1 #include "../../common/triggers/subs.qh"
3 float autocvar_g_vehicles_crush_dmg;
4 float autocvar_g_vehicles_crush_force;
5 float autocvar_g_vehicles_delayspawn;
6 float autocvar_g_vehicles_delayspawn_jitter;
8 float autocvar_g_vehicles_vortex_damagerate = 0.5;
9 float autocvar_g_vehicles_machinegun_damagerate = 0.5;
10 float autocvar_g_vehicles_rifle_damagerate = 0.75;
11 float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
12 float autocvar_g_vehicles_tag_damagerate = 5;
14 float autocvar_g_vehicles;
16 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
17 void vehicles_return();
18 void vehicles_enter();
19 void vehicles_touch();
20 void vehicles_reset_colors();
21 void vehicles_clearreturn();
22 void vehicles_setreturn();
26 Send additional points of interest to be drawn, to vehicle owner
28 const float MAX_AXH = 4;
29 .entity AuxiliaryXhair[MAX_AXH];
31 float SendAuxiliaryXhair(entity to, float sf)
34 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
36 WriteByte(MSG_ENTITY, self.cnt);
38 WriteCoord(MSG_ENTITY, self.origin.x);
39 WriteCoord(MSG_ENTITY, self.origin.y);
40 WriteCoord(MSG_ENTITY, self.origin.z);
42 WriteByte(MSG_ENTITY, rint(self.colormod.x * 255));
43 WriteByte(MSG_ENTITY, rint(self.colormod.y * 255));
44 WriteByte(MSG_ENTITY, rint(self.colormod.z * 255));
49 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
51 if (!IS_REAL_CLIENT(own))
56 axh_id = bound(0, axh_id, MAX_AXH);
57 axh = own.(AuxiliaryXhair[axh_id]);
59 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
63 axh.drawonlytoclient = own;
65 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
71 own.(AuxiliaryXhair[axh_id]) = axh;
75 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
76 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
77 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
81 WriteByte(MSG_ONE, SVC_TEMPENTITY);
82 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
84 WriteByte(MSG_ONE, axh_id);
86 WriteCoord(MSG_ONE, loc_x);
87 WriteCoord(MSG_ONE, loc_y);
88 WriteCoord(MSG_ONE, loc_z);
90 WriteByte(MSG_ONE, rint(clr_x * 255));
91 WriteByte(MSG_ONE, rint(clr_y * 255));
92 WriteByte(MSG_ONE, rint(clr_z * 255));
99 Notifies the client that he enterd a vehicle, and sends
102 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
104 void CSQCVehicleSetup(entity own, float vehicle_id)
106 if (!IS_REAL_CLIENT(own))
111 WriteByte(MSG_ONE, SVC_TEMPENTITY);
112 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
114 WriteByte(MSG_ONE, vehicle_id);
116 WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
119 /** vehicles_locktarget
121 Generic target locking.
123 Figure out if what target is "locked" (if any), for missile tracking as such.
125 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
126 you have a locked in target.
128 Exspects a crosshair_trace() or equivalent to be
133 .float lock_strength;
135 .float lock_soundtime;
136 const float DAMAGE_TARGETDRONE = 10;
138 vector targetdrone_getnewspot()
143 for(i = 0; i < 100; ++i)
145 spot = self.origin + randomvec() * 1024;
146 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
147 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
154 void targetdrone_think();
155 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
156 void targetdrone_renwe()
158 self.think = targetdrone_think;
159 self.nextthink = time + 0.1;
160 setorigin(self, targetdrone_getnewspot());
162 self.takedamage = DAMAGE_TARGETDRONE;
163 self.event_damage = targetdrone_damage;
164 self.solid = SOLID_BBOX;
165 setmodel(self, "models/runematch/rune.mdl");
166 self.effects = EF_LOWPRECISION;
168 self.movetype = MOVETYPE_BOUNCEMISSILE;
169 setsize(self, '-100 -100 -100', '100 100 100');
172 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
174 self.health -= damage;
177 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
183 self.think = targetdrone_renwe;
184 self.nextthink = time + 1 + random() * 2;
185 self.solid = SOLID_NOT;
190 entity targetdrone_getfear()
195 for(i = 64; i <= 1024; i += 64)
197 fear = findradius(self.origin, i);
209 void targetdrone_think()
211 self.nextthink = time + 0.1;
214 if(self.wp00.deadflag != DEAD_NO)
215 self.wp00 = targetdrone_getfear();
218 self.wp00 = targetdrone_getfear();
223 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
225 newdir = randomvec() * 0.75;
227 newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
230 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
232 self.velocity = normalize(newdir) * 750;
234 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
235 if(trace_fraction != 1.0)
236 self.velocity = self.velocity * -1;
238 //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
241 void targetdrone_spawn(vector _where, float _autorenew)
243 entity drone = spawn();
244 setorigin(drone, _where);
245 drone.think = targetdrone_renwe;
246 drone.nextthink = time + 0.1;
247 drone.cnt = _autorenew;
251 void vehicles_locktarget(float incr, float decr, float _lock_time)
253 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
255 self.lock_target = world;
