1 #include "sv_vehicles.qh"
3 bool SendAuxiliaryXhair(entity this, entity to, int sf)
5 WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
6 WriteByte(MSG_ENTITY, sf);
8 WriteByte(MSG_ENTITY, this.cnt);
12 WriteCoord(MSG_ENTITY, this.origin_x);
13 WriteCoord(MSG_ENTITY, this.origin_y);
14 WriteCoord(MSG_ENTITY, this.origin_z);
19 WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
20 WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
21 WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
27 bool AuxiliaryXhair_customize(entity this, entity client)
29 //entity e = WaypointSprite_getviewentity(client);
30 entity axh = client.(AuxiliaryXhair[this.cnt]);
31 return axh.owner == this.owner; // cheaply check if the client's axh owner is the same as our real owner
34 .vector axh_prevorigin;
35 .vector axh_prevcolors;
37 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
39 if(!IS_REAL_CLIENT(own))
42 axh_id = bound(0, axh_id, MAX_AXH);
43 entity axh = own.(AuxiliaryXhair[axh_id]);
45 if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
47 axh = new(auxiliary_xhair);
49 //axh.drawonlytoclient = own; // not spectatable
50 setcefc(axh, AuxiliaryXhair_customize);
52 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
55 if(loc != axh.axh_prevorigin)
61 if(clr != axh.axh_prevcolors)
67 own.(AuxiliaryXhair[axh_id]) = axh; // set it anyway...?
70 void CSQCVehicleSetup(entity own, int vehicle_id)
72 if(!IS_REAL_CLIENT(own))
77 WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
78 WriteByte(MSG_ONE, vehicle_id);
80 if(vehicle_id == 0 || vehicle_id == HUD_NORMAL)
82 for(int i = 0; i < MAX_AXH; ++i)
84 entity axh = own.(AuxiliaryXhair[i]);
85 own.(AuxiliaryXhair[i]) = NULL;
87 if(axh.owner == own && axh != NULL && !wasfreed(axh))
93 void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
95 if(this.lock_target && IS_DEAD(this.lock_target))
97 this.lock_target = NULL;
98 this.lock_strength = 0;
102 if(this.lock_time > time)
105 if(this.lock_soundtime < time)
107 this.lock_soundtime = time + 0.5;
108 play2(this.owner, "vehicles/locked.wav");
114 if(trace_ent != NULL)
116 if(SAME_TEAM(trace_ent, this))
119 if(IS_DEAD(trace_ent))
122 if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
125 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
126 trace_ent = NULL; // invisible
129 if(this.lock_target == NULL && trace_ent != NULL)
130 this.lock_target = trace_ent;
132 if(this.lock_target && trace_ent == this.lock_target)
134 if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
136 play2(this.owner, "vehicles/lock.wav");
137 this.lock_soundtime = time + 0.8;
139 else if (this.lock_strength != 1 && this.lock_soundtime < time)
141 play2(this.owner, "vehicles/locking.wav");
142 this.lock_soundtime = time + 0.3;
146 // Have a locking target
147 // Trace hit current target
148 if(trace_ent == this.lock_target && trace_ent != NULL)
150 this.lock_strength = min(this.lock_strength + incr, 1);
151 if(this.lock_strength == 1)
152 this.lock_time = time + _lock_time;
157 this.lock_strength = max(this.lock_strength - decr * 2, 0);
159 this.lock_strength = max(this.lock_strength - decr, 0);
161 if(this.lock_strength == 0)
162 this.lock_target = NULL;
166 float vehicle_altitude(entity this, float amax)
168 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
169 return vlen(this.origin - trace_endpos);
172 vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
174 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
175 v_forward = normalize(v_forward) * -1;
176 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
178 force_fromtag_power = (1 - trace_fraction) * max_power;
179 force_fromtag_normpower = force_fromtag_power / max_power;
181 return v_forward * force_fromtag_power;
184 vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
186 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
187 v_forward = normalize(v_forward) * -1;
188 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
190 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
