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_VH_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)
217 if(IS_REAL_CLIENT(self))
220 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
221 WriteEntity(MSG_ONE, self);
223 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
224 WriteAngle(MSG_ONE, 0);
225 WriteAngle(MSG_ONE, self.vehicle.angles_y);
226 WriteAngle(MSG_ONE, 0);
229 CSQCVehicleSetup(self, HUD_NORMAL);
230 setsize(self, PL_MIN, PL_MAX);
232 self.takedamage = DAMAGE_AIM;
233 self.solid = SOLID_SLIDEBOX;
234 self.movetype = MOVETYPE_WALK;
235 self.effects &= ~EF_NODRAW;
237 self.PlayerPhysplug = func_null;
238 self.view_ofs = PL_VIEW_OFS;
239 self.event_damage = PlayerDamage;
240 self.hud = HUD_NORMAL;
241 self.switchweapon = self.vehicle.switchweapon;
244 vh_vehicle = self.vehicle;
245 MUTATOR_CALLHOOK(VehicleExit);
247 self.vehicle = vh_vehicle;
249 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
251 fixedmakevectors(self.vehicle.owner.angles);
253 if(self == self.vehicle.owner.gunner1)
255 self.vehicle.owner.gunner1 = world;
257 else if(self == self.vehicle.owner.gunner2)
259 self.vehicle.owner.gunner2 = world;
263 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
265 vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
266 spot = vehicles_findgoodexit(spot);
267 //setorigin(self , spot);
269 self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
270 self.velocity_z += 10;
272 self.vehicle.phase = time + 5;
273 self.vehicle = world;
276 float bumb_gunner_enter()
278 RemoveGrapplingHook(other);
279 entity _gun, _gunner;
283 _gunner = self.gunner1;
284 self.gunner1 = other;
286 else if(!self.gunner2)
289 _gunner = self.gunner2;
290 self.gunner2 = other;
294 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
299 _gunner.vehicle = _gun;
300 _gun.switchweapon = other.switchweapon;
301 _gun.vehicle_exit = bumb_gunner_exit;
303 other.angles = self.angles;
304 other.takedamage = DAMAGE_NO;
305 other.solid = SOLID_NOT;
306 other.movetype = MOVETYPE_NOCLIP;
308 other.event_damage = func_null;
309 other.view_ofs = '0 0 0';
310 other.hud = _gun.hud;
311 other.PlayerPhysplug = _gun.PlayerPhysplug;
312 other.vehicle_ammo1 = self.vehicle_ammo1;
313 other.vehicle_ammo2 = self.vehicle_ammo2;
314 other.vehicle_reload1 = self.vehicle_reload1;
315 other.vehicle_reload2 = self.vehicle_reload2;
316 other.vehicle_energy = self.vehicle_energy;
317 other.PlayerPhysplug = bumb_gunner_frame;
318 other.flags &= ~FL_ONGROUND;
321 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
322 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
323 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
324 WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x); // tilt
325 WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y); // yaw
326 WriteAngle(MSG_ONE, 0); // roll
327 _gun.vehicle_hudmodel.viewmodelforclient = other;
329 CSQCVehicleSetup(other, other.hud);
333 MUTATOR_CALLHOOK(VehicleEnter);
340 float vehicles_valid_pilot()
342 if (!IS_PLAYER(other))
345 if(other.deadflag != DEAD_NO)
348 if(other.vehicle != world)
351 if (!IS_REAL_CLIENT(other))
352 if(!autocvar_g_vehicles_allow_bots)
355 if(teamplay && other.team != self.team)
364 if(self.gunner1 != world && self.gunner2 != world)
370 if(vehicles_valid_pilot())
372 if(self.gun1.phase <= time)
373 if(bumb_gunner_enter())
376 if(self.gun2.phase <= time)
377 if(bumb_gunner_enter())
386 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
387 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
388 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
390 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
391 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
392 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
394 if(self.vehicle_flags & VHF_SHIELDREGEN)
395 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);
397 if(self.vehicle_flags & VHF_HEALTHREGEN)
398 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);
400 if(self.vehicle_flags & VHF_ENERGYREGEN)
401 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);
405 float bumb_pilot_frame()
