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Merge remote-tracking branch 'origin/master' into samual/spawn_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
5 float autocvar_g_vehicles_allow_flagcarry;
6
7 float autocvar_g_vehicles_nex_damagerate = 0.5;
8 float autocvar_g_vehicles_uzi_damagerate = 0.5;
9 float autocvar_g_vehicles_rifle_damagerate = 0.75;
10 float autocvar_g_vehicles_minstanex_damagerate = 0.001;
11 float autocvar_g_vehicles_tag_damagerate = 5;
12
13
14 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
15 void vehicles_return();
16 void vehicles_enter();
17 void vehicles_touch();
18 void vehicles_reset_colors();
19 void vehicles_clearrturn();
20 void vehicles_setreturn();
21
22
23 /** AuxiliaryXhair*
24     Send additional points of interest to be drawn, to vehicle owner
25 **/
26 float MAX_AXH = 4;
27 .entity AuxiliaryXhair[MAX_AXH];
28
29 float SendAuxiliaryXhair(entity to, float sf)
30 {
31
32         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
33
34         WriteByte(MSG_ENTITY, self.cnt);
35
36         WriteCoord(MSG_ENTITY, self.origin_x);
37         WriteCoord(MSG_ENTITY, self.origin_y);
38         WriteCoord(MSG_ENTITY, self.origin_z);
39
40     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
41     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
42     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
43
44     return TRUE;
45 }
46
47 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
48 {
49     if (clienttype(own) != CLIENTTYPE_REAL)
50         return;
51
52     entity axh;
53
54     axh_id = bound(0, axh_id, MAX_AXH);
55     axh = own.(AuxiliaryXhair[axh_id]);
56
57     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
58     {
59         axh                     = spawn();
60         axh.cnt                 = axh_id;
61         axh.drawonlytoclient    = own;
62         axh.owner               = own;
63         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
64     }
65
66     setorigin(axh, loc);
67     axh.colormod            = clr;
68     axh.SendFlags           = 0x01;
69     own.(AuxiliaryXhair[axh_id]) = axh;
70 }
71
72 /*
73 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
74 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
75 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
76 {
77         msgexntity = own;
78
79         WriteByte(MSG_ONE, SVC_TEMPENTITY);
80         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
81
82         WriteByte(MSG_ONE, axh_id);
83
84         WriteCoord(MSG_ONE, loc_x);
85         WriteCoord(MSG_ONE, loc_y);
86         WriteCoord(MSG_ONE, loc_z);
87
88     WriteByte(MSG_ONE, rint(clr_x * 255));
89     WriteByte(MSG_ONE, rint(clr_y * 255));
90     WriteByte(MSG_ONE, rint(clr_z * 255));
91
92 }
93 */
94 // End AuxiliaryXhair
95
96 /**
97     Notifies the client that he enterd a vehicle, and sends
98     realavent data.
99
100     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
101 **/
102 void CSQCVehicleSetup(entity own, float vehicle_id)
103 {
104     if (clienttype(own) != CLIENTTYPE_REAL)
105         return;
106         
107         msg_entity = own;
108
109         WriteByte(MSG_ONE, SVC_TEMPENTITY);
110         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
111         if(vehicle_id != 0)
112             WriteByte(MSG_ONE, vehicle_id);        
113         else
114         WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
115 }
116
117 /** vehicles_locktarget
118
119     Generic target locking.
120
121     Figure out if what target is "locked" (if any), for missile tracking as such.
122
123     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
124     you have a locked in target.
125
126     Exspects a crosshair_trace() or equivalent to be
127     dont before calling.
