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TODO some stuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
5
6 var float autocvar_g_vehicles_nex_damagerate = 0.5;
7 var float autocvar_g_vehicles_uzi_damagerate = 0.5;
8 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
9 var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
10 var float autocvar_g_vehicles_tag_damagerate = 5;
11
12 float autocvar_g_vehicles;
13
14 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
15 void vehicles_return();
16 void vehicles_enter();
17 void vehicles_touch();
18 void vehicles_reset_colors();
19 void vehicles_clearrturn();
20 void vehicles_setreturn();
21
22
23 /** AuxiliaryXhair*
24     Send additional points of interest to be drawn, to vehicle owner
25 **/
26 float MAX_AXH = 4;
27 .entity AuxiliaryXhair[MAX_AXH];
28
29 float SendAuxiliaryXhair(entity to, float sf)
30 {
31
32         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
33
34         WriteByte(MSG_ENTITY, self.cnt);
35
36         WriteCoord(MSG_ENTITY, self.origin_x);
37         WriteCoord(MSG_ENTITY, self.origin_y);
38         WriteCoord(MSG_ENTITY, self.origin_z);
39
40     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
41     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
42     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
43
44     return TRUE;
45 }
46
47 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
48 {
49     if (clienttype(own) != CLIENTTYPE_REAL)
50         return;
51
52     entity axh;
53
54     axh_id = bound(0, axh_id, MAX_AXH);
55     axh = own.(AuxiliaryXhair[axh_id]);
56
57     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
58     {
59         axh                     = spawn();
60         axh.cnt                 = axh_id;
61         axh.drawonlytoclient    = own;
62         axh.owner               = own;
63         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
64     }
65
66     setorigin(axh, loc);
67     axh.colormod            = clr;
68     axh.SendFlags           = 0x01;
69     own.(AuxiliaryXhair[axh_id]) = axh;
70 }
71
72 /*
73 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
74 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
75 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
76 {
77         msgexntity = own;
78
79         WriteByte(MSG_ONE, SVC_TEMPENTITY);
80         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
81
82         WriteByte(MSG_ONE, axh_id);
83
84         WriteCoord(MSG_ONE, loc_x);
85         WriteCoord(MSG_ONE, loc_y);
86         WriteCoord(MSG_ONE, loc_z);
87
88     WriteByte(MSG_ONE, rint(clr_x * 255));
89     WriteByte(MSG_ONE, rint(clr_y * 255));
90     WriteByte(MSG_ONE, rint(clr_z * 255));
91
92 }
93 */
94 // End AuxiliaryXhair
95
96 /**
97     Notifies the client that he enterd a vehicle, and sends
98     realavent data.
99
100     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
101 **/
102 void CSQCVehicleSetup(entity own, float vehicle_id)
103 {
104     if (clienttype(own) != CLIENTTYPE_REAL)
105         return;
106         
107         msg_entity = own;
108
109         WriteByte(MSG_ONE, SVC_TEMPENTITY);
110         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
111         if(vehicle_id != 0)
112             WriteByte(MSG_ONE, vehicle_id);        
113         else
114         WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
115 }
116
117 /** vehicles_locktarget
118
119     Generic target locking.
120
121     Figure out if what target is "locked" (if any), for missile tracking as such.
122
123     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
124     you have a locked in target.
125
126     Exspects a crosshair_trace() or equivalent to be
127     dont before calling.
128
129 **/
130 .entity lock_target;
131 .float  lock_strength;
132 .float  lock_time;
133 .float  lock_soundtime;
134 float   DAMAGE_TARGETDRONE = 10;
135
136 vector targetdrone_getnewspot()
137 {
138
139         vector spot;
140         float i;
141         for(i = 0; i < 100; ++i)
142         {
143                 spot = self.origin + randomvec() * 1024;
144                 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
145                 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
146                         return spot;
147         }
148         return self.origin;
149 }
150
151 #if 0
152 void targetdrone_think();
153 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
154 void targetdrone_renwe()
155 {
156         self.think = targetdrone_think;
157         self.nextthink = time + 0.1;
158         setorigin(self, targetdrone_getnewspot());
159         self.health = 200;
160         self.takedamage = DAMAGE_TARGETDRONE;
161         self.event_damage = targetdrone_damage;
162         self.solid = SOLID_BBOX;
163         setmodel(self, "models/runematch/rune.mdl");
164         self.effects = EF_LOWPRECISION;
165         self.scale = 10;
166         self.movetype = MOVETYPE_BOUNCEMISSILE;
167         setsize(self, '-100 -100 -100', '100 100 100');
168
169 }
170 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
171 {
172         self.health -= damage;
173         if(self.health <= 0)
174         {
175                 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
176
177                 if(!self.cnt)
178                         remove(self);
179                 else
180                 {
181                         self.think = targetdrone_renwe;
182                         self.nextthink = time + 1 + random() * 2;
183                         self.solid = SOLID_NOT;
184                         setmodel(self, "");
185                 }
186         }
187 }
188 entity targetdrone_getfear()
189 {
190         entity fear;
