#include "spiderbot.qh" #if defined(SVQC) #include #endif #ifdef GAMEQC const int SBRM_FIRST = 1; const int SBRM_VOLLY = 1; const int SBRM_GUIDE = 2; const int SBRM_ARTILLERY = 3; const int SBRM_LAST = 3; #ifdef SVQC bool autocvar_g_vehicle_spiderbot = true; float autocvar_g_vehicle_spiderbot_respawntime = 45; float autocvar_g_vehicle_spiderbot_speed_stop = 50; float autocvar_g_vehicle_spiderbot_speed_strafe = 400; float autocvar_g_vehicle_spiderbot_speed_walk = 500; float autocvar_g_vehicle_spiderbot_turnspeed = 90; float autocvar_g_vehicle_spiderbot_turnspeed_strafe = 300; float autocvar_g_vehicle_spiderbot_movement_inertia = 0.15; float autocvar_g_vehicle_spiderbot_springlength = 150; float autocvar_g_vehicle_spiderbot_springup = 20; float autocvar_g_vehicle_spiderbot_springblend = 0.1; float autocvar_g_vehicle_spiderbot_tiltlimit = 90; float autocvar_g_vehicle_spiderbot_head_pitchlimit_down = -20; float autocvar_g_vehicle_spiderbot_head_pitchlimit_up = 30; float autocvar_g_vehicle_spiderbot_head_turnlimit = 90; float autocvar_g_vehicle_spiderbot_head_turnspeed = 110; int autocvar_g_vehicle_spiderbot_health = 800; float autocvar_g_vehicle_spiderbot_health_regen = 10; float autocvar_g_vehicle_spiderbot_health_regen_pause = 5; int autocvar_g_vehicle_spiderbot_shield = 200; float autocvar_g_vehicle_spiderbot_shield_regen = 25; float autocvar_g_vehicle_spiderbot_shield_regen_pause = 0.35; // 'minspeed_for_pain speedchange_to_pain_factor max_damage' vector autocvar_g_vehicle_spiderbot_bouncepain = '0 0 0'; .float jump_delay; bool spiderbot_frame(entity this, float dt) { entity vehic = this.vehicle; return = true; if(game_stopped) { vehic.solid = SOLID_NOT; vehic.takedamage = DAMAGE_NO; set_movetype(vehic, MOVETYPE_NONE); return; } vehicles_frame(vehic, this); PHYS_INPUT_BUTTON_ZOOM(this) = false; PHYS_INPUT_BUTTON_CROUCH(this) = false; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; this.(weaponentity).m_switchweapon = WEP_Null; } STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic); #if 1 // 0 to enable per-gun impact aux crosshairs // Avarage gun impact point's -> aux cross vector ad = gettaginfo(vehic.tur_head, gettagindex(vehic.tur_head, "tag_hardpoint01")); vector vf = v_forward; ad += gettaginfo(vehic.tur_head, gettagindex(vehic.tur_head, "tag_hardpoint02")); vf += v_forward; ad = ad * 0.5; v_forward = vf * 0.5; traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic); UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0); #else vector ad = gettaginfo(vehic.gun1, gettagindex(vehic.gun1, "barrels")); traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic); UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0); vector vf = ad; ad = gettaginfo(vehic.gun2, gettagindex(vehic.gun2, "barrels")); traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic); UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 1); ad = 0.5 * (ad + vf); #endif crosshair_trace(this); ad = vectoangles(normalize(trace_endpos - ad)); ad = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(vehic.angles), AnglesTransform_FromAngles(ad))) - vehic.tur_head.angles; ad = AnglesTransform_Normalize(ad, true); //UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload2) + ('0 1 0' * (1 - this.vehicle_reload2)), 2); // Rotate head float ftmp = autocvar_g_vehicle_spiderbot_head_turnspeed * PHYS_INPUT_FRAMETIME; ad_y = bound(-ftmp, ad_y, ftmp); vehic.tur_head.angles_y = bound(autocvar_g_vehicle_spiderbot_head_turnlimit * -1, vehic.tur_head.angles_y + ad_y, autocvar_g_vehicle_spiderbot_head_turnlimit); // Pitch head ad_x = bound(ftmp * -1, ad_x, ftmp); vehic.tur_head.angles_x = bound(autocvar_g_vehicle_spiderbot_head_pitchlimit_down, vehic.tur_head.angles_x + ad_x, autocvar_g_vehicle_spiderbot_head_pitchlimit_up); //fixedmakevectors(vehic.angles); makevectors(vehic.angles + '-2 0 0' * vehic.angles_x); movelib_groundalign4point(vehic, autocvar_g_vehicle_spiderbot_springlength, autocvar_g_vehicle_spiderbot_springup, autocvar_g_vehicle_spiderbot_springblend, autocvar_g_vehicle_spiderbot_tiltlimit); if(IS_ONGROUND(vehic)) vehic.jump_delay = time; // reset now so movement can begin //if(IS_ONGROUND(vehic)) { if(IS_ONGROUND(vehic)) if(vehic.frame == 4 && vehic.tur_head.wait != 0) { sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_LAND, VOL_VEHICLEENGINE, ATTEN_NORM); vehic.frame = 5; } if (!PHYS_INPUT_BUTTON_JUMP(this)) vehic.button2 = false; if((IS_ONGROUND(vehic)) && PHYS_INPUT_BUTTON_JUMP(this) && !vehic.button2 && vehic.tur_head.wait < time) { sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_JUMP, VOL_VEHICLEENGINE, ATTEN_NORM); //dprint("spiderbot_jump:", ftos(soundlength("vehicles/spiderbot_jump.wav")), "\n"); vehic.delay = 0; vehic.tur_head.wait = time + 2; vehic.jump_delay = time + 2; vehic.button2 = true; // set spider's jump //PHYS_INPUT_BUTTON_JUMP(this) = false; vector movefix = '0 0 0'; if(CS(this).movement_x > 0) movefix_x = 1; if(CS(this).movement_x < 0) movefix_x = -1; if(CS(this).movement_y > 0) movefix_y = 1; if(CS(this).movement_y < 0) movefix_y = -1; vector rt = movefix_y * v_right; vector sd = movefix_x * v_forward; if(movefix_y == 0 && movefix_x == 0) sd = v_forward; // always do forward UNSET_ONGROUND(vehic); vehic.velocity = sd * 700 + rt * 600 + v_up * 600; vehic.frame = 4; } else if(time >= vehic.jump_delay) { if(!CS(this).movement) { if(IS_ONGROUND(vehic)) { if(vehic.sound_nexttime < time || vehic.delay != 3) { vehic.delay = 3; vehic.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_idle.wav"); //dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n"); sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM); } movelib_brake_simple(vehic, autocvar_g_vehicle_spiderbot_speed_stop); vehic.frame = 5; } } else { // Turn Body if(CS(this).movement_x == 0 && CS(this).movement_y != 0) ftmp = autocvar_g_vehicle_spiderbot_turnspeed_strafe * PHYS_INPUT_FRAMETIME; else ftmp = autocvar_g_vehicle_spiderbot_turnspeed * PHYS_INPUT_FRAMETIME; ftmp = bound(-ftmp, vehic.tur_head.angles_y, ftmp); vehic.angles_y = anglemods(vehic.angles_y + ftmp); vehic.tur_head.angles_y -= ftmp; if(CS(this).movement_x != 0) { if(CS(this).movement_x > 0) { CS(this).movement_x = 1; if(IS_ONGROUND(vehic)) vehic.frame = 0; } else if(CS(this).movement_x < 0) { CS(this).movement_x = -1; if(IS_ONGROUND(vehic)) vehic.frame = 1; } CS(this).movement_y = 0; float oldvelz = vehic.velocity_z; movelib_move_simple(vehic, normalize(v_forward * CS(this).movement_x), autocvar_g_vehicle_spiderbot_speed_walk, autocvar_g_vehicle_spiderbot_movement_inertia); vehic.velocity_z = oldvelz; float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1); if(vehic.velocity_z <= 20) // not while jumping vehic.velocity_z -= g * PHYS_INPUT_FRAMETIME * autocvar_sv_gravity; if(IS_ONGROUND(vehic)) if(vehic.sound_nexttime < time || vehic.delay != 1) { vehic.delay = 1; vehic.