256 self.lock_strength = 0;
260 if(self.lock_time > time)
263 if(self.lock_soundtime < time)
265 self.lock_soundtime = time + 0.5;
266 play2(self.owner, "vehicles/locked.wav");
272 if(trace_ent != world)
274 if(teamplay && trace_ent.team == self.team)
277 if(trace_ent.deadflag != DEAD_NO)
280 if(!trace_ent.vehicle_flags & VHF_ISVEHICLE ||
281 trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
282 trace_ent.takedamage == DAMAGE_TARGETDRONE)
286 if(self.lock_target == world && trace_ent != world)
287 self.lock_target = trace_ent;
289 if(self.lock_target && trace_ent == self.lock_target)
291 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
293 play2(self.owner, "vehicles/lock.wav");
294 self.lock_soundtime = time + 0.8;
296 else if (self.lock_strength != 1 && self.lock_soundtime < time)
298 play2(self.owner, "vehicles/locking.wav");
299 self.lock_soundtime = time + 0.3;
304 // Have a locking target
305 // Trace hit current target
306 if(trace_ent == self.lock_target && trace_ent != world)
308 self.lock_strength = min(self.lock_strength + incr, 1);
309 if(self.lock_strength == 1)
310 self.lock_time = time + _lock_time;
315 self.lock_strength = max(self.lock_strength - decr * 2, 0);
317 self.lock_strength = max(self.lock_strength - decr, 0);
319 if(self.lock_strength == 0)
320 self.lock_target = world;
324 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
325 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
327 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
328 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
329 if(trace_fraction != 1) \
330 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
332 // Hover movement support
333 float force_fromtag_power;
334 float force_fromtag_normpower;
335 vector force_fromtag_origin;
336 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
338 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
339 v_forward = normalize(v_forward) * -1;
340 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
342 force_fromtag_power = (1 - trace_fraction) * max_power;
343 force_fromtag_normpower = force_fromtag_power / max_power;
345 return v_forward * force_fromtag_power;
348 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
349 // Can possibly be use to move abt any surface (inclusing walls/celings)
350 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
353 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
354 v_forward = normalize(v_forward) * -1;
355 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
357 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
358 if(trace_fraction == 1.0)
360 force_fromtag_normpower = -0.25;
364 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
365 force_fromtag_normpower = force_fromtag_power / max_power;
367 return v_forward * force_fromtag_power;
370 // Generic vehile projectile system
371 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
373 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
374 if(inflictor.owner == self.owner)
377 self.health -= damage;
378 self.velocity += force;
381 self.takedamage = DAMAGE_NO;
382 self.event_damage = func_null;
383 self.think = self.use;
384 self.nextthink = time;
388 void vehicles_projectile_explode()
390 if(self.owner && other != world)
392 if(other == self.owner.vehicle)
395 if(other == self.owner.vehicle.tur_head)
401 self.event_damage = func_null;
402 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
407 entity vehicles_projectile(string _mzlfx, string _mzlsound,
408 vector _org, vector _vel,
409 float _dmg, float _radi, float _force, float _size,
410 float _deahtype, float _projtype, float _health,
411 float _cull, float _clianim, entity _owner)
417 PROJECTILE_MAKETRIGGER(proj);
418 setorigin(proj, _org);
420 proj.shot_dmg = _dmg;
421 proj.shot_radius = _radi;
422 proj.shot_force = _force;
423 proj.totalfrags = _deahtype;
424 proj.solid = SOLID_BBOX;
425 proj.movetype = MOVETYPE_FLYMISSILE;
426 proj.flags = FL_PROJECTILE;
427 proj.bot_dodge = true;
428 proj.bot_dodgerating = _dmg;
429 proj.velocity = _vel;
430 proj.touch = vehicles_projectile_explode;
431 proj.use = vehicles_projectile_explode;
433 proj.realowner = _owner;
434 proj.think = SUB_Remove;
435 proj.nextthink = time + 30;
439 proj.takedamage = DAMAGE_AIM;
440 proj.event_damage = vehicles_projectile_damage;
441 proj.health = _health;
444 proj.flags = FL_PROJECTILE | FL_NOTARGET;
447 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
450 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
453 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
455 CSQCProjectile(proj, _clianim, _projtype, _cull);
459 // End generic vehile projectile system
461 void vehicles_reset()
465 entity oldself = self;
467 vehicles_exit(VHEF_RELESE);
471 self.movetype = MOVETYPE_NONE;
472 self.effects = EF_NODRAW;
473 self.colormod = '0 0 0';
474 self.avelocity = '0 0 0';
475 self.velocity = '0 0 0';
476 self.event_damage = func_null;
477 self.solid = SOLID_NOT;
478 self.deadflag = DEAD_NO;
480 self.touch = func_null;
482 vehicles_setreturn();
