4 #include "../cl_player.qh"
5 #include "../../common/constants.qh"
6 #include "../waypointsprites.qh"
8 #include "../bot/waypoints.qh"
10 float autocvar_g_vehicles_crush_dmg;
11 float autocvar_g_vehicles_crush_force;
12 float autocvar_g_vehicles_delayspawn;
13 float autocvar_g_vehicles_delayspawn_jitter;
15 float autocvar_g_vehicles_vortex_damagerate = 0.5;
16 float autocvar_g_vehicles_machinegun_damagerate = 0.5;
17 float autocvar_g_vehicles_rifle_damagerate = 0.75;
18 float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
19 float autocvar_g_vehicles_tag_damagerate = 5;
21 float autocvar_g_vehicles;
23 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
24 void vehicles_return();
25 void vehicles_enter();
26 void vehicles_reset_colors();
27 void vehicles_clearreturn();
28 void vehicles_setreturn();
32 Send additional points of interest to be drawn, to vehicle owner
34 const float MAX_AXH = 4;
35 .entity AuxiliaryXhairs[MAX_AXH];
37 float SendAuxiliaryXhair(entity to, int sf)
40 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
42 WriteByte(MSG_ENTITY, self.cnt);
44 WriteCoord(MSG_ENTITY, self.origin.x);
45 WriteCoord(MSG_ENTITY, self.origin.y);
46 WriteCoord(MSG_ENTITY, self.origin.z);
48 WriteByte(MSG_ENTITY, rint(self.colormod.x * 255));
49 WriteByte(MSG_ENTITY, rint(self.colormod.y * 255));
50 WriteByte(MSG_ENTITY, rint(self.colormod.z * 255));
55 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
57 if (!IS_REAL_CLIENT(own))
62 axh_id = bound(0, axh_id, MAX_AXH);
63 axh = own.(AuxiliaryXhairs[axh_id]);
65 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
69 axh.drawonlytoclient = own;
71 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
77 own.(AuxiliaryXhairs[axh_id]) = axh;
81 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
82 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
83 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
87 WriteByte(MSG_ONE, SVC_TEMPENTITY);
88 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
90 WriteByte(MSG_ONE, axh_id);
92 WriteCoord(MSG_ONE, loc_x);
93 WriteCoord(MSG_ONE, loc_y);
94 WriteCoord(MSG_ONE, loc_z);
96 WriteByte(MSG_ONE, rint(clr_x * 255));
97 WriteByte(MSG_ONE, rint(clr_y * 255));
98 WriteByte(MSG_ONE, rint(clr_z * 255));
102 // End AuxiliaryXhair
105 Notifies the client that he enterd a vehicle, and sends
108 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
110 void CSQCVehicleSetup(entity own, float vehicle_id)
112 if (!IS_REAL_CLIENT(own))
117 WriteByte(MSG_ONE, SVC_TEMPENTITY);
118 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
120 WriteByte(MSG_ONE, vehicle_id);
122 WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
126 const float DAMAGE_TARGETDRONE = 10;
128 vector targetdrone_getnewspot()
133 for(i = 0; i < 100; ++i)
135 spot = self.origin + randomvec() * 1024;
136 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
137 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
144 void targetdrone_think();
145 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
146 void targetdrone_renwe()
148 self.think = targetdrone_think;
149 self.nextthink = time + 0.1;
150 setorigin(self, targetdrone_getnewspot());
152 self.takedamage = DAMAGE_TARGETDRONE;
153 self.event_damage = targetdrone_damage;
154 self.solid = SOLID_BBOX;
155 setmodel(self, "models/runematch/rune.mdl");
156 self.effects = EF_LOWPRECISION;
158 self.movetype = MOVETYPE_BOUNCEMISSILE;
159 setsize(self, '-100 -100 -100', '100 100 100');
162 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
164 self.health -= damage;
167 Send_Effect("explosion_medium", self.origin, '0 0 0', 1);
173 self.think = targetdrone_renwe;
174 self.nextthink = time + 1 + random() * 2;
175 self.solid = SOLID_NOT;
180 entity targetdrone_getfear()
185 for(i = 64; i <= 1024; i += 64)
187 fear = findradius(self.origin, i);
199 void targetdrone_think()
201 self.nextthink = time + 0.1;
204 if(self.wp00.deadflag != DEAD_NO)
205 self.wp00 = targetdrone_getfear();
208 self.wp00 = targetdrone_getfear();
213 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
215 newdir = randomvec() * 0.75;
217 newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
220 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
222 self.velocity = normalize(newdir) * 750;
224 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
225 if(trace_fraction != 1.0)
226 self.velocity = self.velocity * -1;
228 //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
231 void targetdrone_spawn(vector _where, float _autorenew)
233 entity drone = spawn();
234 setorigin(drone, _where);
235 drone.think = targetdrone_renwe;
236 drone.nextthink = time + 0.1;
237 drone.cnt = _autorenew;
241 void vehicles_locktarget(float incr, float decr, float _lock_time)
243 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
245 self.lock_target = world;
246 self.lock_strength = 0;
