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1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
5
6 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
7 void vehicles_return();
8 void vehicles_enter();
9 void vehicles_touch();
10 void vehicles_reset_colors();
11 void vehicles_clearrturn();
12 void vehicles_setreturn();
13
14
15 /** AuxiliaryXhair*
16     Send additional points of interest to be drawn, to vehicle owner
17 **/
18 float MAX_AXH = 4;
19 .entity AuxiliaryXhair[MAX_AXH];
20
21 float SendAuxiliaryXhair(entity to, float sf)
22 {
23
24         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
25
26         WriteByte(MSG_ENTITY, self.cnt);
27
28         WriteCoord(MSG_ENTITY, self.origin_x);
29         WriteCoord(MSG_ENTITY, self.origin_y);
30         WriteCoord(MSG_ENTITY, self.origin_z);
31
32     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
33     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
34     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
35
36     return TRUE;
37 }
38
39 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
40 {
41     entity axh;
42
43     axh_id = bound(0, axh_id, MAX_AXH);
44     axh = own.AuxiliaryXhair[axh_id];
45
46     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
47     {
48         axh                     = spawn();
49         axh.cnt                 = axh_id;
50         axh.drawonlytoclient    = own;
51         axh.owner               = own;
52         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
53     }
54
55     setorigin(axh, loc);
56     axh.colormod            = clr;
57     axh.SendFlags           = 0x01;
58     own.AuxiliaryXhair[axh_id] = axh;
59 }
60
61 /*
62 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
63 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
64 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
65 {
66         msg_entity = own;
67
68         WriteByte(MSG_ONE, SVC_TEMPENTITY);
69         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
70
71         WriteByte(MSG_ONE, axh_id);
72
73         WriteCoord(MSG_ONE, loc_x);
74         WriteCoord(MSG_ONE, loc_y);
75         WriteCoord(MSG_ONE, loc_z);
76
77     WriteByte(MSG_ONE, rint(clr_x * 255));
78     WriteByte(MSG_ONE, rint(clr_y * 255));
79     WriteByte(MSG_ONE, rint(clr_z * 255));
80
81 }
82 */
83 // End AuxiliaryXhair
84
85 /**
86     Notifies the client that he enterd a vehicle, and sends 
87     realavent data.
88     
89     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
90 **/
91 void CSQCVehicleSetup(entity own, float vehicle_id)
92 {
93         msg_entity = own;
94
95         WriteByte(MSG_ONE, SVC_TEMPENTITY);
96         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
97         WriteByte(MSG_ONE, vehicle_id);
98 }
99
100 /** vehicles_locktarget
101
102     Generic target locking.
103
104     Figure out if what target is "locked" (if any), for missile tracking as such.
105
106     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
107     you have a locked in target.
108
109     Exspects a crosshair_trace() or equivalent to be
110     dont before calling.
111
112 **/
113 .entity lock_target;
114 .float  lock_strength;
115 .float  lock_time;
116 .float  lock_soundtime;
117 void vehicles_locktarget(float incr, float decr, float _lock_time)
118 {
119     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
120     {
121         self.lock_target    = world;
122         self.lock_strength  = 0;
123         self.lock_time      = 0;
124     }
125
126     if(self.lock_time > time)
127     {
128         if(self.lock_target)
129         if(self.lock_soundtime < time)
130         {
131             self.lock_soundtime = time + 0.5;
132             play2(self.owner, "vehicles/locked.wav");
133         }
134         
135         return;
136     }
137
138     if(trace_ent != world)
139     {
140         if(teams_matter && trace_ent.team == self.team)
141             trace_ent = world;
142
143         if(trace_ent.deadflag != DEAD_NO)
144             trace_ent = world;
145
146         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
147             trace_ent = world;
148     }
149
150     if(self.lock_target == world && trace_ent != world)
151         self.lock_target = trace_ent;
152     
153     if(self.lock_target && trace_ent == self.lock_target) 
154     {            
155         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
156         {
157             play2(self.owner, "vehicles/lock.wav");
158             self.lock_soundtime = time + 0.8;
159         }        
160         else if (self.lock_strength != 1 && self.lock_soundtime < time)
161         {            
162             play2(self.owner, "vehicles/locking.wav");
163             self.lock_soundtime = time + 0.3;
164         }
165         
166     }    
167         
168     // Have a locking target
169     // Trace hit current target
170     if(trace_ent == self.lock_target && trace_ent != world)
