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Merge branch 'master' into Mario/qc_physics_prehax
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
1 #include "../../common/triggers/subs.qh"
2
3 float autocvar_g_vehicles_crush_dmg;
4 float autocvar_g_vehicles_crush_force;
5 float autocvar_g_vehicles_delayspawn;
6 float autocvar_g_vehicles_delayspawn_jitter;
7
8 float autocvar_g_vehicles_vortex_damagerate = 0.5;
9 float autocvar_g_vehicles_machinegun_damagerate = 0.5;
10 float autocvar_g_vehicles_rifle_damagerate = 0.75;
11 float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
12 float autocvar_g_vehicles_tag_damagerate = 5;
13
14 float autocvar_g_vehicles;
15
16 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
17 void vehicles_return();
18 void vehicles_enter();
19 void vehicles_touch();
20 void vehicles_reset_colors();
21 void vehicles_clearreturn();
22 void vehicles_setreturn();
23
24
25 /** AuxiliaryXhair*
26     Send additional points of interest to be drawn, to vehicle owner
27 **/
28 const float MAX_AXH = 4;
29 .entity AuxiliaryXhair[MAX_AXH];
30
31 float SendAuxiliaryXhair(entity to, int sf)
32 {
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
35
36         WriteByte(MSG_ENTITY, self.cnt);
37
38         WriteCoord(MSG_ENTITY, self.origin.x);
39         WriteCoord(MSG_ENTITY, self.origin.y);
40         WriteCoord(MSG_ENTITY, self.origin.z);
41
42     WriteByte(MSG_ENTITY, rint(self.colormod.x * 255));
43     WriteByte(MSG_ENTITY, rint(self.colormod.y * 255));
44     WriteByte(MSG_ENTITY, rint(self.colormod.z * 255));
45
46     return true;
47 }
48
49 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
50 {
51     if (!IS_REAL_CLIENT(own))
52         return;
53
54     entity axh;
55
56     axh_id = bound(0, axh_id, MAX_AXH);
57     axh = own.(AuxiliaryXhair[axh_id]);
58
59     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
60     {
61         axh                     = spawn();
62         axh.cnt                 = axh_id;
63         axh.drawonlytoclient    = own;
64         axh.owner               = own;
65         Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
66     }
67
68     setorigin(axh, loc);
69     axh.colormod            = clr;
70     axh.SendFlags           = 0x01;
71     own.(AuxiliaryXhair[axh_id]) = axh;
72 }
73
74 /*
75 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
76 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
77 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
78 {
79         msgexntity = own;
80
81         WriteByte(MSG_ONE, SVC_TEMPENTITY);
82         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
83
84         WriteByte(MSG_ONE, axh_id);
85
86         WriteCoord(MSG_ONE, loc_x);
87         WriteCoord(MSG_ONE, loc_y);
88         WriteCoord(MSG_ONE, loc_z);
89
90     WriteByte(MSG_ONE, rint(clr_x * 255));
91     WriteByte(MSG_ONE, rint(clr_y * 255));
92     WriteByte(MSG_ONE, rint(clr_z * 255));
93
94 }
95 */
96 // End AuxiliaryXhair
97
98 /**
99     Notifies the client that he enterd a vehicle, and sends
100     realavent data.
101
102     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
103 **/
104 void CSQCVehicleSetup(entity own, float vehicle_id)
105 {
106     if (!IS_REAL_CLIENT(own))
107         return;
108
109         msg_entity = own;
110
111         WriteByte(MSG_ONE, SVC_TEMPENTITY);
112         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
113         if(vehicle_id != 0)
114             WriteByte(MSG_ONE, vehicle_id);
115         else
116         WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
117 }
118
119 /** vehicles_locktarget
120
121     Generic target locking.
122
123     Figure out if what target is "locked" (if any), for missile tracking as such.
124
125     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
126     you have a locked in target.
127
128     Exspects a crosshair_trace() or equivalent to be
129     dont before calling.
