float autocvar_g_vehicles_crush_dmg;
float autocvar_g_vehicles_crush_force;
+float autocvar_g_vehicles_delayspawn;
+float autocvar_g_vehicles_delayspawn_jitter;
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
void vehicles_return();
void vehicles_setreturn();
-#define MAX_AXH 4
+/** 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)
}
*/
-
+// End AuxiliaryXhair
+
+/**
+ 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, vehicle_id);
}
+/** 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.lock_target && self.lock_target.deadflag != DEAD_NO)
self.lock_time = 0;
}
+ 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(teams_matter && trace_ent.team == self.team)
trace_ent = world;
}
- if(self.lock_time > time)
- return;
-
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)
}
else
{
- self.lock_strength = max(self.lock_strength - decr, 0);
+ 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
+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;
return v_forward * force_fromtag_power;
}
+// 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)
{
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)
{
force_fromtag_normpower = -0.25;
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, CHAN_WEAPON, _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.bot_attack = TRUE;
self.flags = FL_NOTARGET;
self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
// Reset locking
self.lock_strength = 0;
else if(vehicles_crushable(other))
{
if(vlen(self.velocity) != 0)
- Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_SBCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+ 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;
}
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.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;
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, self.vehicle_viewport);
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
+ 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
+ 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
{
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
- WriteAngle(MSG_ONE, self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+ WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
+ WriteAngle(MSG_ONE, self.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
}
vehicles_clearrturn();
self.vehicle_enter();
}
-void vehicles_exit(float eject)
+/** 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)
+{
self.flags |= FL_NOTARGET;
if (self.owner)
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity( MSG_ONE, self.owner);
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, 0); // tilt
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+ WriteAngle(MSG_ONE, 0); // pich
WriteAngle(MSG_ONE, self.angles_y); // yaw
WriteAngle(MSG_ONE, 0); // roll
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 = self;
+ self.tur_head.nodrawtoclient = world;
vehicles_setreturn();
self.phase = time + 1;
self.regen_field = min(self.regen_field + regen * delta_time, field_max);
if(self.owner)
- self.owner.regen_field = self.regen_field / field_max;
+ self.owner.regen_field = (self.regen_field / field_max) * 100;
}
}
self.alpha -= 0.1;
if (self.alpha <= 0)
{
- setmodel(self, "");
+ //setmodel(self, "");
self.alpha = -1;
}
else
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- float ddmg_take;
-
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.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;
}
- setmodel(self.tur_head.enemy, "models/vhshield.md3");
- setattachment(self.tur_head.enemy, self, "");
- 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 = '2 0 0';
- ddmg_take = fabs(self.vehicle_shield);
- self.vehicle_shield = 0;
- self.tur_head.enemy.alpha = 0.75;
- self.vehicle_health -= ddmg_take;
+ self.vehicle_shieldent.colormod = '2 0 0';
+ self.vehicle_shield = 0;
+ self.vehicle_shieldent.alpha = 0.75;
+ self.vehicle_health -= fabs(self.vehicle_shield);
}
}
else
ret.nextthink = time + 0.1;
return;
}
-
ret = ret.chain;
}
}
ret.enemy = self;
ret.think = vehicles_return;
ret.nextthink = time + self.vehicle_respawntime;
-}
-
-float vehicles_customizeentityforclient()
-{
- if(self.deadflag == DEAD_DEAD)
- return FALSE;
- else
- return TRUE;
-}
+}
void vehicles_configcheck(string configname, float check_cvar)
{
else
_colormap = 1024;
- _glowmod = '0 0 0';
- _colormod = '0 0 0';
+ _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)
{
- e.effects = _effects;
- e.colormod = _colormod;
- e.colormap = _colormap;
- e.alpha = 1;
-
+ if(e != self.vehicle_shieldent)
+ {
+ e.effects = _effects | EF_LOWPRECISION;
+ e.colormod = _colormod;
+ e.colormap = _colormap;
+ e.alpha = 1;
+ }
e = e.chain;
}
- self.effects = _effects;
- self.colormod = _colormod;
- self.colormap = _colormap;
-
- self.alpha = 1;
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
+ 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 hudtag,
string viewtag,
float vhud,
- vector min_s,
- vector max_s,
- float nodrop,
+ vector min_s,
+ vector max_s,
+ float nodrop,
void() spawnproc,
float _respawntime,
float() physproc,
void() enterproc,
void(float extflag) exitfunc,
void() dieproc,
- void() thinkproc )
+ void() thinkproc,
+ float use_csqc)
{
addstat(STAT_HUD, AS_INT, hud);
- addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
- addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
- addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
+ 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_FLOAT, vehicle_reload1);
+ addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
- addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
-
+ addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
if(bodymodel == "")
error("vehicles: missing bodymodel!");
self.iscreature = TRUE;
self.hud = vhud;
- self.customizeentityforclient = vehicles_customizeentityforclient;
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.think = vehicles_spawn;
+ self.nextthink = time;
self.vehicle_respawntime = _respawntime;
self.vehicle_spawn = spawnproc;
return TRUE;
}
-
void bugmenot()
{
self.vehicle_exit = self.vehicle_exit;