float autocvar_g_vehicles_crush_dmg; float autocvar_g_vehicles_crush_force; float autocvar_g_vehicles_delayspawn; float autocvar_g_vehicles_delayspawn_jitter; var float autocvar_g_vehicles_nex_damagerate = 0.5; var float autocvar_g_vehicles_uzi_damagerate = 0.5; var float autocvar_g_vehicles_rifle_damagerate = 0.75; var float autocvar_g_vehicles_minstanex_damagerate = 0.001; var float autocvar_g_vehicles_tag_damagerate = 5; float autocvar_g_vehicles; void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); void vehicles_return(); void vehicles_enter(); void vehicles_touch(); void vehicles_reset_colors(); void vehicles_clearrturn(); void vehicles_setreturn(); /** AuxiliaryXhair* Send additional points of interest to be drawn, to vehicle owner **/ float MAX_AXH = 4; .entity AuxiliaryXhair[MAX_AXH]; float SendAuxiliaryXhair(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR); WriteByte(MSG_ENTITY, self.cnt); WriteCoord(MSG_ENTITY, self.origin_x); WriteCoord(MSG_ENTITY, self.origin_y); WriteCoord(MSG_ENTITY, self.origin_z); WriteByte(MSG_ENTITY, rint(self.colormod_x * 255)); WriteByte(MSG_ENTITY, rint(self.colormod_y * 255)); WriteByte(MSG_ENTITY, rint(self.colormod_z * 255)); return TRUE; } void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id) { if (clienttype(own) != CLIENTTYPE_REAL) return; entity axh; axh_id = bound(0, axh_id, MAX_AXH); axh = own.(AuxiliaryXhair[axh_id]); if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?) { axh = spawn(); axh.cnt = axh_id; axh.drawonlytoclient = own; axh.owner = own; Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair); } setorigin(axh, loc); axh.colormod = clr; axh.SendFlags = 0x01; own.(AuxiliaryXhair[axh_id]) = axh; } /* // SVC_TEMPENTITY based, horrible with even 50 ping. hm. // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates. void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id) { msgexntity = own; WriteByte(MSG_ONE, SVC_TEMPENTITY); WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR); WriteByte(MSG_ONE, axh_id); WriteCoord(MSG_ONE, loc_x); WriteCoord(MSG_ONE, loc_y); WriteCoord(MSG_ONE, loc_z); WriteByte(MSG_ONE, rint(clr_x * 255)); WriteByte(MSG_ONE, rint(clr_y * 255)); WriteByte(MSG_ONE, rint(clr_z * 255)); } */ // End AuxiliaryXhair /** Notifies the client that he enterd a vehicle, and sends realavent data. only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT) **/ void CSQCVehicleSetup(entity own, float vehicle_id) { if (clienttype(own) != CLIENTTYPE_REAL) return; msg_entity = own; WriteByte(MSG_ONE, SVC_TEMPENTITY); WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP); if(vehicle_id != 0) WriteByte(MSG_ONE, vehicle_id); else WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST); } /** vehicles_locktarget Generic target locking. Figure out if what target is "locked" (if any), for missile tracking as such. after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean you have a locked in target. Exspects a crosshair_trace() or equivalent to be dont before calling. **/ .entity lock_target; .float lock_strength; .float lock_time; .float lock_soundtime; float DAMAGE_TARGETDRONE = 10; vector targetdrone_getnewspot() { vector spot; float i; for(i = 0; i < 100; ++i) { spot = self.origin + randomvec() * 1024; tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self); if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0) return spot; } return self.origin; } #if 0 void targetdrone_think(); void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); void targetdrone_renwe() { self.think = targetdrone_think; self.nextthink = time + 0.1; setorigin(self, targetdrone_getnewspot()); self.health = 200; self.takedamage = DAMAGE_TARGETDRONE; self.event_damage = targetdrone_damage; self.solid = SOLID_BBOX; setmodel(self, "models/runematch/rune.mdl"); self.effects = EF_LOWPRECISION; self.scale = 10; self.movetype = MOVETYPE_BOUNCEMISSILE; setsize(self, '-100 -100 -100', '100 100 100'); } void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health -= damage; if(self.health <= 0) { pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1); if(!self.cnt) remove(self); else { self.think = targetdrone_renwe; self.nextthink = time + 1 + random() * 2; self.solid = SOLID_NOT; setmodel(self, ""); } } } entity targetdrone_getfear() { entity fear; float i; for(i = 64; i <= 1024; i += 64) { fear = findradius(self.origin, i); while(fear) { if(fear.bot_dodge) return fear; fear = fear.chain; } } return world; } void targetdrone_think() { self.nextthink = time + 0.1; if(self.wp00) if(self.wp00.deadflag != DEAD_NO) self.wp00 = targetdrone_getfear(); if(!self.wp00) self.wp00 = targetdrone_getfear(); vector newdir; if(self.wp00) newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75; else newdir = randomvec() * 0.75; newdir = newdir * 0.5 + normalize(self.velocity) * 0.5; if(self.wp00) self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700); else self.velocity = normalize(newdir) * 750; tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self); if(trace_fraction != 1.0) self.velocity = self.velocity * -1; //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750; } void targetdrone_spawn(vector _where, float _autorenew) { entity drone = spawn(); setorigin(drone, _where); drone.think = targetdrone_renwe; drone.nextthink = time + 0.1; drone.cnt = _autorenew; } #endif void vehicles_locktarget(float incr, float decr, float _lock_time) { if(self.lock_target && self.lock_target.deadflag != DEAD_NO) { self.lock_target = world; self.lock_strength = 0; self.lock_time = 0; } if(self.lock_time > time) { if(self.lock_target) if(self.lock_soundtime < time) { self.lock_soundtime = time + 0.5; play2(self.owner, "vehicles/locked.wav"); } return; } if(trace_ent != world) { if(teamplay && trace_ent.team == self.team) trace_ent = world; if(trace_ent.deadflag != DEAD_NO) trace_ent = world; if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET || trace_ent.takedamage == DAMAGE_TARGETDRONE) trace_ent = world; } if(self.lock_target == world && trace_ent != world) self.lock_target = trace_ent; if(self.lock_target && trace_ent == self.lock_target) { if(self.lock_strength != 1 && self.lock_strength + incr >= 1) { play2(self.owner, "vehicles/lock.wav"); self.lock_soundtime = time + 0.8; } else if (self.lock_strength != 1 && self.lock_soundtime < time) { play2(self.owner, "vehicles/locking.wav"); self.lock_soundtime = time + 0.3; } } // Have a locking target // Trace hit current target if(trace_ent == self.lock_target && trace_ent != world) { self.lock_strength = min(self.lock_strength + incr, 1); if(self.lock_strength == 1) self.lock_time = time + _lock_time; } else { if(trace_ent) self.lock_strength = max(self.lock_strength - decr * 2, 0); else self.lock_strength = max(self.lock_strength - decr, 0); if(self.lock_strength == 0) self.lock_target = world; } } #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \ ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \ traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \ if(trace_fraction != 1) \ acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult) // Hover movement support float force_fromtag_power; float force_fromtag_normpower; vector force_fromtag_origin; vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power) { force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name)); v_forward = normalize(v_forward) * -1; traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self); force_fromtag_power = (1 - trace_fraction) * max_power; force_fromtag_normpower = force_fromtag_power / max_power; return v_forward * force_fromtag_power; } // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion // Can possibly be use to move abt any surface (inclusing