171     {
172         self.lock_strength = min(self.lock_strength + incr, 1);
173         if(self.lock_strength == 1)
174             self.lock_time = time + _lock_time;
175     }
176     else
177     {
178         if(trace_ent)
179             self.lock_strength = max(self.lock_strength - decr * 2, 0);
180         else
181             self.lock_strength = max(self.lock_strength - decr, 0);
182
183         if(self.lock_strength == 0)
184             self.lock_target = world;
185     }
186 }
187
188 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
189 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
190
191 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
192 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
193 if(trace_fraction != 1) \
194     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
195
196 // Hover movement support
197 float  force_fromtag_power;
198 float  force_fromtag_normpower;
199 vector force_fromtag_origin;
200 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
201 {
202     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
203     v_forward  = normalize(v_forward) * -1;
204     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
205
206     force_fromtag_power = (1 - trace_fraction) * max_power;
207     force_fromtag_normpower = force_fromtag_power / max_power;
208
209     return v_forward  * force_fromtag_power;
210 }
211
212 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
213 // Can possibly be use to move abt any surface (inclusing walls/celings)
214 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
215 {
216
217     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
218     v_forward  = normalize(v_forward) * -1;
219     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
220
221     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
222     if(trace_fraction == 1.0)
223     {
224         force_fromtag_normpower = -0.25;
225         return '0 0 -200';
226     }
227
228     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
229     force_fromtag_normpower = force_fromtag_power / max_power;
230
231     return v_forward  * force_fromtag_power;
232 }
233
234 // Generic vehile projectile system
235 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
236 {
237     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
238     if(inflictor.owner = self.owner)
239         return; 
240     
241     self.health -= damage;
242     self.velocity += force;
243     if(self.health < 1)
244     {
245         self.takedamage = DAMAGE_NO;
246         self.event_damage = SUB_Null;
247         self.think = self.use;
248         self.nextthink = time;
249     }
250
251 }
252
253 void vehicles_projectile_explode()
254 {
255     if(self.owner && other != world)
256     {
257         if(other == self.owner.vehicle)
258             return;
259
260         if(other == self.owner.vehicle.tur_head)
261             return;
262     }
263
264         PROJECTILE_TOUCH;
265
266         self.event_damage = SUB_Null;
267     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
268
269     remove (self);
270 }
271
272 entity vehicles_projectile(string _mzlfx, string _mzlsound,
273                            vector _org, vector _vel,
274                            float _dmg, float _radi, float _force,  float _size,
275                            float _deahtype, float _projtype, float _health,
276                            float _cull, float _clianim)
277 {
278     entity proj;
279
280     proj = spawn();
281
282     PROJECTILE_MAKETRIGGER(proj);
283     setorigin(proj, _org);
284
285     proj.shot_dmg         = _dmg;
286     proj.shot_radius      = _radi;
287     proj.shot_force       = _force;
288     proj.totalfrags       = _deahtype;
289     proj.solid            = SOLID_BBOX;
290     proj.movetype         = MOVETYPE_FLYMISSILE;
291     proj.flags            = FL_PROJECTILE;
292     proj.bot_dodge        = TRUE;
293     proj.bot_dodgerating  = _dmg;
294     proj.velocity         = _vel;
295     proj.touch            = vehicles_projectile_explode;
296     proj.use              = vehicles_projectile_explode;
297     proj.owner            = self;
298     proj.realowner        = self.owner;
299     proj.think            = SUB_Remove;
300     proj.nextthink        = time + 30;
301
302     if(_health)
303     {
304         proj.takedamage       = DAMAGE_AIM;
305         proj.event_damage     = vehicles_projectile_damage;
306         proj.health           = _health;
307     }
308     else
309         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
310
311     if(_mzlsound)
312         sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
313
314     if(_mzlfx)
315         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
316
317
318     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
319
320     CSQCProjectile(proj, _clianim, _projtype, _cull);
321
322     return proj;