191         float i;
192
193         for(i = 64; i <= 1024; i += 64)
194         {
195                 fear = findradius(self.origin, i);
196                 while(fear)
197                 {
198                         if(fear.bot_dodge)
199                                 return fear;
200
201                         fear = fear.chain;
202                 }
203         }
204
205         return world;
206 }
207 void targetdrone_think()
208 {
209         self.nextthink = time + 0.1;
210
211         if(self.wp00)
212         if(self.wp00.deadflag != DEAD_NO)
213                 self.wp00 = targetdrone_getfear();
214
215         if(!self.wp00)
216                 self.wp00 = targetdrone_getfear();
217
218         vector newdir;
219
220         if(self.wp00)
221                 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
222         else
223                 newdir = randomvec() * 0.75;
224
225         newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
226
227         if(self.wp00)
228                 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
229         else
230                 self.velocity = normalize(newdir) * 750;
231
232         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
233         if(trace_fraction != 1.0)
234                 self.velocity = self.velocity * -1;
235
236         //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
237 }
238
239 void targetdrone_spawn(vector _where, float _autorenew)
240 {
241         entity drone = spawn();
242         setorigin(drone, _where);
243         drone.think = targetdrone_renwe;
244         drone.nextthink = time + 0.1;
245         drone.cnt = _autorenew;
246 }
247 #endif
248
249 void vehicles_locktarget(float incr, float decr, float _lock_time)
250 {
251     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
252     {
253         self.lock_target    = world;
254         self.lock_strength  = 0;
255         self.lock_time      = 0;
256     }
257
258     if(self.lock_time > time)
259     {
260         if(self.lock_target)
261         if(self.lock_soundtime < time)
262         {
263             self.lock_soundtime = time + 0.5;
264             play2(self.owner, "vehicles/locked.wav");
265         }
266
267         return;
268     }
269
270     if(trace_ent != world)
271     {
272         if(teamplay && trace_ent.team == self.team)
273             trace_ent = world;
274
275         if(trace_ent.deadflag != DEAD_NO)
276             trace_ent = world;
277
278         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE ||
279                                 trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
280                                 trace_ent.takedamage == DAMAGE_TARGETDRONE)
281             trace_ent = world;
282     }
283
284     if(self.lock_target == world && trace_ent != world)
285         self.lock_target = trace_ent;
286
287     if(self.lock_target && trace_ent == self.lock_target)
288     {
289         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
290         {
291             play2(self.owner, "vehicles/lock.wav");
292             self.lock_soundtime = time + 0.8;
293         }
294         else if (self.lock_strength != 1 && self.lock_soundtime < time)
295         {
296             play2(self.owner, "vehicles/locking.wav");
297             self.lock_soundtime = time + 0.3;
298         }
299
300     }
301
302     // Have a locking target
303     // Trace hit current target
304     if(trace_ent == self.lock_target && trace_ent != world)
305     {
306         self.lock_strength = min(self.lock_strength + incr, 1);
307         if(self.lock_strength == 1)
308             self.lock_time = time + _lock_time;
309     }
310     else
311     {
312         if(trace_ent)
313             self.lock_strength = max(self.lock_strength - decr * 2, 0);
314         else
315             self.lock_strength = max(self.lock_strength - decr, 0);
316
317         if(self.lock_strength == 0)
318             self.lock_target = world;
319     }
320 }
321
322 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
323 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
324
325 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
326 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
327 if(trace_fraction != 1) \
328     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
329
330 // Hover movement support
331 float  force_fromtag_power;
332 float  force_fromtag_normpower;
333 vector force_fromtag_origin;
334 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
335 {
336     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
337     v_forward  = normalize(v_forward) * -1;
338     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
339
340     force_fromtag_power = (1 - trace_fraction) * max_power;
341     force_fromtag_normpower = force_fromtag_power / max_power;
342
343     return v_forward  * force_fromtag_power;
344 }
345
346 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
347 // Can possibly be use to move abt any surface (inclusing walls/celings)
348 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
349 {
350
351     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
352     v_forward  = normalize(v_forward) * -1;
353     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
354
355     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
356     if(trace_fraction == 1.0)
357     {
358         force_fromtag_normpower = -0.25;
359         return '0 0 -200';
360     }
361
362     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
363     force_fromtag_normpower = force_fromtag_power / max_power;
364
365     return v_forward  * force_fromtag_power;
366 }
367
368 // Generic vehile projectile system
