]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/vehicles/vehicles.qc
bump version
[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
6 var float autocvar_g_vehicles_nex_damagerate = 0.5;
7 var float autocvar_g_vehicles_uzi_damagerate = 0.5;
8 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
9 var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
10 var float autocvar_g_vehicles_tag_damagerate = 5;
11
12 float autocvar_g_vehicles;
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 = func_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 = func_null;
400     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, 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     print(sprintf("2: %i\n", _owner));
414
415     proj = spawn();
416
417     PROJECTILE_MAKETRIGGER(proj);
418     setorigin(proj, _org);
419
420     proj.shot_dmg         = _dmg;
421     proj.shot_radius      = _radi;
422     proj.shot_force       = _force;
423     proj.totalfrags       = _deahtype;
424     proj.solid            = SOLID_BBOX;
425     proj.movetype         = MOVETYPE_FLYMISSILE;
426     proj.flags            = FL_PROJECTILE;
427     proj.bot_dodge        = TRUE;
428     proj.bot_dodgerating  = _dmg;
429     proj.velocity         = _vel;
430     proj.touch            = vehicles_projectile_explode;
431     proj.use              = vehicles_projectile_explode;
432     proj.owner            = self;
433     proj.realowner        = _owner;
434     proj.think            = SUB_Remove;
435     proj.nextthink        = time + 30;
436
437     if(_health)
438     {
439         proj.takedamage       = DAMAGE_AIM;
440         proj.event_damage     = vehicles_projectile_damage;
441         proj.health           = _health;
442     }
443     else
444         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
445
446     if(_mzlsound)
447         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
448
449     if(_mzlfx)
450         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
451
452
453     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
454
455     print(sprintf("3: %i\n", proj));
456     print(sprintf("4: %i\n", proj.enemy));
457     print(sprintf("5: %i\n", proj.owner));
458     print(sprintf("6: %i\n", proj.realowner));
459     CSQCProjectile(proj, _clianim, _projtype, _cull);
460
461     return proj;
462 }
463 // End generic vehile projectile system
464
465 /** vehicles_spawn
466     Exetuted for all vehicles on (re)spawn.
467     Sets defaults for newly spawned units.
468 **/
469 void vehicles_spawn()
470 {
471     dprint("Spawning vehicle: ", self.netname, "\n");
472
473     // De-own & reset
474     self.vehicle_hudmodel.viewmodelforclient = self;
475
476     self.owner              = world;
477     self.touch              = vehicles_touch;
478     self.event_damage       = vehicles_damage;
479     self.iscreature         = TRUE;
480     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
481     self.damagedbycontents      = TRUE;
482     self.movetype           = MOVETYPE_WALK;
483     self.solid              = SOLID_SLIDEBOX;
484     self.takedamage         = DAMAGE_AIM;
485         self.deadflag           = DEAD_NO;
486     self.bot_attack         = TRUE;
487     self.flags              = FL_NOTARGET;
488     self.avelocity          = '0 0 0';
489     self.velocity           = '0 0 0';
490
491     // Reset locking
492     self.lock_strength      = 0;
493     self.lock_target        = world;
494     self.misc_bulletcounter = 0;
495
496     // Return to spawn
497     self.angles             = self.pos2;
498     setorigin(self, self.pos1 + '0 0 0');
499     // Show it
500     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
501     
502     if(self.vehicle_controller)
503         self.team = self.vehicle_controller.team;
504        
505     vehicles_reset_colors();
506     self.vehicle_spawn(VHSF_NORMAL);
507 }
508
509 // Better way of determening whats crushable needed! (fl_crushable?)