411 vehic = self.vehicle;
415 if(vehic.deadflag != DEAD_NO)
418 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
424 crosshair_trace(pilot);
430 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
433 if(newvel_x > 180) newvel_x -= 360;
434 if(newvel_x < -180) newvel_x += 360;
435 if(newvel_y > 180) newvel_y -= 360;
436 if(newvel_y < -180) newvel_y += 360;
438 ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
439 if(ftmp > 180) ftmp -= 360;
440 if(ftmp < -180) ftmp += 360;
441 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
445 if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
447 else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
450 newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
451 ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
452 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
454 vehic.angles_x = anglemods(vehic.angles_x);
455 vehic.angles_y = anglemods(vehic.angles_y);
456 vehic.angles_z = anglemods(vehic.angles_z);
458 makevectors('0 1 0' * vehic.angles_y);
459 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
461 if(pilot.movement_x != 0)
463 if(pilot.movement_x > 0)
464 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
465 else if(pilot.movement_x < 0)
466 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
469 if(pilot.movement_y != 0)
471 if(pilot.movement_y < 0)
472 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
473 else if(pilot.movement_y > 0)
474 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
475 ftmp = newvel * v_right;
476 ftmp *= frametime * 0.1;
477 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
481 vehic.angles_z *= 0.95;
482 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
486 if(pilot.BUTTON_CROUCH)
487 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
488 else if(pilot.BUTTON_JUMP)
489 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
491 vehic.velocity += newvel * frametime;
492 pilot.velocity = pilot.movement = vehic.velocity;
495 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
497 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
498 vehic.tur_head.enemy = world;
501 if(trace_ent.movetype)
502 if(trace_ent.takedamage)
503 if(!trace_ent.deadflag)
507 if(trace_ent.team == pilot.team)
509 vehic.tur_head.enemy = trace_ent;
510 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
515 vehic.tur_head.enemy = trace_ent;
516 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
520 if(vehic.tur_head.enemy)
522 trace_endpos = real_origin(vehic.tur_head.enemy);
523 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
527 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
528 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
529 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
531 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
533 vehic.gun3.enemy.realowner = pilot;
534 vehic.gun3.enemy.effects &= ~EF_NODRAW;
536 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
537 vehic.gun3.enemy.SendFlags |= BRG_START;
539 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
543 if(autocvar_g_vehicle_bumblebee_raygun)
545 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);
546 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
550 if(trace_ent.deadflag == DEAD_NO)
551 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
554 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
556 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
557 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
559 if(autocvar_g_vehicle_bumblebee_healgun_hps)
560 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
562 else if(IS_CLIENT(trace_ent))
564 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
565 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
567 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
568 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
570 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
572 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
574 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
575 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
576 //else ..hmmm what? ammo?
