Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
bumblebee.qc
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1#include "bumblebee.qh"
2
3#ifdef SVQC
5#endif
6
7#ifdef GAMEQC
8
9const float BRG_SETUP = 2;
10const float BRG_START = 4;
11const float BRG_END = 8;
12
13#ifdef SVQC
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74
76
77bool bumblebee_gunner_frame(entity this, float dt)
78{
79 entity vehic = this.vehicle.owner;
80 entity gun = this.vehicle;
81 return = true;
82
83 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
84 //vehicles_frame(gun, player);
85
86 vehic.solid = SOLID_NOT;
87 //setorigin(this, vehic.origin);
88 this.velocity = vehic.velocity;
89
90 float _in, _out;
91 vehic.angles.x = -vehic.angles.x;
92 makevectors(vehic.angles);
93 vehic.angles.x = -vehic.angles.x;
94 if (gun == vehic.gun1)
95 {
98 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
99 }
100 else
101 {
104 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
105 }
106 this.oldorigin = this.origin; // negate fall damage
107
108 crosshair_trace(this);
109 vector _ct = trace_endpos;
110
112 {
113 if (gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
114 gun.enemy = NULL;
115
116 if (trace_ent
117 && trace_ent.move_movetype
118 && trace_ent.takedamage
119 && !IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
120 {
121 if (teamplay)
122 {
123 if (DIFF_TEAM(trace_ent, this))
124 {
125 gun.enemy = trace_ent;
126 gun.lock_time = time + 2.5;
127 }
128 }
129 else
130 {
131 gun.enemy = trace_ent;
132 gun.lock_time = time + 0.5;
133 }
134 }
135 }
136
137 vector ad;
138 if (gun.enemy)
139 {
140 float distance, impact_time;
141
142 vector vf = real_origin(gun.enemy);
143 vector _vel = gun.enemy.velocity;
144 if (gun.enemy.move_movetype == MOVETYPE_WALK)
145 _vel.z *= 0.1;
146
147 ad = vf;
148 distance = vlen(ad - this.origin);
149 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
150 ad = vf + _vel * impact_time;
151 trace_endpos = ad;
152
153 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
154 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
157
158 }
159 else
160 vehicle_aimturret(vehic, _ct, gun, "fire",
163
164 if (!weaponLocked(this) && !weaponUseForbidden(this)
166 && time > gun.attack_finished_single[0]
167 && gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
168 {
169 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
170 bumblebee_fire_cannon(vehic, gun, "fire", this);
171 gun.delay = time;
172 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
173 }
174
175 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
176
177 if (vehic.vehicle_flags & VHF_HASSHIELD)
178 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
179
180 ad = gettaginfo(gun, gettagindex(gun, "fire"));
181 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
182
183 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0);
184
185 if (vehic.owner)
186 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), (this == vehic.gunner1 ? 1 : 2));
187
188 vehic.solid = SOLID_BBOX;
190 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
191}
192
194{
195 //vector exitspot;
196 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
198 return prefer_spot;
199
200 float mysize = 1.5 * vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player)); // can't use gunner's size, as they don't have a size
201 vector v;
202 vector v2 = 0.5 * (gunner.absmin + gunner.absmax);
203 for (int i = 0; i < 100; ++i)
204 {
205 v = randomvec();
206 v.z = 0;
207 v = v2 + normalize(v) * mysize;
208 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
210 return v;
211 }
212
213 return prefer_spot; // this should be considered a fallback?!
