7 float autocvar_g_vehicle_bumblebee_speed_forward;
8 float autocvar_g_vehicle_bumblebee_speed_strafe;
9 float autocvar_g_vehicle_bumblebee_speed_up;
10 float autocvar_g_vehicle_bumblebee_speed_down;
11 float autocvar_g_vehicle_bumblebee_turnspeed;
12 float autocvar_g_vehicle_bumblebee_pitchspeed;
13 float autocvar_g_vehicle_bumblebee_pitchlimit;
14 float autocvar_g_vehicle_bumblebee_friction;
16 float autocvar_g_vehicle_bumblebee_energy;
17 float autocvar_g_vehicle_bumblebee_energy_regen;
18 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
20 float autocvar_g_vehicle_bumblebee_health;
21 float autocvar_g_vehicle_bumblebee_health_regen;
22 float autocvar_g_vehicle_bumblebee_health_regen_pause;
24 float autocvar_g_vehicle_bumblebee_shield;
25 float autocvar_g_vehicle_bumblebee_shield_regen;
26 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
28 float autocvar_g_vehicle_bumblebee_cannon_cost;
29 float autocvar_g_vehicle_bumblebee_cannon_damage;
30 float autocvar_g_vehicle_bumblebee_cannon_radius;
31 float autocvar_g_vehicle_bumblebee_cannon_refire;
32 float autocvar_g_vehicle_bumblebee_cannon_speed;
33 float autocvar_g_vehicle_bumblebee_cannon_spread;
34 float autocvar_g_vehicle_bumblebee_cannon_force;
36 float autocvar_g_vehicle_bumblebee_cannon_ammo;
37 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
38 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
40 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
42 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
43 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
44 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
45 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
46 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
49 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
50 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
51 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
52 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
54 float autocvar_g_vehicle_bumblebee_raygun_range;
55 float autocvar_g_vehicle_bumblebee_raygun_dps;
56 float autocvar_g_vehicle_bumblebee_raygun_aps;
57 float autocvar_g_vehicle_bumblebee_raygun_fps;
59 float autocvar_g_vehicle_bumblebee_raygun;
60 float autocvar_g_vehicle_bumblebee_healgun_hps;
61 float autocvar_g_vehicle_bumblebee_healgun_hmax;
62 float autocvar_g_vehicle_bumblebee_healgun_aps;
63 float autocvar_g_vehicle_bumblebee_healgun_amax;
64 float autocvar_g_vehicle_bumblebee_healgun_sps;
65 float autocvar_g_vehicle_bumblebee_healgun_locktime;
67 float autocvar_g_vehicle_bumblebee_respawntime;
69 float autocvar_g_vehicle_bumblebee_blowup_radius;
70 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
71 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
72 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
73 var vector autocvar_g_vehicle_bumblebee_bouncepain;
75 var float autocvar_g_vehicle_bumblebee = 0;
78 float bumble_raygun_send(entity to, float sf);
80 #define BUMB_MIN '-130 -130 -130'
81 #define BUMB_MAX '130 130 130'
83 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
85 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
86 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
87 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
88 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
89 DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
92 float bumb_gunner_frame()
94 entity vehic = self.vehicle.owner;
95 entity gun = self.vehicle;
102 vehic.solid = SOLID_NOT;
103 //setorigin(gunner, vehic.origin);
104 gunner.velocity = vehic.velocity;
107 vehic.angles_x *= -1;
108 makevectors(vehic.angles);
109 vehic.angles_x *= -1;
110 if((gun == vehic.gun1))
112 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
113 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
114 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
118 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
119 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
120 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
123 crosshair_trace(gunner);
124 vector _ct = trace_endpos;
127 if(autocvar_g_vehicle_bumblebee_cannon_lock)
129 if(gun.lock_time < time)
133 if(trace_ent.movetype)
134 if(trace_ent.takedamage)
135 if(!trace_ent.deadflag)
139 if(trace_ent.team != gunner.team)
141 gun.enemy = trace_ent;
142 gun.lock_time = time + 5;
147 gun.enemy = trace_ent;
148 gun.lock_time = time + 5;
155 float i, distance, impact_time;
157 vector vf = real_origin(gun.enemy);
158 vector _vel = gun.enemy.velocity;
159 if(gun.enemy.movetype == MOVETYPE_WALK)
164 for(i = 0; i < 4; ++i)
166 distance = vlen(ad - gunner.origin);
167 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
168 ad = vf + _vel * impact_time;
173 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