250 if(self.lock_time > time)
253 if(self.lock_soundtime < time)
255 self.lock_soundtime = time + 0.5;
256 play2(self.owner, "vehicles/locked.wav");
262 if(trace_ent != world)
264 if(teamplay && trace_ent.team == self.team)
267 if(trace_ent.deadflag != DEAD_NO)
270 IS_VEHICLE(trace_ent) ||
271 IS_TURRET(trace_ent) ||
272 (trace_ent.takedamage == DAMAGE_TARGETDRONE)
273 )) { trace_ent = world; }
276 if(self.lock_target == world && trace_ent != world)
277 self.lock_target = trace_ent;
279 if(self.lock_target && trace_ent == self.lock_target)
281 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
283 play2(self.owner, "vehicles/lock.wav");
284 self.lock_soundtime = time + 0.8;
286 else if (self.lock_strength != 1 && self.lock_soundtime < time)
288 play2(self.owner, "vehicles/locking.wav");
289 self.lock_soundtime = time + 0.3;
294 // Have a locking target
295 // Trace hit current target
296 if(trace_ent == self.lock_target && trace_ent != world)
298 self.lock_strength = min(self.lock_strength + incr, 1);
299 if(self.lock_strength == 1)
300 self.lock_time = time + _lock_time;
305 self.lock_strength = max(self.lock_strength - decr * 2, 0);
307 self.lock_strength = max(self.lock_strength - decr, 0);
309 if(self.lock_strength == 0)
310 self.lock_target = world;
315 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
316 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
317 if(trace_fraction != 1) \
318 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
320 // Hover movement support
321 float force_fromtag_power;
322 vector force_fromtag_origin;
323 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
325 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
326 v_forward = normalize(v_forward) * -1;
327 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
329 force_fromtag_power = (1 - trace_fraction) * max_power;
330 force_fromtag_normpower = force_fromtag_power / max_power;
332 return v_forward * force_fromtag_power;
335 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
336 // Can possibly be use to move abt any surface (inclusing walls/celings)
337 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
340 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
341 v_forward = normalize(v_forward) * -1;
342 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
344 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
345 if(trace_fraction == 1.0)
347 force_fromtag_normpower = -0.25;
351 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
352 force_fromtag_normpower = force_fromtag_power / max_power;
354 return v_forward * force_fromtag_power;
357 // Generic vehile projectile system
358 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
360 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
361 if(inflictor.owner == self.owner)
364 self.health -= damage;
365 self.velocity += force;
368 self.takedamage = DAMAGE_NO;
369 self.event_damage = func_null;
370 self.think = self.use;
371 self.nextthink = time;
375 void vehicles_projectile_explode()
377 if(self.owner && other != world)
379 if(other == self.owner.vehicle)
382 if(other == self.owner.vehicle.tur_head)
388 self.event_damage = func_null;
389 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
394 entity vehicles_projectile(string _mzlfx, string _mzlsound,
395 vector _org, vector _vel,
396 float _dmg, float _radi, float _force, float _size,
397 float _deahtype, float _projtype, float _health,
398 float _cull, float _clianim, entity _owner)
404 PROJECTILE_MAKETRIGGER(proj);
405 setorigin(proj, _org);
407 proj.shot_dmg = _dmg;
408 proj.shot_radius = _radi;
409 proj.shot_force = _force;
410 proj.totalfrags = _deahtype;
411 proj.solid = SOLID_BBOX;
412 proj.movetype = MOVETYPE_FLYMISSILE;
413 proj.flags = FL_PROJECTILE;
414 proj.bot_dodge = true;
415 proj.bot_dodgerating = _dmg;
416 proj.velocity = _vel;
417 proj.touch = vehicles_projectile_explode;
418 proj.use = vehicles_projectile_explode;
420 proj.realowner = _owner;
421 proj.think = SUB_Remove;
422 proj.nextthink = time + 30;
426 proj.takedamage = DAMAGE_AIM;
427 proj.event_damage = vehicles_projectile_damage;
428 proj.health = _health;
431 proj.flags = FL_PROJECTILE | FL_NOTARGET;
434 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
437 Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
440 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
442 CSQCProjectile(proj, _clianim, _projtype, _cull);
446 // End generic vehile projectile system
448 void vehicles_reset()
452 entity oldself = self;
454 vehicles_exit(VHEF_RELESE);
458 self.movetype = MOVETYPE_NONE;
459 self.effects = EF_NODRAW;
460 self.colormod = '0 0 0';
461 self.avelocity = '0 0 0';
462 self.velocity = '0 0 0';
463 self.event_damage = func_null;
464 self.solid = SOLID_NOT;
465 self.deadflag = DEAD_NO;
467 self.touch = func_null;
469 vehicles_setreturn();