510 float vehicles_crushable(entity e)
511 {
512     if(e.classname == "player")
513         return TRUE;
514
515     if(e.classname == "monster_zombie")
516         return TRUE;
517
518     return FALSE;
519 }
520
521 void vehilces_impact(float _minspeed, float _speedfac, float _maxpain)
522 {
523     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
524         return;
525
526     if(self.play_time < time)
527     {
528         float wc = vlen(self.velocity - self.oldvelocity);
529         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
530         //dprint("vel: ", vtos(self.velocity), "\n");
531         if(_minspeed < wc)
532         {
533             float take = min(_speedfac * wc, _maxpain);
534             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
535             self.play_time = time + 0.25;
536
537             //dprint("wc: ", ftos(wc), "\n");
538             //dprint("take: ", ftos(take), "\n");
539         }
540     }
541 }
542
543 .void() vehicle_impact;
544 void vehicles_touch()
545 {
546     // Vehicle currently in use
547     if(self.owner)
548     {
549         if(other != world)
550         if(vehicles_crushable(other))
551         {
552             if(vlen(self.velocity) != 0)
553                 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);
554
555             return; // Dont do selfdamage when hitting "soft targets".
556         }
557
558         if(self.play_time < time)
559         if(self.vehicle_impact)
560             self.vehicle_impact();
561
562         return;
563     }
564
565     if(other.classname != "player")
566         return;
567
568     if(other.deadflag != DEAD_NO)
569         return;
570
571     if(other.vehicle != world)
572         return;
573
574     vehicles_enter();
575 }
576 var float autocvar_g_vehicles_allow_bots = 0;
577 void vehicles_enter()
578 {
579    // Remove this when bots know how to use vehicles
580    
581     if (clienttype(other) == CLIENTTYPE_BOT)    
582         if (autocvar_g_vehicles_allow_bots)
583             dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
584         else
585             return;
586
587     if(self.phase > time)
588         return;
589
590     if(teamplay)
591     if(self.team)
592     if(self.team != other.team)
593         return;
594
595     RemoveGrapplingHook(other);
596
597     self.vehicle_ammo1   = 0;
598     self.vehicle_ammo2   = 0;
599     self.vehicle_reload1 = 0;
600     self.vehicle_reload2 = 0;
601     self.vehicle_energy  = 0;
602
603     self.owner          = other;
604     self.switchweapon   = other.switchweapon;
605
606     // .viewmodelforclient works better.
607     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
608
609     self.vehicle_hudmodel.viewmodelforclient = self.owner;
610
611     self.event_damage         = vehicles_damage;
612     self.nextthink            = 0;
613     self.owner.angles         = self.angles;
614     self.owner.takedamage     = DAMAGE_NO;
615     self.owner.solid          = SOLID_NOT;
616     self.owner.movetype       = MOVETYPE_NOCLIP;
617     self.owner.alpha          = -1;
618     self.owner.vehicle        = self;
619     self.owner.event_damage   = func_null;
620     self.owner.view_ofs       = '0 0 0';
621     self.colormap             = self.owner.colormap;
622     if(self.tur_head)
623         self.tur_head.colormap    = self.owner.colormap;
624
625     self.owner.hud            = self.hud;
626     self.owner.PlayerPhysplug = self.PlayerPhysplug;
627
628     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
629     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
630     self.owner.vehicle_reload1  = self.vehicle_reload1;
631     self.owner.vehicle_reload2  = self.vehicle_reload2;
632
633     // Cant do this, hides attached objects too.
634     //self.exteriormodeltoclient = self.owner;
635     //self.tur_head.exteriormodeltoclient = self.owner;
636
637     other.flags &~= FL_ONGROUND;
638     self.flags  &~= FL_ONGROUND;
639
640     self.team                 = self.owner.team;
641     self.flags               -= FL_NOTARGET;
642     
643     if (clienttype(other) == CLIENTTYPE_REAL)
644     {
645         msg_entity = other;
646         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
647         WriteEntity(MSG_ONE, self.vehicle_viewport);
648                 
649         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
650         if(self.tur_head)
651         {
652             WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
653             WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
654             WriteAngle(MSG_ONE, 0);                                      // roll
655         }
656         else
657         {
658             WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
659             WriteAngle(MSG_ONE,  self.angles_y);      // yaw
660             WriteAngle(MSG_ONE,  0);                  // roll
661         }
662     }
663
664     vehicles_clearrturn();
665
666     CSQCVehicleSetup(self.owner, self.hud);
667     
668     vh_player = other;
669     vh_vehicle = self;
670     MUTATOR_CALLHOOK(VehicleEnter);
671     other = vh_player;
672     self = vh_vehicle;
673
674     self.vehicle_enter();
675     antilag_clear(other);
