1 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
2 void vehicles_return();
3 void vehicles_clearrturn();
5 .entity AuxiliaryXhair;
6 float AuxiliaryXhair_customizeentityforclient()
8 if(other == self.owner)
13 float AuxiliaryXhair_SendEntity(entity to, float sf)
15 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
16 WriteCoord(MSG_ENTITY, self.origin_x);
17 WriteCoord(MSG_ENTITY, self.origin_y);
18 WriteCoord(MSG_ENTITY, self.origin_z);
22 void SpawnOrUpdateAuxiliaryXhair(entity own, vector loc)
25 if(own.AuxiliaryXhair == world || wasfreed(own.AuxiliaryXhair))
27 own.AuxiliaryXhair = spawn();
28 own.AuxiliaryXhair.owner = own;
29 //own.AuxiliaryXhair.customizeentityforclient = AuxiliaryXhair_customizeentityforclient;
30 own.AuxiliaryXhair.drawonlytoclient = own;
31 setorigin(own.AuxiliaryXhair, loc);
32 Net_LinkEntity(own.AuxiliaryXhair, FALSE, 0, AuxiliaryXhair_SendEntity);
36 setorigin(own.AuxiliaryXhair, loc);
37 own.AuxiliaryXhair.SendFlags |= 0x01;
40 void Release_AuxiliaryXhair(entity from)
42 // from.AuxiliaryXhair.drawonlytoclient = from.AuxiliaryXhair;
43 if not (from.AuxiliaryXhair == world || wasfreed(from.AuxiliaryXhair))
44 remove(from.AuxiliaryXhair);
46 from.AuxiliaryXhair = world;
49 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
50 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
52 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
53 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
54 if(trace_fraction != 1) \
55 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
57 float force_fromtag_power;
58 float force_fromtag_normpower;
59 vector force_fromtag_origin;
60 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
62 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
63 v_forward = normalize(v_forward) * -1;
64 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
66 force_fromtag_power = (1 - trace_fraction) * max_power;
67 force_fromtag_normpower = force_fromtag_power / max_power;
69 return v_forward * force_fromtag_power;
72 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
75 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
76 v_forward = normalize(v_forward) * -1;
77 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
79 if(trace_fraction == 1.0)
81 force_fromtag_normpower = -0.25;
85 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
86 force_fromtag_normpower = force_fromtag_power / max_power;
88 return v_forward * force_fromtag_power;
94 if(other.classname != "player")
97 if(other.deadflag != DEAD_NO)
100 if(other.vehicle != world)
103 // Remove this when bots know how to use vehicles.
104 if (clienttype(other) != CLIENTTYPE_REAL)
107 self.vehicle_enter();
110 void vehicles_enter()
112 // Remove this when bots know how to use vehicles
113 if (clienttype(other) != CLIENTTYPE_REAL)
116 self.colormod = self.tur_head.colormod = '0 0 0';
120 if(self.team != other.team)
124 self.switchweapon = other.switchweapon;
126 self.vehicle_hudmodel.viewmodelforclient = self.owner;
127 self.event_damage = vehicles_damage;
129 self.owner.angles = self.angles;
130 self.owner.takedamage = DAMAGE_NO;
131 self.owner.solid = SOLID_NOT;
132 self.owner.movetype = MOVETYPE_NOCLIP;
133 self.owner.alpha = -1;
134 self.owner.vehicle = self;
135 self.owner.event_damage = SUB_Null;
136 self.owner.view_ofs = '0 0 0';
137 self.colormap = self.owner.colormap;
139 self.tur_head.colormap = self.owner.colormap;
141 self.owner.hud = self.hud;
142 self.owner.PlayerPhysplug = self.PlayerPhysplug;
144 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
145 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
146 self.owner.vehicle_reload1 = self.vehicle_reload1;
147 self.owner.vehicle_reload2 = self.vehicle_reload2;
149 other.flags &~= FL_ONGROUND;
150 self.flags &~= FL_ONGROUND;
152 self.team = self.owner.team;
153 self.flags -= FL_NOTARGET;
156 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
157 WriteEntity(MSG_ONE, self.vehicle_viewport);
159 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
162 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
163 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
164 WriteAngle(MSG_ONE, 0); // roll
168 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
169 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
170 WriteAngle(MSG_ONE, self.angles_y); // yaw
171 WriteAngle(MSG_ONE, 0); // roll
174 vehicles_clearrturn();
176 if(self.vehicle_enter)
177 self.vehicle_enter();
180 void vehicles_exit(float eject)
182 self.colormap = 1024;
183 self.tur_head.colormap = 1024;
187 if (self.team == COLOR_TEAM1)
188 self.colormod = '1.4 0.8 0.8';
190 if (self.team == COLOR_TEAM2)
191 self.colormod = '0.8 0.8 1.4';
193 self.tur_head.colormod = self.colormod;
197 self.flags |= FL_NOTARGET;
201 msg_entity = self.owner;
202 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
203 WriteEntity( MSG_ONE, self.owner);
205 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
206 WriteAngle(MSG_ONE, 0); // tilt
207 WriteAngle(MSG_ONE, self.angles_y); // yaw
208 WriteAngle(MSG_ONE, 0); // roll