486 Exetuted for all vehicles on (re)spawn.
487 Sets defaults for newly spawned units.
489 void vehicles_spawn()
491 dprint("Spawning vehicle: ", self.netname, "\n");
494 self.vehicle_hudmodel.viewmodelforclient = self;
497 self.touch = vehicles_touch;
498 self.event_damage = vehicles_damage;
499 self.reset = vehicles_reset;
500 self.iscreature = true;
501 self.teleportable = false; // no teleporting for vehicles, too buggy
502 self.damagedbycontents = true;
503 self.movetype = MOVETYPE_WALK;
504 self.solid = SOLID_SLIDEBOX;
505 self.takedamage = DAMAGE_AIM;
506 self.deadflag = DEAD_NO;
507 self.bot_attack = true;
508 self.flags = FL_NOTARGET;
509 self.avelocity = '0 0 0';
510 self.velocity = '0 0 0';
513 self.lock_strength = 0;
514 self.lock_target = world;
515 self.misc_bulletcounter = 0;
518 self.angles = self.pos2;
519 setorigin(self, self.pos1 + '0 0 0');
521 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
523 if(self.vehicle_controller)
524 self.team = self.vehicle_controller.team;
526 vehicles_reset_colors();
527 self.vehicle_spawn(VHSF_NORMAL);
530 // Better way of determening whats crushable needed! (fl_crushable?)
531 float vehicles_crushable(entity e)
536 if(e.flags & FL_MONSTER)
542 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
544 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
547 if(self.play_time < time)
549 float wc = vlen(self.velocity - self.oldvelocity);
550 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
551 //dprint("vel: ", vtos(self.velocity), "\n");
554 float take = min(_speedfac * wc, _maxpain);
555 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
556 self.play_time = time + 0.25;
558 //dprint("wc: ", ftos(wc), "\n");
559 //dprint("take: ", ftos(take), "\n");
564 .void() vehicle_impact;
565 void vehicles_touch()
567 if(MUTATOR_CALLHOOK(VehicleTouch))
570 // Vehicle currently in use
574 if(vehicles_crushable(other))
576 if(vlen(self.velocity) != 0)
577 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);
579 return; // Dont do selfdamage when hitting "soft targets".
582 if(self.play_time < time)
583 if(self.vehicle_impact)
584 self.vehicle_impact();
589 if (!IS_PLAYER(other))
592 if(other.deadflag != DEAD_NO)
595 if(other.vehicle != world)
600 float autocvar_g_vehicles_allow_bots = 0;
601 void vehicles_enter()
603 // Remove this when bots know how to use vehicles
605 if (IS_BOT_CLIENT(other))
606 if (autocvar_g_vehicles_allow_bots)
607 dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
611 if(self.phase > time)
617 if(other.deadflag != DEAD_NO)
622 if(self.team != other.team)
625 RemoveGrapplingHook(other);
627 self.vehicle_ammo1 = 0;
628 self.vehicle_ammo2 = 0;
629 self.vehicle_reload1 = 0;
630 self.vehicle_reload2 = 0;
631 self.vehicle_energy = 0;
634 self.switchweapon = other.switchweapon;
636 // .viewmodelforclient works better.
