1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
5 #include "bumblebee_weapons.qh"
7 CLASS(Bumblebee, Vehicle)
8 /* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
9 /* mins */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
10 /* maxs */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
11 /* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
12 /* view dist */ ATTRIB(Bumblebee, height, float, 450);
13 /* model */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
14 /* model */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
15 /* head_model */ ATTRIB(Bumblebee, head_model, string, "");
16 /* hud_model */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
17 /* tags */ ATTRIB(Bumblebee, tag_head, string, "");
18 /* tags */ ATTRIB(Bumblebee, tag_hud, string, "");
19 /* tags */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
20 /* netname */ ATTRIB(Bumblebee, netname, string, "bumblebee");
21 /* fullname */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
22 /* icon */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
24 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
27 MODEL(VEH_BUMBLEBEE_GUNCOCKPIT, "models/vehicles/wakizashi_cockpit.dpm");
34 const float BRG_SETUP = 2;
35 const float BRG_START = 4;
36 const float BRG_END = 8;
39 float autocvar_g_vehicle_bumblebee_respawntime = 60;
41 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
42 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
43 float autocvar_g_vehicle_bumblebee_speed_up = 350;
44 float autocvar_g_vehicle_bumblebee_speed_down = 350;
45 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
46 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
47 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
48 float autocvar_g_vehicle_bumblebee_friction = 0.5;
50 float autocvar_g_vehicle_bumblebee_energy = 500;
51 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
52 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
54 float autocvar_g_vehicle_bumblebee_health = 1000;
55 float autocvar_g_vehicle_bumblebee_health_regen = 65;
56 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
58 float autocvar_g_vehicle_bumblebee_shield = 400;
59 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
60 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
62 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
63 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
64 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
66 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
68 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
69 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
70 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
71 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
72 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
75 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
76 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
77 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
78 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
80 bool autocvar_g_vehicle_bumblebee_raygun = false;
81 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
82 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
83 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
84 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
86 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
87 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
88 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
89 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
90 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
91 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
93 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
94 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
95 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
96 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
97 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
99 bool autocvar_g_vehicle_bumblebee = true;
101 bool bumblebee_gunner_frame(entity this)
103 entity vehic = this.vehicle.owner;
104 entity gun = this.vehicle;
107 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
108 //vehicles_frame(gun, player);
110 vehic.solid = SOLID_NOT;
111 //setorigin(this, vehic.origin);
112 this.velocity = vehic.velocity;
115 vehic.angles_x *= -1;
116 makevectors(vehic.angles);
117 vehic.angles_x *= -1;
118 if(gun == vehic.gun1)
120 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
121 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
122 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
126 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
127 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
128 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
131 crosshair_trace(this);
132 vector _ct = trace_endpos;
135 if(autocvar_g_vehicle_bumblebee_cannon_lock)
137 if(gun.lock_time < time)
141 if(trace_ent.movetype)
142 if(trace_ent.takedamage)
143 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
145 if(DIFF_TEAM(trace_ent, this))
147 gun.enemy = trace_ent;
148 gun.lock_time = time + 5;
155 float distance, impact_time;
157 vector vf = real_origin(gun.enemy);
158 vector _vel = gun.enemy.velocity;
159 if(gun.enemy.movetype == MOVETYPE_WALK)
164 distance = vlen(ad - this.origin);
165 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
166 ad = vf + _vel * impact_time;
170 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
171 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
172 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
173 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
177 vehicle_aimturret(vehic, _ct, 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);
181 if(!forbidWeaponUse(this))
182 if(PHYS_INPUT_BUTTON_ATCK(this))
183 if(time > gun.attack_finished_single[0])
184 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
186 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
187 bumblebee_fire_cannon(vehic, gun, "fire", this);
189 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
192 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
194 if(vehic.vehicle_flags & VHF_HASSHIELD)
195 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
197 ad = gettaginfo(gun, gettagindex(gun, "fire"));
198 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
200 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
203 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
205 vehic.solid = SOLID_BBOX;
206 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
207 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
210 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
215 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
216 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
219 mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size
222 v2 = 0.5 * (gunner.absmin + gunner.absmax);
223 for(i = 0; i < 100; ++i)
227 v = v2 + normalize(v) * mysize;
228 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
229 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
233 return prefer_spot; // this should be considered a fallback?!
