]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/vehicles.qc
Further progress on vehicle deaths
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
index 2f6a191bf57b222764ff781291c0c99cf9cbada3..e23cc702cc706cdb912cf0e6602d0c5ce351aa82 100644 (file)
@@ -2,13 +2,14 @@ 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;
 
-float autocvar_g_vehicles_nex_damagerate = 0.5;
-float autocvar_g_vehicles_uzi_damagerate = 0.5;
-float autocvar_g_vehicles_rifle_damagerate = 0.75;
-float autocvar_g_vehicles_minstanex_damagerate = 0.001;
+var float autocvar_g_vehicles_nex_damagerate = 0.5;
+var float autocvar_g_vehicles_uzi_damagerate = 0.5;
+var float autocvar_g_vehicles_rifle_damagerate = 0.75;
+var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
+var float autocvar_g_vehicles_tag_damagerate = 5;
 
+float autocvar_g_vehicles;
 
 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
 void vehicles_return();
@@ -45,6 +46,9 @@ float SendAuxiliaryXhair(entity to, float sf)
 
 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
 {
+    if (clienttype(own) != CLIENTTYPE_REAL)
+        return;
+
     entity axh;
 
     axh_id = bound(0, axh_id, MAX_AXH);
@@ -70,7 +74,7 @@ void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
 // 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;
+       msgexntity = own;
 
        WriteByte(MSG_ONE, SVC_TEMPENTITY);
        WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
@@ -97,6 +101,9 @@ void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
 **/
 void CSQCVehicleSetup(entity own, float vehicle_id)
 {
+    if (clienttype(own) != CLIENTTYPE_REAL)
+        return;
+       
        msg_entity = own;
 
        WriteByte(MSG_ONE, SVC_TEMPENTITY);
@@ -312,8 +319,8 @@ void vehicles_locktarget(float incr, float decr, float _lock_time)
     }
 }
 
-#define VEHICLE_UPDATE_PLAYER(fld,vhname) \
-self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
+#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
+ply.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); \
@@ -370,7 +377,7 @@ void vehicles_projectile_damage(entity inflictor, entity attacker, float damage,
     if(self.health < 1)
     {
         self.takedamage = DAMAGE_NO;
-        self.event_damage = SUB_Null;
+        self.event_damage = func_null;
         self.think = self.use;
         self.nextthink = time;
     }
@@ -389,7 +396,7 @@ void vehicles_projectile_explode()
 
        PROJECTILE_TOUCH;
 
-       self.event_damage = SUB_Null;
+       self.event_damage = func_null;
     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
 
     remove (self);
@@ -399,7 +406,7 @@ 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)
+                           float _cull, float _clianim, entity _owner)
 {
     entity proj;
 
@@ -421,7 +428,7 @@ entity vehicles_projectile(string _mzlfx, string _mzlsound,
     proj.touch            = vehicles_projectile_explode;
     proj.use              = vehicles_projectile_explode;
     proj.owner            = self;
-    proj.realowner        = self.owner;
+    proj.realowner        = _owner;
     proj.think            = SUB_Remove;
     proj.nextthink        = time + 30;
 
@@ -464,6 +471,7 @@ void vehicles_spawn()
     self.touch              = vehicles_touch;
     self.event_damage       = vehicles_damage;
     self.iscreature         = TRUE;
+    self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
     self.damagedbycontents     = TRUE;
     self.movetype           = MOVETYPE_WALK;
     self.solid              = SOLID_SLIDEBOX;
@@ -484,9 +492,12 @@ void vehicles_spawn()
     setorigin(self, self.pos1 + '0 0 0');
     // Show it
     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
-
+    
+    if(self.vehicle_controller)
+        self.team = self.vehicle_controller.team;
+       
     vehicles_reset_colors();
-    self.vehicle_spawn();
+    self.vehicle_spawn(VHSF_NORMAL);
 }
 
