1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
5 REGISTER_VEHICLE_SIMPLE(
6 /* VEH_##id */ BUMBLEBEE,
7 /* function */ v_bumblebee,
8 /* spawnflags */ VHF_DMGSHAKE,
9 /* mins,maxs */ '-245 -130 -130', '230 130 130',
10 /* model */ "models/vehicles/bumblebee_body.dpm",
12 /* hud_model */ "models/vehicles/spiderbot_cockpit.dpm",
13 /* tags */ "", "", "tag_viewport",
14 /* netname */ "bumblebee",
15 /* fullname */ _("Bumblebee")
17 this.m_icon = "vehicle_bumble";
23 const float BRG_SETUP = 2;
24 const float BRG_START = 4;
25 const float BRG_END = 8;
28 float autocvar_g_vehicle_bumblebee_speed_forward;
29 float autocvar_g_vehicle_bumblebee_speed_strafe;
30 float autocvar_g_vehicle_bumblebee_speed_up;
31 float autocvar_g_vehicle_bumblebee_speed_down;
32 float autocvar_g_vehicle_bumblebee_turnspeed;
33 float autocvar_g_vehicle_bumblebee_pitchspeed;
34 float autocvar_g_vehicle_bumblebee_pitchlimit;
35 float autocvar_g_vehicle_bumblebee_friction;
37 float autocvar_g_vehicle_bumblebee_energy;
38 float autocvar_g_vehicle_bumblebee_energy_regen;
39 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
41 float autocvar_g_vehicle_bumblebee_health;
42 float autocvar_g_vehicle_bumblebee_health_regen;
43 float autocvar_g_vehicle_bumblebee_health_regen_pause;
45 float autocvar_g_vehicle_bumblebee_shield;
46 float autocvar_g_vehicle_bumblebee_shield_regen;
47 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
49 float autocvar_g_vehicle_bumblebee_cannon_cost;
50 float autocvar_g_vehicle_bumblebee_cannon_damage;
51 float autocvar_g_vehicle_bumblebee_cannon_radius;
52 float autocvar_g_vehicle_bumblebee_cannon_refire;
53 float autocvar_g_vehicle_bumblebee_cannon_speed;
54 float autocvar_g_vehicle_bumblebee_cannon_spread;
55 float autocvar_g_vehicle_bumblebee_cannon_force;
57 float autocvar_g_vehicle_bumblebee_cannon_ammo;
58 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
59 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
61 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
63 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
64 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
65 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
66 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
67 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
70 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
71 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
72 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
73 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
75 float autocvar_g_vehicle_bumblebee_raygun_range;
76 float autocvar_g_vehicle_bumblebee_raygun_dps;
77 float autocvar_g_vehicle_bumblebee_raygun_aps;
78 float autocvar_g_vehicle_bumblebee_raygun_fps;
80 float autocvar_g_vehicle_bumblebee_raygun;
81 float autocvar_g_vehicle_bumblebee_healgun_hps;
82 float autocvar_g_vehicle_bumblebee_healgun_hmax;
83 float autocvar_g_vehicle_bumblebee_healgun_aps;
84 float autocvar_g_vehicle_bumblebee_healgun_amax;
85 float autocvar_g_vehicle_bumblebee_healgun_sps;
86 float autocvar_g_vehicle_bumblebee_healgun_locktime;
88 float autocvar_g_vehicle_bumblebee_respawntime;
90 float autocvar_g_vehicle_bumblebee_blowup_radius;
91 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
92 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
93 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
94 vector autocvar_g_vehicle_bumblebee_bouncepain;
96 bool autocvar_g_vehicle_bumblebee = 0;
98 float bumble_raygun_send(entity to, int sf);
100 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
102 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
103 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
104 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
105 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
106 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
109 float bumblebee_gunner_frame()
111 entity vehic = self.vehicle.owner;
112 entity gun = self.vehicle;
113 entity gunner = self;
116 vehic.solid = SOLID_NOT;
117 //setorigin(gunner, vehic.origin);
118 gunner.velocity = vehic.velocity;
121 vehic.angles_x *= -1;
122 makevectors(vehic.angles);
123 vehic.angles_x *= -1;
124 if(gun == vehic.gun1)
126 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
127 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
128 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
132 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
133 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
134 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
137 crosshair_trace(gunner);
138 vector _ct = trace_endpos;
141 if(autocvar_g_vehicle_bumblebee_cannon_lock)
143 if(gun.lock_time < time)
147 if(trace_ent.movetype)
148 if(trace_ent.takedamage)
149 if(!trace_ent.deadflag)
151 if(DIFF_TEAM(trace_ent, gunner))
153 gun.enemy = trace_ent;
154 gun.lock_time = time + 5;
161 float distance, impact_time;
163 vector vf = real_origin(gun.enemy);
164 vector _vel = gun.enemy.velocity;
165 if(gun.enemy.movetype == MOVETYPE_WALK)
170 distance = vlen(ad - gunner.origin);
171 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
172 ad = vf + _vel * impact_time;
176 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
177 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
178 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
179 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
183 vehicle_aimturret(vehic, _ct, gun, "fire",
184 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
185 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
187 if(!forbidWeaponUse(gunner))
188 if(gunner.BUTTON_ATCK)
189 if(time > gun.attack_finished_single)
190 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
192 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
193 bumblebee_fire_cannon(gun, "fire", gunner);
195 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
198 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
200 if(vehic.vehicle_flags & VHF_HASSHIELD)
201 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
203 ad = gettaginfo(gun, gettagindex(gun, "fire"));
204 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
206 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
209 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
211 vehic.solid = SOLID_BBOX;
212 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
213 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
219 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
224 tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player);
225 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
228 mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
231 v2 = 0.5 * (gunner.absmin + gunner.absmax);
232 for(i = 0; i < 100; ++i)
236 v = v2 + normalize(v) * mysize;
237 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player);
238 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
242 return prefer_spot; // this should be considered a fallback?!
