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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 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
8 void vehicles_return();
9 void vehicles_enter();
10 void vehicles_touch();
11 void vehicles_reset_colors();
12 void vehicles_clearrturn();
13 void vehicles_setreturn();
14
15
16 /** AuxiliaryXhair*
17     Send additional points of interest to be drawn, to vehicle owner
18 **/
19 float MAX_AXH = 4;
20 .entity AuxiliaryXhair[MAX_AXH];
21
22 float SendAuxiliaryXhair(entity to, float sf)
23 {
24
25         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
26
27         WriteByte(MSG_ENTITY, self.cnt);
28
29         WriteCoord(MSG_ENTITY, self.origin_x);
30         WriteCoord(MSG_ENTITY, self.origin_y);
31         WriteCoord(MSG_ENTITY, self.origin_z);
32
33     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
34     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
35     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
36
37     return TRUE;
38 }
39
40 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
41 {
42     entity axh;
43
44     axh_id = bound(0, axh_id, MAX_AXH);
45     axh = own.AuxiliaryXhair[axh_id];
46
47     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
48     {
49         axh                     = spawn();
50         axh.cnt                 = axh_id;
51         axh.drawonlytoclient    = own;
52         axh.owner               = own;
53         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
54     }
55
56     setorigin(axh, loc);
57     axh.colormod            = clr;
58     axh.SendFlags           = 0x01;
59     own.AuxiliaryXhair[axh_id] = axh;
60 }
61
62 /*
63 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
64 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
65 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
66 {
67         msg_entity = own;
68
69         WriteByte(MSG_ONE, SVC_TEMPENTITY);
70         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
71
72         WriteByte(MSG_ONE, axh_id);
73
74         WriteCoord(MSG_ONE, loc_x);
75         WriteCoord(MSG_ONE, loc_y);
76         WriteCoord(MSG_ONE, loc_z);
77
78     WriteByte(MSG_ONE, rint(clr_x * 255));
79     WriteByte(MSG_ONE, rint(clr_y * 255));
80     WriteByte(MSG_ONE, rint(clr_z * 255));
81
82 }
83 */
84 // End AuxiliaryXhair
85
86 /**
87     Notifies the client that he enterd a vehicle, and sends 
88     realavent data.
89     
90     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
91 **/
92 void CSQCVehicleSetup(entity own, float vehicle_id)
93 {
94         msg_entity = own;
95
96         WriteByte(MSG_ONE, SVC_TEMPENTITY);
97         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
98         WriteByte(MSG_ONE, vehicle_id);
99 }
100
101 /** vehicles_locktarget
102
103     Generic target locking.
104
105     Figure out if what target is "locked" (if any), for missile tracking as such.
106
107     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
108     you have a locked in target.
109
110     Exspects a crosshair_trace() or equivalent to be
111     dont before calling.
