1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
5 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
6 void vehicles_return();
9 void vehicles_reset_colors();
10 void vehicles_clearrturn();
11 void vehicles_setreturn();
15 Send addictional points of interest to be drawn, to vehicle owner
18 .entity AuxiliaryXhair[MAX_AXH];
20 float SendAuxiliaryXhair(entity to, float sf)
23 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
25 WriteByte(MSG_ENTITY, self.cnt);
27 WriteCoord(MSG_ENTITY, self.origin_x);
28 WriteCoord(MSG_ENTITY, self.origin_y);
29 WriteCoord(MSG_ENTITY, self.origin_z);
31 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
32 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
33 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
38 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
42 axh_id = bound(0, axh_id, MAX_AXH);
43 axh = own.AuxiliaryXhair[axh_id];
45 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
49 axh.drawonlytoclient = own;
51 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
57 own.AuxiliaryXhair[axh_id] = axh;
61 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
62 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
63 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
67 WriteByte(MSG_ONE, SVC_TEMPENTITY);
68 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
70 WriteByte(MSG_ONE, axh_id);
72 WriteCoord(MSG_ONE, loc_x);
73 WriteCoord(MSG_ONE, loc_y);
74 WriteCoord(MSG_ONE, loc_z);
76 WriteByte(MSG_ONE, rint(clr_x * 255));
77 WriteByte(MSG_ONE, rint(clr_y * 255));
78 WriteByte(MSG_ONE, rint(clr_z * 255));
84 void CSQCVehicleSetup(entity own, float vehicle_id)
88 WriteByte(MSG_ONE, SVC_TEMPENTITY);
89 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
90 WriteByte(MSG_ONE, vehicle_id);
93 /** vehicles_locktarget
95 Generic target locking.
97 Figure out if what target is "locked" (if any), for missile tracking as such.
99 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
100 you have a locked in target.
102 Exspects a crosshair_trace() or equivalent to be
107 .float lock_strength;
109 .float lock_soundtime;
110 void vehicles_locktarget(float incr, float decr, float _lock_time)
112 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
114 self.lock_target = world;
115 self.lock_strength = 0;
119 if(self.lock_time > time)
122 if(self.lock_soundtime < time)
124 self.lock_soundtime = time + 0.5;
125 play2(self.owner, "vehicles/locked.wav");
132 if(trace_ent != world)
134 if(teams_matter && trace_ent.team == self.team)
137 if(trace_ent.deadflag != DEAD_NO)
140 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
144 if(self.lock_target == world && trace_ent != world)
145 self.lock_target = trace_ent;
147 if(self.lock_target && trace_ent == self.lock_target)
149 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
151 play2(self.owner, "vehicles/lock.wav");
152 self.lock_soundtime = time + 0.8;
154 else if (self.lock_strength != 1 && self.lock_soundtime < time)
156 play2(self.owner, "vehicles/locking.wav");
157 self.lock_soundtime = time + 0.3;
162 // Have a locking target
163 // Trace hit current target
164 if(trace_ent == self.lock_target && trace_ent != world)
166 self.lock_strength = min(self.lock_strength + incr, 1);
167 if(self.lock_strength == 1)
168 self.lock_time = time + _lock_time;
173 self.lock_strength = max(self.lock_strength - decr * 2, 0);
175 self.lock_strength = max(self.lock_strength - decr, 0);
177 if(self.lock_strength == 0)
178 self.lock_target = world;
182 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
183 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
185 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
186 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
187 if(trace_fraction != 1) \
188 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
190 // Hover movement support
191 float force_fromtag_power;
192 float force_fromtag_normpower;
193 vector force_fromtag_origin;
194 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
196 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
197 v_forward = normalize(v_forward) * -1;
198 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
200 force_fromtag_power = (1 - trace_fraction) * max_power;
201 force_fromtag_normpower = force_fromtag_power / max_power;
203 return v_forward * force_fromtag_power;
206 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
207 // Can possibly be use to move abt any surface (inclusing walls/celings)
208 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
211 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
212 v_forward = normalize(v_forward) * -1;
213 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
215 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
216 if(trace_fraction == 1.0)
218 force_fromtag_normpower = -0.25;
