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make bumblebee gunner slot work. well a bit.. ;)
[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
4 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
5 void vehicles_return();
6 void vehicles_enter();
7 void vehicles_touch();
8 void vehicles_reset_colors();
9 void vehicles_clearrturn();
10 void vehicles_setreturn();
11
12
13 /** AuxiliaryXhair* 
14     Send addictional points of interest to be drawn, to vehicle owner
15 **/
16 float MAX_AXH = 4;
17 .entity AuxiliaryXhair[MAX_AXH];
18
19 float SendAuxiliaryXhair(entity to, float sf)
20 {
21
22         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
23
24         WriteByte(MSG_ENTITY, self.cnt);
25
26         WriteCoord(MSG_ENTITY, self.origin_x);
27         WriteCoord(MSG_ENTITY, self.origin_y);
28         WriteCoord(MSG_ENTITY, self.origin_z);
29
30     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
31     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
32     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
33
34     return TRUE;
35 }
36
37 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
38 {
39     entity axh;
40
41     axh_id = bound(0, axh_id, MAX_AXH);
42     axh = own.AuxiliaryXhair[axh_id];
43
44     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
45     {
46         axh                     = spawn();
47         axh.cnt                 = axh_id;
48         axh.drawonlytoclient    = own;
49         axh.owner               = own;
50         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
51     }
52
53     setorigin(axh, loc);
54     axh.colormod            = clr;
55     axh.SendFlags           = 0x01;
56     own.AuxiliaryXhair[axh_id] = axh;
57 }
58
59 /*
60 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
61 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
62 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
63 {
64         msg_entity = own;
65
66         WriteByte(MSG_ONE, SVC_TEMPENTITY);
67         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
68
69         WriteByte(MSG_ONE, axh_id);
70
71         WriteCoord(MSG_ONE, loc_x);
72         WriteCoord(MSG_ONE, loc_y);
73         WriteCoord(MSG_ONE, loc_z);
74
75     WriteByte(MSG_ONE, rint(clr_x * 255));
76     WriteByte(MSG_ONE, rint(clr_y * 255));
77     WriteByte(MSG_ONE, rint(clr_z * 255));
78
79 }
80 */
81 // End AuxiliaryXhair
82
83 void CSQCVehicleSetup(entity own, float vehicle_id)
84 {
85         msg_entity = own;
86
87         WriteByte(MSG_ONE, SVC_TEMPENTITY);
88         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
89         WriteByte(MSG_ONE, vehicle_id);
90 }
91
92 /** vehicles_locktarget
93     
94     Generic target locking.
95     
96     Figure out if what target is "locked" (if any), for missile tracking as such.
97     
98     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
99     you have a locked in target.
100     
101     Exspects a crosshair_trace() or equivalent to be
102     dont before calling.
103     
104 **/
105 .entity lock_target;
106 .float  lock_strength;
107 .float  lock_time;
108 void vehicles_locktarget(float incr, float decr, float _lock_time)
109 {
110     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
111     {
112         self.lock_target    = world;
113         self.lock_strength  = 0;
114         self.lock_time      = 0;
115     }
116
117     if(self.lock_time > time)
118         return;
119
120     if(trace_ent != world)
121     {
122         if(teams_matter && trace_ent.team == self.team)
123             trace_ent = world;
124
125         if(trace_ent.deadflag != DEAD_NO)
126             trace_ent = world;
127
128         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
129             trace_ent = world;
130     }
131
132     if(self.lock_target == world && trace_ent != world)
133         self.lock_target = trace_ent;
134
135     // Have a locking target
136     // Trace hit current target
137     if(trace_ent == self.lock_target && trace_ent != world)
138     {
139         self.lock_strength = min(self.lock_strength + incr, 1);
140         if(self.lock_strength == 1)
141             self.lock_time = time + _lock_time;
142     }
143     else
144     {
145         if(trace_ent)
146             self.lock_strength = max(self.lock_strength - decr * 2, 0);
147         else
148             self.lock_strength = max(self.lock_strength - decr, 0);
149
