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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 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_clearreturn();
20 void vehicles_setreturn();
21
22
23 /** AuxiliaryXhair*
24     Send additional points of interest to be drawn, to vehicle owner
25 **/
26 const 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 (!IS_REAL_CLIENT(own))
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 (!IS_REAL_CLIENT(own))
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 const 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(!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     proj = spawn();
414
415     PROJECTILE_MAKETRIGGER(proj);
416     setorigin(proj, _org);
417
418     proj.shot_dmg         = _dmg;
419     proj.shot_radius      = _radi;
420     proj.shot_force       = _force;
421     proj.totalfrags       = _deahtype;
422     proj.solid            = SOLID_BBOX;
423     proj.movetype         = MOVETYPE_FLYMISSILE;
424     proj.flags            = FL_PROJECTILE;
425     proj.bot_dodge        = TRUE;
426     proj.bot_dodgerating  = _dmg;
427     proj.velocity         = _vel;
428     proj.touch            = vehicles_projectile_explode;
429     proj.use              = vehicles_projectile_explode;
430     proj.owner            = self;
431     proj.realowner        = _owner;
432     proj.think            = SUB_Remove;
433     proj.nextthink        = time + 30;
434
435     if(_health)
436     {
437         proj.takedamage       = DAMAGE_AIM;
438         proj.event_damage     = vehicles_projectile_damage;
439         proj.health           = _health;
440     }
441     else
442         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
443
444     if(_mzlsound)
445         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
446
447     if(_mzlfx)
448         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
449
450
451     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
452
453     CSQCProjectile(proj, _clianim, _projtype, _cull);
454
455     return proj;
456 }
457 // End generic vehile projectile system
458
459 void vehicles_reset()
460 {
461         if(self.owner)
462         {
463                 entity oldself = self;
464                 self = self.owner;
465                 vehicles_exit(VHEF_RELESE);
466                 self = oldself;
467         }
468         self.alpha      = -1;
469         self.movetype   = MOVETYPE_NONE;
470         self.effects    = EF_NODRAW;
471         self.colormod  = '0 0 0';
472         self.avelocity = '0 0 0';
473         self.velocity  = '0 0 0';
474         self.event_damage = func_null;
475         self.solid = SOLID_NOT;
476         self.deadflag = DEAD_NO;
477
478         self.touch = func_null;
479         self.nextthink = 0;
480         vehicles_setreturn();
481 }
482
483 /** vehicles_spawn
484     Exetuted for all vehicles on (re)spawn.
485     Sets defaults for newly spawned units.
486 **/
487 void vehicles_spawn()
488 {
489     dprint("Spawning vehicle: ", self.netname, "\n");
490
491     // De-own & reset
492     self.vehicle_hudmodel.viewmodelforclient = self;
493
494     self.owner              = world;
495     self.touch              = vehicles_touch;
496     self.event_damage       = vehicles_damage;
497     self.reset              = vehicles_reset;
498     self.iscreature         = TRUE;
499     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
500     self.damagedbycontents      = TRUE;
501     self.movetype           = MOVETYPE_WALK;
502     self.solid              = SOLID_SLIDEBOX;
503     self.takedamage         = DAMAGE_AIM;
504         self.deadflag           = DEAD_NO;
505     self.bot_attack         = TRUE;
506     self.flags              = FL_NOTARGET;
507     self.avelocity          = '0 0 0';
508     self.velocity           = '0 0 0';
509
510     // Reset locking
511     self.lock_strength      = 0;
512     self.lock_target        = world;
513     self.misc_bulletcounter = 0;
514
515     // Return to spawn
516     self.angles             = self.pos2;
517     setorigin(self, self.pos1 + '0 0 0');
518     // Show it
519     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
520
521     if(self.vehicle_controller)
522         self.team = self.vehicle_controller.team;
523
524     vehicles_reset_colors();
525     self.vehicle_spawn(VHSF_NORMAL);
526 }
527
528 // Better way of determening whats crushable needed! (fl_crushable?)
