9 const float BRG_SETUP = 2;
10 const float BRG_START = 4;
11 const float BRG_END = 8;
14 float autocvar_g_vehicle_bumblebee_respawntime = 60;
16 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
17 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
18 float autocvar_g_vehicle_bumblebee_speed_up = 350;
19 float autocvar_g_vehicle_bumblebee_speed_down = 350;
20 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
21 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
22 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
23 float autocvar_g_vehicle_bumblebee_friction = 0.5;
24 bool autocvar_g_vehicle_bumblebee_swim =
true;
26 float autocvar_g_vehicle_bumblebee_energy = 500;
27 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
28 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
30 float autocvar_g_vehicle_bumblebee_health = 1000;
31 float autocvar_g_vehicle_bumblebee_health_regen = 65;
32 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
34 float autocvar_g_vehicle_bumblebee_shield = 400;
35 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
36 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
38 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
39 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
40 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
42 float autocvar_g_vehicle_bumblebee_cannon_lock = 1;
44 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 260;
45 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
46 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
47 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
48 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
51 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
52 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
53 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
54 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
56 bool autocvar_g_vehicle_bumblebee_raygun =
false;
57 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
58 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
59 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
60 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
62 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
63 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
64 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
65 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
66 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
67 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
69 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
70 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
71 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
72 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
73 vector autocvar_g_vehicle_bumblebee_bouncepain =
'1 100 200';
75 bool autocvar_g_vehicle_bumblebee =
true;
77 bool bumblebee_gunner_frame(
entity this,
float dt)
96 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
97 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
102 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
103 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
112 if(autocvar_g_vehicle_bumblebee_cannon_lock)
114 if(gun.lock_time <
time ||
IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
127 gun.lock_time =
time + 2.5;
133 gun.lock_time =
time + 0.5;
140 float distance, impact_time;
142 vector vf = real_origin(gun.enemy);
143 vector _vel = gun.enemy.velocity;
150 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
151 ad = vf + _vel * impact_time;
157 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
158 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
163 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
164 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
168 if(
time > gun.attack_finished_single[0])
169 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
171 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
172 bumblebee_fire_cannon(vehic, gun,
"fire",
this);
174 gun.attack_finished_single[0] =
time + autocvar_g_vehicle_bumblebee_cannon_refire;
180 VEHICLE_UPDATE_PLAYER(
this, vehic, shield, bumblebee);
188 UpdateAuxiliaryXhair(vehic.owner,
trace_endpos, (
'1 0 0' *
this.vehicle_reload1) + (
'0 1 0' *(1 -
this.vehicle_reload1)), ((
this == vehic.gunner1) ? 1 : 2));
192 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
200 tracebox(gunner.origin +
'0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot,
MOVE_NORMAL, player);
204 mysize = 1.5 *
vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player));
207 v2 = 0.5 * (gunner.absmin + gunner.absmax);
208 for(i = 0; i < 100; ++i)
213 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v,
MOVE_NORMAL, player);
221 void bumblebee_gunner_exit(
entity this,
int _exitflag)
223 entity player = ((this.
owner.gun1 ==
this) ? this.