150         if(self.lock_strength == 0)
151             self.lock_target = world;
152     }
153 }
154
155 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
156 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
157
158 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
159 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
160 if(trace_fraction != 1) \
161     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
162
163 // Hover movement support
164 float  force_fromtag_power;
165 float  force_fromtag_normpower;
166 vector force_fromtag_origin;
167 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
168 {
169     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
170     v_forward  = normalize(v_forward) * -1;
171     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
172
173     force_fromtag_power = (1 - trace_fraction) * max_power;
174     force_fromtag_normpower = force_fromtag_power / max_power;
175
176     return v_forward  * force_fromtag_power;
177 }
178
179 // Experimental hovermode wich uses attraction/repulstion from surface unsted of gravity/repulsion
180 // Can possibly be use to move abt any surface (inclusing walls/celings)
181 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
182 {
183
184     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
185     v_forward  = normalize(v_forward) * -1;
186     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
187
188     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
189     if(trace_fraction == 1.0)
190     {
191         force_fromtag_normpower = -0.25;
192         return '0 0 -200';
193     }
194
195     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
196     force_fromtag_normpower = force_fromtag_power / max_power;
197
198     return v_forward  * force_fromtag_power;
199 }
200
201 // Generic vehile projectile system
202 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
203 {
204     self.health -= damage;
205     self.velocity += force;
206     if(self.health < 1)
207     {
208         self.takedamage = DAMAGE_NO;
209         self.event_damage = SUB_Null;
210         self.think = self.use;
211         self.nextthink = time;
212     }
213
214 }
215
216 void vehicles_projectile_explode()
217 {
218     if(self.owner && other != world)
219     {
220         if(other == self.owner.vehicle)
221             return;
222
223         if(other == self.owner.vehicle.tur_head)
224             return;
225     }
226
227         PROJECTILE_TOUCH;
228
229         self.event_damage = SUB_Null;
230     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
231
232     remove (self);
233 }
234
235 entity vehicles_projectile(string _mzlfx, string _mzlsound,
236                            vector _org, vector _vel,
237                            float _dmg, float _radi, float _force,  float _size,
238                            float _deahtype, float _projtype, float _health, 
239                            float _cull, float _clianim)
240 {
241     entity proj;
242
243     proj = spawn();
244
245     PROJECTILE_MAKETRIGGER(proj);
246     setorigin(proj, _org);
247
248     proj.shot_dmg         = _dmg;
249     proj.shot_radius      = _radi;
250     proj.shot_force       = _force;
251     proj.totalfrags       = _deahtype;
252     proj.solid            = SOLID_BBOX;
253     proj.movetype         = MOVETYPE_FLYMISSILE;
254     proj.flags            = FL_PROJECTILE;
255     proj.bot_dodge        = TRUE;
256     proj.bot_dodgerating  = _dmg;
257     proj.velocity         = _vel;
258     proj.touch            = vehicles_projectile_explode;
259     proj.use              = vehicles_projectile_explode;
260     proj.owner            = self;
261     proj.realowner        = self.owner;
262     proj.think            = SUB_Remove;
263     proj.nextthink        = time + 30;
264
265     if(_health)
266     {
267         proj.takedamage       = DAMAGE_AIM;
268         proj.event_damage     = vehicles_projectile_damage;
269         proj.health           = _health;
270     }
271     else
272         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
273
274     if(_mzlsound)
275         sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
276
277     if(_mzlfx)
278         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
279
280
281     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
282
283     CSQCProjectile(proj, _clianim, _projtype, _cull);
284
285     return proj;