323 }
324 // End generic vehile projectile system
325
326 /** vehicles_spawn
327     Exetuted for all vehicles on (re)spawn.
328     Sets defaults for newly spawned units.
329 **/
330 void vehicles_spawn()
331 {
332     dprint("Spawning vehicle: ", self.netname, "\n");
333
334     // De-own & reset
335     self.vehicle_hudmodel.viewmodelforclient = self;
336
337     self.owner              = world;
338     self.touch              = vehicles_touch;
339     self.event_damage       = vehicles_damage;
340     self.iscreature         = TRUE;
341     self.movetype           = MOVETYPE_WALK;
342     self.solid              = SOLID_SLIDEBOX;
343     self.takedamage         = DAMAGE_AIM;
344         self.deadflag           = DEAD_NO;
345     self.bot_attack         = TRUE;
346     self.flags              = FL_NOTARGET;
347     self.avelocity          = '0 0 0';
348     self.velocity           = '0 0 0';
349
350     // Reset locking
351     self.lock_strength      = 0;
352     self.lock_target        = world;
353     self.misc_bulletcounter = 0;
354
355     // Return to spawn
356     self.angles             = self.pos2;
357     setorigin(self, self.pos1 + '0 0 128');
358     // Show it
359     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
360
361     vehicles_reset_colors();
362     self.vehicle_spawn();
363 }
364
365 // Better way of determening whats crushable needed! (fl_crushable?)
366 float vehicles_crushable(entity e)
367 {
368     if(e.classname == "player")
369         return TRUE;
370
371     if(e.classname == "monster_zombie")
372         return TRUE;
373
374     return FALSE;
375 }
376
377 void vehicles_touch()
378 {
379     // Vehicle currently in use
380     if(self.owner)
381     {
382         // Colided with world?
383         if(other == world)
384         {
385             // Apply velocity based self damage here
386         }
387         else
388         {
389             if(other.vehicle_flags & VHF_ISVEHICLE)
390             {
391                 //other.velocity += self.velocity * (self.mass / other.mass);
392             }
393             else if(vehicles_crushable(other))
394             {
395                 if(vlen(self.velocity) != 0)
396                     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);
397             }
398         }
399         return;
400     }
401
402     if(other.classname != "player")
403         return;
404
405     if(other.deadflag != DEAD_NO)
406         return;
407
408     if(other.vehicle != world)
409         return;
410
411     // Remove this when bots know how to use vehicles.
412     if (clienttype(other) != CLIENTTYPE_REAL)
413         return;
414
415     vehicles_enter();
416 }
417
418 void vehicles_enter()
419 {
420    // Remove this when bots know how to use vehicles
421     if (clienttype(other) != CLIENTTYPE_REAL)
422         return;
423
424     if(self.phase > time)
425         return;
426
427     if(teams_matter)
428     if(self.team)
429     if(self.team != other.team)
430         return;
431
432     self.vehicle_ammo1   = 0;
433     self.vehicle_ammo2   = 0;
434     self.vehicle_reload1 = 0;
435     self.vehicle_reload2 = 0;
436     self.vehicle_energy  = 0;
437
438     self.owner          = other;
439     self.switchweapon   = other.switchweapon;
440
441     // .viewmodelforclient works better.
442     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
443
444     self.vehicle_hudmodel.viewmodelforclient = self.owner;
445
446     self.event_damage         = vehicles_damage;
447     self.nextthink            = 0;
448     self.owner.angles         = self.angles;
449     self.owner.takedamage     = DAMAGE_NO;
450     self.owner.solid          = SOLID_NOT;
451     self.owner.movetype       = MOVETYPE_NOCLIP;
452     self.owner.alpha          = -1;
453     self.owner.vehicle        = self;
454     self.owner.event_damage   = SUB_Null;
455     self.owner.view_ofs       = '0 0 0';
456     self.colormap             = self.owner.colormap;
457     if(self.tur_head)
458         self.tur_head.colormap    = self.owner.colormap;
459
460     self.owner.hud            = self.hud;
461     self.owner.PlayerPhysplug = self.PlayerPhysplug;
462
463     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
464     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
465     self.owner.vehicle_reload1  = self.vehicle_reload1;
466     self.owner.vehicle_reload2  = self.vehicle_reload2;
467
468     // Cant do this, hides attached objects too.
