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Merge branch 'master' into Mario/turrets
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
5
6 var float autocvar_g_vehicles_vortex_damagerate = 0.5;
7 var float autocvar_g_vehicles_machinegun_damagerate = 0.5;
8 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
9 var float autocvar_g_vehicles_vaporizer_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) || (trace_ent.turret_flags & TUR_FLAG_ISTURRET)))
279             trace_ent = world;
280     }
281
282     if(self.lock_target == world && trace_ent != world)
283         self.lock_target = trace_ent;
284
285     if(self.lock_target && trace_ent == self.lock_target)
286     {
287         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
288         {
289             play2(self.owner, "vehicles/lock.wav");
290             self.lock_soundtime = time + 0.8;
291         }
292         else if (self.lock_strength != 1 && self.lock_soundtime < time)
293         {
294             play2(self.owner, "vehicles/locking.wav");
295             self.lock_soundtime = time + 0.3;
296         }
297
298     }
299
300     // Have a locking target
301     // Trace hit current target
302     if(trace_ent == self.lock_target && trace_ent != world)
303     {
304         self.lock_strength = min(self.lock_strength + incr, 1);
305         if(self.lock_strength == 1)
306             self.lock_time = time + _lock_time;
307     }
308     else
309     {
310         if(trace_ent)
311             self.lock_strength = max(self.lock_strength - decr * 2, 0);
312         else
313             self.lock_strength = max(self.lock_strength - decr, 0);
314
315         if(self.lock_strength == 0)
316             self.lock_target = world;
317     }
318 }
319
320 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
321 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
322
323 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
324 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
325 if(trace_fraction != 1) \
326     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
327
328 // Hover movement support
329 float  force_fromtag_power;
330 float  force_fromtag_normpower;
331 vector force_fromtag_origin;
332 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
333 {
334     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
335     v_forward  = normalize(v_forward) * -1;
336     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
337
338     force_fromtag_power = (1 - trace_fraction) * max_power;
339     force_fromtag_normpower = force_fromtag_power / max_power;
340
341     return v_forward  * force_fromtag_power;
342 }
343
344 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
345 // Can possibly be use to move abt any surface (inclusing walls/celings)
346 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
347 {
348
349     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
350     v_forward  = normalize(v_forward) * -1;
351     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
352
353     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
354     if(trace_fraction == 1.0)
355     {
356         force_fromtag_normpower = -0.25;
357         return '0 0 -200';
358     }
359
360     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
361     force_fromtag_normpower = force_fromtag_power / max_power;
362
363     return v_forward  * force_fromtag_power;
364 }
365
366 // Generic vehile projectile system
367 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
368 {
369     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
370     if(inflictor.owner == self.owner)
371         return;
372
373     self.health -= damage;
374     self.velocity += force;
375     if(self.health < 1)
376     {
377         self.takedamage = DAMAGE_NO;
378         self.event_damage = func_null;
379         self.think = self.use;
380         self.nextthink = time;
381     }
382 }
383
384 void vehicles_projectile_explode()
385 {
386     if(self.owner && other != world)
387     {
388         if(other == self.owner.vehicle)
389             return;
390
391         if(other == self.owner.vehicle.tur_head)
392             return;
393     }
394
395         PROJECTILE_TOUCH;
396
397         self.event_damage = func_null;
398     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
399
400     remove (self);
401 }
402
403 entity vehicles_projectile(string _mzlfx, string _mzlsound,
404                            vector _org, vector _vel,
405                            float _dmg, float _radi, float _force,  float _size,
406                            float _deahtype, float _projtype, float _health,
407                            float _cull, float _clianim, entity _owner)
408 {
409     entity proj;
410
411     proj = spawn();
412
413     PROJECTILE_MAKETRIGGER(proj);
414     setorigin(proj, _org);
415
416     proj.shot_dmg         = _dmg;
417     proj.shot_radius      = _radi;
418     proj.shot_force       = _force;
419     proj.totalfrags       = _deahtype;