245 void bumblebee_gunner_exit(int _exitflag)
247 entity player = self;
248 entity gunner = player.vehicle;
249 entity vehic = gunner.owner;
251 if(IS_REAL_CLIENT(player))
254 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
255 WriteEntity(MSG_ONE, player);
257 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
258 WriteAngle(MSG_ONE, 0);
259 WriteAngle(MSG_ONE, vehic.angles.y);
260 WriteAngle(MSG_ONE, 0);
263 CSQCVehicleSetup(player, HUD_NORMAL);
264 setsize(player, PL_MIN, PL_MAX);
266 player.takedamage = DAMAGE_AIM;
267 player.solid = SOLID_SLIDEBOX;
268 player.movetype = MOVETYPE_WALK;
269 player.effects &= ~EF_NODRAW;
271 player.PlayerPhysplug = func_null;
272 player.view_ofs = PL_VIEW_OFS;
273 player.event_damage = PlayerDamage;
274 player.hud = HUD_NORMAL;
275 player.teleportable = TELEPORT_NORMAL;
276 player.switchweapon = gunner.switchweapon;
277 player.vehicle_enter_delay = time + 2;
279 fixedmakevectors(vehic.angles);
281 if(player == vehic.gunner1) { vehic.gunner1 = world; }
282 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
284 vector spot = real_origin(gunner);
285 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
286 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
288 // TODO: figure a way to move player out of the gunner
290 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
291 player.velocity_z += 10;
293 gunner.phase = time + 5;
294 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
296 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
298 player.vehicle = world;
301 bool bumblebee_gunner_enter()
304 entity player = other;
305 entity gunner = world;
307 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
309 // we can have some fun
310 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
313 vehic.gunner2 = player;
318 vehic.gunner1 = player;
321 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
322 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
323 else { dprint("Vehicle is full, fail\n"); return false; }
325 player.vehicle = gunner;
326 player.angles = vehic.angles;
327 player.takedamage = DAMAGE_NO;
328 player.solid = SOLID_NOT;
330 player.movetype = MOVETYPE_NOCLIP;
331 player.event_damage = func_null;
332 player.view_ofs = '0 0 0';
333 player.hud = gunner.hud;
334 player.teleportable = false;
335 player.PlayerPhysplug = gunner.PlayerPhysplug;
336 player.vehicle_ammo1 = vehic.vehicle_ammo1;
337 player.vehicle_ammo2 = vehic.vehicle_ammo2;
338 player.vehicle_reload1 = vehic.vehicle_reload1;
339 player.vehicle_reload2 = vehic.vehicle_reload2;
340 player.vehicle_energy = vehic.vehicle_energy;
341 player.flags &= ~FL_ONGROUND;
343 RemoveGrapplingHook(player);
345 gunner.switchweapon = player.switchweapon;
346 gunner.vehicle_exit = bumblebee_gunner_exit;
347 gunner.vehicle_hudmodel.viewmodelforclient = player;
349 if(IS_REAL_CLIENT(player))
352 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
353 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
355 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
356 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
357 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
358 WriteAngle(MSG_ONE, 0); // roll
361 CSQCVehicleSetup(player, player.hud);
363 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
368 bool vehicles_valid_pilot()
370 if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
373 if((!IS_PLAYER(other))
374 || (other.deadflag != DEAD_NO)
376 || (DIFF_TEAM(other, self))
382 void bumblebee_touch()
384 if(autocvar_g_vehicles_enter) { return; }
386 if(self.gunner1 != world && self.gunner2 != world)
392 if(vehicles_valid_pilot())
394 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
396 if(time >= other.vehicle_enter_delay && phase_time)
397 if(bumblebee_gunner_enter())
404 void bumblebee_regen()
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);
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);
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);
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);
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);
425 float bumblebee_pilot_frame()
430 if(intermission_running)
432 self.vehicle.velocity = '0 0 0';
433 self.vehicle.avelocity = '0 0 0';
438 vehic = self.vehicle;
441 if(vehic.deadflag != DEAD_NO)
444 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
450 crosshair_trace(pilot);
456 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
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;
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);
471 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
473 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
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);
480 vehic.angles_x = anglemods(vehic.angles.x);
481 vehic.angles_y = anglemods(vehic.angles.y);
482 vehic.angles_z = anglemods(vehic.angles.z);
484 makevectors('0 1 0' * vehic.angles.y);
485 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
487 if(pilot.movement.x != 0)
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;