128
129 **/
130 .entity lock_target;
131 .float  lock_strength;
132 .float  lock_time;
133 .float  lock_soundtime;
134 float   DAMAGE_TARGETDRONE = 10;
135
136 vector targetdrone_getnewspot()
137 {
138
139         vector spot;
140         float i;
141         for(i = 0; i < 100; ++i)
142         {
143                 spot = self.origin + randomvec() * 1024;
144                 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
145                 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
146                         return spot;
147         }
148         return self.origin;
149 }
150
151 #if 0
152 void targetdrone_think();
153 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
154 void targetdrone_renwe()
155 {
156         self.think = targetdrone_think;
157         self.nextthink = time + 0.1;
158         setorigin(self, targetdrone_getnewspot());
159         self.health = 200;
160         self.takedamage = DAMAGE_TARGETDRONE;
161         self.event_damage = targetdrone_damage;
162         self.solid = SOLID_BBOX;
163         setmodel(self, "models/runematch/rune.mdl");
164         self.effects = EF_LOWPRECISION;
165         self.scale = 10;
166         self.movetype = MOVETYPE_BOUNCEMISSILE;
167         setsize(self, '-100 -100 -100', '100 100 100');
168
169 }
170 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
171 {
172         self.health -= damage;
173         if(self.health <= 0)
174         {
175                 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
176
177                 if(!self.cnt)
178                         remove(self);
179                 else
180                 {
181                         self.think = targetdrone_renwe;
182                         self.nextthink = time + 1 + random() * 2;
183                         self.solid = SOLID_NOT;
184                         setmodel(self, "");
185                 }
186         }
187 }
188 entity targetdrone_getfear()
189 {
190         entity fear;
191         float i;
192
193         for(i = 64; i <= 1024; i += 64)
194         {
195                 fear = findradius(self.origin, i);
196                 while(fear)
197                 {
198                         if(fear.bot_dodge)
199                                 return fear;
200
201                         fear = fear.chain;
202                 }
203         }
204
205         return world;
206 }
207 void targetdrone_think()
208 {
209         self.nextthink = time + 0.1;
210
211         if(self.wp00)
212         if(self.wp00.deadflag != DEAD_NO)
213                 self.wp00 = targetdrone_getfear();
214
215         if(!self.wp00)
216                 self.wp00 = targetdrone_getfear();
217
218         vector newdir;
219
220         if(self.wp00)
221                 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
222         else
223                 newdir = randomvec() * 0.75;
224
225         newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
226
227         if(self.wp00)
228                 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
229         else
230                 self.velocity = normalize(newdir) * 750;
231
232         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
233         if(trace_fraction != 1.0)
234                 self.velocity = self.velocity * -1;
235
236         //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
237 }
238
239 void targetdrone_spawn(vector _where, float _autorenew)
240 {
241         entity drone = spawn();
242         setorigin(drone, _where);
243         drone.think = targetdrone_renwe;
244         drone.nextthink = time + 0.1;
245         drone.cnt = _autorenew;
246 }
247 #endif
248
249 void vehicles_locktarget(float incr, float decr, float _lock_time)
250 {
251     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
252     {
253         self.lock_target    = world;
254         self.lock_strength  = 0;
255         self.lock_time      = 0;
256     }
257
258     if(self.lock_time > time)
259     {
260         if(self.lock_target)
261         if(self.lock_soundtime < time)
262         {
263             self.lock_soundtime = time + 0.5;
264             play2(self.owner, "vehicles/locked.wav");
265         }
266
267         return;
268     }
269
270     if(trace_ent != world)
271     {
272         if(teamplay && trace_ent.team == self.team)
273             trace_ent = world;
274
275         if(trace_ent.deadflag != DEAD_NO)
276             trace_ent = world;
277
278         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE ||
279                                 trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
280                                 trace_ent.takedamage == DAMAGE_TARGETDRONE)
281             trace_ent = world;
282     }
283
284     if(self.lock_target == world && trace_ent != world)
285         self.lock_target = trace_ent;
286
287     if(self.lock_target && trace_ent == self.lock_target)
288     {
289         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
290         {
291             play2(self.owner, "vehicles/lock.wav");
292             self.lock_soundtime = time + 0.8;
293         }
294         else if (self.lock_strength != 1 && self.lock_soundtime < time)
295         {
296             play2(self.owner, "vehicles/locking.wav");
297             self.lock_soundtime = time + 0.3;
298         }
299
300     }
301
302     // Have a locking target
303     // Trace hit current target
304     if(trace_ent == self.lock_target && trace_ent != world)
305     {
306         self.lock_strength = min(self.lock_strength + incr, 1);
307         if(self.lock_strength == 1)
308             self.lock_time = time + _lock_time;
309     }
310     else
311     {
312         if(trace_ent)
313             self.lock_strength = max(self.lock_strength - decr * 2, 0);
314         else
315             self.lock_strength = max(self.lock_strength - decr, 0);
316
317         if(self.lock_strength == 0)
318             self.lock_target = world;
319     }
320 }
