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Fix exiting bumblebee gunner, also put player in the closest side to them when entering
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / unit / bumblebee.qc
1 #ifdef REGISTER_VEHICLE
2 REGISTER_VEHICLE(
3 /* VEH_##id   */ BUMBLEBEE,
4 /* function   */ v_bumblebee,
5 /* spawnflags */ VHF_DMGSHAKE,
6 /* mins,maxs  */ '-245 -130 -130', '230 130 130',
7 /* model          */ "models/vehicles/bumblebee_body.dpm",
8 /* head_model */ "",
9 /* hud_model  */ "models/vehicles/spiderbot_cockpit.dpm",
10 /* tags           */ "", "", "tag_viewport",
11 /* netname        */ "bumblebee",
12 /* fullname   */ _("Bumblebee")
13 );
14 #else
15
16 const float BRG_SETUP = 2;
17 const float BRG_START = 4;
18 const float BRG_END = 8;
19
20 #ifdef SVQC
21 float autocvar_g_vehicle_bumblebee_speed_forward;
22 float autocvar_g_vehicle_bumblebee_speed_strafe;
23 float autocvar_g_vehicle_bumblebee_speed_up;
24 float autocvar_g_vehicle_bumblebee_speed_down;
25 float autocvar_g_vehicle_bumblebee_turnspeed;
26 float autocvar_g_vehicle_bumblebee_pitchspeed;
27 float autocvar_g_vehicle_bumblebee_pitchlimit;
28 float autocvar_g_vehicle_bumblebee_friction;
29
30 float autocvar_g_vehicle_bumblebee_energy;
31 float autocvar_g_vehicle_bumblebee_energy_regen;
32 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
33
34 float autocvar_g_vehicle_bumblebee_health;
35 float autocvar_g_vehicle_bumblebee_health_regen;
36 float autocvar_g_vehicle_bumblebee_health_regen_pause;
37
38 float autocvar_g_vehicle_bumblebee_shield;
39 float autocvar_g_vehicle_bumblebee_shield_regen;
40 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
41
42 float autocvar_g_vehicle_bumblebee_cannon_cost;
43 float autocvar_g_vehicle_bumblebee_cannon_damage;
44 float autocvar_g_vehicle_bumblebee_cannon_radius;
45 float autocvar_g_vehicle_bumblebee_cannon_refire;
46 float autocvar_g_vehicle_bumblebee_cannon_speed;
47 float autocvar_g_vehicle_bumblebee_cannon_spread;
48 float autocvar_g_vehicle_bumblebee_cannon_force;
49
50 float autocvar_g_vehicle_bumblebee_cannon_ammo;
51 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
52 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
53
54 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
55
56 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
57 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
58 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
59 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
60 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
61
62
63 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
64 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
65 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
66 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
67
68 float autocvar_g_vehicle_bumblebee_raygun_range;
69 float autocvar_g_vehicle_bumblebee_raygun_dps;
70 float autocvar_g_vehicle_bumblebee_raygun_aps;
71 float autocvar_g_vehicle_bumblebee_raygun_fps;
72
73 float autocvar_g_vehicle_bumblebee_raygun;
74 float autocvar_g_vehicle_bumblebee_healgun_hps;
75 float autocvar_g_vehicle_bumblebee_healgun_hmax;
76 float autocvar_g_vehicle_bumblebee_healgun_aps;
77 float autocvar_g_vehicle_bumblebee_healgun_amax;
78 float autocvar_g_vehicle_bumblebee_healgun_sps;
79 float autocvar_g_vehicle_bumblebee_healgun_locktime;
80
81 float autocvar_g_vehicle_bumblebee_respawntime;
82
83 float autocvar_g_vehicle_bumblebee_blowup_radius;
84 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
85 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
86 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
87 var vector autocvar_g_vehicle_bumblebee_bouncepain;
88
89 var float autocvar_g_vehicle_bumblebee = 0;
90
91 float bumble_raygun_send(entity to, int sf);
92
93 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
94 {
95         vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
96         vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
97                                                 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
98                                                 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
99                                                 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
100 }
101
102 float bumblebee_gunner_frame()
103 {
104         entity vehic    = self.vehicle.owner;
105         entity gun      = self.vehicle;
106         entity gunner   = self;
107         self = vehic;
108
109         vehic.solid = SOLID_NOT;
110         //setorigin(gunner, vehic.origin);
111         gunner.velocity = vehic.velocity;
112
113         float _in, _out;
114         vehic.angles_x *= -1;
115         makevectors(vehic.angles);
116         vehic.angles_x *= -1;
117         if(gun == vehic.gun1)
118         {
119                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
120                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
121                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
122         }
123         else
124         {
125                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
126                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
127                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
128         }
129
130         crosshair_trace(gunner);
131         vector _ct = trace_endpos;
132         vector ad;
133
134         if(autocvar_g_vehicle_bumblebee_cannon_lock)
135         {
136                 if(gun.lock_time < time)
137                         gun.enemy = world;
138
139                 if(trace_ent)
140                         if(trace_ent.movetype)
141                                 if(trace_ent.takedamage)
142                                         if(!trace_ent.deadflag)
143                                         {
144                                                 if(DIFF_TEAM(trace_ent, gunner))
145                                                 {
146                                                         gun.enemy = trace_ent;
147                                                         gun.lock_time = time + 5;
148                                                 }
149                                         }
150         }
151
152         if(gun.enemy)
153         {
154                 float distance, impact_time;
155
156                 vector vf = real_origin(gun.enemy);
157                 vector _vel = gun.enemy.velocity;
158                 if(gun.enemy.movetype == MOVETYPE_WALK)
159                         _vel.z *= 0.1;
160
161
162                 ad = vf;
163                 distance = vlen(ad - gunner.origin);
164                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
165                 ad = vf + _vel * impact_time;
166                 trace_endpos = ad;
167
168
169                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
170                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
171                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
172                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
173
174         }
175         else
176                 vehicle_aimturret(vehic, _ct, gun, "fire",
177                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