174 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
175 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
176 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
180 vehicle_aimturret(vehic, _ct, gun, "fire",
181 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
182 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
184 if(gunner.BUTTON_ATCK)
185 if(time > gun.attack_finished_single)
186 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
188 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
189 bumb_fire_cannon(gun, "fire", gunner);
191 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
194 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
196 if(vehic.vehicle_flags & VHF_HASSHIELD)
197 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
199 ad = gettaginfo(gun, gettagindex(gun, "fire"));
200 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
202 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
205 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
207 vehic.solid = SOLID_BBOX;
208 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
209 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
215 void bumb_gunner_exit(float _exitflag)
219 if(clienttype(self) == CLIENTTYPE_REAL)
222 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
223 WriteEntity(MSG_ONE, self);
225 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
226 WriteAngle(MSG_ONE, 0);
227 WriteAngle(MSG_ONE, self.vehicle.angles_y);
228 WriteAngle(MSG_ONE, 0);
231 CSQCVehicleSetup(self, HUD_NORMAL);
232 setsize(self, PL_MIN, PL_MAX);
234 self.takedamage = DAMAGE_AIM;
235 self.solid = SOLID_SLIDEBOX;
236 self.movetype = MOVETYPE_WALK;
237 self.effects &~= EF_NODRAW;
239 self.PlayerPhysplug = SUB_Null;
240 self.view_ofs = PL_VIEW_OFS;
241 self.event_damage = PlayerDamage;
242 self.hud = HUD_NORMAL;
243 self.switchweapon = self.vehicle.switchweapon;
247 self.flagcarried.scale = 0.6;
248 setattachment(self.flagcarried, self, "");
249 setorigin(self.flagcarried, FLAG_CARRY_POS);
252 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
254 fixedmakevectors(self.vehicle.owner.angles);
256 if(self == self.vehicle.owner.gunner1)
258 self.vehicle.owner.gunner1 = world;
260 else if(self == self.vehicle.owner.gunner2)
262 self.vehicle.owner.gunner2 = world;
266 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
268 vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
269 spot = vehicles_findgoodexit(spot);
270 //setorigin(self , spot);
272 self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
273 self.velocity_z += 10;
275 self.vehicle.phase = time + 5;
276 self.vehicle = world;
279 float bumb_gunner_enter()
281 RemoveGrapplingHook(other);
282 entity _gun, _gunner;
286 _gunner = self.gunner1;
287 self.gunner1 = other;
289 else if(!self.gunner2)
292 _gunner = self.gunner2;
293 self.gunner2 = other;
297 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
302 _gunner.vehicle = _gun;
303 _gun.switchweapon = other.switchweapon;
304 _gun.vehicle_exit = bumb_gunner_exit;
306 other.angles = self.angles;
307 other.takedamage = DAMAGE_NO;
308 other.solid = SOLID_NOT;
309 other.movetype = MOVETYPE_NOCLIP;
311 other.event_damage = SUB_Null;
312 other.view_ofs = '0 0 0';
313 other.hud = _gun.hud;
314 other.PlayerPhysplug = _gun.PlayerPhysplug;
315 other.vehicle_ammo1 = self.vehicle_ammo1;
316 other.vehicle_ammo2 = self.vehicle_ammo2;
317 other.vehicle_reload1 = self.vehicle_reload1;
318 other.vehicle_reload2 = self.vehicle_reload2;
319 other.vehicle_energy = self.vehicle_energy;
320 other.PlayerPhysplug = bumb_gunner_frame;
321 other.flags &~= FL_ONGROUND;
324 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
325 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
326 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
327 WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x); // tilt
328 WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y); // yaw
329 WriteAngle(MSG_ONE, 0); // roll
330 _gun.vehicle_hudmodel.viewmodelforclient = other;
332 CSQCVehicleSetup(other, other.hud);
334 if(other.flagcarried)
336 if(!autocvar_g_vehicles_allow_flagcarry)
337 DropFlag(other.flagcarried, world, world);
340 other.flagcarried.scale = 1;
341 setattachment(other.flagcarried, self, "");
342 setorigin(other.flagcarried, '0 0 1' * self.maxs_z);
349 float vehicles_valid_pilot()
351 if(other.classname != "player")
354 if(other.deadflag != DEAD_NO)
357 if(other.vehicle != world)
360 if(clienttype(other) != CLIENTTYPE_REAL)
361 if(!autocvar_g_vehicles_allow_bots)
364 if(teamplay && other.team != self.team)
373 if(self.gunner1 != world && self.gunner2 != world)
379 if(vehicles_valid_pilot())
381 if(self.gun1.phase <= time)
382 if(bumb_gunner_enter())