 // Better way of determening whats crushable needed! (fl_crushable?)
@@ -533,7 +544,7 @@ void vehicles_touch()
         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);
+                Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
 
             return; // Dont do selfdamage when hitting "soft targets".
         }
@@ -554,18 +565,18 @@ void vehicles_touch()
     if(other.vehicle != world)
         return;
 
-    // Remove this when bots know how to use vehicles.
-    if (clienttype(other) != CLIENTTYPE_REAL)
-        return;
-
     vehicles_enter();
 }
-
+var float autocvar_g_vehicles_allow_bots = 0;
 void vehicles_enter()
 {
    // Remove this when bots know how to use vehicles
-    if (clienttype(other) != CLIENTTYPE_REAL)
-        return;
+   
+    if (clienttype(other) == CLIENTTYPE_BOT)    
+        if (autocvar_g_vehicles_allow_bots)
+            dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
+        else
+            return;
 
     if(self.phase > time)
         return;
@@ -599,7 +610,7 @@ void vehicles_enter()
     self.owner.movetype       = MOVETYPE_NOCLIP;
     self.owner.alpha          = -1;
     self.owner.vehicle        = self;
-    self.owner.event_damage   = SUB_Null;
+    self.owner.event_damage   = func_null;
     self.owner.view_ofs       = '0 0 0';
     self.colormap             = self.owner.colormap;
     if(self.tur_head)
@@ -622,40 +633,37 @@ void vehicles_enter()
 
     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
+    
+    if (clienttype(other) == CLIENTTYPE_REAL)
     {
-        WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
-        WriteAngle(MSG_ONE,  self.angles_y);      // yaw
-        WriteAngle(MSG_ONE,  0);                  // roll
+        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);
-
-    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');
-        }
-    }
+    
+    vh_player = other;
+    vh_vehicle = self;
+    MUTATOR_CALLHOOK(VehicleEnter);
+    other = vh_player;
+    self = vh_vehicle;
 
     self.vehicle_enter();
     antilag_clear(other);
@@ -675,7 +683,7 @@ vector vehicles_findgoodexit(vector prefer_spot)
     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
         return prefer_spot;
 
-    mysize = vlen(self.maxs - self.mins);
+    mysize = 1.5 * vlen(self.maxs - self.mins);
     float i;
     vector v, v2;
     v2 = 0.5 * (self.absmin + self.absmax);
@@ -718,81 +726,107 @@ vector vehicles_findgoodexit(vector prefer_spot)
     Standarrd vehicle release fucntion.
     custom code goes in self.vehicle_exit
 **/
+float vehicles_exit_running;
 void vehicles_exit(float eject)
 {
-    entity oldself;
-    if(self.flags & FL_CLIENT)
+    entity _vehicle;
+    entity _player;
+    entity _oldself = self;
+    
+    if(vehicles_exit_running)
     {
-        oldself = self;
-        self = self.vehicle;
+        dprint("^1vehicles_exit allready running! this is not good..\n");
+        return;
     }
-
-       self.flags |= FL_NOTARGET;
-
-    if (self.owner)
+    
+    vehicles_exit_running = TRUE;
+    if(self.flags & FL_CLIENT)
     {
-        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;
-
-        CSQCVehicleSetup(self.owner, HUD_NORMAL);
+        _vehicle = self.vehicle;
+            
+        if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
+        {
+            _vehicle.vehicle_exit(eject);
+            self = _oldself;
+            vehicles_exit_running = FALSE;
+            return;            
+        }
     }
-
-    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;
+        _vehicle = self;
+    
+    _player = _vehicle.owner;
+    
+    self = _vehicle;
 
