]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge remote branch 'origin/master' into samual/mutator_ctf
authorSamual <samual@xonotic.org>
Mon, 15 Aug 2011 05:23:18 +0000 (01:23 -0400)
committerSamual <samual@xonotic.org>
Mon, 15 Aug 2011 05:23:18 +0000 (01:23 -0400)
Conflicts:
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc

14 files changed:
1  2 
qcsrc/server/arena.qc
qcsrc/server/autocvars.qh
qcsrc/server/bot/havocbot/role_ctf.qc
qcsrc/server/cheats.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/mutators/gamemode_ctf.qc
qcsrc/server/nexball.qc
qcsrc/server/portals.qc
qcsrc/server/progs.src
qcsrc/server/teamplay.qc
qcsrc/server/vehicles/vehicles.qc

Simple merge
Simple merge
Simple merge
Simple merge
index ed3027a194d1fee080b12c663e37301da8729b9a,a497f8c34e336a4508296ebafb80e769ab401c52..81f3b094405903909979f77bea506a78f9ad1269
@@@ -622,8 -622,11 +622,11 @@@ void PutObserverInServer (void
                self.alivetime = 0;
        }
  
+       if(self.vehicle)
+           vehicles_exit(VHEF_RELESE);
        if(self.flagcarried)
 -              DropFlag(self.flagcarried, world, world);
 +              ctf_Handle_Drop(self); // FIXCTF
  
        if(self.ballcarried && g_nexball)
                DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
@@@ -2615,6 -2596,25 +2596,21 @@@ void SpectatorThink(
        self.flags |= FL_CLIENT | FL_NOTARGET;
  }
  
 -float ctf_usekey();
+ void PlayerUseKey()
+ {
+       if(self.classname != "player")
+               return;
+       if(self.vehicle)
+       {
+         vehicles_exit(VHEF_NORMAL);
+         return;
+       }
+       
+       // a use key was pressed; call handlers
 -      if(ctf_usekey())
 -              return;
 -
+       MUTATOR_CALLHOOK(PlayerUseKey);
+ }
  .float touchexplode_time;
  
  /*
@@@ -2624,7 -2624,8 +2620,8 @@@ PlayerPreThin
  Called every frame for each client before the physics are run
  =============
  */
 -void() ctf_setstatus;
+ .float usekeypressed;
 +//void() ctf_setstatus;
  void() nexball_setstatus;
  .float items_added;
  void PlayerPreThink (void)
index 6cb150f9e155b1c83f6fa67ef0f2a91438b7b8ea,6f82d9f1043c7b30d21d98a6a2c52830944737ca..376e0ec8c17e3dad397b2ab68d015d5efbcf0a93
@@@ -630,13 -642,12 +642,13 @@@ void PlayerDamage (entity inflictor, en
  
                if(self.flagcarried)
                {
-                       if(attacker.classname != "player" && attacker.classname != "gib")
 +                      // FIXCTF
 -                              DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
+                       if(attacker.classname != "player")
 +                              ctf_Handle_Drop(self); // penalty for flag loss by suicide
                        else if(attacker.team == self.team)
 -                              DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
 +                              ctf_Handle_Drop(self); // penalty for flag loss by suicide/teamkill
                        else
 -                              DropFlag(self.flagcarried, world, attacker);
 +                              ctf_Handle_Drop(self);
                }
                if(self.ballcarried && g_nexball)
                        DropBall(self.ballcarried, self.origin, self.velocity);
Simple merge
Simple merge
index 8a261ee084716ea1182afe46ee69c9dc75524489,0000000000000000000000000000000000000000..e50431938e2b5f889e8ed972acff675eeee0d2f3
mode 100644,000000..100644
--- /dev/null
@@@ -1,876 -1,0 +1,881 @@@
-       sound(flag, CHAN_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
 +// ================================================================
 +//  Official capture the flag game mode coding, reworked by Samual
 +//  Last updated: March 28th, 2011
 +// ================================================================
 +
 +// Flag constants 
 +#define FLAG_MIN (PL_MIN + '0 0 -13')
 +#define FLAG_MAX (PL_MAX + '0 0 -13')
 +#define FLAG_CARRY_POS '-15 0 7'
 +
 +.entity bot_basewaypoint; // flag waypointsprite
 +.entity wps_flagbase; 
 +.entity wps_flagcarrier;
 +.entity wps_flagdropped;
 +
 +entity ctf_worldflaglist; // CTF flags in the map
 +.entity ctf_worldflagnext;
 +
 +.vector ctf_spawnorigin; // stored vector for where the flag is placed on the map itself. 
 +
 +float ctf_captimerecord; // record time for capturing the flag
 +.float ctf_pickuptime;
 +.float ctf_pickupid;
 +.float ctf_dropperid; // don't allow spam of dropping the flag
 +.float ctf_droptime;
 +.float ctf_status; // status of the flag (FLAG_BASE, FLAG_DROPPED, FLAG_CARRY declared globally)
 +
 +
 +.float next_take_time; // Delay between when the person can pick up a flag // is this obsolete from the stuff above?
 +
 +// CaptureShield: If the player is too bad to be allowed to capture, shield them from taking the flag.