321
322 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
323 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
324
325 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
326 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
327 if(trace_fraction != 1) \
328     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
329
330 // Hover movement support
331 float  force_fromtag_power;
332 float  force_fromtag_normpower;
333 vector force_fromtag_origin;
334 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
335 {
336     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
337     v_forward  = normalize(v_forward) * -1;
338     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
339
340     force_fromtag_power = (1 - trace_fraction) * max_power;
341     force_fromtag_normpower = force_fromtag_power / max_power;
342
343     return v_forward  * force_fromtag_power;
344 }
345
346 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
347 // Can possibly be use to move abt any surface (inclusing walls/celings)
348 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
349 {
350
351     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
352     v_forward  = normalize(v_forward) * -1;
353     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
354
355     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
356     if(trace_fraction == 1.0)
357     {
358         force_fromtag_normpower = -0.25;
359         return '0 0 -200';
360     }
361
362     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
363     force_fromtag_normpower = force_fromtag_power / max_power;
364
365     return v_forward  * force_fromtag_power;
366 }
367
368 // Generic vehile projectile system
369 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
370 {
371     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
372     if(inflictor.owner == self.owner)
373         return;
374
375     self.health -= damage;
376     self.velocity += force;
377     if(self.health < 1)
378     {
379         self.takedamage = DAMAGE_NO;
380         self.event_damage = SUB_Null;
381         self.think = self.use;
382         self.nextthink = time;
383     }
384 }
385
386 void vehicles_projectile_explode()
387 {
388     if(self.owner && other != world)
389     {
390         if(other == self.owner.vehicle)
391             return;
392
393         if(other == self.owner.vehicle.tur_head)
394             return;
395     }
396
397         PROJECTILE_TOUCH;
398
399         self.event_damage = SUB_Null;
400     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
401
402     remove (self);
403 }
404
405 entity vehicles_projectile(string _mzlfx, string _mzlsound,
406                            vector _org, vector _vel,
407                            float _dmg, float _radi, float _force,  float _size,
408                            float _deahtype, float _projtype, float _health,
409                            float _cull, float _clianim, entity _owner)
410 {
411     entity proj;
412
413     proj = spawn();
414
415     PROJECTILE_MAKETRIGGER(proj);
416     setorigin(proj, _org);
417
418     proj.shot_dmg         = _dmg;
419     proj.shot_radius      = _radi;
420     proj.shot_force       = _force;
421     proj.totalfrags       = _deahtype;
422     proj.solid            = SOLID_BBOX;
423     proj.movetype         = MOVETYPE_FLYMISSILE;
424     proj.flags            = FL_PROJECTILE;
425     proj.bot_dodge        = TRUE;
426     proj.bot_dodgerating  = _dmg;
427     proj.velocity         = _vel;
428     proj.touch            = vehicles_projectile_explode;
429     proj.use              = vehicles_projectile_explode;
430     proj.owner            = self;
431     proj.realowner        = _owner;
432     proj.think            = SUB_Remove;
433     proj.nextthink        = time + 30;
434
435     if(_health)
436     {
437         proj.takedamage       = DAMAGE_AIM;
438         proj.event_damage     = vehicles_projectile_damage;
439         proj.health           = _health;
440     }
441     else
442         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
443
444     if(_mzlsound)
445         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
446
447     if(_mzlfx)
448         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
449
450
451     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
452
453     CSQCProjectile(proj, _clianim, _projtype, _cull);
454
455     return proj;
456 }
457 // End generic vehile projectile system
458
459 /** vehicles_spawn
460     Exetuted for all vehicles on (re)spawn.
461     Sets defaults for newly spawned units.
462 **/
463 void vehicles_spawn()
464 {
465     dprint("Spawning vehicle: ", self.netname, "\n");
466
467     // De-own & reset
468     self.vehicle_hudmodel.viewmodelforclient = self;
469
470     self.owner              = world;
471     self.touch              = vehicles_touch;
472     self.event_damage       = vehicles_damage;
473     self.iscreature         = TRUE;
474     self.damagedbycontents      = TRUE;
475     self.movetype           = MOVETYPE_WALK;
476     self.solid              = SOLID_SLIDEBOX;
477     self.takedamage         = DAMAGE_AIM;
478         self.deadflag           = DEAD_NO;
479     self.bot_attack         = TRUE;
480     self.flags              = FL_NOTARGET;
481     self.avelocity          = '0 0 0';
482     self.velocity           = '0 0 0';
483
484     // Reset locking
485     self.lock_strength      = 0;
486     self.lock_target        = world;
487     self.misc_bulletcounter = 0;
488
489     // Return to spawn
490     self.angles             = self.pos2;
491     setorigin(self, self.pos1 + '0 0 0');
492     // Show it
493     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
494     
495     if(self.vehicle_controller)
496         self.team = self.vehicle_controller.team;
497        
498     vehicles_reset_colors();
499     self.vehicle_spawn(VHSF_NORMAL);
500 }
501
502 // Better way of determening whats crushable needed! (fl_crushable?)
