]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/vehicles.qc
Merge remote branch 'origin/master' into tzork/vehicles-2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
index 644411fc6f78fd57a9dea42a3b223aef067b416a..4ba25be5bafa3a793f9636e44b42b3083405d7e0 100644 (file)
@@ -10,7 +10,7 @@ void vehicles_clearrturn();
 void vehicles_setreturn();
 
 
-/** AuxiliaryXhair* 
+/** AuxiliaryXhair*
     Send addictional points of interest to be drawn, to vehicle owner
 **/
 float MAX_AXH = 4;
@@ -90,17 +90,17 @@ void CSQCVehicleSetup(entity own, float vehicle_id)
 }
 
 /** vehicles_locktarget
-    
+
     Generic target locking.
-    
+
     Figure out if what target is "locked" (if any), for missile tracking as such.
-    
+
     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
     you have a locked in target.
-    
+
     Exspects a crosshair_trace() or equivalent to be
     dont before calling.
-    
+
 **/
 .entity lock_target;
 .float  lock_strength;
@@ -153,7 +153,7 @@ void vehicles_locktarget(float incr, float decr, float _lock_time)
 }
 
 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
-self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
+self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
 
 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
@@ -176,7 +176,7 @@ vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float
     return v_forward  * force_fromtag_power;
 }
 
-// Experimental hovermode wich uses attraction/repulstion from surface unsted of gravity/repulsion
+// Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
 // Can possibly be use to move abt any surface (inclusing walls/celings)
 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
 {
@@ -235,7 +235,7 @@ void vehicles_projectile_explode()
 entity vehicles_projectile(string _mzlfx, string _mzlsound,
                            vector _org, vector _vel,
                            float _dmg, float _radi, float _force,  float _size,
-                           float _deahtype, float _projtype, float _health, 
+                           float _deahtype, float _projtype, float _health,
                            float _cull, float _clianim)
 {
     entity proj;
@@ -296,7 +296,7 @@ void vehicles_spawn()
 
     // De-own & reset
     self.vehicle_hudmodel.viewmodelforclient = self;
-    
+
     self.owner              = world;
     self.touch              = vehicles_touch;
     self.event_damage       = vehicles_damage;
@@ -308,6 +308,7 @@ void vehicles_spawn()
     self.bot_attack         = TRUE;
     self.flags              = FL_NOTARGET;
     self.avelocity          = '0 0 0';
+    self.velocity           = '0 0 0';
 
     // Reset locking
     self.lock_strength      = 0;
@@ -399,12 +400,14 @@ void vehicles_enter()
 
     self.owner          = other;
     self.switchweapon   = other.switchweapon;
-    
+
     // .viewmodelforclient works better.
     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
 
-    self.vehicle_hudmodel.viewmodelforclient = self.owner;        
-    
+#ifndef VEHICLES_CSQC
+        self.vehicle_hudmodel.viewmodelforclient = self.owner;
+#endif
+
     self.event_damage         = vehicles_damage;
     self.nextthink            = 0;
     self.owner.angles         = self.angles;
@@ -427,7 +430,7 @@ void vehicles_enter()
     self.owner.vehicle_reload1  = self.vehicle_reload1;
     self.owner.vehicle_reload2  = self.vehicle_reload2;
 
-    // Cnnt do this, hides attached objects too.
+    // Cant do this, hides attached objects too.
     //self.exteriormodeltoclient = self.owner;
     //self.tur_head.exteriormodeltoclient = self.owner;
 
@@ -437,6 +440,7 @@ void vehicles_enter()
     self.team                 = self.owner.team;
     self.flags               -= FL_NOTARGET;
 
+#ifndef VEHICLES_CSQC
     msg_entity = other;
     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
     WriteEntity(MSG_ONE, self.vehicle_viewport);
@@ -455,6 +459,8 @@ void vehicles_enter()
         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
         WriteAngle(MSG_ONE,  0);                  // roll
     }
+#endif
+//#endif
 
     vehicles_clearrturn();
 
