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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / sv_vehicles.qc
1 #include "sv_vehicles.qh"
2
3 #if 0
4 bool vehicle_send(entity to, int sf)
5 {
6         WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
7         WriteByte(MSG_ENTITY, sf);
8
9         if(sf & VSF_SPAWN)
10         {
11                 WriteByte(MSG_ENTITY, self.vehicleid);
12         }
13
14         if(sf & VSF_SETUP)
15         {
16                 // send stuff?
17         }
18
19         if(sf & VSF_ENTER)
20         {
21                 // player handles the .vehicle stuff, we need only set ourselves up for driving
22
23                 // send stuff?
24         }
25
26         if(sf & VSF_EXIT)
27         {
28                 // senf stuff?
29         }
30
31         if(sf & VSF_PRECACHE)
32         {
33                 // send stuff?!
34         }
35
36         return true;
37 }
38 #endif
39
40 bool SendAuxiliaryXhair(entity this, entity to, int sf)
41 {
42
43         WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
44
45         WriteByte(MSG_ENTITY, this.cnt);
46
47         WriteCoord(MSG_ENTITY, this.origin_x);
48         WriteCoord(MSG_ENTITY, this.origin_y);
49         WriteCoord(MSG_ENTITY, this.origin_z);
50
51         WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
52         WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
53         WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
54
55         return true;
56 }
57
58 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
59 {
60         if(!IS_REAL_CLIENT(own))
61                 return;
62
63         entity axh;
64
65         axh_id = bound(0, axh_id, MAX_AXH);
66         axh = own.(AuxiliaryXhair[axh_id]);
67
68         if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
69         {
70                 axh                                      = spawn();
71                 axh.cnt                          = axh_id;
72                 axh.drawonlytoclient    = own;
73                 axh.owner                          = own;
74                 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
75         }
76
77         setorigin(axh, loc);
78         axh.colormod                    = clr;
79         axh.SendFlags              = 0x01;
80         own.(AuxiliaryXhair[axh_id]) = axh;
81 }
82
83 void CSQCVehicleSetup(entity own, int vehicle_id)
84 {
85         if(!IS_REAL_CLIENT(own))
86                 return;
87
88         msg_entity = own;
89
90         WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
91         WriteByte(MSG_ONE, vehicle_id);
92 }
93
94 void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
95 {
96         if(this.lock_target && IS_DEAD(this.lock_target))
97         {
98                 this.lock_target        = world;
99                 this.lock_strength  = 0;
100                 this.lock_time    = 0;
101         }
102
103         if(this.lock_time > time)
104         {
105                 if(this.lock_target)
106                 if(this.lock_soundtime < time)
107                 {
108                         this.lock_soundtime = time + 0.5;
109                         play2(this.owner, "vehicles/locked.wav");
110                 }
111
112                 return;
113         }
114
115         if(trace_ent != world)
116         {
117                 if(SAME_TEAM(trace_ent, this))
118                         trace_ent = world;
119
120                 if(IS_DEAD(trace_ent))
121                         trace_ent = world;
122
123                 if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
124                         trace_ent = world;
125
126                 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
127                         trace_ent = world; // invisible
128         }
129
130         if(this.lock_target == world && trace_ent != world)
131                 this.lock_target = trace_ent;
132
133         if(this.lock_target && trace_ent == this.lock_target)
134         {
135                 if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
136                 {
137                         play2(this.owner, "vehicles/lock.wav");
138                         this.lock_soundtime = time + 0.8;
139                 }
140                 else if (this.lock_strength != 1 && this.lock_soundtime < time)
141                 {
142                         play2(this.owner, "vehicles/locking.wav");
143                         this.lock_soundtime = time + 0.3;
144                 }
145         }
146
147         // Have a locking target
148         // Trace hit current target
149         if(trace_ent == this.lock_target && trace_ent != world)
150         {
151                 this.lock_strength = min(this.lock_strength + incr, 1);
152                 if(this.lock_strength == 1)
153                         this.lock_time = time + _lock_time;
154         }
155         else
156         {
157                 if(trace_ent)
158                         this.lock_strength = max(this.lock_strength - decr * 2, 0);
159                 else
160                         this.lock_strength = max(this.lock_strength - decr, 0);
161
162                 if(this.lock_strength == 0)
163                         this.lock_target = world;
164         }
165 }
166
167 vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
168 {
169         force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
170         v_forward  = normalize(v_forward) * -1;
171         traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, this);
172
173         force_fromtag_power = (1 - trace_fraction) * max_power;
174         force_fromtag_normpower = force_fromtag_power / max_power;
175
176         return v_forward  * force_fromtag_power;
177 }
178
179 vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
180 {
181         force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
182         v_forward  = normalize(v_forward) * -1;
183         traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, this);
184