236 void bumblebee_gunner_exit(entity this, int _exitflag)
238 entity player = this;
239 entity gunner = player.vehicle;
240 entity vehic = gunner.owner;
242 if(IS_REAL_CLIENT(player))
245 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
246 WriteEntity(MSG_ONE, player);
248 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
249 WriteAngle(MSG_ONE, 0);
250 WriteAngle(MSG_ONE, vehic.angles.y);
251 WriteAngle(MSG_ONE, 0);
254 CSQCVehicleSetup(player, HUD_NORMAL);
255 setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
257 player.takedamage = DAMAGE_AIM;
258 player.solid = SOLID_SLIDEBOX;
259 player.movetype = MOVETYPE_WALK;
260 player.effects &= ~EF_NODRAW;
262 player.PlayerPhysplug = func_null;
263 player.view_ofs = STAT(PL_VIEW_OFS, NULL);
264 player.event_damage = PlayerDamage;
265 player.hud = HUD_NORMAL;
266 player.teleportable = TELEPORT_NORMAL;
267 PS(player).m_switchweapon = gunner.m_switchweapon;
268 player.vehicle_enter_delay = time + 2;
270 fixedmakevectors(vehic.angles);
272 if(player == vehic.gunner1) { vehic.gunner1 = world; }
273 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
275 vector spot = real_origin(gunner);
276 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
277 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
279 // TODO: figure a way to move player out of the gunner
281 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
282 player.velocity_z += 10;
284 gunner.phase = time + 5;
285 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
287 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
289 player.vehicle = world;
292 bool bumblebee_gunner_enter(entity this, entity player)
295 entity gunner = world;
297 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
299 // we can have some fun
300 if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
303 vehic.gunner2 = player;
308 vehic.gunner1 = player;
311 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
312 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
313 else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
315 player.vehicle = gunner;
316 player.angles = vehic.angles;
317 player.takedamage = DAMAGE_NO;
318 player.solid = SOLID_NOT;
320 player.movetype = MOVETYPE_NOCLIP;
321 player.event_damage = func_null;
322 player.view_ofs = '0 0 0';
323 player.hud = gunner.hud;
324 player.teleportable = false;
325 player.PlayerPhysplug = gunner.PlayerPhysplug;
326 player.vehicle_ammo1 = vehic.vehicle_ammo1;
327 player.vehicle_ammo2 = vehic.vehicle_ammo2;
328 player.vehicle_reload1 = vehic.vehicle_reload1;
329 player.vehicle_reload2 = vehic.vehicle_reload2;
330 player.vehicle_energy = vehic.vehicle_energy;
331 player.flags &= ~FL_ONGROUND;
333 RemoveGrapplingHook(player);
335 gunner.m_switchweapon = PS(player).m_switchweapon;
336 gunner.vehicle_exit = bumblebee_gunner_exit;
337 gunner.vehicle_hudmodel.viewmodelforclient = player;
339 if(IS_REAL_CLIENT(player))
342 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
343 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
345 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
346 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
347 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
348 WriteAngle(MSG_ONE, 0); // roll
351 CSQCVehicleSetup(player, player.hud);
353 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
358 bool vehicles_valid_pilot(entity this, entity toucher)
360 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
363 if((!IS_PLAYER(toucher))
364 || (IS_DEAD(toucher))
366 || (DIFF_TEAM(toucher, this))
372 void bumblebee_touch(entity this)
374 if(autocvar_g_vehicles_enter) { return; }
376 if(this.gunner1 != world && this.gunner2 != world)
378 vehicles_touch(this);
382 if(vehicles_valid_pilot(this, other))
384 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
386 if(time >= other.vehicle_enter_delay && phase_time)
387 if(bumblebee_gunner_enter(this, other))
391 vehicles_touch(this);
394 void bumblebee_regen(entity this)
396 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
397 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
398 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
400 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
401 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
402 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
404 if(this.vehicle_flags & VHF_SHIELDREGEN)
405 vehicles_regen(this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
407 if(this.vehicle_flags & VHF_HEALTHREGEN)