286 }
287 // End generic vehile projectile system
288
289 /** vehicles_spawn
290     Exetuted for all vehiles on (re)spawn.
291     Sets defaults for newly spawned units.
292 **/
293 void vehicles_spawn()
294 {
295     dprint("Spawning vehicle: ", self.netname, "\n");
296
297     // De-own & reset
298     self.vehicle_hudmodel.viewmodelforclient = self;
299     
300     self.owner              = world;
301     self.touch              = vehicles_touch;
302     self.event_damage       = vehicles_damage;
303     self.iscreature         = TRUE;
304     self.movetype           = MOVETYPE_WALK;
305     self.solid              = SOLID_SLIDEBOX;
306     self.takedamage         = DAMAGE_AIM;
307         self.deadflag           = DEAD_NO;
308     self.bot_attack         = TRUE;
309     self.flags              = FL_NOTARGET;
310     self.avelocity          = '0 0 0';
311
312     // Reset locking
313     self.lock_strength      = 0;
314     self.lock_target        = world;
315     self.misc_bulletcounter = 0;
316
317     // Return to spawn
318     self.angles             = self.pos2;
319     setorigin(self, self.pos1 + '0 0 128');
320     // Show it
321     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
322
323     vehicles_reset_colors();
324     self.vehicle_spawn();
325 }
326
327 // Better way of determening whats crushable needed! (fl_crushable?)
328 float vehicles_crushable(entity e)
329 {
330     if(e.classname == "player")
331         return TRUE;
332
333     if(e.classname == "monster_zombie")
334         return TRUE;
335
336     return FALSE;
337 }
338
339 void vehicles_touch()
340 {
341     // Vehicle currently in use
342     if(self.owner)
343     {
344         // Colided with world?
345         if(other == world)
346         {
347             // Apply velocity based self damage here
348         }
349         else
350         {
351             if(other.vehicle_flags & VHF_ISVEHICLE)
352             {
353                 //other.velocity += self.velocity * (self.mass / other.mass);
354             }
355             else if(vehicles_crushable(other))
356             {
357                 if(vlen(self.velocity) != 0)
358                     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);
359             }
360         }
361         return;
362     }
363
364     if(other.classname != "player")
365         return;
366
367     if(other.deadflag != DEAD_NO)
368         return;
369
370     if(other.vehicle != world)
371         return;
372
373     // Remove this when bots know how to use vehicles.
374     if (clienttype(other) != CLIENTTYPE_REAL)
375         return;
376
377     vehicles_enter();
378 }
379
380 void vehicles_enter()
381 {
382    // Remove this when bots know how to use vehicles
383     if (clienttype(other) != CLIENTTYPE_REAL)
384         return;
385
386     if(self.phase > time)
387         return;
388
389     if(teams_matter)
390     if(self.team)
391     if(self.team != other.team)
392         return;
393
394     self.vehicle_ammo1   = 0;
395     self.vehicle_ammo2   = 0;
396     self.vehicle_reload1 = 0;
397     self.vehicle_reload2 = 0;
398     self.vehicle_energy  = 0;
399
400     self.owner          = other;
401     self.switchweapon   = other.switchweapon;
402     
403     // .viewmodelforclient works better.
404     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
405
406     self.vehicle_hudmodel.viewmodelforclient = self.owner;        
407     
408     self.event_damage         = vehicles_damage;
409     self.nextthink            = 0;
410     self.owner.angles         = self.angles;
411     self.owner.takedamage     = DAMAGE_NO;
412     self.owner.solid          = SOLID_NOT;
413     self.owner.movetype       = MOVETYPE_NOCLIP;
414     self.owner.alpha          = -1;
415     self.owner.vehicle        = self;
416     self.owner.event_damage   = SUB_Null;
417     self.owner.view_ofs       = '0 0 0';
418     self.colormap             = self.owner.colormap;
419     if(self.tur_head)
420         self.tur_head.colormap    = self.owner.colormap;
421
422     self.owner.hud            = self.hud;
423     self.owner.PlayerPhysplug = self.PlayerPhysplug;
424
425     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
426     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
427     self.owner.vehicle_reload1  = self.vehicle_reload1;
428     self.owner.vehicle_reload2  = self.vehicle_reload2;
429
430     // Cnnt do this, hides attached objects too.