178                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
179
180         if(!forbidWeaponUse(gunner))
181         if(gunner.BUTTON_ATCK)
182                 if(time > gun.attack_finished_single)
183                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
184                         {
185                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
186                                 bumblebee_fire_cannon(gun, "fire", gunner);
187                                 gun.delay = time;
188                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
189                         }
190
191         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
192
193         if(vehic.vehicle_flags & VHF_HASSHIELD)
194                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
195
196         ad = gettaginfo(gun, gettagindex(gun, "fire"));
197         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
198
199         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
200
201         if(vehic.owner)
202                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
203
204         vehic.solid = SOLID_BBOX;
205         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
206         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
207
208         self = gunner;
209         return 1;
210 }
211
212 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
213 {
214         //vector exitspot;
215         float mysize;
216
217         tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player);
218         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
219                 return prefer_spot;
220
221         mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
222         float i;
223         vector v, v2;
224         v2 = 0.5 * (gunner.absmin + gunner.absmax);
225         for(i = 0; i < 100; ++i)
226         {
227                 v = randomvec();
228                 v_z = 0;
229                 v = v2 + normalize(v) * mysize;
230                 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player);
231                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
232                         return v;
233         }
234
235         return prefer_spot; // this should be considered a fallback?!
236 }
237
238 void bumblebee_gunner_exit(int _exitflag)
239 {
240         entity player = self;
241         entity gunner = player.vehicle;
242         entity vehic = gunner.owner;
243
244         if(IS_REAL_CLIENT(player))
245         {
246                 msg_entity = player;
247                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
248                 WriteEntity(MSG_ONE, player);
249
250                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
251                 WriteAngle(MSG_ONE, 0);
252                 WriteAngle(MSG_ONE, vehic.angles.y);
253                 WriteAngle(MSG_ONE, 0);
254         }
255
256         CSQCVehicleSetup(player, HUD_NORMAL);
257         setsize(player, PL_MIN, PL_MAX);
258
259         player.takedamage     = DAMAGE_AIM;
260         player.solid          = SOLID_SLIDEBOX;
261         player.movetype       = MOVETYPE_WALK;
262         player.effects       &= ~EF_NODRAW;
263         player.alpha          = 1;
264         player.PlayerPhysplug = func_null;
265         player.view_ofs       = PL_VIEW_OFS;
266         player.event_damage   = PlayerDamage;
267         player.hud            = HUD_NORMAL;
268         player.teleportable       = TELEPORT_NORMAL;
269         player.switchweapon   = gunner.switchweapon;
270         player.vehicle_enter_delay = time + 2;
271
272         fixedmakevectors(vehic.angles);
273
274         if(player == vehic.gunner1) { vehic.gunner1 = world; }
275         if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
276
277         vector spot = real_origin(gunner);
278         spot += v_up * 128 + v_forward * 300 + v_right * 150;
279         spot = vehicles_findgoodexit(spot);
280         //setorigin(player, spot);
281
282         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
283         player.velocity_z += 10;
284
285         gunner.phase = time + 5;
286         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
287
288         vh_player = player;
289         vh_vehicle = gunner;
290         MUTATOR_CALLHOOK(VehicleExit);
291         player = vh_player;
292         gunner = vh_vehicle;
293
294         player.vehicle = world;
295 }
296
297 bool bumblebee_gunner_enter()
298 {
299         entity vehic = self;
300         entity player = other;
301         entity gunner = world;
302
303         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
304         {
305                 // we can have some fun
306                 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
307                 {
308                         gunner = vehic.gun2;
309                         vehic.gunner2 = player;
310                 }
311                 else
312                 {
313                         gunner = vehic.gun1;
314                         vehic.gunner1 = player;
315                 }
316         }
317         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
318         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
319         else { dprint("Vehicle is full, fail\n"); return false; }
320
321         player.vehicle                  = gunner;
322         player.angles                   = vehic.angles;
323         player.takedamage               = DAMAGE_NO;
324         player.solid                    = SOLID_NOT;
325         player.alpha                    = -1;
326         player.movetype                 = MOVETYPE_NOCLIP;
327         player.event_damage     = func_null;
328         player.view_ofs                 = '0 0 0';
329         player.hud                              = gunner.hud;
330         player.teleportable     = false;
331         player.PlayerPhysplug   = gunner.PlayerPhysplug;
332         player.vehicle_ammo1    = vehic.vehicle_ammo1;
333         player.vehicle_ammo2    = vehic.vehicle_ammo2;
334         player.vehicle_reload1  = vehic.vehicle_reload1;
335         player.vehicle_reload2  = vehic.vehicle_reload2;
336         player.vehicle_energy   = vehic.vehicle_energy;
337         player.flags               &= ~FL_ONGROUND;
338
339         RemoveGrapplingHook(player);
340
341         gunner.switchweapon = player.switchweapon;
342         gunner.vehicle_exit = bumblebee_gunner_exit;
343         gunner.vehicle_hudmodel.viewmodelforclient = player;
344
345         if(IS_REAL_CLIENT(player))
346         {
347                 msg_entity = player;
348                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
349                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
350
351                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
352                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
353                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
354                 WriteAngle(MSG_ONE,     0); // roll
355         }
356
357         CSQCVehicleSetup(player, player.hud);
358
359         vh_player = player;
360         vh_vehicle = gunner;
361         MUTATOR_CALLHOOK(VehicleEnter);
362         player = vh_player;
363         gunner = vh_vehicle;