473 Exetuted for all vehicles on (re)spawn.
474 Sets defaults for newly spawned units.
476 void vehicles_spawn()
478 dprint("Spawning vehicle: ", self.netname, "\n");
481 self.vehicle_hudmodel.viewmodelforclient = self;
484 self.touch = vehicles_touch;
485 self.event_damage = vehicles_damage;
486 self.reset = vehicles_reset;
487 self.iscreature = true;
488 self.teleportable = false; // no teleporting for vehicles, too buggy
489 self.damagedbycontents = true;
490 self.movetype = MOVETYPE_WALK;
491 self.solid = SOLID_SLIDEBOX;
492 self.takedamage = DAMAGE_AIM;
493 self.deadflag = DEAD_NO;
494 self.bot_attack = true;
495 self.flags = FL_NOTARGET;
496 self.avelocity = '0 0 0';
497 self.velocity = '0 0 0';
500 self.lock_strength = 0;
501 self.lock_target = world;
502 self.misc_bulletcounter = 0;
505 self.angles = self.pos2;
506 setorigin(self, self.pos1 + '0 0 0');
508 Send_Effect("teleport", self.origin + '0 0 64', '0 0 0', 1);
510 if(self.vehicle_controller)
511 self.team = self.vehicle_controller.team;
513 vehicles_reset_colors();
514 self.vehicle_spawn(VHSF_NORMAL);
517 // Better way of determening whats crushable needed! (fl_crushable?)
518 float vehicles_crushable(entity e)
529 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
531 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
534 if(self.play_time < time)
536 float wc = vlen(self.velocity - self.oldvelocity);
537 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
538 //dprint("vel: ", vtos(self.velocity), "\n");
541 float take = min(_speedfac * wc, _maxpain);
542 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
543 self.play_time = time + 0.25;
545 //dprint("wc: ", ftos(wc), "\n");
546 //dprint("take: ", ftos(take), "\n");
551 void vehicles_touch()
553 if(MUTATOR_CALLHOOK(VehicleTouch, self, other))
556 // Vehicle currently in use
560 if(vehicles_crushable(other))
562 if(vlen(self.velocity) != 0)
563 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
565 return; // Dont do selfdamage when hitting "soft targets".
568 if(self.play_time < time)
569 if(self.vehicle_impact)
570 self.vehicle_impact();
575 if (!IS_PLAYER(other))
578 if(other.deadflag != DEAD_NO)
581 if(other.vehicle != world)
586 .float monster_attack;
587 void vehicles_enter()
589 // Remove this when bots know how to use vehicles
591 if (IS_BOT_CLIENT(other))
592 if (autocvar_g_vehicles_allow_bots)
593 dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
597 if(self.phase > time)
603 if(other.deadflag != DEAD_NO)
608 if(self.team != other.team)
611 RemoveGrapplingHook(other);
613 self.vehicle_ammo1 = 0;
614 self.vehicle_ammo2 = 0;
615 self.vehicle_reload1 = 0;
616 self.vehicle_reload2 = 0;
617 self.vehicle_energy = 0;
620 self.switchweapon = other.switchweapon;
622 // .viewmodelforclient works better.