431     //self.exteriormodeltoclient = self.owner;
432     //self.tur_head.exteriormodeltoclient = self.owner;
433
434     other.flags &~= FL_ONGROUND;
435     self.flags  &~= FL_ONGROUND;
436
437     self.team                 = self.owner.team;
438     self.flags               -= FL_NOTARGET;
439
440 #if 0    
441     other.clientcamera = self.vehicle_viewport;
442 #else
443     msg_entity = other;
444     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
445     WriteEntity(MSG_ONE, self.vehicle_viewport);
446
447     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
448     if(self.tur_head)
449     {
450         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
451         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
452         WriteAngle(MSG_ONE, 0);                                      // roll
453     }
454     else
455     {
456         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
457         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
458         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
459         WriteAngle(MSG_ONE,  0);                  // roll
460     }
461 #endif
462
463     vehicles_clearrturn();
464
465     CSQCVehicleSetup(self.owner, self.hud);
466
467     self.vehicle_enter();
468 }
469
470 void vehicles_exit(float eject)
471 {
472         self.flags |= FL_NOTARGET;
473
474     if (self.owner)
475     {
476         msg_entity = self.owner;
477         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
478         WriteEntity( MSG_ONE, self.owner);
479
480         WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
481         WriteAngle(MSG_ONE, 0);                 // tilt
482         WriteAngle(MSG_ONE, self.angles_y);     // yaw
483         WriteAngle(MSG_ONE, 0);                 // roll
484
485         setsize(self.owner, PL_MIN,PL_MAX);
486
487         self.owner.takedamage     = DAMAGE_AIM;
488         self.owner.solid          = SOLID_SLIDEBOX;
489         self.owner.movetype       = MOVETYPE_WALK;
490         self.owner.effects        &~= EF_NODRAW;
491         self.owner.alpha          = 1;
492         self.owner.PlayerPhysplug = SUB_Null;
493         self.owner.vehicle        = world;
494         self.owner.view_ofs       = PL_VIEW_OFS;
495         self.owner.event_damage   = PlayerDamage;
496         self.owner.hud            = HUD_NORMAL;
497         self.owner.switchweapon   = self.switchweapon;
498         self.owner.BUTTON_USE     = 0;
499     }
500
501     if(self.deadflag == DEAD_NO)
502         self.avelocity          = '0 0 0';
503
504     self.vehicle_hudmodel.viewmodelforclient = self;
505         self.tur_head.nodrawtoclient             = world;
506     vehicles_setreturn();
507
508     self.phase = time + 1;
509
510     if(!teams_matter)
511         self.team = 0;
512
513     self.vehicle_exit(eject);
514     self.owner = world;
515 }
516
517
518 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
519 {
520     if(self.regen_field < field_max)
521     if(self.timer + rpause < time)
522     {
523         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
524
525         if(self.owner)
526             self.owner.regen_field = (self.regen_field / field_max) * 100;
527     }
528 }
529
530 void shieldhit_think()
531 {
532     self.alpha -= 0.1;
533     if (self.alpha <= 0)
534     {
535         //setmodel(self, "");
536         self.alpha = -1;
537     }
538     else
539     {
540         self.nextthink = time + 0.1;
541     }
542 }
543
544 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
545 {
546     self.dmg_time = time;
547
548     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
549     {
550         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
551         {
552             self.vehicle_shieldent = spawn();
553             self.vehicle_shieldent.effects = EF_LOWPRECISION;
554
555             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
556             setattachment(self.vehicle_shieldent, self, "");
557             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
558             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
559             self.vehicle_shieldent.think       = shieldhit_think;
560         }
561
562
563         self.vehicle_shieldent.colormod    = '1 1 1';
564         self.vehicle_shieldent.alpha       = 0.45;
565         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
566         self.vehicle_shieldent.nextthink   = time;
567
568         self.vehicle_shield -= damage;
569
570         if(self.vehicle_shield < 0)
571         {
572             self.vehicle_shieldent.colormod = '2 0 0';
573             self.vehicle_shield             = 0;
574             self.vehicle_shieldent.alpha    = 0.75;
575             self.vehicle_health            -= fabs(self.vehicle_shield);
576         }
577     }
578     else
579         self.vehicle_health -= damage;
580
581     self.velocity += force; // * (vlen(force) / self.mass);
582
583     if(self.vehicle_health <= 0)
584     {
585         if(self.owner)
586             if(self.vehicle_flags & VHF_DEATHEJECT)
587                 vehicles_exit(VHEF_EJECT);
588             else
589                 vehicles_exit(VHEF_RELESE);
590
591         self.vehicle_die();
592         vehicles_setreturn();
593     }
594 }
595
596 void vehicles_return()
597 {
598     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
599
600     self.enemy.think     = vehicles_spawn;
601     self.enemy.nextthink = time;
602
603     remove(self);
604 }
605
606 void vehicles_clearrturn()
607 {
608     entity ret;
609     // Remove "return helper", if any.