214}
215
216void bumblebee_gunner_exit(entity this, int _exitflag)
217{
218 entity player = (this.owner.gun1 == this ? this.owner.gunner1 : this.owner.gunner2);
219 entity gunner = this;
220 entity vehic = gunner.owner;
221
222 if (IS_REAL_CLIENT(player))
223 {
224 msg_entity = player;
226 WriteEntity(MSG_ONE, player);
227
228 // NOTE: engine networked
231 WriteAngle(MSG_ONE, vehic.angles.y);
233 }
234
236
237 player.takedamage = DAMAGE_AIM;
238 player.solid = SOLID_SLIDEBOX;
240 player.effects &= ~EF_NODRAW;
241 player.alpha = 1;
242 player.PlayerPhysplug = func_null;
243 player.view_ofs = STAT(PL_VIEW_OFS, player);
244 player.event_damage = PlayerDamage;
245 STAT(HUD, player) = HUD_NORMAL;
246 player.teleportable = TELEPORT_NORMAL;
247 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
248 {
249 .entity weaponentity = weaponentities[slot];
250 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
251 delete(gunner.(weaponentity));
252 }
253 player.vehicle_enter_delay = time + 2;
254 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
255
256 fixedmakevectors(vehic.angles);
257
258 if (player == vehic.gunner1)
259 vehic.gunner1 = NULL;
260 if (player == vehic.gunner2)
261 {
262 vehic.gunner2 = NULL;
263 v_right = -v_right;
264 }
265
266 vector spot = real_origin(gunner);
267 spot += v_up * 128 + v_forward * 300 + v_right * 150;
268 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
269
270 // TODO: figure a way to move player out of the gunner
271
272 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
273 player.velocity.z += 10;
274
275 gunner.phase = time + 5;
276 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
277
278 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
279
280 player.vehicle = NULL;
281}
282
284{
285 entity vehic = this;
286 entity gunner = NULL;
287
288 if (!vehic.gunner1 && !vehic.gunner2
289 && time >= vehic.gun1.phase && time >= vehic.gun2.phase)
290 {
291 // we can have some fun
292 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
293 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
294 if (vlen2(player.origin - v1) < vlen2(player.origin - v2))
295 {
296 gunner = vehic.gun1;
297 vehic.gunner1 = player;
298 }
299 else
300 {
301 gunner = vehic.gun2;
302 vehic.gunner2 = player;
303 }
304 }
305 else if (!vehic.gunner1 && time >= vehic.gun1.phase)
306 {
307 gunner = vehic.gun1;
308 vehic.gunner1 = player;
309 }
310 else if (!vehic.gunner2 && time >= vehic.gun2.phase)
311 {
312 gunner = vehic.gun2;
313 vehic.gunner2 = player;
314 }
315 else
316 {
317 LOG_TRACE("Vehicle is full, fail");
318 return false;
319 }
320
321 player.vehicle = gunner;
322 player.angles = vehic.angles;
323 player.takedamage = DAMAGE_NO;
324 player.solid = SOLID_NOT;
325 player.alpha = -1;
327 player.event_damage = func_null;
328 player.view_ofs = '0 0 0';
329 STAT(HUD, player) = STAT(HUD, gunner);
330 player.teleportable = false;
331 player.PlayerPhysplug = gunner.PlayerPhysplug;
332 player.vehicle_ammo1 = vehic.vehicle_ammo1;
333 player.vehicle_ammo2 = vehic.vehicle_ammo2;
334 player.vehicle_reload1 = vehic.vehicle_reload1;
335 player.vehicle_reload2 = vehic.vehicle_reload2;
336 player.vehicle_energy = vehic.vehicle_energy;
337 UNSET_ONGROUND(player);
338
339 RemoveGrapplingHooks(player);
340
341 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
342 {
343 .entity weaponentity = weaponentities[slot];
344 gunner.(weaponentity) = new(temp_wepent);
345 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
346 }
347 gunner.vehicle_exit = bumblebee_gunner_exit;
348 gunner.vehicle_hudmodel.viewmodelforclient = player;
349
350 if (IS_REAL_CLIENT(player))
351 {
352 msg_entity = player;
354 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
355
356 // NOTE: engine networked
358 WriteAngle(MSG_ONE, gunner.angles.x + vehic.angles.x); // tilt
359 WriteAngle(MSG_ONE, gunner.angles.y + vehic.angles.y); // yaw
360 WriteAngle(MSG_ONE, 0); // roll
361 }
362
363 CSQCVehicleSetup(player, STAT(HUD, player));
364
365 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
366
367 return true;
368}
369
371{
373 return false;
374
375 if (!IS_PLAYER(toucher)
376 || IS_DEAD(toucher)
377 || toucher.vehicle
378 || DIFF_TEAM(toucher, this))
379 return false;
380
381 return true;
382}
383
385{
386 if (autocvar_g_vehicles_enter)
387 return;
388
389 if (this.gunner1 != NULL && this.gunner2 != NULL)
390 {
391 vehicles_touch(this, toucher);
392 return;
393 }
394
395 if (vehicles_valid_pilot(this, toucher))
396 {
397 bool phase_time = (time >= this.gun1.phase || time >= this.gun2.phase);
398
399 if (time >= toucher.vehicle_enter_delay && phase_time
401 return;
402 }
403
404 vehicles_touch(this, toucher);
405}
406
426
427bool bumblebee_pilot_frame(entity this, float dt)
428{
429 entity vehic = this.vehicle;
430 return = true;
431
432 if (game_stopped)
433 {
434 vehic.solid = SOLID_NOT;
435 vehic.takedamage = DAMAGE_NO;
437 return;
438 }
439
440 vehicles_frame(vehic, this);
441
442 if (IS_DEAD(vehic))
443 {
445 return;
446 }
447
448 bumblebee_regen(vehic, dt);
449
450 crosshair_trace(this);
451
452 vector vang = vehic.angles;