369 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
370 {
371     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
372     if(inflictor.owner == self.owner)
373         return;
374
375     self.health -= damage;
376     self.velocity += force;
377     if(self.health < 1)
378     {
379         self.takedamage = DAMAGE_NO;
380         self.event_damage = SUB_Null;
381         self.think = self.use;
382         self.nextthink = time;
383     }
384 }
385
386 void vehicles_projectile_explode()
387 {
388     if(self.owner && other != world)
389     {
390         if(other == self.owner.vehicle)
391             return;
392
393         if(other == self.owner.vehicle.tur_head)
394             return;
395     }
396
397         PROJECTILE_TOUCH;
398
399         self.event_damage = SUB_Null;
400     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
401
402     remove (self);
403 }
404
405 entity vehicles_projectile(string _mzlfx, string _mzlsound,
406                            vector _org, vector _vel,
407                            float _dmg, float _radi, float _force,  float _size,
408                            float _deahtype, float _projtype, float _health,
409                            float _cull, float _clianim, entity _owner)
410 {
411     entity proj;
412
413     proj = spawn();
414
415     PROJECTILE_MAKETRIGGER(proj);
416     setorigin(proj, _org);
417
418     proj.shot_dmg         = _dmg;
419     proj.shot_radius      = _radi;
420     proj.shot_force       = _force;
421     proj.totalfrags       = _deahtype;
422     proj.solid            = SOLID_BBOX;
423     proj.movetype         = MOVETYPE_FLYMISSILE;
424     proj.flags            = FL_PROJECTILE;
425     proj.bot_dodge        = TRUE;
426     proj.bot_dodgerating  = _dmg;
427     proj.velocity         = _vel;
428     proj.touch            = vehicles_projectile_explode;
429     proj.use              = vehicles_projectile_explode;
430     proj.owner            = self;
431     proj.realowner        = _owner;
432     proj.think            = SUB_Remove;
433     proj.nextthink        = time + 30;
434
435     if(_health)
436     {
437         proj.takedamage       = DAMAGE_AIM;
438         proj.event_damage     = vehicles_projectile_damage;
439         proj.health           = _health;
440     }
441     else
442         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
443
444     if(_mzlsound)
445         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
446
447     if(_mzlfx)
448         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
449
450
451     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
452
453     CSQCProjectile(proj, _clianim, _projtype, _cull);
454
455     return proj;
456 }
457 // End generic vehile projectile system
458
459 /** vehicles_spawn
460     Exetuted for all vehicles on (re)spawn.
461     Sets defaults for newly spawned units.
462 **/
463 void vehicles_spawn()
464 {
465     dprint("Spawning vehicle: ", self.netname, "\n");
466
467     // De-own & reset
468     self.vehicle_hudmodel.viewmodelforclient = self;
469
470     self.owner              = world;
471     self.touch              = vehicles_touch;
472     self.event_damage       = vehicles_damage;
473     self.iscreature         = TRUE;
474     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
475     self.damagedbycontents      = TRUE;
476     self.movetype           = MOVETYPE_WALK;
477     self.solid              = SOLID_SLIDEBOX;
478     self.takedamage         = DAMAGE_AIM;
479         self.deadflag           = DEAD_NO;
480     self.bot_attack         = TRUE;
481     self.flags              = FL_NOTARGET;
482     self.avelocity          = '0 0 0';
483     self.velocity           = '0 0 0';
484
485     // Reset locking
486     self.lock_strength      = 0;
487     self.lock_target        = world;
488     self.misc_bulletcounter = 0;
489
490     // Return to spawn
491     self.angles             = self.pos2;
492     setorigin(self, self.pos1 + '0 0 0');
493     // Show it
494     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
495     
496     if(self.vehicle_controller)
497         self.team = self.vehicle_controller.team;
498        
499     vehicles_reset_colors();
500     self.vehicle_spawn(VHSF_NORMAL);
501 }
502
503 // Better way of determening whats crushable needed! (fl_crushable?)
504 float vehicles_crushable(entity e)
505 {
506     if(e.classname == "player")
507         return TRUE;
508
509     if(e.classname == "monster_zombie")
510         return TRUE;
511
512     return FALSE;
513 }
514
515 void vehilces_impact(float _minspeed, float _speedfac, float _maxpain)
516 {
517     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
518         return;
519
520     if(self.play_time < time)
521     {
522         float wc = vlen(self.velocity - self.oldvelocity);
523         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
524         //dprint("vel: ", vtos(self.velocity), "\n");
525         if(_minspeed < wc)
526         {
527             float take = min(_speedfac * wc, _maxpain);
528             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
529             self.play_time = time + 0.25;
530
531             //dprint("wc: ", ftos(wc), "\n");
532             //dprint("take: ", ftos(take), "\n");
533         }
534     }
535 }
536
537 .void() vehicle_impact;
538 void vehicles_touch()
539 {
540     // Vehicle currently in use
541     if(self.owner)
542     {
543         if(other != world)
544         if(vehicles_crushable(other))
545         {
546             if(vlen(self.velocity) != 0)
547                 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);
548
549             return; // Dont do selfdamage when hitting "soft targets".