676 }
677
678 /** vehicles_findgoodexit
679     Locates a valid location for the player to exit the vehicle.
680     Will first try prefer_spot, then up 100 random spots arround the vehicle
681     wich are in direct line of sight and empty enougth to hold a players bbox
682 **/
683 vector vehicles_findgoodexit(vector prefer_spot)
684 {
685     //vector exitspot;
686     float mysize;
687
688     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
689     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
690         return prefer_spot;
691
692     mysize = 1.5 * vlen(self.maxs - self.mins);
693     float i;
694     vector v, v2;
695     v2 = 0.5 * (self.absmin + self.absmax);
696     for(i = 0; i < 100; ++i)
697     {
698         v = randomvec();
699         v_z = 0;
700         v = v2 + normalize(v) * mysize;
701         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
702         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
703             return v;
704     }
705
706     /*
707     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
708     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
709     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
710         return exitspot;
711
712     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
713     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
714     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
715         return exitspot;
716
717     exitspot = (self.origin + '0 0 48') + v_right * mysize;
718     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
719     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
720         return exitspot;
721
722     exitspot = (self.origin + '0 0 48') - v_right * mysize;
723     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
724     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
725         return exitspot;
726     */
727
728     return self.origin;
729 }
730
731 /** vehicles_exit
732     Standarrd vehicle release fucntion.
733     custom code goes in self.vehicle_exit
734 **/
735 float vehicles_exit_running;
736 void vehicles_exit(float eject)
737 {
738     entity _vehicle;
739     entity _player;
740     entity _oldself = self;
741     
742     if(vehicles_exit_running)
743     {
744         dprint("^1vehicles_exit allready running! this is not good..\n");
745         return;
746     }
747     
748     vehicles_exit_running = TRUE;
749     if(self.flags & FL_CLIENT)
750     {
751         _vehicle = self.vehicle;
752             
753         if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
754         {
755             _vehicle.vehicle_exit(eject);
756             self = _oldself;
757             vehicles_exit_running = FALSE;
758             return;            
759         }
760     }
761     else
762         _vehicle = self;
763     
764     _player = _vehicle.owner;
765     
766     self = _vehicle;
767
768     if (_player)
769     {
770         if (clienttype(_player) == CLIENTTYPE_REAL)
771         {
772             msg_entity = _player;
773             WriteByte (MSG_ONE, SVC_SETVIEWPORT);
774             WriteEntity( MSG_ONE, _player);
775
776             WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
777             WriteAngle(MSG_ONE, 0);
778             WriteAngle(MSG_ONE, _vehicle.angles_y);
779             WriteAngle(MSG_ONE, 0);
780         }
781         
782         setsize(_player, PL_MIN,PL_MAX);
783
784         _player.takedamage     = DAMAGE_AIM;
785         _player.solid          = SOLID_SLIDEBOX;
786         _player.movetype       = MOVETYPE_WALK;
787         _player.effects        &~= EF_NODRAW;
788         _player.alpha          = 1;