191 if(trace_fraction == 1.0)
193 force_fromtag_normpower = -0.25;
197 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
198 force_fromtag_normpower = force_fromtag_power / max_power;
200 return v_forward * force_fromtag_power;
203 // projectile handling
204 void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
206 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
207 if(inflictor.owner == this.owner)
210 this.health -= damage;
211 this.velocity += force;
214 this.takedamage = DAMAGE_NO;
215 this.event_damage = func_null;
216 setthink(this, adaptor_think2use);
217 this.nextthink = time;
221 void vehicles_projectile_explode(entity this, entity toucher)
223 if(this.owner && toucher != NULL)
225 if(toucher == this.owner.vehicle)
228 if(toucher == this.owner.vehicle.tur_head)
232 PROJECTILE_TOUCH(this, toucher);
234 this.event_damage = func_null;
235 RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
240 void vehicles_projectile_explode_think(entity this)
242 vehicles_projectile_explode(this, NULL);
245 void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
247 vehicles_projectile_explode(this, trigger);
250 entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
251 vector _org, vector _vel,
252 float _dmg, float _radi, float _force, float _size,
253 int _deahtype, float _projtype, float _health,
254 bool _cull, bool _clianim, entity _owner)
256 TC(Sound, _mzlsound);
261 PROJECTILE_MAKETRIGGER(proj);
262 setorigin(proj, _org);
264 proj.shot_dmg = _dmg;
265 proj.shot_radius = _radi;
266 proj.shot_force = _force;
267 proj.totalfrags = _deahtype;
268 proj.solid = SOLID_BBOX;
269 set_movetype(proj, MOVETYPE_FLYMISSILE);
270 proj.flags = FL_PROJECTILE;
271 IL_PUSH(g_projectiles, proj);
272 IL_PUSH(g_bot_dodge, proj);
273 proj.bot_dodge = true;
274 proj.bot_dodgerating = _dmg;
275 proj.velocity = _vel;
276 settouch(proj, vehicles_projectile_explode);
277 proj.use = vehicles_projectile_explode_use;
279 proj.realowner = _owner;
280 setthink(proj, SUB_Remove);
281 proj.nextthink = time + 30;
285 proj.takedamage = DAMAGE_AIM;
286 proj.event_damage = vehicles_projectile_damage;
287 proj.health = _health;
290 proj.flags |= FL_NOTARGET;
292 if(_mzlsound != SND_Null)
293 sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
296 Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
298 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
300 CSQCProjectile(proj, _clianim, _projtype, _cull);
305 void vehicles_gib_explode(entity this)
307 sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
308 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
309 Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
313 void vehicles_gib_touch(entity this, entity toucher)
315 vehicles_gib_explode(this);
318 void vehicles_gib_think(entity this)
324 this.nextthink = time + 0.1;
327 entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
329 entity _gib = spawn();
330 _setmodel(_gib, _template.model);
331 vector org = gettaginfo(this, gettagindex(this, _tag));
332 setorigin(_gib, org);
333 _gib.velocity = _vel;
334 set_movetype(_gib, MOVETYPE_TOSS);
335 _gib.solid = SOLID_CORPSE;
336 _gib.colormod = '-0.5 -0.5 -0.5';
337 _gib.effects = EF_LOWPRECISION;
338 _gib.avelocity = _rot;
341 _gib.effects |= EF_FLAME;
345 setthink(_gib, vehicles_gib_explode);
346 _gib.nextthink = time + random() * _explode;
347 settouch(_gib, vehicles_gib_touch);
351 _gib.cnt = time + _maxtime;
352 setthink(_gib, vehicles_gib_think);
353 _gib.nextthink = time + _maxtime - 1;
359 bool vehicle_addplayerslot( entity _owner,
363 bool(entity,float) _framefunc,
364 void(entity,bool) _exitfunc, float(entity, entity) _enterfunc)
366 if(!(_owner.vehicle_flags & VHF_MULTISLOT))
367 _owner.vehicle_flags |= VHF_MULTISLOT;
369 _slot.PlayerPhysplug = _framefunc;
370 _slot.vehicle_exit = _exitfunc;
371 _slot.vehicle_enter = _enterfunc;
373 _slot.vehicle_flags = VHF_PLAYERSLOT;
374 _slot.vehicle_viewport = spawn();
375 _slot.vehicle_hudmodel = spawn();
