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1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3
4 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
5 void vehicles_return();
6 void vehicles_enter();
7 void vehicles_touch();
8 void vehicles_reset_colors();
9 void vehicles_clearrturn();
10 void vehicles_setreturn();
11
12
13 #define MAX_AXH 4
14 .entity AuxiliaryXhair[MAX_AXH];
15
16 float SendAuxiliaryXhair(entity to, float sf)
17 {
18
19         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
20
21         WriteByte(MSG_ENTITY, self.cnt);
22
23         WriteCoord(MSG_ENTITY, self.origin_x);
24         WriteCoord(MSG_ENTITY, self.origin_y);
25         WriteCoord(MSG_ENTITY, self.origin_z);
26
27     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
28     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
29     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
30
31     return TRUE;
32 }
33
34 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
35 {
36     entity axh;
37
38     axh_id = bound(0, axh_id, MAX_AXH);
39     axh = own.AuxiliaryXhair[axh_id];
40
41     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
42     {
43         axh                     = spawn();
44         axh.cnt                 = axh_id;
45         axh.drawonlytoclient    = own;
46         axh.owner               = own;
47         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
48     }
49
50     setorigin(axh, loc);
51     axh.colormod            = clr;
52     axh.SendFlags           = 0x01;
53     own.AuxiliaryXhair[axh_id] = axh;
54 }
55
56 /*
57 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
58 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
59 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
60 {
61         msg_entity = own;
62
63         WriteByte(MSG_ONE, SVC_TEMPENTITY);
64         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
65
66         WriteByte(MSG_ONE, axh_id);
67
68         WriteCoord(MSG_ONE, loc_x);
69         WriteCoord(MSG_ONE, loc_y);
70         WriteCoord(MSG_ONE, loc_z);
71
72     WriteByte(MSG_ONE, rint(clr_x * 255));
73     WriteByte(MSG_ONE, rint(clr_y * 255));
74     WriteByte(MSG_ONE, rint(clr_z * 255));
75
76 }
77 */
78
79 void CSQCVehicleSetup(entity own, float vehicle_id)
80 {
81         msg_entity = own;
82
83         WriteByte(MSG_ONE, SVC_TEMPENTITY);
84         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
85         WriteByte(MSG_ONE, vehicle_id);
86 }
87
88 .entity lock_target;
89 .float  lock_strength;
90 .float  lock_time;
91 void vehicles_locktarget(float incr, float decr, float _lock_time)
92 {
93     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
94     {
95         self.lock_target    = world;
96         self.lock_strength  = 0;
97         self.lock_time      = 0;
98     }
99
100     if(self.lock_time > time)
101         return;
102
103     if(trace_ent != world)
104     {
105         if(teams_matter && trace_ent.team == self.team)
106             trace_ent = world;
107
108         if(trace_ent.deadflag != DEAD_NO)
109             trace_ent = world;
110
111         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
112             trace_ent = world;
113     }
114
115     if(self.lock_target == world && trace_ent != world)
116         self.lock_target = trace_ent;
117
118     // Have a locking target
119     // Trace hit current target
120     if(trace_ent == self.lock_target && trace_ent != world)
121     {
122         self.lock_strength = min(self.lock_strength + incr, 1);
123         if(self.lock_strength == 1)
124             self.lock_time = time + _lock_time;
125     }
126     else
127     {
128         if(trace_ent)
129             self.lock_strength = max(self.lock_strength - decr * 2, 0);
130         else
131             self.lock_strength = max(self.lock_strength - decr, 0);
132
133         if(self.lock_strength == 0)
134             self.lock_target = world;
135     }
136 }
137
138 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
139 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
140
141 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
142 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
143 if(trace_fraction != 1) \
144     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
145
146 float  force_fromtag_power;
147 float  force_fromtag_normpower;
148 vector force_fromtag_origin;
149 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
150 {
151     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
152     v_forward  = normalize(v_forward) * -1;