453 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
454 vang.x = -vang.x;
455 newvel.x = -newvel.x;
456 if (newvel.x > 180) newvel.x -= 360;
457 if (newvel.x < -180) newvel.x += 360;
458 if (newvel.y > 180) newvel.y -= 360;
459 if (newvel.y < -180) newvel.y += 360;
460
461 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
462 if (ftmp > 180) ftmp -= 360;
463 if (ftmp < -180) ftmp += 360;
464 vehic.avelocity.y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
465
466 // Pitch
467 ftmp = 0;
468 if (CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
469 ftmp = 4;
470 else if (CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
471 ftmp = -8;
472
475 vehic.avelocity.x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
476
477 vehic.angles.x = anglemods(vehic.angles.x);
478 vehic.angles.y = anglemods(vehic.angles.y);
479 vehic.angles.z = anglemods(vehic.angles.z);
480
481 makevectors('0 1 0' * vehic.angles.y);
482 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
483
484 if (CS(this).movement.x != 0)
485 {
486 if (CS(this).movement.x > 0)
488 else if (CS(this).movement.x < 0)
490 }
491
492 if (CS(this).movement.y != 0)
493 {
494 if (CS(this).movement.y < 0)
496 else if (CS(this).movement.y > 0)
498 ftmp = newvel * v_right;
499 ftmp *= dt * 0.1;
500 vehic.angles.z = bound(-15, vehic.angles.z + ftmp, 15);
501 }
502 else
503 {
504 vehic.angles.z *= 0.95;
505 if (vehic.angles.z >= -1 && vehic.angles.z <= -1)
506 vehic.angles.z = 0;
507 }
508
509 if (PHYS_INPUT_BUTTON_CROUCH(this))
511 else if (PHYS_INPUT_BUTTON_JUMP(this))
513
514 vehic.velocity += newvel * dt;
515 this.velocity = CS(this).movement = vehic.velocity;
516
517
519 {
520 if (vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
521 vehic.tur_head.enemy = NULL;
522
523 if (trace_ent
524 && trace_ent.move_movetype
525 && trace_ent.takedamage
526 && !IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
527 {
528 if (teamplay)
529 {
530 if (trace_ent.team == this.team)
531 {
532 vehic.tur_head.enemy = trace_ent;
533 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
534 }
535 }
536 else
537 {
538 vehic.tur_head.enemy = trace_ent;
539 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
540 }
541 }
542
543 if (vehic.tur_head.enemy)
544 {
545 trace_endpos = real_origin(vehic.tur_head.enemy);
546 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
547 }
548 }
549
550 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
553
554 if (!weaponLocked(this) && !weaponUseForbidden(this)
557 {
558 vehic.gun3.enemy.realowner = this;
559 vehic.gun3.enemy.effects &= ~EF_NODRAW;
560
561 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
562 vehic.gun3.enemy.SendFlags |= BRG_START;
563
564 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
565
566 if (trace_ent)
567 {
569 {
570 Damage(trace_ent, vehic, this,
572 DEATH_GENERIC.m_id,
573 DMG_NOWEP,
576 );
578 }
579 else
580 {
581 if (!IS_DEAD(trace_ent))
582 {
583 if ((teamplay && trace_ent.team == this.team) || !teamplay)
584 {
586 {
589 }
590
592 {
594 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
595 }
596 else if (IS_CLIENT(trace_ent))
597 {
600 }
601 }
602 }
603 }
604 }
605
606 vehic.gun3.enemy.hook_end = trace_endpos;
607 setorigin(vehic.gun3.enemy, trace_endpos);
608 vehic.gun3.enemy.SendFlags |= BRG_END;
609
610 vehic.wait = time + 1;
611 }
612 else
613 vehic.gun3.enemy.effects |= EF_NODRAW;
614 /*{
615 if (vehic.gun3.enemy)
616 remove(vehic.gun3.enemy);
617
618 vehic.gun3.enemy = NULL;
619 }
620 */
621
622 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
623 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
624
625 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
626 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
627
628 if (vehic.vehicle_flags & VHF_HASSHIELD)
629 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
630
631 vehic.angles.x = -vehic.angles.x;
632 makevectors(vehic.angles);
633 vehic.angles.x = -vehic.angles.x;
634 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
635 this.oldorigin = this.origin; // negate fall damage
636
638}
639
641{
642 float hgt = vehicle_altitude(this, 512);
643 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
644 this.angles.x *= 0.95;
645 this.angles.z *= 0.95;
646
647 if (hgt < 16)
649
650 this.nextthink = time;
651
653}
654
655void bumblebee_exit(entity this, int eject)
656{
657 if (this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
658 {
659 bumblebee_gunner_exit(this, eject);
660 return;
661 }
662
664
665 if (!IS_DEAD(this))
666 {
668 this.nextthink = time;
669 }
670
672
673 if (!this.owner)
674 return;
675
677 vector spot;
679 spot = this.origin + v_up * 128 + v_forward * 300;
680 else
681 spot = this.origin + v_up * 128 - v_forward * 300;
682
683 spot = vehicles_findgoodexit(this, this.owner, spot);
684
685 // Hide beam
686 if (this.gun3.enemy || !wasfreed(this.gun3.enemy))
687 this.gun3.enemy.effects |= EF_NODRAW;
688
689 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
690 this.owner.velocity.z += 10;
691 setorigin(this.owner, spot);
692
693 antilag_clear(this.owner, CS(this.owner));
694 this.owner = NULL;
695}
696
698{