 +.float ctf_captureshielded; // set to 1 if the player is too bad to be allowed to capture
 +float ctf_captureshield_min_negscore; // punish at -20 points
 +float ctf_captureshield_max_ratio; // punish at most 30% of each team
 +float ctf_captureshield_force; // push force of the shield
 +
 +// after game mode is finished, these will be changed to use #define with other entities so as to not create many more.
 +
 +// ==================
 +// Misc CTF functions
 +// ==================
 +
 +float ctf_ReadScore(string parameter) // make this obsolete
 +{
 +      if(g_ctf_win_mode != 2)
 +              return cvar(strcat("g_ctf_personal", parameter));
 +      else
 +              return cvar(strcat("g_ctf_flag", parameter));
 +}
 +
 +void ctf_FakeTimeLimit(entity e, float t)
 +{
 +      msg_entity = e;
 +      WriteByte(MSG_ONE, 3); // svc_updatestat
 +      WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
 +      if(t < 0)
 +              WriteCoord(MSG_ONE, autocvar_timelimit);
 +      else
 +              WriteCoord(MSG_ONE, (t + 1) / 60);
 +}
 +
 +void ctf_EventLog(string mode, float flagteam, entity actor) // use an alias for easy changing and quick editing later
 +{
 +      if(autocvar_sv_eventlog)
 +              GameLogEcho(strcat(":ctf:", mode, ":", ftos(flagteam), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
 +}
 +
 +
 +// =======================
 +// CaptureShield Functions 
 +// =======================
 +
 +float ctf_CaptureShield_CheckStatus(entity p) 
 +{
 +      float s, se;
 +      entity e;
 +      float players_worseeq, players_total;
 +
 +      if(ctf_captureshield_max_ratio <= 0)
 +              return FALSE;
 +
 +      s = PlayerScore_Add(p, SP_SCORE, 0);
 +      if(s >= -ctf_captureshield_min_negscore)
 +              return FALSE;
 +
 +      players_total = players_worseeq = 0;
 +      FOR_EACH_PLAYER(e)
 +      {
 +              if(e.team != p.team)
 +                      continue;
 +              se = PlayerScore_Add(e, SP_SCORE, 0);
 +              if(se <= s)
 +                      ++players_worseeq;
 +              ++players_total;
 +      }
 +
 +      // player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
 +      // use this rule here
 +      
 +      if(players_worseeq >= players_total * ctf_captureshield_max_ratio)
 +              return FALSE;
 +
 +      return TRUE;
 +}
 +
 +void ctf_CaptureShield_Update(entity player, float wanted_status)
 +{
 +      float updated_status = ctf_CaptureShield_CheckStatus(player);
 +      if((wanted_status == player.ctf_captureshielded) && (updated_status != wanted_status)) // 0: shield only, 1: unshield only
 +      {
 +              if(updated_status) // TODO csqc notifier for this // Samual: How?
 +                      centerprint_atprio(player, CENTERPRIO_SHIELDING, "^3You are now ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Make some defensive scores before trying again.");
 +              else
 +                      centerprint_atprio(player, CENTERPRIO_SHIELDING, "^3You are now free.\n\n^3Feel free to ^1try to capture^3 the flag again\n^3if you think you will succeed.");
 +                      
 +              player.ctf_captureshielded = updated_status;
 +      }
 +}
 +
 +float ctf_CaptureShield_Customize()
 +{
 +      if not(other.ctf_captureshielded)
 +              return FALSE;
 +      if(self.team == other.team)
 +              return FALSE;
 +      return TRUE;
 +}
 +
 +void ctf_CaptureShield_Touch()
 +{
 +      if not(other.ctf_captureshielded)
 +              return;
 +      if(self.team == other.team)
 +              return;
 +      vector mymid;
 +      vector othermid;
 +      mymid = (self.absmin + self.absmax) * 0.5;
 +      othermid = (other.absmin + other.absmax) * 0.5;
 +      Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
 +      centerprint_atprio(other, CENTERPRIO_SHIELDING, "^3You are ^4shielded^3 from the flag\n^3for ^1too many unsuccessful attempts^3 to capture.\n\n^3Get some defensive scores before trying again.");
 +}
 +
 +void ctf_CaptureShield_Spawn(entity flag)
 +{
 +      entity e;
 +      e = spawn();
 +      e.enemy = self;
 +      e.team = self.team;
 +      e.touch = ctf_CaptureShield_Touch;
 +      e.customizeentityforclient = ctf_CaptureShield_Customize;
 +      e.classname = "ctf_captureshield";
 +      e.effects = EF_ADDITIVE;
 +      e.movetype = MOVETYPE_NOCLIP;
 +      e.solid = SOLID_TRIGGER;
 +      e.avelocity = '7 0 11';
 +      setorigin(e, self.origin);
 +      setmodel(e, "models/ctf/shield.md3");
 +      e.scale = 0.5;
 +      setsize(e, e.scale * e.mins, e.scale * e.maxs);
 +}
 +
 +
 +// ==============
 +// Event Handlers
 +// ==============
 +
 +void ctf_Handle_Drop(entity player)
 +{
 +      entity flag = player.flagcarried;
 +
 +      if(!flag) { return; }
 +      if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
 +      
 +      // reset the flag
 +      setattachment(flag, world, "");
 +      setorigin(flag, player.origin - '0 0 24' + '0 0 37');
 +      flag.owner.flagcarried = world;
 +      flag.owner = world;
 +      flag.movetype = MOVETYPE_TOSS;
 +      flag.solid = SOLID_TRIGGER;
 +      flag.takedamage = DAMAGE_YES;
 +      flag.velocity = ('0 0 200' + ('0 100 0' * crandom()) + ('100 0 0' * crandom()));
 +      flag.pain_finished = time + autocvar_g_ctf_flag_returntime; // replace this later
 +      
 +      flag.ctf_droptime = time;
 +      flag.ctf_dropperid = player.playerid;