-    if(self.owner.flagcarried)
+    if (_player)
     {
-        self.owner.flagcarried.scale = 0.6;
-        setattachment(self.owner.flagcarried, self.owner, "");
-        setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
+        if (clienttype(_player) == CLIENTTYPE_REAL)
+        {
+            msg_entity = _player;
+            WriteByte (MSG_ONE, SVC_SETVIEWPORT);
+            WriteEntity( MSG_ONE, _player);
+
+            WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+            WriteAngle(MSG_ONE, 0);
+            WriteAngle(MSG_ONE, _vehicle.angles_y);
+            WriteAngle(MSG_ONE, 0);
+        }
+        
+        setsize(_player, PL_MIN,PL_MAX);
+
+        _player.takedamage     = DAMAGE_AIM;
+        _player.solid          = SOLID_SLIDEBOX;
+        _player.movetype       = MOVETYPE_WALK;
+        _player.effects        &~= EF_NODRAW;
+        _player.alpha          = 1;
+        _player.PlayerPhysplug = func_null;
+        _player.vehicle        = world;
+        _player.view_ofs       = PL_VIEW_OFS;
+        _player.event_damage   = PlayerDamage;
+        _player.hud            = HUD_NORMAL;
+        _player.switchweapon   = _vehicle.switchweapon;
+
+        CSQCVehicleSetup(_player, HUD_NORMAL);
     }
+    _vehicle.flags |= FL_NOTARGET;
+    
+    if(_vehicle.deadflag == DEAD_NO)
+        _vehicle.avelocity          = '0 0 0';
+    
+    _vehicle.tur_head.nodrawtoclient             = world;
+    
+    if(!teamplay)
+        _vehicle.team = 0;
+    else
 
-    sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
-    self.vehicle_exit(eject);
-    self.owner = world;
-    vehicles_reset_colors();
+    vh_player = _player;
+    vh_vehicle = _vehicle;
+    MUTATOR_CALLHOOK(VehicleExit);
+    _player = vh_player;
+    _vehicle = vh_vehicle;
 
-    if(oldself)
-        self = oldself;
+    _vehicle.team = _vehicle.tur_head.team;
+        
+    sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
+    _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;   
+    _vehicle.phase = time + 1;
+    
+    _vehicle.vehicle_exit(eject);
+    
+    vehicles_setreturn();
+    vehicles_reset_colors();        
+    _vehicle.owner = world;
+    self = _oldself;
+    
+    vehicles_exit_running = FALSE;
 }
 
 
-void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
+void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
 {
     if(self.regen_field < field_max)
-    if(self.timer + rpause < time)
+    if(timer + rpause < time)
     {
         if(_healthscale)
             regen = regen * (self.vehicle_health / self.tur_health);
@@ -811,6 +845,7 @@ void shieldhit_think()
     {
         //setmodel(self, "");
         self.alpha = -1;
+        self.effects |= EF_NODRAW;
     }
     else
     {
@@ -855,6 +890,9 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat
         
     if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
         damage *= autocvar_g_vehicles_minstanex_damagerate;
+
+    if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
+        damage *= autocvar_g_vehicles_tag_damagerate;
     
     self.enemy = attacker;
     
@@ -876,6 +914,7 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat
         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_shieldent.effects &~= EF_NODRAW;
 
         self.vehicle_shield -= damage;
 
@@ -901,8 +940,11 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat
         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.damageforcescale < 1 && self.damageforcescale > 0)
+               self.velocity += force * self.damageforcescale;
+       else
+               self.velocity += force;
 
     if(self.vehicle_health <= 0)
     {
@@ -912,6 +954,9 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat
             else
                 vehicles_exit(VHEF_RELESE);
 
+
+        antilag_clear(self);
+
         self.vehicle_die();
         vehicles_setreturn();
     }
@@ -963,7 +1008,7 @@ void vehicles_showwp_goaway()
 
 void vehicles_showwp()
 {
-    entity oldself;
+    entity oldself = world;
     vector rgb;
 
     if(self.cnt)
@@ -988,7 +1033,7 @@ void vehicles_showwp()
     }
 
     if(teamplay && self.team)
-           rgb = TeamColor(self.team);
+           rgb = Team_ColorRGB(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);
@@ -1031,20 +1076,14 @@ void vehicles_setreturn()
 