699 RadiusDamage(this, this.enemy,
703 this,
704 NULL,
706 DEATH_VH_BUMB_DEATH.m_id,
707 DMG_NOWEP,
708 NULL
709 );
710
711 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
712 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
713
714 if (this.owner.deadflag == DEAD_DYING)
715 this.owner.deadflag = DEAD_DEAD;
716
717 delete(this);
718}
719
724
726{
727 if (time >= this.wait)
729
730 if (random() < 0.1)
731 {
732 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
733 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
734 }
735
736 this.nextthink = time + 0.1;
737}
738
739spawnfunc(vehicle_bumblebee)
740{
742 || !vehicle_initialize(this, VEH_BUMBLEBEE, false))
743 {
744 delete(this);
745 return;
746 }
747}
748
749METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
750{
753}
754METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
755{
756 settouch(instance, bumblebee_touch);
757 instance.nextthink = 0;
759}
760METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
761{
762 if (!instance.gunner1
763 && time >= instance.gun1.phase
764 && instance.gun1.vehicle_enter
765 && instance.gun1.vehicle_enter(instance, actor))
766 return;
767
768 if (!instance.gunner2
769 && time >= instance.gun2.phase
770 && instance.gun2.vehicle_enter
771 && instance.gun2.vehicle_enter(instance, actor))
772 return;
773}
774METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
775{
776 instance.angles.z *= 0.8;
777 instance.angles.x *= 0.8;
778
779 instance.nextthink = time;
780
781 if (!instance.owner)
782 {
783 if (instance.gunner1)
784 {
785 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
786 instance.phase = 0;
787 gettouch(instance)(instance, instance.gunner1);
788 return;
789 }
790
791 if (instance.gunner2)
792 {
793 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
794 instance.phase = 0;
795 gettouch(instance)(instance, instance.gunner2);
796 return;
797 }
798 }
799}
800METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
801{
802 CSQCModel_UnlinkEntity(instance);
803
804 // hide beam
805 if (instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
806 instance.gun3.enemy.effects |= EF_NODRAW;
807
808 if (instance.gunner1)
809 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
810 if (instance.gunner2)
811 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
812
813 instance.vehicle_exit(instance, VHEF_EJECT);
814
815 fixedmakevectors(instance.angles);
816 vehicle_tossgib(instance, instance.gun1, instance.velocity + 300 * v_right + 100 * v_up + 200 * randomvec(), "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
817 vehicle_tossgib(instance, instance.gun2, instance.velocity + -300 * v_right + 100 * v_up + 200 * randomvec(), "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
818 vehicle_tossgib(instance, instance.gun3, instance.velocity + 300 * v_forward + -100 * v_up + 200 * randomvec(), "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
819
820 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
821
822 if (random() > 0.5)
824 else
825 settouch(_body, func_null);
826
828 _body.nextthink = time;
829 _body.wait = time + 2 + (random() * 8);
830 _body.owner = instance;
831 _body.enemy = instance.enemy;
832 _body.scale = 1.5;
833 _body.angles = instance.angles;
834
835 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
836
837 SetResourceExplicit(instance, RES_HEALTH, 0);
838 instance.event_damage = func_null;
839 instance.solid = SOLID_NOT;
840 instance.takedamage = DAMAGE_NO;
841 instance.deadflag = DEAD_DYING;
842 set_movetype(instance, MOVETYPE_NONE);
843 instance.effects = EF_NODRAW;
844 instance.colormod = '0 0 0';
845 instance.avelocity = '0 0 0';
846 instance.velocity = '0 0 0';
847 settouch(instance, func_null);
848 instance.nextthink = 0;
849
850 setorigin(instance, instance.pos1);
851}
852METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
853{
854 if (!instance.gun1)
855 {
856 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
857 instance.vehicle_shieldent = new(vehicle_shieldent);
858 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
859 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
860 setattachment(instance.vehicle_shieldent, instance, "");
861 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
862 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
863 setthink(instance.vehicle_shieldent, shieldhit_think);
864 instance.vehicle_shieldent.alpha = -1;
865 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
866
867 instance.gun1 = new(vehicle_playerslot);
868 instance.gun2 = new(vehicle_playerslot);
869 instance.gun3 = new(bumblebee_raygun);
870
871 instance.vehicle_flags |= VHF_MULTISLOT;
872
873 instance.gun1.owner = instance;
874 instance.gun2.owner = instance;
875 instance.gun3.owner = instance;
876
877 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
878 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
879 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
880
881 setattachment(instance.gun1, instance, "cannon_right");
882 setattachment(instance.gun2, instance, "cannon_left");
883
884 // Angled bones are no fun, messes up gun-aim; so work arround it.