637 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
639 self.vehicle_hudmodel.viewmodelforclient = self.owner;
641 self.event_damage = vehicles_damage;
643 self.owner.angles = self.angles;
644 self.owner.takedamage = DAMAGE_NO;
645 self.owner.solid = SOLID_NOT;
646 self.owner.movetype = MOVETYPE_NOCLIP;
647 self.owner.alpha = -1;
648 self.owner.vehicle = self;
649 self.owner.event_damage = func_null;
650 self.owner.view_ofs = '0 0 0';
651 self.colormap = self.owner.colormap;
653 self.tur_head.colormap = self.owner.colormap;
655 self.owner.hud = self.hud;
656 self.owner.PlayerPhysplug = self.PlayerPhysplug;
658 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
659 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
660 self.owner.vehicle_reload1 = self.vehicle_reload1;
661 self.owner.vehicle_reload2 = self.vehicle_reload2;
663 // Cant do this, hides attached objects too.
664 //self.exteriormodeltoclient = self.owner;
665 //self.tur_head.exteriormodeltoclient = self.owner;
667 other.flags &= ~FL_ONGROUND;
668 self.flags &= ~FL_ONGROUND;
670 self.team = self.owner.team;
671 self.flags -= FL_NOTARGET;
672 self.monster_attack = true;
674 if (IS_REAL_CLIENT(other))
677 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
678 WriteEntity(MSG_ONE, self.vehicle_viewport);
680 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
683 WriteAngle(MSG_ONE, self.tur_head.angles.x + self.angles.x); // tilt
684 WriteAngle(MSG_ONE, self.tur_head.angles.y + self.angles.y); // yaw
685 WriteAngle(MSG_ONE, 0); // roll
689 WriteAngle(MSG_ONE, self.angles.x * -1); // tilt
690 WriteAngle(MSG_ONE, self.angles.y); // yaw
691 WriteAngle(MSG_ONE, 0); // roll
695 vehicles_clearreturn();
697 CSQCVehicleSetup(self.owner, self.hud);
701 MUTATOR_CALLHOOK(VehicleEnter);
705 self.vehicle_enter();
706 antilag_clear(other);
709 /** vehicles_findgoodexit
710 Locates a valid location for the player to exit the vehicle.
711 Will first try prefer_spot, then up 100 random spots arround the vehicle
712 wich are in direct line of sight and empty enougth to hold a players bbox
714 vector vehicles_findgoodexit(vector prefer_spot)
719 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
720 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
723 mysize = 1.5 * vlen(self.maxs - self.mins);
726 v2 = 0.5 * (self.absmin + self.absmax);
727 for(i = 0; i < 100; ++i)
731 v = v2 + normalize(v) * mysize;
732 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
733 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
738 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
739 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
740 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
743 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
744 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
745 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
748 exitspot = (self.origin + '0 0 48') + v_right * mysize;
749 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
750 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
753 exitspot = (self.origin + '0 0 48') - v_right * mysize;
754 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
755 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
763 Standarrd vehicle release fucntion.
764 custom code goes in self.vehicle_exit
766 float vehicles_exit_running;
767 void vehicles_exit(float eject)
771 entity _oldself = self;
773 if(vehicles_exit_running)
775 dprint("^1vehicles_exit allready running! this is not good..\n");
779 vehicles_exit_running = true;
782 _vehicle = self.vehicle;
784 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
786 _vehicle.vehicle_exit(eject);
788 vehicles_exit_running = false;
795 _player = _vehicle.owner;
801 if (IS_REAL_CLIENT(_player))
803 msg_entity = _player;
804 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
805 WriteEntity( MSG_ONE, _player);
807 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
808 WriteAngle(MSG_ONE, 0);
809 WriteAngle(MSG_ONE, _vehicle.angles.y);
810 WriteAngle(MSG_ONE, 0);
813 setsize(_player, PL_MIN,PL_MAX);
815 _player.takedamage = DAMAGE_AIM;
816 _player.solid = SOLID_SLIDEBOX;
817 _player.movetype = MOVETYPE_WALK;
818 _player.effects &= ~EF_NODRAW;