130
131 **/
132 .entity lock_target;
133 .float  lock_strength;
134 .float  lock_time;
135 .float  lock_soundtime;
136 const float     DAMAGE_TARGETDRONE = 10;
137
138 vector targetdrone_getnewspot()
139 {
140
141         vector spot;
142         float i;
143         for(i = 0; i < 100; ++i)
144         {
145                 spot = self.origin + randomvec() * 1024;
146                 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
147                 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
148                         return spot;
149         }
150         return self.origin;
151 }
152
153 #if 0
154 void targetdrone_think();
155 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
156 void targetdrone_renwe()
157 {
158         self.think = targetdrone_think;
159         self.nextthink = time + 0.1;
160         setorigin(self, targetdrone_getnewspot());
161         self.health = 200;
162         self.takedamage = DAMAGE_TARGETDRONE;
163         self.event_damage = targetdrone_damage;
164         self.solid = SOLID_BBOX;
165         setmodel(self, "models/runematch/rune.mdl");
166         self.effects = EF_LOWPRECISION;
167         self.scale = 10;
168         self.movetype = MOVETYPE_BOUNCEMISSILE;
169         setsize(self, '-100 -100 -100', '100 100 100');
170
171 }
172 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
173 {
174         self.health -= damage;
175         if(self.health <= 0)
176         {
177                 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
178
179                 if(!self.cnt)
180                         remove(self);
181                 else
182                 {
183                         self.think = targetdrone_renwe;
184                         self.nextthink = time + 1 + random() * 2;
185                         self.solid = SOLID_NOT;
186                         setmodel(self, "");
187                 }
188         }
189 }
190 entity targetdrone_getfear()
191 {
192         entity fear;
193         float i;
194
195         for(i = 64; i <= 1024; i += 64)
196         {
197                 fear = findradius(self.origin, i);
198                 while(fear)
199                 {
200                         if(fear.bot_dodge)
201                                 return fear;
202
203                         fear = fear.chain;
204                 }
205         }
206
207         return world;
208 }
209 void targetdrone_think()
210 {
211         self.nextthink = time + 0.1;
212
213         if(self.wp00)
214         if(self.wp00.deadflag != DEAD_NO)
215                 self.wp00 = targetdrone_getfear();
216
217         if(!self.wp00)
218                 self.wp00 = targetdrone_getfear();
219
220         vector newdir;
221
222         if(self.wp00)
223                 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
224         else
225                 newdir = randomvec() * 0.75;
226
227         newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
228
229         if(self.wp00)
230                 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
231         else
232                 self.velocity = normalize(newdir) * 750;
233
234         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
235         if(trace_fraction != 1.0)
236                 self.velocity = self.velocity * -1;
237
238         //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
239 }
240
241 void targetdrone_spawn(vector _where, float _autorenew)
242 {
243         entity drone = spawn();
244         setorigin(drone, _where);
245         drone.think = targetdrone_renwe;
246         drone.nextthink = time + 0.1;
247         drone.cnt = _autorenew;
248 }
249 #endif
250
251 void vehicles_locktarget(float incr, float decr, float _lock_time)
252 {
253     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
254     {
255         self.lock_target    = world;
256         self.lock_strength  = 0;
257         self.lock_time      = 0;
258     }
259
260     if(self.lock_time > time)
261     {
262         if(self.lock_target)
263         if(self.lock_soundtime < time)
264         {
265             self.lock_soundtime = time + 0.5;
266             play2(self.owner, "vehicles/locked.wav");
267         }
268
269         return;
270     }
271
272     if(trace_ent != world)
273     {
274         if(teamplay && trace_ent.team == self.team)
275             trace_ent = world;
276
277         if(trace_ent.deadflag != DEAD_NO)
278             trace_ent = world;
279         if(!(
280             (trace_ent.vehicle_flags & VHF_ISVEHICLE) || 
281             (trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || 
282             (trace_ent.takedamage == DAMAGE_TARGETDRONE)
283             )) { trace_ent = world; }
284     }
285
286     if(self.lock_target == world && trace_ent != world)
287         self.lock_target = trace_ent;
288
289     if(self.lock_target && trace_ent == self.lock_target)
290     {
291         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
292         {
293             play2(self.owner, "vehicles/lock.wav");
294             self.lock_soundtime = time + 0.8;
295         }
296         else if (self.lock_strength != 1 && self.lock_soundtime < time)
297         {
298             play2(self.owner, "vehicles/locking.wav");
299             self.lock_soundtime = time + 0.3;
300         }
301
302     }
303
304     // Have a locking target
305     // Trace hit current target
306     if(trace_ent == self.lock_target && trace_ent != world)
307     {
308         self.lock_strength = min(self.lock_strength + incr, 1);
309         if(self.lock_strength == 1)
310             self.lock_time = time + _lock_time;
311     }
312     else
313     {
314         if(trace_ent)
315             self.lock_strength = max(self.lock_strength - decr * 2, 0);
316         else
317             self.lock_strength = max(self.lock_strength - decr, 0);
318
319         if(self.lock_strength == 0)
320             self.lock_target = world;
321     }
322 }
323
324 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
325 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
326
327 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
328 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
329 if(trace_fraction != 1) \
330     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
331
332 // Hover movement support
333 float  force_fromtag_power;
334 float  force_fromtag_normpower;
335 vector force_fromtag_origin;
336 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
337 {
338     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
339     v_forward  = normalize(v_forward) * -1;
340     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
341
342     force_fromtag_power = (1 - trace_fraction) * max_power;
343     force_fromtag_normpower = force_fromtag_power / max_power;
344
345     return v_forward  * force_fromtag_power;
346 }
347
348 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
349 // Can possibly be use to move abt any surface (inclusing walls/celings)
350 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
351 {
352
353     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