222 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
223 force_fromtag_normpower = force_fromtag_power / max_power;
225 return v_forward * force_fromtag_power;
228 // Generic vehile projectile system
229 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
231 self.health -= damage;
232 self.velocity += force;
235 self.takedamage = DAMAGE_NO;
236 self.event_damage = SUB_Null;
237 self.think = self.use;
238 self.nextthink = time;
243 void vehicles_projectile_explode()
245 if(self.owner && other != world)
247 if(other == self.owner.vehicle)
250 if(other == self.owner.vehicle.tur_head)
256 self.event_damage = SUB_Null;
257 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
262 entity vehicles_projectile(string _mzlfx, string _mzlsound,
263 vector _org, vector _vel,
264 float _dmg, float _radi, float _force, float _size,
265 float _deahtype, float _projtype, float _health,
266 float _cull, float _clianim)
272 PROJECTILE_MAKETRIGGER(proj);
273 setorigin(proj, _org);
275 proj.shot_dmg = _dmg;
276 proj.shot_radius = _radi;
277 proj.shot_force = _force;
278 proj.totalfrags = _deahtype;
279 proj.solid = SOLID_BBOX;
280 proj.movetype = MOVETYPE_FLYMISSILE;
281 proj.flags = FL_PROJECTILE;
282 proj.bot_dodge = TRUE;
283 proj.bot_dodgerating = _dmg;
284 proj.velocity = _vel;
285 proj.touch = vehicles_projectile_explode;
286 proj.use = vehicles_projectile_explode;
288 proj.realowner = self.owner;
289 proj.think = SUB_Remove;
290 proj.nextthink = time + 30;
294 proj.takedamage = DAMAGE_AIM;
295 proj.event_damage = vehicles_projectile_damage;
296 proj.health = _health;
299 proj.flags = FL_PROJECTILE | FL_NOTARGET;
302 sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
305 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
308 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
310 CSQCProjectile(proj, _clianim, _projtype, _cull);
314 // End generic vehile projectile system
317 Exetuted for all vehiles on (re)spawn.
318 Sets defaults for newly spawned units.
320 void vehicles_spawn()
322 dprint("Spawning vehicle: ", self.netname, "\n");
325 self.vehicle_hudmodel.viewmodelforclient = self;
328 self.touch = vehicles_touch;
329 self.event_damage = vehicles_damage;
330 self.iscreature = TRUE;
331 self.movetype = MOVETYPE_WALK;
332 self.solid = SOLID_SLIDEBOX;
333 self.takedamage = DAMAGE_AIM;
334 self.deadflag = DEAD_NO;
335 self.bot_attack = TRUE;
336 self.flags = FL_NOTARGET;
337 self.avelocity = '0 0 0';
338 self.velocity = '0 0 0';
341 self.lock_strength = 0;
342 self.lock_target = world;
343 self.misc_bulletcounter = 0;
346 self.angles = self.pos2;
347 setorigin(self, self.pos1 + '0 0 128');
349 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
351 vehicles_reset_colors();
352 self.vehicle_spawn();
355 // Better way of determening whats crushable needed! (fl_crushable?)
356 float vehicles_crushable(entity e)
358 if(e.classname == "player")
361 if(e.classname == "monster_zombie")
367 void vehicles_touch()
369 // Vehicle currently in use
372 // Colided with world?
375 // Apply velocity based self damage here
379 if(other.vehicle_flags & VHF_ISVEHICLE)
381 //other.velocity += self.velocity * (self.mass / other.mass);
383 else if(vehicles_crushable(other))
385 if(vlen(self.velocity) != 0)
386 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
392 if(other.classname != "player")
395 if(other.deadflag != DEAD_NO)
398 if(other.vehicle != world)
401 // Remove this when bots know how to use vehicles.
402 if (clienttype(other) != CLIENTTYPE_REAL)
408 void vehicles_enter()
410 // Remove this when bots know how to use vehicles
411 if (clienttype(other) != CLIENTTYPE_REAL)
414 if(self.phase > time)
419 if(self.team != other.team)
422 self.vehicle_ammo1 = 0;
423 self.vehicle_ammo2 = 0;
424 self.vehicle_reload1 = 0;
425 self.vehicle_reload2 = 0;
426 self.vehicle_energy = 0;
429 self.switchweapon = other.switchweapon;
431 // .viewmodelforclient works better.
432 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
434 #ifndef VEHICLES_CSQC
435 self.vehicle_hudmodel.viewmodelforclient = self.owner;
438 self.event_damage = vehicles_damage;
440 self.owner.angles = self.angles;
441 self.owner.takedamage = DAMAGE_NO;
442 self.owner.solid = SOLID_NOT;
443 self.owner.movetype = MOVETYPE_NOCLIP;
444 self.owner.alpha = -1;
445 self.owner.vehicle = self;
446 self.owner.event_damage = SUB_Null;
447 self.owner.view_ofs = '0 0 0';
448 self.colormap = self.owner.colormap;
450 self.tur_head.colormap = self.owner.colormap;
452 self.owner.hud = self.hud;
453 self.owner.PlayerPhysplug = self.PlayerPhysplug;
455 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
456 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
457 self.owner.vehicle_reload1 = self.vehicle_reload1;
458 self.owner.vehicle_reload2 = self.vehicle_reload2;
460 // Cant do this, hides attached objects too.