820 _player.PlayerPhysplug = func_null;
821 _player.vehicle = world;
822 _player.view_ofs = PL_VIEW_OFS;
823 _player.event_damage = PlayerDamage;
824 _player.hud = HUD_NORMAL;
825 _player.switchweapon = _vehicle.switchweapon;
827 CSQCVehicleSetup(_player, HUD_NORMAL);
829 _vehicle.flags |= FL_NOTARGET;
831 if(_vehicle.deadflag == DEAD_NO)
832 _vehicle.avelocity = '0 0 0';
834 _vehicle.tur_head.nodrawtoclient = world;
840 vh_vehicle = _vehicle;
841 MUTATOR_CALLHOOK(VehicleExit);
843 _vehicle = vh_vehicle;
845 _vehicle.team = _vehicle.tur_head.team;
847 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
848 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
849 _vehicle.phase = time + 1;
850 _vehicle.monster_attack = false;
852 _vehicle.vehicle_exit(eject);
854 vehicles_setreturn();
855 vehicles_reset_colors();
856 _vehicle.owner = world;
859 vehicles_exit_running = false;
863 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
865 if(self.regen_field < field_max)
866 if(timer + rpause < time)
869 regen = regen * (self.vehicle_health / self.tur_health);
871 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
874 self.owner.regen_field = (self.regen_field / field_max) * 100;
878 void shieldhit_think()
883 //setmodel(self, "");
885 self.effects |= EF_NODRAW;
889 self.nextthink = time + 0.1;
893 void vehicles_painframe()
895 if(self.owner.vehicle_health <= 50)
896 if(self.pain_frame < time)
899 _ftmp = self.owner.vehicle_health / 50;
900 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
901 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
903 if(self.vehicle_flags & VHF_DMGSHAKE)
904 self.velocity += randomvec() * 30;
906 if(self.vehicle_flags & VHF_DMGROLL)
907 if(self.vehicle_flags & VHF_DMGHEADROLL)
908 self.tur_head.angles += randomvec();
910 self.angles += randomvec();
915 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
917 self.dmg_time = time;
920 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
921 damage *= autocvar_g_vehicles_vortex_damagerate;
923 if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
924 damage *= autocvar_g_vehicles_machinegun_damagerate;
926 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
927 damage *= autocvar_g_vehicles_rifle_damagerate;
929 if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
930 damage *= autocvar_g_vehicles_vaporizer_damagerate;
932 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
933 damage *= autocvar_g_vehicles_tag_damagerate;
935 self.enemy = attacker;
937 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
939 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
941 self.vehicle_shieldent = spawn();
942 self.vehicle_shieldent.effects = EF_LOWPRECISION;
944 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
945 setattachment(self.vehicle_shieldent, self, "");
946 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
947 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
948 self.vehicle_shieldent.think = shieldhit_think;
951 self.vehicle_shieldent.colormod = '1 1 1';
952 self.vehicle_shieldent.alpha = 0.45;
953 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
954 self.vehicle_shieldent.nextthink = time;
955 self.vehicle_shieldent.effects &= ~EF_NODRAW;
957 self.vehicle_shield -= damage;
959 if(self.vehicle_shield < 0)
961 self.vehicle_health -= fabs(self.vehicle_shield);
962 self.vehicle_shieldent.colormod = '2 0 0';
963 self.vehicle_shield = 0;
964 self.vehicle_shieldent.alpha = 0.75;
966 if(sound_allowed(MSG_BROADCAST, attacker))
967 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
970 if(sound_allowed(MSG_BROADCAST, attacker))
971 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
976 self.vehicle_health -= damage;
978 if(sound_allowed(MSG_BROADCAST, attacker))
979 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
982 if(self.damageforcescale < 1 && self.damageforcescale > 0)
983 self.velocity += force * self.damageforcescale;
985 self.velocity += force;
987 if(self.vehicle_health <= 0)
990 if(self.vehicle_flags & VHF_DEATHEJECT)
991 vehicles_exit(VHEF_EJECT);
993 vehicles_exit(VHEF_RELESE);
999 vehicles_setreturn();
1003 void vehicles_clearreturn()
1006 // Remove "return helper", if any.