354     v_forward  = normalize(v_forward) * -1;
355     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
356
357     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
358     if(trace_fraction == 1.0)
359     {
360         force_fromtag_normpower = -0.25;
361         return '0 0 -200';
362     }
363
364     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
365     force_fromtag_normpower = force_fromtag_power / max_power;
366
367     return v_forward  * force_fromtag_power;
368 }
369
370 // Generic vehile projectile system
371 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
372 {
373     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
374     if(inflictor.owner == self.owner)
375         return;
376
377     self.health -= damage;
378     self.velocity += force;
379     if(self.health < 1)
380     {
381         self.takedamage = DAMAGE_NO;
382         self.event_damage = func_null;
383         self.think = self.use;
384         self.nextthink = time;
385     }
386 }
387
388 void vehicles_projectile_explode()
389 {
390     if(self.owner && other != world)
391     {
392         if(other == self.owner.vehicle)
393             return;
394
395         if(other == self.owner.vehicle.tur_head)
396             return;
397     }
398
399         PROJECTILE_TOUCH;
400
401         self.event_damage = func_null;
402     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
403
404     remove (self);
405 }
406
407 entity vehicles_projectile(string _mzlfx, string _mzlsound,
408                            vector _org, vector _vel,
409                            float _dmg, float _radi, float _force,  float _size,
410                            float _deahtype, float _projtype, float _health,
411                            float _cull, float _clianim, entity _owner)
412 {
413     entity proj;
414
415     proj = spawn();
416
417     PROJECTILE_MAKETRIGGER(proj);
418     setorigin(proj, _org);
419
420     proj.shot_dmg         = _dmg;
421     proj.shot_radius      = _radi;
422     proj.shot_force       = _force;
423     proj.totalfrags       = _deahtype;
424     proj.solid            = SOLID_BBOX;
425     proj.movetype         = MOVETYPE_FLYMISSILE;
426     proj.flags            = FL_PROJECTILE;
427     proj.bot_dodge        = true;
428     proj.bot_dodgerating  = _dmg;
429     proj.velocity         = _vel;
430     proj.touch            = vehicles_projectile_explode;
431     proj.use              = vehicles_projectile_explode;
432     proj.owner            = self;
433     proj.realowner        = _owner;
434     proj.think            = SUB_Remove;
435     proj.nextthink        = time + 30;
436
437     if(_health)
438     {
439         proj.takedamage       = DAMAGE_AIM;
440         proj.event_damage     = vehicles_projectile_damage;
441         proj.health           = _health;
442     }
443     else
444         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
445
446     if(_mzlsound)
447         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
448
449     if(_mzlfx)
450         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
451
452
453     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
454
455     CSQCProjectile(proj, _clianim, _projtype, _cull);
456
457     return proj;
458 }
459 // End generic vehile projectile system
460
461 void vehicles_reset()
462 {
463         if(self.owner)
464         {
465                 entity oldself = self;
466                 self = self.owner;
467                 vehicles_exit(VHEF_RELESE);
468                 self = oldself;
469         }
470         self.alpha      = -1;
471         self.movetype   = MOVETYPE_NONE;
472         self.effects    = EF_NODRAW;
473         self.colormod  = '0 0 0';
474         self.avelocity = '0 0 0';
475         self.velocity  = '0 0 0';
476         self.event_damage = func_null;
477         self.solid = SOLID_NOT;
478         self.deadflag = DEAD_NO;
479
480         self.touch = func_null;
481         self.nextthink = 0;
482         vehicles_setreturn();
483 }
484
485 /** vehicles_spawn
486     Exetuted for all vehicles on (re)spawn.
487     Sets defaults for newly spawned units.
488 **/
489 void vehicles_spawn()
490 {
491     dprint("Spawning vehicle: ", self.netname, "\n");
492
493     // De-own & reset
494     self.vehicle_hudmodel.viewmodelforclient = self;
495
496     self.owner              = world;
497     self.touch              = vehicles_touch;
498     self.event_damage       = vehicles_damage;
499     self.reset              = vehicles_reset;
500     self.iscreature         = true;
501     self.teleportable       = false; // no teleporting for vehicles, too buggy
502     self.damagedbycontents      = true;
503     self.movetype           = MOVETYPE_WALK;
504     self.solid              = SOLID_SLIDEBOX;
505     self.takedamage         = DAMAGE_AIM;
506         self.deadflag           = DEAD_NO;
507     self.bot_attack         = true;
508     self.flags              = FL_NOTARGET;
509     self.avelocity          = '0 0 0';
510     self.velocity           = '0 0 0';
511
512     // Reset locking
513     self.lock_strength      = 0;
514     self.lock_target        = world;
515     self.misc_bulletcounter = 0;
516
517     // Return to spawn
518     self.angles             = self.pos2;
519     setorigin(self, self.pos1 + '0 0 0');
520     // Show it
521     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
522
523     if(self.vehicle_controller)
524         self.team = self.vehicle_controller.team;
525
526     vehicles_reset_colors();
527     self.vehicle_spawn(VHSF_NORMAL);
528 }
529
530 // Better way of determening whats crushable needed! (fl_crushable?)
531 float vehicles_crushable(entity e)
532 {
533     if(IS_PLAYER(e))
534         return true;
535
536     if(e.flags & FL_MONSTER)
537         return true;
538
539     return false;
540 }
541
542 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
543 {
544     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
545         return;
546
547     if(self.play_time < time)
548     {
549         float wc = vlen(self.velocity - self.oldvelocity);
550         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
551         //dprint("vel: ", vtos(self.velocity), "\n");
552         if(_minspeed < wc)
553         {
554             float take = min(_speedfac * wc, _maxpain);
555             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
556             self.play_time = time + 0.25;
557
558             //dprint("wc: ", ftos(wc), "\n");
559             //dprint("take: ", ftos(take), "\n");
560         }
561     }
562 }
563
564 .void() vehicle_impact;
565 void vehicles_touch()
566 {
567         if(MUTATOR_CALLHOOK(VehicleTouch))
568                 return;
569
570     // Vehicle currently in use
571     if(self.owner)
572     {
573         if(other != world)
574         if(vehicles_crushable(other))
575         {
576             if(vlen(self.velocity) != 0)
577                 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);
578
579             return; // Dont do selfdamage when hitting "soft targets".