385 if(self.gun2.phase <= time)
386 if(bumb_gunner_enter())
395 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
396 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
397 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
399 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
403 if(self.vehicle_flags & VHF_SHIELDREGEN)
404 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);
406 if(self.vehicle_flags & VHF_HEALTHREGEN)
407 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);
409 if(self.vehicle_flags & VHF_ENERGYREGEN)
410 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);
414 float bumb_pilot_frame()
420 vehic = self.vehicle;
424 if(vehic.deadflag != DEAD_NO)
427 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
433 crosshair_trace(pilot);
439 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
442 if(newvel_x > 180) newvel_x -= 360;
443 if(newvel_x < -180) newvel_x += 360;
444 if(newvel_y > 180) newvel_y -= 360;
445 if(newvel_y < -180) newvel_y += 360;
447 ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
448 if(ftmp > 180) ftmp -= 360;
449 if(ftmp < -180) ftmp += 360;
450 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
454 if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
456 else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
459 newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
460 ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
461 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
463 vehic.angles_x = anglemods(vehic.angles_x);
464 vehic.angles_y = anglemods(vehic.angles_y);
465 vehic.angles_z = anglemods(vehic.angles_z);
467 makevectors('0 1 0' * vehic.angles_y);
468 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
470 if(pilot.movement_x != 0)
472 if(pilot.movement_x > 0)
473 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
474 else if(pilot.movement_x < 0)
475 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
478 if(pilot.movement_y != 0)
480 if(pilot.movement_y < 0)
481 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482 else if(pilot.movement_y > 0)
483 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
484 ftmp = newvel * v_right;
485 ftmp *= frametime * 0.1;
486 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
490 vehic.angles_z *= 0.95;
491 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
495 if(pilot.BUTTON_CROUCH)
496 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
497 else if(pilot.BUTTON_JUMP)
498 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
500 vehic.velocity += newvel * frametime;
501 pilot.velocity = pilot.movement = vehic.velocity;
504 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
506 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
507 vehic.tur_head.enemy = world;
510 if(trace_ent.movetype)
511 if(trace_ent.takedamage)
512 if(!trace_ent.deadflag)
516 if(trace_ent.team == pilot.team)
518 vehic.tur_head.enemy = trace_ent;
519 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
524 vehic.tur_head.enemy = trace_ent;
525 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
529 if(vehic.tur_head.enemy)
531 trace_endpos = real_origin(vehic.tur_head.enemy);
532 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
536 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
537 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
538 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
540 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
542 vehic.gun3.enemy.realowner = pilot;
543 vehic.gun3.enemy.effects &~= EF_NODRAW;
545 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
546 vehic.gun3.enemy.SendFlags |= BRG_START;
548 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
552 if(autocvar_g_vehicle_bumblebee_raygun)
554 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);
555 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
559 if(trace_ent.deadflag == DEAD_NO)
560 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
563 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
565 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
566 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
568 if(autocvar_g_vehicle_bumblebee_healgun_hps)
569 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
571 else if(trace_ent.flags & FL_CLIENT)
573 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
574 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
576 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
577 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
579 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
581 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
583 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
584 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
585 //else ..hmmm what? ammo?