153     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
154
155     force_fromtag_power = (1 - trace_fraction) * max_power;
156     force_fromtag_normpower = force_fromtag_power / max_power;
157
158     return v_forward  * force_fromtag_power;
159 }
160
161 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
162 {
163
164     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
165     v_forward  = normalize(v_forward) * -1;
166     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
167
168     if(trace_fraction == 1.0)
169     {
170         force_fromtag_normpower = -0.25;
171         return '0 0 -200';
172     }
173
174     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
175     force_fromtag_normpower = force_fromtag_power / max_power;
176
177     return v_forward  * force_fromtag_power;
178 }
179
180 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
181 {
182     self.health -= damage;
183     self.velocity += force;
184     if(self.health < 1)
185     {
186         self.takedamage = DAMAGE_NO;
187         self.event_damage = SUB_Null;
188         self.think = self.use;
189         self.nextthink = time;
190     }
191
192 }
193
194 void vehicles_projectile_explode()
195 {
196     if(self.owner && other != world)
197     {
198         if(other == self.owner.vehicle)
199             return;
200
201         if(other == self.owner.vehicle.tur_head)
202             return;
203     }
204
205         PROJECTILE_TOUCH;
206
207         self.event_damage = SUB_Null;
208     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
209
210     remove (self);
211 }
212
213 entity vehicles_projectile(string _mzlfx, string _mzlsound,
214                            vector _org, vector _vel,
215                            float _dmg, float _radi, float _force,  float _size,
216                            float _deahtype, float _projtype, float _health, 
217                            float _cull, float _clianim)
218 {
219     entity proj;
220
221     proj = spawn();
222
223     PROJECTILE_MAKETRIGGER(proj);
224     setorigin(proj, _org);
225
226     proj.shot_dmg         = _dmg;
227     proj.shot_radius      = _radi;
228     proj.shot_force       = _force;
229     proj.totalfrags       = _deahtype;
230     proj.solid            = SOLID_BBOX;
231     proj.movetype         = MOVETYPE_FLYMISSILE;
232     proj.flags            = FL_PROJECTILE;
233     proj.bot_dodge        = TRUE;
234     proj.bot_dodgerating  = _dmg;
235     proj.velocity         = _vel;
236     proj.touch            = vehicles_projectile_explode;
237     proj.use              = vehicles_projectile_explode;
238     proj.owner            = self;
239     proj.realowner        = self.owner;
240     proj.think            = SUB_Remove;
241     proj.nextthink        = time + 30;
242
243     if(_health)
244     {
245         proj.takedamage       = DAMAGE_AIM;
246         proj.event_damage     = vehicles_projectile_damage;
247         proj.health           = _health;
248     }
249     else
250         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
251
252     if(_mzlsound)
253         sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
254
255     if(_mzlfx)
256         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
257
258
259     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
260
261     CSQCProjectile(proj, _clianim, _projtype, _cull);
262
263     return proj;
264 }
265
266 void vehicles_spawn()
267 {
268     dprint("Spawning vehicle: ", self.netname, "\n");
269
270     // De-own & reset
271     self.vehicle_hudmodel.viewmodelforclient = self;
272     
273     self.owner              = world;
274     self.touch              = vehicles_touch;
275     self.event_damage       = vehicles_damage;
276     self.iscreature         = TRUE;
277     self.movetype           = MOVETYPE_WALK;
278     self.solid              = SOLID_SLIDEBOX;
279     self.takedamage         = DAMAGE_AIM;
280         self.deadflag           = DEAD_NO;
281     self.bot_attack         = TRUE;
282     self.flags              = FL_NOTARGET;
283     self.avelocity          = '0 0 0';
284
285     // Reset locking
286     self.lock_strength      = 0;
287     self.lock_target        = world;
288     self.misc_bulletcounter = 0;
289
290     // Return to spawn
291     self.angles             = self.pos2;
292     setorigin(self, self.pos1 + '0 0 128');
293     // Show it
294     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
295
296     vehicles_reset_colors();
297     self.vehicle_spawn();
298 }
299
300 // Better way of determening whats crushable needed! (fl_crushable?)