550         }
551
552         if(self.play_time < time)
553         if(self.vehicle_impact)
554             self.vehicle_impact();
555
556         return;
557     }
558
559     if(other.classname != "player")
560         return;
561
562     if(other.deadflag != DEAD_NO)
563         return;
564
565     if(other.vehicle != world)
566         return;
567
568     vehicles_enter();
569 }
570 var float autocvar_g_vehicles_allow_bots = 0;
571 void vehicles_enter()
572 {
573    // Remove this when bots know how to use vehicles
574    
575     if (clienttype(other) == CLIENTTYPE_BOT)    
576         if (autocvar_g_vehicles_allow_bots)
577             dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
578         else
579             return;
580
581     if(self.phase > time)
582         return;
583
584     if(teamplay)
585     if(self.team)
586     if(self.team != other.team)
587         return;
588
589     RemoveGrapplingHook(other);
590
591     self.vehicle_ammo1   = 0;
592     self.vehicle_ammo2   = 0;
593     self.vehicle_reload1 = 0;
594     self.vehicle_reload2 = 0;
595     self.vehicle_energy  = 0;
596
597     self.owner          = other;
598     self.switchweapon   = other.switchweapon;
599
600     // .viewmodelforclient works better.
601     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
602
603     self.vehicle_hudmodel.viewmodelforclient = self.owner;
604
605     self.event_damage         = vehicles_damage;
606     self.nextthink            = 0;
607     self.owner.angles         = self.angles;
608     self.owner.takedamage     = DAMAGE_NO;
609     self.owner.solid          = SOLID_NOT;
610     self.owner.movetype       = MOVETYPE_NOCLIP;
611     self.owner.alpha          = -1;
612     self.owner.vehicle        = self;
613     self.owner.event_damage   = SUB_Null;
614     self.owner.view_ofs       = '0 0 0';
615     self.colormap             = self.owner.colormap;
616     if(self.tur_head)
617         self.tur_head.colormap    = self.owner.colormap;
618
619     self.owner.hud            = self.hud;
620     self.owner.PlayerPhysplug = self.PlayerPhysplug;
621
622     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
623     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
624     self.owner.vehicle_reload1  = self.vehicle_reload1;
625     self.owner.vehicle_reload2  = self.vehicle_reload2;
626
627     // Cant do this, hides attached objects too.
628     //self.exteriormodeltoclient = self.owner;
629     //self.tur_head.exteriormodeltoclient = self.owner;
630
631     other.flags &~= FL_ONGROUND;
632     self.flags  &~= FL_ONGROUND;
633
634     self.team                 = self.owner.team;
635     self.flags               -= FL_NOTARGET;
636     
637     if (clienttype(other) == CLIENTTYPE_REAL)
638     {
639         msg_entity = other;
640         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
641         WriteEntity(MSG_ONE, self.vehicle_viewport);
642                 
643         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
644         if(self.tur_head)
645         {
646             WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
647             WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
648             WriteAngle(MSG_ONE, 0);                                      // roll
649         }
650         else
651         {
652             WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
653             WriteAngle(MSG_ONE,  self.angles_y);      // yaw
654             WriteAngle(MSG_ONE,  0);                  // roll
655         }
656     }
657
658     vehicles_clearrturn();
659
660     CSQCVehicleSetup(self.owner, self.hud);
661     
662     MUTATOR_CALLHOOK(VehicleEnter);
663
664     self.vehicle_enter();
665     antilag_clear(other);
666 }
667
668 /** vehicles_findgoodexit
669     Locates a valid location for the player to exit the vehicle.
670     Will first try prefer_spot, then up 100 random spots arround the vehicle
671     wich are in direct line of sight and empty enougth to hold a players bbox
672 **/
673 vector vehicles_findgoodexit(vector prefer_spot)
674 {
675     //vector exitspot;
676     float mysize;
677
678     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
679     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
680         return prefer_spot;
681
682     mysize = 1.5 * vlen(self.maxs - self.mins);
683     float i;
684     vector v, v2;
685     v2 = 0.5 * (self.absmin + self.absmax);
686     for(i = 0; i < 100; ++i)
687     {
688         v = randomvec();
689         v_z = 0;
690         v = v2 + normalize(v) * mysize;
691         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
692         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
693             return v;
694     }
695
696     /*
697     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
698     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
699     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
700         return exitspot;
701
702     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
703     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
704     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
705         return exitspot;
706
707     exitspot = (self.origin + '0 0 48') + v_right * mysize;
708     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
709     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
710         return exitspot;
711
712     exitspot = (self.origin + '0 0 48') - v_right * mysize;
713     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
714     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
715         return exitspot;
716     */
717
718     return self.origin;