503 float vehicles_crushable(entity e)
504 {
505     if(e.classname == "player")
506         return TRUE;
507
508     if(e.classname == "monster_zombie")
509         return TRUE;
510
511     return FALSE;
512 }
513
514 void vehilces_impact(float _minspeed, float _speedfac, float _maxpain)
515 {
516     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
517         return;
518
519     if(self.play_time < time)
520     {
521         float wc = vlen(self.velocity - self.oldvelocity);
522         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
523         //dprint("vel: ", vtos(self.velocity), "\n");
524         if(_minspeed < wc)
525         {
526             float take = min(_speedfac * wc, _maxpain);
527             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
528             self.play_time = time + 0.25;
529
530             //dprint("wc: ", ftos(wc), "\n");
531             //dprint("take: ", ftos(take), "\n");
532         }
533     }
534 }
535
536 .void() vehicle_impact;
537 void vehicles_touch()
538 {
539     // Vehicle currently in use
540     if(self.owner)
541     {
542         if(other != world)
543         if(vehicles_crushable(other))
544         {
545             if(vlen(self.velocity) != 0)
546                 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
547
548             return; // Dont do selfdamage when hitting "soft targets".
549         }
550
551         if(self.play_time < time)
552         if(self.vehicle_impact)
553             self.vehicle_impact();
554
555         return;
556     }
557
558     if(other.classname != "player")
559         return;
560
561     if(other.deadflag != DEAD_NO)
562         return;
563
564     if(other.vehicle != world)
565         return;
566
567     vehicles_enter();
568 }
569 var float autocvar_g_vehicles_allow_bots = 0;
570 void vehicles_enter()
571 {
572    // Remove this when bots know how to use vehicles
573    
574     if (clienttype(other) == CLIENTTYPE_BOT)    
575         if (autocvar_g_vehicles_allow_bots)
576             dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
577         else
578             return;
579
580     if(self.phase > time)
581         return;
582
583     if(teamplay)
584     if(self.team)
585     if(self.team != other.team)
586         return;
587
588     RemoveGrapplingHook(other);
589
590     self.vehicle_ammo1   = 0;
591     self.vehicle_ammo2   = 0;
592     self.vehicle_reload1 = 0;
593     self.vehicle_reload2 = 0;
594     self.vehicle_energy  = 0;
595
596     self.owner          = other;
597     self.switchweapon   = other.switchweapon;
598
599     // .viewmodelforclient works better.
600     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
601
602     self.vehicle_hudmodel.viewmodelforclient = self.owner;
603
604     self.event_damage         = vehicles_damage;
605     self.nextthink            = 0;
606     self.owner.angles         = self.angles;
607     self.owner.takedamage     = DAMAGE_NO;
608     self.owner.solid          = SOLID_NOT;
609     self.owner.movetype       = MOVETYPE_NOCLIP;
610     self.owner.alpha          = -1;
611     self.owner.vehicle        = self;
612     self.owner.event_damage   = SUB_Null;
613     self.owner.view_ofs       = '0 0 0';
614     self.colormap             = self.owner.colormap;
615     if(self.tur_head)
616         self.tur_head.colormap    = self.owner.colormap;
617
618     self.owner.hud            = self.hud;
619     self.owner.PlayerPhysplug = self.PlayerPhysplug;
620
621     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
622     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
623     self.owner.vehicle_reload1  = self.vehicle_reload1;
624     self.owner.vehicle_reload2  = self.vehicle_reload2;
625
626     // Cant do this, hides attached objects too.
627     //self.exteriormodeltoclient = self.owner;
628     //self.tur_head.exteriormodeltoclient = self.owner;
629
630     other.flags &~= FL_ONGROUND;
631     self.flags  &~= FL_ONGROUND;
632
633     self.team                 = self.owner.team;
634     self.flags               -= FL_NOTARGET;
635     
636     if (clienttype(other) == CLIENTTYPE_REAL)
637     {
638         msg_entity = other;
639         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
640         WriteEntity(MSG_ONE, self.vehicle_viewport);
641
642         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
643         if(self.tur_head)
644         {
645             WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
646             WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
647             WriteAngle(MSG_ONE, 0);                                      // roll
648         }
649         else
650         {
651             WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
652             WriteAngle(MSG_ONE,  self.angles_y);      // yaw
653             WriteAngle(MSG_ONE,  0);                  // roll
654         }
655     }
656
657     vehicles_clearrturn();
658
659     CSQCVehicleSetup(self.owner, self.hud);
660
661     if(other.flagcarried)
662     {
663         if(!autocvar_g_vehicles_allow_flagcarry)
664             DropFlag(other.flagcarried, world, world);
665         else
666         {
667             other.flagcarried.scale = 1;
668             setattachment(other.flagcarried, self, "");
669             setorigin(other, '0 0 96');
670         }
671     }
672
673     self.vehicle_enter();
674     antilag_clear(other);