469     //self.exteriormodeltoclient = self.owner;
470     //self.tur_head.exteriormodeltoclient = self.owner;
471
472     other.flags &~= FL_ONGROUND;
473     self.flags  &~= FL_ONGROUND;
474
475     self.team                 = self.owner.team;
476     self.flags               -= FL_NOTARGET;
477
478     msg_entity = other;
479     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
480     WriteEntity(MSG_ONE, self.vehicle_viewport);
481
482     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
483     if(self.tur_head)
484     {
485         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
486         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
487         WriteAngle(MSG_ONE, 0);                                      // roll
488     }
489     else
490     {
491         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
492         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
493         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
494         WriteAngle(MSG_ONE,  0);                  // roll
495     }
496
497     vehicles_clearrturn();
498
499     CSQCVehicleSetup(self.owner, self.hud);
500
501     self.vehicle_enter();
502 }
503
504 /** vehicles_findgoodexit
505     Locates a valid location for the player to exit the vehicle.
506     Will first try prefer_spot, then up 100 random spots arround the vehicle
507     wich are in direct line of sight and empty enougth to hold a players bbox
508 **/
509 vector vehicles_findgoodexit(vector prefer_spot)
510 {
511     vector exitspot;
512     float mysize;
513     
514     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
515     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
516         return prefer_spot;
517     
518     mysize = vlen(self.maxs - self.mins);
519     float i;
520     vector v, v2;
521     v2 = 0.5 * (self.absmin + self.absmax);
522     for(i = 0; i < 100; ++i)
523     {        
524         v = randomvec();
525         v_z = 0;
526         v = v2 + normalize(v) * mysize;
527         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
528         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
529             return v;
530     }
531     
532     /*
533     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
534     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
535     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
536         return exitspot;
537     
538     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
539     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
540     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
541         return exitspot;
542
543     exitspot = (self.origin + '0 0 48') + v_right * mysize;
544     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
545     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
546         return exitspot;
547     
548     exitspot = (self.origin + '0 0 48') - v_right * mysize;
549     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
550     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
551         return exitspot;
552     */
553     
554     return self.origin;
555 }
556
557 /** vehicles_exit
558     Standarrd vehicle release fucntion.
559     custom code goes in self.vehicle_exit
560 **/
561 void vehicles_exit(float eject)
562 {       
563         self.flags |= FL_NOTARGET;
564
565     if (self.owner)
566     {
567         msg_entity = self.owner;
568         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
569         WriteEntity( MSG_ONE, self.owner);
570
571         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
572         WriteAngle(MSG_ONE, 0);                 // pich
573         WriteAngle(MSG_ONE, self.angles_y);     // yaw
574         WriteAngle(MSG_ONE, 0);                 // roll
575
576         setsize(self.owner, PL_MIN,PL_MAX);
577
578         self.owner.takedamage     = DAMAGE_AIM;
579         self.owner.solid          = SOLID_SLIDEBOX;
580         self.owner.movetype       = MOVETYPE_WALK;
581         self.owner.effects        &~= EF_NODRAW;
582         self.owner.alpha          = 1;
583         self.owner.PlayerPhysplug = SUB_Null;
584         self.owner.vehicle        = world;
585         self.owner.view_ofs       = PL_VIEW_OFS;
586         self.owner.event_damage   = PlayerDamage;
587         self.owner.hud            = HUD_NORMAL;
588         self.owner.switchweapon   = self.switchweapon;
589         self.owner.BUTTON_USE     = 0;
590     }
591
592     if(self.deadflag == DEAD_NO)
