if(sf & 2)
{
- WriteCoord(MSG_ENTITY, this.origin_x);
- WriteCoord(MSG_ENTITY, this.origin_y);
- WriteCoord(MSG_ENTITY, this.origin_z);
+ WriteVector(MSG_ENTITY, this.origin);
}
if(sf & 4)
if(inflictor.owner == this.owner)
return;
- this.health -= damage;
+ TakeResource(this, RESOURCE_HEALTH, damage);
this.velocity += force;
- if(this.health < 1)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
{
this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
int _deahtype, float _projtype, float _health,
bool _cull, bool _clianim, entity _owner)
{
- TC(Sound, _mzlsound);
+ TC(Sound, _mzlsound);
entity proj;
proj = spawn();
{
proj.takedamage = DAMAGE_AIM;
proj.event_damage = vehicles_projectile_damage;
- proj.health = _health;
+ SetResourceAmountExplicit(proj, RESOURCE_HEALTH, _health);
}
else
proj.flags |= FL_NOTARGET;
_slot.PlayerPhysplug = _framefunc;
_slot.vehicle_exit = _exitfunc;
_slot.vehicle_enter = _enterfunc;
- _slot.hud = _hud;
+ STAT(HUD, _slot) = _hud;
_slot.vehicle_flags = VHF_PLAYERSLOT;
_slot.vehicle_viewport = spawn();
_slot.vehicle_hudmodel = spawn();
}
}
+bool vehicles_heal(entity targ, entity inflictor, float amount, float limit)
+{
+ float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
+ //if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= true_limit)
+ if(targ.vehicle_health <= 0 || targ.vehicle_health >= true_limit)
+ return false;
+
+ targ.vehicle_health = min(targ.vehicle_health + amount, true_limit);
+ //GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
+ //if(targ.owner)
+ //targ.owner.vehicle_health = (targ.vehicle_health / targ.max_health) * 100;
+ return true;
+}
+
bool vehicles_crushable(entity e)
{
if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
vehicles_exit_running = true;
- // TODO: this was in an IS_CLIENT check, make sure it isn't actually needed!
if(vehic.vehicle_flags & VHF_PLAYERSLOT)
{
vehic.vehicle_exit(vehic, eject);
player.solid = SOLID_SLIDEBOX;
set_movetype(player, MOVETYPE_WALK);
player.effects &= ~EF_NODRAW;
- player.teleportable = TELEPORT_NORMAL;
+ player.teleportable = TELEPORT_NORMAL;
player.alpha = 1;
player.PlayerPhysplug = func_null;
player.vehicle = NULL;
- player.view_ofs = STAT(PL_VIEW_OFS, player);
- player.event_damage = PlayerDamage;
- player.hud = HUD_NORMAL;
+ player.view_ofs = STAT(PL_VIEW_OFS, player);
+ player.event_damage = PlayerDamage;
+ STAT(HUD, player) = HUD_NORMAL;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
{
.entity weaponentity = weaponentities[slot];
setsize(pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
veh.event_damage = vehicles_damage;
+ veh.event_heal = vehicles_heal;
veh.nextthink = 0;
pl.items &= ~IT_USING_JETPACK;
pl.angles = veh.angles;
veh.(weaponentity) = new(temp_wepent);
veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon;
}
- pl.hud = veh.vehicleid;
+ STAT(HUD, pl) = veh.vehicleid;
pl.PlayerPhysplug = veh.PlayerPhysplug;
pl.vehicle_ammo1 = veh.vehicle_ammo1;
this.nextthink = time + autocvar_g_vehicles_thinkrate;
if(this.owner)
- this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
+ STAT(VEHICLESTAT_W2MODE, this.owner) = STAT(VEHICLESTAT_W2MODE, this);
Vehicle info = Vehicles_from(this.vehicleid);
info.vr_think(info, this);
this.owner = NULL;
settouch(this, vehicles_touch);
this.event_damage = vehicles_damage;
+ this.event_heal = vehicles_heal;
this.reset = vehicles_reset;
this.iscreature = true;
this.teleportable = false; // no teleporting for vehicles, too buggy
this.vehicleid = info.vehicleid;
this.PlayerPhysplug = info.PlayerPhysplug;
this.event_damage = func_null;
+ this.event_heal = func_null;
settouch(this, vehicles_touch);
setthink(this, vehicles_spawn);
this.nextthink = time;