210 setsize(self.owner,PL_MIN,PL_MAX);
212 self.owner.takedamage = DAMAGE_AIM;
213 self.owner.solid = SOLID_SLIDEBOX;
214 self.owner.movetype = MOVETYPE_WALK;
215 self.owner.effects &~= EF_NODRAW;
216 self.owner.alpha = 1;
217 self.owner.PlayerPhysplug = SUB_Null;
218 self.owner.vehicle = world;
219 self.owner.view_ofs = PL_VIEW_OFS;
220 self.owner.event_damage = PlayerDamage;
221 self.owner.hud = HUD_NORMAL;
222 self.owner.switchweapon = self.switchweapon;
225 self.vehicle_hudmodel.viewmodelforclient = self;
226 self.tur_head.nodrawtoclient = self;
228 if(self.vehicle_exit)
229 self.vehicle_exit(eject);
235 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
237 if(self.regen_field < field_max)
238 if(self.timer + rpause < time)
240 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
243 self.owner.regen_field = self.regen_field / field_max;
247 void shieldhit_think()
257 self.nextthink = time + 0.1;
261 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
265 self.dmg_time = time;
267 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
269 if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
271 self.tur_head.enemy = spawn();
272 self.tur_head.enemy.effects = EF_LOWPRECISION;
275 setmodel(self.tur_head.enemy, "models/vhshield.md3");
276 setattachment(self.tur_head.enemy, self, "");
278 self.tur_head.enemy.colormod = '1 1 1';
279 self.tur_head.enemy.alpha = 0.45;
280 self.tur_head.enemy.scale = (256 / vlen(self.maxs - self.mins));
281 self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
282 self.tur_head.enemy.think = shieldhit_think;
283 self.tur_head.enemy.nextthink = time;
285 self.vehicle_shield -= damage;
286 if(self.vehicle_shield < 0)
288 self.tur_head.enemy.colormod = '10 0 -1';
289 ddmg_take = fabs(self.vehicle_shield);
290 self.vehicle_shield = 0;
291 self.tur_head.enemy.alpha = 0.75;
292 self.vehicle_health -= ddmg_take;
296 self.vehicle_health -= damage;
298 if(self.vehicle_health <= 0)
301 if(self.vehicle_flags & VHF_DEATHEJECT)
302 vehicles_exit(VHEF_EJECT);
304 vehicles_exit(VHEF_RELESE);
310 void vehicles_return()
312 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
313 self.enemy.think = self.use;
314 self.enemy.nextthink = time;
318 void vehicles_clearrturn()
321 // Remove "return helper", if any.
322 ret = findchain(classname, "vehicle_return");
325 if(ret.enemy == self)
327 ret.think = SUB_Remove;
328 ret.nextthink = time + 0.1;
335 void vehicles_setreturn(float retime, void() respawn_proc)
337 vehicles_clearrturn();
339 if (self.deadflag == DEAD_NO)
344 ret.classname = "vehicle_return";
346 ret.think = vehicles_return;
347 ret.nextthink = time + retime;
348 ret.use = respawn_proc;
352 float vehicles_customizeentityforclient()
354 if(self.deadflag == DEAD_DEAD)
360 void vehicles_configcheck(string configname, float check_cvar)
363 localcmd(strcat("exec ", configname, "\n"));
366 float vehicle_initialize(string net_name,
380 void(float extflag) exitfunc,
384 addstat(STAT_HUD, AS_INT, hud);
385 addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
386 addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
387 addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
389 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
390 addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
392 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
393 addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
396 error("vehicles: missing bodymodel!");
399 error("vehicles: missing hudmodel!");
402 self.netname = self.classname;
404 self.netname = net_name;
406 if(self.team && !teams_matter)
409 setmodel(self, bodymodel);
411 self.vehicle_viewport = spawn();
412 self.vehicle_hudmodel = spawn();
413 self.tur_head = spawn();
414 self.tur_head.owner = self;
415 self.takedamage = DAMAGE_AIM;
416 self.bot_attack = TRUE;
417 self.iscreature = TRUE;
420 self.customizeentityforclient = vehicles_customizeentityforclient;
421 self.vehicle_die = dieproc;
422 self.vehicle_exit = exitfunc;
423 self.vehicle_enter = enterproc;
424 self.PlayerPhysplug = physproc;
425 self.event_damage = vehicles_damage;
426 self.touch = vehicles_touch;
427 self.think = spawnproc;
428 self.nextthink = time;
430 setmodel(self.vehicle_hudmodel, hudmodel);
431 setmodel(self.vehicle_viewport, "null");
435 setmodel(self.tur_head, topmodel);
436 setattachment(self.tur_head, self, toptag);
437 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
438 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
442 setattachment(self.tur_head, self, "");
443 setattachment(self.vehicle_hudmodel, self, hudtag);
444 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
447 setsize(self, min_s, max_s);
450 setorigin(self, self.origin);
451 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
452 setorigin(self, trace_endpos);
455 self.pos1 = self.origin;
456 self.pos2 = self.angles;
463 self.vehicle_exit = self.vehicle_exit;
464 self.vehicle_enter = self.vehicle_exit;
465 self.vehicle_die = self.vehicle_exit;
466 self.vehicle_spawn = self.vehicle_exit;
467 //self.vehicle_message = self.vehicle_exit;