 +      flag.ctf_status = FLAG_DROPPED;
 +
 +      // messages and sounds
 +      Send_KillNotification(player.netname, flag.netname, "", INFO_LOSTFLAG, MSG_INFO);
-       WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
++      sound(flag, CH_TRIGGER, flag.noise4, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("dropped", player.team, player);
 +      
 +      // scoring
 +      PlayerTeamScore_AddScore(player, -ctf_ReadScore("penalty_drop"));       
 +      PlayerScore_Add(player, SP_CTF_DROPS, 1);
 +
 +      // waypoints
-       sound(player, CHAN_AUTO, flag.noise2, VOL_BASE, ATTN_NONE); // "ctf/*_capture.wav"
++      WaypointSprite_Spawn("flagdropped", 0, 0, flag, '0 0 64', world, player.team, flag, wps_flagdropped, FALSE, RADARICON_FLAG, '0 1 1'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
 +      WaypointSprite_Ping(player.wps_flagcarrier);
 +      WaypointSprite_Kill(player.wps_flagcarrier);
 +
 +      // captureshield
 +      ctf_CaptureShield_Update(player, 0); // shield only
 +
 +      // check if the flag will fall off the map
 +      trace_startsolid = FALSE;
 +      tracebox(flag.origin, flag.mins, flag.maxs, flag.origin, TRUE, flag);
 +      if(trace_startsolid)
 +              dprint("FLAG FALLTHROUGH will happen SOON\n");
 +}
 +
 +void ctf_Handle_Capture(entity flag, entity player)
 +{
 +      // declarations
 +      float cap_time, cap_record, success;
 +      string cap_message, refername;
 +
 +      // records
 +      if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots)) {
 +              cap_record = ctf_captimerecord;
 +              cap_time = (time - player.flagcarried.ctf_pickuptime);
 +
 +              refername = db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"));
 +              refername = ((refername == player.netname) ? "their" : strcat(refername, "^7's"));
 +
 +              if(!ctf_captimerecord) 
 +                      { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds"); success = TRUE; }
 +              else if(cap_time < cap_record) 
 +                      { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, breaking ", refername, " previous record of ", ftos_decimals(cap_record, 2), " seconds"); success = TRUE; }
 +              else
 +                      { cap_message = strcat(" in ", ftos_decimals(cap_time, 2), " seconds, failing to break ", refername, " record of ", ftos_decimals(cap_record, 2), " seconds"); success = FALSE; }
 +
 +              if(success) {
 +                      ctf_captimerecord = cap_time;
 +                      db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
 +                      db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
 +                      write_recordmarker(player, (time - cap_time), cap_time); } }
 +      
 +      // messages and sounds
 +      Send_KillNotification(player.netname, player.flagcarried.netname, cap_message, INFO_CAPTUREFLAG, MSG_INFO);
-       sound(player, CHAN_AUTO, flag.noise1, VOL_BASE, ATTN_NONE);
++      sound(player, CH_TRIGGER, flag.noise2, VOL_BASE, ATTN_NONE); // "ctf/*_capture.wav"
 +      ctf_EventLog("capture", player.flagcarried.team, player);
 +      
 +      // scoring
 +      PlayerTeamScore_AddScore(player, ctf_ReadScore("score_capture"));
 +      PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, 1);
 +
 +      // effects
 +      if (autocvar_g_ctf_flag_capture_effects) 
 +      {
 +              pointparticles(particleeffectnum((player.team == COLOR_TEAM1) ? "red_ground_quake" : "blue_ground_quake"), flag.origin, '0 0 0', 1);
 +              //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
 +      }
 +
 +      // waypointsprites
 +      WaypointSprite_Kill(player.wps_flagcarrier);
 +
 +      // reset the flag
 +      if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
 +      
 +      ctf_RespawnFlag(player.flagcarried);
 +}
 +
 +void ctf_Handle_Return(entity flag, entity player)
 +{
 +      // messages and sounds
 +      Send_KillNotification (player.netname, flag.netname, "", INFO_RETURNFLAG, MSG_INFO);
-       sound(player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE);
++      sound(player, CH_TRIGGER, flag.noise1, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("return", flag.team, player);
 +
 +      // scoring
 +      PlayerTeamScore_AddScore(player, ctf_ReadScore(strcat("score_return", ((player.playerid == flag.playerid) ? "_by_killer" : "")))); // reward for return
 +      PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
 +
 +      TeamScore_AddToTeam(((flag.team == COLOR_TEAM1) ? COLOR_TEAM2 : COLOR_TEAM1), ST_SCORE, -ctf_ReadScore("penalty_returned")); // punish the team who was last carrying it
 +      FOR_EACH_PLAYER(player) if(player.playerid == flag.ctf_dropperid) // punish the player who dropped the flag
 +      {
 +              PlayerScore_Add(player, SP_SCORE, -ctf_ReadScore("penalty_returned"));
 +              ctf_CaptureShield_Update(player, 0); // shield only
 +      }
 +
 +      // waypointsprites 
 +      WaypointSprite_Kill(flag.wps_flagdropped);
 +      
 +      // reset the flag
 +      ctf_RespawnFlag(flag);
 +}
 +
 +void ctf_Handle_Pickup_Base(entity flag, entity player)
 +{
 +      entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
 +      string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
 +
 +      // attach the flag to the player
 +      flag.owner = player;
 +      player.flagcarried = flag;