112
113 **/
114 .entity lock_target;
115 .float  lock_strength;
116 .float  lock_time;
117 .float  lock_soundtime;
118 void vehicles_locktarget(float incr, float decr, float _lock_time)
119 {
120     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
121     {
122         self.lock_target    = world;
123         self.lock_strength  = 0;
124         self.lock_time      = 0;
125     }
126
127     if(self.lock_time > time)
128     {
129         if(self.lock_target)
130         if(self.lock_soundtime < time)
131         {
132             self.lock_soundtime = time + 0.5;
133             play2(self.owner, "vehicles/locked.wav");
134         }
135         
136         return;
137     }
138
139     if(trace_ent != world)
140     {
141         if(teamplay && trace_ent.team == self.team)
142             trace_ent = world;
143
144         if(trace_ent.deadflag != DEAD_NO)
145             trace_ent = world;
146
147         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
148             trace_ent = world;
149     }
150
151     if(self.lock_target == world && trace_ent != world)
152         self.lock_target = trace_ent;
153     
154     if(self.lock_target && trace_ent == self.lock_target) 
155     {            
156         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
157         {
158             play2(self.owner, "vehicles/lock.wav");
159             self.lock_soundtime = time + 0.8;
160         }        
161         else if (self.lock_strength != 1 && self.lock_soundtime < time)
162         {            
163             play2(self.owner, "vehicles/locking.wav");
164             self.lock_soundtime = time + 0.3;
165         }
166         
167     }    
168         
169     // Have a locking target
170     // Trace hit current target
171     if(trace_ent == self.lock_target && trace_ent != world)
172     {
173         self.lock_strength = min(self.lock_strength + incr, 1);
174         if(self.lock_strength == 1)
175             self.lock_time = time + _lock_time;
176     }
177     else
178     {
179         if(trace_ent)
180             self.lock_strength = max(self.lock_strength - decr * 2, 0);
181         else
182             self.lock_strength = max(self.lock_strength - decr, 0);
183
184         if(self.lock_strength == 0)
185             self.lock_target = world;
186     }
187 }
188
189 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
190 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
191
192 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
193 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
194 if(trace_fraction != 1) \
195     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
196
197 // Hover movement support
198 float  force_fromtag_power;
199 float  force_fromtag_normpower;
200 vector force_fromtag_origin;
201 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
202 {
203     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
204     v_forward  = normalize(v_forward) * -1;
205     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
206
207     force_fromtag_power = (1 - trace_fraction) * max_power;
208     force_fromtag_normpower = force_fromtag_power / max_power;
209
210     return v_forward  * force_fromtag_power;
211 }
212
213 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
214 // Can possibly be use to move abt any surface (inclusing walls/celings)
215 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
216 {
217
218     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
219     v_forward  = normalize(v_forward) * -1;
220     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
221
222     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
223     if(trace_fraction == 1.0)
224     {
225         force_fromtag_normpower = -0.25;
226         return '0 0 -200';
227     }
228
229     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
230     force_fromtag_normpower = force_fromtag_power / max_power;
231
232     return v_forward  * force_fromtag_power;
233 }
234
235 // Generic vehile projectile system
236 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
237 {
238     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
239     if(inflictor.owner == self.owner)
240         return; 
241     
242     self.health -= damage;
243     self.velocity += force;
244     if(self.health < 1)
245     {
246         self.takedamage = DAMAGE_NO;
247         self.event_damage = SUB_Null;
248         self.think = self.use;
249         self.nextthink = time;
250     }
251
252 }
253
254 void vehicles_projectile_explode()
255 {
256     if(self.owner && other != world)
257     {
258         if(other == self.owner.vehicle)
259             return;
260
261         if(other == self.owner.vehicle.tur_head)
262             return;
263     }
264
265         PROJECTILE_TOUCH;
266
267         self.event_damage = SUB_Null;
268     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
269
270     remove (self);
271 }
272
273 entity vehicles_projectile(string _mzlfx, string _mzlsound,
274                            vector _org, vector _vel,
275                            float _dmg, float _radi, float _force,  float _size,
276                            float _deahtype, float _projtype, float _health,
277                            float _cull, float _clianim)
278 {
279     entity proj;
280
281     proj = spawn();
282
283     PROJECTILE_MAKETRIGGER(proj);
284     setorigin(proj, _org);
285
286     proj.shot_dmg         = _dmg;
287     proj.shot_radius      = _radi;
288     proj.shot_force       = _force;
289     proj.totalfrags       = _deahtype;
290     proj.solid            = SOLID_BBOX;
291     proj.movetype         = MOVETYPE_FLYMISSILE;
292     proj.flags            = FL_PROJECTILE;
293     proj.bot_dodge        = TRUE;
294     proj.bot_dodgerating  = _dmg;
295     proj.velocity         = _vel;
296     proj.touch            = vehicles_projectile_explode;
297     proj.use              = vehicles_projectile_explode;
298     proj.owner            = self;
299     proj.realowner        = self.owner;
300     proj.think            = SUB_Remove;
301     proj.nextthink        = time + 30;
302
303     if(_health)
304     {
305         proj.takedamage       = DAMAGE_AIM;
306         proj.event_damage     = vehicles_projectile_damage;
307         proj.health           = _health;
308     }
309     else
310         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
311
312     if(_mzlsound)
313         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
314
315     if(_mzlfx)
316         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
317
318
319     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
320
321     CSQCProjectile(proj, _clianim, _projtype, _cull);
322
323     return proj;