1007 ret = findchain(classname, "vehicle_return");
1010 if(ret.wp00 == self)
1013 ret.think = SUB_Remove;
1014 ret.nextthink = time + 0.1;
1016 if(ret.waypointsprite_attached)
1017 WaypointSprite_Kill(ret.waypointsprite_attached);
1025 void vehicles_return()
1027 pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
1029 self.wp00.think = vehicles_spawn;
1030 self.wp00.nextthink = time;
1032 if(self.waypointsprite_attached)
1033 WaypointSprite_Kill(self.waypointsprite_attached);
1038 void vehicles_showwp_goaway()
1040 if(self.waypointsprite_attached)
1041 WaypointSprite_Kill(self.waypointsprite_attached);
1047 void vehicles_showwp()
1049 entity oldself = world;
1054 self.think = vehicles_return;
1055 self.nextthink = self.cnt;
1059 self.think = vehicles_return;
1060 self.nextthink = time +1;
1064 setmodel(self, "null");
1065 self.team = oldself.wp00.team;
1066 self.wp00 = oldself.wp00;
1067 setorigin(self, oldself.wp00.pos1);
1069 self.nextthink = time + 5;
1070 self.think = vehicles_showwp_goaway;
1073 if(teamplay && self.team)
1074 rgb = Team_ColorRGB(self.team);
1077 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
1078 if(self.waypointsprite_attached)
1080 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1081 if(oldself == world)
1082 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1083 WaypointSprite_Ping(self.waypointsprite_attached);
1086 if(oldself != world)
1090 void vehicles_setreturn()
1094 vehicles_clearreturn();
1097 ret.classname = "vehicle_return";
1099 ret.team = self.team;
1100 ret.think = vehicles_showwp;
1102 if(self.deadflag != DEAD_NO)
1104 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1105 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1108 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1110 setmodel(ret, "null");
1111 setorigin(ret, self.pos1 + '0 0 96');
1114 void vehicles_reset_colors()
1117 float _effects = 0, _colormap;
1118 vector _glowmod, _colormod;
1120 if(autocvar_g_nodepthtestplayers)
1121 _effects |= EF_NODEPTHTEST;
1123 if(autocvar_g_fullbrightplayers)
1124 _effects |= EF_FULLBRIGHT;
1127 _colormap = 1024 + (self.team - 1) * 17;
1132 _colormod = '0 0 0';
1134 // Find all ents attacked to main model and setup effects, colormod etc.
1135 e = findchainentity(tag_entity, self);
1138 if(e != self.vehicle_shieldent)
1140 e.effects = _effects; // | EF_LOWPRECISION;
1141 e.colormod = _colormod;
1142 e.colormap = _colormap;
1148 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
1149 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1150 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1151 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1154 self.avelocity = '0 0 0';
1155 self.velocity = '0 0 0';
1156 self.effects = _effects;
1161 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1163 self.tur_head.team = activator.team;
1165 if(self.tur_head.team == 0)
1166 self.active = ACTIVE_NOT;
1168 self.active = ACTIVE_ACTIVE;
1170 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1172 dprint("^3Eat shit yall!\n");
1173 vehicles_setreturn();
1174 vehicles_reset_colors();
1176 else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1182 float vehicle_addplayerslot( entity _owner,
1187 void(float) _exitfunc)
1189 if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1190 _owner.vehicle_flags |= VHF_MULTISLOT;
1192 _slot.PlayerPhysplug = _framefunc;
1193 _slot.vehicle_exit = _exitfunc;
1195 _slot.vehicle_flags = VHF_PLAYERSLOT;
1196 _slot.vehicle_viewport = spawn();
1197 _slot.vehicle_hudmodel = spawn();
1198 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1199 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1201 setmodel(_slot.vehicle_hudmodel, _hud_model);
1202 setmodel(_slot.vehicle_viewport, "null");
1204 setattachment(_slot.vehicle_hudmodel, _slot, "");
1205 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1210 float vehicle_initialize(string net_name,
1221 void(float _spawnflag) spawnproc,
1225 void(float extflag) exitfunc,
1232 if(!autocvar_g_vehicles)
1237 self.vehicle_controller = find(world, target, self.targetname);
1238 if(!self.vehicle_controller)
1240 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1244 self.team = self.vehicle_controller.team;
1245 self.use = vehicle_use;
1249 if(self.vehicle_controller.team == 0)
1250 self.active = ACTIVE_NOT;
1252 self.active = ACTIVE_ACTIVE;
1257 precache_sound("onslaught/ons_hit2.wav");
1258 precache_sound("onslaught/electricity_explode.wav");
1261 addstat(STAT_HUD, AS_INT, hud);
1262 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
1263 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
1264 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
1266 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