580         }
581
582         if(self.play_time < time)
583         if(self.vehicle_impact)
584             self.vehicle_impact();
585
586         return;
587     }
588
589     if (!IS_PLAYER(other))
590         return;
591
592     if(other.deadflag != DEAD_NO)
593         return;
594
595     if(other.vehicle != world)
596         return;
597
598     vehicles_enter();
599 }
600 float autocvar_g_vehicles_allow_bots = 0;
601 void vehicles_enter()
602 {
603    // Remove this when bots know how to use vehicles
604
605     if (IS_BOT_CLIENT(other))
606         if (autocvar_g_vehicles_allow_bots)
607             dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
608         else
609             return;
610
611     if(self.phase > time)
612         return;
613     if(other.frozen)
614         return;
615     if(other.vehicle)
616         return;
617     if(other.deadflag != DEAD_NO)
618         return;
619
620     if(teamplay)
621     if(self.team)
622     if(self.team != other.team)
623         return;
624
625     RemoveGrapplingHook(other);
626
627     self.vehicle_ammo1   = 0;
628     self.vehicle_ammo2   = 0;
629     self.vehicle_reload1 = 0;
630     self.vehicle_reload2 = 0;
631     self.vehicle_energy  = 0;
632
633     self.owner          = other;
634     self.switchweapon   = other.switchweapon;
635
636     // .viewmodelforclient works better.
637     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
638
639     self.vehicle_hudmodel.viewmodelforclient = self.owner;
640
641     self.event_damage         = vehicles_damage;
642     self.nextthink            = 0;
643     self.owner.angles         = self.angles;
644     self.owner.takedamage     = DAMAGE_NO;
645     self.owner.solid          = SOLID_NOT;
646     self.owner.movetype       = MOVETYPE_NOCLIP;
647     self.owner.alpha          = -1;
648     self.owner.vehicle        = self;
649     self.owner.event_damage   = func_null;
650     self.owner.view_ofs       = '0 0 0';
651     self.colormap             = self.owner.colormap;
652     if(self.tur_head)
653         self.tur_head.colormap    = self.owner.colormap;
654
655     self.owner.hud            = self.hud;
656     self.owner.PlayerPhysplug = self.PlayerPhysplug;
657
658     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
659     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
660     self.owner.vehicle_reload1  = self.vehicle_reload1;
661     self.owner.vehicle_reload2  = self.vehicle_reload2;
662
663     // Cant do this, hides attached objects too.
664     //self.exteriormodeltoclient = self.owner;
665     //self.tur_head.exteriormodeltoclient = self.owner;
666
667     other.flags &= ~FL_ONGROUND;
668     self.flags  &= ~FL_ONGROUND;
669
670     self.team                 = self.owner.team;
671     self.flags               -= FL_NOTARGET;
672     self.monster_attack       = true;
673
674     if (IS_REAL_CLIENT(other))
675     {
676         msg_entity = other;
677         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
678         WriteEntity(MSG_ONE, self.vehicle_viewport);
679
680         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
681         if(self.tur_head)
682         {
683             WriteAngle(MSG_ONE, self.tur_head.angles.x + self.angles.x); // tilt
684             WriteAngle(MSG_ONE, self.tur_head.angles.y + self.angles.y); // yaw
685             WriteAngle(MSG_ONE, 0);                                      // roll
686         }
687         else
688         {
689             WriteAngle(MSG_ONE,  self.angles.x * -1); // tilt
690             WriteAngle(MSG_ONE,  self.angles.y);      // yaw
691             WriteAngle(MSG_ONE,  0);                  // roll
692         }
693     }
694
695     vehicles_clearreturn();
696
697     CSQCVehicleSetup(self.owner, self.hud);
698
699     vh_player = other;
700     vh_vehicle = self;
701     MUTATOR_CALLHOOK(VehicleEnter);
702     other = vh_player;
703     self = vh_vehicle;
704
705     self.vehicle_enter();
706     antilag_clear(other);