420     proj.solid            = SOLID_BBOX;
421     proj.movetype         = MOVETYPE_FLYMISSILE;
422     proj.flags            = FL_PROJECTILE;
423     proj.bot_dodge        = TRUE;
424     proj.bot_dodgerating  = _dmg;
425     proj.velocity         = _vel;
426     proj.touch            = vehicles_projectile_explode;
427     proj.use              = vehicles_projectile_explode;
428     proj.owner            = self;
429     proj.realowner        = _owner;
430     proj.think            = SUB_Remove;
431     proj.nextthink        = time + 30;
432
433     if(_health)
434     {
435         proj.takedamage       = DAMAGE_AIM;
436         proj.event_damage     = vehicles_projectile_damage;
437         proj.health           = _health;
438     }
439     else
440         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
441
442     if(_mzlsound)
443         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
444
445     if(_mzlfx)
446         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
447
448
449     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
450
451     CSQCProjectile(proj, _clianim, _projtype, _cull);
452
453     return proj;
454 }
455 // End generic vehile projectile system
456
457 void vehicles_reset()
458 {
459         if(self.owner)
460         {
461                 entity oldself = self;
462                 self = self.owner;
463                 vehicles_exit(VHEF_RELESE);
464                 self = oldself;
465         }
466         self.alpha      = -1;
467         self.movetype   = MOVETYPE_NONE;
468         self.effects    = EF_NODRAW;
469         self.colormod  = '0 0 0';
470         self.avelocity = '0 0 0';
471         self.velocity  = '0 0 0';
472         self.event_damage = func_null;
473         self.solid = SOLID_NOT;
474         self.deadflag = DEAD_NO;
475
476         self.touch = func_null;
477         self.nextthink = 0;
478         vehicles_setreturn();
479 }
480
481 /** vehicles_spawn
482     Exetuted for all vehicles on (re)spawn.
483     Sets defaults for newly spawned units.
484 **/
485 void vehicles_spawn()
486 {
487     dprint("Spawning vehicle: ", self.netname, "\n");
488
489     // De-own & reset
490     self.vehicle_hudmodel.viewmodelforclient = self;
491
492     self.owner              = world;
493     self.touch              = vehicles_touch;
494     self.event_damage       = vehicles_damage;
495     self.reset              = vehicles_reset;
496     self.iscreature         = TRUE;
497     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
498     self.damagedbycontents      = TRUE;
499     self.movetype           = MOVETYPE_WALK;
500     self.solid              = SOLID_SLIDEBOX;
501     self.takedamage         = DAMAGE_AIM;
502         self.deadflag           = DEAD_NO;
503     self.bot_attack         = TRUE;
504     self.flags              = FL_NOTARGET;
505     self.avelocity          = '0 0 0';
506     self.velocity           = '0 0 0';
507
508     // Reset locking
509     self.lock_strength      = 0;
510     self.lock_target        = world;
511     self.misc_bulletcounter = 0;
512
513     // Return to spawn
514     self.angles             = self.pos2;
515     setorigin(self, self.pos1 + '0 0 0');
516     // Show it
517     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
518
519     if(self.vehicle_controller)
520         self.team = self.vehicle_controller.team;
521
522     vehicles_reset_colors();
523     self.vehicle_spawn(VHSF_NORMAL);
524 }
525
526 // Better way of determening whats crushable needed! (fl_crushable?)
527 float vehicles_crushable(entity e)
528 {
529     if(IS_PLAYER(e))
530         return TRUE;
531
532     if(e.flags & FL_MONSTER)
533         return TRUE;
534
535     return FALSE;
536 }
537
538 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
539 {
540     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
541         return;
542
543     if(self.play_time < time)
544     {
545         float wc = vlen(self.velocity - self.oldvelocity);
546         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
547         //dprint("vel: ", vtos(self.velocity), "\n");
548         if(_minspeed < wc)
549         {
550             float take = min(_speedfac * wc, _maxpain);
551             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
552             self.play_time = time + 0.25;
553
554             //dprint("wc: ", ftos(wc), "\n");
555             //dprint("take: ", ftos(take), "\n");
556         }
557     }
558 }
559
560 .void() vehicle_impact;
561 void vehicles_touch()
562 {
563         if(MUTATOR_CALLHOOK(VehicleTouch))
564                 return;
565
566     // Vehicle currently in use
567     if(self.owner)
568     {
569         if(other != world)
570         if(vehicles_crushable(other))
571         {
572             if(vlen(self.velocity) != 0)
573                 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);
574
575             return; // Dont do selfdamage when hitting "soft targets".