461 //self.exteriormodeltoclient = self.owner;
462 //self.tur_head.exteriormodeltoclient = self.owner;
464 other.flags &~= FL_ONGROUND;
465 self.flags &~= FL_ONGROUND;
467 self.team = self.owner.team;
468 self.flags -= FL_NOTARGET;
470 #ifndef VEHICLES_CSQC
472 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
473 WriteEntity(MSG_ONE, self.vehicle_viewport);
475 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
478 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
479 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
480 WriteAngle(MSG_ONE, 0); // roll
484 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
485 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
486 WriteAngle(MSG_ONE, self.angles_y); // yaw
487 WriteAngle(MSG_ONE, 0); // roll
492 vehicles_clearrturn();
494 CSQCVehicleSetup(self.owner, self.hud);
496 self.vehicle_enter();
499 vector vehicles_findgoodexit(vector prefer_spot)
504 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
505 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
508 mysize = vlen(self.maxs - self.mins);
511 v2 = 0.5 * (self.absmin + self.absmax);
512 for(i = 0; i < 100; ++i)
516 v = v2 + normalize(v) * mysize;
517 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
518 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
523 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
524 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
525 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
528 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
529 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
530 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
533 exitspot = (self.origin + '0 0 48') + v_right * mysize;
534 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
535 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
538 exitspot = (self.origin + '0 0 48') - v_right * mysize;
539 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
540 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
547 void vehicles_exit(float eject)
549 self.flags |= FL_NOTARGET;
553 msg_entity = self.owner;
554 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
555 WriteEntity( MSG_ONE, self.owner);
557 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
558 WriteAngle(MSG_ONE, 0); // pich
559 WriteAngle(MSG_ONE, self.angles_y); // yaw
560 WriteAngle(MSG_ONE, 0); // roll
562 setsize(self.owner, PL_MIN,PL_MAX);
564 self.owner.takedamage = DAMAGE_AIM;
565 self.owner.solid = SOLID_SLIDEBOX;
566 self.owner.movetype = MOVETYPE_WALK;
567 self.owner.effects &~= EF_NODRAW;
568 self.owner.alpha = 1;
569 self.owner.PlayerPhysplug = SUB_Null;
570 self.owner.vehicle = world;
571 self.owner.view_ofs = PL_VIEW_OFS;
572 self.owner.event_damage = PlayerDamage;
573 self.owner.hud = HUD_NORMAL;
574 self.owner.switchweapon = self.switchweapon;
575 self.owner.BUTTON_USE = 0;
578 if(self.deadflag == DEAD_NO)
579 self.avelocity = '0 0 0';
581 self.vehicle_hudmodel.viewmodelforclient = self;
582 self.tur_head.nodrawtoclient = world;
583 vehicles_setreturn();
585 self.phase = time + 1;
590 self.vehicle_exit(eject);
595 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
597 if(self.regen_field < field_max)
598 if(self.timer + rpause < time)
600 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
603 self.owner.regen_field = (self.regen_field / field_max) * 100;
607 void shieldhit_think()
612 //setmodel(self, "");
617 self.nextthink = time + 0.1;
621 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
623 self.dmg_time = time;
625 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
627 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
629 self.vehicle_shieldent = spawn();
630 self.vehicle_shieldent.effects = EF_LOWPRECISION;
632 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
633 setattachment(self.vehicle_shieldent, self, "");
634 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
635 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
636 self.vehicle_shieldent.think = shieldhit_think;
640 self.vehicle_shieldent.colormod = '1 1 1';
641 self.vehicle_shieldent.alpha = 0.45;
642 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
643 self.vehicle_shieldent.nextthink = time;
645 self.vehicle_shield -= damage;
647 if(self.vehicle_shield < 0)
649 self.vehicle_shieldent.colormod = '2 0 0';
650 self.vehicle_shield = 0;
651 self.vehicle_shieldent.alpha = 0.75;
652 self.vehicle_health -= fabs(self.vehicle_shield);
656 self.vehicle_health -= damage;
658 self.velocity += force; // * (vlen(force) / self.mass);
660 if(self.vehicle_health <= 0)
663 if(self.vehicle_flags & VHF_DEATHEJECT)
664 vehicles_exit(VHEF_EJECT);
666 vehicles_exit(VHEF_RELESE);
669 vehicles_setreturn();
673 void vehicles_return()
675 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
677 self.enemy.think = vehicles_spawn;
678 self.enemy.nextthink = time;
683 void vehicles_clearrturn()
686 // Remove "return helper", if any.