707 }
708
709 /** vehicles_findgoodexit
710     Locates a valid location for the player to exit the vehicle.
711     Will first try prefer_spot, then up 100 random spots arround the vehicle
712     wich are in direct line of sight and empty enougth to hold a players bbox
713 **/
714 vector vehicles_findgoodexit(vector prefer_spot)
715 {
716     //vector exitspot;
717     float mysize;
718
719     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
720     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
721         return prefer_spot;
722
723     mysize = 1.5 * vlen(self.maxs - self.mins);
724     float i;
725     vector v, v2;
726     v2 = 0.5 * (self.absmin + self.absmax);
727     for(i = 0; i < 100; ++i)
728     {
729         v = randomvec();
730         v.z = 0;
731         v = v2 + normalize(v) * mysize;
732         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
733         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
734             return v;
735     }
736
737     /*
738     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
739     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
740     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
741         return exitspot;
742
743     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
744     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
745     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
746         return exitspot;
747
748     exitspot = (self.origin + '0 0 48') + v_right * mysize;
749     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
750     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
751         return exitspot;
752
753     exitspot = (self.origin + '0 0 48') - v_right * mysize;
754     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
755     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
756         return exitspot;
757     */
758
759     return self.origin;
760 }
761
762 /** vehicles_exit
763     Standarrd vehicle release fucntion.
764     custom code goes in self.vehicle_exit
765 **/
766 float vehicles_exit_running;
767 void vehicles_exit(float eject)
768 {
769     entity _vehicle;
770     entity _player;
771     entity _oldself = self;
772
773     if(vehicles_exit_running)
774     {
775         dprint("^1vehicles_exit allready running! this is not good..\n");
776         return;
777     }
778
779     vehicles_exit_running = true;
780     if(IS_CLIENT(self))
781     {
782         _vehicle = self.vehicle;
783
784         if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
785         {
786             _vehicle.vehicle_exit(eject);
787             self = _oldself;
788             vehicles_exit_running = false;
789             return;
790         }
791     }
792     else
793         _vehicle = self;
794
795     _player = _vehicle.owner;
796
797     self = _vehicle;
798
799     if (_player)
800     {
801         if (IS_REAL_CLIENT(_player))
802         {
803             msg_entity = _player;
804             WriteByte (MSG_ONE, SVC_SETVIEWPORT);
805             WriteEntity( MSG_ONE, _player);
806
807             WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
808             WriteAngle(MSG_ONE, 0);
809             WriteAngle(MSG_ONE, _vehicle.angles.y);
810             WriteAngle(MSG_ONE, 0);
811         }
812
813         setsize(_player, PL_MIN,PL_MAX);
814
815         _player.takedamage     = DAMAGE_AIM;
816         _player.solid          = SOLID_SLIDEBOX;
817         _player.movetype       = MOVETYPE_WALK;
818         _player.effects        &= ~EF_NODRAW;
819         _player.alpha          = 1;
820         _player.PlayerPhysplug = func_null;
821         _player.vehicle        = world;
822         _player.view_ofs       = PL_VIEW_OFS;
823         _player.event_damage   = PlayerDamage;
824         _player.hud            = HUD_NORMAL;
825         _player.switchweapon   = _vehicle.switchweapon;
826
827         CSQCVehicleSetup(_player, HUD_NORMAL);
828     }
829     _vehicle.flags |= FL_NOTARGET;
830
831     if(_vehicle.deadflag == DEAD_NO)
832         _vehicle.avelocity          = '0 0 0';
833
834     _vehicle.tur_head.nodrawtoclient             = world;
835
836     if(!teamplay)
837         _vehicle.team = 0;
838
839     vh_player = _player;
840     vh_vehicle = _vehicle;
841     MUTATOR_CALLHOOK(VehicleExit);
842     _player = vh_player;
843     _vehicle = vh_vehicle;
844
845     _vehicle.team = _vehicle.tur_head.team;
846
847     sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
848     _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
849     _vehicle.phase = time + 1;
850     _vehicle.monster_attack = false;
851
852     _vehicle.vehicle_exit(eject);
853
854     vehicles_setreturn();
855     vehicles_reset_colors();
856     _vehicle.owner = world;
857     self = _oldself;
858
859     vehicles_exit_running = false;
860 }
861
862
863 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
864 {
865     if(self.regen_field < field_max)
866     if(timer + rpause < time)
867     {
868         if(_healthscale)
869             regen = regen * (self.vehicle_health / self.tur_health);
870
871         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
872
873         if(self.owner)
874             self.owner.regen_field = (self.regen_field / field_max) * 100;
875     }
876 }
877
878 void shieldhit_think()
879 {
880     self.alpha -= 0.1;
881     if (self.alpha <= 0)
882     {
883         //setmodel(self, "");
884         self.alpha = -1;
885         self.effects |= EF_NODRAW;
886     }
887     else
888     {
889         self.nextthink = time + 0.1;
890     }
891 }
892
893 void vehicles_painframe()
894 {
895     if(self.owner.vehicle_health <= 50)
896     if(self.pain_frame < time)
897     {
898         float _ftmp;
899         _ftmp = self.owner.vehicle_health / 50;
900         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
901         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
902
903         if(self.vehicle_flags & VHF_DMGSHAKE)
904             self.velocity += randomvec() * 30;
905
906         if(self.vehicle_flags & VHF_DMGROLL)
907             if(self.vehicle_flags & VHF_DMGHEADROLL)
908                 self.tur_head.angles += randomvec();
909             else
910                 self.angles += randomvec();
911
912     }
913 }
914
915 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
916 {
917     self.dmg_time = time;
918
919         // WEAPONTODO
920     if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
921         damage *= autocvar_g_vehicles_vortex_damagerate;
922
