2 #include "sv_vehicles.qh"
4 float SendAuxiliaryXhair(entity to, float sf)
7 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
9 WriteByte(MSG_ENTITY, self.cnt);
11 WriteCoord(MSG_ENTITY, self.origin_x);
12 WriteCoord(MSG_ENTITY, self.origin_y);
13 WriteCoord(MSG_ENTITY, self.origin_z);
15 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
16 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
17 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
22 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
24 if(!IS_REAL_CLIENT(own))
29 axh_id = bound(0, axh_id, MAX_AXH);
30 axh = own.(AuxiliaryXhair[axh_id]);
32 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
36 axh.drawonlytoclient = own;
38 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
44 own.(AuxiliaryXhair[axh_id]) = axh;
47 void CSQCVehicleSetup(entity own, float vehicle_id)
49 if(!IS_REAL_CLIENT(own))
54 WriteByte(MSG_ONE, SVC_TEMPENTITY);
55 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
56 WriteByte(MSG_ONE, vehicle_id);
59 vector targetdrone_getnewspot()
63 for(i = 0; i < 100; ++i)
65 spot = self.origin + randomvec() * 1024;
66 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
67 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
73 void vehicles_locktarget(float incr, float decr, float _lock_time)
75 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
77 self.lock_target = world;
78 self.lock_strength = 0;
82 if(self.lock_time > time)
85 if(self.lock_soundtime < time)
87 self.lock_soundtime = time + 0.5;
88 play2(self.owner, "vehicles/locked.wav");
94 if(trace_ent != world)
96 if(SAME_TEAM(trace_ent, self))
99 if(trace_ent.deadflag != DEAD_NO)
102 if(!((trace_ent.vehicle_flags & VHF_ISVEHICLE) || (trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)))
105 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
106 trace_ent = world; // invisible
109 if(self.lock_target == world && trace_ent != world)
110 self.lock_target = trace_ent;
112 if(self.lock_target && trace_ent == self.lock_target)
114 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
116 play2(self.owner, "vehicles/lock.wav");
117 self.lock_soundtime = time + 0.8;
119 else if (self.lock_strength != 1 && self.lock_soundtime < time)
121 play2(self.owner, "vehicles/locking.wav");
122 self.lock_soundtime = time + 0.3;
126 // Have a locking target
127 // Trace hit current target
128 if(trace_ent == self.lock_target && trace_ent != world)
130 self.lock_strength = min(self.lock_strength + incr, 1);
131 if(self.lock_strength == 1)
132 self.lock_time = time + _lock_time;
137 self.lock_strength = max(self.lock_strength - decr * 2, 0);
139 self.lock_strength = max(self.lock_strength - decr, 0);
141 if(self.lock_strength == 0)
142 self.lock_target = world;
146 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
148 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
149 v_forward = normalize(v_forward) * -1;
150 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
152 force_fromtag_power = (1 - trace_fraction) * max_power;
153 force_fromtag_normpower = force_fromtag_power / max_power;
155 return v_forward * force_fromtag_power;
158 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
161 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
162 v_forward = normalize(v_forward) * -1;
163 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
165 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
166 if(trace_fraction == 1.0)
168 force_fromtag_normpower = -0.25;
172 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
173 force_fromtag_normpower = force_fromtag_power / max_power;
175 return v_forward * force_fromtag_power;
178 // projectile handling
179 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
181 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
182 if(inflictor.owner == self.owner)
185 self.health -= damage;
186 self.velocity += force;
189 self.takedamage = DAMAGE_NO;
190 self.event_damage = func_null;
191 self.think = self.use;
192 self.nextthink = time;
196 void vehicles_projectile_explode()
198 if(self.owner && other != world)