587 trace_ent.SendFlags |= TNSF_STATUS;
593 vehic.gun3.enemy.hook_end = trace_endpos;
594 setorigin(vehic.gun3.enemy, trace_endpos);
595 vehic.gun3.enemy.SendFlags |= BRG_END;
597 vehic.wait = time + 1;
600 vehic.gun3.enemy.effects |= EF_NODRAW;
603 remove(vehic.gun3.enemy);
605 vehic.gun3.enemy = world;
609 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
610 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
612 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
613 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
615 if(vehic.vehicle_flags & VHF_HASSHIELD)
616 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
618 vehic.angles_x *= -1;
619 makevectors(vehic.angles);
620 vehic.angles_x *= -1;
621 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
623 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
631 self.movetype = MOVETYPE_TOSS;
633 //self.velocity = self.velocity * 0.5;
634 self.angles_z *= 0.8;
635 self.angles_x *= 0.8;
637 self.nextthink = time + 0.05;
641 entity oldself = self;
645 oldself.gun1.vehicle_exit(VHEF_EJECT);
646 entity oldother = other;
658 oldself.gun2.vehicle_exit(VHEF_EJECT);
659 entity oldother = other;
673 self.touch = bumb_touch;
675 self.movetype = MOVETYPE_BOUNCEMISSILE;
676 //setattachment(self.owner, self.vehicle_viewport, "");
679 void bumb_exit(float eject)
681 self.touch = vehicles_touch;
682 self.think = bumb_think;
683 self.nextthink = time;
688 fixedmakevectors(self.angles);
690 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
691 spot = self.origin + v_up * 128 + v_forward * 200;
693 spot = self.origin + v_up * 128 - v_forward * 200;
695 spot = vehicles_findgoodexit(spot);
698 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
699 self.owner.velocity_z += 10;
700 setorigin(self.owner, spot);
704 spot = self.origin + v_forward * 100 + '0 0 64';
705 spot = vehicles_findgoodexit(spot);
706 //setorigin(self.owner , spot);
707 self.owner.velocity = (v_up + v_forward * 0.25) * 250;
708 self.owner.oldvelocity = self.owner.velocity;
712 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
714 if(vlen(self.velocity) > autocvar_sv_maxairspeed)
715 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
717 self.owner.velocity = self.velocity + v_forward * 100;
719 self.owner.velocity_z += 200;
720 spot = self.origin + v_forward * 128 + '0 0 32';
721 spot = vehicles_findgoodexit(spot);
725 self.owner.velocity = self.velocity * 0.5;
726 self.owner.velocity_z += 10;
727 spot = self.origin - v_forward * 300 + '0 0 32';
728 spot = vehicles_findgoodexit(spot);
730 self.owner.oldvelocity = self.owner.velocity;
731 //setorigin(self.owner , spot);
735 antilag_clear(self.owner);
741 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
742 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
743 autocvar_g_vehicle_bumblebee_blowup_radius, self,
744 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
745 DEATH_WAKIBLOWUP, world);
747 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
748 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
750 if(self.owner.deadflag == DEAD_DYING)
751 self.owner.deadflag = DEAD_DEAD;
758 if(time >= self.wait)
759 self.think = bumb_blowup;
763 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
764 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
767 self.nextthink = time + 0.1;
772 entity oldself = self;
775 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
776 self.gun3.enemy.effects |= EF_NODRAW;
781 oldself.gun1.vehicle_exit(VHEF_EJECT);
788 oldself.gun2.vehicle_exit(VHEF_EJECT);
792 self.vehicle_exit(VHEF_EJECT);
794 fixedmakevectors(self.angles);
795 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
796 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
797 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
799 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
802 _body.touch = bumb_blowup;
804 _body.touch = SUB_Null;
806 _body.think = bumb_diethink;
807 _body.nextthink = time;
808 _body.wait = time + 2 + (random() * 8);
810 _body.enemy = self.enemy;
812 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
815 self.event_damage = SUB_Null;
816 self.solid = SOLID_CORPSE;
817 self.takedamage = DAMAGE_NO;
818 self.deadflag = DEAD_DYING;
819 self.movetype = MOVETYPE_NONE;
820 self.effects = EF_NODRAW;
821 self.colormod = '0 0 0';
822 self.avelocity = '0 0 0';
823 self.velocity = '0 0 0';
824 self.touch = SUB_Null;
827 setorigin(self, self.pos1);
833 if(autocvar_g_vehicle_bumblebee_bouncepain_x)
834 vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x,
835 autocvar_g_vehicle_bumblebee_bouncepain_y,
836 autocvar_g_vehicle_bumblebee_bouncepain_z);
839 void bumb_spawn(float _f)
843 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
846 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
851 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
852 self.vehicle_shieldent = spawn();
853 self.vehicle_shieldent.effects = EF_LOWPRECISION;
854 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
855 setattachment(self.vehicle_shieldent, self, "");
856 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
857 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
858 self.vehicle_shieldent.think = shieldhit_think;
859 self.vehicle_shieldent.alpha = -1;
860 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
866 self.vehicle_flags |= VHF_MULTISLOT;
868 self.gun1.owner = self;
869 self.gun2.owner = self;
870 self.gun3.owner = self;
872 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
873 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
874 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
876 setattachment(self.gun1, self, "cannon_right");
877 setattachment(self.gun2, self, "cannon_left");
879 // Angled bones are no fun, messes up gun-aim; so work arround it.
