]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/vehicle/bumblebee.qc
Merge branch 'master' into terencehill/translate_colors_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
index 0c80818f9a1e19f13187f44cc6cf7cc8f4fb18bd..323e485dc5ee737dac65d12062cf5252dcf7a7df 100644 (file)
@@ -8,6 +8,8 @@ CLASS(Bumblebee, Vehicle)
 /* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
 /* mins       */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
 /* maxs       */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
+/* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
+/* view dist  */ ATTRIB(Bumblebee, height, float, 450);
 /* model         */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
 /* model         */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
 /* head_model */ ATTRIB(Bumblebee, head_model, string, "");
@@ -101,6 +103,9 @@ float bumblebee_gunner_frame()
        entity gunner   = self;
        setself(vehic);
 
+       // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
+       //vehicles_frame(gun, player);
+
        vehic.solid = SOLID_NOT;
        //setorigin(gunner, vehic.origin);
        gunner.velocity = vehic.velocity;
@@ -173,7 +178,7 @@ float bumblebee_gunner_frame()
                                                  _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
 
        if(!forbidWeaponUse(gunner))
-       if(gunner.BUTTON_ATCK)
+       if(PHYS_INPUT_BUTTON_ATCK(gunner))
                if(time > gun.attack_finished_single[0])
                        if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
                        {
@@ -197,7 +202,7 @@ float bumblebee_gunner_frame()
                UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
 
        vehic.solid = SOLID_BBOX;
-       gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
+       PHYS_INPUT_BUTTON_ATCK(gunner) = PHYS_INPUT_BUTTON_ATCK2(gunner) = PHYS_INPUT_BUTTON_CROUCH(gunner) = false;
        gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
 
        setself(gunner);
@@ -295,7 +300,7 @@ bool bumblebee_gunner_enter()
        if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
        {
                // we can have some fun
-               if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
+               if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
                {
                        gunner = vehic.gun2;
                        vehic.gunner2 = player;
@@ -426,10 +431,12 @@ float bumblebee_pilot_frame()
        vehic = self.vehicle;
        setself(vehic);
 
+       vehicles_frame(vehic, pilot);
+
        if(IS_DEAD(vehic))
        {
                setself(pilot);
-               pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
+               PHYS_INPUT_BUTTON_ATCK(pilot) = PHYS_INPUT_BUTTON_ATCK2(pilot) = false;
                return 1;
        }
 
@@ -497,9 +504,9 @@ float bumblebee_pilot_frame()
                        vehic.angles_z = 0;
        }
 
-       if(pilot.BUTTON_CROUCH)
+       if(PHYS_INPUT_BUTTON_CROUCH(pilot))
                newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
-       else if(pilot.BUTTON_JUMP)
+       else if(PHYS_INPUT_BUTTON_JUMP(pilot))
                newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
 
        vehic.velocity  += newvel * frametime;
@@ -543,7 +550,7 @@ float bumblebee_pilot_frame()
                                          autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
 
        if(!forbidWeaponUse(pilot))
-       if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
+       if((PHYS_INPUT_BUTTON_ATCK(pilot) || PHYS_INPUT_BUTTON_ATCK2(pilot)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
        {
                vehic.gun3.enemy.realowner = pilot;
                vehic.gun3.enemy.effects &= ~EF_NODRAW;
@@ -626,7 +633,7 @@ float bumblebee_pilot_frame()
        vehic.angles_x *= -1;
        setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
 
-       pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
+       PHYS_INPUT_BUTTON_ATCK(pilot) = PHYS_INPUT_BUTTON_ATCK2(pilot) = PHYS_INPUT_BUTTON_CROUCH(pilot) = false;
        setself(pilot);
 
        return 1;
@@ -672,7 +679,7 @@ void bumblebee_exit(float eject)
 
        fixedmakevectors(self.angles);
        vector spot;
-       if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
+       if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
                spot = self.origin + v_up * 128 + v_forward * 300;
        else
                spot = self.origin + v_up * 128 - v_forward * 300;
@@ -729,220 +736,222 @@ spawnfunc(vehicle_bumblebee)
        if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
 }
 