200 if(other == self.owner.vehicle)
203 if(other == self.owner.vehicle.tur_head)
209 self.event_damage = func_null;
210 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
215 entity vehicles_projectile(string _mzlfx, string _mzlsound,
216 vector _org, vector _vel,
217 float _dmg, float _radi, float _force, float _size,
218 float _deahtype, float _projtype, float _health,
219 float _cull, float _clianim, entity _owner)
225 PROJECTILE_MAKETRIGGER(proj);
226 setorigin(proj, _org);
228 proj.shot_dmg = _dmg;
229 proj.shot_radius = _radi;
230 proj.shot_force = _force;
231 proj.totalfrags = _deahtype;
232 proj.solid = SOLID_BBOX;
233 proj.movetype = MOVETYPE_FLYMISSILE;
234 proj.flags = FL_PROJECTILE;
235 proj.bot_dodge = true;
236 proj.bot_dodgerating = _dmg;
237 proj.velocity = _vel;
238 proj.touch = vehicles_projectile_explode;
239 proj.use = vehicles_projectile_explode;
241 proj.realowner = _owner;
242 proj.think = SUB_Remove;
243 proj.nextthink = time + 30;
247 proj.takedamage = DAMAGE_AIM;
248 proj.event_damage = vehicles_projectile_damage;
249 proj.health = _health;
252 proj.flags = FL_PROJECTILE | FL_NOTARGET;
255 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
258 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
261 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
263 CSQCProjectile(proj, _clianim, _projtype, _cull);
268 void vehicles_gib_explode()
270 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
271 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
272 pointparticles(particleeffectnum("explosion_small"), self.wp00.origin + '0 0 64', '0 0 0', 1);
276 void vehicles_gib_think()
282 self.nextthink = time + 0.1;
285 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
287 entity _gib = spawn();
288 setmodel(_gib, _template.model);
289 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
290 _gib.velocity = _vel;
291 _gib.movetype = MOVETYPE_TOSS;
292 _gib.solid = SOLID_CORPSE;
293 _gib.colormod = '-0.5 -0.5 -0.5';
294 _gib.effects = EF_LOWPRECISION;
295 _gib.avelocity = _rot;
298 _gib.effects |= EF_FLAME;
302 _gib.think = vehicles_gib_explode;
303 _gib.nextthink = time + random() * _explode;
304 _gib.touch = vehicles_gib_explode;
308 _gib.cnt = time + _maxtime;
309 _gib.think = vehicles_gib_think;
310 _gib.nextthink = time + _maxtime - 1;
316 float vehicle_addplayerslot( entity _owner,
321 void(float) _exitfunc, float() _enterfunc)
323 if(!(_owner.vehicle_flags & VHF_MULTISLOT))
324 _owner.vehicle_flags |= VHF_MULTISLOT;
326 _slot.PlayerPhysplug = _framefunc;
327 _slot.vehicle_exit = _exitfunc;
328 _slot.vehicle_enter = _enterfunc;
330 _slot.vehicle_flags = VHF_PLAYERSLOT;
331 _slot.vehicle_viewport = spawn();
332 _slot.vehicle_hudmodel = spawn();
333 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
334 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
336 setmodel(_slot.vehicle_hudmodel, _hud_model);
337 setmodel(_slot.vehicle_viewport, "null");
339 setattachment(_slot.vehicle_hudmodel, _slot, "");
340 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
345 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
346 float _pichlimit_min, float _pichlimit_max,
347 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
351 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
352 vtmp = vectoangles(normalize(_target - vtag));
353 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
354 vtmp = AnglesTransform_Normalize(vtmp, true);
355 ftmp = _aimspeed * frametime;
356 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
357 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
358 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
359 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
363 void vehicles_reset_colors()
366 float _effects = 0, _colormap;
367 vector _glowmod, _colormod;
369 if(autocvar_g_nodepthtestplayers)
370 _effects |= EF_NODEPTHTEST;
372 if(autocvar_g_fullbrightplayers)
373 _effects |= EF_FULLBRIGHT;
376 _colormap = 1024 + (self.team - 1) * 17;
383 // Find all ents attacked to main model and setup effects, colormod etc.
