]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/vehicles.qc
Merge remote branch 'origin/master' into samual/mutator_ctf
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
index 7cc2949f6d90413957bb270bd598b4264597bfc6..2aeab39500c3448be59540076eb9349d4a9a6349 100644 (file)
-void vehicle_stdproc_enter()
+float autocvar_g_vehicles_crush_dmg;
+float autocvar_g_vehicles_crush_force;
+float autocvar_g_vehicles_delayspawn;
+float autocvar_g_vehicles_delayspawn_jitter;
+float autocvar_g_vehicles_allow_flagcarry;
+
+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)
+{
+    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)
 {
+       msg_entity = 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
 
-void vehicle_stdproc_exit(float eject)
+/**
+    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)
 {
+       msg_entity = own;
+
+       WriteByte(MSG_ONE, SVC_TEMPENTITY);
+       WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
+       WriteByte(MSG_ONE, vehicle_id);
 }
 
-void vehicle_stdproc_shiledregen(float rmax, float dt)
+/** 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;
+void vehicles_locktarget(float incr, float decr, float _lock_time)
 {
-    if(self.vehicle_shield < rmax)
-    if(self.dmg_time + CCVAR("_shield_regen_dmgpause") < time)
+    if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
     {
-        self.vehicle_shield = min(self.vehicle_shield + CCVAR("_shield_regen") * dt, rmax);
+        self.lock_target    = world;
+        self.lock_strength  = 0;
+        self.lock_time      = 0;
+    }
 
-        if(self.owner)
-            self.owner.vehicle_shield = self.vehicle_shield / rmax;
+    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 = 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(fld,vhname) \
+self.owner.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;
 }
 
-void vehicle_stdproc_healthregen(float rmax, float dt)
+// 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)
 {
 
-    if(self.dmg_time + CCVAR("_health_regen_dmgpause") < time)
-    if(self.vehicle_health < rmax)
+    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)
     {
-        self.vehicle_health = min(self.vehicle_health + CCVAR("_health_regen") * dt, rmax);
+        force_fromtag_normpower = -0.25;
+        return '0 0 -200';
+    }
 
-        if(self.owner)
-            self.owner.vehicle_health = self.vehicle_health / rmax;
+    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 = SUB_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 = SUB_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 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        = self.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.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 0 128');
+    // Show it
+    pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
+
+    vehicles_reset_colors();
+    self.vehicle_spawn();
 }
 