-               METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh))
-               {
-                       if(autocvar_g_vehicle_bumblebee_bouncepain)
-                               vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
-               }
-               METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       self.touch = bumblebee_touch;
-                       self.nextthink = 0;
-                       self.movetype = MOVETYPE_BOUNCEMISSILE;
-               }
-               METHOD(Bumblebee, vr_think, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       self.angles_z *= 0.8;
-                       self.angles_x *= 0.8;
-
-                       self.nextthink = time;
-
-                       if(!self.owner)
-                       {
-                               entity oldself = self;
-                               if(self.gunner1)
-                               {
-                                       setself(self.gunner1);
-                                       oldself.gun1.vehicle_exit(VHEF_EJECT);
-                                       entity oldother = other;
-                                       other = self;
-                                       setself(oldself);
-                                       self.phase = 0;
-                                       self.touch();
-                                       other = oldother;
-                                       return;
-                               }
-
-                               if(self.gunner2)
-                               {
-                                       setself(self.gunner2);
-                                       oldself.gun2.vehicle_exit(VHEF_EJECT);
-                                       entity oldother = other;
-                                       other = self;
-                                       setself(oldself);
-                                       self.phase = 0;
-                                       self.touch();
-                                       other = oldother;
-                                       return;
-                               }
-                       }
-               }
-               METHOD(Bumblebee, vr_death, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       entity oldself = self;
-
-                       CSQCModel_UnlinkEntity(self);
-
-                       // Hide beam
-                       if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
-                               self.gun3.enemy.effects |= EF_NODRAW;
-
-                       if(self.gunner1)
-                       {
-                               setself(self.gunner1);
-                               oldself.gun1.vehicle_exit(VHEF_EJECT);
-                               setself(oldself);
-                       }
-
-                       if(self.gunner2)
-                       {
-                               setself(self.gunner2);
-                               oldself.gun2.vehicle_exit(VHEF_EJECT);
-                               setself(oldself);
-                       }
-
-                       self.vehicle_exit(VHEF_EJECT);
-
-                       fixedmakevectors(self.angles);
-                       vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
-                       vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
-                       vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
-
-                       entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
-
-                       if(random() > 0.5)
-                               _body.touch = bumblebee_blowup;
-                       else
-                               _body.touch = func_null;
-
-                       _body.think = bumblebee_diethink;
-                       _body.nextthink = time;
-                       _body.wait = time + 2 + (random() * 8);
-                       _body.owner = self;
-                       _body.enemy = self.enemy;
-                       _body.scale = 1.5;
-                       _body.angles = self.angles;
-
-                       Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
-
-                       self.health                     = 0;
-                       self.event_damage       = func_null;
-                       self.solid                      = SOLID_NOT;
-                       self.takedamage         = DAMAGE_NO;
-                       self.deadflag           = DEAD_DYING;
-                       self.movetype           = MOVETYPE_NONE;
-                       self.effects            = EF_NODRAW;
-                       self.colormod           = '0 0 0';
-                       self.avelocity          = '0 0 0';
-                       self.velocity           = '0 0 0';
-                       self.touch                      = func_null;
-                       self.nextthink          = 0;
-
-                       setorigin(self, self.pos1);
-               }
-               METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       if(!self.gun1)
-                       {
-                               // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
-                               self.vehicle_shieldent = spawn();
-                               self.vehicle_shieldent.effects = EF_LOWPRECISION;
-                               setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
-                               setattachment(self.vehicle_shieldent, self, "");
-                               setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
-                               self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
-                               self.vehicle_shieldent.think       = shieldhit_think;
-                               self.vehicle_shieldent.alpha = -1;
-                               self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
-
-                               self.gun1 = new(vehicle_playerslot);
-                               self.gun2 = new(vehicle_playerslot);
-                               self.gun3 = new(bumblebee_raygun);
-
-                               self.vehicle_flags |= VHF_MULTISLOT;
-
-                               self.gun1.owner = self;
-                               self.gun2.owner = self;
-                               self.gun3.owner = self;
-
-                               setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
-                               setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
-                               setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
-
-                               setattachment(self.gun1, self, "cannon_right");
-                               setattachment(self.gun2, self, "cannon_left");
-
-                               // Angled bones are no fun, messes up gun-aim; so work arround it.
-                               self.gun3.pos1 = self.angles;
-                               self.angles = '0 0 0';
-                               vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
-                               ofs -= self.origin;
-                               setattachment(self.gun3, self, "");
-                               setorigin(self.gun3, ofs);
-                               self.angles = self.gun3.pos1;
-
-                               vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-                               vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-
-                               setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
-                               setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
-
-                               //fixme-model-bones
-                               setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
-                               setorigin(self.gun1.vehicle_viewport, '-85 0 50');
-                               //fixme-model-bones