384 e = findchainentity(tag_entity, self);
387 if(e != self.vehicle_shieldent)
389 e.effects = _effects; // | EF_LOWPRECISION;
390 e.colormod = _colormod;
391 e.colormap = _colormap;
396 // Also check head tags
397 e = findchainentity(tag_entity, self.tur_head);
400 if(e != self.vehicle_shieldent)
402 e.effects = _effects; // | EF_LOWPRECISION;
403 e.colormod = _colormod;
404 e.colormap = _colormap;
410 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
411 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
412 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
413 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
416 self.avelocity = '0 0 0';
417 self.velocity = '0 0 0';
418 self.effects = _effects;
421 void vehicles_clearreturn(entity veh)
424 // Remove "return helper", if any.
425 ret = findchain(classname, "vehicle_return");
431 ret.think = SUB_Remove;
432 ret.nextthink = time + 0.1;
434 if(ret.waypointsprite_attached)
435 WaypointSprite_Kill(ret.waypointsprite_attached);
443 void vehicles_spawn();
444 void vehicles_return()
446 pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
448 self.wp00.think = vehicles_spawn;
449 self.wp00.nextthink = time;
451 if(self.waypointsprite_attached)
452 WaypointSprite_Kill(self.waypointsprite_attached);
457 void vehicles_showwp_goaway()
459 if(self.waypointsprite_attached)
460 WaypointSprite_Kill(self.waypointsprite_attached);
466 void vehicles_showwp()
468 entity oldself = world;
473 self.think = vehicles_return;
474 self.nextthink = self.cnt;
478 self.think = vehicles_return;
479 self.nextthink = time +1;
483 setmodel(self, "null");
484 self.team = oldself.wp00.team;
485 self.wp00 = oldself.wp00;
486 setorigin(self, oldself.wp00.pos1);
488 self.nextthink = time + 5;
489 self.think = vehicles_showwp_goaway;
492 if(teamplay && self.team)
493 rgb = Team_ColorRGB(self.team);
496 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
497 if(self.waypointsprite_attached)
499 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
501 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
502 WaypointSprite_Ping(self.waypointsprite_attached);
509 void vehicles_setreturn(entity veh)
513 vehicles_clearreturn(veh);
516 ret.classname = "vehicle_return";
519 ret.think = vehicles_showwp;
521 if(veh.deadflag != DEAD_NO)
523 ret.cnt = time + veh.respawntime;
524 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
528 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
531 setmodel(ret, "null");
532 setorigin(ret, veh.pos1 + '0 0 96');
538 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
540 self.tur_head.team = activator.team;
542 if(self.tur_head.team == 0)
543 self.active = ACTIVE_NOT;
545 self.active = ACTIVE_ACTIVE;
547 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO && !gameover)
549 dprint("Respawning vehicle: ", self.netname, "\n");
550 if(self.effects & EF_NODRAW)
552 self.think = vehicles_spawn;
553 self.nextthink = time + 3;
557 vehicles_setreturn(self);
558 vehicles_reset_colors();
563 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
565 if(self.regen_field < field_max)
566 if(timer + rpause < time)
569 regen = regen * (self.vehicle_health / self.max_health);
571 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
574 self.owner.regen_field = (self.regen_field / field_max) * 100;
578 void shieldhit_think()
583 //setmodel(self, "");
585 self.effects |= EF_NODRAW;
589 self.nextthink = time + 0.1;
593 void vehicles_painframe()
595 if(self.owner.vehicle_health <= 50)
596 if(self.pain_frame < time)
599 _ftmp = self.owner.vehicle_health / 50;
600 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
601 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
603 if(self.vehicle_flags & VHF_DMGSHAKE)
604 self.velocity += randomvec() * 30;
606 if(self.vehicle_flags & VHF_DMGROLL)
607 if(self.vehicle_flags & VHF_DMGHEADROLL)
608 self.tur_head.angles += randomvec();
610 self.angles += randomvec();
615 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
617 self.dmg_time = time;