578 trace_ent.SendFlags |= TNSF_STATUS;
584 vehic.gun3.enemy.hook_end = trace_endpos;
585 setorigin(vehic.gun3.enemy, trace_endpos);
586 vehic.gun3.enemy.SendFlags |= BRG_END;
588 vehic.wait = time + 1;
591 vehic.gun3.enemy.effects |= EF_NODRAW;
594 remove(vehic.gun3.enemy);
596 vehic.gun3.enemy = world;
600 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
601 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
603 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
604 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
606 if(vehic.vehicle_flags & VHF_HASSHIELD)
607 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
609 vehic.angles_x *= -1;
610 makevectors(vehic.angles);
611 vehic.angles_x *= -1;
612 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
614 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
622 self.movetype = MOVETYPE_TOSS;
624 //self.velocity = self.velocity * 0.5;
625 self.angles_z *= 0.8;
626 self.angles_x *= 0.8;
628 self.nextthink = time + 0.05;
632 entity oldself = self;
636 oldself.gun1.vehicle_exit(VHEF_EJECT);
637 entity oldother = other;
649 oldself.gun2.vehicle_exit(VHEF_EJECT);
650 entity oldother = other;
664 self.touch = bumb_touch;
666 self.movetype = MOVETYPE_BOUNCEMISSILE;
667 //setattachment(self.owner, self.vehicle_viewport, "");
670 void bumb_exit(float eject)
672 self.touch = vehicles_touch;
673 self.think = bumb_think;
674 self.nextthink = time;
679 fixedmakevectors(self.angles);
681 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
682 spot = self.origin + v_up * 128 + v_forward * 200;
684 spot = self.origin + v_up * 128 - v_forward * 200;
686 spot = vehicles_findgoodexit(spot);
689 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
690 self.gun3.enemy.effects |= EF_NODRAW;
693 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
694 self.owner.velocity_z += 10;
695 setorigin(self.owner, spot);
697 antilag_clear(self.owner);
703 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
704 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
705 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
706 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
707 DEATH_VH_BUMB_DEATH, world);
709 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
710 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
712 if(self.owner.deadflag == DEAD_DYING)
713 self.owner.deadflag = DEAD_DEAD;
720 if(time >= self.wait)
721 self.think = bumb_blowup;
725 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
726 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
729 self.nextthink = time + 0.1;
734 entity oldself = self;
737 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
738 self.gun3.enemy.effects |= EF_NODRAW;
743 oldself.gun1.vehicle_exit(VHEF_EJECT);
750 oldself.gun2.vehicle_exit(VHEF_EJECT);
754 self.vehicle_exit(VHEF_EJECT);
756 fixedmakevectors(self.angles);
757 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
758 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
759 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
761 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
764 _body.touch = bumb_blowup;
766 _body.touch = func_null;
768 _body.think = bumb_diethink;
769 _body.nextthink = time;
770 _body.wait = time + 2 + (random() * 8);
772 _body.enemy = self.enemy;
774 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
777 self.event_damage = func_null;
778 self.solid = SOLID_CORPSE;
779 self.takedamage = DAMAGE_NO;
780 self.deadflag = DEAD_DYING;
781 self.movetype = MOVETYPE_NONE;
782 self.effects = EF_NODRAW;
783 self.colormod = '0 0 0';
784 self.avelocity = '0 0 0';
785 self.velocity = '0 0 0';
786 self.touch = func_null;
789 setorigin(self, self.pos1);
794 if(autocvar_g_vehicle_bumblebee_bouncepain_x)
795 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
798 void bumb_spawn(float _f)
802 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
805 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
810 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
811 self.vehicle_shieldent = spawn();
812 self.vehicle_shieldent.effects = EF_LOWPRECISION;
813 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
814 setattachment(self.vehicle_shieldent, self, "");
815 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
816 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
817 self.vehicle_shieldent.think = shieldhit_think;
818 self.vehicle_shieldent.alpha = -1;
819 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
825 self.vehicle_flags |= VHF_MULTISLOT;
827 self.gun1.owner = self;
828 self.gun2.owner = self;
829 self.gun3.owner = self;
831 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
832 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
833 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
835 setattachment(self.gun1, self, "cannon_right");
836 setattachment(self.gun2, self, "cannon_left");
838 // Angled bones are no fun, messes up gun-aim; so work arround it.