185         // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
186         if(trace_fraction == 1.0)
187         {
188                 force_fromtag_normpower = -0.25;
189                 return '0 0 -200';
190         }
191
192         force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
193         force_fromtag_normpower = force_fromtag_power / max_power;
194
195         return v_forward  * force_fromtag_power;
196 }
197
198 // projectile handling
199 void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
200 {
201         // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
202         if(inflictor.owner == this.owner)
203                 return;
204
205         this.health -= damage;
206         this.velocity += force;
207         if(this.health < 1)
208         {
209                 this.takedamage = DAMAGE_NO;
210                 this.event_damage = func_null;
211                 this.think = adaptor_think2use;
212                 this.nextthink = time;
213         }
214 }
215
216 void vehicles_projectile_explode()
217 {SELFPARAM();
218         if(self.owner && other != world)
219         {
220                 if(other == self.owner.vehicle)
221                         return;
222
223                 if(other == self.owner.vehicle.tur_head)
224                         return;
225         }
226
227         PROJECTILE_TOUCH;
228
229         self.event_damage = func_null;
230         RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
231
232         remove (self);
233 }
234
235 void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
236 {
237         WITHSELF(this, vehicles_projectile_explode());
238 }
239
240 entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
241                                                    vector _org, vector _vel,
242                                                    float _dmg, float _radi, float _force,  float _size,
243                                                    int _deahtype, float _projtype, float _health,
244                                                    bool _cull, bool _clianim, entity _owner)
245 {
246     TC(Sound, _mzlsound);
247         entity proj;
248
249         proj = spawn();
250
251         PROJECTILE_MAKETRIGGER(proj);
252         setorigin(proj, _org);
253
254         proj.shot_dmg            = _dmg;
255         proj.shot_radius          = _radi;
256         proj.shot_force    = _force;
257         proj.totalfrags    = _deahtype;
258         proj.solid                      = SOLID_BBOX;
259         proj.movetype            = MOVETYPE_FLYMISSILE;
260         proj.flags                      = FL_PROJECTILE;
261         proj.bot_dodge          = true;
262         proj.bot_dodgerating  = _dmg;
263         proj.velocity            = _vel;
264         proj.touch                      = vehicles_projectile_explode;
265         proj.use1                         = vehicles_projectile_explode_use;
266         proj.owner                      = this;
267         proj.realowner          = _owner;
268         proj.think                      = SUB_Remove_self;
269         proj.nextthink          = time + 30;
270
271         if(_health)
272         {
273                 proj.takedamage    = DAMAGE_AIM;
274                 proj.event_damage        = vehicles_projectile_damage;
275                 proj.health                = _health;
276         }
277         else
278                 proj.flags                 = FL_PROJECTILE | FL_NOTARGET;
279
280         if(_mzlsound != SND_Null)
281                 sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
282
283         if(_mzlfx)
284                 Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
285
286         setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
287
288         CSQCProjectile(proj, _clianim, _projtype, _cull);
289
290         return proj;
291 }
292
293 void vehicles_gib_explode()
294 {SELFPARAM();
295         sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
296         Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
297         Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
298         remove(self);
299 }
300
301 void vehicles_gib_think()
302 {SELFPARAM();
303         self.alpha -= 0.1;
304         if(self.cnt >= time)
305                 remove(self);
306         else
307                 self.nextthink = time + 0.1;
308 }
309
310 entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
311 {
312         entity _gib = spawn();
313         _setmodel(_gib, _template.model);
314         vector org = gettaginfo(this, gettagindex(this, _tag));
315         setorigin(_gib, org);
316         _gib.velocity = _vel;
317         _gib.movetype = MOVETYPE_TOSS;
318         _gib.solid = SOLID_CORPSE;
319         _gib.colormod = '-0.5 -0.5 -0.5';
320         _gib.effects = EF_LOWPRECISION;
321         _gib.avelocity = _rot;
322
323         if(_burn)
324                 _gib.effects |= EF_FLAME;
325
326         if(_explode)
327         {
328                 _gib.think = vehicles_gib_explode;
329                 _gib.nextthink = time + random() * _explode;
330                 _gib.touch = vehicles_gib_explode;
331         }
332         else
333         {
334                 _gib.cnt = time + _maxtime;
335                 _gib.think = vehicles_gib_think;
336                 _gib.nextthink = time + _maxtime - 1;
337                 _gib.alpha = 1;
338         }
339         return _gib;
340 }
341
342 bool vehicle_addplayerslot(     entity _owner,
343                                                                 entity _slot,
344                                                                 int _hud,
345                                                                 Model _hud_model,
346                                                                 bool(entity) _framefunc,
347                                                                 void(bool) _exitfunc, float(entity, entity) _enterfunc)
348 {
349         if(!(_owner.vehicle_flags & VHF_MULTISLOT))
350                 _owner.vehicle_flags |= VHF_MULTISLOT;