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_walk.wav"); sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_WALK, VOL_VEHICLEENGINE, ATTEN_NORM); //dprint("spiderbot_walk:", ftos(soundlength("vehicles/spiderbot_walk.wav")), "\n"); } } else if(CS(this).movement_y != 0) { if(CS(this).movement_y < 0) { CS(this).movement_y = -1; if(IS_ONGROUND(vehic)) vehic.frame = 2; } else if(CS(this).movement_y > 0) { CS(this).movement_y = 1; if(IS_ONGROUND(vehic)) vehic.frame = 3; } float oldvelz = vehic.velocity_z; movelib_move_simple(vehic, normalize(v_right * CS(this).movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia); vehic.velocity_z = oldvelz; float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1); if(vehic.velocity_z <= 20) // not while jumping vehic.velocity_z -= g * PHYS_INPUT_FRAMETIME * autocvar_sv_gravity; if(IS_ONGROUND(vehic)) if(vehic.sound_nexttime < time || vehic.delay != 2) { vehic.delay = 2; vehic.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_strafe.wav"); sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_STRAFE, VOL_VEHICLEENGINE, ATTEN_NORM); //dprint("spiderbot_strafe:", ftos(soundlength("vehicles/spiderbot_strafe.wav")), "\n"); } } } } } vehic.angles_x = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, vehic.angles_x, autocvar_g_vehicle_spiderbot_tiltlimit); vehic.angles_z = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, vehic.angles_z, autocvar_g_vehicle_spiderbot_tiltlimit); if(!weaponLocked(this) && !weaponUseForbidden(this)) if(PHYS_INPUT_BUTTON_ATCK(this)) { vehic.cnt = time; if(vehic.vehicle_ammo1 >= autocvar_g_vehicle_spiderbot_minigun_ammo_cost && vehic.tur_head.attack_finished_single[0] <= time) { entity gun; vector v; vehic.misc_bulletcounter += 1; gun = (vehic.misc_bulletcounter % 2) ? vehic.gun1 : vehic.gun2; v = gettaginfo(gun, gettagindex(gun, "barrels")); v_forward = normalize(v_forward); v += v_forward * 50; .entity weaponentity = weaponentities[0]; // TODO: unhardcode fireBullet(this, weaponentity, v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration, autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET); sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM); //trailparticles(this, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos); Send_Effect(EFFECT_SPIDERBOT_MINIGUN_MUZZLEFLASH, v, v_forward * 2500, 1); vehic.vehicle_ammo1 -= autocvar_g_vehicle_spiderbot_minigun_ammo_cost; vehic.tur_head.attack_finished_single[0] = time + autocvar_g_vehicle_spiderbot_minigun_refire; this.vehicle_ammo1 = (vehic.vehicle_ammo1 / autocvar_g_vehicle_spiderbot_minigun_ammo_max) * 100; vehic.gun1.angles_z += 45; vehic.gun2.angles_z -= 45; if(vehic.gun1.angles_z >= 360) { vehic.gun1.angles_z = 0; vehic.gun2.angles_z = 0; } } } else vehicles_regen(vehic, vehic.cnt, vehicle_ammo1, autocvar_g_vehicle_spiderbot_minigun_ammo_max, autocvar_g_vehicle_spiderbot_minigun_ammo_regen_pause, autocvar_g_vehicle_spiderbot_minigun_ammo_regen, dt, false); spiderbot_rocket_do(vehic); if(vehic.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_spiderbot_shield, autocvar_g_vehicle_spiderbot_shield_regen_pause, autocvar_g_vehicle_spiderbot_shield_regen, dt, true); if(vehic.