@@ -473,8 +479,8 @@ void vehicles_exit(float eject)
         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
         WriteEntity( MSG_ONE, self.owner);
 
-        WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
-        WriteAngle(MSG_ONE, 0);                 // tilt
+        WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+        WriteAngle(MSG_ONE, 0);                 // pich
         WriteAngle(MSG_ONE, self.angles_y);     // yaw
         WriteAngle(MSG_ONE, 0);                 // roll
 
@@ -519,7 +525,7 @@ void vehicles_regen(.float timer, .float regen_field, float field_max, float rpa
         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
 
         if(self.owner)
-            self.owner.regen_field = self.regen_field / field_max;
+            self.owner.regen_field = (self.regen_field / field_max) * 100;
     }
 }
 
@@ -656,14 +662,14 @@ void vehicles_reset_colors()
 
     if(autocvar_g_fullbrightplayers)
         _effects |= EF_FULLBRIGHT;
-        
+
     if(self.team)
         _colormap = 1024 + (self.team - 1) * 17;
     else
         _colormap = 1024;
 
-    _glowmod    = '0 0 0';
-    _colormod   = '0 0 0';
+    _glowmod  = '0 0 0';
+    _colormod = '0 0 0';
 
     // Find all ents attacked to main model and setup effects, colormod etc.
     e = findchainentity(tag_entity, self);
@@ -678,16 +684,16 @@ void vehicles_reset_colors()
         }
         e = e.chain;
     }
-    
+
     self.vehicle_hudmodel.effects  = self.effects  = _effects | EF_LOWPRECISION;
     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
 
-    self.alpha          = 1;
-    self.avelocity      = '0 0 0';
-    self.velocity       = '0 0 0';
-    self.effects        = _effects;
+    self.alpha     = 1;
+    self.avelocity = '0 0 0';
+    self.velocity  = '0 0 0';
+    self.effects   = _effects;
 }
 
 float vehicle_initialize(string  net_name,
@@ -698,27 +704,28 @@ float vehicle_initialize(string  net_name,
                          string  hudtag,
                          string  viewtag,
                          float   vhud,
-                         vector min_s,
-                         vector max_s,
-                         float  nodrop,
+                         vector  min_s,
+                         vector  max_s,
+                         float   nodrop,
                          void()  spawnproc,
                          float   _respawntime,
                          float() physproc,
                          void()  enterproc,
                          void(float extflag) exitfunc,
                          void() dieproc,
-                         void() thinkproc )
+                         void() thinkproc,
+                         float  use_csqc)
 {
     addstat(STAT_HUD, AS_INT,  hud);
-       addstat(STAT_VEHICLESTAT_HEALTH,  AS_FLOAT, vehicle_health);
-       addstat(STAT_VEHICLESTAT_SHIELD,  AS_FLOAT, vehicle_shield);
-       addstat(STAT_VEHICLESTAT_ENERGY,  AS_FLOAT, vehicle_energy);
+       addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
+       addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
+       addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
 
        addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
-       addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
+       addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
 
        addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
-       addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
+       addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
 
     if(bodymodel == "")
         error("vehicles: missing bodymodel!");
@@ -790,11 +797,13 @@ float vehicle_initialize(string  net_name,
         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
         setorigin(self, trace_endpos);
     }
-    
-    //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
+
     self.pos1 = self.origin;
     self.pos2 = self.angles;
-
+#ifdef VEHICLES_CSQC
+    if(use_csqc)
+        net_link_vehile();
+#endif
     return TRUE;
 }
 
