/** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_0_int) \
/**/
MUTATOR_HOOKABLE(HUD_Command, EV_HUD_Command);
+
+/** Draw the grapple hook, allows changing hook texture and colour */
+#define EV_DrawGrapplingHook(i, o) \
+ /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** texture */ i(string, MUTATOR_ARGV_1_string) \
+ /***/ o(string, MUTATOR_ARGV_1_string) \
+ /** colour */ i(vector, MUTATOR_ARGV_2_vector) \
+ /***/ o(vector, MUTATOR_ARGV_2_vector) \
+ /** team */ i(float, MUTATOR_ARGV_3_float) \
+ /**/
+MUTATOR_HOOKABLE(DrawGrapplingHook, EV_DrawGrapplingHook);
}
#endif
-#include "effectinfo.qc"
+#ifdef EFFECTINFO
+ #include "effectinfo.qc"
+#endif
f |= 2; // my own
MUTATOR_CALLHOOK(SendWaypoint, this, to, sendflags, f);
+ sendflags = M_ARGV(2, int);
+ f = M_ARGV(3, int);
WriteByte(MSG_ENTITY, sendflags);
WriteByte(MSG_ENTITY, this.wp_extra);
|| (pl.vehicle)
) { return; }
+ Vehicle info = Vehicles_from(veh.vehicleid);
+
if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
if(veh.vehicle_flags & VHF_MULTISLOT)
if(veh.owner && SAME_TEAM(pl, veh))
{
- if(!veh.gunner1)
- if(time >= veh.gun1.phase)
- if(veh.gun1.vehicle_enter)
- if(veh.gun1.vehicle_enter(veh, pl))
- return;
-
- if(!veh.gunner2)
- if(time >= veh.gun2.phase)
- if(veh.gun2.vehicle_enter)
- if(veh.gun2.vehicle_enter(veh, pl))
- return;
+ // we don't need a return value or anything here
+ // if successful the owner check below will prevent anything weird
+ info.vr_gunner_enter(info, veh, pl);
}
+ if(veh.owner)
+ return; // got here and didn't enter the gunner, return
+
if(teamplay)
if(veh.team)
if(DIFF_TEAM(pl, veh))
MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
CSQCModel_UnlinkEntity(veh);
- Vehicle info = Vehicles_from(veh.vehicleid);
info.vr_enter(info, veh);
antilag_clear(pl, CS(pl));
setsize(this, info.mins, info.maxs);
+ info.vr_setup(info, this);
+
if(!nodrop)
{
setorigin(this, this.origin);
this.pos2 = this.angles;
this.tur_head.team = this.team;
- info.vr_setup(info, this);
-
if(this.active == ACTIVE_NOT)
this.nextthink = 0; // wait until activated
else if(autocvar_g_vehicles_delayspawn)
METHOD(Vehicle, vr_precache, void(Vehicle this)) { }
/** (SERVER) called when a player enters this vehicle */
METHOD(Vehicle, vr_enter, void(Vehicle this, entity instance)) { }
+ /** (SERVER) called when a player enters this vehicle while occupied */
+ METHOD(Vehicle, vr_gunner_enter, void(Vehicle this, entity instance, entity actor)) { }
/** (SERVER) called when the vehicle re-spawns */
METHOD(Vehicle, vr_spawn, void(Vehicle this, entity instance)) { }
/** (SERVER) called when a vehicle hits something */
if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
{
// we can have some fun
- if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
+ vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
+ vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
+ if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
{
- gunner = vehic.gun2;
- vehic.gunner2 = player;
+ gunner = vehic.gun1;
+ vehic.gunner1 = player;
}
else
{
- gunner = vehic.gun1;
- vehic.gunner1 = player;
+ gunner = vehic.gun2;
+ vehic.gunner2 = player;
}
}
else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
instance.nextthink = 0;
instance.movetype = MOVETYPE_BOUNCEMISSILE;
}
+METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
+{
+ if(!instance.gunner1)
+ if(time >= instance.gun1.phase)
+ if(instance.gun1.vehicle_enter)
+ if(instance.gun1.vehicle_enter(instance, actor))
+ return;
+
+ if(!instance.gunner2)
+ if(time >= instance.gun2.phase)
+ if(instance.gun2.vehicle_enter)
+ if(instance.gun2.vehicle_enter(instance, actor))
+ return;
+}
METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
{
instance.angles_z *= 0.8;
PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
- if(time >= vehic.vehicle_last_trace)
- {
- crosshair_trace(this);
- vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
- }
-
vehic.angles_x *= -1;
// Yaw
if(autocvar_g_vehicle_racer_rocket_locktarget)
{
- if(vehic.vehicle_last_trace == time + autocvar_g_vehicle_racer_thinkrate)
- vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
- (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
- autocvar_g_vehicle_racer_rocket_locked_time);
+ if(time >= vehic.vehicle_last_trace)
+ {
+ crosshair_trace(this);
+
+ vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
+ (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
+ autocvar_g_vehicle_racer_rocket_locked_time);
+
+ vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
+ }
if(vehic.lock_target)
{
instance.vehicle_health = autocvar_g_vehicle_raptor_health;
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
instance.max_health = instance.vehicle_health;
+
+ if(!autocvar_g_vehicle_raptor_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
}
#endif
break;
}
+ MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
+ tex = M_ARGV(1, string);
+ rgb = M_ARGV(2, vector);
+
Draw_GrapplingHook_trace_callback_tex = tex;
Draw_GrapplingHook_trace_callback_rnd = offset;
Draw_GrapplingHook_trace_callback_rgb = rgb;
{
if(!it.team || SAME_TEAM(this, it))
Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
- }
- else if(autocvar_g_vehicles_steal)
- {
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
+ else if(autocvar_g_vehicles_steal)
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
}
});