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_spiderbot_health, autocvar_g_vehicle_spiderbot_health_regen_pause, autocvar_g_vehicle_spiderbot_health_regen, dt, false, RES_HEALTH); PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; //this.vehicle_ammo2 = vehic.tur_head.frame; this.vehicle_ammo2 = (9 - vehic.tur_head.frame) / 8 * 100; // Percentage, like ammo1 if(vehic.gun2.cnt <= time) this.vehicle_reload2 = 100; else this.vehicle_reload2 = 100 - ((vehic.gun2.cnt - time) / vehic.attack_finished_single[0]) * 100; setorigin(this, vehic.origin + '0 0 1' * vehic.maxs_z); this.oldorigin = this.origin; // negate fall damage this.velocity = vehic.velocity; VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, spiderbot, RES_HEALTH); if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, spiderbot); } void spiderbot_exit(entity this, int eject) { entity player = this.owner; IL_EACH(g_projectiles, it.owner == player && it.classname == "spiderbot_rocket", { it.realowner = player; it.owner = NULL; }); setthink(this, vehicles_think); this.nextthink = time; this.frame = 5; set_movetype(this, MOVETYPE_WALK); if(!player) { this.owner = NULL; // reset owner anyway? return; } makevectors(this.angles); vector spot; if(eject) { spot = this.origin + v_forward * 100 + '0 0 64'; spot = vehicles_findgoodexit(this, player, spot); setorigin(player, spot); player.velocity = (v_up + v_forward * 0.25) * 750; player.oldvelocity = player.velocity; } else { if(vdist(this.velocity, >, autocvar_g_vehicle_spiderbot_speed_strafe)) { player.velocity = normalize(this.velocity) * vlen(this.velocity); player.velocity_z += 200; spot = this.origin + v_forward * 128 + '0 0 64'; spot = vehicles_findgoodexit(this, player, spot); } else { player.velocity = this.velocity * 0.5; player.velocity_z += 10; spot = this.origin + v_forward * 256 + '0 0 64'; spot = vehicles_findgoodexit(this, player, spot); } player.oldvelocity = player.velocity; setorigin(player, spot); } antilag_clear(player, CS(player)); this.owner = NULL; } void spiderbot_headfade(entity this) { setthink(this, spiderbot_headfade); this.nextthink = this.fade_time; this.alpha = 1 - (time - this.fade_time) * this.fade_rate; if(this.cnt < time || this.alpha < 0.1) { if(this.alpha > 0.1) { sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_BIG, this.origin + '0 0 100', '0 0 0', 1); } delete(this); } } void spiderbot_blowup(entity this) { if(this.cnt > time) { if(random() < 0.1) { sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1); } this.nextthink = time + 0.1; return; } entity h = new(spiderbot_top), g1 = new(spiderbot_gun), g2 = new(spiderbot_gun), b = new(spiderbot_body); setmodel(b, MDL_VEH_SPIDERBOT_BODY); setmodel(h, MDL_VEH_SPIDERBOT_TOP); setmodel(g1, MDL_VEH_SPIDERBOT_GUN); setmodel(g2, MDL_VEH_SPIDERBOT_GUN); setorigin(b, this.origin); b.frame = 11; b.angles = this.angles; setsize(b, this.mins, this.maxs); h.solid = SOLID_BBOX; // before setorigin for immediate area grid linking vector org = gettaginfo(this, gettagindex(this, "tag_head")); setorigin(h, org); set_movetype(h, MOVETYPE_BOUNCE); h.velocity = v_up * (500 + random() * 500) + randomvec() * 128; h.modelflags = MF_ROCKET; h.effects = EF_FLAME | EF_LOWPRECISION; h.avelocity = randomvec() * 360; h.alpha = 1; h.cnt = time + (3.5 * random()); h.fade_rate = 1 / min(this.respawntime, 10); h.fade_time = time; setthink(h, spiderbot_headfade); h.nextthink = time; g1.solid = SOLID_CORPSE; // before setorigin for immediate area grid linking