 +      setattachment(flag, player, "");
 +      setorigin(flag, FLAG_CARRY_POS);
 +      
 +      // set up the flag
 +      flag.movetype = MOVETYPE_NONE;
 +      flag.takedamage = DAMAGE_NO;
 +      flag.solid = SOLID_NOT;
 +      flag.angles = '0 0 0';
 +      flag.ctf_pickuptime = time; // used for timing runs
 +      flag.ctf_pickupid = player.playerid;
 +      flag.ctf_status = FLAG_CARRY;
 +      
 +      // messages and sounds
 +      Send_KillNotification (player.netname, flag.netname, "", INFO_GOTFLAG, MSG_INFO);
-       WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
++      sound(player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("steal", flag.team, player);
 +      verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : ""); // replace TRUE with an autocvar for it.
 +      FOR_EACH_PLAYER(tmp_player)
 +              if(tmp_player.team == flag.team)
 +                      centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
 +              else if((tmp_player.team == player.team) && (tmp_player != player))
 +                      centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
 +      
 +      // scoring
 +      PlayerTeamScore_AddScore(player, ctf_ReadScore("score_pickup_base"));
 +      PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
 +      
 +      // speedrunning
 +      flag.speedrunning = player.speedrunning; // if speedrunning, flag will flag-return and teleport the owner back after the record
 +      if((player.speedrunning) && (ctf_captimerecord))
 +              ctf_FakeTimeLimit(player, time + ctf_captimerecord);
 +              
 +      // effects
 +      if (autocvar_g_ctf_flag_pickup_effects)
 +      {
 +              pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1);
 +      }
 +      
 +      // waypoints 
-       sound (player, CHAN_AUTO, flag.noise, VOL_BASE, ATTN_NONE);
++      WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
 +      WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
 +      WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
 +      WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
 +      WaypointSprite_Ping(player.wps_flagcarrier);
 +}
 + 
 +void ctf_Handle_Pickup_Dropped(entity flag, entity player) // make sure this works
 +{
 +      // declarations
 +      float returnscore = bound(0, (flag.pain_finished - time) / autocvar_g_ctf_flag_returntime, 1); // can this be division by zero?
 +      entity tmp_player; // temporary entity which the FOR_EACH_PLAYER loop uses to scan players
 +      string verbosename; // holds the name of the player OR no name at all for printing in the centerprints
 +
 +      // attach the flag to the player
 +      flag.owner = player;
 +      player.flagcarried = flag;
 +      setattachment(flag, player, "");
 +      setorigin(flag, FLAG_CARRY_POS);
 +      
 +      // set up the flag
 +      flag.movetype = MOVETYPE_NONE;
 +      flag.takedamage = DAMAGE_NO;
 +      flag.solid = SOLID_NOT;
 +      flag.angles = '0 0 0';
 +      //flag.ctf_pickuptime = time; // don't update pickuptime since this isn't a real steal. 
 +      flag.ctf_pickupid = player.playerid;
 +      flag.ctf_status = FLAG_CARRY;
 +
 +      // messages and sounds
 +      Send_KillNotification (player.netname, flag.netname, "", INFO_PICKUPFLAG, MSG_INFO);
-       WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
++      sound (player, CH_TRIGGER, flag.noise, VOL_BASE, ATTN_NONE);
 +      ctf_EventLog("pickup", flag.team, player);
 +      verbosename = ((autocvar_g_ctf_flag_pickup_verbosename) ? strcat("(", player.netname, ")") : "");
 +      FOR_EACH_PLAYER(tmp_player)
 +              if(tmp_player.team == flag.team)
 +                      centerprint(tmp_player, strcat("The enemy ", verbosename, "got your flag! Retrieve it!"));
 +              else if((tmp_player.team == player.team) && (tmp_player != player))
 +                      centerprint(tmp_player, strcat("Your team mate ", verbosename, "got the flag! Protect them!"));
 +
 +      // scoring
 +      returnscore = floor((ctf_ReadScore("score_pickup_dropped_late") * (1-returnscore) + ctf_ReadScore("score_pickup_dropped_early") * returnscore) + 0.5);
 +      print("score is ", ftos(returnscore), "\n");
 +      PlayerTeamScore_AddScore(player, returnscore);
 +      PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
 +
 +      // effects
 +      if (autocvar_g_ctf_flag_pickup_effects) // field pickup effect
 +      {
 +              pointparticles(particleeffectnum("smoke_ring"), 0.5 * (flag.absmin + flag.absmax), '0 0 0', 1); 
 +      }
 +
 +      // waypoints
 +      WaypointSprite_Kill(flag.wps_flagdropped);
-                               sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
++      WaypointSprite_Spawn("flagcarrier", 0, 0, player, '0 0 64', world, player.team, player, wps_flagcarrier, FALSE, RADARICON_FLAG, '1 1 0'); // (COLOR_TEAM1 + COLOR_TEAM2 - flag.team)
 +      WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
 +      WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
 +      WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, '1 1 0');
 +      WaypointSprite_Ping(player.wps_flagcarrier);
 +}
 +
 +
 +// ===================
 +// Main Flag Functions
 +// ===================
 +
 +void ctf_FlagThink()
 +{
 +      // declarations
 +      entity tmp_entity;
 +
 +      self.nextthink = time + 0.1; // only 10 fps, more is unnecessary.