351
352         _slot.PlayerPhysplug = _framefunc;
353         _slot.vehicle_exit = _exitfunc;
354         _slot.vehicle_enter = _enterfunc;
355         _slot.hud = _hud;
356         _slot.vehicle_flags = VHF_PLAYERSLOT;
357         _slot.vehicle_viewport = spawn();
358         _slot.vehicle_hudmodel = spawn();
359         _slot.vehicle_hudmodel.viewmodelforclient = _slot;
360         _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
361
362         setmodel(_slot.vehicle_hudmodel, _hud_model);
363         setmodel(_slot.vehicle_viewport, MDL_Null);
364
365         setattachment(_slot.vehicle_hudmodel, _slot, "");
366         setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
367
368         return true;
369 }
370
371 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
372                                                  float _pichlimit_min, float _pichlimit_max,
373                                                  float _rotlimit_min, float _rotlimit_max, float _aimspeed)
374 {
375         vector vtmp, vtag;
376         float ftmp;
377         vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
378         vtmp = vectoangles(normalize(_target - vtag));
379         vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
380         vtmp = AnglesTransform_Normalize(vtmp, true);
381         ftmp = _aimspeed * frametime;
382         vtmp_y = bound(-ftmp, vtmp_y, ftmp);
383         vtmp_x = bound(-ftmp, vtmp_x, ftmp);
384         _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
385         _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
386         return vtag;
387 }
388
389 void vehicles_reset_colors(entity this)
390 {
391         int eff = 0, cmap;
392         const vector cmod = '0 0 0';
393         if(this.team && teamplay)
394                 cmap = 1024 + (this.team - 1) * 17;
395         else
396                 cmap = 1024;
397         if(autocvar_g_nodepthtestplayers)
398                 eff |= EF_NODEPTHTEST;
399         if(autocvar_g_fullbrightplayers)
400                 eff |= EF_FULLBRIGHT;
401
402         // Find all ents attacked to main model and setup effects, colormod etc.
403         FOREACH_ENTITY_ENT(tag_entity, this,
404         {
405                 if(it != this.vehicle_shieldent)
406                 {
407                         it.effects = eff;
408                         it.colormod = cmod;
409                         it.colormap = cmap;
410                         it.alpha = 1;
411                 }
412         });
413
414         // Also check head tags
415         FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
416         {
417                 if(it != this.vehicle_shieldent)
418                 {
419                         it.effects = eff;
420                         it.colormod = cmod;
421                         it.colormap = cmap;
422                         it.alpha = 1;
423                 }
424         });
425
426         this.vehicle_hudmodel.effects  = this.effects  = eff; // | EF_LOWPRECISION;
427         this.vehicle_hudmodel.colormod = this.colormod = cmod;
428         this.vehicle_hudmodel.colormap = this.colormap = cmap;
429         this.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
430
431         this.alpha       = 1;
432         this.avelocity = '0 0 0';
433         this.velocity  = '0 0 0';
434         this.effects   = eff;
435 }
436
437 void vehicles_clearreturn(entity veh)
438 {
439         // Remove "return helper", if any.
440         for (entity ret = findchain(classname, "vehicle_return"); ret; ret = ret.chain)
441         {
442                 if(ret.wp00 == veh)
443                 {
444                         ret.classname   = "";
445                         ret.think          = SUB_Remove_self;
446                         ret.nextthink   = time + 0.1;
447
448                         if(ret.waypointsprite_attached)
449                                 WaypointSprite_Kill(ret.waypointsprite_attached);
450
451                         return;
452                 }
453         }
454 }
455
456 void vehicles_spawn();
457 void vehicles_return()
458 {SELFPARAM();
459         Send_Effect(EFFECT_TELEPORT, self.wp00.origin + '0 0 64', '0 0 0', 1);
460
461         self.wp00.think  = vehicles_spawn;
462         self.wp00.nextthink = time;
463
464         if(self.waypointsprite_attached)
465                 WaypointSprite_Kill(self.waypointsprite_attached);
466
467         remove(self);
468 }
469
470 void vehicles_showwp_goaway()
471 {SELFPARAM();
472         if(self.waypointsprite_attached)
473                 WaypointSprite_Kill(self.waypointsprite_attached);
474
475         remove(self);
476
477 }
478
479 void vehicles_showwp()
480 {SELFPARAM();
481         entity oldself = world;
482         vector rgb;
483
484         if(self.cnt)
485         {
486                 self.think        = vehicles_return;
487                 self.nextthink  = self.cnt;
488         }
489         else
490         {
491                 self.think        = vehicles_return;
492                 self.nextthink  = time +1;
493
494                 oldself = self;
495                 setself(spawn());
496                 setmodel(self, MDL_Null);
497                 self.team = oldself.wp00.team;
498                 self.wp00 = oldself.wp00;
499                 setorigin(self, oldself.wp00.pos1);
500
501                 self.nextthink = time + 5;
502                 self.think = vehicles_showwp_goaway;
503         }
504
505         if(teamplay && self.team)
506                 rgb = Team_ColorRGB(self.team);
507         else
508                 rgb = '1 1 1';
509         entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Vehicle);
510         wp.colormod = rgb;
511         if(self.waypointsprite_attached)
512         {
513                 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
514                 if(this == NULL)
515                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
516                 WaypointSprite_Ping(self.waypointsprite_attached);
517         }
518