org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint01")); setorigin(g1, org); set_movetype(g1, MOVETYPE_TOSS); g1.velocity = v_forward * 700 + (randomvec() * 32); g1.avelocity = randomvec() * 180; g2.solid = SOLID_CORPSE; // before setorigin for immediate area grid linking org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint02")); setorigin(g2, org); set_movetype(g2, MOVETYPE_TOSS); g2.velocity = v_forward * 700 + (randomvec() * 32); g2.avelocity = randomvec() * 180; h.colormod = b.colormod = g1.colormod = g2.colormod = '-2 -2 -2'; SUB_SetFade(b, time + 5, min(this.respawntime, 1)); //SUB_SetFade(h, time, min(this.respawntime, 10)); SUB_SetFade(g1, time, min(this.respawntime, 10)); SUB_SetFade(g2, time, min(this.respawntime, 10)); RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_SPID_DEATH.m_id, DMG_NOWEP, NULL); this.alpha = this.tur_head.alpha = this.gun1.alpha = this.gun2.alpha = -1; set_movetype(this, MOVETYPE_NONE); this.deadflag = DEAD_DEAD; this.solid = SOLID_NOT; this.tur_head.effects &= ~EF_FLAME; this.vehicle_hudmodel.viewmodelforclient = this; } bool spiderbot_impulse(entity this, int _imp) { switch(_imp) { case IMP_weapon_group_1.impulse: STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_VOLLY; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_group_2.impulse: STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_GUIDE; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_group_3.impulse: STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_ARTILLERY; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_next_byid.impulse: case IMP_weapon_next_bypriority.impulse: case IMP_weapon_next_bygroup.impulse: STAT(VEHICLESTAT_W2MODE, this.vehicle) += 1; if(STAT(VEHICLESTAT_W2MODE, this.vehicle) > SBRM_LAST) STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_FIRST; //centerprint(this, strcat("Rocket mode is ", ftos(STAT(VEHICLESTAT_W2MODE, this.vehicle)))); CSQCVehicleSetup(this, 0); return true; case IMP_weapon_last.impulse: case IMP_weapon_prev_byid.impulse: case IMP_weapon_prev_bypriority.impulse: case IMP_weapon_prev_bygroup.impulse: STAT(VEHICLESTAT_W2MODE, this.vehicle) -= 1; if(STAT(VEHICLESTAT_W2MODE, this.vehicle) < SBRM_FIRST) STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_LAST; //centerprint(this, strcat("Rocket mode is ", ftos(STAT(VEHICLESTAT_W2MODE, this.vehicle)))); CSQCVehicleSetup(this, 0); return true; /* case IMP_weapon_drop.impulse: // toss gun, could be used to exit? break; case IMP_weapon_reload.impulse: // Manual minigun reload? break; */ } return false; } spawnfunc(vehicle_spiderbot) { if(!autocvar_g_vehicle_spiderbot) { delete(this); return; } if(!vehicle_initialize(this, VEH_SPIDERBOT, false)) { delete(this); return; } } METHOD(Spiderbot, vr_impact, void(Spiderbot thisveh, entity instance)) { if(autocvar_g_vehicle_spiderbot_bouncepain) vehicles_impact(instance, autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z); } METHOD(Spiderbot, vr_enter, void(Spiderbot thisveh, entity instance)) { STAT(VEHICLESTAT_W2MODE, instance) = SBRM_GUIDE; set_movetype(instance, MOVETYPE_WALK); CSQCVehicleSetup(instance.owner, 0); instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_spiderbot_health) * 100; instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100; if(instance.owner.flagcarried) { setattachment(instance.owner.flagcarried, instance.tur_head, ""); setorigin(instance.owner.flagcarried, '-20 0 