364
365         return true;
366 }
367
368 bool vehicles_valid_pilot()
369 {
370         if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
371                 return false;
372
373         if((!IS_PLAYER(other))
374         || (other.deadflag != DEAD_NO)
375         || (other.vehicle)
376         || (DIFF_TEAM(other, self))
377         ) { return false; }
378
379         return true;
380 }
381
382 void bumblebee_touch()
383 {
384         if(autocvar_g_vehicles_enter) { return; }
385
386         if(self.gunner1 != world && self.gunner2 != world)
387         {
388                 vehicles_touch();
389                 return;
390         }
391
392         if(vehicles_valid_pilot())
393         {
394                 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
395
396                 if(time >= other.vehicle_enter_delay && phase_time)
397                 if(bumblebee_gunner_enter())
398                         return;
399         }
400
401         vehicles_touch();
402 }
403
404 void bumblebee_regen()
405 {
406         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
407                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
408                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
409
410         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
411                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
412                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
413
414         if(self.vehicle_flags  & VHF_SHIELDREGEN)
415                 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);
416
417         if(self.vehicle_flags  & VHF_HEALTHREGEN)
418                 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);
419
420         if(self.vehicle_flags  & VHF_ENERGYREGEN)
421                 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);
422
423 }
424
425 float bumblebee_pilot_frame()
426 {
427         entity pilot, vehic;
428         vector newvel;
429         
430         if(intermission_running)
431         {
432                 self.vehicle.velocity = '0 0 0';
433                 self.vehicle.avelocity = '0 0 0';
434                 return 1;
435         }
436
437         pilot = self;
438         vehic = self.vehicle;
439         self   = vehic;
440
441         if(vehic.deadflag != DEAD_NO)
442         {
443                 self = pilot;
444                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
445                 return 1;
446         }
447
448         bumblebee_regen();
449
450         crosshair_trace(pilot);
451
452         vector vang;
453         float ftmp;
454
455         vang = vehic.angles;
456         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
457         vang.x *= -1;
458         newvel.x *= -1;
459         if(newvel.x > 180)  newvel.x -= 360;
460         if(newvel.x < -180) newvel.x += 360;
461         if(newvel.y > 180)  newvel.y -= 360;
462         if(newvel.y < -180) newvel.y += 360;
463
464         ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
465         if(ftmp > 180)  ftmp -= 360;
466         if(ftmp < -180) ftmp += 360;
467         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
468
469         // Pitch
470         ftmp = 0;
471         if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
472                 ftmp = 4;
473         else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
474                 ftmp = -8;
475
476         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
477         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
478         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
479
480         vehic.angles_x = anglemods(vehic.angles.x);
481         vehic.angles_y = anglemods(vehic.angles.y);
482         vehic.angles_z = anglemods(vehic.angles.z);
483
484         makevectors('0 1 0' * vehic.angles.y);
485         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
486
487         if(pilot.movement.x != 0)
488         {
489                 if(pilot.movement.x > 0)
490                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
491                 else if(pilot.movement.x < 0)
492                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
493         }
494
495         if(pilot.movement.y != 0)
496         {
497                 if(pilot.movement.y < 0)
498                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
499                 else if(pilot.movement.y > 0)
500                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
501                 ftmp = newvel * v_right;
502                 ftmp *= frametime * 0.1;
503                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
504         }
505         else
506         {
507                 vehic.angles_z *= 0.95;
508                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
509                         vehic.angles_z = 0;
510         }
511
512         if(pilot.BUTTON_CROUCH)
513                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
514         else if(pilot.BUTTON_JUMP)
515                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
516
517         vehic.velocity  += newvel * frametime;
518         pilot.velocity = pilot.movement  = vehic.velocity;
519
520
521         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
522         {
523                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
524                         vehic.tur_head.enemy = world;
525
526                 if(trace_ent)
527                 if(trace_ent.movetype)
528                 if(trace_ent.takedamage)
529                 if(!trace_ent.deadflag)
530                 {
531                         if(teamplay)
532                         {
533                                 if(trace_ent.team == pilot.team)
534                                 {
535                                         vehic.tur_head.enemy = trace_ent;
536                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
537                                 }
538                         }
539                         else
540                         {
541                                 vehic.tur_head.enemy = trace_ent;
542                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
543                         }
544                 }
545
546                 if(vehic.tur_head.enemy)
547                 {
548                         trace_endpos = real_origin(vehic.tur_head.enemy);
549                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
550                 }
551         }
552
553         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
554                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
555                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
556
557         if(!forbidWeaponUse(pilot))
558         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
559         {
560                 vehic.gun3.enemy.realowner = pilot;
561                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
562
563                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
564                 vehic.gun3.enemy.SendFlags |= BRG_START;
565
566                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
567
568                 if(trace_ent)