529 float vehicles_crushable(entity e)
530 {
531     if(IS_PLAYER(e))
532         return TRUE;
533
534     if(e.flags & FL_MONSTER)
535         return TRUE;
536
537     return FALSE;
538 }
539
540 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
541 {
542     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
543         return;
544
545     if(self.play_time < time)
546     {
547         float wc = vlen(self.velocity - self.oldvelocity);
548         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
549         //dprint("vel: ", vtos(self.velocity), "\n");
550         if(_minspeed < wc)
551         {
552             float take = min(_speedfac * wc, _maxpain);
553             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
554             self.play_time = time + 0.25;
555
556             //dprint("wc: ", ftos(wc), "\n");
557             //dprint("take: ", ftos(take), "\n");
558         }
559     }
560 }
561
562 .void() vehicle_impact;
563 void vehicles_touch()
564 {
565         if(MUTATOR_CALLHOOK(VehicleTouch))
566                 return;
567
568     // Vehicle currently in use
569     if(self.owner)
570     {
571         if(other != world)
572         if(vehicles_crushable(other))
573         {
574             if(vlen(self.velocity) != 0)
575                 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
576
577             return; // Dont do selfdamage when hitting "soft targets".
578         }
579
580         if(self.play_time < time)
581         if(self.vehicle_impact)
582             self.vehicle_impact();
583
584         return;
585     }
586
587     if (!IS_PLAYER(other))
588         return;
589
590     if(other.deadflag != DEAD_NO)
591         return;
592
593     if(other.vehicle != world)
594         return;
595
596     vehicles_enter();
597 }
598 var float autocvar_g_vehicles_allow_bots = 0;
599 void vehicles_enter()
600 {
601    // Remove this when bots know how to use vehicles
602
603     if (IS_BOT_CLIENT(other))
604         if (autocvar_g_vehicles_allow_bots)
605             dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
606         else
607             return;
608
609     if(self.phase > time)
610         return;
611
612     if(teamplay)
613     if(self.team)
614     if(self.team != other.team)
615         return;
616
617     RemoveGrapplingHook(other);
618
619     self.vehicle_ammo1   = 0;
620     self.vehicle_ammo2   = 0;
621     self.vehicle_reload1 = 0;
622     self.vehicle_reload2 = 0;
623     self.vehicle_energy  = 0;
624
625     self.owner          = other;
626     self.switchweapon   = other.switchweapon;
627
628     // .viewmodelforclient works better.
629     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
630
631     self.vehicle_hudmodel.viewmodelforclient = self.owner;
632
633     self.event_damage         = vehicles_damage;
634     self.nextthink            = 0;
635     self.owner.angles         = self.angles;
636     self.owner.takedamage     = DAMAGE_NO;
637     self.owner.solid          = SOLID_NOT;
638     self.owner.movetype       = MOVETYPE_NOCLIP;
639     self.owner.alpha          = -1;
640     self.owner.vehicle        = self;
641     self.owner.event_damage   = func_null;
642     self.owner.view_ofs       = '0 0 0';
643     self.colormap             = self.owner.colormap;
644     if(self.tur_head)
645         self.tur_head.colormap    = self.owner.colormap;
646
647     self.owner.hud            = self.hud;
648     self.owner.PlayerPhysplug = self.PlayerPhysplug;
649
650     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
651     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
652     self.owner.vehicle_reload1  = self.vehicle_reload1;
653     self.owner.vehicle_reload2  = self.vehicle_reload2;
654
655     // Cant do this, hides attached objects too.
656     //self.exteriormodeltoclient = self.owner;
657     //self.tur_head.exteriormodeltoclient = self.owner;
658
659     other.flags &= ~FL_ONGROUND;
660     self.flags  &= ~FL_ONGROUND;
661
662     self.team                 = self.owner.team;
663     self.flags               -= FL_NOTARGET;
664     self.monster_attack       = TRUE;
665
666     if (IS_REAL_CLIENT(other))
667     {
668         msg_entity = other;
669         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
670         WriteEntity(MSG_ONE, self.vehicle_viewport);
671
672         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
673         if(self.tur_head)
674         {
675             WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
676             WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
677             WriteAngle(MSG_ONE, 0);                                      // roll
678         }
679         else
680         {
681             WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
682             WriteAngle(MSG_ONE,  self.angles_y);      // yaw
683             WriteAngle(MSG_ONE,  0);                  // roll
684         }
685     }
686
687     vehicles_clearreturn();
688
689     CSQCVehicleSetup(self.owner, self.hud);
690
691     vh_player = other;
692     vh_vehicle = self;
693     MUTATOR_CALLHOOK(VehicleEnter);
694     other = vh_player;
695     self = vh_vehicle;
696
697     self.vehicle_enter();
698     antilag_clear(other);