-void vehicle_stdproc_energyregen(float rmax, float dt)
+// Better way of determening whats crushable needed! (fl_crushable?)
+float vehicles_crushable(entity e)
 {
-    if(self.vehicle_energy < rmax)
+    if(e.classname == "player")
+        return TRUE;
+
+    if(e.classname == "monster_zombie")
+        return TRUE;
+
+    return FALSE;
+}
+
+void vehicles_touch()
+{
+    // Vehicle currently in use
+    if(self.owner)
     {
-        self.vehicle_energy = min(self.vehicle_energy + CCVAR("_energy_regen") * dt, rmax);
+        // Colided with world?
+        if(other == world)
+        {
+        }
+        else
+        {
+            if(other.vehicle_flags & VHF_ISVEHICLE)
+            {
+                //other.velocity += self.velocity * (self.mass / other.mass);
+            }
+            else if(vehicles_crushable(other))
+            {
+                if(vlen(self.velocity) != 0)
+                    Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+            }
+        }
+        return;
+    }
+
+    if(other.classname != "player")
+        return;
+
+    if(other.deadflag != DEAD_NO)
+        return;
+
+    if(other.vehicle != world)
+        return;
+
+    // Remove this when bots know how to use vehicles.
+    if (clienttype(other) != CLIENTTYPE_REAL)
+        return;
+
+    vehicles_enter();
+}
+
+void vehicles_enter()
+{
+   // Remove this when bots know how to use vehicles
+    if (clienttype(other) != CLIENTTYPE_REAL)
+        return;
+
+    if(self.phase > time)
+        return;
+
+    if(teamplay)
+    if(self.team)
+    if(self.team != other.team)
+        return;
+
+    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   = SUB_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;
+
+    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);
+    
+    /* FIXCTF // THIS IS A BIG NO-NO, NO GAME MODE SPECIFIC CODE IN VEHICLES.
+    if(other.flagcarried)
+    {
+        if(!autocvar_g_vehicles_allow_flagcarry)
+            DropFlag(other.flagcarried, world, world);
+        else
+        {            
+            other.flagcarried.scale = 1;
+            setattachment(other.flagcarried, self, ""); 
+            setorigin(other, '0 0 96');
+        }
+    }
+    */
+    
+    self.vehicle_enter();
+}
+
+/** 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 = 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
+**/
+void vehicles_exit(float eject)
+{      
+    entity oldself;
+    if(self.flags & FL_CLIENT)
+    {
+        oldself = self;
+        self = self.vehicle;
+    }
+    
+       self.flags |= FL_NOTARGET;
+
+    if (self.owner)
+    {
+        msg_entity = self.owner;
+        WriteByte (MSG_ONE, SVC_SETVIEWPORT);
+        WriteEntity( MSG_ONE, self.owner);
+
+        WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+        WriteAngle(MSG_ONE, 0);                 // pich
+        WriteAngle(MSG_ONE, self.angles_y);     // yaw
+        WriteAngle(MSG_ONE, 0);                 // roll
+
+        setsize(self.owner, PL_MIN,PL_MAX);
+
+        self.owner.takedamage     = DAMAGE_AIM;
+        self.owner.solid          = SOLID_SLIDEBOX;
+        self.owner.movetype       = MOVETYPE_WALK;
+        self.owner.effects        &~= EF_NODRAW;
+        self.owner.alpha          = 1;
+        self.owner.PlayerPhysplug = SUB_Null;
+        self.owner.vehicle        = world;
+        self.owner.view_ofs       = PL_VIEW_OFS;
+        self.owner.event_damage   = PlayerDamage;
+        self.owner.hud            = HUD_NORMAL;
+        self.owner.switchweapon   = self.switchweapon;
+        //self.owner.BUTTON_USE     = 0;
+    }
+
+    if(self.deadflag == DEAD_NO)
+        self.avelocity          = '0 0 0';
+
+    self.vehicle_hudmodel.viewmodelforclient = self;
+       self.tur_head.nodrawtoclient             = world;
+    vehicles_setreturn();
+
+    self.phase = time + 1;
+
+    if(!teamplay)
+        self.team = 0;
+    else
+        self.team = self.tur_head.team;
+    
+    /* FIXCTF // THIS IS A BIG NO-NO, NO GAME MODE SPECIFIC CODE IN VEHICLES.
+    if(self.owner.flagcarried)
+    {
+        self.owner.flagcarried.scale = 0.6;
+        setattachment(self.owner.flagcarried, self.owner, ""); 
+        setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
+    }
+    */
+    
+    sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
+    self.vehicle_exit(eject);
+    self.owner = world;
+    vehicles_reset_colors();
+    
+    if(oldself)
+        self = oldself;
+}
+
+
+void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
+{
+    if(self.regen_field < field_max)
+    if(self.timer + rpause < time)
+    {
+        self.regen_field = min(self.regen_field + regen * delta_time, field_max);
 
         if(self.owner)
-            self.owner.vehicle_energy = self.vehicle_energy / rmax;
+            self.owner.regen_field = (self.regen_field / field_max) * 100;
     }
 }
 
 void shieldhit_think()
 {
-    self.alpha = self.alpha - 0.2;
+    self.alpha -= 0.1;
     if (self.alpha <= 0)
     {
-        setmodel(self,"");
+        //setmodel(self, "");
         self.alpha = -1;
     }
     else
@@ -56,65 +668,364 @@ void shieldhit_think()
     }
 }
 
