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