owner.gunner1 :
this.owner.gunner2);
225 entity vehic = gunner.owner;
241 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
249 player.view_ofs = STAT(PL_VIEW_OFS, player);
251 STAT(HUD, player) = HUD_NORMAL;
256 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
257 delete(gunner.(weaponentity));
259 player.vehicle_enter_delay =
time + 2;
263 if(player == vehic.gunner1) { vehic.gunner1 =
NULL; }
264 if(player == vehic.gunner2) { vehic.gunner2 =
NULL;
v_right *= -1; }
266 vector spot = real_origin(gunner);
268 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
272 player.velocity = 0.75 * vehic.velocity +
normalize(spot - vehic.origin) * 200;
273 player.velocity_z += 10;
275 gunner.phase =
time + 5;
276 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
280 player.vehicle =
NULL;
288 if(!vehic.gunner1 && !vehic.gunner2 && ((
time >= vehic.gun1.phase) + (
time >= vehic.gun2.phase)) == 2)
293 if(
vlen2(player.origin - v1) <
vlen2(player.origin - v2))
296 vehic.gunner1 = player;
301 vehic.gunner2 = player;
304 else if(!vehic.gunner1 &&
time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
305 else if(!vehic.gunner2 &&
time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
306 else {
LOG_TRACE(
"Vehicle is full, fail");
return false; }
308 player.vehicle = gunner;
309 player.angles = vehic.angles;
315 player.view_ofs =
'0 0 0';
316 STAT(HUD, player) = STAT(HUD, gunner);
317 player.teleportable =
false;
318 player.PlayerPhysplug = gunner.PlayerPhysplug;
319 player.vehicle_ammo1 = vehic.vehicle_ammo1;
320 player.vehicle_ammo2 = vehic.vehicle_ammo2;
321 player.vehicle_reload1 = vehic.vehicle_reload1;
322 player.vehicle_reload2 = vehic.vehicle_reload2;
323 player.vehicle_energy = vehic.vehicle_energy;
332 gunner.(weaponentity) =
new(temp_wepent);
333 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
335 gunner.vehicle_exit = bumblebee_gunner_exit;
336 gunner.vehicle_hudmodel.viewmodelforclient = player;
360 if(
IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
374 if(autocvar_g_vehicles_enter) {
return; }
376 if(this.gunner1 !=
NULL && this.gunner2 !=
NULL)
382 if(vehicles_valid_pilot(
this, toucher))
384 float phase_time = (
time >= this.gun1.phase) + (
time >= this.gun2.phase);
386 if(
time >= toucher.vehicle_enter_delay && phase_time)
387 if(bumblebee_gunner_enter(
this, toucher))
394 void bumblebee_regen(
entity this,
float dt)
396 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause <
time)
397 this.gun1.vehicle_energy =
min(autocvar_g_vehicle_bumblebee_cannon_ammo,
398 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
400 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause <
time)
401 this.gun2.vehicle_energy =
min(autocvar_g_vehicle_bumblebee_cannon_ammo,
402 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
405 vehicles_regen(
this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, dt,
true);
408 vehicles_regen_resource(
this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt,
false,
RES_HEALTH);
411 vehicles_regen(
this, this.
wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, dt,
false);
415 bool bumblebee_pilot_frame(
entity this,
float dt)
436 bumblebee_regen(vehic, dt);
440 vector vang = vehic.angles;
444 if(newvel.x > 180) newvel.x -= 360;
445 if(newvel.x < -180) newvel.x += 360;
446 if(newvel.y > 180) newvel.y -= 360;
447 if(newvel.y < -180) newvel.y += 360;
450 if(ftmp > 180) ftmp -= 360;
451 if(ftmp < -180) ftmp += 360;
452 vehic.avelocity_y =
bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
456 if(
CS(
this).
movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
458 else if(
CS(
this).
movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
461 newvel.x =
bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
462 ftmp = vang.x -
bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
463 vehic.avelocity_x =
bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
465 vehic.angles_x =
anglemods(vehic.angles.x);
466 vehic.angles_y =
anglemods(vehic.angles.y);
467 vehic.angles_z =
anglemods(vehic.angles.z);
470 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
475 newvel +=
v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
477 newvel -=
v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
483 newvel -=
v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
485 newvel +=
v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
488 vehic.angles_z =
bound(-15, vehic.angles.z + ftmp, 15);
492 vehic.angles_z *= 0.95;
493 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
498 newvel -=
v_up * autocvar_g_vehicle_bumblebee_speed_down;
500 newvel +=
v_up * autocvar_g_vehicle_bumblebee_speed_up;
502 vehic.velocity += newvel * dt;
503 this.
velocity =
CS(
this).movement = vehic.velocity;
506 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
508 if(vehic.tur_head.lock_time <
time ||
IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
509 vehic.tur_head.enemy =
NULL;
521 vehic.tur_head.lock_time =
time + autocvar_g_vehicle_bumblebee_healgun_locktime;
527 vehic.tur_head.lock_time =
time + autocvar_g_vehicle_bumblebee_healgun_locktime;
531 if(vehic.tur_head.enemy)
539 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
540 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed, dt);
545 vehic.gun3.enemy.realowner =
this;
549 vehic.gun3.enemy.SendFlags |= BRG_START;
551 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start +
v_forward * autocvar_g_vehicle_bumblebee_raygun_range,
MOVE_NORMAL, vehic);
555 if(autocvar_g_vehicle_bumblebee_raygun)
558 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
566 if(autocvar_g_vehicle_bumblebee_healgun_hps)
569 Heal(
trace_ent,
this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit);
590 vehic.gun3.enemy.SendFlags |= BRG_END;
592 vehic.wait =
time + 1;
605 VEHICLE_UPDATE_PLAYER(
this, vehic, energy, bumblebee);
607 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
608 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
611 VEHICLE_UPDATE_PLAYER(
this, vehic, shield, bumblebee);
613 vehic.angles_x *= -1;
615 vehic.angles_x *= -1;
622 void bumblebee_land(
entity this)
626 hgt = vehicle_altitude(
this, 512);
627 this.