620 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
621 damage *= autocvar_g_vehicles_vortex_damagerate;
623 if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
624 damage *= autocvar_g_vehicles_machinegun_damagerate;
626 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
627 damage *= autocvar_g_vehicles_rifle_damagerate;
629 if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
630 damage *= autocvar_g_vehicles_vaporizer_damagerate;
632 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
633 damage *= autocvar_g_vehicles_tag_damagerate;
635 if(DEATH_WEAPONOFWEAPONDEATH(deathtype))
636 damage *= autocvar_g_vehicles_weapon_damagerate;
638 self.enemy = attacker;
640 self.pain_finished = time;
642 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
644 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
646 self.vehicle_shieldent = spawn();
647 self.vehicle_shieldent.effects = EF_LOWPRECISION;
649 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
650 setattachment(self.vehicle_shieldent, self, "");
651 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
652 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
653 self.vehicle_shieldent.think = shieldhit_think;
656 self.vehicle_shieldent.colormod = '1 1 1';
657 self.vehicle_shieldent.alpha = 0.45;
658 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
659 self.vehicle_shieldent.nextthink = time;
660 self.vehicle_shieldent.effects &= ~EF_NODRAW;
662 self.vehicle_shield -= damage;
664 if(self.vehicle_shield < 0)
666 self.vehicle_health -= fabs(self.vehicle_shield);
667 self.vehicle_shieldent.colormod = '2 0 0';
668 self.vehicle_shield = 0;
669 self.vehicle_shieldent.alpha = 0.75;
671 if(sound_allowed(MSG_BROADCAST, attacker))
672 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
675 if(sound_allowed(MSG_BROADCAST, attacker))
676 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
681 self.vehicle_health -= damage;
683 if(sound_allowed(MSG_BROADCAST, attacker))
684 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
687 if(self.damageforcescale < 1 && self.damageforcescale > 0)
688 self.velocity += force * self.damageforcescale;
690 self.velocity += force;
692 if(self.vehicle_health <= 0)
695 if(self.vehicle_flags & VHF_DEATHEJECT)
696 vehicles_exit(VHEF_EJECT);
698 vehicles_exit(VHEF_RELEASE);
703 VEH_ACTION(self.vehicleid, VR_DEATH);
704 vehicles_setreturn(self);
708 float vehicles_crushable(entity e)
710 if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
713 if(e.flags & FL_MONSTER)
719 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
721 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
724 if(self.play_time < time)
726 float wc = vlen(self.velocity - self.oldvelocity);
727 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
728 //dprint("vel: ", vtos(self.velocity), "\n");
731 float take = min(_speedfac * wc, _maxpain);
732 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
733 self.play_time = time + 0.25;
735 //dprint("wc: ", ftos(wc), "\n");
736 //dprint("take: ", ftos(take), "\n");
741 // vehicle enter/exit handling
742 vector vehicles_findgoodexit(vector prefer_spot)
747 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
748 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
751 mysize = 1.5 * vlen(self.maxs - self.mins);
754 v2 = 0.5 * (self.absmin + self.absmax);
755 for(i = 0; i < 100; ++i)
759 v = v2 + normalize(v) * mysize;
760 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
761 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
766 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
767 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
768 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
771 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
772 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
773 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
776 exitspot = (self.origin + '0 0 48') + v_right * mysize;
777 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
778 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