376 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
377 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
379 setmodel(_slot.vehicle_hudmodel, _hud_model);
380 setmodel(_slot.vehicle_viewport, MDL_Null);
382 setattachment(_slot.vehicle_hudmodel, _slot, "");
383 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
388 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
389 float _pichlimit_min, float _pichlimit_max,
390 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
394 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
395 vtmp = vectoangles(normalize(_target - vtag));
396 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
397 vtmp = AnglesTransform_Normalize(vtmp, true);
398 ftmp = _aimspeed * frametime;
399 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
400 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
401 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
402 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
406 void vehicles_reset_colors(entity this)
409 const vector cmod = '0 0 0';
410 if(this.team && teamplay)
411 cmap = 1024 + (this.team - 1) * 17;
414 if(autocvar_g_nodepthtestplayers)
415 eff |= EF_NODEPTHTEST;
416 if(autocvar_g_fullbrightplayers)
417 eff |= EF_FULLBRIGHT;
419 // Find all ents attacked to main model and setup effects, colormod etc.
420 FOREACH_ENTITY_ENT(tag_entity, this,
422 if(it != this.vehicle_shieldent)
431 // Also check head tags
432 FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
434 if(it != this.vehicle_shieldent)
443 this.vehicle_hudmodel.effects = this.effects = eff; // | EF_LOWPRECISION;
444 this.vehicle_hudmodel.colormod = this.colormod = cmod;
445 this.vehicle_hudmodel.colormap = this.colormap = cmap;
446 this.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
449 this.avelocity = '0 0 0';
450 this.velocity = '0 0 0';
454 void vehicles_clearreturn(entity veh)
456 // Remove "return helper" entities, if any.
457 IL_EACH(g_vehicle_returners, it.wp00 == veh,
460 setthink(it, SUB_Remove);
461 it.nextthink = time + 0.1;
462 IL_REMOVE(g_vehicle_returners, it);
464 if(it.waypointsprite_attached)
465 WaypointSprite_Kill(it.waypointsprite_attached);
469 void vehicles_spawn(entity this);
470 void vehicles_return(entity this)
472 Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
474 setthink(this.wp00, vehicles_spawn);
475 this.wp00.nextthink = time;
477 if(this.waypointsprite_attached)
478 WaypointSprite_Kill(this.waypointsprite_attached);
483 void vehicles_showwp_goaway(entity this)
485 if(this.waypointsprite_attached)
486 WaypointSprite_Kill(this.waypointsprite_attached);
491 void vehicles_showwp(entity this)
497 setthink(ent, vehicles_return);
498 ent.nextthink = ent.cnt;
502 setthink(ent, vehicles_return);
503 ent.nextthink = time + 1;
506 ent.team = this.wp00.team;
507 ent.wp00 = this.wp00;
508 setorigin(ent, this.wp00.pos1);
510 ent.nextthink = time + 5;
511 setthink(ent, vehicles_showwp_goaway);
515 if(teamplay && ent.team)
516 rgb = Team_ColorRGB(ent.team);
519 entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
521 if(ent.waypointsprite_attached)
523 WaypointSprite_UpdateRule(ent.waypointsprite_attached, ent.wp00.team, SPRITERULE_DEFAULT);
525 WaypointSprite_UpdateBuildFinished(ent.waypointsprite_attached, ent.nextthink);
526 WaypointSprite_Ping(ent.waypointsprite_attached);
530 void vehicles_setreturn(entity veh)
532 vehicles_clearreturn(veh);
534 entity ret = new(vehicle_return);
535 IL_PUSH(g_vehicle_returners, ret);
538 setthink(ret, vehicles_showwp);
542 ret.cnt = time + veh.respawntime;
543 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
547 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
550 setorigin(ret, veh.pos1 + '0 0 96');
553 void vehicle_use(entity this, entity actor, entity trigger)
555 LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname);
557 this.tur_head.team = actor.team;
559 if(this.tur_head.team == 0)
560 this.active = ACTIVE_NOT;
562 this.active = ACTIVE_ACTIVE;
564 if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !game_stopped)