675 }
676
677 /** vehicles_findgoodexit
678     Locates a valid location for the player to exit the vehicle.
679     Will first try prefer_spot, then up 100 random spots arround the vehicle
680     wich are in direct line of sight and empty enougth to hold a players bbox
681 **/
682 vector vehicles_findgoodexit(vector prefer_spot)
683 {
684     //vector exitspot;
685     float mysize;
686
687     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
688     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
689         return prefer_spot;
690
691     mysize = vlen(self.maxs - self.mins);
692     float i;
693     vector v, v2;
694     v2 = 0.5 * (self.absmin + self.absmax);
695     for(i = 0; i < 100; ++i)
696     {
697         v = randomvec();
698         v_z = 0;
699         v = v2 + normalize(v) * mysize;
700         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
701         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
702             return v;
703     }
704
705     /*
706     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
707     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
708     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
709         return exitspot;
710
711     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
712     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
713     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
714         return exitspot;
715
716     exitspot = (self.origin + '0 0 48') + v_right * mysize;
717     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
718     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
719         return exitspot;
720
721     exitspot = (self.origin + '0 0 48') - v_right * 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)
724         return exitspot;
725     */
726
727     return self.origin;
728 }
729
730 /** vehicles_exit
731     Standarrd vehicle release fucntion.
732     custom code goes in self.vehicle_exit
733 **/
734 float vehicles_exit_running;
735 void vehicles_exit(float eject)
736 {
737     entity _vehicle;
738     entity _player;
739     entity _oldself = self;
740     
741     if(vehicles_exit_running)
742     {
743         dprint("^1vehicles_exit allready running! this is not good..\n");
744         return;
745     }
746     
747     if(self.flags & FL_CLIENT)
748     {
749         _vehicle = self.vehicle;
750             
751         if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
752         {
753             _vehicle.vehicle_exit(eject);
754             self = _oldself;
755             return;            
756         }
757     }
758     else
759         _vehicle = self;
760     
761     _player = _vehicle.owner;
762     
763     self = _vehicle;
764
765     if (_player)
766     {
767         dprint("^3Player exits\n");
768         
769         if (clienttype(_player) == CLIENTTYPE_REAL)
770         {
771             msg_entity = _player;
772             WriteByte (MSG_ONE, SVC_SETVIEWPORT);
773             WriteEntity( MSG_ONE, _player);
774
775             WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
776             WriteAngle(MSG_ONE, 0);
777             WriteAngle(MSG_ONE, _vehicle.angles_y);
778             WriteAngle(MSG_ONE, 0);
779         }
780         
781         setsize(_player, PL_MIN,PL_MAX);
782
783         _player.takedamage     = DAMAGE_AIM;
784         _player.solid          = SOLID_SLIDEBOX;
785         _player.movetype       = MOVETYPE_WALK;
786         _player.effects        &~= EF_NODRAW;
787         _player.alpha          = 1;
788         _player.PlayerPhysplug = SUB_Null;
789         _player.vehicle        = world;
790         _player.view_ofs       = PL_VIEW_OFS;
791         _player.event_damage   = PlayerDamage;
792         _player.hud            = HUD_NORMAL;
793         _player.switchweapon   = _vehicle.switchweapon;
794
795         if(_player.flagcarried)
796         {
797             _player.flagcarried.scale = 0.6;
798             setattachment(_player.flagcarried, _player, "");
799             setorigin(_player.flagcarried, FLAG_CARRY_POS);
800         }
801
802         CSQCVehicleSetup(_player, HUD_NORMAL);
803     }
804     
805
806     dprint("^1Pilot exits\n");
807     _vehicle.flags |= FL_NOTARGET;
808     
809     if(_vehicle.deadflag == DEAD_NO)
810         _vehicle.avelocity          = '0 0 0';
811     
812     _vehicle.tur_head.nodrawtoclient             = world;
813     
814     if(!teamplay)
815         _vehicle.team = 0;
816     else
817         _vehicle.team = _vehicle.tur_head.team;
818     
819         
820     sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
821     _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;    