610     ret = findchain(classname, "vehicle_return");
611     while(ret)
612     {
613         if(ret.enemy == self)
614         {
615             ret.classname   = "";
616             ret.think       = SUB_Remove;
617             ret.nextthink   = time + 0.1;
618             return;
619         }
620
621         ret = ret.chain;
622     }
623 }
624
625 void vehicles_setreturn()
626 {
627     entity ret;
628
629     vehicles_clearrturn();
630
631     ret = spawn();
632     ret.classname   = "vehicle_return";
633     ret.enemy       = self;
634     ret.think       = vehicles_return;
635     ret.nextthink   = time + self.vehicle_respawntime;
636 }
637
638 float vehicles_customizeentityforclient()
639 {
640     if(self.deadflag  == DEAD_DEAD)
641         return FALSE;
642     else
643         return TRUE;
644 }
645
646 void vehicles_configcheck(string  configname, float check_cvar)
647 {
648     if(check_cvar == 0)
649         localcmd(strcat("exec ", configname, "\n"));
650 }
651
652 void vehicles_reset_colors()
653 {
654     entity e;
655     float _effects, _colormap;
656     vector _glowmod, _colormod;
657
658     if(autocvar_g_nodepthtestplayers)
659         _effects = EF_NODEPTHTEST;
660
661     if(autocvar_g_fullbrightplayers)
662         _effects |= EF_FULLBRIGHT;
663         
664     if(self.team)
665         _colormap = 1024 + (self.team - 1) * 17;
666     else
667         _colormap = 1024;
668
669     _glowmod    = '0 0 0';
670     _colormod   = '0 0 0';
671
672     // Find all ents attacked to main model and setup effects, colormod etc.
673     e = findchainentity(tag_entity, self);
674     while(e)
675     {
676         if(e != self.vehicle_shieldent)
677         {
678             e.effects   = _effects  | EF_LOWPRECISION;
679             e.colormod  = _colormod;
680             e.colormap  = _colormap;
681             e.alpha     = 1;
682         }
683         e = e.chain;
684     }
685     
686     self.vehicle_hudmodel.effects  = self.effects  = _effects | EF_LOWPRECISION;
687     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
688     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
689     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
690
691     self.alpha          = 1;
692     self.avelocity      = '0 0 0';
693     self.velocity       = '0 0 0';
694     self.effects        = _effects;
695 }
696
697 float vehicle_initialize(string  net_name,
698                          string  bodymodel,
699                          string  topmodel,
700                          string  hudmodel,
701                          string  toptag,
702                          string  hudtag,
703                          string  viewtag,
704                          float   vhud,
705                          vector min_s,
706                          vector max_s,
707                          float  nodrop,
708                          void()  spawnproc,
709                          float   _respawntime,
710                          float() physproc,
711                          void()  enterproc,
712                          void(float extflag) exitfunc,
713                          void() dieproc,
714                          void() thinkproc )
715 {
716     addstat(STAT_HUD, AS_INT,  hud);
717         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
718         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
719         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
720
721         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