566 LOG_DEBUG("Respawning vehicle: ", this.netname);
567 if(this.effects & EF_NODRAW)
569 setthink(this, vehicles_spawn);
570 this.nextthink = time + 3;
574 vehicles_setreturn(this);
575 vehicles_reset_colors(this);
580 void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
582 if(this.(regen_field) < field_max)
583 if(timer + rpause < time)
586 regen = regen * (this.vehicle_health / this.max_health);
588 this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
591 this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
595 void shieldhit_think(entity this)
600 // setmodel(this, MDL_Null);
602 this.effects |= EF_NODRAW;
606 this.nextthink = time + 0.1;
610 void vehicles_painframe(entity this)
612 int myhealth = ((this.owner) ? this.owner.vehicle_health : ((this.vehicle_health / this.max_health) * 100));
615 if(this.pain_frame < time)
617 float _ftmp = myhealth / 50;
618 this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
619 Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
621 if(this.vehicle_flags & VHF_DMGSHAKE)
622 this.velocity += randomvec() * 30;
624 if(this.vehicle_flags & VHF_DMGROLL)
625 if(this.vehicle_flags & VHF_DMGHEADROLL)
626 this.tur_head.angles += randomvec();
628 this.angles += randomvec();
632 void vehicles_frame(entity this, entity actor)
634 vehicles_painframe(this);
637 void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
639 this.dmg_time = time;
642 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
643 damage *= autocvar_g_vehicles_vortex_damagerate;
644 else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
645 damage *= autocvar_g_vehicles_machinegun_damagerate;
646 else if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
647 damage *= autocvar_g_vehicles_rifle_damagerate;
648 else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
649 damage *= autocvar_g_vehicles_vaporizer_damagerate;
650 else if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
651 damage *= autocvar_g_vehicles_tag_damagerate;
652 else if(DEATH_WEAPONOF(deathtype) != WEP_Null)
653 damage *= autocvar_g_vehicles_weapon_damagerate;
655 this.enemy = attacker;
657 this.pain_finished = time;
659 if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
661 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
663 this.vehicle_shieldent = spawn();
664 this.vehicle_shieldent.effects = EF_LOWPRECISION;
666 setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
667 setattachment(this.vehicle_shieldent, this, "");
668 setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
669 this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
670 setthink(this.vehicle_shieldent, shieldhit_think);
673 this.vehicle_shieldent.colormod = '1 1 1';
674 this.vehicle_shieldent.alpha = 0.45;
675 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
676 this.vehicle_shieldent.nextthink = time;
677 this.vehicle_shieldent.effects &= ~EF_NODRAW;
679 this.vehicle_shield -= damage;
681 if(this.vehicle_shield < 0)
683 this.vehicle_health -= fabs(this.vehicle_shield);
684 this.vehicle_shieldent.colormod = '2 0 0';
685 this.vehicle_shield = 0;
686 this.vehicle_shieldent.alpha = 0.75;
688 if(sound_allowed(MSG_BROADCAST, attacker))
689 spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
692 if(sound_allowed(MSG_BROADCAST, attacker))
693 spamsound (this, CH_PAIN, SND_ONS_ELECTRICITY_EXPLODE, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
698 this.vehicle_health -= damage;
700 if(sound_allowed(MSG_BROADCAST, attacker))
701 spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
704 if(this.damageforcescale < 1 && this.damageforcescale > 0)
705 this.velocity += force * this.damageforcescale;
707 this.velocity += force;
709 if(this.vehicle_health <= 0)
712 if(this.vehicle_flags & VHF_DEATHEJECT)
713 vehicles_exit(this, VHEF_EJECT);
715 vehicles_exit(this, VHEF_RELEASE);
718 antilag_clear(this, this);
720 Vehicle info = Vehicles_from(this.vehicleid);
721 info.vr_death(info, this);
722 vehicles_setreturn(this);