walls/celings) vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power) { force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name)); v_forward = normalize(v_forward) * -1; traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self); // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier) if(trace_fraction == 1.0) { force_fromtag_normpower = -0.25; return '0 0 -200'; } force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power; force_fromtag_normpower = force_fromtag_power / max_power; return v_forward * force_fromtag_power; } // Generic vehile projectile system void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { // Ignore damage from oterh projectiles from my owner (dont mess up volly's) if(inflictor.owner == self.owner) return; self.health -= damage; self.velocity += force; if(self.health < 1) { self.takedamage = DAMAGE_NO; self.event_damage = func_null; self.think = self.use; self.nextthink = time; } } void vehicles_projectile_explode() { if(self.owner && other != world) { if(other == self.owner.vehicle) return; if(other == self.owner.vehicle.tur_head) return; } PROJECTILE_TOUCH; self.event_damage = func_null; RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other); remove (self); } entity vehicles_projectile(string _mzlfx, string _mzlsound, vector _org, vector _vel, float _dmg, float _radi, float _force, float _size, float _deahtype, float _projtype, float _health, float _cull, float _clianim, entity _owner) { entity proj; proj = spawn(); PROJECTILE_MAKETRIGGER(proj); setorigin(proj, _org); proj.shot_dmg = _dmg; proj.shot_radius = _radi; proj.shot_force = _force; proj.totalfrags = _deahtype; proj.solid = SOLID_BBOX; proj.movetype = MOVETYPE_FLYMISSILE; proj.flags = FL_PROJECTILE; proj.bot_dodge = TRUE; proj.bot_dodgerating = _dmg; proj.velocity = _vel; proj.touch = vehicles_projectile_explode; proj.use = vehicles_projectile_explode; proj.owner = self; proj.realowner = _owner; proj.think = SUB_Remove; proj.nextthink = time + 30; if(_health) { proj.takedamage = DAMAGE_AIM; proj.event_damage = vehicles_projectile_damage; proj.health = _health; } else proj.flags = FL_PROJECTILE | FL_NOTARGET; if(_mzlsound) sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM); if(_mzlfx) pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1); setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size); CSQCProjectile(proj, _clianim, _projtype, _cull); return proj; } // End generic vehile projectile system /** vehicles_spawn Exetuted for all vehicles on (re)spawn. Sets defaults for newly spawned units. **/ void vehicles_spawn() { dprint("Spawning vehicle: ", self.netname, "\n"); // De-own & reset self.vehicle_hudmodel.viewmodelforclient = self; self.owner = world; self.touch = vehicles_touch; self.event_damage = vehicles_damage; self.iscreature = TRUE; self.teleportable = FALSE; // no teleporting for vehicles, too buggy self.damagedbycontents = TRUE; self.movetype = MOVETYPE_WALK; self.solid = SOLID_SLIDEBOX; self.takedamage = DAMAGE_AIM; self.deadflag = DEAD_NO; self.bot_attack = TRUE; self.flags = FL_NOTARGET; self.avelocity = '0 0 0'; self.velocity = '0 0 0'; // Reset locking self.lock_strength = 0; self.lock_target = world; self.misc_bulletcounter = 0; // Return to spawn self.angles = self.pos2; setorigin(self, self.pos1 + '0 0 0'); // Show it pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1); if(self.vehicle_controller) self.team = self.vehicle_controller.team; vehicles_reset_colors(); self.vehicle_spawn(VHSF_NORMAL); } // Better way of determening whats crushable needed! (fl_crushable?) float vehicles_crushable(entity e) { if(e.classname == "player") return TRUE; if(e.classname == "monster_zombie") return TRUE; return FALSE; } void vehilces_impact(float _minspeed, float _speedfac, float _maxpain) { if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) return; if(self.play_time < time) { float wc = vlen(self.velocity - self.oldvelocity); //dprint("oldvel: ", vtos(self.oldvelocity), "\n"); //dprint("vel: ", vtos(self.velocity), "\n"); if(_minspeed < wc) { float take = min(_speedfac * wc, _maxpain); Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0'); self.play_time = time + 0.25; //dprint("wc: ", ftos(wc), "\n"); //dprint("take: ", ftos(take), "\n"); } } } .void() vehicle_impact; void vehicles_touch() { // Vehicle currently in use if(self.owner) { if(other != world) if(vehicles_crushable(other)) { if(vlen(self.velocity) != 0) 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); return; // Dont do selfdamage when hitting "soft targets". } if(self.play_time < time) if(self.vehicle_impact) self.vehicle_impact(); return; } if(other.classname != "player") return; if(other.deadflag != DEAD_NO) return; if(other.vehicle != world) return; vehicles_enter(); } var float autocvar_g_vehicles_allow_bots = 0; void vehicles_enter() { // Remove this when bots know how to use vehicles if (clienttype(other) == CLIENTTYPE_BOT) if (autocvar_g_vehicles_allow_bots) dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe() else return; if(self.phase > time) return; if(teamplay) if(self.team) if(self.team != other.team) return; RemoveGrapplingHook(other); self.vehicle_ammo1 = 0; self.vehicle_ammo2 = 0; self.vehicle_reload1 = 0; self.vehicle_reload2 = 0; self.vehicle_energy = 0; self.owner = other; self.switchweapon = other.switchweapon; // .viewmodelforclient works better. //self.vehicle_hudmodel.drawonlytoclient = self.owner; self.vehicle_hudmodel.viewmodelforclient = self.owner; self.event_damage = vehicles_damage; self.nextthink = 0; self.owner.angles = self.angles; self.owner.takedamage = DAMAGE_NO; self.owner.solid = SOLID_NOT; self.owner.movetype = MOVETYPE_NOCLIP; self.owner.alpha = -1; self.owner.vehicle = self; self.owner.event_damage = func_null; self.owner.view_ofs = '0 0 0'; self.colormap = self.owner.colormap; if(self.tur_head) self.tur_head.colormap = self.owner.colormap; self.owner.hud = self.hud; self.owner.PlayerPhysplug = self.PlayerPhysplug; self.owner.vehicle_ammo1 = self.vehicle_ammo1; self.owner.vehicle_ammo2 = self.vehicle_ammo2; self.owner.vehicle_reload1 = self.vehicle_reload1; self.owner.vehicle_reload2 = self.vehicle_reload2; // Cant do this, hides attached objects too. //self.exteriormodeltoclient = self.owner; //self.tur_head.exteriormodeltoclient = self.owner; other.flags &~= FL_ONGROUND; self.flags &~= FL_ONGROUND; self.team = self.owner.team; self.flags -= FL_NOTARGET; if (clienttype(other) == CLIENTTYPE_REAL) { msg_entity = other; WriteByte (MSG_ONE, SVC_SETVIEWPORT); WriteEntity(MSG_ONE, self.vehicle_viewport); WriteByte (MSG_ONE, SVC_SETVIEWANGLES); if(self.tur_head) { WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw WriteAngle(MSG_ONE, 0); // roll } else { WriteAngle(MSG_ONE, self.angles_x * -1); // tilt WriteAngle(MSG_ONE, self.angles_y); // yaw WriteAngle(MSG_ONE, 0); // roll } } vehicles_clearrturn(); CSQCVehicleSetup(self.owner, self.hud); vh_player = other; vh_vehicle = self; MUTATOR_CALLHOOK(VehicleEnter); other = vh_player; self = vh_vehicle; self.vehicle_enter(); antilag_clear(other); } /** vehicles_findgoodexit Locates a valid location for the player to exit the vehicle. Will first try prefer_spot, then up 100 random spots arround the vehicle wich are in direct line of sight and empty enougth to hold a players bbox **/ vector vehicles_findgoodexit(vector prefer_spot) { //vector exitspot; float mysize; tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return prefer_spot; mysize = 1.5 * vlen(self.maxs - self.mins); float i; vector v, v2; v2 = 0.5 * (self.absmin + self.absmax); for(i = 0; i < 100; ++i) { v = randomvec(); v_z = 0; v = v2 + normalize(v) * mysize; tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return