 +
 +      // captureshield
 +      if(self == ctf_worldflaglist) // only for the first flag
 +              FOR_EACH_CLIENT(tmp_entity)
 +                      ctf_CaptureShield_Update(tmp_entity, 1); // release shield only
 +
 +      // sanity checks
 +      if(self.mins != FLAG_MIN || self.maxs != FLAG_MAX) { // reset the flag boundaries in case it got squished
 +              dprint("wtf the flag got squished?\n");
 +              tracebox(self.origin, FLAG_MIN, FLAG_MAX, self.origin, MOVE_NOMONSTERS, self);
 +              if(!trace_startsolid) // can we resize it without getting stuck?
 +                      setsize(self, FLAG_MIN, FLAG_MAX); }
 +
 +      if(self.owner.classname != "player" || (self.owner.deadflag) || (self.owner.flagcarried != self)) {
 +              dprint("CANNOT HAPPEN - player dead and STILL had a flag!\n");
 +              ctf_Handle_Drop(self.owner);
 +              return; }
 +
 +      // main think method
 +      switch(self.ctf_status) 
 +      {       
 +              case FLAG_BASE: // nothing to do here
 +                      return;
 +              
 +              case FLAG_DROPPED:
 +                      // flag fallthrough? FIXME remove this if bug is really fixed now
 +                      if(self.origin_z < -131072)
 +                      {
 +                              dprint("FLAG FALLTHROUGH just happened\n");
 +                              self.pain_finished = 0;
 +                      }
 +                      setattachment(self, world, "");
 +                      if(time > self.pain_finished)
 +                      {
 +                              bprint("The ", self.netname, " has returned to base\n");
-                               sound (self, CHAN_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
++                              sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
 +                              ctf_EventLog("returned", self.team, world);
 +                              ctf_RespawnFlag(self);
 +                      }
 +                      return;
 +                              
 +              case FLAG_CARRY:
 +                      if((self.owner) && (self.speedrunning) && (ctf_captimerecord) && (time >= self.ctf_pickuptime + ctf_captimerecord)) 
 +                      {
 +                              bprint("The ", self.netname, " became impatient after ", ftos_decimals(ctf_captimerecord, 2), " seconds and returned itself\n");
-               sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
++                              sound (self, CH_TRIGGER, self.noise3, VOL_BASE, ATTN_NONE);
 +
 +                              self.owner.impulse = 141; // returning!
 +
 +                              tmp_entity = self;
 +                              self = self.owner;
 +                              ctf_RespawnFlag(tmp_entity);
 +                              ImpulseCommands();
 +                              self = tmp_entity;
 +                      }
 +                      return;
 +
 +              default: // this should never happen
 +                      dprint("Think: Flag exists with no status?\n");
 +                      return;
 +      }
 +}
 +
 +void ctf_FlagTouch()
 +{
 +      if(gameover) { return; }
 +      if(!self) { return; }
 +      if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
 +      { // The flag fell off the map, respawn it since players can't get to it
 +              //ctf_RespawnFlag(self);
 +              return;
 +      }
 +      if(other.deadflag != DEAD_NO) { return; }
 +      if(other.classname != "player") 
 +      {  // The flag just touched an object, most likely the world
 +              pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
-       WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase);
++              sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
 +              return; 
 +      }
 +      else if(self.wait > time) { return; }
 +
 +      switch(self.ctf_status) 
 +      {       
 +              case FLAG_BASE:
 +                      if((other.team == self.team) && (other.flagcarried) && (other.flagcarried.team != self.team))
 +                              ctf_Handle_Capture(self, other); // other just captured the enemies flag to his base
 +                      else if((other.team != self.team) && (!other.flagcarried) && (!other.ctf_captureshielded))
 +                              ctf_Handle_Pickup_Base(self, other); // other just stole the enemies flag
 +                      break;
 +              
 +              case FLAG_DROPPED:
 +                      if(other.team == self.team)
 +                              ctf_Handle_Return(self, other); // other just returned his own flag
 +                      else if((!other.flagcarried) && ((other.playerid != self.ctf_dropperid) || (time > self.ctf_droptime + autocvar_g_balance_ctf_delay_collect)))