726 bool vehicles_crushable(entity e)
728 if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
737 void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
739 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
742 if(this.play_time < time)
744 float wc = vlen(this.velocity - this.oldvelocity);
745 //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
746 //dprint("vel: ", vtos(this.velocity), "\n");
749 float take = min(_speedfac * wc, _maxpain);
750 Damage (this, NULL, NULL, take, DEATH_FALL.m_id, this.origin, '0 0 0');
751 this.play_time = time + 0.25;
753 //dprint("wc: ", ftos(wc), "\n");
754 //dprint("take: ", ftos(take), "\n");
759 // vehicle enter/exit handling
760 vector vehicles_findgoodexit(entity this, entity player, vector prefer_spot)
762 // TODO: we actually want the player's size here
763 tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, player);
764 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
767 float mysize = 1.5 * vlen(this.maxs - this.mins);
769 vector v2 = 0.5 * (this.absmin + this.absmax);
770 for(int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
774 v = v2 + normalize(v) * mysize;
775 tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, player);
776 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
783 void vehicles_exit(entity vehic, bool eject)
785 entity player = vehic.owner;
787 if(vehicles_exit_running)
789 LOG_TRACE("^1vehicles_exit already running! this is not good...");
793 vehicles_exit_running = true;
795 // TODO: this was in an IS_CLIENT check, make sure it isn't actually needed!
796 if(vehic.vehicle_flags & VHF_PLAYERSLOT)
798 vehic.vehicle_exit(vehic, eject);
799 vehicles_exit_running = false;
805 if (IS_REAL_CLIENT(player))
808 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
809 WriteEntity( MSG_ONE, player);
811 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
812 WriteAngle(MSG_ONE, 0);
813 WriteAngle(MSG_ONE, vehic.angles_y);
814 WriteAngle(MSG_ONE, 0);
817 setsize(player, STAT(PL_MIN,player), STAT(PL_MAX, player));
819 player.takedamage = DAMAGE_AIM;
820 player.solid = SOLID_SLIDEBOX;
821 set_movetype(player, MOVETYPE_WALK);
822 player.effects &= ~EF_NODRAW;
823 player.teleportable = TELEPORT_NORMAL;
825 player.PlayerPhysplug = func_null;
826 player.vehicle = NULL;
827 player.view_ofs = STAT(PL_VIEW_OFS, player);
828 player.event_damage = PlayerDamage;
829 player.hud = HUD_NORMAL;
830 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
832 .entity weaponentity = weaponentities[slot];
833 player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon;
834 delete(vehic.(weaponentity)); // no longer needed
836 player.last_vehiclecheck = time + 3;
837 player.vehicle_enter_delay = time + 2;
839 CSQCVehicleSetup(player, HUD_NORMAL);
841 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
842 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
845 vehic.flags |= FL_NOTARGET;
848 vehic.avelocity = '0 0 0';
850 vehic.tur_head.nodrawtoclient = NULL;
855 WaypointSprite_Kill(vehic.wps_intruder);
857 MUTATOR_CALLHOOK(VehicleExit, player, vehic);
859 vehic.team = vehic.tur_head.team;
861 sound (vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
862 vehic.vehicle_hudmodel.viewmodelforclient = vehic;
863 vehic.phase = time + 1;
865 vehic.vehicle_exit(vehic, eject);
867 vehicles_setreturn(vehic);
868 vehicles_reset_colors(vehic);
871 CSQCMODEL_AUTOINIT(vehic);
874 player.oldorigin = player.origin; // player's location is set by the exit functions, so we need to do this after everything
876 vehicles_exit_running = false;
879 void vehicles_touch(entity this, entity toucher)
881 if(MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
884 // Vehicle currently in use
887 if(!forbidWeaponUse(this.owner))
889 if((this.origin_z + this.maxs_z) > (toucher.origin_z))
890 if(vehicles_crushable(toucher))
892 if(vdist(this.velocity, >=, 30))
893 Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
895 return; // Dont do selfdamage when hitting "soft targets".