839 self.gun3.pos1 = self.angles;
840 self.angles = '0 0 0';
841 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
843 setattachment(self.gun3, self, "");
844 setorigin(self.gun3, ofs);
845 self.angles = self.gun3.pos1;
847 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
848 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
850 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
851 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
854 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
855 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
857 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
858 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
863 if(self.gun3.enemy == world)
865 self.gun3.enemy = spawn();
866 Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
867 self.gun3.enemy.SendFlags = BRG_SETUP;
868 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
869 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
873 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
874 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
875 self.solid = SOLID_BBOX;
876 //self.movetype = MOVETYPE_BOUNCEMISSILE;
877 self.movetype = MOVETYPE_TOSS;
878 self.vehicle_impact = bumb_impact;
879 self.damageforcescale = 0.025;
881 setorigin(self, self.origin + '0 0 25');
884 void spawnfunc_vehicle_bumblebee()
886 if(!autocvar_g_vehicle_bumblebee)
892 precache_model("models/vehicles/bumblebee_body.dpm");
893 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
894 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
895 precache_model("models/vehicles/bumblebee_ray.dpm");
896 precache_model("models/vehicles/wakizashi_cockpit.dpm");
897 precache_model("models/vehicles/spiderbot_cockpit.dpm");
898 precache_model("models/vehicles/raptor_cockpit.dpm");
900 if(autocvar_g_vehicle_bumblebee_energy)
901 if(autocvar_g_vehicle_bumblebee_energy_regen)
902 self.vehicle_flags |= VHF_ENERGYREGEN;
904 if(autocvar_g_vehicle_bumblebee_shield)
905 self.vehicle_flags |= VHF_HASSHIELD;
907 if(autocvar_g_vehicle_bumblebee_shield_regen)
908 self.vehicle_flags |= VHF_SHIELDREGEN;
910 if(autocvar_g_vehicle_bumblebee_health_regen)
911 self.vehicle_flags |= VHF_HEALTHREGEN;
913 if(!vehicle_initialize(
914 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
915 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
916 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
917 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
918 bumb_pilot_frame, bumb_enter, bumb_exit,
919 bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
926 float bumble_raygun_send(entity to, float sf)
928 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
930 WriteByte(MSG_ENTITY, sf);
933 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
934 WriteByte(MSG_ENTITY, self.realowner.team);
935 WriteByte(MSG_ENTITY, self.cnt);
940 WriteCoord(MSG_ENTITY, self.hook_start_x);
941 WriteCoord(MSG_ENTITY, self.hook_start_y);
942 WriteCoord(MSG_ENTITY, self.hook_start_z);
947 WriteCoord(MSG_ENTITY, self.hook_end_x);
948 WriteCoord(MSG_ENTITY, self.hook_end_y);
949 WriteCoord(MSG_ENTITY, self.hook_end_z);
963 void bumble_raygun_draw()
967 vector _vtmp1, _vtmp2;
969 _len = vlen(self.origin - self.move_origin);
970 _dir = normalize(self.move_origin - self.origin);
972 if(self.total_damages < time)
974 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
975 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
976 self.total_damages = time + 0.1;
980 for(i = -0.1; i < 0.2; i += 0.1)
982 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
983 sz = 5 + random() * 5;
984 al = 0.25 + random() * 0.5;
985 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
986 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
987 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
989 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
990 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
991 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
993 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
994 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
995 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
997 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1001 void bumble_raygun_read(float bIsNew)
1003 float sf = ReadByte();
1007 self.cnt = ReadByte();
1008 self.team = ReadByte();
1009 self.cnt = ReadByte();
1012 self.colormod = '1 0 0';
1014 self.colormod = '0 1 0';
1016 self.traileffect = particleeffectnum("healray_muzzleflash");
1017 self.lip = particleeffectnum("healray_impact");
1019 self.draw = bumble_raygun_draw;
1025 self.origin_x = ReadCoord();
1026 self.origin_y = ReadCoord();
1027 self.origin_z = ReadCoord();
1028 setorigin(self, self.origin);
1033 self.move_origin_x = ReadCoord();
1034 self.move_origin_y = ReadCoord();
1035 self.move_origin_z = ReadCoord();
1039 void bumblebee_draw()
1044 void bumblebee_draw2d()
1049 void bumblebee_read_extra()
1054 void vehicle_bumblebee_assemble()