@@ -807,121 +816,3 @@ void bugmenot()
     self.vehicle_spawn      = self.vehicle_exit;
     self.AuxiliaryXhair     = self.AuxiliaryXhair;
 }
-
-#ifdef VEHICLES_CSQC
-// SendFlags
-float VSF_SETUP       = 2;          /// Send vehicle type etc
-float VSF_ORIGIN      = 4;          /// Send location
-float VSF_MOVEMENT    = 8;          /// Send movement update (and angle/avelocity)
-float VSF_STATS       = 16;         /// Send ammo, health etc
-float VSF_EXTRA       = 32;         /// Send additional data (turret rotations and such) handeld per vehicle type.
-float VSF_FULL_UPDATE = 16777215    /// Send everything
-
-
-#ifdef SVQC
-float send_vehile(entity to, float sf)
-{
-       WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
-
-       WriteByte(MSG_ENTITY, sf);
-       
-       if(sf & VSF_SETUP)
-       {
-        WriteByte(MSG_ENTITY,   self.hud);        //vehicle type = hud
-        WriteByte(MSG_ENTITY,   self.team);
-        WriteShort(MSG_ENTITY,  self.colormap);
-       }
-    
-    if(sf & VSF_ORIGIN)
-    {
-        WriteCoord(MSG_ENTITY, self.origin_x);
-        WriteCoord(MSG_ENTITY, self.origin_y);
-        WriteCoord(MSG_ENTITY, self.origin_z);        
-    }
-    
-    if(sf & VSF_MOVEMENT)
-    {    
-        WriteCoord(MSG_ENTITY, self.velocity_x);
-        WriteCoord(MSG_ENTITY, self.velocity_y);
-        WriteCoord(MSG_ENTITY, self.velocity_z);
-
-        WriteAngle(MSG_ENTITY, self.angles_x);
-        WriteAngle(MSG_ENTITY, self.angles_y);
-        WriteAngle(MSG_ENTITY, self.angles_z);
-
-        WriteCoord(MSG_ENTITY, self.avelocity_x);
-        WriteCoord(MSG_ENTITY, self.avelocity_y);
-        WriteCoord(MSG_ENTITY, self.avelocity_z);
-    }
-    
-    if(sf & VSF_STATS)
-    {
-        WriteShort(MSG_ENTITY, self.vehicle_health);
-        WriteShort(MSG_ENTITY, self.vehicle_shield);
-        WriteShort(MSG_ENTITY, self.vehicle_energy);
-        WriteShort(MSG_ENTITY, self.vehicle_ammo1);
-        WriteShort(MSG_ENTITY, self.vehicle_reload1);
-        WriteShort(MSG_ENTITY, self.vehicle_ammo2);
-        WriteShort(MSG_ENTITY, self.vehicle_reload2);
-    }
-    
-    if(sf & VSF_EXTRA)
-    {
-        self.vehile_send_exta(to);
-    }
-    
-    return TRUE;
-}
-
-void net_link_vehile()
-{    
-    self.SendFlags = 0xFFFFFF;
-    Net_LinkEntity(self, FALSE, 0, send_vehile);    
-}
-#endif // SVQC
-
-#ifdef CSQC
-void Net_ReadVehicle(float bIsNew)
-{
-    float sf;
-    
-    sf = ReadByte();
-    
-    if(sf & VSF_SETUP)
-    {
-        float vhtype;
-        vhtype = ReadByte();
-        
-    }
-    
-    if(bIsNew)
-    {
-        setmodel(self, "models/vehicles/wakizashi.dpm");
-        self.move_movetype = MOVETYPE_BOUNCE;        
-        self.entremove = VehicleRacerRemove;
-        setsize(self,  '-60 -60 -20', '60 60 20');        
-        self.draw = VehicleRacerDraw;
-        self.scale = 0.5;
-    }
-    
-    self.cnt = ReadByte();
-    
-    self.origin_x = ReadCoord();
-    self.origin_y = ReadCoord();
-    self.origin_z = ReadCoord();
-    
-    self.velocity_x = ReadCoord();
-    self.velocity_y = ReadCoord();
-    self.velocity_z = ReadCoord();
-
-    self.angles_x = ReadAngle();
-    self.angles_y = ReadAngle();
-    self.angles_z = ReadAngle();
-
-    self.move_origin    = self.origin;
-    self.move_velocity  = self.velocity;
-    self.move_angles    = self.angles;
-}
-#endif // CSQC
-
-#endif // VEHICLES_CSQC