569                 {
570                         if(autocvar_g_vehicle_bumblebee_raygun)
571                         {
572                                 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);
573                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
574                         }
575                         else
576                         {
577                                 if(trace_ent.deadflag == DEAD_NO)
578                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
579                                         {
580
581                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
582                                                 {
583                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
584                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
585
586                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
587                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
588                                                 }
589                                                 else if(IS_CLIENT(trace_ent))
590                                                 {
591                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
592                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
593
594                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
595                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
596
597                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
598                                                 }
599                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
600                                                 {
601                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
602                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
603                                                         //else ..hmmm what? ammo?
604
605                                                         trace_ent.SendFlags |= TNSF_STATUS;
606                                                 }
607                                         }
608                         }
609                 }
610
611                 vehic.gun3.enemy.hook_end = trace_endpos;
612                 setorigin(vehic.gun3.enemy, trace_endpos);
613                 vehic.gun3.enemy.SendFlags |= BRG_END;
614
615                 vehic.wait = time + 1;
616         }
617         else
618                 vehic.gun3.enemy.effects |= EF_NODRAW;
619         /*{
620                 if(vehic.gun3.enemy)
621                         remove(vehic.gun3.enemy);
622
623                 vehic.gun3.enemy = world;
624         }
625         */
626
627         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
628         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
629
630         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
631         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
632
633         if(vehic.vehicle_flags & VHF_HASSHIELD)
634                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
635
636         vehic.angles_x *= -1;
637         makevectors(vehic.angles);
638         vehic.angles_x *= -1;
639         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
640
641         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
642         self = pilot;
643
644         return 1;
645 }
646
647 void bumblebee_land()
648 {
649         float hgt;
650
651         hgt = raptor_altitude(512);
652         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
653         self.angles_x *= 0.95;
654         self.angles_z *= 0.95;
655
656         if(hgt < 16)
657                 self.think      = vehicles_think;
658
659         self.nextthink = time;
660         
661         CSQCMODEL_AUTOUPDATE();
662 }
663
664 void bumblebee_exit(float eject)
665 {
666         if(self.owner.vehicleid == VEH_BUMBLEBEE)
667         {
668                 bumblebee_gunner_exit(eject);
669                 return;
670         }
671
672         self.touch = vehicles_touch;
673
674         if(self.deadflag == DEAD_NO)
675         {
676                 self.think = bumblebee_land;
677                 self.nextthink  = time;
678         }
679         
680         self.movetype = MOVETYPE_TOSS;
681
682         if(!self.owner)
683                 return;
684
685         fixedmakevectors(self.angles);
686         vector spot;
687         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
688                 spot = self.origin + v_up * 128 + v_forward * 300;
689         else
690                 spot = self.origin + v_up * 128 - v_forward * 300;
691
692         spot = vehicles_findgoodexit(spot);
693
694         // Hide beam
695         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
696                 self.gun3.enemy.effects |= EF_NODRAW;
697         }
698
699         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
700         self.owner.velocity_z += 10;
701         setorigin(self.owner, spot);
702
703         antilag_clear(self.owner);
704         self.owner = world;
705 }
706
707 void bumblebee_blowup()
708 {
709         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
710                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
711                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
712                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
713                                  DEATH_VH_BUMB_DEATH, world);
714
715         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
716         pointparticles(particleeffectnum("explosion_big"), (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
717
718         if(self.owner.deadflag == DEAD_DYING)
719                 self.owner.deadflag = DEAD_DEAD;
720
721         remove(self);
722 }
723
724 void bumblebee_diethink()
725 {
726         if(time >= self.wait)
727                 self.think = bumblebee_blowup;
728
729         if(random() < 0.1)
730         {
731                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
732                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
733         }
734
735         self.nextthink = time + 0.1;
736 }
737
738 float bumble_raygun_send(entity to, float sf)
739 {
740         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
741
742         WriteByte(MSG_ENTITY, sf);
743         if(sf & BRG_SETUP)
744         {
745                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
746                 WriteByte(MSG_ENTITY, self.realowner.team);
747                 WriteByte(MSG_ENTITY, self.cnt);
748         }
749
750         if(sf & BRG_START)
751         {
752                 WriteCoord(MSG_ENTITY, self.hook_start_x);
753                 WriteCoord(MSG_ENTITY, self.hook_start_y);
754                 WriteCoord(MSG_ENTITY, self.hook_start_z);
755         }
756
757         if(sf & BRG_END)
758         {
759                 WriteCoord(MSG_ENTITY, self.hook_end_x);
760                 WriteCoord(MSG_ENTITY, self.hook_end_y);
761                 WriteCoord(MSG_ENTITY, self.hook_end_z);
762         }
763
764         return true;
765 }
766
767 void spawnfunc_vehicle_bumblebee()
768 {
769         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