789         _player.PlayerPhysplug = func_null;
790         _player.vehicle        = world;
791         _player.view_ofs       = PL_VIEW_OFS;
792         _player.event_damage   = PlayerDamage;
793         _player.hud            = HUD_NORMAL;
794         _player.switchweapon   = _vehicle.switchweapon;
795
796         CSQCVehicleSetup(_player, HUD_NORMAL);
797     }
798     _vehicle.flags |= FL_NOTARGET;
799     
800     if(_vehicle.deadflag == DEAD_NO)
801         _vehicle.avelocity          = '0 0 0';
802     
803     _vehicle.tur_head.nodrawtoclient             = world;
804     
805     if(!teamplay)
806         _vehicle.team = 0;
807     else
808
809     vh_player = _player;
810     vh_vehicle = _vehicle;
811     MUTATOR_CALLHOOK(VehicleExit);
812     _player = vh_player;
813     _vehicle = vh_vehicle;
814
815     _vehicle.team = _vehicle.tur_head.team;
816         
817     sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
818     _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;    
819     _vehicle.phase = time + 1;
820     
821     _vehicle.vehicle_exit(eject);
822     
823     vehicles_setreturn();
824     vehicles_reset_colors();        
825     _vehicle.owner = world;
826     self = _oldself;
827     
828     vehicles_exit_running = FALSE;
829 }
830
831
832 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
833 {
834     if(self.regen_field < field_max)
835     if(timer + rpause < time)
836     {
837         if(_healthscale)
838             regen = regen * (self.vehicle_health / self.tur_health);
839             
840         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
841
842         if(self.owner)
843             self.owner.regen_field = (self.regen_field / field_max) * 100;
844     }
845 }
846
847 void shieldhit_think()
848 {
849     self.alpha -= 0.1;
850     if (self.alpha <= 0)
851     {
852         //setmodel(self, "");
853         self.alpha = -1;
854         self.effects |= EF_NODRAW;
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         self.vehicle_shieldent.effects &~= EF_NODRAW;
924
925         self.vehicle_shield -= damage;
926
927         if(self.vehicle_shield < 0)
928         {
929             self.vehicle_health            -= fabs(self.vehicle_shield);
930             self.vehicle_shieldent.colormod = '2 0 0';
931             self.vehicle_shield             = 0;
932             self.vehicle_shieldent.alpha    = 0.75;
933
934                 if(sound_allowed(MSG_BROADCAST, attacker))
935                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);   // FIXME: PLACEHOLDER
936         }
937         else
938                 if(sound_allowed(MSG_BROADCAST, attacker))
939                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
940
941     }
942     else
943     {
944         self.vehicle_health -= damage;
945
946         if(sound_allowed(MSG_BROADCAST, attacker))
947             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
948     }
949     
950         if(self.damageforcescale < 1 && self.damageforcescale > 0)
951                 self.velocity += force * self.damageforcescale;
952         else
953                 self.velocity += force;
954
955     if(self.vehicle_health <= 0)
956     {
957         if(self.owner)
958             if(self.vehicle_flags & VHF_DEATHEJECT)
959                 vehicles_exit(VHEF_EJECT);
960             else
961                 vehicles_exit(VHEF_RELESE);
962
963
964         antilag_clear(self);
965
966         self.vehicle_die();
967         vehicles_setreturn();
968     }
969 }
970
971 void vehicles_clearrturn()
972 {
973     entity ret;
974     // Remove "return helper", if any.