 +                              ctf_Handle_Pickup_Dropped(self, other); // other just picked up a dropped enemy flag
 +                      break;
 +                              
 +              case FLAG_CARRY:
 +                      dprint("Someone touched a flag even though it was being carried?\n");
 +                      break;
 +
 +              default: // this should never happen
 +                      dprint("Touch: Flag exists with no status?\n");
 +                      break;
 +      }
 +}
 +
 +void ctf_RespawnFlag(entity flag)
 +{
 +      // reset the player (if there is one)
 +      if((flag.owner) && (flag.owner.flagcarried == flag))
 +      {
 +              WaypointSprite_Kill(flag.wps_flagcarrier);
 +              flag.owner.flagcarried = world;
 +
 +              if(flag.speedrunning)
 +                      ctf_FakeTimeLimit(flag.owner, -1);
 +      }
 +
 +      // reset the flag
 +      setattachment(flag, world, "");
 +      setorigin(flag, flag.ctf_spawnorigin); // replace with flag.ctf_spawnorigin
 +      flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
 +      flag.takedamage = DAMAGE_NO;
 +      flag.solid = SOLID_TRIGGER;
 +      flag.velocity = '0 0 0';
 +      flag.angles = flag.mangle;
 +      flag.ctf_status = FLAG_BASE;
 +      flag.flags = FL_ITEM | FL_NOTARGET;
 +      flag.owner = world;
 +}
 +
 +void ctf_Reset()
 +{
 +      if(self.owner)
 +              if(self.owner.classname == "player")
 +                      ctf_Handle_Drop(self.owner);
 +                      
 +      ctf_RespawnFlag(self);
 +}
 +
 +void ctf_SetupFlag(float teamnumber, entity flag) // called when spawning a flag entity on the map as a spawnfunc 
 +{
 +      // declarations
 +      teamnumber = fabs(teamnumber - bound(0, g_ctf_reverse, 1)); // if we were originally 1, this will become 0. If we were originally 0, this will become 1. 
 +      
 +      // main setup
 +      flag.ctf_worldflagnext = ctf_worldflaglist; // link flag into ctf_worldflaglist // todo: find out if this can be simplified
 +      ctf_worldflaglist = flag;
 +
 +      setattachment(flag, world, ""); 
 +
 +      flag.netname = ((teamnumber) ? "^1RED^7 flag" : "^4BLUE^7 flag");
 +      flag.team = ((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2); // COLOR_TEAM1: color 4 team (red) - COLOR_TEAM2: color 13 team (blue)
 +      flag.items = ((teamnumber) ? IT_KEY2 : IT_KEY1); // IT_KEY2: gold key (redish enough) - IT_KEY1: silver key (bluish enough)
 +      flag.classname = "item_flag_team";
 +      flag.target = "###item###"; // wut?
 +      flag.flags = FL_ITEM | FL_NOTARGET;
 +      flag.solid = SOLID_TRIGGER;
 +      flag.velocity = '0 0 0';
 +      flag.ctf_status = FLAG_BASE;
 +      flag.ctf_spawnorigin = flag.origin; 
 +      flag.mangle = flag.angles;
 +      flag.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
 +      
 +      if(flag.spawnflags & 1) // I don't understand what all this is about.
 +      {       
 +              flag.noalign = TRUE;
 +              flag.movetype = MOVETYPE_NONE;
 +              print("This map was loaded with flags using MOVETYPE_NONE\n");
 +      }
 +      else 
 +      { 
 +              flag.noalign = FALSE;
 +              flag.movetype = MOVETYPE_TOSS; 
 +              print("This map was loaded with flags using MOVETYPE_TOSS\n");
 +      }       
 +      
 +      flag.reset = ctf_Reset;
 +      flag.touch = ctf_FlagTouch;
 +
 +      // appearence
 +      if(!flag.model) { flag.model = ((teamnumber) ? autocvar_g_ctf_flag_red_model : autocvar_g_ctf_flag_blue_model); }
 +      setmodel (flag, flag.model); // precision set below
 +      setsize(flag, FLAG_MIN, FLAG_MAX);
 +      setorigin(flag, flag.origin);
 +      if(!flag.scale) { flag.scale = 0.6; }
 +      
 +      flag.skin = ((teamnumber) ? autocvar_g_ctf_flag_red_skin : autocvar_g_ctf_flag_blue_skin);
 +      
 +      if(autocvar_g_ctf_flag_glowtrails)
 +      {
 +              flag.glow_color = ((teamnumber) ? 251 : 210); // 251: red - 210: blue
 +              flag.glow_size = 25;
 +              flag.glow_trail = 1;
 +      }
 +      
 +      flag.effects |= EF_LOWPRECISION;
 +      if(autocvar_g_ctf_fullbrightflags) { flag.effects |= EF_FULLBRIGHT; }
 +      if(autocvar_g_ctf_dynamiclights)   { flag.effects |= ((teamnumber) ? EF_RED : EF_BLUE); }
 +      
 +      // sound 
 +      if(!flag.noise)  { flag.noise  = ((teamnumber) ? "ctf/red_taken.wav" : "ctf/blue_taken.wav"); }
 +      if(!flag.noise1) { flag.noise1 = ((teamnumber) ? "ctf/red_returned.wav" : "ctf/blue_returned.wav"); }
 +      if(!flag.noise2) { flag.noise2 = ((teamnumber) ? "ctf/red_capture.wav" : "ctf/blue_capture.wav"); } // blue team scores by capturing the red flag
 +      if(!flag.noise3) { flag.noise3 = "ctf/flag_respawn.wav"; } // if there is ever a team-based sound for this, update the code to match.
