791         _body.think = bumb_diethink;
792         _body.nextthink = time;
793         _body.wait = time + 2 + (random() * 8);
794         _body.owner = self;
795         _body.enemy = self.enemy;
796         
797         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
798         
799         self.health                     = 0;
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;
810         self.nextthink          = 0;
811
812         setorigin(self, self.pos1);
813
814 }
815
816 void bumb_impact()
817 {
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);
822 }
823
824 void bumb_spawn(float _f)
825 {
826         /*
827         float i;
828         for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
829         {
830
831             dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
832         }
833         */
834         if(!self.gun1)
835         {
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;
846
847                 self.gun1 = spawn();
848                 self.gun2 = spawn();
849                 self.gun3 = spawn();
850
851                 self.vehicle_flags |= VHF_MULTISLOT;
852
853                 self.gun1.owner = self;
854                 self.gun2.owner = self;
855                 self.gun3.owner = self;
856
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");
860
861                 setattachment(self.gun1, self, "cannon_right");
862                 setattachment(self.gun2, self, "cannon_left");
863
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"));
868                 ofs -= self.origin;
869                 setattachment(self.gun3, self, "");
870                 setorigin(self.gun3, ofs);
871                 self.angles = self.gun3.pos1;
872
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);
875
876                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
877                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
878
879                 //fixme-model-bones
880                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
881                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
882                 //fixme-model-bones
883                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
884                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
885
886                 self.scale = 1.5;
887                 
888                 // Raygun beam
889                 if(self.gun3.enemy == world)
890                 {                       
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;
896                 }
897         }
898
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;
906         
907         setorigin(self, self.origin + '0 0 25');
908 }
909
910 void spawnfunc_vehicle_bumblebee()
911 {
912         if(!autocvar_g_vehicle_bumblebee)
913         {
914                 remove(self);
915                 return;
916         }
917
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");
925
926         if(autocvar_g_vehicle_bumblebee_energy)
927                 if(autocvar_g_vehicle_bumblebee_energy_regen)
928                         self.vehicle_flags |= VHF_ENERGYREGEN;
929
930         if(autocvar_g_vehicle_bumblebee_shield)
931                 self.vehicle_flags |= VHF_HASSHIELD;
932
933         if(autocvar_g_vehicle_bumblebee_shield_regen)
934                 self.vehicle_flags |= VHF_SHIELDREGEN;
935
936         if(autocvar_g_vehicle_bumblebee_health_regen)
937                 self.vehicle_flags |= VHF_HEALTHREGEN;
938
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))
946         {
947                 remove(self);
948                 return;
949         }
950 }
951
952 float bumble_raygun_send(entity to, float sf)
953 {
954         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
955
956         WriteByte(MSG_ENTITY, sf);
957         if(sf & BRG_SETUP)
958         {
959                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
960                 WriteByte(MSG_ENTITY, self.realowner.team);
961                 WriteByte(MSG_ENTITY, self.cnt);
962         }
963
964         if(sf & BRG_START)
965         {
966                 WriteCoord(MSG_ENTITY, self.hook_start_x);
967                 WriteCoord(MSG_ENTITY, self.hook_start_y);
968                 WriteCoord(MSG_ENTITY, self.hook_start_z);
969         }
970
971         if(sf & BRG_END)
972         {
973                 WriteCoord(MSG_ENTITY, self.hook_end_x);
974                 WriteCoord(MSG_ENTITY, self.hook_end_y);
975                 WriteCoord(MSG_ENTITY, self.hook_end_z);
976         }
977
978         return TRUE;
979 }
980 #endif // SVQC
981
982 #ifdef CSQC
983 /*
984 .vector raygun_l1
985 .vector raygun_l2;
986 .vector raygun_l3;
987 */
988
989 void bumble_raygun_draw()
990 {
991         float _len;
992         vector _dir;
993         vector _vtmp1, _vtmp2;
994
995         _len = vlen(self.origin - self.move_origin);
996         _dir = normalize(self.move_origin - self.origin);
997         
998         if(self.total_damages < time)
999         {
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;
1003         }
1004
1005         float i, df, sz, al;
1006         for(i = -0.1; i < 0.2; i += 0.1)
1007         {
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);
1014
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);
1018
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);
1022
1023                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1024         }
1025 }
1026
1027 void bumble_raygun_read(float bIsNew)
1028 {
1029         float sf = ReadByte();
1030
1031         if(sf & BRG_SETUP)
1032         {
1033                 self.cnt  = ReadByte();
1034                 self.team = ReadByte();
1035                 self.cnt  = ReadByte();
1036                 
1037                 if(self.cnt)
1038                         self.colormod = '1 0 0';
1039                 else
1040                         self.colormod = '0 1 0';
1041
1042                 self.traileffect = particleeffectnum("healray_muzzleflash");
1043                 self.lip = particleeffectnum("healray_impact");         
1044
1045                 self.draw = bumble_raygun_draw;
1046         }
1047         
1048         
1049         if(sf & BRG_START)
1050         {
1051                 self.origin_x = ReadCoord();
1052                 self.origin_y = ReadCoord();
1053                 self.origin_z = ReadCoord();
1054                 setorigin(self, self.origin);
1055         }
1056
1057         if(sf & BRG_END)
1058         {
1059                 self.move_origin_x = ReadCoord();
1060                 self.move_origin_y = ReadCoord();
1061                 self.move_origin_z = ReadCoord();
1062         }
1063 }
1064
1065 void bumblebee_draw()
1066 {
1067
1068 }
1069
1070 void bumblebee_draw2d()
1071 {
1072
1073 }
1074
1075 void bumblebee_read_extra()
1076 {
1077
1078 }
1079
1080 void vehicle_bumblebee_assemble()
1081 {
1082
1083 }
1084 #endif //CSQC