781 exitspot = (self.origin + '0 0 48') - v_right * mysize;
782 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
783 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
790 void vehicles_exit(float eject)
794 entity _oldself = self;
796 if(vehicles_exit_running)
798 dprint("^1vehicles_exit allready running! this is not good..\n");
802 vehicles_exit_running = true;
805 _vehicle = self.vehicle;
807 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
809 _vehicle.vehicle_exit(eject);
811 vehicles_exit_running = false;
818 _player = _vehicle.owner;
824 if (IS_REAL_CLIENT(_player))
826 msg_entity = _player;
827 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
828 WriteEntity( MSG_ONE, _player);
830 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
831 WriteAngle(MSG_ONE, 0);
832 WriteAngle(MSG_ONE, _vehicle.angles_y);
833 WriteAngle(MSG_ONE, 0);
836 setsize(_player, PL_MIN,PL_MAX);
838 _player.takedamage = DAMAGE_AIM;
839 _player.solid = SOLID_SLIDEBOX;
840 _player.movetype = MOVETYPE_WALK;
841 _player.effects &= ~EF_NODRAW;
842 _player.teleportable = TELEPORT_NORMAL;
844 _player.PlayerPhysplug = func_null;
845 _player.vehicle = world;
846 _player.view_ofs = PL_VIEW_OFS;
847 _player.event_damage = PlayerDamage;
848 _player.hud = HUD_NORMAL;
849 _player.switchweapon = _vehicle.switchweapon;
850 _player.last_vehiclecheck = time + 3;
851 _player.vehicle_enter_delay = time + 2;
853 CSQCVehicleSetup(_player, HUD_NORMAL);
855 _vehicle.flags |= FL_NOTARGET;
857 if(_vehicle.deadflag == DEAD_NO)
858 _vehicle.avelocity = '0 0 0';
860 _vehicle.tur_head.nodrawtoclient = world;
865 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES);
866 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
868 WaypointSprite_Kill(_vehicle.wps_intruder);
871 vh_vehicle = _vehicle;
872 MUTATOR_CALLHOOK(VehicleExit);
874 _vehicle = vh_vehicle;
876 _vehicle.team = _vehicle.tur_head.team;
878 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
879 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
880 _vehicle.phase = time + 1;
882 _vehicle.vehicle_exit(eject);
884 vehicles_setreturn(_vehicle);
885 vehicles_reset_colors();
886 _vehicle.owner = world;
888 CSQCMODEL_AUTOINIT();
892 vehicles_exit_running = false;
895 void vehicles_touch()
897 if(MUTATOR_CALLHOOK(VehicleTouch))
900 // Vehicle currently in use
903 if(!forbidWeaponUse(self.owner))
905 if((self.origin_z + self.maxs_z) > (other.origin_z))
906 if(vehicles_crushable(other))
908 if(vlen(self.velocity) >= 30)
909 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
911 return; // Dont do selfdamage when hitting "soft targets".
914 if(self.play_time < time)
915 VEH_ACTION(self.vehicleid, VR_IMPACT);
920 if(autocvar_g_vehicles_enter)
923 vehicles_enter(other, self);
926 void vehicles_enter(entity pl, entity veh)
928 // Remove this when bots know how to use vehicles
929 if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
933 || (veh.phase >= time)
934 || (pl.vehicle_enter_delay >= time)
936 || (pl.deadflag != DEAD_NO)
940 if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
941 if(veh.vehicle_flags & VHF_MULTISLOT)
944 entity oldself = self;
946 other = pl; // TODO: fix
949 if(time >= veh.gun1.phase)
950 if(veh.gun1.vehicle_enter)
951 if(veh.gun1.vehicle_enter())
958 if(time >= veh.gun2.phase)
959 if(veh.gun2.vehicle_enter)
960 if(veh.gun2.vehicle_enter())
971 if(DIFF_TEAM(pl, veh))
972 if(autocvar_g_vehicles_steal)
975 FOR_EACH_PLAYER(head) if(SAME_TEAM(head, veh))
976 Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_VEHICLE_STEAL);
978 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
980 if(autocvar_g_vehicles_steal_show_waypoint)
981 WaypointSprite_Spawn("intruder", 0, 0, pl, '0 0 68', world, veh.team, veh, wps_intruder, true, RADARICON_DANGER, Team_ColorRGB(pl.team));
985 RemoveGrapplingHook(pl);
987 veh.vehicle_ammo1 = 0;
988 veh.vehicle_ammo2 = 0;
989 veh.vehicle_reload1 = 0;
990 veh.vehicle_reload2 = 0;
991 veh.vehicle_energy = 0;
996 // .viewmodelforclient works better.
