#include "sv_vehicles.qh"
-#include "../effects.qh"
+#include "../effects/effects.qh"
#if 0
bool vehicle_send(entity to, int sf)
proj.flags = FL_PROJECTILE | FL_NOTARGET;
if(_mzlsound)
- sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
if(_mzlfx)
Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
void vehicles_gib_explode()
{SELFPARAM();
- sound (self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
remove(self);
entity vehicle_tossgib(entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
{SELFPARAM();
entity _gib = spawn();
- setmodel(_gib, _template.model);
+ _setmodel(_gib, _template.model);
setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
_gib.velocity = _vel;
_gib.movetype = MOVETYPE_TOSS;
_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");
+ _setmodel(_slot.vehicle_hudmodel, _hud_model);
+ setmodel(_slot.vehicle_viewport, MDL_Null);
setattachment(_slot.vehicle_hudmodel, _slot, "");
setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
oldself = self;
setself(spawn());
- setmodel(self, "null");
+ setmodel(self, MDL_Null);
self.team = oldself.wp00.team;
self.wp00 = oldself.wp00;
setorigin(self, oldself.wp00.pos1);
ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
}
- setmodel(ret, "null");
+ setmodel(ret, MDL_Null);
setorigin(ret, veh.pos1 + '0 0 96');
}
void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
{SELFPARAM();
- if(self.regen_field < field_max)
+ if(self.(regen_field) < field_max)
if(timer + rpause < time)
{
if(_healthscale)
regen = regen * (self.vehicle_health / self.max_health);
- self.regen_field = min(self.regen_field + regen * delta_time, field_max);
+ 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;
+ self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
}
}
self.alpha -= 0.1;
if (self.alpha <= 0)
{
- //setmodel(self, "");
+ // setmodel(self, MDL_Null);
self.alpha = -1;
self.effects |= EF_NODRAW;
}
self.vehicle_shieldent = spawn();
self.vehicle_shieldent.effects = EF_LOWPRECISION;
- setmodel(self.vehicle_shieldent, "models/vhshield.md3");
+ setmodel(self.vehicle_shieldent, MDL_VEH_SHIELD);
setattachment(self.vehicle_shieldent, self, "");
setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
antilag_clear(self);
- VEH_ACTION(self.vehicleid, VR_DEATH);
+ Vehicle info = get_vehicleinfo(self.vehicleid);
+ info.vr_death(info);
vehicles_setreturn(self);
}
}
_vehicle.team = _vehicle.tur_head.team;
- sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
+ sound (_vehicle, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
_vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
_vehicle.phase = time + 1;
return; // Dont do selfdamage when hitting "soft targets".
}
- if(self.play_time < time)
- VEH_ACTION(self.vehicleid, VR_IMPACT);
+ if(self.play_time < time) {
+ Vehicle info = get_vehicleinfo(self.vehicleid);
+ info.vr_impact(info);
+ }
return;
}
MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
setself(veh);
- CSQCModel_UnlinkEntity();
- VEH_ACTION(veh.vehicleid, VR_ENTER);
+ CSQCModel_UnlinkEntity(veh);
+ Vehicle info = get_vehicleinfo(veh.vehicleid);
+ info.vr_enter(info);
setself(this);
antilag_clear(pl);
if(self.owner)
self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
- VEH_ACTION(self.vehicleid, VR_THINK);
+ Vehicle info = get_vehicleinfo(self.vehicleid);
+ info.vr_think(info);
CSQCMODEL_AUTOUPDATE(self);
}
vehicles_reset_colors();
- VEH_ACTION(self.vehicleid, VR_SPAWN);
+ Vehicle info = get_vehicleinfo(self.vehicleid);
+ info.vr_spawn(info);
CSQCMODEL_AUTOINIT(self);
}
if(!veh.vehicleid)
return false;
- if(!veh.tur_head) { VEH_ACTION(veh.vehicleid, VR_PRECACHE); }
+ if(!veh.tur_head) {
+ Vehicle info = get_vehicleinfo(veh.vehicleid);
+ info.vr_precache(info);
+ }
if(self.targetname && self.targetname != "")
{
self.team = 0;
if(self.mdl == "" || !self.mdl)
- setmodel(self, veh.model);
+ _setmodel(self, veh.model);
else
- setmodel(self, self.mdl);
+ _setmodel(self, self.mdl);
self.vehicle_flags |= VHF_ISVEHICLE;
if(autocvar_g_fullbrightplayers)
self.effects |= EF_FULLBRIGHT;
- setmodel(self.vehicle_hudmodel, veh.hud_model);
- setmodel(self.vehicle_viewport, "null");
+ _setmodel(self.vehicle_hudmodel, veh.hud_model);
+ setmodel(self.vehicle_viewport, MDL_Null);
if(veh.head_model != "")
{
- setmodel(self.tur_head, veh.head_model);
+ _setmodel(self.tur_head, veh.head_model);
setattachment(self.tur_head, self, veh.tag_head);
setattachment(self.vehicle_hudmodel, self.tur_head, veh.tag_hud);
setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
self.pos2 = self.angles;
self.tur_head.team = self.team;
- VEH_ACTION(veh.vehicleid, VR_SETUP);
+ Vehicle info = get_vehicleinfo(veh.vehicleid);
+ info.vr_setup(info);
if(self.active == ACTIVE_NOT)
self.nextthink = 0; // wait until activated