885 instance.gun3.pos1 = instance.angles;
886 instance.angles = '0 0 0';
887 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
888 ofs -= instance.origin;
889 setattachment(instance.gun3, instance, "");
890 setorigin(instance.gun3, ofs);
891 instance.angles = instance.gun3.pos1;
892
893 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
894 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
895
896 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
897 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
898
899 //fixme-model-bones
900 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
901 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
902 //fixme-model-bones
903 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
904 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
905
906 instance.scale = 1.5;
907
908 // Raygun beam
909 if (instance.gun3.enemy == NULL)
910 {
911 instance.gun3.enemy = new(bumble_raygun);
912 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
913 instance.gun3.enemy.SendFlags = BRG_SETUP;
914 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
915 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
916 }
917 }
918
920 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
921
923 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
924 instance.solid = SOLID_BBOX;
925 set_movetype(instance, MOVETYPE_TOSS);
926 instance.damageforcescale = 0.025;
927
928 instance.PlayerPhysplug = bumblebee_pilot_frame;
929
930 setorigin(instance, instance.origin + '0 0 25');
931}
932METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
933{
936 instance.vehicle_flags |= VHF_ENERGYREGEN;
937
939 instance.vehicle_flags |= VHF_HASSHIELD;
940
942 instance.vehicle_flags |= VHF_SHIELDREGEN;
943
945 instance.vehicle_flags |= VHF_HEALTHREGEN;
946
947 instance.vehicle_exit = bumblebee_exit;
948 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
950 instance.max_health = GetResource(instance, RES_HEALTH);
951 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
952}
953
954#endif // SVQC
955#ifdef CSQC
956
958{
959 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
961 string_null, '0 0 0');
962}
963
964METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
965{
966 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
969
970 float hudAlpha = autocvar_hud_panel_fg_alpha;
971 float blinkValue = 0.55 + sin(time * 7) * 0.45;
972 vector tmpPos = '0 0 0';
973 vector tmpSize = hud_fontsize;
974 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
975
976 if (!AuxiliaryXhair[1].draw2d)
977 {
978 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
979 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
980 }
981
982 if (!AuxiliaryXhair[2].draw2d)
983 {
984 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
985 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
986 }
987}
988METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
989{
991}
992METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
993{
994 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
995 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
996 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
997}
998
999#endif // CSQC
1000
1001#endif // GAMEQC
1002#ifdef MENUQC
1003
1004METHOD(Bumblebee, describe, string(Bumblebee this))
1005{
1006 TC(Bumblebee, this);
1008 PAR(_("The %s vehicle seats up to three passengers, who are given different roles based on the order they enter."), COLORED_NAME(this));
1009 PAR(_("The first player to enter will be the pilot, flying the vehicle up into the skies. "
1010 "The first player can also shoot a green healing wave to heal other teammates on the ground."));
1011 PAR(_("The second player to enter is the right gunner and the third player to enter is the left gunner."));
1012 PAR(_("When the pilot exits the vehicle, the players switch roles by moving up in position."));
1013 return PAGE_TEXT;
1014}
1015
1016#endif // MENUQC
ERASEABLE float anglemods(float v)
Return a angle within +/- 360.
Definition angle.qc:10
ERASEABLE float shortangle_f(float ang1, float ang2)
Return the short angle.
Definition angle.qc:23
void fixedmakevectors(vector a)
void antilag_clear(entity e, entity store)
Definition antilag.qc:113
#define MUTATOR_CALLHOOK(name,...)