velocity = (this.
velocity * 0.9) + (
'0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
628 this.angles_x *= 0.95;
629 this.angles_z *= 0.95;
636 CSQCMODEL_AUTOUPDATE(
this);
639 void bumblebee_exit(
entity this,
int eject)
641 if(this.
owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
643 bumblebee_gunner_exit(
this, eject);
662 if(
vdist(this.
velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
665 spot = this.
origin +
v_up * 128 - v_forward * 300;
670 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
674 this.
owner.velocity_z += 10;
681 void bumblebee_blowup(
entity this)
684 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
685 autocvar_g_vehicle_bumblebee_blowup_radius,
this,
NULL,
686 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
690 Send_Effect(EFFECT_EXPLOSION_BIG, (this.
origin +
'0 0 100') + (
randomvec() * 80),
'0 0 0', 1);
700 bumblebee_blowup(
this);
703 void bumblebee_diethink(
entity this)
711 Send_Effect(EFFECT_EXPLOSION_SMALL,
randomvec() * 80 + (this.
origin +
'0 0 100'),
'0 0 0', 1);
719 if(!autocvar_g_vehicle_bumblebee) {
delete(
this);
return; }
725 if(autocvar_g_vehicle_bumblebee_bouncepain)
726 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
730 settouch(instance, bumblebee_touch);
731 instance.nextthink = 0;
736 if(!instance.gunner1)
737 if(
time >= instance.gun1.phase)
738 if(instance.gun1.vehicle_enter)
739 if(instance.gun1.vehicle_enter(instance, actor))
742 if(!instance.gunner2)
743 if(
time >= instance.gun2.phase)
744 if(instance.gun2.vehicle_enter)
745 if(instance.gun2.vehicle_enter(instance, actor))
750 instance.angles_z *= 0.8;
751 instance.angles_x *= 0.8;
753 instance.nextthink =
time;
759 entity e = instance.gunner1;
760 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
762 gettouch(instance)(instance, e);
768 entity e = instance.gunner2;
769 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
771 gettouch(instance)(instance, e);
781 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
782 instance.gun3.enemy.effects |=
EF_NODRAW;
785 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
788 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
790 instance.vehicle_exit(instance, VHEF_EJECT);
800 settouch(_body, bumblebee_dead_touch);
804 setthink(_body, bumblebee_diethink);
805 _body.nextthink =
time;
807 _body.owner = instance;
808 _body.enemy = instance.enemy;
810 _body.angles = instance.angles;
812 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16),
'0 0 0', 1);
821 instance.colormod =
'0 0 0';
822 instance.avelocity =
'0 0 0';
823 instance.velocity =
'0 0 0';
825 instance.nextthink = 0;
834 instance.vehicle_shieldent =
new(vehicle_shieldent);
836 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
837 setattachment(instance.vehicle_shieldent, instance,
"");
838 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
839 instance.vehicle_shieldent.scale = 512 /
vlen(instance.maxs - instance.mins);
841 instance.vehicle_shieldent.alpha = -1;
844 instance.gun1 =
new(vehicle_playerslot);
845 instance.gun2 =
new(vehicle_playerslot);
846 instance.gun3 =
new(bumblebee_raygun);
850 instance.gun1.owner = instance;
851 instance.gun2.owner = instance;
852 instance.gun3.owner = instance;
854 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
855 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
856 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
858 setattachment(instance.gun1, instance,
"cannon_right");
859 setattachment(instance.gun2, instance,
"cannon_left");
862 instance.gun3.pos1 = instance.angles;
863 instance.angles =
'0 0 0';
865 ofs -= instance.origin;
866 setattachment(instance.gun3, instance,
"");
868 instance.angles = instance.gun3.pos1;
870 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
871 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
873 setorigin(instance.vehicle_hudmodel,
'50 0 -5');
874 setorigin(instance.vehicle_viewport,
'5 0 2');
877 setorigin(instance.gun1.vehicle_hudmodel,
'90 -27 -23');
878 setorigin(instance.gun1.vehicle_viewport,
'-85 0 50');
880 setorigin(instance.gun2.vehicle_hudmodel,
'90 27 -23');