 +      if(!flag.noise4) { flag.noise4 = ((teamnumber) ? "ctf/red_dropped.wav" : "ctf/blue_dropped.wav"); }
 +      
 +      // precache
 +      precache_sound(flag.noise);
 +      precache_sound(flag.noise1);
 +      precache_sound(flag.noise2);
 +      precache_sound(flag.noise3);
 +      precache_sound(flag.noise4);
 +      precache_model(flag.model);
 +      precache_model("models/ctf/shield.md3");
 +      precache_model("models/ctf/shockwavetransring.md3");
 +
 +      // bot waypoints
 +      waypoint_spawnforitem_force(flag, flag.origin);
 +      flag.nearestwaypointtimeout = 0; // activate waypointing again
 +      flag.bot_basewaypoint = flag.nearestwaypoint;
 +
 +      // waypointsprites
-       if((autocvar_g_ctf_allow_drop) && (self.BUTTON_USE))
-               ctf_Handle_Drop(self);
-       
++      WaypointSprite_SpawnFixed(((teamnumber) ? "redbase" : "bluebase"), flag.origin + '0 0 64', flag, wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
 +      WaypointSprite_UpdateTeamRadar(flag.wps_flagbase, RADARICON_FLAG, colormapPaletteColor(((teamnumber) ? COLOR_TEAM1 : COLOR_TEAM2) - 1, FALSE));
 +
 +      // captureshield setup
 +      ctf_CaptureShield_Spawn(flag);
 +}
 +
 +
 +// ==============
 +// Hook Functions
 +// ==============
 +
 +// g_ctf_ignore_frags
 +
 +MUTATOR_HOOKFUNCTION(ctf_RemovePlayer)
 +{
 +      if(self.flagcarried) { ctf_Handle_Drop(self); }
 +      return 0;
 +}
 +
 +MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink)
 +{
 +      entity flag;
 +      
 +      // initially clear items so they can be set as necessary later.
 +      self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
 +              | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
 +
 +      // item for stopping players from capturing the flag too often
 +      if(self.ctf_captureshielded)
 +              self.items |= IT_CTF_SHIELDED;
 +
 +      // scan through all the flags and notify the client about them 
 +      for (flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
 +      {
 +              if(flag.ctf_status == FLAG_CARRY)
 +                      if(flag.owner == self)
 +                              self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_CARRYING : IT_BLUE_FLAG_CARRYING); // carrying: self is currently carrying the flag
 +                      else 
 +                              self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_TAKEN : IT_BLUE_FLAG_TAKEN); // taken: someone on self's team is carrying the flag
 +              else if(flag.ctf_status == FLAG_DROPPED) 
 +                      self.items |= ((flag.items & IT_KEY2) ? IT_RED_FLAG_LOST : IT_BLUE_FLAG_LOST); // lost: the flag is dropped somewhere on the map
 +      }
 +      
 +      return 0;
 +}
 +
 +MUTATOR_HOOKFUNCTION(ctf_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
 +{     /*
 +      if(frag_attacker.flagcarried) // if the attacker is a flagcarrier
 +      {
 +              if(frag_target == frag_attacker) // damage done to yourself
 +              {
 +                      frag_damage *= autocvar_g_ctf_flagcarrier_selfdamagefactor;
 +                      frag_force *= autocvar_g_ctf_flagcarrier_selfforcefactor;
 +              }
 +              else // damage done to noncarriers
 +              {
 +                      frag_damage *= autocvar_g_ctf_flagcarrier_damagefactor;
 +                      frag_force *= autocvar_g_ctf_flagcarrier_forcefactor;
 +              }
 +      }*/
 +      return 0;
 +}
 +
 +MUTATOR_HOOKFUNCTION(ctf_GiveFragsForKill)
 +{
 +      frag_score = 0; // no frags counted in keepaway
 +      return (g_ctf_ignore_frags); // you deceptive little bugger ;3 This needs to be true in order for this function to even count. 
 +}
 +
++MUTATOR_HOOKFUNCTION(ctf_PlayerUseKey)
++{
++      if(autocvar_g_ctf_allow_drop)
++              ctf_Handle_Drop(self);
++              
++      return 0;
++}
 +
 +// ==========
 +// Spawnfuncs
 +// ==========
 +
 +/*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team one (Red).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team1()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM1; // red
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +
 +/*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team two (Blue).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team2()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM2; // blue
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +/*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team three (Yellow).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team3()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM3; // yellow
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +
 +/*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
 +CTF Starting point for a player in team four (Purple).
 +Keys: "angle" viewing angle when spawning. */
 +void spawnfunc_info_player_team4()
 +{
 +      if(g_assault) { remove(self); return; }
 +      
 +      self.team = COLOR_TEAM4; // purple
 +      spawnfunc_info_player_deathmatch();
 +}
 +
 +/*QUAKED spawnfunc_item_flag_team1 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
 +CTF flag for team one (Red). Multiple flags are allowed.