880 self.gun3.pos1 = self.angles;
881 self.angles = '0 0 0';
882 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
884 setattachment(self.gun3, self, "");
885 setorigin(self.gun3, ofs);
886 self.angles = self.gun3.pos1;
888 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
889 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
891 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
892 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
895 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
896 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
898 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
899 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
904 if(self.gun3.enemy == world)
906 self.gun3.enemy = spawn();
907 Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
908 self.gun3.enemy.SendFlags = BRG_SETUP;
909 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
910 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
914 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
915 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
916 self.solid = SOLID_BBOX;
917 //self.movetype = MOVETYPE_BOUNCEMISSILE;
918 self.movetype = MOVETYPE_TOSS;
919 self.vehicle_impact = bumb_impact;
920 self.damageforcescale = 0.025;
922 setorigin(self, self.origin + '0 0 25');
925 void spawnfunc_vehicle_bumblebee()
927 if(!autocvar_g_vehicle_bumblebee)
933 precache_model("models/vehicles/bumblebee_body.dpm");
934 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
935 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
936 precache_model("models/vehicles/bumblebee_ray.dpm");
937 precache_model("models/vehicles/wakizashi_cockpit.dpm");
938 precache_model("models/vehicles/spiderbot_cockpit.dpm");
939 precache_model("models/vehicles/raptor_cockpit.dpm");
941 if(autocvar_g_vehicle_bumblebee_energy)
942 if(autocvar_g_vehicle_bumblebee_energy_regen)
943 self.vehicle_flags |= VHF_ENERGYREGEN;
945 if(autocvar_g_vehicle_bumblebee_shield)
946 self.vehicle_flags |= VHF_HASSHIELD;
948 if(autocvar_g_vehicle_bumblebee_shield_regen)
949 self.vehicle_flags |= VHF_SHIELDREGEN;
951 if(autocvar_g_vehicle_bumblebee_health_regen)
952 self.vehicle_flags |= VHF_HEALTHREGEN;
954 if not(vehicle_initialize(
955 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
956 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
957 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
958 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
959 bumb_pilot_frame, bumb_enter, bumb_exit,
960 bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
967 float bumble_raygun_send(entity to, float sf)
969 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
971 WriteByte(MSG_ENTITY, sf);
974 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
975 WriteByte(MSG_ENTITY, self.realowner.team);
976 WriteByte(MSG_ENTITY, self.cnt);
981 WriteCoord(MSG_ENTITY, self.hook_start_x);
982 WriteCoord(MSG_ENTITY, self.hook_start_y);
983 WriteCoord(MSG_ENTITY, self.hook_start_z);
988 WriteCoord(MSG_ENTITY, self.hook_end_x);
989 WriteCoord(MSG_ENTITY, self.hook_end_y);
990 WriteCoord(MSG_ENTITY, self.hook_end_z);
1004 void bumble_raygun_draw()
1008 vector _vtmp1, _vtmp2;
1010 _len = vlen(self.origin - self.move_origin);
1011 _dir = normalize(self.move_origin - self.origin);
1013 if(self.total_damages < time)
1015 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1016 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1017 self.total_damages = time + 0.1;
1020 float i, df, sz, al;
1021 for(i = -0.1; i < 0.2; i += 0.1)
1023 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1024 sz = 5 + random() * 5;
1025 al = 0.25 + random() * 0.5;
1026 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1027 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
1028 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1030 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1031 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
1032 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1034 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1035 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
1036 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1038 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1042 void bumble_raygun_read(float bIsNew)
1044 float sf = ReadByte();
1048 self.cnt = ReadByte();
1049 self.team = ReadByte();
1050 self.cnt = ReadByte();
1053 self.colormod = '1 0 0';
1055 self.colormod = '0 1 0';
1057 self.traileffect = particleeffectnum("healray_muzzleflash");
1058 self.lip = particleeffectnum("healray_impact");
1060 self.draw = bumble_raygun_draw;
1066 self.origin_x = ReadCoord();
1067 self.origin_y = ReadCoord();
1068 self.origin_z = ReadCoord();
1069 setorigin(self, self.origin);
1074 self.move_origin_x = ReadCoord();
1075 self.move_origin_y = ReadCoord();
1076 self.move_origin_z = ReadCoord();
1080 void bumblebee_draw()
1085 void bumblebee_draw2d()
1090 void bumblebee_read_extra()
1095 void vehicle_bumblebee_assemble()