 }
 
-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;
+    float _effects = 0, _colormap;
     vector _glowmod, _colormod;
 
     if(autocvar_g_nodepthtestplayers)
-        _effects = EF_NODEPTHTEST;
+        _effects |= EF_NODEPTHTEST;
 
     if(autocvar_g_fullbrightplayers)
         _effects |= EF_FULLBRIGHT;
@@ -1082,6 +1121,57 @@ void vehicles_reset_colors()
     self.effects   = _effects;
 }
 
+void vehicle_use()
+{
+    dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
+
+    self.tur_head.team = activator.team;
+
+    if(self.tur_head.team == 0)
+        self.active = ACTIVE_NOT;
+    else
+        self.active = ACTIVE_ACTIVE;
+    
+    if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
+    {
+        dprint("^3Eat shit yall!\n");
+        vehicles_setreturn();
+        vehicles_reset_colors();
+    }
+    else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
+    {
+        
+    }
+}
+
+float vehicle_addplayerslot(    entity _owner, 
+                                entity _slot, 
+                                float _hud, 
+                                string _hud_model,
+                                float() _framefunc, 
+                                void(float) _exitfunc)
+{
+    if not (_owner.vehicle_flags & VHF_MULTISLOT)
+        _owner.vehicle_flags |= VHF_MULTISLOT;
+
+    _slot.PlayerPhysplug = _framefunc;
+    _slot.vehicle_exit = _exitfunc;
+    _slot.hud = _hud;
+    _slot.vehicle_flags = VHF_PLAYERSLOT;
+    _slot.vehicle_viewport = spawn();
+    _slot.vehicle_hudmodel = spawn();
+    _slot.vehicle_hudmodel.viewmodelforclient = _slot;
+    _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
+    
+    setmodel(_slot.vehicle_hudmodel, _hud_model);
+    setmodel(_slot.vehicle_viewport, "null");
+    
+    setattachment(_slot.vehicle_hudmodel, _slot, "");
+    setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
+    
+    return TRUE;
+}
+
 float vehicle_initialize(string  net_name,
                          string  bodymodel,
                          string  topmodel,
@@ -1093,7 +1183,7 @@ float vehicle_initialize(string  net_name,
                          vector  min_s,
                          vector  max_s,
                          float   nodrop,
-                         void()  spawnproc,
+                         void(float _spawnflag)  spawnproc,
                          float   _respawntime,
                          float() physproc,
                          void()  enterproc,
@@ -1101,17 +1191,47 @@ float vehicle_initialize(string  net_name,
                          void() dieproc,
                          void() thinkproc,
                          float  use_csqc,
-                         float _max_health)
+                         float _max_health,
+                         float _max_shield)
 {
+       if(!autocvar_g_vehicles)
+               return FALSE;
+       
+    if(self.targetname)
+    {
+        self.vehicle_controller = find(world, target, self.targetname);
+        if(!self.vehicle_controller)
+        {
+            bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
+        }
+        else
+        {
+            self.team = self.vehicle_controller.team;        
+            self.use = vehicle_use;
+            
+            if(teamplay)
+            {
+                if(self.vehicle_controller.team == 0)
+                    self.active = ACTIVE_NOT;
+                else
+                    self.active = ACTIVE_ACTIVE;                
+            }
+        }
+    }
+    
+    precache_sound("onslaught/ons_hit2.wav");
+    precache_sound("onslaught/electricity_explode.wav");
+
+
     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_AMMO1,   AS_INT, vehicle_ammo1);
        addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
 
-       addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
+       addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
        addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
 
     if(bodymodel == "")
@@ -1139,9 +1259,11 @@ float vehicle_initialize(string  net_name,
     self.takedamage         = DAMAGE_AIM;
     self.bot_attack         = TRUE;
     self.iscreature         = TRUE;
+    self.teleportable       = FALSE; // no teleporting for vehicles, too buggy
     self.damagedbycontents     = TRUE;
     self.hud                = vhud;
     self.tur_health          = _max_health;
+    self.tur_head.tur_health = _max_shield;
     self.vehicle_die         = dieproc;
     self.vehicle_exit        = exitfunc;
     self.vehicle_enter       = enterproc;
@@ -1152,6 +1274,12 @@ float vehicle_initialize(string  net_name,
     self.nextthink           = time;
     self.vehicle_respawntime = _respawntime;
     self.vehicle_spawn       = spawnproc;
+    self.effects             = EF_NODRAW;
+    if(g_assault || !autocvar_g_vehicles_delayspawn)
+        self.nextthink = time + 0.5;
+    else
+        self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
+
 