923     if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
924         damage *= autocvar_g_vehicles_machinegun_damagerate;
925
926     if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
927         damage *= autocvar_g_vehicles_rifle_damagerate;
928
929     if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
930         damage *= autocvar_g_vehicles_vaporizer_damagerate;
931
932     if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
933         damage *= autocvar_g_vehicles_tag_damagerate;
934
935     self.enemy = attacker;
936
937     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
938     {
939         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
940         {
941             self.vehicle_shieldent = spawn();
942             self.vehicle_shieldent.effects = EF_LOWPRECISION;
943
944             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
945             setattachment(self.vehicle_shieldent, self, "");
946             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
947             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
948             self.vehicle_shieldent.think       = shieldhit_think;
949         }
950
951         self.vehicle_shieldent.colormod    = '1 1 1';
952         self.vehicle_shieldent.alpha       = 0.45;
953         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
954         self.vehicle_shieldent.nextthink   = time;
955         self.vehicle_shieldent.effects &= ~EF_NODRAW;
956
957         self.vehicle_shield -= damage;
958
959         if(self.vehicle_shield < 0)
960         {
961             self.vehicle_health            -= fabs(self.vehicle_shield);
962             self.vehicle_shieldent.colormod = '2 0 0';
963             self.vehicle_shield             = 0;
964             self.vehicle_shieldent.alpha    = 0.75;
965
966                 if(sound_allowed(MSG_BROADCAST, attacker))
967                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
968         }
969         else
970                 if(sound_allowed(MSG_BROADCAST, attacker))
971                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
972
973     }
974     else
975     {
976         self.vehicle_health -= damage;
977
978         if(sound_allowed(MSG_BROADCAST, attacker))
979             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
980     }
981
982         if(self.damageforcescale < 1 && self.damageforcescale > 0)
983                 self.velocity += force * self.damageforcescale;
984         else
985                 self.velocity += force;
986
987     if(self.vehicle_health <= 0)
988     {
989         if(self.owner)
990             if(self.vehicle_flags & VHF_DEATHEJECT)
991                 vehicles_exit(VHEF_EJECT);
992             else
993                 vehicles_exit(VHEF_RELESE);
994
995
996         antilag_clear(self);
997
998         self.vehicle_die();
999         vehicles_setreturn();
1000     }
1001 }
1002
1003 void vehicles_clearreturn()
1004 {
1005     entity ret;
1006     // Remove "return helper", if any.
1007     ret = findchain(classname, "vehicle_return");
1008     while(ret)
1009     {
1010         if(ret.wp00 == self)
1011         {
1012             ret.classname   = "";
1013             ret.think       = SUB_Remove;
1014             ret.nextthink   = time + 0.1;
1015
1016             if(ret.waypointsprite_attached)
1017                 WaypointSprite_Kill(ret.waypointsprite_attached);
1018
1019             return;
1020         }
1021         ret = ret.chain;
1022     }
1023 }
1024
1025 void vehicles_return()
1026 {
1027     pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
1028
1029     self.wp00.think     = vehicles_spawn;
1030     self.wp00.nextthink = time;
1031
1032     if(self.waypointsprite_attached)
1033         WaypointSprite_Kill(self.waypointsprite_attached);
1034
1035     remove(self);
1036 }
1037
1038 void vehicles_showwp_goaway()
1039 {
1040     if(self.waypointsprite_attached)
1041         WaypointSprite_Kill(self.waypointsprite_attached);
1042
1043     remove(self);
1044
1045 }
1046
1047 void vehicles_showwp()
1048 {
1049     entity oldself = world;
1050     vector rgb;
1051
1052     if(self.cnt)
1053     {
1054         self.think      = vehicles_return;
1055         self.nextthink  = self.cnt;
1056     }
1057     else
1058     {
1059         self.think      = vehicles_return;
1060         self.nextthink  = time +1;
1061
1062         oldself = self;
1063         self = spawn();
1064         setmodel(self, "null");
1065         self.team = oldself.wp00.team;
1066         self.wp00 = oldself.wp00;
1067         setorigin(self, oldself.wp00.pos1);
1068
1069         self.nextthink = time + 5;
1070         self.think = vehicles_showwp_goaway;
1071     }
1072
1073     if(teamplay && self.team)
1074             rgb = Team_ColorRGB(self.team);
1075     else
1076             rgb = '1 1 1';
1077     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
1078     if(self.waypointsprite_attached)
1079     {
1080         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1081         if(oldself == world)
1082             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1083         WaypointSprite_Ping(self.waypointsprite_attached);
1084     }
1085
1086     if(oldself != world)
1087         self = oldself;
1088 }
1089
1090 void vehicles_setreturn()
1091 {
1092     entity ret;
1093
1094     vehicles_clearreturn();
1095
1096     ret = spawn();
1097     ret.classname   = "vehicle_return";
1098     ret.wp00       = self;
1099     ret.team        = self.team;
1100     ret.think       = vehicles_showwp;
1101
1102         if(self.deadflag != DEAD_NO)
1103         {
1104                 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1105                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1106         }
1107         else
1108                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1109
1110     setmodel(ret, "null");
1111     setorigin(ret, self.pos1 + '0 0 96');
1112 }
1113
1114 void vehicles_reset_colors()
1115 {
1116     entity e;
1117     float _effects = 0, _colormap;
1118     vector _glowmod, _colormod;
1119
1120     if(autocvar_g_nodepthtestplayers)
1121         _effects |= EF_NODEPTHTEST;
1122
1123     if(autocvar_g_fullbrightplayers)
1124         _effects |= EF_FULLBRIGHT;
1125
1126     if(self.team)
1127         _colormap = 1024 + (self.team - 1) * 17;
1128     else
1129         _colormap = 1024;
1130
1131     _glowmod  = '0 0 0';
1132     _colormod = '0 0 0';
1133
1134     // Find all ents attacked to main model and setup effects, colormod etc.