324 }
325 // End generic vehile projectile system
326
327 /** vehicles_spawn
328     Exetuted for all vehicles on (re)spawn.
329     Sets defaults for newly spawned units.
330 **/
331 void vehicles_spawn()
332 {
333     dprint("Spawning vehicle: ", self.netname, "\n");
334
335     // De-own & reset
336     self.vehicle_hudmodel.viewmodelforclient = self;
337
338     self.owner              = world;
339     self.touch              = vehicles_touch;
340     self.event_damage       = vehicles_damage;
341     self.iscreature         = TRUE;
342     self.movetype           = MOVETYPE_WALK;
343     self.solid              = SOLID_SLIDEBOX;
344     self.takedamage         = DAMAGE_AIM;
345         self.deadflag           = DEAD_NO;
346     self.bot_attack         = TRUE;
347     self.flags              = FL_NOTARGET;
348     self.avelocity          = '0 0 0';
349     self.velocity           = '0 0 0';
350
351     // Reset locking
352     self.lock_strength      = 0;
353     self.lock_target        = world;
354     self.misc_bulletcounter = 0;
355
356     // Return to spawn
357     self.angles             = self.pos2;
358     setorigin(self, self.pos1 + '0 0 128');
359     // Show it
360     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
361
362     vehicles_reset_colors();
363     self.vehicle_spawn();
364 }
365
366 // Better way of determening whats crushable needed! (fl_crushable?)
367 float vehicles_crushable(entity e)
368 {
369     if(e.classname == "player")
370         return TRUE;
371
372     if(e.classname == "monster_zombie")
373         return TRUE;
374
375     return FALSE;
376 }
377
378 void vehicles_touch()
379 {
380     // Vehicle currently in use
381     if(self.owner)
382     {
383         // Colided with world?
384         if(other == world)
385         {
386         }
387         else
388         {
389             if(other.vehicle_flags & VHF_ISVEHICLE)
390             {
391                 //other.velocity += self.velocity * (self.mass / other.mass);
392             }
393             else if(vehicles_crushable(other))
394             {
395                 if(vlen(self.velocity) != 0)
396                     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);
397             }
398         }
399         return;
400     }
401
402     if(other.classname != "player")
403         return;
404
405     if(other.deadflag != DEAD_NO)
406         return;
407
408     if(other.vehicle != world)
409         return;
410
411     // Remove this when bots know how to use vehicles.
412     if (clienttype(other) != CLIENTTYPE_REAL)
413         return;
414
415     vehicles_enter();
416 }
417
418 void vehicles_enter()
419 {
420    // Remove this when bots know how to use vehicles
421     if (clienttype(other) != CLIENTTYPE_REAL)
422         return;
423
424     if(self.phase > time)
425         return;
426
427     if(teamplay)
428     if(self.team)
429     if(self.team != other.team)
430         return;
431
432     self.vehicle_ammo1   = 0;
433     self.vehicle_ammo2   = 0;
434     self.vehicle_reload1 = 0;
435     self.vehicle_reload2 = 0;
436     self.vehicle_energy  = 0;
437
438     self.owner          = other;
439     self.switchweapon   = other.switchweapon;
440
441     // .viewmodelforclient works better.
