]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/sv_vehicles.qc
Use the constants for player hitbox size when applicable (should fix observer hitbox)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / sv_vehicles.qc
index 8677e16195687a6e1de03b83be9feb7749b7bd58..9c8d05ce4e0fef38a8ecd06999c923f290d69804 100644 (file)
@@ -3,20 +3,30 @@
 bool SendAuxiliaryXhair(entity this, entity to, int sf)
 {
        WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
+       WriteByte(MSG_ENTITY, sf);
 
        WriteByte(MSG_ENTITY, this.cnt);
 
-       WriteCoord(MSG_ENTITY, this.origin_x);
-       WriteCoord(MSG_ENTITY, this.origin_y);
-       WriteCoord(MSG_ENTITY, this.origin_z);
+       if(sf & 2)
+       {
+               WriteCoord(MSG_ENTITY, this.origin_x);
+               WriteCoord(MSG_ENTITY, this.origin_y);
+               WriteCoord(MSG_ENTITY, this.origin_z);
+       }
 
-       WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
-       WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
-       WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
+       if(sf & 4)
+       {
+               WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
+               WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
+               WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
+       }
 
        return true;
 }
 
+.vector axh_prevorigin;
+.vector axh_prevcolors;
+
 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
 {
        if(!IS_REAL_CLIENT(own))
@@ -27,17 +37,26 @@ void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
 
        if(axh == NULL || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
        {
-               axh                                      = spawn();
-               axh.cnt                          = axh_id;
-               axh.drawonlytoclient    = own;
-               axh.owner                          = own;
+               axh = new(auxiliary_xhair);
+               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;
+       if(loc != axh.axh_prevorigin)
+       {
+               setorigin(axh, loc);
+               axh.SendFlags |= 2;
+       }
+
+       if(clr != axh.axh_prevcolors)
+       {
+               axh.colormod = clr;
+               axh.SendFlags |= 4;
+       }
+
+       own.(AuxiliaryXhair[axh_id]) = axh; // set it anyway...?
 }
 
 void CSQCVehicleSetup(entity own, int vehicle_id)
@@ -195,7 +214,7 @@ void vehicles_projectile_explode(entity this, entity toucher)
        this.event_damage = func_null;
        RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
 
-       remove (this);
+       delete (this);
 }
 
 void vehicles_projectile_explode_think(entity this)
@@ -228,7 +247,9 @@ entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
        proj.totalfrags    = _deahtype;
        proj.solid                      = SOLID_BBOX;
        set_movetype(proj, MOVETYPE_FLYMISSILE);
-       proj.flags                      = FL_PROJECTILE;
+       proj.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, proj);
+       IL_PUSH(g_bot_dodge, proj);
        proj.bot_dodge          = true;
        proj.bot_dodgerating  = _dmg;
        proj.velocity            = _vel;
@@ -246,7 +267,7 @@ entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
                proj.health                = _health;
        }
        else
-               proj.flags                 = FL_PROJECTILE | FL_NOTARGET;
+               proj.flags |= FL_NOTARGET;
 
        if(_mzlsound != SND_Null)
                sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
@@ -266,7 +287,7 @@ void vehicles_gib_explode(entity this)
        sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
        Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
        Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
-       remove(this);
+       delete(this);
 }
 
 void vehicles_gib_touch(entity this, entity toucher)
@@ -278,7 +299,7 @@ void vehicles_gib_think(entity this)
 {
        this.alpha -= 0.1;
        if(this.cnt >= time)
-               remove(this);
+               delete(this);
        else
                this.nextthink = time + 0.1;
 }
@@ -319,7 +340,7 @@ bool vehicle_addplayerslot( entity _owner,
                                                                entity _slot,
                                                                int _hud,
                                                                Model _hud_model,
-                                                               bool(entity) _framefunc,
+                                                               bool(entity,float) _framefunc,
                                                                void(entity,bool) _exitfunc, float(entity, entity) _enterfunc)
 {
        if(!(_owner.vehicle_flags & VHF_MULTISLOT))
@@ -413,17 +434,15 @@ void vehicles_reset_colors(entity this)
 void vehicles_clearreturn(entity veh)
 {
        // Remove "return helper" entities, if any.
-       FOREACH_ENTITY_ENT(wp00, veh,
+       IL_EACH(g_vehicle_returners, it.wp00 == veh,
        {
-               if(it.classname == "vehicle_return")
-               {
-                       it.classname = "";
-                       setthink(it, SUB_Remove);
-                       it.nextthink = time + 0.1;
+               it.classname = "";
+               setthink(it, SUB_Remove);
+               it.nextthink = time + 0.1;
+               IL_REMOVE(g_vehicle_returners, it);
 
-                       if(it.waypointsprite_attached)
-                               WaypointSprite_Kill(it.waypointsprite_attached);
-               }
+               if(it.waypointsprite_attached)
+                       WaypointSprite_Kill(it.waypointsprite_attached);
        });
 }
 
@@ -438,7 +457,7 @@ void vehicles_return(entity this)
        if(this.waypointsprite_attached)
                WaypointSprite_Kill(this.waypointsprite_attached);
 
-       remove(this);
+       delete(this);
 }
 
 void vehicles_showwp_goaway(entity this)
@@ -446,7 +465,7 @@ void vehicles_showwp_goaway(entity this)
        if(this.waypointsprite_attached)
                WaypointSprite_Kill(this.waypointsprite_attached);
 