699 }
700
701 /** vehicles_findgoodexit
702     Locates a valid location for the player to exit the vehicle.
703     Will first try prefer_spot, then up 100 random spots arround the vehicle
704     wich are in direct line of sight and empty enougth to hold a players bbox
705 **/
706 vector vehicles_findgoodexit(vector prefer_spot)
707 {
708     //vector exitspot;
709     float mysize;
710
711     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
712     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
713         return prefer_spot;
714
715     mysize = 1.5 * vlen(self.maxs - self.mins);
716     float i;
717     vector v, v2;
718     v2 = 0.5 * (self.absmin + self.absmax);
719     for(i = 0; i < 100; ++i)
720     {
721         v = randomvec();
722         v_z = 0;
723         v = v2 + normalize(v) * mysize;
724         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
725         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
726             return v;
727     }
728
729     /*
730     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
731     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
732     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
733         return exitspot;
734
735     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
736     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
737     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
738         return exitspot;
739
740     exitspot = (self.origin + '0 0 48') + v_right * mysize;
741     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
742     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
743         return exitspot;
744
745     exitspot = (self.origin + '0 0 48') - v_right * mysize;
746     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
747     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
748         return exitspot;
749     */
750
751     return self.origin;
752 }
753
754 /** vehicles_exit
755     Standarrd vehicle release fucntion.
756     custom code goes in self.vehicle_exit
757 **/
758 float vehicles_exit_running;
759 void vehicles_exit(float eject)
760 {
761     entity _vehicle;
762     entity _player;
763     entity _oldself = self;
764
765     if(vehicles_exit_running)
766     {
767         dprint("^1vehicles_exit allready running! this is not good..\n");
768         return;
769     }
770
771     vehicles_exit_running = TRUE;
772     if(IS_CLIENT(self))
773     {
774         _vehicle = self.vehicle;
775
776         if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
777         {
778             _vehicle.vehicle_exit(eject);
779             self = _oldself;
780             vehicles_exit_running = FALSE;
781             return;
782         }
783     }
784     else
785         _vehicle = self;
786
787     _player = _vehicle.owner;
788
789     self = _vehicle;
790
791     if (_player)
792     {
793         if (IS_REAL_CLIENT(_player))
794         {
795             msg_entity = _player;
796             WriteByte (MSG_ONE, SVC_SETVIEWPORT);
797             WriteEntity( MSG_ONE, _player);
798
799             WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
800             WriteAngle(MSG_ONE, 0);
801             WriteAngle(MSG_ONE, _vehicle.angles_y);
802             WriteAngle(MSG_ONE, 0);
803         }
804
805         setsize(_player, PL_MIN,PL_MAX);
806
807         _player.takedamage     = DAMAGE_AIM;
808         _player.solid          = SOLID_SLIDEBOX;
809         _player.movetype       = MOVETYPE_WALK;
810         _player.effects        &= ~EF_NODRAW;
811         _player.alpha          = 1;
812         _player.PlayerPhysplug = func_null;
813         _player.vehicle        = world;
814         _player.view_ofs       = PL_VIEW_OFS;
815         _player.event_damage   = PlayerDamage;
816         _player.hud            = HUD_NORMAL;
817         _player.switchweapon   = _vehicle.switchweapon;
818
819         CSQCVehicleSetup(_player, HUD_NORMAL);
820     }
821     _vehicle.flags |= FL_NOTARGET;
822
823     if(_vehicle.deadflag == DEAD_NO)
824         _vehicle.avelocity          = '0 0 0';
825
826     _vehicle.tur_head.nodrawtoclient             = world;
827
828     if(!teamplay)
829         _vehicle.team = 0;
830
831     vh_player = _player;
832     vh_vehicle = _vehicle;
833     MUTATOR_CALLHOOK(VehicleExit);
834     _player = vh_player;
835     _vehicle = vh_vehicle;
836
837     _vehicle.team = _vehicle.tur_head.team;
838
839     sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
840     _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
841     _vehicle.phase = time + 1;
842     _vehicle.monster_attack = FALSE;
843
844     _vehicle.vehicle_exit(eject);
845
846     vehicles_setreturn();
847     vehicles_reset_colors();