v; } /* exitspot = (self.origin + '0 0 48') + v_forward * mysize; tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return exitspot; exitspot = (self.origin + '0 0 48') - v_forward * mysize; tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return exitspot; exitspot = (self.origin + '0 0 48') + v_right * mysize; tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return exitspot; exitspot = (self.origin + '0 0 48') - v_right * mysize; tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return exitspot; */ return self.origin; } /** vehicles_exit Standarrd vehicle release fucntion. custom code goes in self.vehicle_exit **/ float vehicles_exit_running; void vehicles_exit(float eject) { entity _vehicle; entity _player; entity _oldself = self; if(vehicles_exit_running) { dprint("^1vehicles_exit allready running! this is not good..\n"); return; } vehicles_exit_running = TRUE; if(self.flags & FL_CLIENT) { _vehicle = self.vehicle; if (_vehicle.vehicle_flags & VHF_PLAYERSLOT) { _vehicle.vehicle_exit(eject); self = _oldself; vehicles_exit_running = FALSE; return; } } else _vehicle = self; _player = _vehicle.owner; self = _vehicle; if (_player) { if (clienttype(_player) == CLIENTTYPE_REAL) { msg_entity = _player; WriteByte (MSG_ONE, SVC_SETVIEWPORT); WriteEntity( MSG_ONE, _player); WriteByte (MSG_ONE, SVC_SETVIEWANGLES); WriteAngle(MSG_ONE, 0); WriteAngle(MSG_ONE, _vehicle.angles_y); WriteAngle(MSG_ONE, 0); } setsize(_player, PL_MIN,PL_MAX); _player.takedamage = DAMAGE_AIM; _player.solid = SOLID_SLIDEBOX; _player.movetype = MOVETYPE_WALK; _player.effects &~= EF_NODRAW; _player.alpha = 1; _player.PlayerPhysplug = func_null; _player.vehicle = world; _player.view_ofs = PL_VIEW_OFS; _player.event_damage = PlayerDamage; _player.hud = HUD_NORMAL; _player.switchweapon = _vehicle.switchweapon; CSQCVehicleSetup(_player, HUD_NORMAL); } _vehicle.flags |= FL_NOTARGET; if(_vehicle.deadflag == DEAD_NO) _vehicle.avelocity = '0 0 0'; _vehicle.tur_head.nodrawtoclient = world; if(!teamplay) _vehicle.team = 0; else vh_player = _player; vh_vehicle = _vehicle; MUTATOR_CALLHOOK(VehicleExit); _player = vh_player; _vehicle = vh_vehicle; _vehicle.team = _vehicle.tur_head.team; sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM); _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle; _vehicle.phase = time + 1; _vehicle.vehicle_exit(eject); vehicles_setreturn(); vehicles_reset_colors(); _vehicle.owner = world; self = _oldself; vehicles_exit_running = FALSE; } void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale) { if(self.regen_field < field_max) if(timer + rpause < time) { if(_healthscale) regen = regen * (self.vehicle_health / self.tur_health); self.regen_field = min(self.regen_field + regen * delta_time, field_max); if(self.owner) self.owner.regen_field = (self.regen_field / field_max) * 100; } } void shieldhit_think() { self.alpha -= 0.1; if (self.alpha <= 0) { //setmodel(self, ""); self.alpha = -1; self.effects |= EF_NODRAW; } else { self.nextthink = time + 0.1; } } void vehicles_painframe() { if(self.owner.vehicle_health <= 50) if(self.pain_frame < time) { float _ftmp; _ftmp = self.owner.vehicle_health / 50; self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp); pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1); if(self.vehicle_flags & VHF_DMGSHAKE) self.velocity += randomvec() * 30; if(self.vehicle_flags & VHF_DMGROLL) if(self.vehicle_flags & VHF_DMGHEADROLL) self.tur_head.angles += randomvec(); else self.angles += randomvec(); } } void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.dmg_time = time; if(DEATH_ISWEAPON(deathtype, WEP_NEX)) damage *= autocvar_g_vehicles_nex_damagerate; if(DEATH_ISWEAPON(deathtype, WEP_UZI)) damage *= autocvar_g_vehicles_uzi_damagerate; if(DEATH_ISWEAPON(deathtype, WEP_RIFLE)) damage *= autocvar_g_vehicles_rifle_damagerate; if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX)) damage *= autocvar_g_vehicles_minstanex_damagerate; if(DEATH_ISWEAPON(deathtype, WEP_SEEKER)) damage *= autocvar_g_vehicles_tag_damagerate; self.enemy = attacker; if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0)) { if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world) { self.vehicle_shieldent = spawn(); self.vehicle_shieldent.effects = EF_LOWPRECISION; setmodel(self.vehicle_shieldent, "models/vhshield.md3"); setattachment(self.vehicle_shieldent, self, ""); setorigin(self.vehicle_shieldent, real_origin(self) - self.origin); self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins); self.vehicle_shieldent.think = shieldhit_think; } self.vehicle_shieldent.colormod = '1 1 1'; self.vehicle_shieldent.alpha = 0.45; self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles; self.vehicle_shieldent.nextthink = time; self.vehicle_shieldent.effects &~= EF_NODRAW; self.vehicle_shield -= damage; if(self.vehicle_shield < 0) { self.vehicle_health -= fabs(self.vehicle_shield); self.vehicle_shieldent.colormod = '2 0 0'; self.vehicle_shield = 0; self.vehicle_shieldent.alpha = 0.75; if(sound_allowed(MSG_BROADCAST, attacker)) spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER } else if(sound_allowed(MSG_BROADCAST, attacker)) spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER } else { self.vehicle_health -= damage; if(sound_allowed(MSG_BROADCAST, attacker)) spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER } if(self.damageforcescale < 1 && self.damageforcescale > 0) self.velocity += force * self.damageforcescale; else self.velocity += force; if(self.vehicle_health <= 0) { if(self.owner) if(self.vehicle_flags & VHF_DEATHEJECT) vehicles_exit(VHEF_EJECT); else vehicles_exit(VHEF_RELESE); antilag_clear(self); self.vehicle_die(); vehicles_setreturn(); } } void vehicles_clearrturn() { entity ret; // Remove "return helper", if any. ret = findchain(classname, "vehicle_return"); while(ret) { if(ret.wp00 == self) { ret.classname = ""; ret.think = SUB_Remove; ret.nextthink = time + 0.1; if(ret.waypointsprite_attached) WaypointSprite_Kill(ret.waypointsprite_attached); return; } ret = ret.chain; } } void vehicles_return() { pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1); self.wp00.think = vehicles_spawn; self.wp00.nextthink = time; if(self.waypointsprite_attached) WaypointSprite_Kill(self.waypointsprite_attached); remove(self); } void vehicles_showwp_goaway() { if(self.waypointsprite_attached) WaypointSprite_Kill(self.waypointsprite_attached); remove(self); } void vehicles_showwp() { entity oldself = world; vector rgb; if(self.cnt) { self.think = vehicles_return; self.nextthink = self.cnt; } else { self.think = vehicles_return; self.nextthink = time +1; oldself = self; self = spawn(); setmodel(self, "null"); self.team = oldself.wp00.team; self.wp00 = oldself.wp00; setorigin(self, oldself.wp00.pos1); self.nextthink = time + 5; self.think = vehicles_showwp_goaway; } if(teamplay && self.team) rgb = Team_ColorRGB(self.team); else rgb = '1 1 1'; WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb); if(self.waypointsprite_attached) { WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT); if(oldself == world) WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink); WaypointSprite_Ping(self.waypointsprite_attached); } if(oldself != world) self = oldself; } void vehicles_setreturn() { entity ret; vehicles_clearrturn(); ret = spawn(); ret.classname = "vehicle_return"; ret.wp00 = self; ret.team = self.team; ret.think = vehicles_showwp; if(self.deadflag != DEAD_NO) { ret.cnt = time + self.vehicle_respawntime; ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5); } else { ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1); } setmodel(ret, "null"); setorigin(ret, self.pos1 + '0 0 96'); } void vehicles_reset_colors() { entity