Definition base.qh:186
bool autocvar_g_vehicle_bumblebee_raygun
Definition bumblebee.qc:56
float autocvar_g_vehicle_bumblebee_cannon_lock
Definition bumblebee.qc:42
float autocvar_g_vehicle_bumblebee_health_regen
Definition bumblebee.qc:31
float autocvar_g_vehicle_bumblebee_raygun_turnspeed
Definition bumblebee.qc:51
float autocvar_g_vehicle_bumblebee_respawntime
Definition bumblebee.qc:14
bool bumblebee_gunner_enter(entity this, entity player)
Definition bumblebee.qc:283
float autocvar_g_vehicle_bumblebee_healgun_locktime
Definition bumblebee.qc:67
float autocvar_g_vehicle_bumblebee_shield_regen
Definition bumblebee.qc:35
float autocvar_g_vehicle_bumblebee_energy_regen
Definition bumblebee.qc:27
float autocvar_g_vehicle_bumblebee_pitchspeed
Definition bumblebee.qc:21
float autocvar_g_vehicle_bumblebee_healgun_sps
Definition bumblebee.qc:66
float autocvar_g_vehicle_bumblebee_healgun_hmax
Definition bumblebee.qc:63
void bumblebee_exit(entity this, int eject)
Definition bumblebee.qc:655
float autocvar_g_vehicle_bumblebee_blowup_forceintensity
Definition bumblebee.qc:72
float autocvar_g_vehicle_bumblebee_cannon_ammo_regen
Definition bumblebee.qc:39
float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out
Definition bumblebee.qc:48
void bumblebee_diethink(entity this)
Definition bumblebee.qc:725
float autocvar_g_vehicle_bumblebee_raygun_aps
Definition bumblebee.qc:59
void bumblebee_blowup(entity this)
Definition bumblebee.qc:697
bool vehicles_valid_pilot(entity this, entity toucher)
Definition bumblebee.qc:370
float autocvar_g_vehicle_bumblebee_cannon_ammo
Definition bumblebee.qc:38
bool bumblebee_gunner_frame(entity this, float dt)
Definition bumblebee.qc:77
float autocvar_g_vehicle_bumblebee_turnspeed
Definition bumblebee.qc:20
float autocvar_g_vehicle_bumblebee_blowup_edgedamage
Definition bumblebee.qc:71
bool bumblebee_pilot_frame(entity this, float dt)
Definition bumblebee.qc:427
float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down
Definition bumblebee.qc:52
float autocvar_g_vehicle_bumblebee_healgun_aps
Definition bumblebee.qc:64
float autocvar_g_vehicle_bumblebee_speed_strafe
Definition bumblebee.qc:17
float autocvar_g_vehicle_bumblebee_healgun_hps
Definition bumblebee.qc:62
float autocvar_g_vehicle_bumblebee_speed_forward
Definition bumblebee.qc:16
float autocvar_g_vehicle_bumblebee_raygun_range
Definition bumblebee.qc:57
float autocvar_g_vehicle_bumblebee_blowup_coredamage
Definition bumblebee.qc:70
float autocvar_g_vehicle_bumblebee_blowup_radius
Definition bumblebee.qc:69
float autocvar_g_vehicle_bumblebee_energy_regen_pause
Definition bumblebee.qc:28
float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause
Definition bumblebee.qc:40
void bumblebee_regen(entity this, float dt)
Definition bumblebee.qc:407
bool autocvar_g_vehicle_bumblebee
Definition bumblebee.qc:75
float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides
Definition bumblebee.qc:54
vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
Definition bumblebee.qc:193
vector autocvar_g_vehicle_bumblebee_bouncepain
Definition bumblebee.qc:73
float autocvar_g_vehicle_bumblebee_healgun_amax
Definition bumblebee.qc:65
float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up
Definition bumblebee.qc:46
float autocvar_g_vehicle_bumblebee_raygun_fps
Definition bumblebee.qc:60
float autocvar_g_vehicle_bumblebee_health
Definition bumblebee.qc:30
void bumblebee_land(entity this)
Definition bumblebee.qc:640
void bumblebee_gunner_exit(entity this, int _exitflag)
Definition bumblebee.qc:216
float autocvar_g_vehicle_bumblebee_shield
Definition bumblebee.qc:34
const float BRG_SETUP
Definition bumblebee.qc:9
float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in
Definition bumblebee.qc:47
float autocvar_g_vehicle_bumblebee_pitchlimit
Definition bumblebee.qc:22
void bumblebee_dead_touch(entity this, entity toucher)
Definition bumblebee.qc:720
float autocvar_g_vehicle_bumblebee_shield_regen_pause
Definition bumblebee.qc:36
float autocvar_g_vehicle_bumblebee_raygun_dps