997 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
999 veh.vehicle_hudmodel.viewmodelforclient = pl;
1001 tracebox(pl.origin, PL_MIN, PL_MAX, pl.origin, false, pl);
1003 pl.view_ofs = PL_VIEW_OFS;
1004 setsize (pl, PL_MIN, PL_MAX);
1006 veh.event_damage = vehicles_damage;
1008 pl.angles = veh.angles;
1009 pl.takedamage = DAMAGE_NO;
1010 pl.solid = SOLID_NOT;
1011 pl.movetype = MOVETYPE_NOCLIP;
1012 pl.teleportable = false;
1014 pl.event_damage = func_null;
1015 pl.view_ofs = '0 0 0';
1016 veh.colormap = pl.colormap;
1018 veh.tur_head.colormap = pl.colormap;
1019 veh.switchweapon = pl.switchweapon;
1020 pl.hud = veh.vehicleid;
1021 pl.PlayerPhysplug = veh.PlayerPhysplug;
1023 pl.vehicle_ammo1 = veh.vehicle_ammo1;
1024 pl.vehicle_ammo2 = veh.vehicle_ammo2;
1025 pl.vehicle_reload1 = veh.vehicle_reload1;
1026 pl.vehicle_reload2 = veh.vehicle_reload2;
1028 // Cant do this, hides attached objects too.
1029 //veh.exteriormodeltoclient = veh.owner;
1030 //veh.tur_head.exteriormodeltoclient = veh.owner;
1032 pl.flags &= ~FL_ONGROUND;
1033 veh.flags &= ~FL_ONGROUND;
1036 veh.flags -= FL_NOTARGET;
1038 if (IS_REAL_CLIENT(pl))
1040 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1043 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
1044 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1046 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1049 WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1050 WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1051 WriteAngle(MSG_ONE, 0); // roll
1055 WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1056 WriteAngle(MSG_ONE, veh.angles_y); // yaw
1057 WriteAngle(MSG_ONE, 0); // roll
1061 vehicles_clearreturn(veh);
1063 CSQCVehicleSetup(pl, veh.vehicleid);
1067 MUTATOR_CALLHOOK(VehicleEnter);
1069 entity oldself = self;
1071 CSQCModel_UnlinkEntity();
1072 VEH_ACTION(veh.vehicleid, VR_ENTER);
1078 void vehicles_think()
1080 self.nextthink = time;
1083 self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
1085 VEH_ACTION(self.vehicleid, VR_THINK);
1087 CSQCMODEL_AUTOUPDATE();
1091 void vehicles_spawn()
1093 dprint("Spawning vehicle: ", self.classname, "\n");
1096 self.vehicle_hudmodel.viewmodelforclient = self;
1099 self.touch = vehicles_touch;
1100 self.event_damage = vehicles_damage;
1101 self.iscreature = true;
1102 self.teleportable = false; // no teleporting for vehicles, too buggy
1103 self.damagedbycontents = true;
1104 self.movetype = MOVETYPE_WALK;
1105 self.solid = SOLID_SLIDEBOX;
1106 self.takedamage = DAMAGE_AIM;
1107 self.deadflag = DEAD_NO;
1108 self.bot_attack = true;
1109 self.flags = FL_NOTARGET;
1110 self.avelocity = '0 0 0';
1111 self.velocity = '0 0 0';
1112 self.think = vehicles_think;
1113 self.nextthink = time;
1116 self.lock_strength = 0;
1117 self.lock_target = world;
1118 self.misc_bulletcounter = 0;
1121 self.angles = self.pos2;
1122 setorigin(self, self.pos1);
1124 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
1126 if(self.vehicle_controller)
1127 self.team = self.vehicle_controller.team;
1129 entity head; // remove hooks (if any)