975     ret = findchain(classname, "vehicle_return");
976     while(ret)
977     {
978         if(ret.wp00 == self)
979         {
980             ret.classname   = "";
981             ret.think       = SUB_Remove;
982             ret.nextthink   = time + 0.1;
983
984             if(ret.waypointsprite_attached)
985                 WaypointSprite_Kill(ret.waypointsprite_attached);
986
987             return;
988         }
989         ret = ret.chain;
990     }
991 }
992
993 void vehicles_return()
994 {
995     pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
996
997     self.wp00.think     = vehicles_spawn;
998     self.wp00.nextthink = time;
999
1000     if(self.waypointsprite_attached)
1001         WaypointSprite_Kill(self.waypointsprite_attached);
1002
1003     remove(self);
1004 }
1005
1006 void vehicles_showwp_goaway()
1007 {
1008     if(self.waypointsprite_attached)
1009         WaypointSprite_Kill(self.waypointsprite_attached);
1010
1011     remove(self);
1012
1013 }
1014
1015 void vehicles_showwp()
1016 {
1017     entity oldself = world;
1018     vector rgb;
1019
1020     if(self.cnt)
1021     {
1022         self.think      = vehicles_return;
1023         self.nextthink  = self.cnt;
1024     }
1025     else
1026     {
1027         self.think      = vehicles_return;
1028         self.nextthink  = time +1;
1029
1030         oldself = self;
1031         self = spawn();
1032         setmodel(self, "null");
1033         self.team = oldself.wp00.team;
1034         self.wp00 = oldself.wp00;
1035         setorigin(self, oldself.wp00.pos1);
1036
1037         self.nextthink = time + 5;
1038         self.think = vehicles_showwp_goaway;
1039     }
1040
1041     if(teamplay && self.team)
1042             rgb = TeamColor(self.team);
1043     else
1044             rgb = '1 1 1';
1045     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1046     if(self.waypointsprite_attached)
1047     {
1048         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1049         if(oldself == world)
1050             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1051         WaypointSprite_Ping(self.waypointsprite_attached);
1052     }
1053
1054     if(oldself != world)
1055         self = oldself;
1056 }
1057
1058 void vehicles_setreturn()
1059 {
1060     entity ret;
1061
1062     vehicles_clearrturn();
1063
1064     ret = spawn();
1065     ret.classname   = "vehicle_return";
1066     ret.wp00       = self;
1067     ret.team        = self.team;
1068     ret.think       = vehicles_showwp;
1069
1070     if(self.deadflag != DEAD_NO)
1071     {
1072         ret.cnt         = time + self.vehicle_respawntime;
1073         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
1074     }
1075     else
1076     {
1077         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
1078     }
1079
1080     setmodel(ret, "null");
1081     setorigin(ret, self.pos1 + '0 0 96');
1082
1083 }
1084
1085 void vehicles_reset_colors()
1086 {
1087     entity e;
1088     float _effects = 0, _colormap;
1089     vector _glowmod, _colormod;
1090
1091     if(autocvar_g_nodepthtestplayers)
1092         _effects |= EF_NODEPTHTEST;
1093
1094     if(autocvar_g_fullbrightplayers)
1095         _effects |= EF_FULLBRIGHT;
1096
1097     if(self.team)
1098         _colormap = 1024 + (self.team - 1) * 17;
1099     else
1100         _colormap = 1024;
1101
1102     _glowmod  = '0 0 0';
1103     _colormod = '0 0 0';
1104
1105     // Find all ents attacked to main model and setup effects, colormod etc.
1106     e = findchainentity(tag_entity, self);
1107     while(e)
1108     {
1109         if(e != self.vehicle_shieldent)
1110         {
1111             e.effects   = _effects; //  | EF_LOWPRECISION;
1112             e.colormod  = _colormod;
1113             e.colormap  = _colormap;
1114             e.alpha     = 1;
1115         }
1116         e = e.chain;
1117     }
1118
1119     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
1120     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1121     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1122     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1123
1124     self.alpha     = 1;
1125     self.avelocity = '0 0 0';
1126     self.velocity  = '0 0 0';
1127     self.effects   = _effects;
1128 }
1129
1130 void vehicle_use()
1131 {
1132     dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1133
1134     self.tur_head.team = activator.team;
1135
1136     if(self.tur_head.team == 0)
1137         self.active = ACTIVE_NOT;
1138     else
1139         self.active = ACTIVE_ACTIVE;
1140     
1141     if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1142     {
1143         dprint("^3Eat shit yall!\n");
1144         vehicles_setreturn();
1145         vehicles_reset_colors();
1146     }
1147     else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1148     {
1149         
1150     }
1151 }
1152