576         }
577
578         if(self.play_time < time)
579         if(self.vehicle_impact)
580             self.vehicle_impact();
581
582         return;
583     }
584
585     if (!IS_PLAYER(other))
586         return;
587
588     if(other.deadflag != DEAD_NO)
589         return;
590
591     if(other.vehicle != world)
592         return;
593
594     vehicles_enter();
595 }
596 var float autocvar_g_vehicles_allow_bots = 0;
597 void vehicles_enter()
598 {
599    // Remove this when bots know how to use vehicles
600
601     if (IS_BOT_CLIENT(other))
602         if (autocvar_g_vehicles_allow_bots)
603             dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
604         else
605             return;
606
607     if(self.phase > time)
608         return;
609     if(other.frozen)
610         return;
611     if(other.vehicle)
612         return;
613     if(other.deadflag != DEAD_NO)
614         return;
615
616     if(teamplay)
617     if(self.team)
618     if(self.team != other.team)
619         return;
620
621     RemoveGrapplingHook(other);
622
623     self.vehicle_ammo1   = 0;
624     self.vehicle_ammo2   = 0;
625     self.vehicle_reload1 = 0;
626     self.vehicle_reload2 = 0;
627     self.vehicle_energy  = 0;
628
629     self.owner          = other;
630     self.switchweapon   = other.switchweapon;
631
632     // .viewmodelforclient works better.
633     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
634
635     self.vehicle_hudmodel.viewmodelforclient = self.owner;
636
637     self.event_damage         = vehicles_damage;
638     self.nextthink            = 0;
639     self.owner.angles         = self.angles;
640     self.owner.takedamage     = DAMAGE_NO;
641     self.owner.solid          = SOLID_NOT;
642     self.owner.movetype       = MOVETYPE_NOCLIP;
643     self.owner.alpha          = -1;
644     self.owner.vehicle        = self;
645     self.owner.event_damage   = func_null;
646     self.owner.view_ofs       = '0 0 0';
647     self.colormap             = self.owner.colormap;
648     if(self.tur_head)
649         self.tur_head.colormap    = self.owner.colormap;
650
651     self.owner.hud            = self.hud;
652     self.owner.PlayerPhysplug = self.PlayerPhysplug;
653
654     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
655     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
656     self.owner.vehicle_reload1  = self.vehicle_reload1;
657     self.owner.vehicle_reload2  = self.vehicle_reload2;
658
659     // Cant do this, hides attached objects too.
660     //self.exteriormodeltoclient = self.owner;
661     //self.tur_head.exteriormodeltoclient = self.owner;
662
663     other.flags &= ~FL_ONGROUND;
664     self.flags  &= ~FL_ONGROUND;
665
666     self.team                 = self.owner.team;
667     self.flags               -= FL_NOTARGET;
668     self.monster_attack       = TRUE;
669
670     if (IS_REAL_CLIENT(other))
671     {
672         msg_entity = other;
673         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
674         WriteEntity(MSG_ONE, self.vehicle_viewport);
675
676         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
677         if(self.tur_head)
678         {
679             WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
680             WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
681             WriteAngle(MSG_ONE, 0);                                      // roll
682         }
683         else
684         {
685             WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
686             WriteAngle(MSG_ONE,  self.angles_y);      // yaw
687             WriteAngle(MSG_ONE,  0);                  // roll
688         }
689     }
690
691     vehicles_clearreturn();
692
693     CSQCVehicleSetup(self.owner, self.hud);
694
695     vh_player = other;
696     vh_vehicle = self;
697     MUTATOR_CALLHOOK(VehicleEnter);
698     other = vh_player;
699     self = vh_vehicle;
700
701     self.vehicle_enter();
702     antilag_clear(other);