687 ret = findchain(classname, "vehicle_return");
690 if(ret.enemy == self)
693 ret.think = SUB_Remove;
694 ret.nextthink = time + 0.1;
702 void vehicles_setreturn()
706 vehicles_clearrturn();
709 ret.classname = "vehicle_return";
711 ret.think = vehicles_return;
712 ret.nextthink = time + self.vehicle_respawntime;
715 float vehicles_customizeentityforclient()
717 if(self.deadflag == DEAD_DEAD)
723 void vehicles_configcheck(string configname, float check_cvar)
726 localcmd(strcat("exec ", configname, "\n"));
729 void vehicles_reset_colors()
732 float _effects, _colormap;
733 vector _glowmod, _colormod;
735 if(autocvar_g_nodepthtestplayers)
736 _effects = EF_NODEPTHTEST;
738 if(autocvar_g_fullbrightplayers)
739 _effects |= EF_FULLBRIGHT;
742 _colormap = 1024 + (self.team - 1) * 17;
749 // Find all ents attacked to main model and setup effects, colormod etc.
750 e = findchainentity(tag_entity, self);
753 if(e != self.vehicle_shieldent)
755 e.effects = _effects | EF_LOWPRECISION;
756 e.colormod = _colormod;
757 e.colormap = _colormap;
763 self.vehicle_hudmodel.effects = self.effects = _effects | EF_LOWPRECISION;
764 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
765 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
766 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
769 self.avelocity = '0 0 0';
770 self.velocity = '0 0 0';
771 self.effects = _effects;
774 float vehicle_initialize(string net_name,
789 void(float extflag) exitfunc,
794 addstat(STAT_HUD, AS_INT, hud);
795 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
796 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
797 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
799 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
800 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
802 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
803 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
806 error("vehicles: missing bodymodel!");
809 error("vehicles: missing hudmodel!");
812 self.netname = self.classname;
814 self.netname = net_name;
816 if(self.team && !teams_matter)
819 self.vehicle_flags |= VHF_ISVEHICLE;
821 setmodel(self, bodymodel);
823 self.vehicle_viewport = spawn();
824 self.vehicle_hudmodel = spawn();
825 self.tur_head = spawn();
826 self.tur_head.owner = self;
827 self.takedamage = DAMAGE_AIM;
828 self.bot_attack = TRUE;
829 self.iscreature = TRUE;
832 //self.customizeentityforclient = vehicles_customizeentityforclient;
833 self.vehicle_die = dieproc;
834 self.vehicle_exit = exitfunc;
835 self.vehicle_enter = enterproc;
836 self.PlayerPhysplug = physproc;
837 self.event_damage = vehicles_damage;
838 self.touch = vehicles_touch;
839 self.think = vehicles_spawn;
841 if(autocvar_g_vehicles_delayspawn)
842 self.nextthink = time + _respawntime;
844 self.nextthink = time;
846 self.vehicle_respawntime = _respawntime;
847 self.vehicle_spawn = spawnproc;
849 if(autocvar_g_nodepthtestplayers)
850 self.effects = self.effects | EF_NODEPTHTEST;
852 if(autocvar_g_fullbrightplayers)
853 self.effects = self.effects | EF_FULLBRIGHT;
855 setmodel(self.vehicle_hudmodel, hudmodel);
856 setmodel(self.vehicle_viewport, "null");
861 setmodel(self.tur_head, topmodel);
862 setattachment(self.tur_head, self, toptag);
863 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
864 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
868 setattachment(self.tur_head, self, "");
869 setattachment(self.vehicle_hudmodel, self, hudtag);
870 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
873 setsize(self, min_s, max_s);
876 setorigin(self, self.origin);
877 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
878 setorigin(self, trace_endpos);
881 self.pos1 = self.origin;
882 self.pos2 = self.angles;
893 self.vehicle_exit = self.vehicle_exit;
894 self.vehicle_enter = self.vehicle_exit;
895 self.vehicle_die = self.vehicle_exit;
896 self.vehicle_spawn = self.vehicle_exit;
897 self.AuxiliaryXhair = self.AuxiliaryXhair;