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)
return true;
}
+bool AuxiliaryXhair_customize(entity this, entity client)
+{
+ entity e = WaypointSprite_getviewentity(client);
+ entity axh = e.(AuxiliaryXhair[this.cnt]);
+ return axh.owner == this.owner; // cheaply check if the client's axh owner is the same as our real owner
+}
+
.vector axh_prevorigin;
.vector axh_prevcolors;
{
axh = new(auxiliary_xhair);
axh.cnt = axh_id;
- axh.drawonlytoclient = own;
+ //axh.drawonlytoclient = own; // not spectatable
+ setcefc(axh, AuxiliaryXhair_customize);
axh.owner = own;
Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
}
WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
WriteByte(MSG_ONE, vehicle_id);
+
+ if(vehicle_id == 0 || vehicle_id == HUD_NORMAL)
+ {
+ for(int i = 0; i < MAX_AXH; ++i)
+ {
+ entity axh = own.(AuxiliaryXhair[i]);
+ own.(AuxiliaryXhair[i]) = NULL;
+
+ if(axh.owner == own && axh != NULL && !wasfreed(axh))
+ delete(axh);
+ }
+ }
}
void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
}
// projectile handling
-void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
// Ignore damage from oterh projectiles from my owner (dont mess up volly's)
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;
PROJECTILE_TOUCH(this, 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);
+ RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, DMG_NOWEP, toucher);
- delete (this);
+ delete(this);
}
void vehicles_projectile_explode_think(entity this)
{
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();
return vtag;
}
-void vehicles_reset_colors(entity this)
+void vehicles_reset_colors(entity this, entity player)
{
int eff = 0, cmap;
const vector cmod = '0 0 0';
if(this.team && teamplay)
cmap = 1024 + (this.team - 1) * 17;
+ else if(player)
+ cmap = player.colormap;
else
cmap = 1024;
if(autocvar_g_nodepthtestplayers)
// Find all ents attacked to main model and setup effects, colormod etc.
FOREACH_ENTITY_ENT(tag_entity, this,
{
- if(it != this.vehicle_shieldent)
- {
- it.effects = eff;
- it.colormod = cmod;
- it.colormap = cmap;
- it.alpha = 1;
- }
+ if(it == this.vehicle_shieldent)
+ continue;
+
+ it.effects = eff;
+ it.colormod = cmod;
+ it.colormap = cmap;
+ it.alpha = 1;
});
// Also check head tags
FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
{
- if(it != this.vehicle_shieldent)
- {
- it.effects = eff;
- it.colormod = cmod;
- it.colormap = cmap;
- it.alpha = 1;
- }
+ if(it == this.vehicle_shieldent)
+ continue;
+
+ it.effects = eff;
+ it.colormod = cmod;
+ it.colormap = cmap;
+ it.alpha = 1;
});
this.vehicle_hudmodel.effects = this.effects = eff; // | EF_LOWPRECISION;
this.avelocity = '0 0 0';
this.velocity = '0 0 0';
this.effects = eff;
+
+ Vehicle info = Vehicles_from(this.vehicleid);
+ info.vr_setcolors(info, this);
}
void vehicles_clearreturn(entity veh)
else
rgb = '1 1 1';
entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
+ wp.wp_extra = ent.wp00.vehicleid;
wp.colormod = rgb;
if(ent.waypointsprite_attached)
{
else
{
vehicles_setreturn(this);
- vehicles_reset_colors(this);
+ vehicles_reset_colors(this, actor);
}
}
}
vehicles_painframe(this);
}
-void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
this.dmg_time = time;
this.vehicle_shieldent.alpha = 0.75;
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
else
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, SND_ONS_ELECTRICITY_EXPLODE, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
else
this.vehicle_health -= damage;
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
if(this.damageforcescale < 1 && this.damageforcescale > 0)
}
}
+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)
if(_minspeed < wc)
{
float take = min(_speedfac * wc, _maxpain);
- Damage (this, NULL, NULL, take, DEATH_FALL.m_id, this.origin, '0 0 0');
+ Damage (this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
this.play_time = time + 0.25;
//dprint("wc: ", ftos(wc), "\n");
return this.origin;
}
+.int old_vehicle_flags;
void vehicles_exit(entity vehic, bool eject)
{
entity player = vehic.owner;
WriteAngle(MSG_ONE, 0);
}
- setsize(player, STAT(PL_MIN,player), STAT(PL_MAX, player));
+ setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
player.takedamage = DAMAGE_AIM;
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];
vehic.team = vehic.tur_head.team;
+ if(vehic.old_vehicle_flags & VHF_SHIELDREGEN)
+ vehic.vehicle_flags |= VHF_SHIELDREGEN;
+ vehic.old_vehicle_flags = 0;
+
sound (vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
vehic.vehicle_hudmodel.viewmodelforclient = vehic;
vehic.phase = time + 1;
vehic.vehicle_exit(vehic, eject);
vehicles_setreturn(vehic);
- vehicles_reset_colors(vehic);
+ vehicles_reset_colors(vehic, NULL);
vehic.owner = NULL;
CSQCMODEL_AUTOINIT(vehic);
+ if(player)
+ player.oldorigin = player.origin; // player's location is set by the exit functions, so we need to do this after everything
+
vehicles_exit_running = false;
}
if(vehicles_crushable(toucher))
{
if(vdist(this.velocity, >=, 30))
- Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
+ Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, DMG_NOWEP, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
}
Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
+ veh.vehicle_shield = 0;
+ veh.old_vehicle_flags = veh.vehicle_flags; // make a backup just so we're not permanently crippling this vehicle
+ veh.vehicle_flags &= ~VHF_SHIELDREGEN;
+
if (autocvar_g_vehicles_steal_show_waypoint) {
entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
wp.colormod = Team_ColorRGB(pl.team);
pl.crouch = false;
pl.view_ofs = STAT(PL_VIEW_OFS, pl);
- setsize (pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
+ 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;
veh.team = pl.team;
veh.flags -= FL_NOTARGET;
+ vehicles_reset_colors(veh, pl);
+
if (IS_REAL_CLIENT(pl))
{
Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
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
}
});
- vehicles_reset_colors(this);
Vehicle info = Vehicles_from(this.vehicleid);
info.vr_spawn(info, this);
+ vehicles_reset_colors(this, NULL);
+
CSQCMODEL_AUTOINIT(this);
}
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;
setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
}
- setsize(this, info.mins, info.maxs);
+ setsize(this, info.m_mins, info.m_maxs);
info.vr_setup(info, this);
if(!nodrop)
{
setorigin(this, this.origin);
- tracebox(this.origin + '0 0 100', info.mins, info.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
+ tracebox(this.origin + '0 0 100', info.m_mins, info.m_maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
setorigin(this, trace_endpos);
}