770         if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
771 }
772
773 float v_bumblebee(float req)
774 {
775         switch(req)
776         {
777                 case VR_IMPACT:
778                 {
779                         if(autocvar_g_vehicle_bumblebee_bouncepain)
780                                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
781                                 
782                         return true;
783                 }
784                 case VR_ENTER:
785                 {
786                         self.touch = bumblebee_touch;
787                         self.nextthink = 0;
788                         self.movetype = MOVETYPE_BOUNCEMISSILE;
789                         return true;
790                 }
791                 case VR_THINK:
792                 {
793                         self.angles_z *= 0.8;
794                         self.angles_x *= 0.8;
795                         
796                         self.nextthink = time;
797                         
798                         if(!self.owner)
799                         {
800                                 entity oldself = self;          
801                                 if(self.gunner1)
802                                 {
803                                         self = self.gunner1;
804                                         oldself.gun1.vehicle_exit(VHEF_EJECT);
805                                         entity oldother = other;
806                                         other = self;
807                                         self = oldself;
808                                         self.phase = 0;
809                                         self.touch();
810                                         other = oldother;
811                                         return true;
812                                 }
813                                 
814                                 if(self.gunner2)
815                                 {
816                                         self = self.gunner2;
817                                         oldself.gun2.vehicle_exit(VHEF_EJECT);
818                                         entity oldother = other;
819                                         other = self;
820                                         self = oldself;
821                                         self.phase = 0;
822                                         self.touch();
823                                         other = oldother;
824                                         return true;
825                                 }               
826                         }
827                         
828                         return true;
829                 }
830                 case VR_DEATH:
831                 {
832                         entity oldself = self;
833
834                         CSQCModel_UnlinkEntity();
835
836                         // Hide beam
837                         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
838                                 self.gun3.enemy.effects |= EF_NODRAW;
839                         
840                         if(self.gunner1)
841                         {
842                                 self = self.gunner1;
843                                 oldself.gun1.vehicle_exit(VHEF_EJECT);
844                                 self = oldself;
845                         }
846
847                         if(self.gunner2)
848                         {
849                                 self = self.gunner2;
850                                 oldself.gun2.vehicle_exit(VHEF_EJECT);
851                                 self = oldself;
852                         }
853
854                         self.vehicle_exit(VHEF_EJECT);
855
856                         fixedmakevectors(self.angles);
857                         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
858                         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
859                         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
860
861                         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
862
863                         if(random() > 0.5)
864                                 _body.touch = bumblebee_blowup;
865                         else
866                                 _body.touch = func_null;
867                                 
868                         _body.think = bumblebee_diethink;
869                         _body.nextthink = time;
870                         _body.wait = time + 2 + (random() * 8);
871                         _body.owner = self;
872                         _body.enemy = self.enemy;
873                         _body.scale = 1.5;
874                         _body.angles = self.angles;
875                         
876                         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
877                         
878                         self.health                     = 0;
879                         self.event_damage       = func_null;
880                         self.solid                      = SOLID_NOT;
881                         self.takedamage         = DAMAGE_NO;
882                         self.deadflag           = DEAD_DYING;
883                         self.movetype           = MOVETYPE_NONE;
884                         self.effects            = EF_NODRAW;
885                         self.colormod           = '0 0 0';
886                         self.avelocity          = '0 0 0';
887                         self.velocity           = '0 0 0';
888                         self.touch                      = func_null;
889                         self.nextthink          = 0;
890
891                         setorigin(self, self.pos1);
892                         return true;
893                 }
894                 case VR_SPAWN:
895                 {
896                         if(!self.gun1)
897                         {
898                                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
899                                 self.vehicle_shieldent = spawn();
900                                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
901                                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
902                                 setattachment(self.vehicle_shieldent, self, "");
903                                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
904                                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
905                                 self.vehicle_shieldent.think       = shieldhit_think;
906                                 self.vehicle_shieldent.alpha = -1;
907                                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
908
909                                 self.gun1 = spawn();
910                                 self.gun2 = spawn();
911                                 self.gun3 = spawn();
912
913                                 self.vehicle_flags |= VHF_MULTISLOT;
914
915                                 self.gun1.owner = self;
916                                 self.gun2.owner = self;
917                                 self.gun3.owner = self;
918