623 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
625 self.vehicle_hudmodel.viewmodelforclient = self.owner;
627 self.event_damage = vehicles_damage;
629 self.owner.angles = self.angles;
630 self.owner.takedamage = DAMAGE_NO;
631 self.owner.solid = SOLID_NOT;
632 self.owner.movetype = MOVETYPE_NOCLIP;
633 self.owner.alpha = -1;
634 self.owner.vehicle = self;
635 self.owner.event_damage = func_null;
636 self.owner.view_ofs = '0 0 0';
637 self.colormap = self.owner.colormap;
639 self.tur_head.colormap = self.owner.colormap;
641 self.owner.hud = self.hud;
642 self.owner.PlayerPhysplug = self.PlayerPhysplug;
644 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
645 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
646 self.owner.vehicle_reload1 = self.vehicle_reload1;
647 self.owner.vehicle_reload2 = self.vehicle_reload2;
648 self.owner.vehicle_energy = self.vehicle_energy;
650 // Cant do this, hides attached objects too.
651 //self.exteriormodeltoclient = self.owner;
652 //self.tur_head.exteriormodeltoclient = self.owner;
654 other.flags &= ~FL_ONGROUND;
655 self.flags &= ~FL_ONGROUND;
657 self.team = self.owner.team;
658 self.flags -= FL_NOTARGET;
659 self.monster_attack = true;
661 if (IS_REAL_CLIENT(other))
664 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
665 WriteEntity(MSG_ONE, self.vehicle_viewport);
667 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
670 WriteAngle(MSG_ONE, self.tur_head.angles.x + self.angles.x); // tilt
671 WriteAngle(MSG_ONE, self.tur_head.angles.y + self.angles.y); // yaw
672 WriteAngle(MSG_ONE, 0); // roll
676 WriteAngle(MSG_ONE, self.angles.x * -1); // tilt
677 WriteAngle(MSG_ONE, self.angles.y); // yaw
678 WriteAngle(MSG_ONE, 0); // roll
682 vehicles_clearreturn();
684 CSQCVehicleSetup(self.owner, self.hud);
686 MUTATOR_CALLHOOK(VehicleEnter, other, self);
688 self.vehicle_enter();
689 antilag_clear(other);
692 /** vehicles_findgoodexit
693 Locates a valid location for the player to exit the vehicle.
694 Will first try prefer_spot, then up 100 random spots arround the vehicle
695 wich are in direct line of sight and empty enougth to hold a players bbox
697 vector vehicles_findgoodexit(vector prefer_spot)
702 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
703 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
706 mysize = 1.5 * vlen(self.maxs - self.mins);
709 v2 = 0.5 * (self.absmin + self.absmax);
710 for(i = 0; i < 100; ++i)
714 v = v2 + normalize(v) * mysize;
715 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
716 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
721 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
722 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
723 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
726 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
727 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
728 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
731 exitspot = (self.origin + '0 0 48') + v_right * mysize;
732 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
733 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
736 exitspot = (self.origin + '0 0 48') - v_right * mysize;
737 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
738 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
746 Standarrd vehicle release fucntion.
747 custom code goes in self.vehicle_exit
749 float vehicles_exit_running;
750 void vehicles_exit(float eject)
754 entity _oldself = self;
756 if(vehicles_exit_running)
758 dprint("^1vehicles_exit allready running! this is not good..\n");
762 vehicles_exit_running = true;
765 _vehicle = self.vehicle;
767 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
769 _vehicle.vehicle_exit(eject);
771 vehicles_exit_running = false;
778 _player = _vehicle.owner;
784 if (IS_REAL_CLIENT(_player))
786 msg_entity = _player;
787 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
788 WriteEntity( MSG_ONE, _player);
790 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
791 WriteAngle(MSG_ONE, 0);
792 WriteAngle(MSG_ONE, _vehicle.angles.y);
793 WriteAngle(MSG_ONE, 0);
796 setsize(_player, PL_MIN,PL_MAX);
798 _player.takedamage = DAMAGE_AIM;
799 _player.solid = SOLID_SLIDEBOX;
800 _player.movetype = MOVETYPE_WALK;