408 vehicles_regen(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
410 if(this.vehicle_flags & VHF_ENERGYREGEN)
411 vehicles_regen(this, this.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
415 bool bumblebee_pilot_frame(entity this)
417 entity vehic = this.vehicle;
420 if(intermission_running)
422 vehic.velocity = '0 0 0';
423 vehic.avelocity = '0 0 0';
427 vehicles_frame(vehic, this);
431 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
435 bumblebee_regen(vehic);
437 crosshair_trace(this);
439 vector vang = vehic.angles;
440 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
443 if(newvel.x > 180) newvel.x -= 360;
444 if(newvel.x < -180) newvel.x += 360;
445 if(newvel.y > 180) newvel.y -= 360;
446 if(newvel.y < -180) newvel.y += 360;
448 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
449 if(ftmp > 180) ftmp -= 360;
450 if(ftmp < -180) ftmp += 360;
451 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
455 if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
457 else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
460 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
461 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
462 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
464 vehic.angles_x = anglemods(vehic.angles.x);
465 vehic.angles_y = anglemods(vehic.angles.y);
466 vehic.angles_z = anglemods(vehic.angles.z);
468 makevectors('0 1 0' * vehic.angles.y);
469 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
471 if(this.movement.x != 0)
473 if(this.movement.x > 0)
474 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
475 else if(this.movement.x < 0)
476 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
479 if(this.movement.y != 0)
481 if(this.movement.y < 0)
482 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
483 else if(this.movement.y > 0)
484 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
485 ftmp = newvel * v_right;
486 ftmp *= frametime * 0.1;
487 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
491 vehic.angles_z *= 0.95;
492 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
496 if(PHYS_INPUT_BUTTON_CROUCH(this))
497 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
498 else if(PHYS_INPUT_BUTTON_JUMP(this))
499 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
501 vehic.velocity += newvel * frametime;
502 this.velocity = this.movement = vehic.velocity;
505 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
507 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
508 vehic.tur_head.enemy = world;
511 if(trace_ent.movetype)
512 if(trace_ent.takedamage)
513 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
517 if(trace_ent.team == this.team)
519 vehic.tur_head.enemy = trace_ent;
520 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
525 vehic.tur_head.enemy = trace_ent;
526 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
530 if(vehic.tur_head.enemy)
532 trace_endpos = real_origin(vehic.tur_head.enemy);
533 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
537 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
538 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
539 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
541 if(!forbidWeaponUse(this))
542 if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
544 vehic.gun3.enemy.realowner = this;
545 vehic.gun3.enemy.effects &= ~EF_NODRAW;
547 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
548 vehic.gun3.enemy.SendFlags |= BRG_START;
550 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
554 if(autocvar_g_vehicle_bumblebee_raygun)
556 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
557 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
561 if(!IS_DEAD(trace_ent))
562 if((teamplay && trace_ent.team == this.team) || !teamplay)
565 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
567 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
568 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
570 if(autocvar_g_vehicle_bumblebee_healgun_hps)
571 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
573 else if(IS_CLIENT(trace_ent))
575 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
576 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
578 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
579 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
581 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
583 else if(IS_TURRET(trace_ent))
585 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
586 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
587 //else ..hmmm what? ammo?