1153 float vehicle_addplayerslot(    entity _owner, 
1154                                 entity _slot, 
1155                                 float _hud, 
1156                                 string _hud_model,
1157                                 float() _framefunc, 
1158                                 void(float) _exitfunc)
1159 {
1160     if not (_owner.vehicle_flags & VHF_MULTISLOT)
1161         _owner.vehicle_flags |= VHF_MULTISLOT;
1162
1163     _slot.PlayerPhysplug = _framefunc;
1164     _slot.vehicle_exit = _exitfunc;
1165     _slot.hud = _hud;
1166     _slot.vehicle_flags = VHF_PLAYERSLOT;
1167     _slot.vehicle_viewport = spawn();
1168     _slot.vehicle_hudmodel = spawn();
1169     _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1170     _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1171     
1172     setmodel(_slot.vehicle_hudmodel, _hud_model);
1173     setmodel(_slot.vehicle_viewport, "null");
1174     
1175     setattachment(_slot.vehicle_hudmodel, _slot, "");
1176     setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1177     
1178     return TRUE;
1179 }
1180
1181 float vehicle_initialize(string  net_name,
1182                          string  bodymodel,
1183                          string  topmodel,
1184                          string  hudmodel,
1185                          string  toptag,
1186                          string  hudtag,
1187                          string  viewtag,
1188                          float   vhud,
1189                          vector  min_s,
1190                          vector  max_s,
1191                          float   nodrop,
1192                          void(float _spawnflag)  spawnproc,
1193                          float   _respawntime,
1194                          float() physproc,
1195                          void()  enterproc,
1196                          void(float extflag) exitfunc,
1197                          void() dieproc,
1198                          void() thinkproc,
1199                          float  use_csqc,
1200                          float _max_health,
1201                          float _max_shield)
1202 {
1203         if(!autocvar_g_vehicles)
1204                 return FALSE;
1205         
1206     if(self.targetname)
1207     {
1208         self.vehicle_controller = find(world, target, self.targetname);
1209         if(!self.vehicle_controller)
1210         {
1211             bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1212         }
1213         else
1214         {
1215             self.team = self.vehicle_controller.team;        
1216             self.use = vehicle_use;
1217             
1218             if(teamplay)
1219             {
1220                 if(self.vehicle_controller.team == 0)
1221                     self.active = ACTIVE_NOT;
1222                 else
1223                     self.active = ACTIVE_ACTIVE;                
1224             }
1225         }
1226     }
1227     
1228     precache_sound("onslaught/ons_hit2.wav");
1229     precache_sound("onslaught/electricity_explode.wav");
1230
1231
1232     addstat(STAT_HUD, AS_INT,  hud);
1233         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
1234         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
1235         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
1236
1237         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT, vehicle_ammo1);
1238         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1239
1240         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
1241         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1242
1243     if(bodymodel == "")
1244         error("vehicles: missing bodymodel!");
1245
1246     if(hudmodel == "")
1247         error("vehicles: missing hudmodel!");
1248
1249     if(net_name == "")
1250         self.netname = self.classname;
1251     else
1252         self.netname = net_name;
1253
1254     if(self.team && !teamplay)
1255         self.team = 0;
1256
1257     self.vehicle_flags |= VHF_ISVEHICLE;
1258
1259     setmodel(self, bodymodel);
1260
1261     self.vehicle_viewport   = spawn();
1262     self.vehicle_hudmodel   = spawn();
1263     self.tur_head           = spawn();
1264     self.tur_head.owner     = self;
1265     self.takedamage         = DAMAGE_AIM;
1266     self.bot_attack         = TRUE;
1267     self.iscreature         = TRUE;
1268     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
1269     self.damagedbycontents      = TRUE;
1270     self.hud                = vhud;
1271     self.tur_health          = _max_health;
1272     self.tur_head.tur_health = _max_shield;
1273     self.vehicle_die         = dieproc;
1274     self.vehicle_exit        = exitfunc;
1275     self.vehicle_enter       = enterproc;
1276     self.PlayerPhysplug      = physproc;
1277     self.event_damage        = vehicles_damage;
1278     self.touch               = vehicles_touch;