801 _player.effects &= ~EF_NODRAW;
803 _player.PlayerPhysplug = func_null;
804 _player.vehicle = world;
805 _player.view_ofs = PL_VIEW_OFS;
806 _player.event_damage = PlayerDamage;
807 _player.hud = HUD_NORMAL;
808 _player.switchweapon = _vehicle.switchweapon;
810 CSQCVehicleSetup(_player, HUD_NORMAL);
812 _vehicle.flags |= FL_NOTARGET;
814 if(_vehicle.deadflag == DEAD_NO)
815 _vehicle.avelocity = '0 0 0';
817 _vehicle.tur_head.nodrawtoclient = world;
822 MUTATOR_CALLHOOK(VehicleExit, _player, _vehicle);
824 _vehicle.team = _vehicle.tur_head.team;
826 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
827 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
828 _vehicle.phase = time + 1;
829 _vehicle.monster_attack = false;
831 _vehicle.vehicle_exit(eject);
833 vehicles_setreturn();
834 vehicles_reset_colors();
835 _vehicle.owner = world;
838 vehicles_exit_running = false;
842 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
844 if (self.(regen_field) < field_max)
845 if (timer + rpause < time)
848 regen = regen * (self.vehicle_health / self.tur_health);
850 self.(regen_field) = min(self.(regen_field) + regen * delta_time, field_max);
853 self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
857 void shieldhit_think()
862 //setmodel(self, "");
864 self.effects |= EF_NODRAW;
868 self.nextthink = time + 0.1;
872 void vehicles_painframe()
874 if(self.owner.vehicle_health <= 50)
875 if(self.pain_frame < time)
878 _ftmp = self.owner.vehicle_health / 50;
879 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
880 Send_Effect("smoke_small", (self.origin + (randomvec() * 80)), '0 0 0', 1);
882 if(self.vehicle_flags & VHF_DMGSHAKE)
883 self.velocity += randomvec() * 30;
885 if(self.vehicle_flags & VHF_DMGROLL)
886 if(self.vehicle_flags & VHF_DMGHEADROLL)
887 self.tur_head.angles += randomvec();
889 self.angles += randomvec();
894 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
896 self.dmg_time = time;
899 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id))
900 damage *= autocvar_g_vehicles_vortex_damagerate;
902 if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id))
903 damage *= autocvar_g_vehicles_machinegun_damagerate;
905 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE.m_id))
906 damage *= autocvar_g_vehicles_rifle_damagerate;
908 if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
909 damage *= autocvar_g_vehicles_vaporizer_damagerate;
911 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER.m_id))
912 damage *= autocvar_g_vehicles_tag_damagerate;
914 self.enemy = attacker;
916 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
918 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
920 self.vehicle_shieldent = spawn();
921 self.vehicle_shieldent.effects = EF_LOWPRECISION;
923 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
924 setattachment(self.vehicle_shieldent, self, "");
925 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
926 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
927 self.vehicle_shieldent.think = shieldhit_think;
930 self.vehicle_shieldent.colormod = '1 1 1';
931 self.vehicle_shieldent.alpha = 0.45;
932 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
933 self.vehicle_shieldent.nextthink = time;
934 self.vehicle_shieldent.effects &= ~EF_NODRAW;
936 self.vehicle_shield -= damage;
938 if(self.vehicle_shield < 0)
940 self.vehicle_health -= fabs(self.vehicle_shield);
941 self.vehicle_shieldent.colormod = '2 0 0';
942 self.vehicle_shield = 0;
943 self.vehicle_shieldent.alpha = 0.75;
945 if(sound_allowed(MSG_BROADCAST, attacker))
946 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
949 if(sound_allowed(MSG_BROADCAST, attacker))
950 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
955 self.vehicle_health -= damage;
957 if(sound_allowed(MSG_BROADCAST, attacker))
958 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
961 if(self.damageforcescale < 1 && self.damageforcescale > 0)
962 self.velocity += force * self.damageforcescale;
964 self.velocity += force;
966 if(self.vehicle_health <= 0)
969 if(self.vehicle_flags & VHF_DEATHEJECT)
970 vehicles_exit(VHEF_EJECT);
972 vehicles_exit(VHEF_RELESE);
978 vehicles_setreturn();
982 void vehicles_clearreturn()
985 // Remove "return helper", if any.