-void vehicle_stdproc_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void vehicles_painframe()
 {
+//.float       pain_finished;                  //Added by Supajoe
+    
+    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();
+        
+    }    
+}
 
-    float ddmg_take;
-
+void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
     self.dmg_time = time;
 
     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
     {
-
-        
-        if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
+        if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
         {
-            self.tur_head.enemy = spawn();
-            self.tur_head.enemy.effects = EF_LOWPRECISION;
-        }
+            self.vehicle_shieldent = spawn();
+            self.vehicle_shieldent.effects = EF_LOWPRECISION;
 
-        setmodel(self.tur_head.enemy, "models/vhshield.md3");
-        setattachment(self.tur_head.enemy, self, "");
+            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.tur_head.enemy.colormod = '1 1 1';
-        self.tur_head.enemy.alpha = 0.45;
-        self.tur_head.enemy.scale  = (256 / vlen(self.maxs - self.mins));
-        self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
-        self.tur_head.enemy.think = shieldhit_think;
-        self.tur_head.enemy.nextthink = time;
+        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_shield -= damage;
+
         if(self.vehicle_shield < 0)
         {
-            self.tur_head.enemy.colormod = '10 0 -1';
-            ddmg_take = fabs(self.vehicle_shield);
-            self.vehicle_shield = 0;
-            self.tur_head.enemy.alpha = 0.75;
-            self.vehicle_health -= ddmg_take;
+            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(self.owner)
     {
-        self.owner.vehicle_health = self.vehicle_health / CCVAR("_health");
-
-        if(self.vehicle_flags & VHF_HASSHIELD)
-            self.owner.vehicle_shield = self.vehicle_shield / cvar(strcat(self.cvar_basename,"_shield"));
+        self.vehicle_health -= damage;
 
+        if(sound_allowed(MSG_BROADCAST, attacker))
+            spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
     }
 
+    self.velocity += force; // * (vlen(force) / self.mass);
+
     if(self.vehicle_health <= 0)
     {
         if(self.owner)
             if(self.vehicle_flags & VHF_DEATHEJECT)
-                self.vehicle_exit(VHEF_EJECT);
+                vehicles_exit(VHEF_EJECT);
+            else
+                vehicles_exit(VHEF_RELESE);
 
         self.vehicle_die();
+        vehicles_setreturn();
+    }
+}
+
+void vehicles_clearrturn()
+{
+    entity ret;
+    // Remove "return helper", if any.
+    ret = findchain(classname, "vehicle_return");
+    while(ret)
+    {
+        if(ret.enemy == 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.enemy.origin + '0 0 64', '0 0 0', 1);
+
+    self.enemy.think     = vehicles_spawn;
+    self.enemy.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;
+    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.enemy.team;
+        self.enemy = oldself.enemy;
+        setorigin(self, oldself.enemy.pos1);
+        
+        self.nextthink = time + 5;
+        self.think = vehicles_showwp_goaway;
+    }
+    
+    if(teamplay && self.team)
+           rgb = TeamColor(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.enemy.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.enemy       = 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_configcheck(string  configname, float check_cvar)
+{
+    if(check_cvar == 0)
+        localcmd(strcat("exec ", configname, "\n"));
+}
+
+void vehicles_reset_colors()
+{
+    entity e;
+    float _effects, _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;
+}
+
+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()  spawnproc,
+                         float   _respawntime,
+                         float() physproc,
+                         void()  enterproc,
+                         void(float extflag) exitfunc,
+                         void() dieproc,
+                         void() thinkproc,
+                         float  use_csqc)
+{
+    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.hud                = vhud;
+
+    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;
+
+    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;
 }
 
 void bugmenot()
@@ -123,5 +1034,5 @@ void bugmenot()
     self.vehicle_enter      = self.vehicle_exit;
     self.vehicle_die        = self.vehicle_exit;
     self.vehicle_spawn      = self.vehicle_exit;
-    //self.vehicle_message    = self.vehicle_exit;
+    self.AuxiliaryXhair     = self.AuxiliaryXhair;
 }