589 trace_ent.SendFlags |= TNSF_STATUS;
595 vehic.gun3.enemy.hook_end = trace_endpos;
596 setorigin(vehic.gun3.enemy, trace_endpos);
597 vehic.gun3.enemy.SendFlags |= BRG_END;
599 vehic.wait = time + 1;
602 vehic.gun3.enemy.effects |= EF_NODRAW;
605 remove(vehic.gun3.enemy);
607 vehic.gun3.enemy = world;
611 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
612 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
614 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
615 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
617 if(vehic.vehicle_flags & VHF_HASSHIELD)
618 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
620 vehic.angles_x *= -1;
621 makevectors(vehic.angles);
622 vehic.angles_x *= -1;
623 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
625 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
628 void bumblebee_land(entity this)
632 hgt = raptor_altitude(this, 512);
633 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
634 this.angles_x *= 0.95;
635 this.angles_z *= 0.95;
638 setthink(this, vehicles_think);
640 this.nextthink = time;
642 CSQCMODEL_AUTOUPDATE(this);
645 void bumblebee_exit(entity this, int eject)
647 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
649 bumblebee_gunner_exit(this, eject);
653 settouch(this, vehicles_touch);
657 setthink(this, bumblebee_land);
658 this.nextthink = time;
661 this.movetype = MOVETYPE_TOSS;
666 fixedmakevectors(this.angles);
668 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
669 spot = this.origin + v_up * 128 + v_forward * 300;
671 spot = this.origin + v_up * 128 - v_forward * 300;
673 spot = vehicles_findgoodexit(this, spot);
676 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
677 this.gun3.enemy.effects |= EF_NODRAW;
679 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
680 this.owner.velocity_z += 10;
681 setorigin(this.owner, spot);
683 antilag_clear(this.owner, CS(this.owner));
687 void bumblebee_blowup(entity this)
689 RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
690 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
691 autocvar_g_vehicle_bumblebee_blowup_radius, this, world,
692 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
693 DEATH_VH_BUMB_DEATH.m_id, world);
695 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
696 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
698 if(this.owner.deadflag == DEAD_DYING)
699 this.owner.deadflag = DEAD_DEAD;
704 void bumblebee_diethink(entity this)
706 if(time >= this.wait)
707 setthink(this, bumblebee_blowup);
711 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
712 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
715 this.nextthink = time + 0.1;
718 spawnfunc(vehicle_bumblebee)
720 if(!autocvar_g_vehicle_bumblebee) { remove(this); return; }
721 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { remove(this); return; }
724 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
726 if(autocvar_g_vehicle_bumblebee_bouncepain)
727 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
729 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
731 settouch(instance, bumblebee_touch);
732 instance.nextthink = 0;
733 instance.movetype = MOVETYPE_BOUNCEMISSILE;
735 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
737 instance.angles_z *= 0.8;
738 instance.angles_x *= 0.8;
740 instance.nextthink = time;
746 entity e = instance.gunner1;
747 instance.gun1.vehicle_exit(e, VHEF_EJECT);
748 entity oldother = other;
751 gettouch(instance)(instance);
758 entity e = instance.gunner2;
759 instance.gun2.vehicle_exit(e, VHEF_EJECT);
760 entity oldother = other;
763 gettouch(instance)(instance);
769 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
771 CSQCModel_UnlinkEntity(instance);
774 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
775 instance.gun3.enemy.effects |= EF_NODRAW;
778 instance.gun1.vehicle_exit(instance.gunner1, VHEF_EJECT);
781 instance.gun2.vehicle_exit(instance.gunner2, VHEF_EJECT);
783 instance.vehicle_exit(instance, VHEF_EJECT);
785 fixedmakevectors(instance.angles);
786 vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
787 vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
788 vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
790 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
793 settouch(_body, bumblebee_blowup);
795 settouch(_body, func_null);
797 setthink(_body, bumblebee_diethink);
798 _body.nextthink = time;
799 _body.wait = time + 2 + (random() * 8);
800 _body.owner = instance;
801 _body.enemy = instance.enemy;
803 _body.angles = instance.angles;
805 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
808 instance.event_damage = func_null;
809 instance.solid = SOLID_NOT;
810 instance.takedamage = DAMAGE_NO;
811 instance.deadflag = DEAD_DYING;
812 instance.movetype = MOVETYPE_NONE;
813 instance.effects = EF_NODRAW;
814 instance.colormod = '0 0 0';