1130 FOR_EACH_PLAYER(head)
1131 if(head.hook.aiment == self)
1132 RemoveGrapplingHook(head);
1134 vehicles_reset_colors();
1136 VEH_ACTION(self.vehicleid, VR_SPAWN);
1138 CSQCMODEL_AUTOINIT();
1141 float vehicle_initialize(float vehicle_id, float nodrop)
1143 if(!autocvar_g_vehicles)
1146 entity veh = get_vehicleinfo(vehicle_id);
1151 if(!veh.tur_head) { VEH_ACTION(vehicle_id, VR_PRECACHE); }
1153 if(self.targetname && self.targetname != "")
1155 self.vehicle_controller = find(world, target, self.targetname);
1156 if(!self.vehicle_controller)
1158 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1159 self.active = ACTIVE_ACTIVE;
1163 self.team = self.vehicle_controller.team;
1164 self.use = vehicle_use;
1168 if(self.vehicle_controller.team == 0)
1169 self.active = ACTIVE_NOT;
1171 self.active = ACTIVE_ACTIVE;
1175 else { self.active = ACTIVE_ACTIVE; }
1177 if(self.team && (!teamplay || !autocvar_g_vehicles_teams))
1180 self.vehicle_flags |= VHF_ISVEHICLE;
1182 setmodel(self, veh.model);
1184 self.vehicle_viewport = spawn();
1185 self.vehicle_hudmodel = spawn();
1186 self.tur_head = spawn();
1187 self.tur_head.owner = self;
1188 self.takedamage = DAMAGE_NO;
1189 self.bot_attack = true;
1190 self.iscreature = true;
1191 self.teleportable = false; // no teleporting for vehicles, too buggy
1192 self.damagedbycontents = true;
1193 self.vehicleid = vehicle_id;
1194 self.PlayerPhysplug = veh.PlayerPhysplug;
1195 self.event_damage = func_null;
1196 self.touch = vehicles_touch;
1197 self.think = vehicles_spawn;
1198 self.nextthink = time;
1199 self.effects = EF_NODRAW;
1200 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1202 if(autocvar_g_playerclip_collisions)
1203 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1205 if(autocvar_g_nodepthtestplayers)
1206 self.effects |= EF_NODEPTHTEST;
1208 if(autocvar_g_fullbrightplayers)
1209 self.effects |= EF_FULLBRIGHT;
1211 setmodel(self.vehicle_hudmodel, veh.hud_model);
1212 setmodel(self.vehicle_viewport, "null");
1214 if(veh.head_model != "")
1216 setmodel(self.tur_head, veh.head_model);
1217 setattachment(self.tur_head, self, veh.tag_head);
1218 setattachment(self.vehicle_hudmodel, self.tur_head, veh.tag_hud);
1219 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
1223 setattachment(self.tur_head, self, "");
1224 setattachment(self.vehicle_hudmodel, self, veh.tag_hud);
1225 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
1228 setsize(self, veh.mins, veh.maxs);
1232 setorigin(self, self.origin);
1233 tracebox(self.origin + '0 0 100', veh.mins, veh.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1234 setorigin(self, trace_endpos);
1237 self.pos1 = self.origin;
1238 self.pos2 = self.angles;
1239 self.tur_head.team = self.team;
1241 VEH_ACTION(vehicle_id, VR_SETUP);
1243 if(self.active == ACTIVE_NOT)
1244 self.nextthink = 0; // wait until activated
1245 else if(autocvar_g_vehicles_delayspawn)
1246 self.nextthink = time + self.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1248 self.nextthink = time + game_starttime;
1250 if(MUTATOR_CALLHOOK(VehicleSpawn))