593         self.avelocity          = '0 0 0';
594
595     self.vehicle_hudmodel.viewmodelforclient = self;
596         self.tur_head.nodrawtoclient             = world;
597     vehicles_setreturn();
598
599     self.phase = time + 1;
600
601     if(!teams_matter)
602         self.team = 0;
603
604     self.vehicle_exit(eject);
605     self.owner = world;
606 }
607
608
609 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
610 {
611     if(self.regen_field < field_max)
612     if(self.timer + rpause < time)
613     {
614         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
615
616         if(self.owner)
617             self.owner.regen_field = (self.regen_field / field_max) * 100;
618     }
619 }
620
621 void shieldhit_think()
622 {
623     self.alpha -= 0.1;
624     if (self.alpha <= 0)
625     {
626         //setmodel(self, "");
627         self.alpha = -1;
628     }
629     else
630     {
631         self.nextthink = time + 0.1;
632     }
633 }
634
635 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
636 {
637     self.dmg_time = time;
638
639     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
640     {
641         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
642         {
643             self.vehicle_shieldent = spawn();
644             self.vehicle_shieldent.effects = EF_LOWPRECISION;
645
646             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
647             setattachment(self.vehicle_shieldent, self, "");
648             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
649             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
650             self.vehicle_shieldent.think       = shieldhit_think;
651         }
652
653
654         self.vehicle_shieldent.colormod    = '1 1 1';
655         self.vehicle_shieldent.alpha       = 0.45;
656         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
657         self.vehicle_shieldent.nextthink   = time;
658
659         self.vehicle_shield -= damage;
660
661         if(self.vehicle_shield < 0)
662         {
663             self.vehicle_shieldent.colormod = '2 0 0';
664             self.vehicle_shield             = 0;
665             self.vehicle_shieldent.alpha    = 0.75;
666             self.vehicle_health            -= fabs(self.vehicle_shield);
667         }
668     }
669     else
670         self.vehicle_health -= damage;
671
672     self.velocity += force; // * (vlen(force) / self.mass);
673
674     if(self.vehicle_health <= 0)
675     {
676         if(self.owner)
677             if(self.vehicle_flags & VHF_DEATHEJECT)
678                 vehicles_exit(VHEF_EJECT);
679             else
680                 vehicles_exit(VHEF_RELESE);
681
682         self.vehicle_die();
683         vehicles_setreturn();
684     }
685 }
686
687 void vehicles_return()
688 {
689     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
690
691     self.enemy.think     = vehicles_spawn;
692     self.enemy.nextthink = time;
693
694     remove(self);
695 }
696
697 void vehicles_clearrturn()
698 {
699     entity ret;
700     // Remove "return helper", if any.
701     ret = findchain(classname, "vehicle_return");
702     while(ret)
703     {
704         if(ret.enemy == self)
705         {
706             ret.classname   = "";
707             ret.think       = SUB_Remove;
708             ret.nextthink   = time + 0.1;
709             return;
710         }
711         ret = ret.chain;
712     }
713 }
714
715 void vehicles_setreturn()
716 {
717     entity ret;
718
719     vehicles_clearrturn();
720
721     ret = spawn();
722     ret.classname   = "vehicle_return";
723     ret.enemy       = self;
724     ret.think       = vehicles_return;
725     ret.nextthink   = time + self.vehicle_respawntime;
726
727
728 void vehicles_configcheck(string  configname, float check_cvar)
729 {
730     if(check_cvar == 0)
731         localcmd(strcat("exec ", configname, "\n"));
732 }
733
734 void vehicles_reset_colors()
735 {
736     entity e;
737     float _effects, _colormap;
738     vector _glowmod, _colormod;
739
740     if(autocvar_g_nodepthtestplayers)
741         _effects = EF_NODEPTHTEST;
742
743     if(autocvar_g_fullbrightplayers)
744         _effects |= EF_FULLBRIGHT;
745
746     if(self.team)
747         _colormap = 1024 + (self.team - 1) * 17;
748     else
749         _colormap = 1024;
750
751     _glowmod  = '0 0 0';
752     _colormod = '0 0 0';
753
754     // Find all ents attacked to main model and setup effects, colormod etc.