519         if(this)
520                 setself(this);
521 }
522
523 void vehicles_setreturn(entity veh)
524 {
525         entity ret;
526
527         vehicles_clearreturn(veh);
528
529         ret = new(vehicle_return);
530         ret.wp00           = veh;
531         ret.team                = veh.team;
532         ret.think          = vehicles_showwp;
533
534         if(IS_DEAD(veh))
535         {
536                 ret.cnt          = time + veh.respawntime;
537                 ret.nextthink   = min(time + veh.respawntime, time + veh.respawntime - 5);
538         }
539         else
540         {
541                 ret.nextthink   = min(time + veh.respawntime, time + veh.respawntime - 1);
542         }
543
544         setmodel(ret, MDL_Null);
545         setorigin(ret, veh.pos1 + '0 0 96');
546
547 }
548
549 void vehicle_use(entity this, entity actor, entity trigger)
550 {
551         LOG_TRACE("vehicle ",this.netname, " used by ", actor.classname, "\n");
552
553         this.tur_head.team = actor.team;
554
555         if(this.tur_head.team == 0)
556                 this.active = ACTIVE_NOT;
557         else
558                 this.active = ACTIVE_ACTIVE;
559
560         if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover)
561         {
562                 LOG_TRACE("Respawning vehicle: ", this.netname, "\n");
563                 if(this.effects & EF_NODRAW)
564                 {
565                         this.think = vehicles_spawn;
566                         this.nextthink = time + 3;
567                 }
568                 else
569                 {
570                         vehicles_setreturn(this);
571                         vehicles_reset_colors(this);
572                 }
573         }
574 }
575
576 void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
577 {
578         if(this.(regen_field) < field_max)
579         if(timer + rpause < time)
580         {
581                 if(_healthscale)
582                         regen = regen * (this.vehicle_health / this.max_health);
583
584                 this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
585
586                 if(this.owner)
587                         this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
588         }
589 }
590
591 void shieldhit_think()
592 {SELFPARAM();
593         self.alpha -= 0.1;
594         if (self.alpha <= 0)
595         {
596                 // setmodel(self, MDL_Null);
597                 self.alpha = -1;
598                 self.effects |= EF_NODRAW;
599         }
600         else
601         {
602                 self.nextthink = time + 0.1;
603         }
604 }
605
606 void vehicles_painframe(entity this)
607 {
608         int myhealth = ((this.owner) ? this.owner.vehicle_health : ((this.vehicle_health / this.max_health) * 100));
609
610         if(myhealth <= 50)
611         if(this.pain_frame < time)
612         {
613                 float _ftmp = myhealth / 50;
614                 this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
615                 Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
616
617                 if(this.vehicle_flags & VHF_DMGSHAKE)
618                         this.velocity += randomvec() * 30;
619
620                 if(this.vehicle_flags & VHF_DMGROLL)
621                         if(this.vehicle_flags & VHF_DMGHEADROLL)
622                                 this.tur_head.angles += randomvec();
623                         else
624                                 this.angles += randomvec();
625         }
626 }
627
628 void vehicles_frame(entity this, entity actor)
629 {
630         vehicles_painframe(this);
631 }
632
633 void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
634 {
635         this.dmg_time = time;
636
637         // WEAPONTODO
638         if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
639                 damage *= autocvar_g_vehicles_vortex_damagerate;
640
641         if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
642                 damage *= autocvar_g_vehicles_machinegun_damagerate;
643
644         if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
645                 damage *= autocvar_g_vehicles_rifle_damagerate;
646
647         if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
648                 damage *= autocvar_g_vehicles_vaporizer_damagerate;
649
650         if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
651                 damage *= autocvar_g_vehicles_tag_damagerate;
652
653         if(DEATH_WEAPONOF(deathtype) != WEP_Null)
654                 damage *= autocvar_g_vehicles_weapon_damagerate;
655
656         this.enemy = attacker;
657
658         this.pain_finished = time;
659
660         if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
661         {
662                 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
663                 {
664                         this.vehicle_shieldent = spawn();
665                         this.vehicle_shieldent.effects = EF_LOWPRECISION;
666
667                         setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
668                         setattachment(this.vehicle_shieldent, this, "");
669                         setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
670                         this.vehicle_shieldent.scale       = 256 / vlen(this.maxs - this.mins);
671                         this.vehicle_shieldent.think       = shieldhit_think;
672                 }
673
674                 this.vehicle_shieldent.colormod = '1 1 1';
675                 this.vehicle_shieldent.alpha = 0.45;
676                 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
677                 this.vehicle_shieldent.nextthink = time;
678                 this.vehicle_shieldent.effects &= ~EF_NODRAW;
679
680                 this.vehicle_shield -= damage;
681
682                 if(this.vehicle_shield < 0)
683                 {
684                         this.vehicle_health -= fabs(this.vehicle_shield);
685                         this.vehicle_shieldent.colormod = '2 0 0';