301 float vehicles_crushable(entity e)
302 {
303     if(e.classname == "player")
304         return TRUE;
305
306     if(e.classname == "monster_zombie")
307         return TRUE;
308
309     return FALSE;
310 }
311
312 void vehicles_touch()
313 {
314     // Vehicle currently in use
315     if(self.owner)
316     {
317         // Colided with world?
318         if(other == world)
319         {
320             // Apply velocity based self damage here
321         }
322         else
323         {
324             if(other.vehicle_flags & VHF_ISVEHICLE)
325             {
326                 //other.velocity += self.velocity * (self.mass / other.mass);
327             }
328             else if(vehicles_crushable(other))
329             {
330                 if(vlen(self.velocity) != 0)
331                     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);
332             }
333         }
334         return;
335     }
336
337     if(other.classname != "player")
338         return;
339
340     if(other.deadflag != DEAD_NO)
341         return;
342
343     if(other.vehicle != world)
344         return;
345
346     // Remove this when bots know how to use vehicles.
347     if (clienttype(other) != CLIENTTYPE_REAL)
348         return;
349
350     vehicles_enter();
351 }
352
353 void vehicles_enter()
354 {
355    // Remove this when bots know how to use vehicles
356     if (clienttype(other) != CLIENTTYPE_REAL)
357         return;
358
359     if(self.phase > time)
360         return;
361
362     if(teams_matter)
363     if(self.team)
364     if(self.team != other.team)
365         return;
366
367     self.vehicle_ammo1   = 0;
368     self.vehicle_ammo2   = 0;
369     self.vehicle_reload1 = 0;
370     self.vehicle_reload2 = 0;
371     self.vehicle_energy  = 0;
372
373     self.owner          = other;
374     self.switchweapon   = other.switchweapon;
375     
376     // .viewmodelforclient works better.
377     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
378
379     self.vehicle_hudmodel.viewmodelforclient = self.owner;        
380     
381     self.event_damage         = vehicles_damage;
382     self.nextthink            = 0;
383     self.owner.angles         = self.angles;
384     self.owner.takedamage     = DAMAGE_NO;
385     self.owner.solid          = SOLID_NOT;
386     self.owner.movetype       = MOVETYPE_NOCLIP;
387     self.owner.alpha          = -1;
388     self.owner.vehicle        = self;
389     self.owner.event_damage   = SUB_Null;
390     self.owner.view_ofs       = '0 0 0';
391     self.colormap             = self.owner.colormap;
392     if(self.tur_head)
393         self.tur_head.colormap    = self.owner.colormap;
394
395     self.owner.hud            = self.hud;
396     self.owner.PlayerPhysplug = self.PlayerPhysplug;
397
398     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
399     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
400     self.owner.vehicle_reload1  = self.vehicle_reload1;
401     self.owner.vehicle_reload2  = self.vehicle_reload2;
402
403     // Cnnt do this, hides attached objects too.