703 }
704
705 /** vehicles_findgoodexit
706     Locates a valid location for the player to exit the vehicle.
707     Will first try prefer_spot, then up 100 random spots arround the vehicle
708     wich are in direct line of sight and empty enougth to hold a players bbox
709 **/
710 vector vehicles_findgoodexit(vector prefer_spot)
711 {
712     //vector exitspot;
713     float mysize;
714
715     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
716     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
717         return prefer_spot;
718
719     mysize = 1.5 * vlen(self.maxs - self.mins);
720     float i;
721     vector v, v2;
722     v2 = 0.5 * (self.absmin + self.absmax);
723     for(i = 0; i < 100; ++i)
724     {
725         v = randomvec();
726         v_z = 0;
727         v = v2 + normalize(v) * mysize;
728         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
729         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
730             return v;
731     }
732
733     /*
734     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
735     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
736     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
737         return exitspot;
738
739     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
740     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
741     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
742         return exitspot;
743
744     exitspot = (self.origin + '0 0 48') + v_right * mysize;
745     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
746     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
747         return exitspot;
748
749     exitspot = (self.origin + '0 0 48') - v_right * mysize;
750     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
751     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
752         return exitspot;
753     */
754
755     return self.origin;
756 }
757
758 /** vehicles_exit
759     Standarrd vehicle release fucntion.
760     custom code goes in self.vehicle_exit
761 **/
762 float vehicles_exit_running;
763 void vehicles_exit(float eject)
764 {
765     entity _vehicle;
766     entity _player;
767     entity _oldself = self;
768
769     if(vehicles_exit_running)
770     {
771         dprint("^1vehicles_exit allready running! this is not good..\n");
772         return;
773     }
774
775     vehicles_exit_running = TRUE;
776     if(IS_CLIENT(self))
777     {
778         _vehicle = self.vehicle;
779
780         if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
781         {
782             _vehicle.vehicle_exit(eject);
783             self = _oldself;
784             vehicles_exit_running = FALSE;
785             return;
786         }
787     }
788     else
789         _vehicle = self;
790
791     _player = _vehicle.owner;
792
793     self = _vehicle;
794
795     if (_player)
796     {
797         if (IS_REAL_CLIENT(_player))
798         {
799             msg_entity = _player;
800             WriteByte (MSG_ONE, SVC_SETVIEWPORT);
801             WriteEntity( MSG_ONE, _player);
802
803             WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
804             WriteAngle(MSG_ONE, 0);
805             WriteAngle(MSG_ONE, _vehicle.angles_y);
806             WriteAngle(MSG_ONE, 0);
807         }
808
809         setsize(_player, PL_MIN,PL_MAX);
810
811         _player.takedamage     = DAMAGE_AIM;
812         _player.solid          = SOLID_SLIDEBOX;
813         _player.movetype       = MOVETYPE_WALK;
814         _player.effects        &= ~EF_NODRAW;
815         _player.alpha          = 1;
816         _player.PlayerPhysplug = func_null;
817         _player.vehicle        = world;
818         _player.view_ofs       = PL_VIEW_OFS;
819         _player.event_damage   = PlayerDamage;
820         _player.hud            = HUD_NORMAL;
821         _player.switchweapon   = _vehicle.switchweapon;
822
823         CSQCVehicleSetup(_player, HUD_NORMAL);
824     }
825     _vehicle.flags |= FL_NOTARGET;
826
827     if(_vehicle.deadflag == DEAD_NO)
828         _vehicle.avelocity          = '0 0 0';
829
830     _vehicle.tur_head.nodrawtoclient             = world;
831
832     if(!teamplay)
833         _vehicle.team = 0;
834
835     vh_player = _player;
836     vh_vehicle = _vehicle;
837     MUTATOR_CALLHOOK(VehicleExit);
838     _player = vh_player;
839     _vehicle = vh_vehicle;
840
841     _vehicle.team = _vehicle.tur_head.team;
842
843     sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
844     _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
845     _vehicle.phase = time + 1;
846     _vehicle.monster_attack = FALSE;
847
848     _vehicle.vehicle_exit(eject);
849
850     vehicles_setreturn();
851     vehicles_reset_colors();
852     _vehicle.owner = world;
853     self = _oldself;