719 }
720
721 /** vehicles_exit
722     Standarrd vehicle release fucntion.
723     custom code goes in self.vehicle_exit
724 **/
725 float vehicles_exit_running;
726 void vehicles_exit(float eject)
727 {
728     entity _vehicle;
729     entity _player;
730     entity _oldself = self;
731     
732     if(vehicles_exit_running)
733     {
734         dprint("^1vehicles_exit allready running! this is not good..\n");
735         return;
736     }
737     
738     vehicles_exit_running = TRUE;
739     if(self.flags & FL_CLIENT)
740     {
741         _vehicle = self.vehicle;
742             
743         if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
744         {
745             _vehicle.vehicle_exit(eject);
746             self = _oldself;
747             vehicles_exit_running = FALSE;
748             return;            
749         }
750     }
751     else
752         _vehicle = self;
753     
754     _player = _vehicle.owner;
755     
756     self = _vehicle;
757
758     if (_player)
759     {
760         if (clienttype(_player) == CLIENTTYPE_REAL)
761         {
762             msg_entity = _player;
763             WriteByte (MSG_ONE, SVC_SETVIEWPORT);
764             WriteEntity( MSG_ONE, _player);
765
766             WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
767             WriteAngle(MSG_ONE, 0);
768             WriteAngle(MSG_ONE, _vehicle.angles_y);
769             WriteAngle(MSG_ONE, 0);
770         }
771         
772         setsize(_player, PL_MIN,PL_MAX);
773
774         _player.takedamage     = DAMAGE_AIM;
775         _player.solid          = SOLID_SLIDEBOX;
776         _player.movetype       = MOVETYPE_WALK;
777         _player.effects        &~= EF_NODRAW;
778         _player.alpha          = 1;
779         _player.PlayerPhysplug = SUB_Null;
780         _player.vehicle        = world;
781         _player.view_ofs       = PL_VIEW_OFS;
782         _player.event_damage   = PlayerDamage;
783         _player.hud            = HUD_NORMAL;
784         _player.switchweapon   = _vehicle.switchweapon;
785
786         CSQCVehicleSetup(_player, HUD_NORMAL);
787     }
788     _vehicle.flags |= FL_NOTARGET;
789     
790     if(_vehicle.deadflag == DEAD_NO)
791         _vehicle.avelocity          = '0 0 0';
792     
793     _vehicle.tur_head.nodrawtoclient             = world;
794     
795     if(!teamplay)
796         _vehicle.team = 0;
797     else
798     
799     self.team = self.tur_head.team;
800    
801     MUTATOR_CALLHOOK(VehicleExit);
802
803     _vehicle.team = _vehicle.tur_head.team;
804         
805     sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
806     _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;    
807     _vehicle.phase = time + 1;
808     
809     _vehicle.vehicle_exit(eject);
810     
811     vehicles_setreturn();
812     vehicles_reset_colors();        
813     _vehicle.owner = world;
814     self = _oldself;
815     
816     vehicles_exit_running = FALSE;
817 }
818
819
820 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
821 {
822     if(self.regen_field < field_max)
823     if(timer + rpause < time)
824     {
825         if(_healthscale)
826             regen = regen * (self.vehicle_health / self.tur_health);
827             
828         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
829
830         if(self.owner)
831             self.owner.regen_field = (self.regen_field / field_max) * 100;
832     }
833 }
834
835 void shieldhit_think()
836 {
837     self.alpha -= 0.1;
838     if (self.alpha <= 0)
839     {
840         //setmodel(self, "");
841         self.alpha = -1;
842         self.effects |= EF_NODRAW;
843     }
844     else
845     {
846         self.nextthink = time + 0.1;
847     }
848 }
849
850 void vehicles_painframe()
851 {
852     if(self.owner.vehicle_health <= 50)
853     if(self.pain_frame < time)
854     {
855         float _ftmp;
856         _ftmp = self.owner.vehicle_health / 50;
857         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
858         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
859
860         if(self.vehicle_flags & VHF_DMGSHAKE)
861             self.velocity += randomvec() * 30;
862
863         if(self.vehicle_flags & VHF_DMGROLL)
864             if(self.vehicle_flags & VHF_DMGHEADROLL)
865                 self.tur_head.angles += randomvec();
866             else
867                 self.angles += randomvec();
868
869     }
870 }
871
872 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
873 {
874     self.dmg_time = time;
875     
876     if(DEATH_ISWEAPON(deathtype, WEP_NEX))
877         damage *= autocvar_g_vehicles_nex_damagerate;
878         
879     if(DEATH_ISWEAPON(deathtype, WEP_UZI))
880         damage *= autocvar_g_vehicles_uzi_damagerate;
881         
882     if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
883         damage *= autocvar_g_vehicles_rifle_damagerate;
884         
885     if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
886         damage *= autocvar_g_vehicles_minstanex_damagerate;
887
888     if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
889         damage *= autocvar_g_vehicles_tag_damagerate;
890     
891     self.enemy = attacker;
892     
893     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
894     {
895         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
896         {
897             self.vehicle_shieldent = spawn();
898             self.vehicle_shieldent.effects = EF_LOWPRECISION;
899
900             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
901             setattachment(self.vehicle_shieldent, self, "");