Definition bumblebee.qc:58
const float BRG_START
Definition bumblebee.qc:10
const float BRG_END
Definition bumblebee.qc:11
bool autocvar_g_vehicle_bumblebee_swim
Definition bumblebee.qc:24
float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up
Definition bumblebee.qc:53
float autocvar_g_vehicle_bumblebee_friction
Definition bumblebee.qc:23
float autocvar_g_vehicle_bumblebee_cannon_turnspeed
Definition bumblebee.qc:44
void CSQC_BUMBLE_GUN_HUD()
Definition bumblebee.qc:957
float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down
Definition bumblebee.qc:45
float autocvar_g_vehicle_bumblebee_health_regen_pause
Definition bumblebee.qc:32
float autocvar_g_vehicle_bumblebee_energy
Definition bumblebee.qc:26
float autocvar_g_vehicle_bumblebee_speed_down
Definition bumblebee.qc:19
void bumblebee_touch(entity this, entity toucher)
Definition bumblebee.qc:384
float autocvar_g_vehicle_bumblebee_speed_up
Definition bumblebee.qc:18
void bumblebee_fire_cannon(entity this, entity _gun, string _tagname, entity _owner)
bool bumble_raygun_send(entity this, entity to, float sf)
float autocvar_g_vehicle_bumblebee_cannon_speed
float autocvar_g_vehicle_bumblebee_cannon_refire
float autocvar_g_vehicle_bumblebee_cannon_cost
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
void Vehicles_drawCrosshair(string crosshair)
void Vehicles_drawHUD(string vehicle, string vehicleWeapon1, string vehicleWeapon2, string iconAmmo1, vector colorAmmo1, string iconAmmo2, vector colorAmmo2)
vector vehicleHud_Pos
const string vCROSS_LOCK
vector vehicleHud_Size
const string vCROSS_HEAL
vector autocvar_hud_progressbar_vehicles_ammo1_color
const string vCROSS_BURST
entity AuxiliaryXhair[MAX_AXH]
#define drawstring(position, text, scale, rgb, alpha, flag)
Definition draw.qh:27
float wait
Definition items.qc:17
vector hud_fontsize
Definition main.qh:77
entity owner
Definition main.qh:87
#define COLORED_NAME(this)
Definition color.qh:189
#define setmodel(this, m)
Definition model.qh:26
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition player.qh:156
vector movement
Definition player.qh:228
#define IS_CLIENT(s)
Definition player.qh:241
#define IS_DEAD(s)
Definition player.qh:244
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition player.qh:153
#define PHYS_INPUT_FRAMETIME
Definition player.qh:254
vector v_angle
Definition player.qh:236
#define IS_PLAYER(s)
Definition player.qh:242
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:152
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition player.qh:154
float game_stopped
Definition stats.qh:81
vector real_origin(entity ent)
Definition util.qc:147
vector findbetterlocation(vector org, float mindist)
Definition util.qc:116
const int HUD_BUMBLEBEE_GUN
Definition constants.qh:49
const int HUD_NORMAL
Definition constants.qh:48
vector v_up
const float DRAWFLAG_NORMAL
const float SOLID_SLIDEBOX
entity trace_ent
const float MOVE_NORMAL
float DPCONTENTS_LIQUIDSMASK
vector velocity
const float SOLID_BBOX
const float SOLID_NOT
float time
vector v_right
vector trace_endpos
float trace_startsolid
float nextthink
vector v_forward
vector origin
float trace_fraction
vector oldorigin
float trace_allsolid
const float EF_NODRAW
#define CSQCMODEL_AUTOUPDATE(e)
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition damage.qc:484
bool Heal(entity targ, entity inflictor, float amount, float limit)
Definition damage.qc:951
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
Definition damage.qc:937
#define DMG_NOWEP
Definition damage.qh:104
float EF_LOWPRECISION
#define gettagindex
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:155
RES_ARMOR
Definition ent_cs.qc:155
ent angles
Definition ent_cs.qc:146
WriteByte(chan, ent.angles.y/DEC_FACTOR)
SetResourceExplicit(ent, RES_ARMOR, ReadByte() *DEC_FACTOR)) ENTCS_PROP(NAME
float autocvar_hud_panel_fg_alpha
Definition hud.qh:202
#define TC(T, sym)
Definition _all.inc:82
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:167
#define STAT(...)
Definition stats.qh:94
#define LOG_TRACE(...)