854
855     vehicles_exit_running = FALSE;
856 }
857
858
859 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
860 {
861     if(self.regen_field < field_max)
862     if(timer + rpause < time)
863     {
864         if(_healthscale)
865             regen = regen * (self.vehicle_health / self.tur_health);
866
867         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
868
869         if(self.owner)
870             self.owner.regen_field = (self.regen_field / field_max) * 100;
871     }
872 }
873
874 void shieldhit_think()
875 {
876     self.alpha -= 0.1;
877     if (self.alpha <= 0)
878     {
879         //setmodel(self, "");
880         self.alpha = -1;
881         self.effects |= EF_NODRAW;
882     }
883     else
884     {
885         self.nextthink = time + 0.1;
886     }
887 }
888
889 void vehicles_painframe()
890 {
891     if(self.owner.vehicle_health <= 50)
892     if(self.pain_frame < time)
893     {
894         float _ftmp;
895         _ftmp = self.owner.vehicle_health / 50;
896         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
897         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
898
899         if(self.vehicle_flags & VHF_DMGSHAKE)
900             self.velocity += randomvec() * 30;
901
902         if(self.vehicle_flags & VHF_DMGROLL)
903             if(self.vehicle_flags & VHF_DMGHEADROLL)
904                 self.tur_head.angles += randomvec();
905             else
906                 self.angles += randomvec();
907
908     }
909 }
910
911 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
912 {
913     self.dmg_time = time;
914
915         // WEAPONTODO
916     if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
917         damage *= autocvar_g_vehicles_vortex_damagerate;
918
919     if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
920         damage *= autocvar_g_vehicles_machinegun_damagerate;
921
922     if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
923         damage *= autocvar_g_vehicles_rifle_damagerate;
924
925     if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
926         damage *= autocvar_g_vehicles_vaporizer_damagerate;
927
928     if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
929         damage *= autocvar_g_vehicles_tag_damagerate;
930
931     self.enemy = attacker;
932
933     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
934     {
935         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
936         {
937             self.vehicle_shieldent = spawn();
938             self.vehicle_shieldent.effects = EF_LOWPRECISION;
939
940             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
941             setattachment(self.vehicle_shieldent, self, "");
942             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
943             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
944             self.vehicle_shieldent.think       = shieldhit_think;
945         }
946
947         self.vehicle_shieldent.colormod    = '1 1 1';
948         self.vehicle_shieldent.alpha       = 0.45;
949         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
950         self.vehicle_shieldent.nextthink   = time;
951         self.vehicle_shieldent.effects &= ~EF_NODRAW;
952
953         self.vehicle_shield -= damage;
954
955         if(self.vehicle_shield < 0)
956         {
957             self.vehicle_health            -= fabs(self.vehicle_shield);
958             self.vehicle_shieldent.colormod = '2 0 0';
959             self.vehicle_shield             = 0;
960             self.vehicle_shieldent.alpha    = 0.75;
961
962                 if(sound_allowed(MSG_BROADCAST, attacker))
963                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
964         }
965         else
966                 if(sound_allowed(MSG_BROADCAST, attacker))
967                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
968
969     }
970     else
971     {
972         self.vehicle_health -= damage;
973
974         if(sound_allowed(MSG_BROADCAST, attacker))
975             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
976     }
977
978         if(self.damageforcescale < 1 && self.damageforcescale > 0)
979                 self.velocity += force * self.damageforcescale;
980         else
981                 self.velocity += force;
982
983     if(self.vehicle_health <= 0)
984     {
985         if(self.owner)
986             if(self.vehicle_flags & VHF_DEATHEJECT)
987                 vehicles_exit(VHEF_EJECT);
988             else
989                 vehicles_exit(VHEF_RELESE);
990
991
992         antilag_clear(self);
993
994         self.vehicle_die();
995         vehicles_setreturn();
996     }
997 }
998
999 void vehicles_clearreturn()
1000 {
1001     entity ret;
1002     // Remove "return helper", if any.