881 setorigin(instance.gun2.vehicle_viewport,
'-85 0 50');
883 instance.scale = 1.5;
886 if(instance.gun3.enemy ==
NULL)
888 instance.gun3.enemy =
new(bumble_raygun);
889 Net_LinkEntity(instance.gun3.enemy,
true, 0, bumble_raygun_send);
890 instance.gun3.enemy.SendFlags = BRG_SETUP;
891 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
896 if(!autocvar_g_vehicle_bumblebee_swim)
900 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
903 instance.damageforcescale = 0.025;
905 instance.PlayerPhysplug = bumblebee_pilot_frame;
907 setorigin(instance, instance.origin +
'0 0 25');
911 if(autocvar_g_vehicle_bumblebee_energy)
912 if(autocvar_g_vehicle_bumblebee_energy_regen)
915 if(autocvar_g_vehicle_bumblebee_shield)
918 if(autocvar_g_vehicle_bumblebee_shield_regen)
921 if(autocvar_g_vehicle_bumblebee_health_regen)
924 instance.vehicle_exit = bumblebee_exit;
925 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
928 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
934 void CSQC_BUMBLE_GUN_HUD()
943 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon,
"vehicle_bumble_weapon1",
"vehicle_bumble_weapon2",
948 float blinkValue = 0.55 +
sin(
time * 7) * 0.45;
#define PHYS_INPUT_BUTTON_ATCK2(s)
const string vCROSS_BURST
#define PHYS_INPUT_BUTTON_JUMP(s)
#define PHYS_INPUT_BUTTON_CROUCH(s)
const float SOLID_SLIDEBOX
const int VHF_HASSHIELD
Indicates vehicle.
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 shieldhit_think(entity this)
ERASEABLE float anglemods(float v)
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
void Vehicles_drawCrosshair(string crosshair)
bool weaponUseForbidden(entity player)
const int TELEPORT_NORMAL
float autocvar_hud_panel_fg_alpha
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
ClientState CS(Client this)
float MOVETYPE_BOUNCEMISSILE
void Vehicles_drawHUD(string vehicle, string vehicleWeapon1, string vehicleWeapon2, string iconAmmo1, vector colorAmmo1, string iconAmmo2, vector colorAmmo2)
void vehicles_regen(entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
spawnfunc(info_player_attacker)
void antilag_clear(entity e, entity store)
#define METHOD(cname, name, prototype)
#define UNSET_ONGROUND(s)
entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
void crosshair_trace(entity pl)
#define IS_REAL_CLIENT(v)
#define setmodel(this, m)
void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
#define MUTATOR_IS_ENABLED(this)
bool weaponLocked(entity player)
const int VHF_SHIELDREGEN
Vehicle has shileding.
entity AuxiliaryXhair[MAX_AXH]
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.
bool vehicle_addplayerslot(entity _owner, entity _slot, int _hud, Model _hud_model, bool(entity, float) _framefunc, void(entity, bool) _exitfunc, float(entity, entity) _enterfunc)
const int MAX_WEAPONSLOTS
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_think(entity this)
const float DRAWFLAG_NORMAL
ERASEABLE float shortangle_f(float ang1, float ang2)
#define PHYS_INPUT_BUTTON_ATCK(s)
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
bool Heal(entity targ, entity inflictor, float amount, float limit)
void vehicles_frame(entity this, entity actor)
vector autocvar_hud_progressbar_vehicles_ammo1_color
void RemoveGrapplingHooks(entity pl)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
const int VHF_MULTISLOT
Add random head angles each frame if health < 50%.
const int VHF_HEALTHREGEN
Vehicles shield regenerates.
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
const int VHF_ENERGYREGEN
Vehicles health regenerates.
int autocvar_g_instagib_extralives
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
void CSQCModel_UnlinkEntity(entity e)
#define MUTATOR_CALLHOOK(id,...)
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
entity weaponentities[MAX_WEAPONSLOTS]
void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
float DPCONTENTS_LIQUIDSMASK
#define sound(e, c, s, v, a)
bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
void set_movetype(entity this, int mt)
vector vehicles_findgoodexit(entity this, entity player, vector prefer_spot)
void vehicles_touch(entity this, entity toucher)