848     _vehicle.owner = world;
849     self = _oldself;
850
851     vehicles_exit_running = FALSE;
852 }
853
854
855 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
856 {
857     if(self.regen_field < field_max)
858     if(timer + rpause < time)
859     {
860         if(_healthscale)
861             regen = regen * (self.vehicle_health / self.tur_health);
862
863         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
864
865         if(self.owner)
866             self.owner.regen_field = (self.regen_field / field_max) * 100;
867     }
868 }
869
870 void shieldhit_think()
871 {
872     self.alpha -= 0.1;
873     if (self.alpha <= 0)
874     {
875         //setmodel(self, "");
876         self.alpha = -1;
877         self.effects |= EF_NODRAW;
878     }
879     else
880     {
881         self.nextthink = time + 0.1;
882     }
883 }
884
885 void vehicles_painframe()
886 {
887     if(self.owner.vehicle_health <= 50)
888     if(self.pain_frame < time)
889     {
890         float _ftmp;
891         _ftmp = self.owner.vehicle_health / 50;
892         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
893         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
894
895         if(self.vehicle_flags & VHF_DMGSHAKE)
896             self.velocity += randomvec() * 30;
897
898         if(self.vehicle_flags & VHF_DMGROLL)
899             if(self.vehicle_flags & VHF_DMGHEADROLL)
900                 self.tur_head.angles += randomvec();
901             else
902                 self.angles += randomvec();
903
904     }
905 }
906
907 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
908 {
909     self.dmg_time = time;
910
911     if(DEATH_ISWEAPON(deathtype, WEP_NEX))
912         damage *= autocvar_g_vehicles_nex_damagerate;
913
914     if(DEATH_ISWEAPON(deathtype, WEP_UZI))
915         damage *= autocvar_g_vehicles_uzi_damagerate;
916
917     if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
918         damage *= autocvar_g_vehicles_rifle_damagerate;
919
920     if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
921         damage *= autocvar_g_vehicles_minstanex_damagerate;
922
923     if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
924         damage *= autocvar_g_vehicles_tag_damagerate;
925
926     self.enemy = attacker;
927
928     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
929     {
930         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
931         {
932             self.vehicle_shieldent = spawn();
933             self.vehicle_shieldent.effects = EF_LOWPRECISION;
934
935             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
936             setattachment(self.vehicle_shieldent, self, "");
937             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
938             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
939             self.vehicle_shieldent.think       = shieldhit_think;
940         }
941
942         self.vehicle_shieldent.colormod    = '1 1 1';
943         self.vehicle_shieldent.alpha       = 0.45;
944         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
945         self.vehicle_shieldent.nextthink   = time;
946         self.vehicle_shieldent.effects &= ~EF_NODRAW;
947
948         self.vehicle_shield -= damage;
949
950         if(self.vehicle_shield < 0)
951         {
952             self.vehicle_health            -= fabs(self.vehicle_shield);
953             self.vehicle_shieldent.colormod = '2 0 0';
954             self.vehicle_shield             = 0;
955             self.vehicle_shieldent.alpha    = 0.75;
956
957                 if(sound_allowed(MSG_BROADCAST, attacker))
958                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
959         }
960         else
961                 if(sound_allowed(MSG_BROADCAST, attacker))
962                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
963
964     }
965     else
966     {
967         self.vehicle_health -= damage;
968
969         if(sound_allowed(MSG_BROADCAST, attacker))
970             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
971     }
972
973         if(self.damageforcescale < 1 && self.damageforcescale > 0)
974                 self.velocity += force * self.damageforcescale;
975         else
976                 self.velocity += force;
977
978     if(self.vehicle_health <= 0)
979     {
980         if(self.owner)
981             if(self.vehicle_flags & VHF_DEATHEJECT)
982                 vehicles_exit(VHEF_EJECT);
983             else
984                 vehicles_exit(VHEF_RELESE);
985
986
987         antilag_clear(self);
988
989         self.vehicle_die();
990         vehicles_setreturn();
991     }
992 }
993
994 void vehicles_clearreturn()
995 {
996     entity ret;
997     // Remove "return helper", if any.