986 ret = findchain(classname, "vehicle_return");
992 ret.think = SUB_Remove;
993 ret.nextthink = time + 0.1;
995 if(ret.waypointsprite_attached)
996 WaypointSprite_Kill(ret.waypointsprite_attached);
1004 void vehicles_return()
1006 Send_Effect("teleport", self.wp00.origin + '0 0 64', '0 0 0', 1);
1008 self.wp00.think = vehicles_spawn;
1009 self.wp00.nextthink = time;
1011 if(self.waypointsprite_attached)
1012 WaypointSprite_Kill(self.waypointsprite_attached);
1017 void vehicles_showwp_goaway()
1019 if(self.waypointsprite_attached)
1020 WaypointSprite_Kill(self.waypointsprite_attached);
1026 void vehicles_showwp()
1028 entity oldself = world;
1033 self.think = vehicles_return;
1034 self.nextthink = self.cnt;
1038 self.think = vehicles_return;
1039 self.nextthink = time +1;
1043 setmodel(self, "null");
1044 self.team = oldself.wp00.team;
1045 self.wp00 = oldself.wp00;
1046 setorigin(self, oldself.wp00.pos1);
1048 self.nextthink = time + 5;
1049 self.think = vehicles_showwp_goaway;
1052 if(teamplay && self.team)
1053 rgb = Team_ColorRGB(self.team);
1056 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
1057 if(self.waypointsprite_attached)
1059 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1060 if(oldself == world)
1061 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1062 WaypointSprite_Ping(self.waypointsprite_attached);
1065 if(oldself != world)
1069 void vehicles_setreturn()
1073 vehicles_clearreturn();
1076 ret.classname = "vehicle_return";
1078 ret.team = self.team;
1079 ret.think = vehicles_showwp;
1081 if(self.deadflag != DEAD_NO)
1083 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1084 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1087 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1089 setmodel(ret, "null");
1090 setorigin(ret, self.pos1 + '0 0 96');
1093 void vehicles_reset_colors()
1096 float _effects = 0, _colormap;
1097 vector _glowmod, _colormod;
1099 if(autocvar_g_nodepthtestplayers)
1100 _effects |= EF_NODEPTHTEST;
1102 if(autocvar_g_fullbrightplayers)
1103 _effects |= EF_FULLBRIGHT;
1106 _colormap = 1024 + (self.team - 1) * 17;
1111 _colormod = '0 0 0';
1113 // Find all ents attacked to main model and setup effects, colormod etc.
1114 e = findchainentity(tag_entity, self);
1117 if(e != self.vehicle_shieldent)
1119 e.effects = _effects; // | EF_LOWPRECISION;
1120 e.colormod = _colormod;
1121 e.colormap = _colormap;
1127 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
1128 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1129 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1130 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1133 self.avelocity = '0 0 0';
1134 self.velocity = '0 0 0';
1135 self.effects = _effects;
1140 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1142 self.tur_head.team = activator.team;
1144 if(self.tur_head.team == 0)
1145 self.active = ACTIVE_NOT;
1147 self.active = ACTIVE_ACTIVE;
1149 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1151 dprint("^3Eat shit yall!\n");
1152 vehicles_setreturn();
1153 vehicles_reset_colors();
1155 else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1161 float vehicle_addplayerslot( entity _owner,
1166 void(float) _exitfunc)
1168 if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1169 _owner.vehicle_flags |= VHF_MULTISLOT;
1171 _slot.PlayerPhysplug = _framefunc;
1172 _slot.vehicle_exit = _exitfunc;
1174 _slot.vehicle_flags = VHF_PLAYERSLOT;
1175 _slot.vehicle_viewport = spawn();
1176 _slot.vehicle_hudmodel = spawn();
1177 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1178 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1180 setmodel(_slot.vehicle_hudmodel, _hud_model);
1181 setmodel(_slot.vehicle_viewport, "null");
1183 setattachment(_slot.vehicle_hudmodel, _slot, "");
1184 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1189 float vehicle_initialize(string net_name,
1200 void(float _spawnflag) spawnproc,
1204 void(float extflag) exitfunc,
1211 if(!autocvar_g_vehicles)
1216 self.vehicle_controller = find(world, target, self.targetname);
1217 if(!self.vehicle_controller)
1219 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1223 self.team = self.vehicle_controller.team;
1224 self.use = vehicle_use;
1228 if(self.vehicle_controller.team == 0)
1229 self.active = ACTIVE_NOT;
1231 self.active = ACTIVE_ACTIVE;
1236 precache_sound("onslaught/ons_hit2.wav");
1237 precache_sound("onslaught/electricity_explode.wav");
1240 addstat(STAT_HUD, AS_INT, hud);
1241 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
1242 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
1243 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
1245 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