822     _vehicle.phase = time + 1;
823     
824     _vehicle.vehicle_exit(eject);
825     
826     vehicles_setreturn();
827     vehicles_reset_colors();        
828     _vehicle.owner = world;
829     self = _oldself;
830 }
831
832
833 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
834 {
835     if(self.regen_field < field_max)
836     if(self.timer + rpause < time)
837     {
838         if(_healthscale)
839             regen = regen * (self.vehicle_health / self.tur_health);
840             
841         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
842
843         if(self.owner)
844             self.owner.regen_field = (self.regen_field / field_max) * 100;
845     }
846 }
847
848 void shieldhit_think()
849 {
850     self.alpha -= 0.1;
851     if (self.alpha <= 0)
852     {
853         //setmodel(self, "");
854         self.alpha = -1;
855     }
856     else
857     {
858         self.nextthink = time + 0.1;
859     }
860 }
861
862 void vehicles_painframe()
863 {
864     if(self.owner.vehicle_health <= 50)
865     if(self.pain_frame < time)
866     {
867         float _ftmp;
868         _ftmp = self.owner.vehicle_health / 50;
869         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
870         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
871
872         if(self.vehicle_flags & VHF_DMGSHAKE)
873             self.velocity += randomvec() * 30;
874
875         if(self.vehicle_flags & VHF_DMGROLL)
876             if(self.vehicle_flags & VHF_DMGHEADROLL)
877                 self.tur_head.angles += randomvec();
878             else
879                 self.angles += randomvec();
880
881     }
882 }
883
884 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
885 {
886     self.dmg_time = time;
887     
888     if(DEATH_ISWEAPON(deathtype, WEP_NEX))
889         damage *= autocvar_g_vehicles_nex_damagerate;
890         
891     if(DEATH_ISWEAPON(deathtype, WEP_UZI))
892         damage *= autocvar_g_vehicles_uzi_damagerate;
893         
894     if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
895         damage *= autocvar_g_vehicles_rifle_damagerate;
896         
897     if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
898         damage *= autocvar_g_vehicles_minstanex_damagerate;
899
900     if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
901         damage *= autocvar_g_vehicles_tag_damagerate;
902     
903     self.enemy = attacker;
904     
905     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
906     {
907         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
908         {
909             self.vehicle_shieldent = spawn();
910             self.vehicle_shieldent.effects = EF_LOWPRECISION;
911
912             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
913             setattachment(self.vehicle_shieldent, self, "");
914             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
915             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
916             self.vehicle_shieldent.think       = shieldhit_think;
917         }
918
919         self.vehicle_shieldent.colormod    = '1 1 1';
920         self.vehicle_shieldent.alpha       = 0.45;
921         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
922         self.vehicle_shieldent.nextthink   = time;
923
924         self.vehicle_shield -= damage;
925
926         if(self.vehicle_shield < 0)
927         {
928             self.vehicle_health            -= fabs(self.vehicle_shield);
929             self.vehicle_shieldent.colormod = '2 0 0';
930             self.vehicle_shield             = 0;
931             self.vehicle_shieldent.alpha    = 0.75;
932
933                 if(sound_allowed(MSG_BROADCAST, attacker))
934                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);   // FIXME: PLACEHOLDER
935         }
936         else
937                 if(sound_allowed(MSG_BROADCAST, attacker))
938                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
939
940     }
941     else
942     {
943         self.vehicle_health -= damage;
944
945         if(sound_allowed(MSG_BROADCAST, attacker))
946             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
947     }
948
949     self.velocity += force; // * (vlen(force) / self.mass);
950
951     if(self.vehicle_health <= 0)
952     {
953         if(self.owner)
954             if(self.vehicle_flags & VHF_DEATHEJECT)
955                 vehicles_exit(VHEF_EJECT);
956             else
957                 vehicles_exit(VHEF_RELESE);
958
959         self.vehicle_die();
960         vehicles_setreturn();
961     }
962 }
963
964 void vehicles_clearrturn()
965 {
966     entity ret;
967     // Remove "return helper", if any.