902             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
903             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
904             self.vehicle_shieldent.think       = shieldhit_think;
905         }
906
907         self.vehicle_shieldent.colormod    = '1 1 1';
908         self.vehicle_shieldent.alpha       = 0.45;
909         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
910         self.vehicle_shieldent.nextthink   = time;
911         self.vehicle_shieldent.effects &~= EF_NODRAW;
912
913         self.vehicle_shield -= damage;
914
915         if(self.vehicle_shield < 0)
916         {
917             self.vehicle_health            -= fabs(self.vehicle_shield);
918             self.vehicle_shieldent.colormod = '2 0 0';
919             self.vehicle_shield             = 0;
920             self.vehicle_shieldent.alpha    = 0.75;
921
922                 if(sound_allowed(MSG_BROADCAST, attacker))
923                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);   // FIXME: PLACEHOLDER
924         }
925         else
926                 if(sound_allowed(MSG_BROADCAST, attacker))
927                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
928
929     }
930     else
931     {
932         self.vehicle_health -= damage;
933
934         if(sound_allowed(MSG_BROADCAST, attacker))
935             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
936     }
937     
938         if(self.damageforcescale < 1 && self.damageforcescale > 0)
939                 self.velocity += force * self.damageforcescale;
940         else
941                 self.velocity += force;
942
943     if(self.vehicle_health <= 0)
944     {
945         if(self.owner)
946             if(self.vehicle_flags & VHF_DEATHEJECT)
947                 vehicles_exit(VHEF_EJECT);
948             else
949                 vehicles_exit(VHEF_RELESE);
950
951
952         antilag_clear(self);
953
954         self.vehicle_die();
955         vehicles_setreturn();
956     }
957 }
958
959 void vehicles_clearrturn()
960 {
961     entity ret;
962     // Remove "return helper", if any.
963     ret = findchain(classname, "vehicle_return");
964     while(ret)
965     {
966         if(ret.wp00 == self)
967         {
968             ret.classname   = "";
969             ret.think       = SUB_Remove;
970             ret.nextthink   = time + 0.1;
971
972             if(ret.waypointsprite_attached)
973                 WaypointSprite_Kill(ret.waypointsprite_attached);
974
975             return;
976         }
977         ret = ret.chain;
978     }
979 }
980
981 void vehicles_return()
982 {
983     pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
984
985     self.wp00.think     = vehicles_spawn;
986     self.wp00.nextthink = time;
987
988     if(self.waypointsprite_attached)
989         WaypointSprite_Kill(self.waypointsprite_attached);
990
991     remove(self);
992 }
993
994 void vehicles_showwp_goaway()
995 {
996     if(self.waypointsprite_attached)
997         WaypointSprite_Kill(self.waypointsprite_attached);
998
999     remove(self);
1000
1001 }
1002
1003 void vehicles_showwp()
1004 {
1005     entity oldself;
1006     vector rgb;
1007
1008     if(self.cnt)
1009     {
1010         self.think      = vehicles_return;
1011         self.nextthink  = self.cnt;
1012     }
1013     else
1014     {
1015         self.think      = vehicles_return;
1016         self.nextthink  = time +1;
1017
1018         oldself = self;
1019         self = spawn();
1020         setmodel(self, "null");
1021         self.team = oldself.wp00.team;
1022         self.wp00 = oldself.wp00;
1023         setorigin(self, oldself.wp00.pos1);
1024
1025         self.nextthink = time + 5;
1026         self.think = vehicles_showwp_goaway;
1027     }
1028
1029     if(teamplay && self.team)
1030             rgb = TeamColor(self.team);
1031     else
1032             rgb = '1 1 1';
1033     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1034     if(self.waypointsprite_attached)
1035     {
1036         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1037         if(oldself == world)
1038             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1039         WaypointSprite_Ping(self.waypointsprite_attached);
1040     }
1041
1042     if(oldself != world)
1043         self = oldself;
1044 }
1045
1046 void vehicles_setreturn()
1047 {
1048     entity ret;
1049
1050     vehicles_clearrturn();
1051
1052     ret = spawn();
1053     ret.classname   = "vehicle_return";
1054     ret.wp00       = self;
1055     ret.team        = self.team;
1056     ret.think       = vehicles_showwp;
1057
1058     if(self.deadflag != DEAD_NO)
1059     {
1060         ret.cnt         = time + self.vehicle_respawntime;
1061         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
1062     }
1063     else
1064     {
1065         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
1066     }
1067
1068     setmodel(ret, "null");
1069     setorigin(ret, self.pos1 + '0 0 96');
1070
1071 }
1072
1073 void vehicles_reset_colors()
1074 {
1075     entity e;
1076     float _effects, _colormap;
1077     vector _glowmod, _colormod;
1078
1079     if(autocvar_g_nodepthtestplayers)
1080         _effects = EF_NODEPTHTEST;
1081
1082     if(autocvar_g_fullbrightplayers)
1083         _effects |= EF_FULLBRIGHT;
1084
1085     if(self.team)
1086         _colormap = 1024 + (self.team - 1) * 17;
1087     else
1088         _colormap = 1024;
1089
1090     _glowmod  = '0 0 0';
1091     _colormod = '0 0 0';
1092
1093     // Find all ents attacked to main model and setup effects, colormod etc.