686                         this.vehicle_shield = 0;
687                         this.vehicle_shieldent.alpha = 0.75;
688
689                         if(sound_allowed(MSG_BROADCAST, attacker))
690                                 spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
691                 }
692                 else
693                         if(sound_allowed(MSG_BROADCAST, attacker))
694                                 spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
695
696         }
697         else
698         {
699                 this.vehicle_health -= damage;
700
701                 if(sound_allowed(MSG_BROADCAST, attacker))
702                         spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
703         }
704
705         if(this.damageforcescale < 1 && this.damageforcescale > 0)
706                 this.velocity += force * this.damageforcescale;
707         else
708                 this.velocity += force;
709
710         if(this.vehicle_health <= 0)
711         {
712                 if(this.owner)
713                         if(this.vehicle_flags & VHF_DEATHEJECT)
714                                 WITHSELF(this, vehicles_exit(VHEF_EJECT));
715                         else
716                                 WITHSELF(this, vehicles_exit(VHEF_RELEASE));
717
718
719                 antilag_clear(this, this);
720
721                 Vehicle info = Vehicles_from(this.vehicleid);
722                 info.vr_death(info, this);
723                 vehicles_setreturn(this);
724         }
725 }
726
727 float vehicles_crushable(entity e)
728 {
729         if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
730                 return true;
731
732         if(IS_MONSTER(e))
733                 return true;
734
735         return false;
736 }
737
738 void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
739 {
740         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
741                 return;
742
743         if(this.play_time < time)
744         {
745                 float wc = vlen(this.velocity - this.oldvelocity);
746                 //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
747                 //dprint("vel: ", vtos(this.velocity), "\n");
748                 if(_minspeed < wc)
749                 {
750                         float take = min(_speedfac * wc, _maxpain);
751                         Damage (this, world, world, take, DEATH_FALL.m_id, this.origin, '0 0 0');
752                         this.play_time = time + 0.25;
753
754                         //dprint("wc: ", ftos(wc), "\n");
755                         //dprint("take: ", ftos(take), "\n");
756                 }
757         }
758 }
759
760 // vehicle enter/exit handling
761 vector vehicles_findgoodexit(vector prefer_spot)
762 {SELFPARAM();
763         //vector exitspot;
764         float mysize;
765
766         tracebox(self.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, self.owner);
767         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
768                 return prefer_spot;
769
770         mysize = 1.5 * vlen(self.maxs - self.mins);
771         float i;
772         vector v, v2;
773         v2 = 0.5 * (self.absmin + self.absmax);
774         for(i = 0; i < 100; ++i)
775         {
776                 v = randomvec();
777                 v_z = 0;
778                 v = v2 + normalize(v) * mysize;
779                 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, self.owner);
780                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
781                         return v;
782         }
783
784         /*
785         exitspot = (self.origin + '0 0 48') + v_forward * mysize;
786         tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
787         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
788                 return exitspot;
789
790         exitspot = (self.origin + '0 0 48') - v_forward * mysize;
791         tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
792         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
793                 return exitspot;
794
795         exitspot = (self.origin + '0 0 48') + v_right * mysize;
796         tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
797         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
798                 return exitspot;
799
800         exitspot = (self.origin + '0 0 48') - v_right * mysize;
801         tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
802         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
803                 return exitspot;
804         */
805
806         return self.origin;
807 }
808
809 void vehicles_exit(bool eject)
810 {SELFPARAM();
811         entity _vehicle;
812         entity _player;
813
814         if(vehicles_exit_running)
815         {
816                 LOG_TRACE("^1vehicles_exit allready running! this is not good..\n");
817                 return;
818         }
819
820         vehicles_exit_running = true;
821         if(IS_CLIENT(self))
822         {
823                 _vehicle = self.vehicle;
824
825                 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
826                 {
827                         _vehicle.vehicle_exit(eject);
828                         setself(this);
829                         vehicles_exit_running = false;
830                         return;
831                 }
832         }
833         else
834                 _vehicle = self;
835
836         _player = _vehicle.owner;
837
838         setself(_vehicle);
839
840         if (_player)
841         {
842                 if (IS_REAL_CLIENT(_player))
843                 {
844                         msg_entity = _player;
845                         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
846                         WriteEntity( MSG_ONE, _player);
847
848                         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
849                         WriteAngle(MSG_ONE, 0);