404     //self.exteriormodeltoclient = self.owner;
405     //self.tur_head.exteriormodeltoclient = self.owner;
406
407     other.flags &~= FL_ONGROUND;
408     self.flags  &~= FL_ONGROUND;
409
410     self.team                 = self.owner.team;
411     self.flags               -= FL_NOTARGET;
412
413     msg_entity = other;
414     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
415     WriteEntity(MSG_ONE, self.vehicle_viewport);
416
417     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
418     if(self.tur_head)
419     {
420         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
421         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
422         WriteAngle(MSG_ONE, 0);                                      // roll
423     }
424     else
425     {
426         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
427         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
428         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
429         WriteAngle(MSG_ONE,  0);                  // roll
430     }
431
432     vehicles_clearrturn();
433
434     CSQCVehicleSetup(self.owner, self.hud);
435
436     self.vehicle_enter();
437 }
438
439 void vehicles_exit(float eject)
440 {
441         self.flags |= FL_NOTARGET;
442
443     if (self.owner)
444     {
445         msg_entity = self.owner;
446         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
447         WriteEntity( MSG_ONE, self.owner);
448
449         WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
450         WriteAngle(MSG_ONE, 0);                 // tilt
451         WriteAngle(MSG_ONE, self.angles_y);     // yaw
452         WriteAngle(MSG_ONE, 0);                 // roll
453
454         setsize(self.owner, PL_MIN,PL_MAX);
455
456         self.owner.takedamage     = DAMAGE_AIM;
457         self.owner.solid          = SOLID_SLIDEBOX;
458         self.owner.movetype       = MOVETYPE_WALK;
459         self.owner.effects        &~= EF_NODRAW;
460         self.owner.alpha          = 1;
461         self.owner.PlayerPhysplug = SUB_Null;
462         self.owner.vehicle        = world;
463         self.owner.view_ofs       = PL_VIEW_OFS;
464         self.owner.event_damage   = PlayerDamage;
465         self.owner.hud            = HUD_NORMAL;
466         self.owner.switchweapon   = self.switchweapon;
467         self.owner.BUTTON_USE     = 0;
468     }
469
470     if(self.deadflag == DEAD_NO)
471         self.avelocity          = '0 0 0';
472
473     self.vehicle_hudmodel.viewmodelforclient = self;
474         self.tur_head.nodrawtoclient             = world;
475     vehicles_setreturn();
476
477     self.phase = time + 1;
478
479     if(!teams_matter)
480         self.team = 0;
481
482     self.vehicle_exit(eject);
483     self.owner = world;
484 }
485
486
487 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
488 {
489     if(self.regen_field < field_max)
490     if(self.timer + rpause < time)
491     {
492         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
493
494         if(self.owner)
495             self.owner.regen_field = self.regen_field / field_max;
496     }
497 }
498
499 void shieldhit_think()
500 {
501     self.alpha -= 0.1;
502     if (self.alpha <= 0)
503     {
504         //setmodel(self, "");
505         self.alpha = -1;
506     }
507     else
508     {
509         self.nextthink = time + 0.1;
510     }
511 }
512
513 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
514 {
515     self.dmg_time = time;
516
517     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
518     {
519         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
520         {
521             self.vehicle_shieldent = spawn();
522             self.vehicle_shieldent.effects = EF_LOWPRECISION;
523
524             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
525             setattachment(self.vehicle_shieldent, self, "");
526             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
527             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
528             self.vehicle_shieldent.think       = shieldhit_think;
529         }
530
531
532         self.vehicle_shieldent.colormod    = '1 1 1';
533         self.vehicle_shieldent.alpha       = 0.45;
534         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
535         self.vehicle_shieldent.nextthink   = time;
536
537         self.vehicle_shield -= damage;
538
539         if(self.vehicle_shield < 0)
540         {
541             self.vehicle_shieldent.colormod = '2 0 0';
542             self.vehicle_shield             = 0;
543             self.vehicle_shieldent.alpha    = 0.75;
544             self.vehicle_health            -= fabs(self.vehicle_shield);
545         }
546     }
547     else
548         self.vehicle_health -= damage;
549
550     self.velocity += force; // * (vlen(force) / self.mass);
551
552     if(self.vehicle_health <= 0)
553     {
554         if(self.owner)
555             if(self.vehicle_flags & VHF_DEATHEJECT)
556                 vehicles_exit(VHEF_EJECT);
557             else
558                 vehicles_exit(VHEF_RELESE);
559
560         self.vehicle_die();
561         vehicles_setreturn();
562     }
563 }
564
565 void vehicles_return()
566 {
567     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
568
569     self.enemy.think     = vehicles_spawn;
570     self.enemy.nextthink = time;
571
572     remove(self);
573 }
574
575 void vehicles_clearrturn()
576 {
577     entity ret;
578     // Remove "return helper", if any.