-                               setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
-                               setorigin(self.gun2.vehicle_viewport, '-85 0 50');
-
-                               self.scale = 1.5;
-
-                               // Raygun beam
-                               if(self.gun3.enemy == world)
-                               {
-                                       self.gun3.enemy = spawn();
-                                       Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
-                                       self.gun3.enemy.SendFlags = BRG_SETUP;
-                                       self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
-                                       self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
-                               }
-                       }
-
-                       self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
-                       self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
-                       self.solid = SOLID_BBOX;
-                       self.movetype = MOVETYPE_TOSS;
-                       self.damageforcescale = 0.025;
-
-                       self.PlayerPhysplug = bumblebee_pilot_frame;
-
-                       setorigin(self, self.origin + '0 0 25');
-               }
-               METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       if(autocvar_g_vehicle_bumblebee_energy)
-                       if(autocvar_g_vehicle_bumblebee_energy_regen)
-                               self.vehicle_flags |= VHF_ENERGYREGEN;
+METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
+{
+    if(autocvar_g_vehicle_bumblebee_bouncepain)
+        vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
+}
+METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
+{
+    SELFPARAM();
+    self.touch = bumblebee_touch;
+    self.nextthink = 0;
+    self.movetype = MOVETYPE_BOUNCEMISSILE;
+}
+METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
+{
+    SELFPARAM();
+    self.angles_z *= 0.8;
+    self.angles_x *= 0.8;
+
+    self.nextthink = time;
+
+    if(!self.owner)
+    {
+        entity oldself = self;
+        if(self.gunner1)
+        {
+            setself(self.gunner1);
+            oldself.gun1.vehicle_exit(VHEF_EJECT);
+            entity oldother = other;
+            other = self;
+            setself(oldself);
+            self.phase = 0;
+            self.touch();
+            other = oldother;
+            return;
+        }
+
+        if(self.gunner2)
+        {
+            setself(self.gunner2);
+            oldself.gun2.vehicle_exit(VHEF_EJECT);
+            entity oldother = other;
+            other = self;
+            setself(oldself);
+            self.phase = 0;
+            self.touch();
+            other = oldother;
+            return;
+        }
+    }
+}
+METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
+{
+    entity oldself = self;
+    setself(instance);
+
+    CSQCModel_UnlinkEntity(self);
+
+    // Hide beam
+    if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
+        self.gun3.enemy.effects |= EF_NODRAW;
+
+    if(self.gunner1)
+    {
+        setself(self.gunner1);
+        oldself.gun1.vehicle_exit(VHEF_EJECT);
+        setself(oldself);
+    }
+
+    if(self.gunner2)
+    {
+        setself(self.gunner2);
+        oldself.gun2.vehicle_exit(VHEF_EJECT);
+        setself(oldself);
+    }
+
+    self.vehicle_exit(VHEF_EJECT);
+
+    fixedmakevectors(self.angles);
+    vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
+    vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
+    vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
+
+    entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
+
+    if(random() > 0.5)
+        _body.touch = bumblebee_blowup;
+    else
+        _body.touch = func_null;
+
+    _body.think = bumblebee_diethink;
+    _body.nextthink = time;
+    _body.wait = time + 2 + (random() * 8);
+    _body.owner = self;
+    _body.enemy = self.enemy;
+    _body.scale = 1.5;
+    _body.angles = self.angles;
+
+    Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
+
+    self.health                        = 0;
+    self.event_damage  = func_null;
+    self.solid                 = SOLID_NOT;
+    self.takedamage            = DAMAGE_NO;
+    self.deadflag              = DEAD_DYING;
+    self.movetype              = MOVETYPE_NONE;
+    self.effects               = EF_NODRAW;
+    self.colormod              = '0 0 0';
+    self.avelocity             = '0 0 0';
+    self.velocity              = '0 0 0';
+    self.touch                         = func_null;
+    self.nextthink             = 0;
+
+    setorigin(self, self.pos1);
+
+    setself(oldself);
+}
+METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
+{
+    SELFPARAM();
+    if(!self.gun1)
+    {
+        // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
+        self.vehicle_shieldent = spawn();
+        self.vehicle_shieldent.effects = EF_LOWPRECISION;
+        setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
+        setattachment(self.vehicle_shieldent, self, "");
+        setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
+        self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
+        self.vehicle_shieldent.think       = shieldhit_think;
+        self.vehicle_shieldent.alpha = -1;
+        self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
+
+        self.gun1 = new(vehicle_playerslot);
+        self.gun2 = new(vehicle_playerslot);
+        self.gun3 = new(bumblebee_raygun);
+
+        self.vehicle_flags |= VHF_MULTISLOT;
+
+        self.gun1.owner = self;
+        self.gun2.owner = self;
+        self.gun3.owner = self;
+
+        setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
+        setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
+        setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
+
+        setattachment(self.gun1, self, "cannon_right");
+        setattachment(self.gun2, self, "cannon_left");
+
+        // Angled bones are no fun, messes up gun-aim; so work arround it.
+        self.gun3.pos1 = self.angles;
+        self.angles = '0 0 0';
+        vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
+        ofs -= self.origin;
+        setattachment(self.gun3, self, "");
+        setorigin(self.gun3, ofs);
+        self.angles = self.gun3.pos1;
+
+        vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+        vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+
+        setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
+        setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
+
+        //fixme-model-bones
+        setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
+        setorigin(self.gun1.vehicle_viewport, '-85 0 50');
+        //fixme-model-bones
+        setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
+        setorigin(self.gun2.vehicle_viewport, '-85 0 50');
+
+        self.scale = 1.5;
+
+        // Raygun beam
+        if(self.gun3.enemy == world)
+        {
+            self.gun3.enemy = spawn();
+            Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
+            self.gun3.enemy.SendFlags = BRG_SETUP;
+            self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
+            self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
+        }
+    }
+
+    self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+    self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+    self.solid = SOLID_BBOX;
+    self.movetype = MOVETYPE_TOSS;
+    self.damageforcescale = 0.025;
+
+    self.PlayerPhysplug = bumblebee_pilot_frame;
+
+    setorigin(self, self.origin + '0 0 25');
+}
+METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
+{
+    SELFPARAM();
+    if(autocvar_g_vehicle_bumblebee_energy)
+    if(autocvar_g_vehicle_bumblebee_energy_regen)
+        self.vehicle_flags |= VHF_ENERGYREGEN;
 