1246 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1248 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
1249 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1252 error("vehicles: missing bodymodel!");
1255 error("vehicles: missing hudmodel!");
1258 self.netname = self.classname;
1260 self.netname = net_name;
1262 if(self.team && !teamplay)
1265 self.vehicle_flags |= VHF_ISVEHICLE;
1267 setmodel(self, bodymodel);
1269 self.vehicle_viewport = spawn();
1270 self.vehicle_hudmodel = spawn();
1271 self.tur_head = spawn();
1272 self.tur_head.owner = self;
1273 self.takedamage = DAMAGE_AIM;
1274 self.bot_attack = true;
1275 self.iscreature = true;
1276 self.teleportable = false; // no teleporting for vehicles, too buggy
1277 self.damagedbycontents = true;
1279 self.tur_health = _max_health;
1280 self.tur_head.tur_health = _max_shield;
1281 self.vehicle_die = dieproc;
1282 self.vehicle_exit = exitfunc;
1283 self.vehicle_enter = enterproc;
1284 self.PlayerPhysplug = physproc;
1285 self.event_damage = func_null;
1286 self.touch = vehicles_touch;
1287 self.think = vehicles_spawn;
1288 self.vehicle_spawn = spawnproc;
1289 self.vehicle_respawntime = max(0, _respawntime);
1290 self.effects = EF_NODRAW;
1291 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1292 if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1293 self.nextthink = time;
1295 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1297 if(autocvar_g_playerclip_collisions)
1298 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1300 if(autocvar_g_nodepthtestplayers)
1301 self.effects = self.effects | EF_NODEPTHTEST;
1303 if(autocvar_g_fullbrightplayers)
1304 self.effects = self.effects | EF_FULLBRIGHT;
1306 setmodel(self.vehicle_hudmodel, hudmodel);
1307 setmodel(self.vehicle_viewport, "null");
1311 setmodel(self.tur_head, topmodel);
1312 setattachment(self.tur_head, self, toptag);
1313 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1314 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1318 setattachment(self.tur_head, self, "");
1319 setattachment(self.vehicle_hudmodel, self, hudtag);
1320 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1323 setsize(self, min_s, max_s);
1326 setorigin(self, self.origin);
1327 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1328 setorigin(self, trace_endpos);
1331 self.pos1 = self.origin;
1332 self.pos2 = self.angles;
1333 self.tur_head.team = self.team;
1335 if(MUTATOR_CALLHOOK(VehicleSpawn))
1341 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1342 float _pichlimit_min, float _pichlimit_max,
1343 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1347 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1348 vtmp = vectoangles(normalize(_target - vtag));
1349 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1350 vtmp = AnglesTransform_Normalize(vtmp, true);
1351 ftmp = _aimspeed * frametime;
1352 vtmp.y = bound(-ftmp, vtmp.y, ftmp);
1353 vtmp.x = bound(-ftmp, vtmp.x, ftmp);
1354 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles.y + vtmp.y, _rotlimit_max);
1355 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles.x + vtmp.x, _pichlimit_max);
1359 void vehicles_gib_explode()
1361 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1362 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1366 void vehicles_gib_think()
1369 if(self.cnt >= time)
1372 self.nextthink = time + 0.1;
1375 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1377 entity _gib = spawn();
1378 setmodel(_gib, _template.model);
1379 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1380 _gib.velocity = _vel;
1381 _gib.movetype = MOVETYPE_TOSS;
1382 _gib.solid = SOLID_CORPSE;
1383 _gib.colormod = '-0.5 -0.5 -0.5';
1384 _gib.effects = EF_LOWPRECISION;
1385 _gib.avelocity = _rot;
1388 _gib.effects |= EF_FLAME;
1392 _gib.think = vehicles_gib_explode;
1393 _gib.nextthink = time + random() * _explode;
1394 _gib.touch = vehicles_gib_explode;
1398 _gib.cnt = time + _maxtime;
1399 _gib.think = vehicles_gib_think;
1400 _gib.nextthink = time + _maxtime - 1;
1407 vector predict_target(entity _targ, vector _from, float _shot_speed)
1410 float _distance; // How far to target
1411 float _impact_time; // How long untill projectile impacts
1412 vector _predict_pos; // Predicted enemy location
1413 vector _original_origin;// Where target is before predicted
1415 _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1417 _predict_pos = _original_origin;
1418 for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1420 _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1421 _impact_time = _distance / _shot_speed; // Calculate impact time
1422 _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1425 return _predict_pos;