1094     e = findchainentity(tag_entity, self);
1095     while(e)
1096     {
1097         if(e != self.vehicle_shieldent)
1098         {
1099             e.effects   = _effects; //  | EF_LOWPRECISION;
1100             e.colormod  = _colormod;
1101             e.colormap  = _colormap;
1102             e.alpha     = 1;
1103         }
1104         e = e.chain;
1105     }
1106
1107     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
1108     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1109     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1110     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1111
1112     self.alpha     = 1;
1113     self.avelocity = '0 0 0';
1114     self.velocity  = '0 0 0';
1115     self.effects   = _effects;
1116 }
1117
1118 void vehicle_use()
1119 {
1120     dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1121
1122     self.tur_head.team = activator.team;
1123
1124     if(self.tur_head.team == 0)
1125         self.active = ACTIVE_NOT;
1126     else
1127         self.active = ACTIVE_ACTIVE;
1128     
1129     if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1130     {
1131         dprint("^3Eat shit yall!\n");
1132         vehicles_setreturn();
1133         vehicles_reset_colors();
1134     }
1135     else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1136     {
1137         
1138     }
1139 }
1140
1141 float vehicle_addplayerslot(    entity _owner, 
1142                                 entity _slot, 
1143                                 float _hud, 
1144                                 string _hud_model,
1145                                 float() _framefunc, 
1146                                 void(float) _exitfunc)
1147 {
1148     if not (_owner.vehicle_flags & VHF_MULTISLOT)
1149         _owner.vehicle_flags |= VHF_MULTISLOT;
1150
1151     _slot.PlayerPhysplug = _framefunc;
1152     _slot.vehicle_exit = _exitfunc;
1153     _slot.hud = _hud;
1154     _slot.vehicle_flags = VHF_PLAYERSLOT;
1155     _slot.vehicle_viewport = spawn();
1156     _slot.vehicle_hudmodel = spawn();
1157     _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1158     _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1159     
1160     setmodel(_slot.vehicle_hudmodel, _hud_model);
1161     setmodel(_slot.vehicle_viewport, "null");
1162     
1163     setattachment(_slot.vehicle_hudmodel, _slot, "");
1164     setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1165     
1166     return TRUE;
1167 }
1168
1169 float vehicle_initialize(string  net_name,
1170                          string  bodymodel,
1171                          string  topmodel,
1172                          string  hudmodel,
1173                          string  toptag,
1174                          string  hudtag,
1175                          string  viewtag,
1176                          float   vhud,
1177                          vector  min_s,
1178                          vector  max_s,
1179                          float   nodrop,
1180                          void(float _spawnflag)  spawnproc,
1181                          float   _respawntime,
1182                          float() physproc,
1183                          void()  enterproc,
1184                          void(float extflag) exitfunc,
1185                          void() dieproc,
1186                          void() thinkproc,
1187                          float  use_csqc,
1188                          float _max_health,
1189                          float _max_shield)
1190 {
1191         if(!autocvar_g_vehicles)
1192                 return FALSE;
1193         
1194     if(self.targetname)
1195     {
1196         self.vehicle_controller = find(world, target, self.targetname);
1197         if(!self.vehicle_controller)
1198         {
1199             bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1200         }
1201         else
1202         {
1203             self.team = self.vehicle_controller.team;        
1204             self.use = vehicle_use;
1205             
1206             if(teamplay)
1207             {
1208                 if(self.vehicle_controller.team == 0)
1209                     self.active = ACTIVE_NOT;
1210                 else
1211                     self.active = ACTIVE_ACTIVE;                
1212             }
1213         }
1214     }
1215     
1216     precache_sound("onslaught/ons_hit2.wav");
1217     precache_sound("onslaught/electricity_explode.wav");
1218
1219
1220     addstat(STAT_HUD, AS_INT,  hud);
1221         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
1222         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
1223         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
1224
1225         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT, vehicle_ammo1);
1226         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1227
1228         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
1229         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1230
1231     if(bodymodel == "")
1232         error("vehicles: missing bodymodel!");
1233
1234     if(hudmodel == "")
1235         error("vehicles: missing hudmodel!");
1236
1237     if(net_name == "")
1238         self.netname = self.classname;
1239     else
1240         self.netname = net_name;
1241
1242     if(self.team && !teamplay)
1243         self.team = 0;
1244
1245     self.vehicle_flags |= VHF_ISVEHICLE;
1246
1247     setmodel(self, bodymodel);
1248
1249     self.vehicle_viewport   = spawn();
1250     self.vehicle_hudmodel   = spawn();
1251     self.tur_head           = spawn();