998     ret = findchain(classname, "vehicle_return");
999     while(ret)
1000     {
1001         if(ret.wp00 == self)
1002         {
1003             ret.classname   = "";
1004             ret.think       = SUB_Remove;
1005             ret.nextthink   = time + 0.1;
1006
1007             if(ret.waypointsprite_attached)
1008                 WaypointSprite_Kill(ret.waypointsprite_attached);
1009
1010             return;
1011         }
1012         ret = ret.chain;
1013     }
1014 }
1015
1016 void vehicles_return()
1017 {
1018     pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
1019
1020     self.wp00.think     = vehicles_spawn;
1021     self.wp00.nextthink = time;
1022
1023     if(self.waypointsprite_attached)
1024         WaypointSprite_Kill(self.waypointsprite_attached);
1025
1026     remove(self);
1027 }
1028
1029 void vehicles_showwp_goaway()
1030 {
1031     if(self.waypointsprite_attached)
1032         WaypointSprite_Kill(self.waypointsprite_attached);
1033
1034     remove(self);
1035
1036 }
1037
1038 void vehicles_showwp()
1039 {
1040     entity oldself = world;
1041     vector rgb;
1042
1043     if(self.cnt)
1044     {
1045         self.think      = vehicles_return;
1046         self.nextthink  = self.cnt;
1047     }
1048     else
1049     {
1050         self.think      = vehicles_return;
1051         self.nextthink  = time +1;
1052
1053         oldself = self;
1054         self = spawn();
1055         setmodel(self, "null");
1056         self.team = oldself.wp00.team;
1057         self.wp00 = oldself.wp00;
1058         setorigin(self, oldself.wp00.pos1);
1059
1060         self.nextthink = time + 5;
1061         self.think = vehicles_showwp_goaway;
1062     }
1063
1064     if(teamplay && self.team)
1065             rgb = Team_ColorRGB(self.team);
1066     else
1067             rgb = '1 1 1';
1068     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1069     if(self.waypointsprite_attached)
1070     {
1071         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1072         if(oldself == world)
1073             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1074         WaypointSprite_Ping(self.waypointsprite_attached);
1075     }
1076
1077     if(oldself != world)
1078         self = oldself;
1079 }
1080
1081 void vehicles_setreturn()
1082 {
1083     entity ret;
1084
1085     vehicles_clearreturn();
1086
1087     ret = spawn();
1088     ret.classname   = "vehicle_return";
1089     ret.wp00       = self;
1090     ret.team        = self.team;
1091     ret.think       = vehicles_showwp;
1092
1093         if(self.deadflag != DEAD_NO)
1094         {
1095                 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1096                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1097         }
1098         else
1099                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1100
1101     setmodel(ret, "null");
1102     setorigin(ret, self.pos1 + '0 0 96');
1103 }
1104
1105 void vehicles_reset_colors()
1106 {
1107     entity e;
1108     float _effects = 0, _colormap;
1109     vector _glowmod, _colormod;
1110
1111     if(autocvar_g_nodepthtestplayers)
1112         _effects |= EF_NODEPTHTEST;
1113
1114     if(autocvar_g_fullbrightplayers)
1115         _effects |= EF_FULLBRIGHT;
1116
1117     if(self.team)
1118         _colormap = 1024 + (self.team - 1) * 17;
1119     else
1120         _colormap = 1024;
1121
1122     _glowmod  = '0 0 0';
1123     _colormod = '0 0 0';
1124
1125     // Find all ents attacked to main model and setup effects, colormod etc.