-                       if(autocvar_g_vehicle_bumblebee_shield)
-                               self.vehicle_flags |= VHF_HASSHIELD;
+    if(autocvar_g_vehicle_bumblebee_shield)
+        self.vehicle_flags |= VHF_HASSHIELD;
 
-                       if(autocvar_g_vehicle_bumblebee_shield_regen)
-                               self.vehicle_flags |= VHF_SHIELDREGEN;
+    if(autocvar_g_vehicle_bumblebee_shield_regen)
+        self.vehicle_flags |= VHF_SHIELDREGEN;
 
-                       if(autocvar_g_vehicle_bumblebee_health_regen)
-                               self.vehicle_flags |= VHF_HEALTHREGEN;
+    if(autocvar_g_vehicle_bumblebee_health_regen)
+        self.vehicle_flags |= VHF_HEALTHREGEN;
 
-                       self.vehicle_exit = bumblebee_exit;
-                       self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
-                       self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
-                       self.max_health = self.vehicle_health;
-                       self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
-               }
+    self.vehicle_exit = bumblebee_exit;
+    self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
+    self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+    self.max_health = self.vehicle_health;
+    self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+}
 
 #endif // SVQC
 #ifdef CSQC
@@ -954,40 +963,40 @@ void CSQC_BUMBLE_GUN_HUD()
                                         string_null, '0 0 0');
 }
 
-               METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
-               {
-                       Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
-                                                        "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
-                                                        "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
-
-                       float hudAlpha = autocvar_hud_panel_fg_alpha;
-                       float blinkValue = 0.55 + sin(time * 7) * 0.45;
-                       vector tmpPos  = '0 0 0';
-                       vector tmpSize = '1 1 1' * hud_fontsize;
-                       tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
-
-                       if(!AuxiliaryXhair[1].draw2d)
-                       {
-                               tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
-                               drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
-                       }
-
-                       if(!AuxiliaryXhair[2].draw2d)
-                       {
-                               tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
-                               drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
-                       }
-               }
-               METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
-               {
-                       Vehicles_drawCrosshair(vCROSS_HEAL);
-               }
-               METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
-               {
-                       AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
-                       AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
-                       AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
-               }
+METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
+{
+    Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
+                     "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+                     "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
+
+    float hudAlpha = autocvar_hud_panel_fg_alpha;
+    float blinkValue = 0.55 + sin(time * 7) * 0.45;
+    vector tmpPos  = '0 0 0';
+    vector tmpSize = '1 1 1' * hud_fontsize;
+    tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
+
+    if(!AuxiliaryXhair[1].draw2d)
+    {
+        tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
+        drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
+    }
+
+    if(!AuxiliaryXhair[2].draw2d)
+    {
+        tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
+        drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
+    }
+}
+METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
+{
+    Vehicles_drawCrosshair(vCROSS_HEAL);
+}
+METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
+{
+    AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
+    AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
+    AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
+}
 
 #endif
 #endif