755     e = findchainentity(tag_entity, self);
756     while(e)
757     {
758         if(e != self.vehicle_shieldent)
759         {
760             e.effects   = _effects  | EF_LOWPRECISION;
761             e.colormod  = _colormod;
762             e.colormap  = _colormap;
763             e.alpha     = 1;
764         }
765         e = e.chain;
766     }
767
768     self.vehicle_hudmodel.effects  = self.effects  = _effects | EF_LOWPRECISION;
769     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
770     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
771     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
772
773     self.alpha     = 1;
774     self.avelocity = '0 0 0';
775     self.velocity  = '0 0 0';
776     self.effects   = _effects;
777 }
778
779 float vehicle_initialize(string  net_name,
780                          string  bodymodel,
781                          string  topmodel,
782                          string  hudmodel,
783                          string  toptag,
784                          string  hudtag,
785                          string  viewtag,
786                          float   vhud,
787                          vector  min_s,
788                          vector  max_s,
789                          float   nodrop,
790                          void()  spawnproc,
791                          float   _respawntime,
792                          float() physproc,
793                          void()  enterproc,
794                          void(float extflag) exitfunc,
795                          void() dieproc,
796                          void() thinkproc,
797                          float  use_csqc)
798 {
799     addstat(STAT_HUD, AS_INT,  hud);
800         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
801         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
802         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
803
804         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
805         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
806
807         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
808         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
809
810     if(bodymodel == "")
811         error("vehicles: missing bodymodel!");
812
813     if(hudmodel == "")
814         error("vehicles: missing hudmodel!");
815
816     if(net_name == "")
817         self.netname = self.classname;
818     else
819         self.netname = net_name;
820
821     if(self.team && !teams_matter)
822         self.team = 0;
823
824     self.vehicle_flags |= VHF_ISVEHICLE;
825
826     setmodel(self, bodymodel);
827
828     self.vehicle_viewport   = spawn();
829     self.vehicle_hudmodel   = spawn();
830     self.tur_head           = spawn();
831     self.tur_head.owner     = self;
832     self.takedamage         = DAMAGE_AIM;
833     self.bot_attack         = TRUE;
834     self.iscreature         = TRUE;
835     self.hud                = vhud;
836
837     self.vehicle_die         = dieproc;
838     self.vehicle_exit        = exitfunc;
839     self.vehicle_enter       = enterproc;
840     self.PlayerPhysplug      = physproc;
841     self.event_damage        = vehicles_damage;
842     self.touch               = vehicles_touch;
843     self.think               = vehicles_spawn;    
844     self.nextthink           = time;        
845     self.vehicle_respawntime = _respawntime;
846     self.vehicle_spawn       = spawnproc;
847
848     if(autocvar_g_nodepthtestplayers)
849         self.effects = self.effects | EF_NODEPTHTEST;
850
851     if(autocvar_g_fullbrightplayers)
852         self.effects = self.effects | EF_FULLBRIGHT;
853
854     setmodel(self.vehicle_hudmodel, hudmodel);
855     setmodel(self.vehicle_viewport, "null");
856
857
858     if(topmodel != "")
859     {
860         setmodel(self.tur_head, topmodel);
861         setattachment(self.tur_head, self, toptag);
862         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
863         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
864     }
865     else
866     {
867         setattachment(self.tur_head, self, "");
868         setattachment(self.vehicle_hudmodel, self, hudtag);
869         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
870     }
871
872     setsize(self, min_s, max_s);
873     if not (nodrop)
874     {
875         setorigin(self, self.origin);
876         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
877         setorigin(self, trace_endpos);
878     }
879
880     self.pos1 = self.origin;
881     self.pos2 = self.angles;
882
883     return TRUE;
884 }
885
886 void bugmenot()
887 {
888     self.vehicle_exit       = self.vehicle_exit;
889     self.vehicle_enter      = self.vehicle_exit;
890     self.vehicle_die        = self.vehicle_exit;
891     self.vehicle_spawn      = self.vehicle_exit;
892     self.AuxiliaryXhair     = self.AuxiliaryXhair;
893 }