1003     ret = findchain(classname, "vehicle_return");
1004     while(ret)
1005     {
1006         if(ret.wp00 == self)
1007         {
1008             ret.classname   = "";
1009             ret.think       = SUB_Remove;
1010             ret.nextthink   = time + 0.1;
1011
1012             if(ret.waypointsprite_attached)
1013                 WaypointSprite_Kill(ret.waypointsprite_attached);
1014
1015             return;
1016         }
1017         ret = ret.chain;
1018     }
1019 }
1020
1021 void vehicles_return()
1022 {
1023     pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
1024
1025     self.wp00.think     = vehicles_spawn;
1026     self.wp00.nextthink = time;
1027
1028     if(self.waypointsprite_attached)
1029         WaypointSprite_Kill(self.waypointsprite_attached);
1030
1031     remove(self);
1032 }
1033
1034 void vehicles_showwp_goaway()
1035 {
1036     if(self.waypointsprite_attached)
1037         WaypointSprite_Kill(self.waypointsprite_attached);
1038
1039     remove(self);
1040
1041 }
1042
1043 void vehicles_showwp()
1044 {
1045     entity oldself = world;
1046     vector rgb;
1047
1048     if(self.cnt)
1049     {
1050         self.think      = vehicles_return;
1051         self.nextthink  = self.cnt;
1052     }
1053     else
1054     {
1055         self.think      = vehicles_return;
1056         self.nextthink  = time +1;
1057
1058         oldself = self;
1059         self = spawn();
1060         setmodel(self, "null");
1061         self.team = oldself.wp00.team;
1062         self.wp00 = oldself.wp00;
1063         setorigin(self, oldself.wp00.pos1);
1064
1065         self.nextthink = time + 5;
1066         self.think = vehicles_showwp_goaway;
1067     }
1068
1069     if(teamplay && self.team)
1070             rgb = Team_ColorRGB(self.team);
1071     else
1072             rgb = '1 1 1';
1073     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1074     if(self.waypointsprite_attached)
1075     {
1076         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1077         if(oldself == world)
1078             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1079         WaypointSprite_Ping(self.waypointsprite_attached);
1080     }
1081
1082     if(oldself != world)
1083         self = oldself;
1084 }
1085
1086 void vehicles_setreturn()
1087 {
1088     entity ret;
1089
1090     vehicles_clearreturn();
1091
1092     ret = spawn();
1093     ret.classname   = "vehicle_return";
1094     ret.wp00       = self;
1095     ret.team        = self.team;
1096     ret.think       = vehicles_showwp;
1097
1098         if(self.deadflag != DEAD_NO)
1099         {
1100                 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1101                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1102         }
1103         else
1104                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1105
1106     setmodel(ret, "null");
1107     setorigin(ret, self.pos1 + '0 0 96');
1108 }
1109
1110 void vehicles_reset_colors()
1111 {
1112     entity e;
1113     float _effects = 0, _colormap;
1114     vector _glowmod, _colormod;
1115
1116     if(autocvar_g_nodepthtestplayers)
1117         _effects |= EF_NODEPTHTEST;
1118
1119     if(autocvar_g_fullbrightplayers)
1120         _effects |= EF_FULLBRIGHT;
1121
1122     if(self.team)
1123         _colormap = 1024 + (self.team - 1) * 17;
1124     else
1125         _colormap = 1024;
1126
1127     _glowmod  = '0 0 0';
1128     _colormod = '0 0 0';
1129
1130     // Find all ents attacked to main model and setup effects, colormod etc.