898 if(this.play_time < time) {
899 Vehicle info = Vehicles_from(this.vehicleid);
900 info.vr_impact(info, this);
906 if(autocvar_g_vehicles_enter)
909 vehicles_enter(toucher, this);
912 bool vehicle_impulse(entity this, int imp)
914 entity v = this.vehicle;
915 if (!v) return false;
916 if (IS_DEAD(v)) return false;
917 bool(entity,int) f = v.vehicles_impulse;
918 if (f && f(this,imp)) return true;
921 case IMP_weapon_drop.impulse:
923 stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
930 void vehicles_enter(entity pl, entity veh)
932 // Remove this when bots know how to use vehicles
933 if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
937 || (veh.phase >= time)
938 || (pl.vehicle_enter_delay >= time)
939 || (STAT(FROZEN, pl))
944 Vehicle info = Vehicles_from(veh.vehicleid);
946 if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
947 if(veh.vehicle_flags & VHF_MULTISLOT)
948 if(veh.owner && SAME_TEAM(pl, veh))
950 // we don't need a return value or anything here
951 // if successful the owner check below will prevent anything weird
952 info.vr_gunner_enter(info, veh, pl);
956 return; // got here and didn't enter the gunner, return
960 if(DIFF_TEAM(pl, veh))
961 if(autocvar_g_vehicles_steal)
963 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
965 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
967 if (autocvar_g_vehicles_steal_show_waypoint) {
968 entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
969 wp.colormod = Team_ColorRGB(pl.team);
974 RemoveGrapplingHooks(pl);
976 veh.vehicle_ammo1 = 0;
977 veh.vehicle_ammo2 = 0;
978 veh.vehicle_reload1 = 0;
979 veh.vehicle_reload2 = 0;
980 veh.vehicle_energy = 0;
985 // .viewmodelforclient works better.
986 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
988 veh.vehicle_hudmodel.viewmodelforclient = pl;
991 pl.view_ofs = STAT(PL_VIEW_OFS, pl);
992 setsize (pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
994 veh.event_damage = vehicles_damage;
996 pl.items &= ~IT_USING_JETPACK;
997 pl.angles = veh.angles;
998 pl.takedamage = DAMAGE_NO;
999 pl.solid = SOLID_NOT;
1000 pl.disableclientprediction = 1; // physics is no longer run, so this won't be reset
1001 set_movetype(pl, MOVETYPE_NOCLIP);
1002 pl.teleportable = false;
1004 pl.event_damage = func_null;
1005 pl.view_ofs = '0 0 0';
1006 veh.colormap = pl.colormap;
1008 veh.tur_head.colormap = pl.colormap;
1009 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1011 .entity weaponentity = weaponentities[slot];
1012 veh.(weaponentity) = new(temp_wepent);
1013 veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon;
1015 pl.hud = veh.vehicleid;
1016 pl.PlayerPhysplug = veh.PlayerPhysplug;
1018 pl.vehicle_ammo1 = veh.vehicle_ammo1;
1019 pl.vehicle_ammo2 = veh.vehicle_ammo2;
1020 pl.vehicle_reload1 = veh.vehicle_reload1;
1021 pl.vehicle_reload2 = veh.vehicle_reload2;
1022 pl.vehicle_energy = veh.vehicle_energy;
1024 // Cant do this, hides attached objects too.