e; float _effects = 0, _colormap; vector _glowmod, _colormod; if(autocvar_g_nodepthtestplayers) _effects |= EF_NODEPTHTEST; if(autocvar_g_fullbrightplayers) _effects |= EF_FULLBRIGHT; if(self.team) _colormap = 1024 + (self.team - 1) * 17; else _colormap = 1024; _glowmod = '0 0 0'; _colormod = '0 0 0'; // Find all ents attacked to main model and setup effects, colormod etc. e = findchainentity(tag_entity, self); while(e) { if(e != self.vehicle_shieldent) { e.effects = _effects; // | EF_LOWPRECISION; e.colormod = _colormod; e.colormap = _colormap; e.alpha = 1; } e = e.chain; } self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION; self.vehicle_hudmodel.colormod = self.colormod = _colormod; self.vehicle_hudmodel.colormap = self.colormap = _colormap; self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT); self.alpha = 1; self.avelocity = '0 0 0'; self.velocity = '0 0 0'; self.effects = _effects; } void vehicle_use() { dprint("vehicle ",self.netname, " used by ", activator.classname, "\n"); self.tur_head.team = activator.team; if(self.tur_head.team == 0) self.active = ACTIVE_NOT; else self.active = ACTIVE_ACTIVE; if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO) { dprint("^3Eat shit yall!\n"); vehicles_setreturn(); vehicles_reset_colors(); } else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO) { } } float vehicle_addplayerslot( entity _owner, entity _slot, float _hud, string _hud_model, float() _framefunc, void(float) _exitfunc) { if not (_owner.vehicle_flags & VHF_MULTISLOT) _owner.vehicle_flags |= VHF_MULTISLOT; _slot.PlayerPhysplug = _framefunc; _slot.vehicle_exit = _exitfunc; _slot.hud = _hud; _slot.vehicle_flags = VHF_PLAYERSLOT; _slot.vehicle_viewport = spawn(); _slot.vehicle_hudmodel = spawn(); _slot.vehicle_hudmodel.viewmodelforclient = _slot; _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT); setmodel(_slot.vehicle_hudmodel, _hud_model); setmodel(_slot.vehicle_viewport, "null"); setattachment(_slot.vehicle_hudmodel, _slot, ""); setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, ""); return TRUE; } float vehicle_initialize(string net_name, string bodymodel, string topmodel, string hudmodel, string toptag, string hudtag, string viewtag, float vhud, vector min_s, vector max_s, float nodrop, void(float _spawnflag) spawnproc, float _respawntime, float() physproc, void() enterproc, void(float extflag) exitfunc, void() dieproc, void() thinkproc, float use_csqc, float _max_health, float _max_shield) { if(!autocvar_g_vehicles) return FALSE; if(self.targetname) { self.vehicle_controller = find(world, target, self.targetname); if(!self.vehicle_controller) { bprint("^1WARNING: ^7Vehicle with invalid .targetname\n"); } else { self.team = self.vehicle_controller.team; self.use = vehicle_use; if(teamplay) { if(self.vehicle_controller.team == 0) self.active = ACTIVE_NOT; else self.active = ACTIVE_ACTIVE; } } } precache_sound("onslaught/ons_hit2.wav"); precache_sound("onslaught/electricity_explode.wav"); addstat(STAT_HUD, AS_INT, hud); addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health); addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield); addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy); addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1); addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1); addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2); addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2); if(bodymodel == "") error("vehicles: missing bodymodel!"); if(hudmodel == "") error("vehicles: missing hudmodel!"); if(net_name == "") self.netname = self.classname; else self.netname = net_name; if(self.team && !teamplay) self.team = 0; self.vehicle_flags |= VHF_ISVEHICLE; setmodel(self, bodymodel); self.vehicle_viewport = spawn(); self.vehicle_hudmodel = spawn(); self.tur_head = spawn(); self.tur_head.owner = self; self.takedamage = DAMAGE_AIM; self.bot_attack = TRUE; self.iscreature = TRUE; self.teleportable = FALSE; // no teleporting for vehicles, too buggy self.damagedbycontents = TRUE; self.hud = vhud; self.tur_health = _max_health; self.tur_head.tur_health = _max_shield; self.vehicle_die = dieproc; self.vehicle_exit = exitfunc; self.vehicle_enter = enterproc; self.PlayerPhysplug = physproc; self.event_damage = vehicles_damage; self.touch = vehicles_touch; self.think = vehicles_spawn; self.nextthink = time; self.vehicle_respawntime = _respawntime; self.vehicle_spawn = spawnproc; self.effects = EF_NODRAW; if(g_assault || !autocvar_g_vehicles_delayspawn) self.nextthink = time + 0.5; else self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter); if(autocvar_g_nodepthtestplayers) self.effects = self.effects | EF_NODEPTHTEST; if(autocvar_g_fullbrightplayers) self.effects = self.effects | EF_FULLBRIGHT; setmodel(self.vehicle_hudmodel, hudmodel); setmodel(self.vehicle_viewport, "null"); if(topmodel != "") { setmodel(self.tur_head, topmodel); setattachment(self.tur_head, self, toptag); setattachment(self.vehicle_hudmodel, self.tur_head, hudtag); setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag); } else { setattachment(self.tur_head, self, ""); setattachment(self.vehicle_hudmodel, self, hudtag); setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag); } setsize(self, min_s, max_s); if not (nodrop) { setorigin(self, self.origin); tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self); setorigin(self, trace_endpos); } self.pos1 = self.origin; self.pos2 = self.angles; self.tur_head.team = self.team; return TRUE; } vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname, float _pichlimit_min, float _pichlimit_max, float _rotlimit_min, float _rotlimit_max, float _aimspeed) { vector vtmp, vtag; float ftmp; vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname)); vtmp = vectoangles(normalize(_target - vtag)); vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles; vtmp = AnglesTransform_Normalize(vtmp, TRUE); ftmp = _aimspeed * frametime; vtmp_y = bound(-ftmp, vtmp_y, ftmp); vtmp_x = bound(-ftmp, vtmp_x, ftmp); _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max); _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max); return vtag; } void vehicles_gib_explode() { sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); remove(self); } void vehicles_gib_think() { self.alpha -= 0.1; if(self.cnt >= time) remove(self); else self.nextthink = time + 0.1; } entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot) { entity _gib = spawn(); setmodel(_gib, _template.model); setorigin(_gib, gettaginfo(self, gettagindex(self, _tag))); _gib.velocity = _vel; _gib.movetype = MOVETYPE_TOSS; _gib.solid = SOLID_CORPSE; _gib.colormod = '-0.5 -0.5 -0.5'; _gib.effects = EF_LOWPRECISION; _gib.avelocity = _rot; if(_burn) _gib.effects |= EF_FLAME; if(_explode) { _gib.think = vehicles_gib_explode; _gib.nextthink = time + random() * _explode; _gib.touch = vehicles_gib_explode; } else { _gib.cnt = time + _maxtime; _gib.think = vehicles_gib_think; _gib.nextthink = time + _maxtime - 1; _gib.alpha = 1; } return _gib; } /* vector predict_target(entity _targ, vector _from, float _shot_speed) { float i; // loop float _distance; // How far to target float _impact_time; // How long untill projectile impacts vector _predict_pos; // Predicted enemy location vector _original_origin;// Where target is before predicted _original_origin = real_origin(_targ); // Typicaly center of target BBOX _predict_pos = _original_origin; for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low) { _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location _impact_time = _distance / _shot_speed; // Calculate impact time _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location } return _predict_pos; } */