     if(autocvar_g_nodepthtestplayers)
         self.effects = self.effects | EF_NODEPTHTEST;
@@ -1162,7 +1290,6 @@ float vehicle_initialize(string  net_name,
     setmodel(self.vehicle_hudmodel, hudmodel);
     setmodel(self.vehicle_viewport, "null");
 
-
     if(topmodel != "")
     {
         setmodel(self.tur_head, topmodel);
@@ -1184,7 +1311,7 @@ float vehicle_initialize(string  net_name,
         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;
@@ -1192,30 +1319,90 @@ float vehicle_initialize(string  net_name,
     return TRUE;
 }
 
-void vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname, 
+vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname, 
                          float _pichlimit_min, float _pichlimit_max, 
                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
 {
-    vector vtmp;
+    vector vtmp, vtag;
     float ftmp;
-    
-    vtmp = vectoangles(normalize(_target - gettaginfo(_turrret, gettagindex(_turrret, _tagname))));
+    vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
+    vtmp = vectoangles(normalize(_target - vtag));
     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
     vtmp = AnglesTransform_Normalize(vtmp, TRUE);
-
-    ftmp = _aimspeed * sys_frametime;
+    ftmp = _aimspeed * frametime;
     vtmp_y = bound(-ftmp, vtmp_y, ftmp);
     vtmp_x = bound(-ftmp, vtmp_x, ftmp);
     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);    
-    _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);    
+    _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
+    return vtag;
 }
 
+void vehicles_gib_explode()
+{
+       sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+       pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+       remove(self);
+}
 
-void bugmenot()
+void vehicles_gib_think()
 {
-    self.vehicle_exit       = self.vehicle_exit;
-    self.vehicle_enter      = self.vehicle_exit;
-    self.vehicle_die        = self.vehicle_exit;
-    self.vehicle_spawn      = self.vehicle_exit;
-    self.AuxiliaryXhair     = self.AuxiliaryXhair;
+       self.alpha -= 0.1;
+       if(self.cnt >= time)
+               remove(self);
+       else
+               self.nextthink = time + 0.1;
 }
+
+entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
+{
+       entity _gib = spawn();
+       setmodel(_gib, _template.model);
+       setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
+       _gib.velocity = _vel;
+       _gib.movetype = MOVETYPE_TOSS;
+       _gib.solid = SOLID_CORPSE;
+       _gib.colormod = '-0.5 -0.5 -0.5';
+       _gib.effects = EF_LOWPRECISION; 
+       _gib.avelocity = _rot;
+       
+       if(_burn)
+               _gib.effects |= EF_FLAME;
+       
+       if(_explode)
+       {
+               _gib.think = vehicles_gib_explode; 
+               _gib.nextthink = time + random() * _explode;
+               _gib.touch = vehicles_gib_explode;
+       }
+       else
+       {
+               _gib.cnt = time + _maxtime;
+               _gib.think = vehicles_gib_think; 
+               _gib.nextthink = time + _maxtime - 1;           
+               _gib.alpha = 1;
+       }
+       return _gib;
+}
+
+/*
+vector predict_target(entity _targ, vector _from, float _shot_speed)
+{
+    float i;                // loop
+    float _distance;        // How far to target
+    float _impact_time;     // How long untill projectile impacts
+    vector _predict_pos;    // Predicted enemy location
+    vector _original_origin;// Where target is before predicted
+
+     _original_origin = real_origin(_targ); // Typicaly center of target BBOX
+
+    _predict_pos = _original_origin;
+    for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
+    {
+        _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
+        _impact_time = _distance / _shot_speed; // Calculate impact time
+        _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
+    }
+
+    return _predict_pos;
+}
+*/