 +Keys: 
 +"angle" Angle the flag will point (minus 90 degrees)... 
 +"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
 +"noise" sound played when flag is picked up (default ctf/take.wav)...
 +"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
 +"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
 +"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
 +void spawnfunc_item_flag_team1()
 +{
 +      if(!g_ctf) { remove(self); return; }
 +
 +      ctf_SetupFlag(1, self); // 1 = red
 +}
 +
 +/*QUAKED spawnfunc_item_flag_team2 (0 0.5 0.8) (-48 -48 -37) (48 48 37)
 +CTF flag for team two (Blue). Multiple flags are allowed.
 +Keys: 
 +"angle" Angle the flag will point (minus 90 degrees)... 
 +"model" model to use, note this needs red and blue as skins 0 and 1 (default models/ctf/flag.md3)...
 +"noise" sound played when flag is picked up (default ctf/take.wav)...
 +"noise1" sound played when flag is returned by a teammate (default ctf/return.wav)...
 +"noise2" sound played when flag is captured (default ctf/redcapture.wav)...
 +"noise3" sound played when flag is lost in the field and respawns itself (default ctf/respawn.wav)... */
 +void spawnfunc_item_flag_team2()
 +{
 +      if(!g_ctf) { remove(self); return; }
 +
 +      ctf_SetupFlag(0, self); // the 0 is misleading, but -- 0 = blue.
 +}
 +
 +/*QUAKED spawnfunc_ctf_team (0 .5 .8) (-16 -16 -24) (16 16 32)
 +Team declaration for CTF gameplay, this allows you to decide what team names and control point models are used in your map.
 +Note: If you use spawnfunc_ctf_team entities you must define at least 2!  However, unlike domination, you don't need to make a blank one too.
 +Keys:
 +"netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
 +"cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
 +void spawnfunc_ctf_team()
 +{
 +      if(!g_ctf) { remove(self); return; }
 +      
 +      self.classname = "ctf_team";
 +      self.team = self.cnt + 1;
 +}
 +
 +
 +// ==============
 +// Initialization
 +// ==============
 +
 +// code from here on is just to support maps that don't have flag and team entities
 +void ctf_SpawnTeam (string teamname, float teamcolor)
 +{
 +      entity oldself;
 +      oldself = self;
 +      self = spawn();
 +      self.classname = "ctf_team";
 +      self.netname = teamname;
 +      self.cnt = teamcolor;
 +
 +      spawnfunc_ctf_team();
 +
 +      self = oldself;
 +}
 +
 +void ctf_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
 +{
 +      // if no teams are found, spawn defaults
 +      if(find(world, classname, "ctf_team") == world)
 +      {
 +              print("NO TEAMS FOUND FOR CTF! creating them anyway.\n");
 +              ctf_SpawnTeam("Red", COLOR_TEAM1 - 1);
 +              ctf_SpawnTeam("Blue", COLOR_TEAM2 - 1);
 +      }
 +      
 +      ScoreRules_ctf();
 +}
 +
 +void ctf_Initialize()
 +{
 +      ctf_captimerecord = stof(db_get(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time")));
 +
 +      ctf_captureshield_min_negscore = autocvar_g_ctf_shield_min_negscore;
 +      ctf_captureshield_max_ratio = autocvar_g_ctf_shield_max_ratio;
 +      ctf_captureshield_force = autocvar_g_ctf_shield_force;
 +
 +      g_ctf_win_mode = cvar("g_ctf_win_mode");
 +      
 +      InitializeEntity(world, ctf_DelayedInit, INITPRIO_GAMETYPE);
 +}
 +
 +
 +MUTATOR_DEFINITION(gamemode_ctf)
 +{
 +      MUTATOR_HOOK(MakePlayerObserver, ctf_RemovePlayer, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(ClientDisconnect, ctf_RemovePlayer, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(PlayerDies, ctf_RemovePlayer, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(GiveFragsForKill, ctf_GiveFragsForKill, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(PlayerPreThink, ctf_PlayerPreThink, CBC_ORDER_ANY);
 +      MUTATOR_HOOK(PlayerDamage_Calculate, ctf_PlayerDamage, CBC_ORDER_ANY);
++      MUTATOR_HOOK(PlayerUseKey, ctf_PlayerUseKey, CBC_ORDER_ANY);
 +      //MUTATOR_HOOK(PlayerPowerups, ctf_PlayerPowerups, CBC_ORDER_ANY);
 +
 +      MUTATOR_ONADD
 +      {
 +              if(time > 1) // game loads at time 1
 +                      error("This is a game type and it cannot be added at runtime.");
 +              g_ctf = 1;
 +              ctf_Initialize();
 +      }
 +
 +      MUTATOR_ONREMOVE
 +      {
 +              g_ctf = 0;
 +              error("This is a game type and it cannot be removed at runtime.");
 +      }
 +
 +      return 0;
 +}
Simple merge
Simple merge
Simple merge
Simple merge
index 7cc2949f6d90413957bb270bd598b4264597bfc6,d9d77b5f5211957f539c4ee41b1057beec0980a4..2aeab39500c3448be59540076eb9349d4a9a6349
- 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;
      }
  }