]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/vehicles/vehicles.qc
Merge remote branch 'origin/master' into tzork/vehicles-2
[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 insted 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     self.velocity           = '0 0 0';
312
313     // Reset locking
314     self.lock_strength      = 0;
315     self.lock_target        = world;
316     self.misc_bulletcounter = 0;
317
318     // Return to spawn
319     self.angles             = self.pos2;
320     setorigin(self, self.pos1 + '0 0 128');
321     // Show it
322     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
323
324     vehicles_reset_colors();
325     self.vehicle_spawn();
326 }
327
328 // Better way of determening whats crushable needed! (fl_crushable?)
329 float vehicles_crushable(entity e)
330 {
331     if(e.classname == "player")
332         return TRUE;
333
334     if(e.classname == "monster_zombie")
335         return TRUE;
336
337     return FALSE;
338 }
339
340 void vehicles_touch()
341 {
342     // Vehicle currently in use
343     if(self.owner)
344     {
345         // Colided with world?
346         if(other == world)
347         {
348             // Apply velocity based self damage here
349         }
350         else
351         {
352             if(other.vehicle_flags & VHF_ISVEHICLE)
353             {
354                 //other.velocity += self.velocity * (self.mass / other.mass);
355             }
356             else if(vehicles_crushable(other))
357             {
358                 if(vlen(self.velocity) != 0)
359                     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);
360             }
361         }
362         return;
363     }
364
365     if(other.classname != "player")
366         return;
367
368     if(other.deadflag != DEAD_NO)
369         return;
370
371     if(other.vehicle != world)
372         return;
373
374     // Remove this when bots know how to use vehicles.
375     if (clienttype(other) != CLIENTTYPE_REAL)
376         return;
377
378     vehicles_enter();
379 }
380
381 void vehicles_enter()
382 {
383    // Remove this when bots know how to use vehicles
384     if (clienttype(other) != CLIENTTYPE_REAL)
385         return;
386
387     if(self.phase > time)
388         return;
389
390     if(teams_matter)
391     if(self.team)
392     if(self.team != other.team)
393         return;
394
395     self.vehicle_ammo1   = 0;
396     self.vehicle_ammo2   = 0;
397     self.vehicle_reload1 = 0;
398     self.vehicle_reload2 = 0;
399     self.vehicle_energy  = 0;
400
401     self.owner          = other;
402     self.switchweapon   = other.switchweapon;
403
404     // .viewmodelforclient works better.
405     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
406
407 #ifndef VEHICLES_CSQC
408         self.vehicle_hudmodel.viewmodelforclient = self.owner;
409 #endif
410
411     self.event_damage         = vehicles_damage;
412     self.nextthink            = 0;
413     self.owner.angles         = self.angles;
414     self.owner.takedamage     = DAMAGE_NO;
415     self.owner.solid          = SOLID_NOT;
416     self.owner.movetype       = MOVETYPE_NOCLIP;
417     self.owner.alpha          = -1;
418     self.owner.vehicle        = self;
419     self.owner.event_damage   = SUB_Null;
420     self.owner.view_ofs       = '0 0 0';
421     self.colormap             = self.owner.colormap;
422     if(self.tur_head)
423         self.tur_head.colormap    = self.owner.colormap;
424
425     self.owner.hud            = self.hud;
426     self.owner.PlayerPhysplug = self.PlayerPhysplug;
427
428     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
429     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
430     self.owner.vehicle_reload1  = self.vehicle_reload1;
431     self.owner.vehicle_reload2  = self.vehicle_reload2;
432
433     // Cant do this, hides attached objects too.