850                         WriteAngle(MSG_ONE, _vehicle.angles_y);
851                         WriteAngle(MSG_ONE, 0);
852                 }
853
854                 setsize(_player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
855
856                 _player.takedamage              = DAMAGE_AIM;
857                 _player.solid                   = SOLID_SLIDEBOX;
858                 _player.movetype                = MOVETYPE_WALK;
859                 _player.effects            &= ~EF_NODRAW;
860                 _player.teleportable    = TELEPORT_NORMAL;
861                 _player.alpha                   = 1;
862                 _player.PlayerPhysplug  = func_null;
863                 _player.vehicle                 = world;
864                 _player.view_ofs                = STAT(PL_VIEW_OFS, NULL);
865                 _player.event_damage    = PlayerDamage;
866                 _player.hud                             = HUD_NORMAL;
867                 PS(_player).m_switchweapon = _vehicle.m_switchweapon;
868                 _player.last_vehiclecheck = time + 3;
869                 _player.vehicle_enter_delay = time + 2;
870
871                 CSQCVehicleSetup(_player, HUD_NORMAL);
872         }
873         _vehicle.flags |= FL_NOTARGET;
874
875         if(!IS_DEAD(_vehicle))
876                 _vehicle.avelocity = '0 0 0';
877
878         _vehicle.tur_head.nodrawtoclient = world;
879
880         if(!teamplay)
881                 _vehicle.team = 0;
882
883         Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES);
884         Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
885
886         WaypointSprite_Kill(_vehicle.wps_intruder);
887
888         MUTATOR_CALLHOOK(VehicleExit, _player, _vehicle);
889
890         _vehicle.team = _vehicle.tur_head.team;
891
892         sound (_vehicle, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
893         _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
894         _vehicle.phase = time + 1;
895
896         _vehicle.vehicle_exit(eject);
897
898         vehicles_setreturn(_vehicle);
899         vehicles_reset_colors(_vehicle);
900         _vehicle.owner = world;
901
902         CSQCMODEL_AUTOINIT(self);
903
904         setself(this);
905         vehicles_exit_running = false;
906 }
907
908 void vehicles_touch()
909 {SELFPARAM();
910         if(MUTATOR_CALLHOOK(VehicleTouch, self, other))
911                 return;
912
913         // Vehicle currently in use
914         if(self.owner)
915         {
916                 if(!forbidWeaponUse(self.owner))
917                 if(other != world)
918                 if((self.origin_z + self.maxs_z) > (other.origin_z))
919                 if(vehicles_crushable(other))
920                 {
921                         if(vdist(self.velocity, >=, 30))
922                                 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
923
924                         return; // Dont do selfdamage when hitting "soft targets".
925                 }
926
927                 if(self.play_time < time) {
928                         Vehicle info = Vehicles_from(self.vehicleid);
929                         info.vr_impact(info, self);
930                 }
931
932                 return;
933         }
934
935         if(autocvar_g_vehicles_enter)
936                 return;
937
938         vehicles_enter(other, self);
939 }
940
941 bool vehicle_impulse(entity this, int imp)
942 {
943         entity v = this.vehicle;
944         if (!v) return false;
945         if (IS_DEAD(v)) return false;
946         bool(int) f = v.vehicles_impulse;
947         if (f && f(imp)) return true;
948         switch (imp)
949         {
950                 case IMP_weapon_drop.impulse:
951                 {
952                         stuffcmd(self, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
953                         return true;
954                 }
955         }
956         return false;
957 }
958
959 void vehicles_enter(entity pl, entity veh)
960 {
961     SELFPARAM();
962         entity oldself = self;
963
964    // Remove this when bots know how to use vehicles
965         if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
966                 return;
967
968         if((!IS_PLAYER(pl))
969         || (veh.phase >= time)
970         || (pl.vehicle_enter_delay >= time)
971         || (STAT(FROZEN, pl))
972         || (IS_DEAD(pl))
973         || (pl.vehicle)
974         ) { return; }
975
976         if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
977         if(veh.vehicle_flags & VHF_MULTISLOT)
978         if(veh.owner)
979         {
980                 if(!veh.gunner1)
981                 if(time >= veh.gun1.phase)
982                 if(veh.gun1.vehicle_enter)
983                 if(veh.gun1.vehicle_enter(veh, pl))
984                         return;
985
986                 if(!veh.gunner2)
987                 if(time >= veh.gun2.phase)
988                 if(veh.gun2.vehicle_enter)
989                 if(veh.gun2.vehicle_enter(veh, pl))
990                         return;
991         }
992
993         if(teamplay)
994         if(veh.team)
995         if(DIFF_TEAM(pl, veh))
996         if(autocvar_g_vehicles_steal)
997         {
998                 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
999
1000                 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
1001
1002                 if (autocvar_g_vehicles_steal_show_waypoint) {
1003                         entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', world, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
1004                         wp.colormod = Team_ColorRGB(pl.team);
1005                 }
1006         }
1007         else return;
1008
1009         RemoveGrapplingHook(pl);
1010
1011         veh.vehicle_ammo1 = 0;
1012         veh.vehicle_ammo2 = 0;
1013         veh.vehicle_reload1 = 0;
1014         veh.vehicle_reload2 = 0;
1015         veh.vehicle_energy = 0;
1016
1017         veh.owner = pl;
1018         pl.vehicle = veh;
1019
1020         // .viewmodelforclient works better.