968     ret = findchain(classname, "vehicle_return");
969     while(ret)
970     {
971         if(ret.wp00 == self)
972         {
973             ret.classname   = "";
974             ret.think       = SUB_Remove;
975             ret.nextthink   = time + 0.1;
976
977             if(ret.waypointsprite_attached)
978                 WaypointSprite_Kill(ret.waypointsprite_attached);
979
980             return;
981         }
982         ret = ret.chain;
983     }
984 }
985
986 void vehicles_return()
987 {
988     pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
989
990     self.wp00.think     = vehicles_spawn;
991     self.wp00.nextthink = time;
992
993     if(self.waypointsprite_attached)
994         WaypointSprite_Kill(self.waypointsprite_attached);
995
996     remove(self);
997 }
998
999 void vehicles_showwp_goaway()
1000 {
1001     if(self.waypointsprite_attached)
1002         WaypointSprite_Kill(self.waypointsprite_attached);
1003
1004     remove(self);
1005
1006 }
1007
1008 void vehicles_showwp()
1009 {
1010     entity oldself;
1011     vector rgb;
1012
1013     if(self.cnt)
1014     {
1015         self.think      = vehicles_return;
1016         self.nextthink  = self.cnt;
1017     }
1018     else
1019     {
1020         self.think      = vehicles_return;
1021         self.nextthink  = time +1;
1022
1023         oldself = self;
1024         self = spawn();
1025         setmodel(self, "null");
1026         self.team = oldself.wp00.team;
1027         self.wp00 = oldself.wp00;
1028         setorigin(self, oldself.wp00.pos1);
1029
1030         self.nextthink = time + 5;
1031         self.think = vehicles_showwp_goaway;
1032     }
1033
1034     if(teamplay && self.team)
1035             rgb = TeamColor(self.team);
1036     else
1037             rgb = '1 1 1';
1038     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1039     if(self.waypointsprite_attached)
1040     {
1041         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1042         if(oldself == world)
1043             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1044         WaypointSprite_Ping(self.waypointsprite_attached);
1045     }
1046
1047     if(oldself != world)
1048         self = oldself;
1049 }
1050
1051 void vehicles_setreturn()
1052 {
1053     entity ret;
1054
1055     vehicles_clearrturn();
1056
1057     ret = spawn();
1058     ret.classname   = "vehicle_return";
1059     ret.wp00       = self;
1060     ret.team        = self.team;
1061     ret.think       = vehicles_showwp;
1062
1063     if(self.deadflag != DEAD_NO)
1064     {
1065         ret.cnt         = time + self.vehicle_respawntime;
1066         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
1067     }
1068     else
1069     {
1070         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
1071     }
1072
1073     setmodel(ret, "null");
1074     setorigin(ret, self.pos1 + '0 0 96');
1075
1076 }
1077
1078 void vehicles_reset_colors()
1079 {
1080     entity e;
1081     float _effects, _colormap;
1082     vector _glowmod, _colormod;
1083
1084     if(autocvar_g_nodepthtestplayers)
1085         _effects = EF_NODEPTHTEST;
1086
1087     if(autocvar_g_fullbrightplayers)
1088         _effects |= EF_FULLBRIGHT;
1089
1090     if(self.team)
1091         _colormap = 1024 + (self.team - 1) * 17;
1092     else
1093         _colormap = 1024;
1094
1095     _glowmod  = '0 0 0';
1096     _colormod = '0 0 0';
1097
1098     // Find all ents attacked to main model and setup effects, colormod etc.
1099     e = findchainentity(tag_entity, self);
1100     while(e)
1101     {
1102         if(e != self.vehicle_shieldent)
1103         {
1104             e.effects   = _effects; //  | EF_LOWPRECISION;
1105             e.colormod  = _colormod;
1106             e.colormap  = _colormap;
1107             e.alpha     = 1;
1108         }
1109         e = e.chain;
1110     }
1111
1112     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
1113     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1114     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1115     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1116
1117     self.alpha     = 1;
1118     self.avelocity = '0 0 0';
1119     self.velocity  = '0 0 0';
1120     self.effects   = _effects;
1121 }
1122
1123 void vehicle_use()
1124 {
1125     dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1126
1127     self.tur_head.team = activator.team;
1128
1129     if(self.tur_head.team == 0)
1130         self.active = ACTIVE_NOT;
1131     else
1132         self.active = ACTIVE_ACTIVE;
1133     
1134     if(self.active == ACTIVE_ACTIVE && self.deadflag != DEAD_NO)
1135     {
1136         vehicles_setreturn();
1137         vehicles_reset_colors();
1138     }
1139     else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1140     {
1141         
1142     }
1143 }
1144
1145 float vehicle_addplayerslot(    entity _owner, 
1146                                 entity _slot, 
1147                                 float _hud, 
1148                                 string _hud_model,
1149                                 float() _framefunc, 
1150                                 void(float) _exitfunc)
1151 {
1152     if not (_owner.vehicle_flags & VHF_MULTISLOT)
1153         _owner.vehicle_flags |= VHF_MULTISLOT;
1154
1155     _slot.PlayerPhysplug = _framefunc;
1156     _slot.vehicle_exit = _exitfunc;
1157     _slot.hud = _hud;
1158     _slot.vehicle_flags = VHF_PLAYERSLOT;
1159     _slot.vehicle_viewport = spawn();
1160     _slot.vehicle_hudmodel = spawn();
1161     _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1162     _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1163     