1131     e = findchainentity(tag_entity, self);
1132     while(e)
1133     {
1134         if(e != self.vehicle_shieldent)
1135         {
1136             e.effects   = _effects; //  | EF_LOWPRECISION;
1137             e.colormod  = _colormod;
1138             e.colormap  = _colormap;
1139             e.alpha     = 1;
1140         }
1141         e = e.chain;
1142     }
1143
1144     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
1145     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1146     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1147     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1148
1149     self.alpha     = 1;
1150     self.avelocity = '0 0 0';
1151     self.velocity  = '0 0 0';
1152     self.effects   = _effects;
1153 }
1154
1155 void vehicle_use()
1156 {
1157     dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1158
1159     self.tur_head.team = activator.team;
1160
1161     if(self.tur_head.team == 0)
1162         self.active = ACTIVE_NOT;
1163     else
1164         self.active = ACTIVE_ACTIVE;
1165
1166     if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1167     {
1168         dprint("^3Eat shit yall!\n");
1169         vehicles_setreturn();
1170         vehicles_reset_colors();
1171     }
1172     else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1173     {
1174
1175     }
1176 }
1177
1178 float vehicle_addplayerslot(    entity _owner,
1179                                 entity _slot,
1180                                 float _hud,
1181                                 string _hud_model,
1182                                 float() _framefunc,
1183                                 void(float) _exitfunc)
1184 {
1185     if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1186         _owner.vehicle_flags |= VHF_MULTISLOT;
1187
1188     _slot.PlayerPhysplug = _framefunc;
1189     _slot.vehicle_exit = _exitfunc;
1190     _slot.hud = _hud;
1191     _slot.vehicle_flags = VHF_PLAYERSLOT;
1192     _slot.vehicle_viewport = spawn();
1193     _slot.vehicle_hudmodel = spawn();
1194     _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1195     _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1196
1197     setmodel(_slot.vehicle_hudmodel, _hud_model);
1198     setmodel(_slot.vehicle_viewport, "null");
1199
1200     setattachment(_slot.vehicle_hudmodel, _slot, "");
1201     setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1202
1203     return TRUE;
1204 }
1205
1206 float vehicle_initialize(string  net_name,
1207                          string  bodymodel,
1208                          string  topmodel,
1209                          string  hudmodel,
1210                          string  toptag,
1211                          string  hudtag,
1212                          string  viewtag,
1213                          float   vhud,
1214                          vector  min_s,
1215                          vector  max_s,
1216                          float   nodrop,
1217                          void(float _spawnflag)  spawnproc,
1218                          float   _respawntime,
1219                          float() physproc,
1220                          void()  enterproc,
1221                          void(float extflag) exitfunc,
1222                          void() dieproc,
1223                          void() thinkproc,
1224                          float  use_csqc,
1225                          float _max_health,
1226                          float _max_shield)
1227 {
1228         if(!autocvar_g_vehicles)
1229                 return FALSE;
1230
1231     if(self.targetname)
1232     {
1233         self.vehicle_controller = find(world, target, self.targetname);
1234         if(!self.vehicle_controller)
1235         {
1236             bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1237         }
1238         else
1239         {
1240             self.team = self.vehicle_controller.team;
1241             self.use = vehicle_use;
1242
1243             if(teamplay)
1244             {
1245                 if(self.vehicle_controller.team == 0)
1246                     self.active = ACTIVE_NOT;
1247                 else
1248                     self.active = ACTIVE_ACTIVE;
1249             }
1250         }
1251     }
1252
1253     precache_sound("onslaught/ons_hit2.wav");
1254     precache_sound("onslaught/electricity_explode.wav");
1255
1256
1257     addstat(STAT_HUD, AS_INT,  hud);
1258         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
1259         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
1260         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
1261
1262         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT, vehicle_ammo1);
1263         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1264
1265         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
1266         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1267
1268     if(bodymodel == "")
1269         error("vehicles: missing bodymodel!");
1270
1271     if(hudmodel == "")
1272         error("vehicles: missing hudmodel!");
1273
1274     if(net_name == "")
1275         self.netname = self.classname;
1276     else
1277         self.netname = net_name;
1278
1279     if(self.team && !teamplay)
1280         self.team = 0;
1281
1282     self.vehicle_flags |= VHF_ISVEHICLE;
1283
1284     setmodel(self, bodymodel);
1285
1286     self.vehicle_viewport   = spawn();
1287     self.vehicle_hudmodel   = spawn();
1288     self.tur_head           = spawn();
1289     self.tur_head.owner     = self;
1290     self.takedamage         = DAMAGE_AIM;
1291     self.bot_attack         = TRUE;