495 if(pilot.movement.y != 0)
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);
507 vehic.angles_z *= 0.95;
508 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
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;
517 vehic.velocity += newvel * frametime;
518 pilot.velocity = pilot.movement = vehic.velocity;
521 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
523 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
524 vehic.tur_head.enemy = world;
527 if(trace_ent.movetype)
528 if(trace_ent.takedamage)
529 if(!trace_ent.deadflag)
533 if(trace_ent.team == pilot.team)
535 vehic.tur_head.enemy = trace_ent;
536 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
541 vehic.tur_head.enemy = trace_ent;
542 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
546 if(vehic.tur_head.enemy)
548 trace_endpos = real_origin(vehic.tur_head.enemy);
549 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
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);
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))
560 vehic.gun3.enemy.realowner = pilot;
561 vehic.gun3.enemy.effects &= ~EF_NODRAW;
563 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
564 vehic.gun3.enemy.SendFlags |= BRG_START;
566 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
570 if(autocvar_g_vehicle_bumblebee_raygun)
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;
577 if(trace_ent.deadflag == DEAD_NO)
578 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
581 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
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);
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);
589 else if(IS_CLIENT(trace_ent))
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);
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);
597 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
599 else if(IS_TURRET(trace_ent))
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?
605 trace_ent.SendFlags |= TNSF_STATUS;
611 vehic.gun3.enemy.hook_end = trace_endpos;
612 setorigin(vehic.gun3.enemy, trace_endpos);
613 vehic.gun3.enemy.SendFlags |= BRG_END;
615 vehic.wait = time + 1;
618 vehic.gun3.enemy.effects |= EF_NODRAW;
621 remove(vehic.gun3.enemy);
623 vehic.gun3.enemy = world;
627 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
628 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
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;
633 if(vehic.vehicle_flags & VHF_HASSHIELD)
634 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
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);
641 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
647 void bumblebee_land()
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;
657 self.think = vehicles_think;
659 self.nextthink = time;
661 CSQCMODEL_AUTOUPDATE();
664 void bumblebee_exit(float eject)
666 if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
668 bumblebee_gunner_exit(eject);
672 self.touch = vehicles_touch;
674 if(self.deadflag == DEAD_NO)
676 self.think = bumblebee_land;
677 self.nextthink = time;
680 self.movetype = MOVETYPE_TOSS;
685 fixedmakevectors(self.angles);
687 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
688 spot = self.origin + v_up * 128 + v_forward * 300;
690 spot = self.origin + v_up * 128 - v_forward * 300;
692 spot = vehicles_findgoodexit(spot);
695 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
696 self.gun3.enemy.effects |= EF_NODRAW;
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);
703 antilag_clear(self.owner);
707 void bumblebee_blowup()
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);
715 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
716 Send_Effect("explosion_big", (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
718 if(self.owner.deadflag == DEAD_DYING)
719 self.owner.deadflag = DEAD_DEAD;
724 void bumblebee_diethink()
726 if(time >= self.wait)
727 self.think = bumblebee_blowup;
731 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
732 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
735 self.nextthink = time + 0.1;
738 float bumble_raygun_send(entity to, float sf)
740 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
742 WriteByte(MSG_ENTITY, sf);
745 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
746 WriteByte(MSG_ENTITY, self.realowner.team);
747 WriteByte(MSG_ENTITY, self.cnt);
752 WriteCoord(MSG_ENTITY, self.hook_start_x);
753 WriteCoord(MSG_ENTITY, self.hook_start_y);
754 WriteCoord(MSG_ENTITY, self.hook_start_z);
759 WriteCoord(MSG_ENTITY, self.hook_end_x);
760 WriteCoord(MSG_ENTITY, self.hook_end_y);
761 WriteCoord(MSG_ENTITY, self.hook_end_z);
767 void spawnfunc_vehicle_bumblebee()
769 if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
770 if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
773 float v_bumblebee(float req)
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);
786 self.touch = bumblebee_touch;
788 self.movetype = MOVETYPE_BOUNCEMISSILE;
793 self.angles_z *= 0.8;
794 self.angles_x *= 0.8;
796 self.nextthink = time;
