float autocvar_g_vehicles_crush_force;
float autocvar_g_vehicles_delayspawn;
float autocvar_g_vehicles_delayspawn_jitter;
-float autocvar_g_vehicles_allow_flagcarry;
var float autocvar_g_vehicles_nex_damagerate = 0.5;
var float autocvar_g_vehicles_uzi_damagerate = 0.5;
self.touch = vehicles_touch;
self.event_damage = vehicles_damage;
self.iscreature = TRUE;
+ self.teleportable = FALSE; // no teleporting for vehicles, too buggy
self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
vehicles_clearrturn();
CSQCVehicleSetup(self.owner, self.hud);
-
- if(other.flagcarried)
- {
- if(!autocvar_g_vehicles_allow_flagcarry)
- DropFlag(other.flagcarried, world, world);
- else
- {
- other.flagcarried.scale = 1;
- setattachment(other.flagcarried, self, "");
- setorigin(other.flagcarried, self.maxs_z * '0 0 1');
- }
- }
+
+ vh_player = other;
+ vh_vehicle = self;
+ MUTATOR_CALLHOOK(VehicleEnter);
+ other = vh_player;
+ self = vh_vehicle;
self.vehicle_enter();
antilag_clear(other);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
- mysize = vlen(self.maxs - self.mins);
+ mysize = 1.5 * vlen(self.maxs - self.mins);
float i;
vector v, v2;
v2 = 0.5 * (self.absmin + self.absmax);
_player.hud = HUD_NORMAL;
_player.switchweapon = _vehicle.switchweapon;
- if(_player.flagcarried)
- {
- _player.flagcarried.scale = 0.6;
- setattachment(_player.flagcarried, _player, "");
- setorigin(_player.flagcarried, FLAG_CARRY_POS);
- }
-
CSQCVehicleSetup(_player, HUD_NORMAL);
}
_vehicle.flags |= FL_NOTARGET;
if(!teamplay)
_vehicle.team = 0;
else
- _vehicle.team = _vehicle.tur_head.team;
+
+ vh_player = _player;
+ vh_vehicle = _vehicle;
+ MUTATOR_CALLHOOK(VehicleExit);
+ _player = vh_player;
+ _vehicle = vh_vehicle;
+
+ _vehicle.team = _vehicle.tur_head.team;
sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
_vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
}
if(teamplay && self.team)
- rgb = TeamColor(self.team);
+ rgb = Team_ColorRGB(self.team);
else
rgb = '1 1 1';
WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
self.takedamage = DAMAGE_AIM;
self.bot_attack = TRUE;
self.iscreature = TRUE;
+ self.teleportable = FALSE; // no teleporting for vehicles, too buggy
self.damagedbycontents = TRUE;
self.hud = vhud;
self.tur_health = _max_health;
vtmp = vectoangles(normalize(_target - vtag));
vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
vtmp = AnglesTransform_Normalize(vtmp, TRUE);
-
ftmp = _aimspeed * frametime;
-
vtmp_y = bound(-ftmp, vtmp_y, ftmp);
vtmp_x = bound(-ftmp, vtmp_x, ftmp);
-
_turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
- _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
+ _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
return vtag;
}
return _predict_pos;
}
-*/
\ No newline at end of file
+*/