442     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
443
444     self.vehicle_hudmodel.viewmodelforclient = self.owner;
445
446     self.event_damage         = vehicles_damage;
447     self.nextthink            = 0;
448     self.owner.angles         = self.angles;
449     self.owner.takedamage     = DAMAGE_NO;
450     self.owner.solid          = SOLID_NOT;
451     self.owner.movetype       = MOVETYPE_NOCLIP;
452     self.owner.alpha          = -1;
453     self.owner.vehicle        = self;
454     self.owner.event_damage   = SUB_Null;
455     self.owner.view_ofs       = '0 0 0';
456     self.colormap             = self.owner.colormap;
457     if(self.tur_head)
458         self.tur_head.colormap    = self.owner.colormap;
459
460     self.owner.hud            = self.hud;
461     self.owner.PlayerPhysplug = self.PlayerPhysplug;
462
463     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
464     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
465     self.owner.vehicle_reload1  = self.vehicle_reload1;
466     self.owner.vehicle_reload2  = self.vehicle_reload2;
467
468     // Cant do this, hides attached objects too.
469     //self.exteriormodeltoclient = self.owner;
470     //self.tur_head.exteriormodeltoclient = self.owner;
471
472     other.flags &~= FL_ONGROUND;
473     self.flags  &~= FL_ONGROUND;
474
475     self.team                 = self.owner.team;
476     self.flags               -= FL_NOTARGET;
477
478     msg_entity = other;
479     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
480     WriteEntity(MSG_ONE, self.vehicle_viewport);
481
482     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
483     if(self.tur_head)
484     {
485         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
486         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
487         WriteAngle(MSG_ONE, 0);                                      // roll
488     }
489     else
490     {
491         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
492         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
493         WriteAngle(MSG_ONE,  0);                  // roll
494     }
495
496     vehicles_clearrturn();
497
498     CSQCVehicleSetup(self.owner, self.hud);
499     
500     if(other.flagcarried)
501     {
502         if(!autocvar_g_vehicles_allow_flagcarry)
503             DropFlag(other.flagcarried, world, world);
504         else
505         {            
506             other.flagcarried.scale = 1;
507             setattachment(other.flagcarried, self, ""); 
508             setorigin(other, '0 0 96');
509         }
510     }
511     
512     self.vehicle_enter();
513 }
514
515 /** vehicles_findgoodexit
516     Locates a valid location for the player to exit the vehicle.
517     Will first try prefer_spot, then up 100 random spots arround the vehicle
518     wich are in direct line of sight and empty enougth to hold a players bbox
519 **/
520 vector vehicles_findgoodexit(vector prefer_spot)
521 {
522     //vector exitspot;
523     float mysize;
524     
525     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
526     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
527         return prefer_spot;
528     
529     mysize = vlen(self.maxs - self.mins);
530     float i;
531     vector v, v2;
532     v2 = 0.5 * (self.absmin + self.absmax);
533     for(i = 0; i < 100; ++i)
534     {        
535         v = randomvec();
536         v_z = 0;
537         v = v2 + normalize(v) * mysize;
538         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
539         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
540             return v;
541     }
542     
543     /*
544     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
545     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
546     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
547         return exitspot;
548     
549     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
550     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
551     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
552         return exitspot;
553
554     exitspot = (self.origin + '0 0 48') + v_right * mysize;
555     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
556     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
557         return exitspot;
558     
559     exitspot = (self.origin + '0 0 48') - v_right * mysize;
560     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
561     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
562         return exitspot;
563     */
564     
565     return self.origin;