120'); } } METHOD(Spiderbot, vr_think, void(Spiderbot thisveh, entity instance)) { if(IS_ONGROUND(instance)) movelib_brake_simple(instance, autocvar_g_vehicle_spiderbot_speed_stop); } METHOD(Spiderbot, vr_death, void(Spiderbot thisveh, entity instance)) { SetResourceExplicit(instance, RES_HEALTH, 0); instance.event_damage = func_null; instance.takedamage = DAMAGE_NO; settouch(instance, func_null); instance.cnt = 3.4 + time + random() * 2; setthink(instance, spiderbot_blowup); instance.nextthink = time; instance.deadflag = DEAD_DYING; instance.frame = 5; instance.tur_head.effects |= EF_FLAME; instance.colormod = instance.tur_head.colormod = '-1 -1 -1'; instance.frame = 10; set_movetype(instance, MOVETYPE_TOSS); CSQCModel_UnlinkEntity(instance); // networking the death scene would be a nightmare } METHOD(Spiderbot, vr_spawn, void(Spiderbot thisveh, entity instance)) { if(!instance.gun1) { instance.vehicles_impulse = spiderbot_impulse; instance.gun1 = new(spiderbot_gun); instance.gun2 = new(spiderbot_gun); setmodel(instance.gun1, MDL_VEH_SPIDERBOT_GUN); setmodel(instance.gun2, MDL_VEH_SPIDERBOT_GUN); setattachment(instance.gun1, instance.tur_head, "tag_hardpoint01"); setattachment(instance.gun2, instance.tur_head, "tag_hardpoint02"); instance.gravity = 2; instance.mass = 5000; } instance.frame = 5; instance.tur_head.frame = 1; set_movetype(instance, MOVETYPE_WALK); instance.solid = SOLID_SLIDEBOX; instance.alpha = instance.tur_head.alpha = instance.gun1.alpha = instance.gun2.alpha = 1; instance.tur_head.angles = '0 0 0'; instance.vehicle_exit = spiderbot_exit; setorigin(instance, instance.pos1 + '0 0 128'); instance.angles = instance.pos2; instance.damageforcescale = 0.03; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_spiderbot_health); instance.vehicle_shield = autocvar_g_vehicle_spiderbot_shield; instance.PlayerPhysplug = spiderbot_frame; } METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance)) { if(autocvar_g_vehicle_spiderbot_shield) instance.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_spiderbot_shield_regen) instance.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_spiderbot_health_regen) instance.vehicle_flags |= VHF_HEALTHREGEN; instance.respawntime = autocvar_g_vehicle_spiderbot_respawntime; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_spiderbot_health); instance.vehicle_shield = autocvar_g_vehicle_spiderbot_shield; instance.max_health = GetResource(instance, RES_HEALTH); instance.pushable = true; // spiderbot can use jumppads } #endif // SVQC #ifdef CSQC //float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6; //float autocvar_cl_vehicle_spiderbot_cross_size = 1; METHOD(Spiderbot, vr_hud, void(Spiderbot thisveh)) { Vehicles_drawHUD(VEH_SPIDERBOT.m_icon, "vehicle_spider_weapon1", "vehicle_spider_weapon2", "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color); } METHOD(Spiderbot, vr_crosshair, void(Spiderbot thisveh, entity player)) { string crosshair; switch(weapon2mode) { case SBRM_VOLLY: crosshair = vCROSS_BURST; break; case SBRM_GUIDE: crosshair = vCROSS_GUIDE; break; case SBRM_ARTILLERY: crosshair = vCROSS_RAIN; break; default: crosshair = vCROSS_BURST; } Vehicles_drawCrosshair(crosshair); } METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance)) { AuxiliaryXhair[0].axh_image = vCROSS_HINT; // Minigun1 AuxiliaryXhair[1].axh_image = vCROSS_HINT; // Minigun2 } #endif #endif