434     //self.exteriormodeltoclient = self.owner;
435     //self.tur_head.exteriormodeltoclient = self.owner;
436
437     other.flags &~= FL_ONGROUND;
438     self.flags  &~= FL_ONGROUND;
439
440     self.team                 = self.owner.team;
441     self.flags               -= FL_NOTARGET;
442
443 #ifndef VEHICLES_CSQC
444     msg_entity = other;
445     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
446     WriteEntity(MSG_ONE, self.vehicle_viewport);
447
448     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
449     if(self.tur_head)
450     {
451         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
452         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
453         WriteAngle(MSG_ONE, 0);                                      // roll
454     }
455     else
456     {
457         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
458         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
459         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
460         WriteAngle(MSG_ONE,  0);                  // roll
461     }
462 #endif
463 //#endif
464
465     vehicles_clearrturn();
466
467     CSQCVehicleSetup(self.owner, self.hud);
468
469     self.vehicle_enter();
470 }
471
472 void vehicles_exit(float eject)
473 {
474         self.flags |= FL_NOTARGET;
475
476     if (self.owner)
477     {
478         msg_entity = self.owner;
479         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
480         WriteEntity( MSG_ONE, self.owner);
481
482         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
483         WriteAngle(MSG_ONE, 0);                 // pich
484         WriteAngle(MSG_ONE, self.angles_y);     // yaw
485         WriteAngle(MSG_ONE, 0);                 // roll
486
487         setsize(self.owner, PL_MIN,PL_MAX);
488
489         self.owner.takedamage     = DAMAGE_AIM;
490         self.owner.solid          = SOLID_SLIDEBOX;
491         self.owner.movetype       = MOVETYPE_WALK;
492         self.owner.effects        &~= EF_NODRAW;
493         self.owner.alpha          = 1;
494         self.owner.PlayerPhysplug = SUB_Null;
495         self.owner.vehicle        = world;
496         self.owner.view_ofs       = PL_VIEW_OFS;
497         self.owner.event_damage   = PlayerDamage;
498         self.owner.hud            = HUD_NORMAL;
499         self.owner.switchweapon   = self.switchweapon;
500         self.owner.BUTTON_USE     = 0;
501     }
502
503     if(self.deadflag == DEAD_NO)
504         self.avelocity          = '0 0 0';
505
506     self.vehicle_hudmodel.viewmodelforclient = self;
507         self.tur_head.nodrawtoclient             = world;
508     vehicles_setreturn();
509
510     self.phase = time + 1;
511
512     if(!teams_matter)
513         self.team = 0;
514
515     self.vehicle_exit(eject);
516     self.owner = world;
517 }
518
519
520 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
521 {
522     if(self.regen_field < field_max)
523     if(self.timer + rpause < time)
524     {
525         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
526
527         if(self.owner)
528             self.owner.regen_field = (self.regen_field / field_max) * 100;
529     }
530 }
531
532 void shieldhit_think()
533 {
534     self.alpha -= 0.1;
535     if (self.alpha <= 0)
536     {
537         //setmodel(self, "");
538         self.alpha = -1;
539     }
540     else
541     {
542         self.nextthink = time + 0.1;
543     }
544 }
545
546 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
547 {
548     self.dmg_time = time;
549
550     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
551     {
552         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
553         {
554             self.vehicle_shieldent = spawn();
555             self.vehicle_shieldent.effects = EF_LOWPRECISION;
556
557             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
558             setattachment(self.vehicle_shieldent, self, "");
559             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
560             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
561             self.vehicle_shieldent.think       = shieldhit_think;
562         }
563
564
565         self.vehicle_shieldent.colormod    = '1 1 1';
566         self.vehicle_shieldent.alpha       = 0.45;
567         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
568         self.vehicle_shieldent.nextthink   = time;
569
570         self.vehicle_shield -= damage;
571
572         if(self.vehicle_shield < 0)
573         {
574             self.vehicle_shieldent.colormod = '2 0 0';
575             self.vehicle_shield             = 0;
576             self.vehicle_shieldent.alpha    = 0.75;
577             self.vehicle_health            -= fabs(self.vehicle_shield);
578         }
579     }
580     else
581         self.vehicle_health -= damage;
582
583     self.velocity += force; // * (vlen(force) / self.mass);
584
585     if(self.vehicle_health <= 0)
586     {
587         if(self.owner)
588             if(self.vehicle_flags & VHF_DEATHEJECT)
589                 vehicles_exit(VHEF_EJECT);
590             else
591                 vehicles_exit(VHEF_RELESE);
592
593         self.vehicle_die();
594         vehicles_setreturn();
595     }
596 }
597
598 void vehicles_return()
599 {
600     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
601
602     self.enemy.think     = vehicles_spawn;
603     self.enemy.nextthink = time;
604
605     remove(self);
606 }
607
608 void vehicles_clearrturn()
609 {
610     entity ret;
611     // Remove "return helper", if any.
612     ret = findchain(classname, "vehicle_return");
613     while(ret)
614     {
615         if(ret.enemy == self)
616         {
617             ret.classname   = "";
618             ret.think       = SUB_Remove;
619             ret.nextthink   = time + 0.1;
620             return;
621         }
622
623         ret = ret.chain;
624     }
625 }
626
627 void vehicles_setreturn()
628 {
629     entity ret;
630
631     vehicles_clearrturn();
632
633     ret = spawn();
634     ret.classname   = "vehicle_return";
635     ret.enemy       = self;
636     ret.think       = vehicles_return;
637     ret.nextthink   = time + self.vehicle_respawntime;
638 }
639
640 float vehicles_customizeentityforclient()
641 {
642     if(self.deadflag  == DEAD_DEAD)
643         return FALSE;
644     else
645         return TRUE;
646 }
647
648 void vehicles_configcheck(string  configname, float check_cvar)
649 {
650     if(check_cvar == 0)
651         localcmd(strcat("exec ", configname, "\n"));
652 }
653
654 void vehicles_reset_colors()
655 {
656     entity e;
657     float _effects, _colormap;
658     vector _glowmod, _colormod;
659
660     if(autocvar_g_nodepthtestplayers)
661         _effects = EF_NODEPTHTEST;
662
663     if(autocvar_g_fullbrightplayers)
664         _effects |= EF_FULLBRIGHT;
665
666     if(self.team)
667         _colormap = 1024 + (self.team - 1) * 17;
668     else
669         _colormap = 1024;
670
671     _glowmod  = '0 0 0';
672     _colormod = '0 0 0';
673
674     // Find all ents attacked to main model and setup effects, colormod etc.