800 entity oldself = self;
804 oldself.gun1.vehicle_exit(VHEF_EJECT);
805 entity oldother = other;
817 oldself.gun2.vehicle_exit(VHEF_EJECT);
818 entity oldother = other;
832 entity oldself = self;
834 CSQCModel_UnlinkEntity();
837 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
838 self.gun3.enemy.effects |= EF_NODRAW;
843 oldself.gun1.vehicle_exit(VHEF_EJECT);
850 oldself.gun2.vehicle_exit(VHEF_EJECT);
854 self.vehicle_exit(VHEF_EJECT);
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);
861 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
864 _body.touch = bumblebee_blowup;
866 _body.touch = func_null;
868 _body.think = bumblebee_diethink;
869 _body.nextthink = time;
870 _body.wait = time + 2 + (random() * 8);
872 _body.enemy = self.enemy;
874 _body.angles = self.angles;
876 Send_Effect("explosion_medium", findbetterlocation(self.origin, 16), '0 0 0', 1);
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;
891 setorigin(self, self.pos1);
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;
913 self.vehicle_flags |= VHF_MULTISLOT;
915 self.gun1.owner = self;
916 self.gun2.owner = self;
917 self.gun3.owner = self;
919 self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
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");
925 setattachment(self.gun1, self, "cannon_right");
926 setattachment(self.gun2, self, "cannon_left");
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"));
933 setattachment(self.gun3, self, "");
934 setorigin(self.gun3, ofs);
935 self.angles = self.gun3.pos1;
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);
940 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
941 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
944 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
945 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
947 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
948 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
953 if(self.gun3.enemy == world)
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;
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;
969 self.PlayerPhysplug = bumblebee_pilot_frame;
971 setorigin(self, self.origin + '0 0 25');
976 if(autocvar_g_vehicle_bumblebee_energy)
977 if(autocvar_g_vehicle_bumblebee_energy_regen)
978 self.vehicle_flags |= VHF_ENERGYREGEN;
980 if(autocvar_g_vehicle_bumblebee_shield)
981 self.vehicle_flags |= VHF_HASSHIELD;
983 if(autocvar_g_vehicle_bumblebee_shield_regen)
984 self.vehicle_flags |= VHF_SHIELDREGEN;
986 if(autocvar_g_vehicle_bumblebee_health_regen)
987 self.vehicle_flags |= VHF_HEALTHREGEN;
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;
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");
1016 void CSQC_BUMBLE_GUN_HUD()
1018 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
1019 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1020 string_null, '0 0 0',
1024 void bumble_raygun_draw()
1028 vector _vtmp1, _vtmp2;
1030 _len = vlen(self.origin - self.move_origin);
1031 _dir = normalize(self.move_origin - self.origin);
1033 if(self.total_damages < time)
1035 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1036 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1037 self.total_damages = time + 0.1;
1040 float i, df, sz, al;
1041 for(i = -0.1; i < 0.2; i += 0.1)
1043 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1044 sz = 5 + random() * 5;
1045 al = 0.25 + random() * 0.5;
1046 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1047 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
1048 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1050 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1051 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
1052 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1054 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1055 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
1056 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1058 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1062 void bumble_raygun_read(bool bIsNew)
1064 int sf = ReadByte();
1068 self.cnt = ReadByte();
1069 self.team = ReadByte();
1070 self.cnt = ReadByte();
1073 self.colormod = '1 0 0';
1075 self.colormod = '0 1 0';
1077 self.traileffect = particleeffectnum("healray_muzzleflash");
1078 self.lip = particleeffectnum("healray_impact");
1080 self.draw = bumble_raygun_draw;
1086 self.origin_x = ReadCoord();
1087 self.origin_y = ReadCoord();
1088 self.origin_z = ReadCoord();
1089 setorigin(self, self.origin);
1094 self.move_origin_x = ReadCoord();
1095 self.move_origin_y = ReadCoord();
1096 self.move_origin_z = ReadCoord();
1100 float v_bumblebee(float req)
1106 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
1107 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1108 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1114 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
1115 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
1116 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
1129 #endif // REGISTER_VEHICLE