1021         //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
1022
1023         veh.vehicle_hudmodel.viewmodelforclient = pl;
1024
1025         tracebox(pl.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), pl.origin, false, pl);
1026         pl.crouch = false;
1027         pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
1028         setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
1029
1030         veh.event_damage        = vehicles_damage;
1031         veh.nextthink           = 0;
1032         pl.angles                       = veh.angles;
1033         pl.takedamage           = DAMAGE_NO;
1034         pl.solid                        = SOLID_NOT;
1035         pl.movetype                     = MOVETYPE_NOCLIP;
1036         pl.teleportable         = false;
1037         pl.alpha                        = -1;
1038         pl.event_damage         = func_null;
1039         pl.view_ofs                     = '0 0 0';
1040         veh.colormap            = pl.colormap;
1041         if(veh.tur_head)
1042                 veh.tur_head.colormap = pl.colormap;
1043         veh.m_switchweapon = PS(pl).m_switchweapon;
1044         pl.hud = veh.vehicleid;
1045         pl.PlayerPhysplug = veh.PlayerPhysplug;
1046
1047         pl.vehicle_ammo1 = veh.vehicle_ammo1;
1048         pl.vehicle_ammo2 = veh.vehicle_ammo2;
1049         pl.vehicle_reload1 = veh.vehicle_reload1;
1050         pl.vehicle_reload2 = veh.vehicle_reload2;
1051         pl.vehicle_energy = veh.vehicle_energy;
1052
1053         // Cant do this, hides attached objects too.
1054         //veh.exteriormodeltoclient = veh.owner;
1055         //veh.tur_head.exteriormodeltoclient = veh.owner;
1056
1057         UNSET_ONGROUND(pl);
1058         UNSET_ONGROUND(veh);
1059
1060         veh.team = pl.team;
1061         veh.flags -= FL_NOTARGET;
1062
1063         if (IS_REAL_CLIENT(pl))
1064         {
1065                 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1066
1067                 msg_entity = pl;
1068                 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
1069                 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1070
1071                 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1072                 if(veh.tur_head)
1073                 {
1074                         WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1075                         WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1076                         WriteAngle(MSG_ONE, 0);                                                                   // roll
1077                 }
1078                 else
1079                 {
1080                         WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1081                         WriteAngle(MSG_ONE, veh.angles_y);        // yaw
1082                         WriteAngle(MSG_ONE, 0);                           // roll
1083                 }
1084         }
1085
1086         vehicles_clearreturn(veh);
1087
1088         CSQCVehicleSetup(pl, veh.vehicleid);
1089
1090         MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1091
1092         setself(veh);
1093         CSQCModel_UnlinkEntity(veh);
1094         Vehicle info = Vehicles_from(veh.vehicleid);
1095         info.vr_enter(info, veh);
1096         setself(oldself);
1097
1098         antilag_clear(pl, CS(pl));
1099 }
1100
1101 void vehicles_think()
1102 {SELFPARAM();
1103         self.nextthink = time;
1104
1105         if(self.owner)
1106                 self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
1107
1108         Vehicle info = Vehicles_from(self.vehicleid);
1109         info.vr_think(info, self);
1110
1111         vehicles_painframe(self);
1112
1113         CSQCMODEL_AUTOUPDATE(self);
1114 }
1115
1116 // initialization
1117 void vehicles_spawn()
1118 {SELFPARAM();
1119         LOG_TRACE("Spawning vehicle: ", self.classname, "\n");
1120
1121         // disown & reset
1122         self.vehicle_hudmodel.viewmodelforclient = self;
1123
1124         self.owner                              = world;
1125         self.touch                              = vehicles_touch;
1126         self.event_damage               = vehicles_damage;
1127         self.iscreature                 = true;
1128         self.teleportable               = false; // no teleporting for vehicles, too buggy
1129         self.damagedbycontents  = true;
1130         self.movetype                   = MOVETYPE_WALK;
1131         self.solid                              = SOLID_SLIDEBOX;
1132         self.takedamage                 = DAMAGE_AIM;
1133         self.deadflag                   = DEAD_NO;
1134         self.bot_attack                 = true;
1135         self.flags                              = FL_NOTARGET;
1136         self.avelocity                  = '0 0 0';
1137         self.velocity                   = '0 0 0';
1138         self.think                              = vehicles_think;
1139         self.nextthink                  = time;
1140
1141         // Reset locking
1142         self.lock_strength = 0;
1143         self.lock_target = world;
1144         self.misc_bulletcounter = 0;
1145
1146         // Return to spawn
1147         self.angles = self.pos2;
1148         setorigin(self, self.pos1);
1149         // Show it
1150         Send_Effect(EFFECT_TELEPORT, self.origin + '0 0 64', '0 0 0', 1);