566 }
567
568 /** vehicles_exit
569     Standarrd vehicle release fucntion.
570     custom code goes in self.vehicle_exit
571 **/
572 void vehicles_exit(float eject)
573 {       
574     entity oldself;
575     if(self.flags & FL_CLIENT)
576     {
577         oldself = self;
578         self = self.vehicle;
579     }
580     
581         self.flags |= FL_NOTARGET;
582
583     if (self.owner)
584     {
585         msg_entity = self.owner;
586         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
587         WriteEntity( MSG_ONE, self.owner);
588
589         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
590         WriteAngle(MSG_ONE, 0);                 // pich
591         WriteAngle(MSG_ONE, self.angles_y);     // yaw
592         WriteAngle(MSG_ONE, 0);                 // roll
593
594         setsize(self.owner, PL_MIN,PL_MAX);
595
596         self.owner.takedamage     = DAMAGE_AIM;
597         self.owner.solid          = SOLID_SLIDEBOX;
598         self.owner.movetype       = MOVETYPE_WALK;
599         self.owner.effects        &~= EF_NODRAW;
600         self.owner.alpha          = 1;
601         self.owner.PlayerPhysplug = SUB_Null;
602         self.owner.vehicle        = world;
603         self.owner.view_ofs       = PL_VIEW_OFS;
604         self.owner.event_damage   = PlayerDamage;
605         self.owner.hud            = HUD_NORMAL;
606         self.owner.switchweapon   = self.switchweapon;
607         //self.owner.BUTTON_USE     = 0;
608     }
609
610     if(self.deadflag == DEAD_NO)
611         self.avelocity          = '0 0 0';
612
613     self.vehicle_hudmodel.viewmodelforclient = self;
614         self.tur_head.nodrawtoclient             = world;
615     vehicles_setreturn();
616
617     self.phase = time + 1;
618
619     if(!teamplay)
620         self.team = 0;
621
622     if(self.owner.flagcarried)
623     {
624         self.owner.flagcarried.scale = 0.6;
625         setattachment(self.owner.flagcarried, self.owner, ""); 
626         setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
627     }
628     
629     sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
630     self.vehicle_exit(eject);
631     self.owner = world;
632     
633     if(oldself)
634         self = oldself;
635 }
636
637
638 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
639 {
640     if(self.regen_field < field_max)
641     if(self.timer + rpause < time)
642     {
643         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
644
645         if(self.owner)
646             self.owner.regen_field = (self.regen_field / field_max) * 100;
647     }
648 }
649
650 void shieldhit_think()
651 {
652     self.alpha -= 0.1;
653     if (self.alpha <= 0)
654     {
655         //setmodel(self, "");
656         self.alpha = -1;
657     }
658     else
659     {
660         self.nextthink = time + 0.1;
661     }
662 }
663
664 void vehicles_painframe()
665 {
666 //.float        pain_finished;                  //Added by Supajoe
667     
668     if(self.owner.vehicle_health <= 50)
669     if(self.pain_frame < time)
670     {  
671         float _ftmp;  
672         _ftmp = self.owner.vehicle_health / 50;
673         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
674         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
675         
676         if(self.vehicle_flags & VHF_DMGSHAKE)
677             self.velocity += randomvec() * 30;
678         
679         if(self.vehicle_flags & VHF_DMGROLL)
680             if(self.vehicle_flags & VHF_DMGHEADROLL)
681                 self.tur_head.angles += randomvec();
682             else
683                 self.angles += randomvec();
684         
685     }    
686 }
687
688 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
689 {
690     self.dmg_time = time;
691
692     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
693     {
694         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
695         {
696             self.vehicle_shieldent = spawn();
697             self.vehicle_shieldent.effects = EF_LOWPRECISION;
698
699             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
700             setattachment(self.vehicle_shieldent, self, "");
701             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
702             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
703             self.vehicle_shieldent.think       = shieldhit_think;
704         }
705
706         self.vehicle_shieldent.colormod    = '1 1 1';
707         self.vehicle_shieldent.alpha       = 0.45;
708         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
709         self.vehicle_shieldent.nextthink   = time;
710
711         self.vehicle_shield -= damage;
712
713         if(self.vehicle_shield < 0)
714         {
715             self.vehicle_health            -= fabs(self.vehicle_shield);
716             self.vehicle_shieldent.colormod = '2 0 0';
717             self.vehicle_shield             = 0;
718             self.vehicle_shieldent.alpha    = 0.75;
719             
720                 if(sound_allowed(MSG_BROADCAST, attacker))
721                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);   // FIXME: PLACEHOLDER
722         }
723         else
724                 if(sound_allowed(MSG_BROADCAST, attacker))
725                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
726
727     }
728     else
729     {
730         self.vehicle_health -= damage;
731
732         if(sound_allowed(MSG_BROADCAST, attacker))
733             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
734     }
735
736     self.velocity += force; // * (vlen(force) / self.mass);
737
738     if(self.vehicle_health <= 0)
739     {
740         if(self.owner)
741             if(self.vehicle_flags & VHF_DEATHEJECT)
742                 vehicles_exit(VHEF_EJECT);
743             else
744                 vehicles_exit(VHEF_RELESE);
745
746         self.vehicle_die();
747         vehicles_setreturn();
748     }
749 }
750
751 void vehicles_clearrturn()
752 {
753     entity ret;
754     // Remove "return helper", if any.