1292     self.iscreature         = TRUE;
1293     self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
1294     self.damagedbycontents      = TRUE;
1295     self.hud                = vhud;
1296     self.tur_health          = _max_health;
1297     self.tur_head.tur_health = _max_shield;
1298     self.vehicle_die         = dieproc;
1299     self.vehicle_exit        = exitfunc;
1300     self.vehicle_enter       = enterproc;
1301     self.PlayerPhysplug      = physproc;
1302     self.event_damage        = func_null;
1303     self.touch               = vehicles_touch;
1304     self.think               = vehicles_spawn;
1305     self.vehicle_spawn       = spawnproc;
1306         self.vehicle_respawntime = max(0, _respawntime);
1307     self.effects             = EF_NODRAW;
1308         self.dphitcontentsmask   = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1309         if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1310                 self.nextthink = time;
1311         else
1312                 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1313
1314         if(autocvar_g_playerclip_collisions)
1315                 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1316
1317     if(autocvar_g_nodepthtestplayers)
1318         self.effects = self.effects | EF_NODEPTHTEST;
1319
1320     if(autocvar_g_fullbrightplayers)
1321         self.effects = self.effects | EF_FULLBRIGHT;
1322
1323     setmodel(self.vehicle_hudmodel, hudmodel);
1324     setmodel(self.vehicle_viewport, "null");
1325
1326     if(topmodel != "")
1327     {
1328         setmodel(self.tur_head, topmodel);
1329         setattachment(self.tur_head, self, toptag);
1330         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1331         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1332     }
1333     else
1334     {
1335         setattachment(self.tur_head, self, "");
1336         setattachment(self.vehicle_hudmodel, self, hudtag);
1337         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1338     }
1339
1340     setsize(self, min_s, max_s);
1341     if (!nodrop)
1342     {
1343         setorigin(self, self.origin);
1344         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1345         setorigin(self, trace_endpos);
1346     }
1347
1348     self.pos1 = self.origin;
1349     self.pos2 = self.angles;
1350     self.tur_head.team = self.team;
1351
1352         if(MUTATOR_CALLHOOK(VehicleSpawn))
1353                 return FALSE;
1354
1355     return TRUE;
1356 }
1357
1358 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1359                          float _pichlimit_min, float _pichlimit_max,
1360                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1361 {
1362     vector vtmp, vtag;
1363     float ftmp;
1364     vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1365     vtmp = vectoangles(normalize(_target - vtag));
1366     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1367     vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1368     ftmp = _aimspeed * frametime;
1369     vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1370     vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1371     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
1372     _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
1373     return vtag;
1374 }
1375
1376 void vehicles_gib_explode()
1377 {
1378         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1379         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1380         remove(self);
1381 }
1382
1383 void vehicles_gib_think()
1384 {
1385         self.alpha -= 0.1;
1386         if(self.cnt >= time)
1387                 remove(self);
1388         else
1389                 self.nextthink = time + 0.1;
1390 }
1391
1392 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1393 {
1394         entity _gib = spawn();
1395         setmodel(_gib, _template.model);
1396         setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1397         _gib.velocity = _vel;
1398         _gib.movetype = MOVETYPE_TOSS;
1399         _gib.solid = SOLID_CORPSE;
1400         _gib.colormod = '-0.5 -0.5 -0.5';
1401         _gib.effects = EF_LOWPRECISION;
1402         _gib.avelocity = _rot;
1403
1404         if(_burn)
1405                 _gib.effects |= EF_FLAME;
1406
1407         if(_explode)
1408         {
1409                 _gib.think = vehicles_gib_explode;
1410                 _gib.nextthink = time + random() * _explode;
1411                 _gib.touch = vehicles_gib_explode;
1412         }
1413         else
1414         {
1415                 _gib.cnt = time + _maxtime;
1416                 _gib.think = vehicles_gib_think;
1417                 _gib.nextthink = time + _maxtime - 1;
1418                 _gib.alpha = 1;
1419         }
1420         return _gib;
1421 }
1422
1423 /*
1424 vector predict_target(entity _targ, vector _from, float _shot_speed)
1425 {
1426     float i;                // loop
1427     float _distance;        // How far to target
1428     float _impact_time;     // How long untill projectile impacts
1429     vector _predict_pos;    // Predicted enemy location
1430     vector _original_origin;// Where target is before predicted
1431
1432      _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1433
1434     _predict_pos = _original_origin;
1435     for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1436     {
1437         _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1438         _impact_time = _distance / _shot_speed; // Calculate impact time
1439         _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1440     }
1441
1442     return _predict_pos;
1443 }
1444 */