722         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
723
724         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
725         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
726
727     if(bodymodel == "")
728         error("vehicles: missing bodymodel!");
729
730     if(hudmodel == "")
731         error("vehicles: missing hudmodel!");
732
733     if(net_name == "")
734         self.netname = self.classname;
735     else
736         self.netname = net_name;
737
738     if(self.team && !teams_matter)
739         self.team = 0;
740
741     self.vehicle_flags |= VHF_ISVEHICLE;
742
743     setmodel(self, bodymodel);
744
745     self.vehicle_viewport   = spawn();
746     self.vehicle_hudmodel   = spawn();
747     self.tur_head           = spawn();
748     self.tur_head.owner     = self;
749     self.takedamage         = DAMAGE_AIM;
750     self.bot_attack         = TRUE;
751     self.iscreature         = TRUE;
752     self.hud                = vhud;
753
754     //self.customizeentityforclient = vehicles_customizeentityforclient;
755     self.vehicle_die         = dieproc;
756     self.vehicle_exit        = exitfunc;
757     self.vehicle_enter       = enterproc;
758     self.PlayerPhysplug      = physproc;
759     self.event_damage        = vehicles_damage;
760     self.touch               = vehicles_touch;
761     self.think               = vehicles_spawn;
762     self.nextthink           = time;
763     self.vehicle_respawntime = _respawntime;
764     self.vehicle_spawn       = spawnproc;
765
766     if(autocvar_g_nodepthtestplayers)
767         self.effects = self.effects | EF_NODEPTHTEST;
768
769     if(autocvar_g_fullbrightplayers)
770         self.effects = self.effects | EF_FULLBRIGHT;
771
772     setmodel(self.vehicle_hudmodel, hudmodel);
773     setmodel(self.vehicle_viewport, "null");
774
775
776     if(topmodel != "")
777     {
778         setmodel(self.tur_head, topmodel);
779         setattachment(self.tur_head, self, toptag);
780         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
781         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
782     }
783     else
784     {
785         setattachment(self.tur_head, self, "");
786         setattachment(self.vehicle_hudmodel, self, hudtag);
787         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
788     }
789
790     setsize(self, min_s, max_s);
791     if not (nodrop)
792     {
793         setorigin(self, self.origin);
794         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
795         setorigin(self, trace_endpos);
796     }
797     
798     //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
799     self.pos1 = self.origin;
800     self.pos2 = self.angles;
801
802     return TRUE;
803 }
804
805
806 void bugmenot()
807 {
808     self.vehicle_exit       = self.vehicle_exit;
809     self.vehicle_enter      = self.vehicle_exit;
810     self.vehicle_die        = self.vehicle_exit;
811     self.vehicle_spawn      = self.vehicle_exit;
812     self.AuxiliaryXhair     = self.AuxiliaryXhair;
813 }
814
815 #ifdef VEHICLES_CSQC
816 // SendFlags
817 float VSF_SETUP       = 2;          /// Send vehicle type etc
818 float VSF_ORIGIN      = 4;          /// Send location
819 float VSF_MOVEMENT    = 8;          /// Send movement update (and angle/avelocity)
820 float VSF_STATS       = 16;         /// Send ammo, health etc
821 float VSF_EXTRA       = 32;         /// Send additional data (turret rotations and such). Handeld per vehicle type.