579     ret = findchain(classname, "vehicle_return");
580     while(ret)
581     {
582         if(ret.enemy == self)
583         {
584             ret.classname   = "";
585             ret.think       = SUB_Remove;
586             ret.nextthink   = time + 0.1;
587             return;
588         }
589
590         ret = ret.chain;
591     }
592 }
593
594 void vehicles_setreturn()
595 {
596     entity ret;
597
598     vehicles_clearrturn();
599
600     ret = spawn();
601     ret.classname   = "vehicle_return";
602     ret.enemy       = self;
603     ret.think       = vehicles_return;
604     ret.nextthink   = time + self.vehicle_respawntime;
605 }
606
607 float vehicles_customizeentityforclient()
608 {
609     if(self.deadflag  == DEAD_DEAD)
610         return FALSE;
611     else
612         return TRUE;
613 }
614
615 void vehicles_configcheck(string  configname, float check_cvar)
616 {
617     if(check_cvar == 0)
618         localcmd(strcat("exec ", configname, "\n"));
619 }
620
621 void vehicles_reset_colors()
622 {
623     entity e;
624     float _effects, _colormap;
625     vector _glowmod, _colormod;
626
627     if(autocvar_g_nodepthtestplayers)
628         _effects = EF_NODEPTHTEST;
629
630     if(autocvar_g_fullbrightplayers)
631         _effects |= EF_FULLBRIGHT;
632         
633     if(self.team)
634         _colormap = 1024 + (self.team - 1) * 17;
635     else
636         _colormap = 1024;
637
638     _glowmod    = '0 0 0';
639     _colormod   = '0 0 0';
640
641     // Find all ents attacked to main model and setup effects, colormod etc.
642     e = findchainentity(tag_entity, self);
643     while(e)
644     {
645         if(e != self.vehicle_shieldent)
646         {
647             e.effects   = _effects  | EF_LOWPRECISION;
648             e.colormod  = _colormod;
649             e.colormap  = _colormap;
650             e.alpha     = 1;
651         }
652         e = e.chain;
653     }
654     
655     self.vehicle_hudmodel.effects  = self.effects  = _effects | EF_LOWPRECISION;
656     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
657     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
658     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
659
660     self.alpha          = 1;
661     self.avelocity      = '0 0 0';
662     self.velocity       = '0 0 0';
663     self.effects        = _effects;
664 }
665
666 //#define VEHICLES_CSQC
667 #ifdef VEHICLES_CSQC
668 #define VSF_ORG 2
669 #define VSF_VEL 4
670 #define VSF_ANG 8
671 #define VSF_COLORMAP 16
672 #define VSF_STAT1 32
673
674 float SendVehicle(entity to, float sf)
675 {
676         WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE_RACER);
677
678         WriteByte(MSG_ENTITY, self.cnt);
679
680         WriteCoord(MSG_ENTITY, self.origin_x);
681         WriteCoord(MSG_ENTITY, self.origin_y);
682         WriteCoord(MSG_ENTITY, self.origin_z);
683
684         WriteCoord(MSG_ENTITY, self.velocity_x);
685         WriteCoord(MSG_ENTITY, self.velocity_y);
686         WriteCoord(MSG_ENTITY, self.velocity_z);
687
688         WriteAngle(MSG_ENTITY, self.angles_x);
689         WriteAngle(MSG_ENTITY, self.angles_y);
690         WriteAngle(MSG_ENTITY, self.angles_z);
691
692     return TRUE;
693 }
694
695 void NetLinkVehicle()
696 {    
697     self.SendFlags = 0xFFFFFF;
698     Net_LinkEntity(self, FALSE, 0, SendVehicle);    
699 }
700 #endif
701
702 float vehicle_initialize(string  net_name,
703                          string  bodymodel,
704                          string  topmodel,
705                          string  hudmodel,
706                          string  toptag,
707                          string  hudtag,
708                          string  viewtag,
709                          float   vhud,
710                          vector min_s,
711                          vector max_s,