1126     e = findchainentity(tag_entity, self);
1127     while(e)
1128     {
1129         if(e != self.vehicle_shieldent)
1130         {
1131             e.effects   = _effects; //  | EF_LOWPRECISION;
1132             e.colormod  = _colormod;
1133             e.colormap  = _colormap;
1134             e.alpha     = 1;
1135         }
1136         e = e.chain;
1137     }
1138
1139     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
1140     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1141     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1142     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1143
1144     self.alpha     = 1;
1145     self.avelocity = '0 0 0';
1146     self.velocity  = '0 0 0';
1147     self.effects   = _effects;
1148 }
1149
1150 void vehicle_use()
1151 {
1152     dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1153
1154     self.tur_head.team = activator.team;
1155
1156     if(self.tur_head.team == 0)
1157         self.active = ACTIVE_NOT;
1158     else
1159         self.active = ACTIVE_ACTIVE;
1160
1161     if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1162     {
1163         dprint("^3Eat shit yall!\n");
1164         vehicles_setreturn();
1165         vehicles_reset_colors();
1166     }
1167     else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1168     {
1169
1170     }
1171 }
1172
1173 float vehicle_addplayerslot(    entity _owner,
1174                                 entity _slot,
1175                                 float _hud,
1176                                 string _hud_model,
1177                                 float() _framefunc,
1178                                 void(float) _exitfunc)
1179 {
1180     if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1181         _owner.vehicle_flags |= VHF_MULTISLOT;
1182
1183     _slot.PlayerPhysplug = _framefunc;
1184     _slot.vehicle_exit = _exitfunc;
1185     _slot.hud = _hud;
1186     _slot.vehicle_flags = VHF_PLAYERSLOT;
1187     _slot.vehicle_viewport = spawn();
1188     _slot.vehicle_hudmodel = spawn();
1189     _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1190     _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1191
1192     setmodel(_slot.vehicle_hudmodel, _hud_model);
1193     setmodel(_slot.vehicle_viewport, "null");
1194
1195     setattachment(_slot.vehicle_hudmodel, _slot, "");
1196     setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1197
1198     return TRUE;
1199 }
1200
1201 float vehicle_initialize(string  net_name,
1202                          string  bodymodel,
1203                          string  topmodel,
1204                          string  hudmodel,
1205                          string  toptag,
1206                          string  hudtag,
1207                          string  viewtag,
1208                          float   vhud,
1209                          vector  min_s,
1210                          vector  max_s,
1211                          float   nodrop,
1212                          void(float _spawnflag)  spawnproc,
1213                          float   _respawntime,
1214                          float() physproc,
1215                          void()  enterproc,
1216                          void(float extflag) exitfunc,
1217                          void() dieproc,
1218                          void() thinkproc,
1219                          float  use_csqc,
1220                          float _max_health,
1221                          float _max_shield)
1222 {
1223         if(!autocvar_g_vehicles)
1224                 return FALSE;
1225
1226     if(self.targetname)
1227     {
1228         self.vehicle_controller = find(world, target, self.targetname);
1229         if(!self.vehicle_controller)
1230         {
1231             bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1232         }
1233         else
1234         {
1235             self.team = self.vehicle_controller.team;
1236             self.use = vehicle_use;
1237
1238             if(teamplay)
1239             {
1240                 if(self.vehicle_controller.team == 0)
1241                     self.active = ACTIVE_NOT;
1242                 else
1243                     self.active = ACTIVE_ACTIVE;
1244             }
1245         }
1246     }
1247
1248     precache_sound("onslaught/ons_hit2.wav");
1249     precache_sound("onslaught/electricity_explode.wav");
1250
1251
1252     addstat(STAT_HUD, AS_INT,  hud);
1253         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
1254         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
1255         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
1256
1257         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT, vehicle_ammo1);
1258         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1259
1260         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
1261         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1262
1263     if(bodymodel == "")
1264         error("vehicles: missing bodymodel!");
1265
1266     if(hudmodel == "")
1267         error("vehicles: missing hudmodel!");
1268
1269     if(net_name == "")
1270         self.netname = self.classname;
1271     else
1272         self.netname = net_name;
1273
1274     if(self.team && !teamplay)
1275         self.team = 0;
1276
1277     self.vehicle_flags |= VHF_ISVEHICLE;
1278
1279     setmodel(self, bodymodel);
1280
1281     self.vehicle_viewport   = spawn();
1282     self.vehicle_hudmodel   = spawn();
1283     self.tur_head           = spawn();
1284     self.tur_head.owner     = self;
1285     self.takedamage         = DAMAGE_AIM;
1286     self.bot_attack         = TRUE;