815 instance.avelocity = '0 0 0';
816 instance.velocity = '0 0 0';
817 settouch(instance, func_null);
818 instance.nextthink = 0;
820 setorigin(instance, instance.pos1);
822 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
826 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
827 instance.vehicle_shieldent = spawn();
828 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
829 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
830 setattachment(instance.vehicle_shieldent, instance, "");
831 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
832 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
833 setthink(instance.vehicle_shieldent, shieldhit_think);
834 instance.vehicle_shieldent.alpha = -1;
835 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
837 instance.gun1 = new(vehicle_playerslot);
838 instance.gun2 = new(vehicle_playerslot);
839 instance.gun3 = new(bumblebee_raygun);
841 instance.vehicle_flags |= VHF_MULTISLOT;
843 instance.gun1.owner = instance;
844 instance.gun2.owner = instance;
845 instance.gun3.owner = instance;
847 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
848 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
849 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
851 setattachment(instance.gun1, instance, "cannon_right");
852 setattachment(instance.gun2, instance, "cannon_left");
854 // Angled bones are no fun, messes up gun-aim; so work arround it.
855 instance.gun3.pos1 = instance.angles;
856 instance.angles = '0 0 0';
857 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
858 ofs -= instance.origin;
859 setattachment(instance.gun3, instance, "");
860 setorigin(instance.gun3, ofs);
861 instance.angles = instance.gun3.pos1;
863 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
864 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
866 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
867 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
870 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
871 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
873 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
874 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
876 instance.scale = 1.5;
879 if(instance.gun3.enemy == world)
881 instance.gun3.enemy = spawn();
882 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
883 instance.gun3.enemy.SendFlags = BRG_SETUP;
884 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
885 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
889 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
890 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
891 instance.solid = SOLID_BBOX;
892 instance.movetype = MOVETYPE_TOSS;
893 instance.damageforcescale = 0.025;
895 instance.PlayerPhysplug = bumblebee_pilot_frame;
897 setorigin(instance, instance.origin + '0 0 25');
899 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
901 if(autocvar_g_vehicle_bumblebee_energy)
902 if(autocvar_g_vehicle_bumblebee_energy_regen)
903 instance.vehicle_flags |= VHF_ENERGYREGEN;
905 if(autocvar_g_vehicle_bumblebee_shield)
906 instance.vehicle_flags |= VHF_HASSHIELD;
908 if(autocvar_g_vehicle_bumblebee_shield_regen)
909 instance.vehicle_flags |= VHF_SHIELDREGEN;
911 if(autocvar_g_vehicle_bumblebee_health_regen)
912 instance.vehicle_flags |= VHF_HEALTHREGEN;
914 instance.vehicle_exit = bumblebee_exit;
915 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
916 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
917 instance.max_health = instance.vehicle_health;
918 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
924 void CSQC_BUMBLE_GUN_HUD()
926 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
927 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
928 string_null, '0 0 0');
931 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
933 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
934 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
935 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
937 float hudAlpha = autocvar_hud_panel_fg_alpha;
938 float blinkValue = 0.55 + sin(time * 7) * 0.45;
939 vector tmpPos = '0 0 0';
940 vector tmpSize = '1 1 1' * hud_fontsize;
941 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
943 if(!AuxiliaryXhair[1].draw2d)
945 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
946 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
949 if(!AuxiliaryXhair[2].draw2d)
951 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
952 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
955 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
957 Vehicles_drawCrosshair(vCROSS_HEAL);
959 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
961 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
962 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
963 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2