1164     setmodel(_slot.vehicle_hudmodel, _hud_model);
1165     setmodel(_slot.vehicle_viewport, "null");
1166     
1167     setattachment(_slot.vehicle_hudmodel, _slot, "");
1168     setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1169     
1170     return TRUE;
1171 }
1172
1173 float vehicle_initialize(string  net_name,
1174                          string  bodymodel,
1175                          string  topmodel,
1176                          string  hudmodel,
1177                          string  toptag,
1178                          string  hudtag,
1179                          string  viewtag,
1180                          float   vhud,
1181                          vector  min_s,
1182                          vector  max_s,
1183                          float   nodrop,
1184                          void(float _spawnflag)  spawnproc,
1185                          float   _respawntime,
1186                          float() physproc,
1187                          void()  enterproc,
1188                          void(float extflag) exitfunc,
1189                          void() dieproc,
1190                          void() thinkproc,
1191                          float  use_csqc,
1192                          float _max_health)
1193 {
1194     if(self.targetname)
1195     {
1196         self.vehicle_controller = find(world, target, self.targetname);
1197         if(!self.vehicle_controller)
1198         {
1199             bprint("^1WARNING: ^3Vehicle with invalid .targetname\n");
1200         }
1201         else
1202         {
1203             self.team = self.vehicle_controller.team;        
1204             self.use = vehicle_use;            
1205         }
1206     }
1207     
1208     addstat(STAT_HUD, AS_INT,  hud);
1209         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
1210         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
1211         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
1212
1213         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
1214         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1215
1216         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
1217         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1218
1219     if(bodymodel == "")
1220         error("vehicles: missing bodymodel!");
1221
1222     if(hudmodel == "")
1223         error("vehicles: missing hudmodel!");
1224
1225     if(net_name == "")
1226         self.netname = self.classname;
1227     else
1228         self.netname = net_name;
1229
1230     if(self.team && !teamplay)
1231         self.team = 0;
1232
1233     self.vehicle_flags |= VHF_ISVEHICLE;
1234
1235     setmodel(self, bodymodel);
1236
1237     self.vehicle_viewport   = spawn();
1238     self.vehicle_hudmodel   = spawn();
1239     self.tur_head           = spawn();
1240     self.tur_head.owner     = self;
1241     self.takedamage         = DAMAGE_AIM;
1242     self.bot_attack         = TRUE;
1243     self.iscreature         = TRUE;
1244     self.damagedbycontents      = TRUE;
1245     self.hud                = vhud;
1246     self.tur_health          = _max_health;
1247     self.vehicle_die         = dieproc;
1248     self.vehicle_exit        = exitfunc;
1249     self.vehicle_enter       = enterproc;
1250     self.PlayerPhysplug      = physproc;
1251     self.event_damage        = vehicles_damage;
1252     self.touch               = vehicles_touch;
1253     self.think               = vehicles_spawn;
1254     self.nextthink           = time;
1255     self.vehicle_respawntime = _respawntime;
1256     self.vehicle_spawn       = spawnproc;
1257
1258     if(autocvar_g_nodepthtestplayers)
1259         self.effects = self.effects | EF_NODEPTHTEST;
1260
1261     if(autocvar_g_fullbrightplayers)
1262         self.effects = self.effects | EF_FULLBRIGHT;
1263
1264     setmodel(self.vehicle_hudmodel, hudmodel);
1265     setmodel(self.vehicle_viewport, "null");
1266
1267     if(topmodel != "")
1268     {
1269         setmodel(self.tur_head, topmodel);
1270         setattachment(self.tur_head, self, toptag);
1271         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1272         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1273     }
1274     else
1275     {
1276         setattachment(self.tur_head, self, "");
1277         setattachment(self.vehicle_hudmodel, self, hudtag);
1278         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1279     }
1280
1281     setsize(self, min_s, max_s);
1282     if not (nodrop)
1283     {
1284         setorigin(self, self.origin);
1285         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1286         setorigin(self, trace_endpos);
1287     }
1288     
1289     self.pos1 = self.origin;
1290     self.pos2 = self.angles;
1291     self.tur_head.team = self.team;
1292
1293     return TRUE;
1294 }
1295
1296 void vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname, 
1297                          float _pichlimit_min, float _pichlimit_max, 
1298                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1299 {
1300     vector vtmp;
1301     float ftmp;
1302     
1303     vtmp = vectoangles(normalize(_target - gettaginfo(_turrret, gettagindex(_turrret, _tagname))));
1304     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1305     vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1306
1307     ftmp = _aimspeed * sys_frametime;
1308     vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1309     vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1310     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);    
1311     _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);    
1312 }