1252     self.tur_head.owner     = self;
1253     self.takedamage         = DAMAGE_AIM;
1254     self.bot_attack         = TRUE;
1255     self.iscreature         = TRUE;
1256     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
1257     self.damagedbycontents      = TRUE;
1258     self.hud                = vhud;
1259     self.tur_health          = _max_health;
1260     self.tur_head.tur_health = _max_shield;
1261     self.vehicle_die         = dieproc;
1262     self.vehicle_exit        = exitfunc;
1263     self.vehicle_enter       = enterproc;
1264     self.PlayerPhysplug      = physproc;
1265     self.event_damage        = vehicles_damage;
1266     self.touch               = vehicles_touch;
1267     self.think               = vehicles_spawn;
1268     self.nextthink           = time;
1269     self.vehicle_respawntime = _respawntime;
1270     self.vehicle_spawn       = spawnproc;
1271     self.effects             = EF_NODRAW;
1272     if(g_assault || !autocvar_g_vehicles_delayspawn)
1273         self.nextthink = time + 0.5;
1274     else
1275         self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1276
1277
1278     if(autocvar_g_nodepthtestplayers)
1279         self.effects = self.effects | EF_NODEPTHTEST;
1280
1281     if(autocvar_g_fullbrightplayers)
1282         self.effects = self.effects | EF_FULLBRIGHT;
1283
1284     setmodel(self.vehicle_hudmodel, hudmodel);
1285     setmodel(self.vehicle_viewport, "null");
1286
1287     if(topmodel != "")
1288     {
1289         setmodel(self.tur_head, topmodel);
1290         setattachment(self.tur_head, self, toptag);
1291         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1292         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1293     }
1294     else
1295     {
1296         setattachment(self.tur_head, self, "");
1297         setattachment(self.vehicle_hudmodel, self, hudtag);
1298         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1299     }
1300
1301     setsize(self, min_s, max_s);
1302     if not (nodrop)
1303     {
1304         setorigin(self, self.origin);
1305         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1306         setorigin(self, trace_endpos);
1307     }
1308     
1309     self.pos1 = self.origin;
1310     self.pos2 = self.angles;
1311     self.tur_head.team = self.team;
1312
1313     return TRUE;
1314 }
1315
1316 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname, 
1317                          float _pichlimit_min, float _pichlimit_max, 
1318                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1319 {
1320     vector vtmp, vtag;
1321     float ftmp;
1322     vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1323     vtmp = vectoangles(normalize(_target - vtag));
1324     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1325     vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1326     ftmp = _aimspeed * frametime;
1327     vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1328     vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1329     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);    
1330     _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
1331     return vtag;
1332 }
1333
1334 void vehicles_gib_explode()
1335 {
1336         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
1337         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1338         remove(self);
1339 }
1340
1341 void vehicles_gib_think()
1342 {
1343         self.alpha -= 0.1;
1344         if(self.cnt >= time)
1345                 remove(self);
1346         else
1347                 self.nextthink = time + 0.1;
1348 }
1349
1350 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1351 {
1352         entity _gib = spawn();
1353         setmodel(_gib, _template.model);
1354         setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1355         _gib.velocity = _vel;
1356         _gib.movetype = MOVETYPE_TOSS;
1357         _gib.solid = SOLID_CORPSE;
1358         _gib.colormod = '-0.5 -0.5 -0.5';
1359         _gib.effects = EF_LOWPRECISION; 
1360         _gib.avelocity = _rot;
1361         
1362         if(_burn)
1363                 _gib.effects |= EF_FLAME;
1364         
1365         if(_explode)
1366         {
1367                 _gib.think = vehicles_gib_explode; 
1368                 _gib.nextthink = time + random() * _explode;
1369                 _gib.touch = vehicles_gib_explode;
1370         }
1371         else
1372         {
1373                 _gib.cnt = time + _maxtime;
1374                 _gib.think = vehicles_gib_think; 
1375                 _gib.nextthink = time + _maxtime - 1;           
1376                 _gib.alpha = 1;
1377         }
1378         return _gib;
1379 }
1380
1381 /*
1382 vector predict_target(entity _targ, vector _from, float _shot_speed)
1383 {
1384     float i;                // loop
1385     float _distance;        // How far to target
1386     float _impact_time;     // How long untill projectile impacts
1387     vector _predict_pos;    // Predicted enemy location
1388     vector _original_origin;// Where target is before predicted
1389
1390      _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1391
1392     _predict_pos = _original_origin;
1393     for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1394     {
1395         _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1396         _impact_time = _distance / _shot_speed; // Calculate impact time
1397         _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1398     }
1399
1400     return _predict_pos;
1401 }
1402 */