822 float VSF_ANIMINFO    = 64;         /// Animation info
823 float VSF_FULL_UPDATE = 16777215    /// Send everything
824
825 #ifdef SVQC
826 float send_vehile(entity to, float sf)
827 {
828         float dist;
829         
830         // Always send a compleate update to owner, minus VSF_SETUP
831         if(to == self.owner && self.owner != world && sf != VSF_FULL_UPDATE)
832         sf |= (VSF_FULL_UPDATE &~= VSF_SETUP);
833     
834     dist = vlen(self.origin - to.origin);
835     // TODO: Distance based message filtering
836     
837         WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
838         
839         // We need to know client-side what was sent
840         WriteByte(MSG_ENTITY, sf);
841         
842         if(sf & VSF_SETUP)
843         {
844         WriteByte(MSG_ENTITY,   self.hud);        //vehicle type = hud
845         WriteByte(MSG_ENTITY,   self.team);
846         WriteShort(MSG_ENTITY,  self.colormap);
847         }
848     
849     if(sf & VSF_ORIGIN)
850     {
851         WriteCoord(MSG_ENTITY, self.origin_x);
852         WriteCoord(MSG_ENTITY, self.origin_y);
853         WriteCoord(MSG_ENTITY, self.origin_z);        
854     }
855     
856     if(sf & VSF_MOVEMENT)
857     {    
858         WriteCoord(MSG_ENTITY, self.velocity_x);
859         WriteCoord(MSG_ENTITY, self.velocity_y);
860         WriteCoord(MSG_ENTITY, self.velocity_z);
861
862         WriteAngle(MSG_ENTITY, self.angles_x);
863         WriteAngle(MSG_ENTITY, self.angles_y);
864         WriteAngle(MSG_ENTITY, self.angles_z);
865
866         WriteCoord(MSG_ENTITY, self.avelocity_x);
867         WriteCoord(MSG_ENTITY, self.avelocity_y);
868         WriteCoord(MSG_ENTITY, self.avelocity_z);
869     }
870     
871     /*
872     if(sf & VSF_STATS)
873     {
874         WriteByte(MSG_ENTITY, self.vehicle_health);
875         WriteByte(MSG_ENTITY, self.vehicle_shield);
876         WriteByte(MSG_ENTITY, self.vehicle_energy);
877         
878         WriteByte(MSG_ENTITY, self.vehicle_ammo1);
879         WriteByte(MSG_ENTITY, self.vehicle_reload1);
880         
881         WriteByte(MSG_ENTITY, self.vehicle_ammo2);
882         WriteByte(MSG_ENTITY, self.vehicle_reload2);
883     }
884     */
885     
886     if(sf & VSF_EXTRA)
887     {
888         self.vehile_send_exta(to);
889     }
890     
891     return TRUE;
892 }
893
894 void net_link_vehile()
895 {    
896     self.SendFlags = 0xFFFFFF;
897     Net_LinkEntity(self, FALSE, 0, send_vehile);    
898 }
899 #endif // SVQC
900
901 #ifdef CSQC
902 void Net_ReadVehicle(float bIsNew)
903 {
904     float sf;
905     
906     if(bIsNew)
907     {
908         setmodel(self, "models/vehicles/wakizashi.dpm");
909         self.move_movetype = MOVETYPE_BOUNCE;        
910         self.entremove = VehicleRacerRemove;
911         setsize(self,  '-60 -60 -20', '60 60 20');        
912         self.draw = VehicleRacerDraw;
913         self.scale = 0.5;
914     }
915
916     sf = ReadByte();    
917         if(sf & VSF_SETUP)
918         {
919         self.hud        = ReadByte();
920         self.team       = ReadByte();
921         self.colormap   = ReadShort();
922         }        
923     
924     if(sf & if(sf & VSF_ORIGIN))
925     {        
926         self.origin_x       = ReadCoord();
927         self.origin_y       = ReadCoord();
928         self.origin_z       = ReadCoord();
929         self.move_origin    = self.origin;
930     }
931     
932     if(sf & VSF_MOVEMENT)
933     {    
934         self.velocity_x     = ReadCoord();
935         self.velocity_y     = ReadCoord();
936         self.velocity_z     = ReadCoord();
937
938         self.angles_x       = ReadAngle();
939         self.angles_y       = ReadAngle();
940         self.angles_z       = ReadAngle();
941         
942         self.move_velocity  = self.velocity;
943         self.move_angles    = self.angles;
944     }
945     
946 }
947 #endif // CSQC
948
949 #endif // VEHICLES_CSQC