1267 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1269 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
1270 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1273 error("vehicles: missing bodymodel!");
1276 error("vehicles: missing hudmodel!");
1279 self.netname = self.classname;
1281 self.netname = net_name;
1283 if(self.team && !teamplay)
1286 self.vehicle_flags |= VHF_ISVEHICLE;
1288 setmodel(self, bodymodel);
1290 self.vehicle_viewport = spawn();
1291 self.vehicle_hudmodel = spawn();
1292 self.tur_head = spawn();
1293 self.tur_head.owner = self;
1294 self.takedamage = DAMAGE_AIM;
1295 self.bot_attack = true;
1296 self.iscreature = true;
1297 self.teleportable = false; // no teleporting for vehicles, too buggy
1298 self.damagedbycontents = true;
1300 self.tur_health = _max_health;
1301 self.tur_head.tur_health = _max_shield;
1302 self.vehicle_die = dieproc;
1303 self.vehicle_exit = exitfunc;
1304 self.vehicle_enter = enterproc;
1305 self.PlayerPhysplug = physproc;
1306 self.event_damage = func_null;
1307 self.touch = vehicles_touch;
1308 self.think = vehicles_spawn;
1309 self.vehicle_spawn = spawnproc;
1310 self.vehicle_respawntime = max(0, _respawntime);
1311 self.effects = EF_NODRAW;
1312 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1313 if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1314 self.nextthink = time;
1316 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1318 if(autocvar_g_playerclip_collisions)
1319 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1321 if(autocvar_g_nodepthtestplayers)
1322 self.effects = self.effects | EF_NODEPTHTEST;
1324 if(autocvar_g_fullbrightplayers)
1325 self.effects = self.effects | EF_FULLBRIGHT;
1327 setmodel(self.vehicle_hudmodel, hudmodel);
1328 setmodel(self.vehicle_viewport, "null");
1332 setmodel(self.tur_head, topmodel);
1333 setattachment(self.tur_head, self, toptag);
1334 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1335 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1339 setattachment(self.tur_head, self, "");
1340 setattachment(self.vehicle_hudmodel, self, hudtag);
1341 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1344 setsize(self, min_s, max_s);
1347 setorigin(self, self.origin);
1348 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1349 setorigin(self, trace_endpos);
1352 self.pos1 = self.origin;
1353 self.pos2 = self.angles;
1354 self.tur_head.team = self.team;
1356 if(MUTATOR_CALLHOOK(VehicleSpawn))
1362 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1363 float _pichlimit_min, float _pichlimit_max,
1364 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1368 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1369 vtmp = vectoangles(normalize(_target - vtag));
1370 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1371 vtmp = AnglesTransform_Normalize(vtmp, true);
1372 ftmp = _aimspeed * frametime;
1373 vtmp.y = bound(-ftmp, vtmp.y, ftmp);
1374 vtmp.x = bound(-ftmp, vtmp.x, ftmp);
1375 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles.y + vtmp.y, _rotlimit_max);
1376 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles.x + vtmp.x, _pichlimit_max);
1380 void vehicles_gib_explode()
1382 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1383 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1387 void vehicles_gib_think()
1390 if(self.cnt >= time)
1393 self.nextthink = time + 0.1;
1396 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1398 entity _gib = spawn();
1399 setmodel(_gib, _template.model);
1400 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1401 _gib.velocity = _vel;
1402 _gib.movetype = MOVETYPE_TOSS;
1403 _gib.solid = SOLID_CORPSE;
1404 _gib.colormod = '-0.5 -0.5 -0.5';
1405 _gib.effects = EF_LOWPRECISION;
1406 _gib.avelocity = _rot;
1409 _gib.effects |= EF_FLAME;
1413 _gib.think = vehicles_gib_explode;
1414 _gib.nextthink = time + random() * _explode;
1415 _gib.touch = vehicles_gib_explode;
1419 _gib.cnt = time + _maxtime;
1420 _gib.think = vehicles_gib_think;
1421 _gib.nextthink = time + _maxtime - 1;
1428 vector predict_target(entity _targ, vector _from, float _shot_speed)
1431 float _distance; // How far to target
1432 float _impact_time; // How long untill projectile impacts
1433 vector _predict_pos; // Predicted enemy location
1434 vector _original_origin;// Where target is before predicted
1436 _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1438 _predict_pos = _original_origin;
1439 for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1441 _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1442 _impact_time = _distance / _shot_speed; // Calculate impact time
1443 _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1446 return _predict_pos;