1279     self.think               = vehicles_spawn;
1280     self.nextthink           = time;
1281     self.vehicle_respawntime = _respawntime;
1282     self.vehicle_spawn       = spawnproc;
1283     self.effects             = EF_NODRAW;
1284     if(g_assault || !autocvar_g_vehicles_delayspawn)
1285         self.nextthink = time + 0.5;
1286     else
1287         self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1288
1289
1290     if(autocvar_g_nodepthtestplayers)
1291         self.effects = self.effects | EF_NODEPTHTEST;
1292
1293     if(autocvar_g_fullbrightplayers)
1294         self.effects = self.effects | EF_FULLBRIGHT;
1295
1296     setmodel(self.vehicle_hudmodel, hudmodel);
1297     setmodel(self.vehicle_viewport, "null");
1298
1299     if(topmodel != "")
1300     {
1301         setmodel(self.tur_head, topmodel);
1302         setattachment(self.tur_head, self, toptag);
1303         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1304         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1305     }
1306     else
1307     {
1308         setattachment(self.tur_head, self, "");
1309         setattachment(self.vehicle_hudmodel, self, hudtag);
1310         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1311     }
1312
1313     setsize(self, min_s, max_s);
1314     if not (nodrop)
1315     {
1316         setorigin(self, self.origin);
1317         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1318         setorigin(self, trace_endpos);
1319     }
1320     
1321     self.pos1 = self.origin;
1322     self.pos2 = self.angles;
1323     self.tur_head.team = self.team;
1324
1325     return TRUE;
1326 }
1327
1328 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname, 
1329                          float _pichlimit_min, float _pichlimit_max, 
1330                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1331 {
1332     vector vtmp, vtag;
1333     float ftmp;
1334     vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1335     vtmp = vectoangles(normalize(_target - vtag));
1336     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1337     vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1338     ftmp = _aimspeed * frametime;
1339     vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1340     vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1341     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);    
1342     _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
1343     return vtag;
1344 }
1345
1346 void vehicles_gib_explode()
1347 {
1348         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
1349         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1350         remove(self);
1351 }
1352
1353 void vehicles_gib_think()
1354 {
1355         self.alpha -= 0.1;
1356         if(self.cnt >= time)
1357                 remove(self);
1358         else
1359                 self.nextthink = time + 0.1;
1360 }
1361
1362 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1363 {
1364         entity _gib = spawn();
1365         setmodel(_gib, _template.model);
1366         setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1367         _gib.velocity = _vel;
1368         _gib.movetype = MOVETYPE_TOSS;
1369         _gib.solid = SOLID_CORPSE;
1370         _gib.colormod = '-0.5 -0.5 -0.5';
1371         _gib.effects = EF_LOWPRECISION; 
1372         _gib.avelocity = _rot;
1373         
1374         if(_burn)
1375                 _gib.effects |= EF_FLAME;
1376         
1377         if(_explode)
1378         {
1379                 _gib.think = vehicles_gib_explode; 
1380                 _gib.nextthink = time + random() * _explode;
1381                 _gib.touch = vehicles_gib_explode;
1382         }
1383         else
1384         {
1385                 _gib.cnt = time + _maxtime;
1386                 _gib.think = vehicles_gib_think; 
1387                 _gib.nextthink = time + _maxtime - 1;           
1388                 _gib.alpha = 1;
1389         }
1390         return _gib;
1391 }
1392
1393 /*
1394 vector predict_target(entity _targ, vector _from, float _shot_speed)
1395 {
1396     float i;                // loop
1397     float _distance;        // How far to target
1398     float _impact_time;     // How long untill projectile impacts
1399     vector _predict_pos;    // Predicted enemy location
1400     vector _original_origin;// Where target is before predicted
1401
1402      _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1403
1404     _predict_pos = _original_origin;
1405     for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1406     {
1407         _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1408         _impact_time = _distance / _shot_speed; // Calculate impact time
1409         _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1410     }
1411
1412     return _predict_pos;
1413 }
1414 */