675     e = findchainentity(tag_entity, self);
676     while(e)
677     {
678         if(e != self.vehicle_shieldent)
679         {
680             e.effects   = _effects  | EF_LOWPRECISION;
681             e.colormod  = _colormod;
682             e.colormap  = _colormap;
683             e.alpha     = 1;
684         }
685         e = e.chain;
686     }
687
688     self.vehicle_hudmodel.effects  = self.effects  = _effects | EF_LOWPRECISION;
689     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
690     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
691     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
692
693     self.alpha     = 1;
694     self.avelocity = '0 0 0';
695     self.velocity  = '0 0 0';
696     self.effects   = _effects;
697 }
698
699 float vehicle_initialize(string  net_name,
700                          string  bodymodel,
701                          string  topmodel,
702                          string  hudmodel,
703                          string  toptag,
704                          string  hudtag,
705                          string  viewtag,
706                          float   vhud,
707                          vector  min_s,
708                          vector  max_s,
709                          float   nodrop,
710                          void()  spawnproc,
711                          float   _respawntime,
712                          float() physproc,
713                          void()  enterproc,
714                          void(float extflag) exitfunc,
715                          void() dieproc,
716                          void() thinkproc,
717                          float  use_csqc)
718 {
719     addstat(STAT_HUD, AS_INT,  hud);
720         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
721         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
722         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
723
724         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
725         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
726
727         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
728         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
729
730     if(bodymodel == "")
731         error("vehicles: missing bodymodel!");
732
733     if(hudmodel == "")
734         error("vehicles: missing hudmodel!");
735
736     if(net_name == "")
737         self.netname = self.classname;
738     else
739         self.netname = net_name;
740
741     if(self.team && !teams_matter)
742         self.team = 0;
743
744     self.vehicle_flags |= VHF_ISVEHICLE;
745
746     setmodel(self, bodymodel);
747
748     self.vehicle_viewport   = spawn();
749     self.vehicle_hudmodel   = spawn();
750     self.tur_head           = spawn();
751     self.tur_head.owner     = self;
752     self.takedamage         = DAMAGE_AIM;
753     self.bot_attack         = TRUE;
754     self.iscreature         = TRUE;
755     self.hud                = vhud;
756
757     //self.customizeentityforclient = vehicles_customizeentityforclient;
758     self.vehicle_die         = dieproc;
759     self.vehicle_exit        = exitfunc;
760     self.vehicle_enter       = enterproc;
761     self.PlayerPhysplug      = physproc;
762     self.event_damage        = vehicles_damage;
763     self.touch               = vehicles_touch;
764     self.think               = vehicles_spawn;
765     self.nextthink           = time;
766     self.vehicle_respawntime = _respawntime;
767     self.vehicle_spawn       = spawnproc;
768
769     if(autocvar_g_nodepthtestplayers)
770         self.effects = self.effects | EF_NODEPTHTEST;
771
772     if(autocvar_g_fullbrightplayers)
773         self.effects = self.effects | EF_FULLBRIGHT;
774
775     setmodel(self.vehicle_hudmodel, hudmodel);
776     setmodel(self.vehicle_viewport, "null");
777
778
779     if(topmodel != "")
780     {
781         setmodel(self.tur_head, topmodel);
782         setattachment(self.tur_head, self, toptag);
783         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
784         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
785     }
786     else
787     {
788         setattachment(self.tur_head, self, "");
789         setattachment(self.vehicle_hudmodel, self, hudtag);
790         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
791     }
792
793     setsize(self, min_s, max_s);
794     if not (nodrop)
795     {
796         setorigin(self, self.origin);
797         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
798         setorigin(self, trace_endpos);
799     }
800
801     self.pos1 = self.origin;
802     self.pos2 = self.angles;
803 #ifdef VEHICLES_CSQC
804     if(use_csqc)
805         net_link_vehile();
806 #endif
807     return TRUE;
808 }
809
810
811 void bugmenot()
812 {
813     self.vehicle_exit       = self.vehicle_exit;
814     self.vehicle_enter      = self.vehicle_exit;
815     self.vehicle_die        = self.vehicle_exit;
816     self.vehicle_spawn      = self.vehicle_exit;
817     self.AuxiliaryXhair     = self.AuxiliaryXhair;
818 }