1135     e = findchainentity(tag_entity, self);
1136     while(e)
1137     {
1138         if(e != self.vehicle_shieldent)
1139         {
1140             e.effects   = _effects; //  | EF_LOWPRECISION;
1141             e.colormod  = _colormod;
1142             e.colormap  = _colormap;
1143             e.alpha     = 1;
1144         }
1145         e = e.chain;
1146     }
1147
1148     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
1149     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1150     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1151     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1152
1153     self.alpha     = 1;
1154     self.avelocity = '0 0 0';
1155     self.velocity  = '0 0 0';
1156     self.effects   = _effects;
1157 }
1158
1159 void vehicle_use()
1160 {
1161     dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1162
1163     self.tur_head.team = activator.team;
1164
1165     if(self.tur_head.team == 0)
1166         self.active = ACTIVE_NOT;
1167     else
1168         self.active = ACTIVE_ACTIVE;
1169
1170     if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1171     {
1172         dprint("^3Eat shit yall!\n");
1173         vehicles_setreturn();
1174         vehicles_reset_colors();
1175     }
1176     else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1177     {
1178
1179     }
1180 }
1181
1182 float vehicle_addplayerslot(    entity _owner,
1183                                 entity _slot,
1184                                 float _hud,
1185                                 string _hud_model,
1186                                 float() _framefunc,
1187                                 void(float) _exitfunc)
1188 {
1189     if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1190         _owner.vehicle_flags |= VHF_MULTISLOT;
1191
1192     _slot.PlayerPhysplug = _framefunc;
1193     _slot.vehicle_exit = _exitfunc;
1194     _slot.hud = _hud;
1195     _slot.vehicle_flags = VHF_PLAYERSLOT;
1196     _slot.vehicle_viewport = spawn();
1197     _slot.vehicle_hudmodel = spawn();
1198     _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1199     _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1200
1201     setmodel(_slot.vehicle_hudmodel, _hud_model);
1202     setmodel(_slot.vehicle_viewport, "null");
1203
1204     setattachment(_slot.vehicle_hudmodel, _slot, "");
1205     setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1206
1207     return true;
1208 }
1209
1210 float vehicle_initialize(string  net_name,
1211                          string  bodymodel,
1212                          string  topmodel,
1213                          string  hudmodel,
1214                          string  toptag,
1215                          string  hudtag,
1216                          string  viewtag,
1217                          float   vhud,
1218                          vector  min_s,
1219                          vector  max_s,
1220                          float   nodrop,
1221                          void(float _spawnflag)  spawnproc,
1222                          float   _respawntime,
1223                          float() physproc,
1224                          void()  enterproc,
1225                          void(float extflag) exitfunc,
1226                          void() dieproc,
1227                          void() thinkproc,
1228                          float  use_csqc,
1229                          float _max_health,
1230                          float _max_shield)
1231 {
1232         if(!autocvar_g_vehicles)
1233                 return false;
1234
1235     if(self.targetname)
1236     {
1237         self.vehicle_controller = find(world, target, self.targetname);
1238         if(!self.vehicle_controller)
1239         {
1240             bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1241         }
1242         else
1243         {
1244             self.team = self.vehicle_controller.team;
1245             self.use = vehicle_use;
1246
1247             if(teamplay)
1248             {
1249                 if(self.vehicle_controller.team == 0)
1250                     self.active = ACTIVE_NOT;
1251                 else
1252                     self.active = ACTIVE_ACTIVE;
1253             }
1254         }
1255     }
1256
1257     precache_sound("onslaught/ons_hit2.wav");
1258     precache_sound("onslaught/electricity_explode.wav");
1259
1260
1261     addstat(STAT_HUD, AS_INT,  hud);
1262         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
1263         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
1264         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
1265
1266         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT, vehicle_ammo1);
1267         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1268
1269         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
1270         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1271
1272     if(bodymodel == "")
1273         error("vehicles: missing bodymodel!");
1274
1275     if(hudmodel == "")
1276         error("vehicles: missing hudmodel!");
1277
1278     if(net_name == "")
1279         self.netname = self.classname;
1280     else
1281         self.netname = net_name;
1282
1283     if(self.team && !teamplay)
1284         self.team = 0;
1285
1286     self.vehicle_flags |= VHF_ISVEHICLE;
1287
1288     setmodel(self, bodymodel);
1289
1290     self.vehicle_viewport   = spawn();
1291     self.vehicle_hudmodel   = spawn();
1292     self.tur_head           = spawn();
1293     self.tur_head.owner     = self;
1294     self.takedamage         = DAMAGE_AIM;
1295     self.bot_attack         = true;
1296     self.iscreature         = true;
