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