1287     self.iscreature         = TRUE;
1288     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
1289     self.damagedbycontents      = TRUE;
1290     self.hud                = vhud;
1291     self.tur_health          = _max_health;
1292     self.tur_head.tur_health = _max_shield;
1293     self.vehicle_die         = dieproc;
1294     self.vehicle_exit        = exitfunc;
1295     self.vehicle_enter       = enterproc;
1296     self.PlayerPhysplug      = physproc;
1297     self.event_damage        = func_null;
1298     self.touch               = vehicles_touch;
1299     self.think               = vehicles_spawn;
1300     self.vehicle_spawn       = spawnproc;
1301         self.vehicle_respawntime = max(0, _respawntime);
1302     self.effects             = EF_NODRAW;
1303         self.dphitcontentsmask   = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1304         if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1305                 self.nextthink = time;
1306         else
1307                 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1308
1309         if(autocvar_g_playerclip_collisions)
1310                 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1311
1312     if(autocvar_g_nodepthtestplayers)
1313         self.effects = self.effects | EF_NODEPTHTEST;
1314
1315     if(autocvar_g_fullbrightplayers)
1316         self.effects = self.effects | EF_FULLBRIGHT;
1317
1318     setmodel(self.vehicle_hudmodel, hudmodel);
1319     setmodel(self.vehicle_viewport, "null");
1320
1321     if(topmodel != "")
1322     {
1323         setmodel(self.tur_head, topmodel);
1324         setattachment(self.tur_head, self, toptag);
1325         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1326         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1327     }
1328     else
1329     {
1330         setattachment(self.tur_head, self, "");
1331         setattachment(self.vehicle_hudmodel, self, hudtag);
1332         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1333     }
1334
1335     setsize(self, min_s, max_s);
1336     if (!nodrop)
1337     {
1338         setorigin(self, self.origin);
1339         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1340         setorigin(self, trace_endpos);
1341     }
1342
1343     self.pos1 = self.origin;
1344     self.pos2 = self.angles;
1345     self.tur_head.team = self.team;
1346
1347         if(MUTATOR_CALLHOOK(VehicleSpawn))
1348                 return FALSE;
1349
1350     return TRUE;
1351 }
1352
1353 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1354                          float _pichlimit_min, float _pichlimit_max,
1355                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1356 {
1357     vector vtmp, vtag;
1358     float ftmp;
1359     vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1360     vtmp = vectoangles(normalize(_target - vtag));
1361     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1362     vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1363     ftmp = _aimspeed * frametime;
1364     vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1365     vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1366     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
1367     _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
1368     return vtag;
1369 }
1370
1371 void vehicles_gib_explode()
1372 {
1373         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1374         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1375         remove(self);
1376 }
1377
1378 void vehicles_gib_think()
1379 {
1380         self.alpha -= 0.1;
1381         if(self.cnt >= time)
1382                 remove(self);
1383         else
1384                 self.nextthink = time + 0.1;
1385 }
1386
1387 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1388 {
1389         entity _gib = spawn();
1390         setmodel(_gib, _template.model);
1391         setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1392         _gib.velocity = _vel;
1393         _gib.movetype = MOVETYPE_TOSS;
1394         _gib.solid = SOLID_CORPSE;
1395         _gib.colormod = '-0.5 -0.5 -0.5';
1396         _gib.effects = EF_LOWPRECISION;
1397         _gib.avelocity = _rot;
1398
1399         if(_burn)
1400                 _gib.effects |= EF_FLAME;
1401
1402         if(_explode)
1403         {
1404                 _gib.think = vehicles_gib_explode;
1405                 _gib.nextthink = time + random() * _explode;
1406                 _gib.touch = vehicles_gib_explode;
1407         }
1408         else
1409         {
1410                 _gib.cnt = time + _maxtime;
1411                 _gib.think = vehicles_gib_think;
1412                 _gib.nextthink = time + _maxtime - 1;
1413                 _gib.alpha = 1;
1414         }
1415         return _gib;
1416 }
1417
1418 /*
1419 vector predict_target(entity _targ, vector _from, float _shot_speed)
1420 {
1421     float i;                // loop
1422     float _distance;        // How far to target
1423     float _impact_time;     // How long untill projectile impacts
1424     vector _predict_pos;    // Predicted enemy location
1425     vector _original_origin;// Where target is before predicted
1426
1427      _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1428
1429     _predict_pos = _original_origin;
1430     for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1431     {
1432         _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1433         _impact_time = _distance / _shot_speed; // Calculate impact time
1434         _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1435     }
1436
1437     return _predict_pos;
1438 }
1439 */