1151
1152         if(self.vehicle_controller)
1153                 self.team = self.vehicle_controller.team;
1154
1155         FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, RemoveGrapplingHook(it));
1156
1157         vehicles_reset_colors(self);
1158
1159         Vehicle info = Vehicles_from(self.vehicleid);
1160         info.vr_spawn(info, self);
1161
1162         CSQCMODEL_AUTOINIT(self);
1163 }
1164
1165 bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
1166 {
1167         if(!autocvar_g_vehicles)
1168                 return false;
1169
1170         if(!info.vehicleid)
1171                 return false;
1172
1173         if(!this.tur_head)
1174                 info.vr_precache(info);
1175
1176         if(this.targetname && this.targetname != "")
1177         {
1178                 this.vehicle_controller = find(world, target, this.targetname);
1179                 if(!this.vehicle_controller)
1180                 {
1181                         bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1182                         this.active = ACTIVE_ACTIVE;
1183                 }
1184                 else
1185                 {
1186                         this.team = this.vehicle_controller.team;
1187                         this.use1 = vehicle_use;
1188
1189                         if(teamplay)
1190                         {
1191                                 if(this.vehicle_controller.team == 0)
1192                                         this.active = ACTIVE_NOT;
1193                                 else
1194                                         this.active = ACTIVE_ACTIVE;
1195                         }
1196                 }
1197         }
1198         else { this.active = ACTIVE_ACTIVE; }
1199
1200         if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
1201                 this.team = 0;
1202
1203         if(this.mdl == "" || !this.mdl)
1204                 _setmodel(this, info.model);
1205         else
1206                 _setmodel(this, this.mdl);
1207
1208         this.vehicle_flags |= VHF_ISVEHICLE;
1209
1210         this.vehicle_viewport           = new(vehicle_viewport);
1211         this.vehicle_hudmodel           = new(vehicle_hudmodel);
1212         this.tur_head                           = new(tur_head);
1213         this.tur_head.owner                     = this;
1214         this.takedamage                         = DAMAGE_NO;
1215         this.bot_attack                         = true;
1216         this.iscreature                         = true;
1217         this.teleportable                       = false; // no teleporting for vehicles, too buggy
1218         this.damagedbycontents          = true;
1219         this.vehicleid                          = info.vehicleid;
1220         this.PlayerPhysplug                     = info.PlayerPhysplug;
1221         this.event_damage                       = func_null;
1222         this.touch                                      = vehicles_touch;
1223         this.think                                      = vehicles_spawn;
1224         this.nextthink                          = time;
1225         this.effects                            = EF_NODRAW;
1226         this.dphitcontentsmask          = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1227
1228         if(autocvar_g_playerclip_collisions)
1229                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1230
1231         if(autocvar_g_nodepthtestplayers)
1232                 this.effects |= EF_NODEPTHTEST;
1233
1234         if(autocvar_g_fullbrightplayers)
1235                 this.effects |= EF_FULLBRIGHT;
1236
1237         _setmodel(this.vehicle_hudmodel, info.hud_model);
1238         setmodel(this.vehicle_viewport, MDL_Null);
1239
1240         if(info.head_model != "")
1241         {
1242                 _setmodel(this.tur_head, info.head_model);
1243                 setattachment(this.tur_head, this, info.tag_head);
1244                 setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
1245                 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1246         }
1247         else
1248         {
1249                 setattachment(this.tur_head, this, "");
1250                 setattachment(this.vehicle_hudmodel, this, info.tag_hud);
1251                 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1252         }
1253
1254         setsize(this, info.mins, info.maxs);
1255
1256         if(!nodrop)
1257         {
1258                 setorigin(this, this.origin);
1259                 tracebox(this.origin + '0 0 100', info.mins, info.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1260                 setorigin(this, trace_endpos);
1261         }
1262
1263         this.pos1 = this.origin;
1264         this.pos2 = this.angles;
1265         this.tur_head.team = this.team;
1266
1267         info.vr_setup(info, this);
1268
1269         if(this.active == ACTIVE_NOT)
1270                 this.nextthink = 0; // wait until activated
1271         else if(autocvar_g_vehicles_delayspawn)
1272                 this.nextthink = time + this.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1273         else
1274                 this.nextthink = time + game_starttime;
1275
1276         if(MUTATOR_CALLHOOK(VehicleSpawn, this))
1277                 return false;
1278
1279         return true;
1280 }