712                          float  nodrop,
713                          void()  spawnproc,
714                          float   _respawntime,
715                          float() physproc,
716                          void()  enterproc,
717                          void(float extflag) exitfunc,
718                          void() dieproc,
719                          void() thinkproc )
720 {
721     addstat(STAT_HUD, AS_INT,  hud);
722         addstat(STAT_VEHICLESTAT_HEALTH,  AS_FLOAT, vehicle_health);
723         addstat(STAT_VEHICLESTAT_SHIELD,  AS_FLOAT, vehicle_shield);
724         addstat(STAT_VEHICLESTAT_ENERGY,  AS_FLOAT, vehicle_energy);
725
726         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
727         addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
728
729         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
730         addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
731
732     if(bodymodel == "")
733         error("vehicles: missing bodymodel!");
734
735     if(hudmodel == "")
736         error("vehicles: missing hudmodel!");
737
738     if(net_name == "")
739         self.netname = self.classname;
740     else
741         self.netname = net_name;
742
743     if(self.team && !teams_matter)
744         self.team = 0;
745
746     self.vehicle_flags |= VHF_ISVEHICLE;
747
748     setmodel(self, bodymodel);
749
750     self.vehicle_viewport   = spawn();
751     self.vehicle_hudmodel   = spawn();
752     self.tur_head           = spawn();
753     self.tur_head.owner     = self;
754     self.takedamage         = DAMAGE_AIM;
755     self.bot_attack         = TRUE;
756     self.iscreature         = TRUE;
757     self.hud                = vhud;
758
759     //self.customizeentityforclient = vehicles_customizeentityforclient;
760     self.vehicle_die         = dieproc;
761     self.vehicle_exit        = exitfunc;
762     self.vehicle_enter       = enterproc;
763     self.PlayerPhysplug      = physproc;
764     self.event_damage        = vehicles_damage;
765     self.touch               = vehicles_touch;
766     self.think               = vehicles_spawn;
767     self.nextthink           = time;
768     self.vehicle_respawntime = _respawntime;
769     self.vehicle_spawn       = spawnproc;
770
771     if(autocvar_g_nodepthtestplayers)
772         self.effects = self.effects | EF_NODEPTHTEST;
773
774     if(autocvar_g_fullbrightplayers)
775         self.effects = self.effects | EF_FULLBRIGHT;
776
777     setmodel(self.vehicle_hudmodel, hudmodel);
778     setmodel(self.vehicle_viewport, "null");
779
780
781     if(topmodel != "")
782     {
783         setmodel(self.tur_head, topmodel);
784         setattachment(self.tur_head, self, toptag);
785         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
786         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
787     }
788     else
789     {
790         setattachment(self.tur_head, self, "");
791         setattachment(self.vehicle_hudmodel, self, hudtag);
792         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
793     }
794
795     setsize(self, min_s, max_s);
796     if not (nodrop)
797     {
798         setorigin(self, self.origin);
799         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
800         setorigin(self, trace_endpos);
801     }
802     
803     //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
804     self.pos1 = self.origin;
805     self.pos2 = self.angles;
806
807     return TRUE;
808 }
809
810
811 void bugmenot()
812 {
813     self.vehicle_exit       = self.vehicle_exit;
814     self.vehicle_enter      = self.vehicle_exit;
815     self.vehicle_die        = self.vehicle_exit;
816     self.vehicle_spawn      = self.vehicle_exit;
817     self.AuxiliaryXhair     = self.AuxiliaryXhair;
818 }