Definition log.qh:74
float MSG_ONE
Definition menudefs.qc:56
float bound(float min, float value, float max)
float random(void)
float vlen(vector v)
vector vectoangles(vector v)
void WriteEntity(entity data, float dest, float desto)
vector randomvec(void)
float sin(float f)
float min(float f,...)
float rint(float f)
vector normalize(vector v)
void WriteAngle(float data, float dest, float desto)
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_WALK
Definition movetypes.qh:136
const int MOVETYPE_NONE
Definition movetypes.qh:133
const int MOVETYPE_BOUNCEMISSILE
Definition movetypes.qh:144
#define UNSET_ONGROUND(s)
Definition movetypes.qh:18
const int MOVETYPE_NOCLIP
Definition movetypes.qh:141
const int MOVETYPE_TOSS
Definition movetypes.qh:139
var void func_null()
string string_null
Definition nil.qh:9
#define METHOD(cname, name, prototype)
Definition oo.qh:274
#define NULL
Definition post.qh:14
#define makevectors
Definition post.qh:21
#define gettaginfo
Definition post.qh:32
float DEAD_DYING
Definition progsdefs.qc:275
entity msg_entity
Definition progsdefs.qc:63
float DEAD_DEAD
Definition progsdefs.qc:276
float health
Legacy fields for the resources. To be removed.
Definition resources.qh:9
const int RES_LIMIT_NONE
Definition resources.qh:60
#define gettouch(e)
Definition self.qh:78
#define setthink(e, f)
vector
Definition self.qh:96
entity entity toucher
Definition self.qh:76
#define settouch(e, f)
Definition self.qh:77
void RemoveGrapplingHooks(entity pl)
Definition hook.qc:30
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition player.qc:234
const float VOL_BASE
Definition sound.qh:36
const int CH_SHOTS
Definition sound.qh:14
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
#define spawnfunc(id)
Definition spawnfunc.qh:107
ClientState CS(Client this)
Definition state.qh:47
#define PAGE_TEXT
Definition string.qh:652
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:658
#define PAGE_TEXT_INIT()
Definition string.qh:651
const int DAMAGE_NO
Definition subs.qh:79
const int DAMAGE_AIM
Definition subs.qh:81
entity enemy
Definition sv_ctf.qh:152
void CSQCModel_UnlinkEntity(entity e)
Definition sv_model.qc:139
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.
void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
void vehicles_touch(entity this, entity toucher)
void vehicles_regen(entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
vector vehicles_findgoodexit(entity this, entity player, vector prefer_spot)
void shieldhit_think(entity this)
bool vehicle_addplayerslot(entity _owner, entity _slot, int _hud, Model _hud_model, bool(entity, float) _framefunc, void(entity, bool) _exitfunc, float(entity, entity) _enterfunc)
void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
void vehicles_think(entity this)
void vehicles_regen_resource(entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale, Resource resource)
void CSQCVehicleSetup(entity own, int vehicle_id)
vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname, float _pichlimit_min, float _pichlimit_max, float _rotlimit_min, float _rotlimit_max, float _aimspeed, float dt)
void vehicles_frame(entity this, entity actor)
entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
const float vehicle_shield
If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehicle,...
const float vehicle_ammo1
If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already st...
float dmg_time
const float SVC_SETVIEWANGLES
const float vehicle_health
If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is t...
const float vehicle_energy
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
const float SVC_SETVIEWPORT
const int VHEF_EJECT
User pressed exit key 3 times fast (not implemented) or vehicle is dying.
#define VEHICLE_UPDATE_PLAYER(ply, vehi, fld, vhname)
#define VEHICLE_UPDATE_PLAYER_RESOURCE(ply, vehi, fld, vhname, res)
entity gun1
entity vehicle
float autocvar_g_vehicles_allow_bots
int vehicle_flags
entity gunner1
entity gunner2
entity gun3
entity gun2
entity vehicle_shieldent
Entity to disply the shild effect on damage.
const float vehicle_ammo2
If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehicle,...
const float vehicle_reload1
If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehicle,...
bool teamplay
Definition teams.qh:59
#define DIFF_TEAM(a, b)
Definition teams.qh:242
const int TELEPORT_NORMAL
void crosshair_trace(entity pl)
Definition tracing.qc:568
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define IS_VEHICLE(v)
Definition utils.qh:24
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
Definition utils.qh:15
#define vlen2(v)
Definition vector.qh:4
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt().
Definition vector.qh:8
const int VHF_HASSHIELD
Vehicle has shileding.
Definition vehicle.qh:95
const int VHF_MULTISLOT
Vehicle has multiple player slots.
Definition vehicle.qh:106
const int VHF_HEALTHREGEN
Vehicles health regenerates.
Definition vehicle.qh:97
const int VHF_ENERGYREGEN
Vehicles energy regenerates.
Definition vehicle.qh:98
const int VHF_SHIELDREGEN
Vehicles shield regenerates.
Definition vehicle.qh:96
float vehicle_altitude(entity this, float amax)
Definition vehicles.qc:4
const int MAX_WEAPONSLOTS
Definition weapon.qh:16
int max_shot_distance
Definition weapon.qh:240
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
bool weaponUseForbidden(entity player)
bool weaponLocked(entity player)
Weapon m_switchweapon
Definition wepent.qh:25