919                                 self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
920
921                                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
922                                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
923                                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
924
925                                 setattachment(self.gun1, self, "cannon_right");
926                                 setattachment(self.gun2, self, "cannon_left");
927
928                                 // Angled bones are no fun, messes up gun-aim; so work arround it.
929                                 self.gun3.pos1 = self.angles;
930                                 self.angles = '0 0 0';
931                                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
932                                 ofs -= self.origin;
933                                 setattachment(self.gun3, self, "");
934                                 setorigin(self.gun3, ofs);
935                                 self.angles = self.gun3.pos1;
936
937                                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
938                                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
939
940                                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
941                                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
942
943                                 //fixme-model-bones
944                                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
945                                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
946                                 //fixme-model-bones
947                                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
948                                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
949
950                                 self.scale = 1.5;
951                                 
952                                 // Raygun beam
953                                 if(self.gun3.enemy == world)
954                                 {                       
955                                         self.gun3.enemy = spawn();
956                                         Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
957                                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
958                                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
959                                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
960                                 }
961                         }
962
963                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
964                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
965                         self.solid = SOLID_BBOX;
966                         self.movetype = MOVETYPE_TOSS;
967                         self.damageforcescale = 0.025;
968                         
969                         self.PlayerPhysplug = bumblebee_pilot_frame;
970                         
971                         setorigin(self, self.origin + '0 0 25');
972                         return true;
973                 }
974                 case VR_SETUP:
975                 {
976                         if(autocvar_g_vehicle_bumblebee_energy)
977                         if(autocvar_g_vehicle_bumblebee_energy_regen)
978                                 self.vehicle_flags |= VHF_ENERGYREGEN;
979
980                         if(autocvar_g_vehicle_bumblebee_shield)
981                                 self.vehicle_flags |= VHF_HASSHIELD;
982
983                         if(autocvar_g_vehicle_bumblebee_shield_regen)
984                                 self.vehicle_flags |= VHF_SHIELDREGEN;
985
986                         if(autocvar_g_vehicle_bumblebee_health_regen)
987                                 self.vehicle_flags |= VHF_HEALTHREGEN;
988                                 
989                         self.vehicle_exit = bumblebee_exit;
990                         self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
991                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
992                         self.max_health = self.vehicle_health;
993                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
994                                 
995                         return true;
996                 }
997                 case VR_PRECACHE:
998                 {
999                         precache_model("models/vehicles/bumblebee_body.dpm");
1000                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
1001                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
1002                         precache_model("models/vehicles/bumblebee_ray.dpm");
1003                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
1004                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
1005                         precache_model("models/vehicles/raptor_cockpit.dpm");
1006                         return true;
1007                 }
1008         }
1009
1010         return true;
1011 }
1012
1013 #endif // SVQC
1014 #ifdef CSQC
1015
1016 #define bumb_ico  "gfx/vehicles/bumb.tga"
1017 #define bumb_lgun  "gfx/vehicles/bumb_lgun.tga"
1018 #define bumb_rgun  "gfx/vehicles/bumb_rgun.tga"
1019
1020 #define bumb_gun_ico  "gfx/vehicles/bumb_side.tga"
1021 #define bumb_gun_gun  "gfx/vehicles/bumb_side_gun.tga"
1022
1023 void CSQC_BUMBLE_GUN_HUD()
1024 {
1025         if(autocvar_r_letterbox)
1026                 return;
1027
1028         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1029
1030         // Fetch health & ammo stats
1031         HUD_GETVEHICLESTATS
1032
1033         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1034         hudloc_y = vid_conheight - picsize_y;
1035         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1036
1037         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1038
1039         shield  *= 0.01;
1040         vh_health  *= 0.01;
1041         energy  *= 0.01;
1042         reload1 *= 0.01;
1043
1044         pic2size = draw_getimagesize(bumb_gun_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1045         picloc = picsize * 0.5 - pic2size * 0.5;
1046
1047         if(vh_health < 0.25)
1048                 drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1049         else
1050                 drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1051
1052         drawpic(hudloc + picloc, bumb_gun_gun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1053         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1054
1055 // Health bar
1056         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1057         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1058         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1059         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1060         drawresetcliparea();
1061 // ..  and icon
1062         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1063         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1064         if(vh_health < 0.25)
1065         {
1066                 if(alarm1time < time)