-       remove(this);
+       delete(this);
 }
 
 void vehicles_showwp(entity this)
@@ -493,6 +512,7 @@ void vehicles_setreturn(entity veh)
        vehicles_clearreturn(veh);
 
        entity ret = new(vehicle_return);
+       IL_PUSH(g_vehicle_returners, ret);
        ret.wp00           = veh;
        ret.team                = veh.team;
        setthink(ret, vehicles_showwp);
@@ -512,7 +532,7 @@ void vehicles_setreturn(entity veh)
 
 void vehicle_use(entity this, entity actor, entity trigger)
 {
-       LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname, "\n");
+       LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname);
 
        this.tur_head.team = actor.team;
 
@@ -523,7 +543,7 @@ void vehicle_use(entity this, entity actor, entity trigger)
 
        if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover)
        {
-               LOG_DEBUG("Respawning vehicle: ", this.netname, "\n");
+               LOG_DEBUG("Respawning vehicle: ", this.netname);
                if(this.effects & EF_NODRAW)
                {
                        setthink(this, vehicles_spawn);
@@ -719,7 +739,8 @@ void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpa
 // vehicle enter/exit handling
 vector vehicles_findgoodexit(entity this, vector prefer_spot)
 {
-       tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
+       // TODO: we actually want the player's size here
+       tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, this.owner);
        if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
                return prefer_spot;
 
@@ -731,7 +752,7 @@ vector vehicles_findgoodexit(entity this, vector prefer_spot)
                v = randomvec();
                v_z = 0;
                v = v2 + normalize(v) * mysize;
-               tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, this.owner);
+               tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, this.owner);
                if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
                        return v;
        }
@@ -745,7 +766,7 @@ void vehicles_exit(entity vehic, bool eject)
 
        if(vehicles_exit_running)
        {
-               LOG_TRACE("^1vehicles_exit already running! this is not good...\n");
+               LOG_TRACE("^1vehicles_exit already running! this is not good...");
                return;
        }
 
@@ -773,7 +794,7 @@ void vehicles_exit(entity vehic, bool eject)
                        WriteAngle(MSG_ONE, 0);
                }
 
-               setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+               setsize(player, STAT(PL_MIN,player), STAT(PL_MAX, player));
 
                player.takedamage               = DAMAGE_AIM;
                player.solid                    = SOLID_SLIDEBOX;
@@ -783,7 +804,7 @@ void vehicles_exit(entity vehic, bool eject)
                player.alpha                    = 1;
                player.PlayerPhysplug   = func_null;
                player.vehicle                  = NULL;
-               player.view_ofs         = STAT(PL_VIEW_OFS, NULL);
+               player.view_ofs         = STAT(PL_VIEW_OFS, player);
                player.event_damage     = PlayerDamage;
                player.hud                              = HUD_NORMAL;
                PS(player).m_switchweapon = vehic.m_switchweapon;
@@ -939,8 +960,8 @@ void vehicles_enter(entity pl, entity veh)
        veh.vehicle_hudmodel.viewmodelforclient = pl;
 
        pl.crouch = false;
-       pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
-       setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+       pl.view_ofs = STAT(PL_VIEW_OFS, pl);
+       setsize (pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
 
        veh.event_damage        = vehicles_damage;
        veh.nextthink           = 0;
@@ -1040,7 +1061,7 @@ void vehicles_reset(entity this)
 // initialization
 void vehicles_spawn(entity this)
 {
-       LOG_DEBUG("Spawning vehicle: ", this.classname, "\n");
+       LOG_DEBUG("Spawning vehicle: ", this.classname);
 
        // disown & reset
        this.vehicle_hudmodel.viewmodelforclient = this;
@@ -1056,6 +1077,8 @@ void vehicles_spawn(entity this)
        this.solid                              = SOLID_SLIDEBOX;
        this.takedamage                 = DAMAGE_AIM;
        this.deadflag                   = DEAD_NO;
+       if(!this.bot_attack)
+               IL_PUSH(g_bot_targets, this);
        this.bot_attack                 = true;
        this.flags                              = FL_NOTARGET;
        this.avelocity                  = '0 0 0';
@@ -1106,7 +1129,7 @@ bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
                this.vehicle_controller = find(NULL, target, this.targetname);
                if(!this.vehicle_controller)
                {
-                       LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname\n");
+                       LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname");
                        this.active = ACTIVE_ACTIVE;
                }
                else
@@ -1141,9 +1164,11 @@ bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
        this.tur_head.owner                     = this;
        this.takedamage                         = DAMAGE_NO;
        this.bot_attack                         = true;
+       IL_PUSH(g_bot_targets, this);
        this.iscreature                         = true;
        this.teleportable                       = false; // no teleporting for vehicles, too buggy
        this.damagedbycontents          = true;
+       IL_PUSH(g_damagedbycontents, this);
        this.vehicleid                          = info.vehicleid;
        this.PlayerPhysplug                     = info.PlayerPhysplug;
        this.event_damage                       = func_null;
@@ -1201,7 +1226,7 @@ bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
        else
                this.nextthink = time + game_starttime;
 
-       if(MUTATOR_CALLHOOK(VehicleSpawn, this))
+       if(MUTATOR_CALLHOOK(VehicleInit, this))
                return false;
 
        return true;