755     ret = findchain(classname, "vehicle_return");
756     while(ret)
757     {
758         if(ret.enemy == self)
759         {
760             ret.classname   = "";
761             ret.think       = SUB_Remove;
762             ret.nextthink   = time + 0.1;            
763             
764             if(ret.waypointsprite_attached)
765                 WaypointSprite_Kill(ret.waypointsprite_attached);
766             
767             return;
768         }
769         ret = ret.chain;
770     }
771 }
772
773 void vehicles_return()
774 {
775     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
776
777     self.enemy.think     = vehicles_spawn;
778     self.enemy.nextthink = time;
779
780     if(self.waypointsprite_attached)
781         WaypointSprite_Kill(self.waypointsprite_attached);
782             
783     remove(self);
784 }
785
786 void vehicles_showwp_goaway()
787 {
788     if(self.waypointsprite_attached)
789         WaypointSprite_Kill(self.waypointsprite_attached);
790             
791     remove(self);
792     
793 }
794
795 void vehicles_showwp()
796 {
797     entity oldself;
798     vector rgb;
799     
800     if(self.cnt)
801     {        
802         self.think      = vehicles_return;
803         self.nextthink  = self.cnt;
804     }    
805     else
806     {
807         self.think      = vehicles_return;
808         self.nextthink  = time +1;
809         
810         oldself = self;
811         self = spawn();
812         setmodel(self, "null");
813         self.team = oldself.enemy.team;
814         self.enemy = oldself.enemy;
815         setorigin(self, oldself.enemy.pos1);
816         
817         self.nextthink = time + 5;
818         self.think = vehicles_showwp_goaway;
819     }
820     
821     if(teamplay && self.team)
822             rgb = TeamColor(self.team);
823     else
824             rgb = '1 1 1';
825     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
826     if(self.waypointsprite_attached)
827     {        
828         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.enemy.team, SPRITERULE_DEFAULT);        
829         if(oldself == world)
830             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);        
831         WaypointSprite_Ping(self.waypointsprite_attached);
832     }    
833     
834     if(oldself != world)
835         self = oldself;
836 }
837
838 void vehicles_setreturn()
839 {
840     entity ret;
841     
842     vehicles_clearrturn();
843
844     ret = spawn();
845     ret.classname   = "vehicle_return";
846     ret.enemy       = self;    
847     ret.team        = self.team;
848     ret.think       = vehicles_showwp;        
849     
850     if(self.deadflag != DEAD_NO)
851     {
852         ret.cnt         = time + self.vehicle_respawntime;
853         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);        
854     }        
855     else
856     {
857         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);        
858     }
859         
860     
861     
862     setmodel(ret, "null");
863     setorigin(ret, self.pos1 + '0 0 96');
864         
865 }
866
867 void vehicles_configcheck(string  configname, float check_cvar)
868 {
869     if(check_cvar == 0)
870         localcmd(strcat("exec ", configname, "\n"));
871 }
872
873 void vehicles_reset_colors()
874 {
875     entity e;
876     float _effects, _colormap;
877     vector _glowmod, _colormod;
878
879     if(autocvar_g_nodepthtestplayers)
880         _effects = EF_NODEPTHTEST;
881
882     if(autocvar_g_fullbrightplayers)
883         _effects |= EF_FULLBRIGHT;
884
885     if(self.team)
886         _colormap = 1024 + (self.team - 1) * 17;
887     else
888         _colormap = 1024;
889
890     _glowmod  = '0 0 0';
891     _colormod = '0 0 0';
892
893     // Find all ents attacked to main model and setup effects, colormod etc.