1067                 {
1068                         alarm1time = time + 2;
1069                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1070                 }
1071
1072                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1073         }
1074         else
1075         {
1076                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1077                 if(alarm1time)
1078                 {
1079                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1080                         alarm1time = 0;
1081                 }
1082         }
1083
1084 // Shield bar
1085         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1086         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1087         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1088         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1089         drawresetcliparea();
1090 // ..  and icon
1091         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1092         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1093         if(shield < 0.25)
1094         {
1095                 if(alarm2time < time)
1096                 {
1097                         alarm2time = time + 1;
1098                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1099                 }
1100                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1101         }
1102         else
1103         {
1104                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1105                 if(alarm2time)
1106                 {
1107                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1108                         alarm2time = 0;
1109                 }
1110         }
1111
1112 // Gun bar
1113         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1114         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1115         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight);
1116         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1117         drawresetcliparea();
1118
1119 // ..  and icon
1120         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1121         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1122         if(energy < 0.2)
1123                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1124         else
1125                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1126
1127         if (scoreboard_showscores)
1128                 HUD_DrawScoreboard();
1129         /*
1130         else
1131         {
1132                 picsize = draw_getimagesize(waki_xhair);
1133                 picsize_x *= 0.5;
1134                 picsize_y *= 0.5;
1135
1136
1137                 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1138         }
1139         */
1140 }
1141
1142 void bumble_raygun_draw()
1143 {
1144         float _len;
1145         vector _dir;
1146         vector _vtmp1, _vtmp2;
1147
1148         _len = vlen(self.origin - self.move_origin);
1149         _dir = normalize(self.move_origin - self.origin);
1150
1151         if(self.total_damages < time)
1152         {
1153                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1154                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1155                 self.total_damages = time + 0.1;
1156         }
1157
1158         float i, df, sz, al;
1159         for(i = -0.1; i < 0.2; i += 0.1)
1160         {
1161                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1162                 sz = 5 + random() * 5;
1163                 al = 0.25 + random() * 0.5;
1164                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1165                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
1166                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1167
1168                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1169                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
1170                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1171
1172                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1173                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
1174                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1175
1176                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1177         }
1178 }
1179
1180 void bumble_raygun_read(float bIsNew)
1181 {
1182         int sf = ReadByte();
1183
1184         if(sf & BRG_SETUP)
1185         {
1186                 self.cnt  = ReadByte();
1187                 self.team = ReadByte();
1188                 self.cnt  = ReadByte();
1189
1190                 if(self.cnt)
1191                         self.colormod = '1 0 0';
1192                 else
1193                         self.colormod = '0 1 0';
1194
1195                 self.traileffect = particleeffectnum("healray_muzzleflash");
1196                 self.lip = particleeffectnum("healray_impact");
1197
1198                 self.draw = bumble_raygun_draw;
1199         }
1200
1201
1202         if(sf & BRG_START)
1203         {
1204                 self.origin_x = ReadCoord();
1205                 self.origin_y = ReadCoord();
1206                 self.origin_z = ReadCoord();
1207                 setorigin(self, self.origin);
1208         }
1209
1210         if(sf & BRG_END)
1211         {
1212                 self.move_origin_x = ReadCoord();
1213                 self.move_origin_y = ReadCoord();
1214                 self.move_origin_z = ReadCoord();
1215         }
1216 }
1217
1218 float v_bumblebee(float req)
1219 {
1220         switch(req)
1221         {
1222                 case VR_HUD:
1223                 {
1224                         if(autocvar_r_letterbox)
1225                                 return true;
1226
1227                         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1228
1229                         // Fetch health & ammo stats
1230                         HUD_GETVEHICLESTATS
1231
1232                         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1233                         hudloc_y = vid_conheight - picsize_y;
1234                         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1235
1236                         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1237
1238                         shield  *= 0.01;
1239                         vh_health  *= 0.01;
1240                         energy  *= 0.01;
1241                         reload1 *= 0.01;
1242
1243                         pic2size = draw_getimagesize(bumb_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1244                         picloc = picsize * 0.5 - pic2size * 0.5;
1245
1246                         if(vh_health < 0.25)
1247                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1248                         else
1249                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1250
1251                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1252                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1253                         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1254
1255                 // Health bar