1297     self.teleportable       = false; // no teleporting for vehicles, too buggy
1298     self.damagedbycontents      = true;
1299     self.hud                = vhud;
1300     self.tur_health          = _max_health;
1301     self.tur_head.tur_health = _max_shield;
1302     self.vehicle_die         = dieproc;
1303     self.vehicle_exit        = exitfunc;
1304     self.vehicle_enter       = enterproc;
1305     self.PlayerPhysplug      = physproc;
1306     self.event_damage        = func_null;
1307     self.touch               = vehicles_touch;
1308     self.think               = vehicles_spawn;
1309     self.vehicle_spawn       = spawnproc;
1310         self.vehicle_respawntime = max(0, _respawntime);
1311     self.effects             = EF_NODRAW;
1312         self.dphitcontentsmask   = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1313         if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1314                 self.nextthink = time;
1315         else
1316                 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1317
1318         if(autocvar_g_playerclip_collisions)
1319                 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1320
1321     if(autocvar_g_nodepthtestplayers)
1322         self.effects = self.effects | EF_NODEPTHTEST;
1323
1324     if(autocvar_g_fullbrightplayers)
1325         self.effects = self.effects | EF_FULLBRIGHT;
1326
1327     setmodel(self.vehicle_hudmodel, hudmodel);
1328     setmodel(self.vehicle_viewport, "null");
1329
1330     if(topmodel != "")
1331     {
1332         setmodel(self.tur_head, topmodel);
1333         setattachment(self.tur_head, self, toptag);
1334         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1335         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1336     }
1337     else
1338     {
1339         setattachment(self.tur_head, self, "");
1340         setattachment(self.vehicle_hudmodel, self, hudtag);
1341         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1342     }
1343
1344     setsize(self, min_s, max_s);
1345     if (!nodrop)
1346     {
1347         setorigin(self, self.origin);
1348         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1349         setorigin(self, trace_endpos);
1350     }
1351
1352     self.pos1 = self.origin;
1353     self.pos2 = self.angles;
1354     self.tur_head.team = self.team;
1355
1356         if(MUTATOR_CALLHOOK(VehicleSpawn))
1357                 return false;
1358
1359     return true;
1360 }
1361
1362 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1363                          float _pichlimit_min, float _pichlimit_max,
1364                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1365 {
1366     vector vtmp, vtag;
1367     float ftmp;
1368     vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1369     vtmp = vectoangles(normalize(_target - vtag));
1370     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1371     vtmp = AnglesTransform_Normalize(vtmp, true);
1372     ftmp = _aimspeed * frametime;
1373     vtmp.y = bound(-ftmp, vtmp.y, ftmp);
1374     vtmp.x = bound(-ftmp, vtmp.x, ftmp);
1375     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles.y + vtmp.y, _rotlimit_max);
1376     _turrret.angles_x = bound(_pichlimit_min, _turrret.angles.x + vtmp.x, _pichlimit_max);
1377     return vtag;
1378 }
1379
1380 void vehicles_gib_explode()
1381 {
1382         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1383         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1384         remove(self);
1385 }
1386
1387 void vehicles_gib_think()
1388 {
1389         self.alpha -= 0.1;
1390         if(self.cnt >= time)
1391                 remove(self);
1392         else
1393                 self.nextthink = time + 0.1;
1394 }
1395
1396 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1397 {
1398         entity _gib = spawn();
1399         setmodel(_gib, _template.model);
1400         setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1401         _gib.velocity = _vel;
1402         _gib.movetype = MOVETYPE_TOSS;
1403         _gib.solid = SOLID_CORPSE;
1404         _gib.colormod = '-0.5 -0.5 -0.5';
1405         _gib.effects = EF_LOWPRECISION;
1406         _gib.avelocity = _rot;
1407
1408         if(_burn)
1409                 _gib.effects |= EF_FLAME;
1410
1411         if(_explode)
1412         {
1413                 _gib.think = vehicles_gib_explode;
1414                 _gib.nextthink = time + random() * _explode;
1415                 _gib.touch = vehicles_gib_explode;
1416         }
1417         else
1418         {
1419                 _gib.cnt = time + _maxtime;
1420                 _gib.think = vehicles_gib_think;
1421                 _gib.nextthink = time + _maxtime - 1;
1422                 _gib.alpha = 1;
1423         }
1424         return _gib;
1425 }
1426
1427 /*
1428 vector predict_target(entity _targ, vector _from, float _shot_speed)
1429 {
1430     float i;                // loop
1431     float _distance;        // How far to target
1432     float _impact_time;     // How long untill projectile impacts
1433     vector _predict_pos;    // Predicted enemy location
1434     vector _original_origin;// Where target is before predicted
1435
1436      _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1437
1438     _predict_pos = _original_origin;
1439     for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1440     {
1441         _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1442         _impact_time = _distance / _shot_speed; // Calculate impact time
1443         _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1444     }
1445
1446     return _predict_pos;
1447 }
1448 */