894     e = findchainentity(tag_entity, self);
895     while(e)
896     {
897         if(e != self.vehicle_shieldent)
898         {
899             e.effects   = _effects; //  | EF_LOWPRECISION;
900             e.colormod  = _colormod;
901             e.colormap  = _colormap;
902             e.alpha     = 1;
903         }
904         e = e.chain;
905     }
906
907     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
908     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
909     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
910     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
911
912     self.alpha     = 1;
913     self.avelocity = '0 0 0';
914     self.velocity  = '0 0 0';
915     self.effects   = _effects;
916 }
917
918 float vehicle_initialize(string  net_name,
919                          string  bodymodel,
920                          string  topmodel,
921                          string  hudmodel,
922                          string  toptag,
923                          string  hudtag,
924                          string  viewtag,
925                          float   vhud,
926                          vector  min_s,
927                          vector  max_s,
928                          float   nodrop,
929                          void()  spawnproc,
930                          float   _respawntime,
931                          float() physproc,
932                          void()  enterproc,
933                          void(float extflag) exitfunc,
934                          void() dieproc,
935                          void() thinkproc,
936                          float  use_csqc)
937 {
938     addstat(STAT_HUD, AS_INT,  hud);
939         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
940         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
941         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
942
943         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
944         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
945
946         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
947         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
948
949     if(bodymodel == "")
950         error("vehicles: missing bodymodel!");
951
952     if(hudmodel == "")
953         error("vehicles: missing hudmodel!");
954
955     if(net_name == "")
956         self.netname = self.classname;
957     else
958         self.netname = net_name;
959
960     if(self.team && !teamplay)
961         self.team = 0;
962
963     self.vehicle_flags |= VHF_ISVEHICLE;
964     
965     setmodel(self, bodymodel);
966
967     self.vehicle_viewport   = spawn();
968     self.vehicle_hudmodel   = spawn();
969     self.tur_head           = spawn();
970     self.tur_head.owner     = self;
971     self.takedamage         = DAMAGE_AIM;
972     self.bot_attack         = TRUE;
973     self.iscreature         = TRUE;
974     self.hud                = vhud;
975
976     self.vehicle_die         = dieproc;
977     self.vehicle_exit        = exitfunc;
978     self.vehicle_enter       = enterproc;
979     self.PlayerPhysplug      = physproc;
980     self.event_damage        = vehicles_damage;
981     self.touch               = vehicles_touch;
982     self.think               = vehicles_spawn;    
983     self.nextthink           = time;        
984     self.vehicle_respawntime = _respawntime;
985     self.vehicle_spawn       = spawnproc;
986
987     if(autocvar_g_nodepthtestplayers)
988         self.effects = self.effects | EF_NODEPTHTEST;
989
990     if(autocvar_g_fullbrightplayers)
991         self.effects = self.effects | EF_FULLBRIGHT;
992
993     setmodel(self.vehicle_hudmodel, hudmodel);
994     setmodel(self.vehicle_viewport, "null");
995
996
997     if(topmodel != "")
998     {
999         setmodel(self.tur_head, topmodel);
1000         setattachment(self.tur_head, self, toptag);
1001         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1002         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1003     }
1004     else
1005     {
1006         setattachment(self.tur_head, self, "");
1007         setattachment(self.vehicle_hudmodel, self, hudtag);
1008         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1009     }
1010
1011     setsize(self, min_s, max_s);
1012     if not (nodrop)
1013     {
1014         setorigin(self, self.origin);
1015         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1016         setorigin(self, trace_endpos);
1017     }
1018
1019     self.pos1 = self.origin;
1020     self.pos2 = self.angles;
1021
1022     return TRUE;
1023 }
1024
1025 void bugmenot()
1026 {
1027     self.vehicle_exit       = self.vehicle_exit;
1028     self.vehicle_enter      = self.vehicle_exit;
1029     self.vehicle_die        = self.vehicle_exit;
1030     self.vehicle_spawn      = self.vehicle_exit;
1031     self.AuxiliaryXhair     = self.AuxiliaryXhair;
1032 }