1256                         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1257                         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1258                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1259                         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1260                         drawresetcliparea();
1261                 // ..  and icon
1262                         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1263                         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1264                         if(vh_health < 0.25)
1265                         {
1266                                 if(alarm1time < time)
1267                                 {
1268                                         alarm1time = time + 2;
1269                                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1270                                 }
1271
1272                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1273                         }
1274                         else
1275                         {
1276                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1277                                 if(alarm1time)
1278                                 {
1279                                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1280                                         alarm1time = 0;
1281                                 }
1282                         }
1283
1284                 // Shield bar
1285                         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1286                         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1287                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1288                         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1289                         drawresetcliparea();
1290                 // ..  and icon
1291                         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1292                         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1293                         if(shield < 0.25)
1294                         {
1295                                 if(alarm2time < time)
1296                                 {
1297                                         alarm2time = time + 1;
1298                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1299                                 }
1300                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1301                         }
1302                         else
1303                         {
1304                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1305                                 if(alarm2time)
1306                                 {
1307                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1308                                         alarm2time = 0;
1309                                 }
1310                         }
1311
1312                         ammo1 *= 0.01;
1313                         ammo2 *= 0.01;
1314
1315                 // Gunner1 bar
1316                         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1317                         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1318                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight);
1319                         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1320                         drawresetcliparea();
1321
1322                 // Right gunner slot occupied?
1323                         if(!AuxiliaryXhair[1].draw2d)
1324                         {
1325                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), false, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1326                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1327                                 drawstring(hudloc + picloc + '1 0 0' * shield, _("No right gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
1328                         }
1329
1330                 // ..  and icon
1331                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1332                         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1333                         if(ammo1 < 0.2)
1334                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1335                         else
1336                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1337
1338                 // Gunner2 bar
1339                         picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
1340                         picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
1341                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo2, vid_conheight);
1342                         drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1343                         drawresetcliparea();
1344                 // Left gunner slot occupied?
1345                         if(!AuxiliaryXhair[2].draw2d)
1346                         {
1347                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), false, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1348                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1349                                 drawstring(hudloc + picloc + '1 0 0' * shield, _("No left gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
1350                         }
1351
1352                 // ..  and icon
1353                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1354                         picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
1355                         if(ammo2 < 0.2)
1356                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1357                         else
1358                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1359
1360                         if (scoreboard_showscores)
1361                                 HUD_DrawScoreboard();
1362                         else
1363                         {
1364                                 picsize = draw_getimagesize(waki_xhair);
1365                                 picsize_x *= 0.5;
1366                                 picsize_y *= 0.5;
1367                                 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1368                         }
1369                         return true;
1370                 }
1371                 case VR_SETUP:
1372                 {
1373                         // raygun-locked
1374                         AuxiliaryXhair[0].axh_image   = "gfx/vehicles/axh-bracket.tga";
1375                         AuxiliaryXhair[0].axh_scale   = 0.5;
1376
1377                         // Gunner1
1378                         AuxiliaryXhair[1].axh_image   = "gfx/vehicles/axh-target.tga";
1379                         AuxiliaryXhair[1].axh_scale   = 0.75;
1380
1381                         // Gunner2
1382                         AuxiliaryXhair[2].axh_image   = "gfx/vehicles/axh-target.tga";
1383                         AuxiliaryXhair[2].axh_scale   = 0.75;
1384                         return true;
1385                 }
1386                 case VR_PRECACHE:
1387                 {
1388                         return true;
1389                 }
1390         }
1391
1392         return true;
1393 }
1394
1395 #endif // CSQC
1396 #endif // REGISTER_VEHICLE