1025 //veh.exteriormodeltoclient = veh.owner;
1026 //veh.tur_head.exteriormodeltoclient = veh.owner;
1029 UNSET_ONGROUND(veh);
1032 veh.flags -= FL_NOTARGET;
1034 if (IS_REAL_CLIENT(pl))
1036 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1039 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
1040 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1042 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1045 WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1046 WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1047 WriteAngle(MSG_ONE, 0); // roll
1051 WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1052 WriteAngle(MSG_ONE, veh.angles_y); // yaw
1053 WriteAngle(MSG_ONE, 0); // roll
1057 vehicles_clearreturn(veh);
1059 CSQCVehicleSetup(pl, veh.vehicleid);
1061 MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1063 CSQCModel_UnlinkEntity(veh);
1064 info.vr_enter(info, veh);
1066 antilag_clear(pl, CS(pl));
1069 void vehicles_think(entity this)
1071 this.nextthink = time + autocvar_g_vehicles_thinkrate;
1074 this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
1076 Vehicle info = Vehicles_from(this.vehicleid);
1077 info.vr_think(info, this);
1079 vehicles_painframe(this);
1081 CSQCMODEL_AUTOUPDATE(this);
1084 void vehicles_reset(entity this)
1087 vehicles_exit(this, VHEF_RELEASE);
1089 vehicles_clearreturn(this);
1091 if(this.active != ACTIVE_NOT)
1092 vehicles_spawn(this);
1096 void vehicles_spawn(entity this)
1098 LOG_DEBUG("Spawning vehicle: ", this.classname);
1101 this.vehicle_hudmodel.viewmodelforclient = this;
1104 settouch(this, vehicles_touch);
1105 this.event_damage = vehicles_damage;
1106 this.reset = vehicles_reset;
1107 this.iscreature = true;
1108 this.teleportable = false; // no teleporting for vehicles, too buggy
1109 this.damagedbycontents = true;
1110 set_movetype(this, MOVETYPE_WALK);
1111 this.solid = SOLID_SLIDEBOX;
1112 this.takedamage = DAMAGE_AIM;
1113 this.deadflag = DEAD_NO;
1114 if(!this.bot_attack)
1115 IL_PUSH(g_bot_targets, this);
1116 this.bot_attack = true;
1117 this.flags = FL_NOTARGET;
1118 this.avelocity = '0 0 0';
1119 this.velocity = '0 0 0';
1120 setthink(this, vehicles_think);
1121 this.nextthink = time;
1124 this.lock_strength = 0;
1125 this.lock_target = NULL;
1126 this.misc_bulletcounter = 0;
1129 this.angles = this.pos2;
1130 setorigin(this, this.pos1);
1132 Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
1134 if(this.vehicle_controller)
1135 this.team = this.vehicle_controller.team;
1137 FOREACH_CLIENT(IS_PLAYER(it),
1139 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1141 .entity weaponentity = weaponentities[slot];
1142 if(it.(weaponentity).hook.aiment == this)
1143 RemoveHook(it.(weaponentity).hook);
1147 vehicles_reset_colors(this);
1149 Vehicle info = Vehicles_from(this.vehicleid);
1150 info.vr_spawn(info, this);
1152 CSQCMODEL_AUTOINIT(this);
1155 bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
1157 if(!autocvar_g_vehicles)
1165 info.vr_precache(info);
1166 IL_PUSH(g_vehicles, this);
1169 if(this.targetname && this.targetname != "")
1171 this.vehicle_controller = find(NULL, target, this.targetname);
1172 if(!this.vehicle_controller)
1174 LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname");
1175 this.active = ACTIVE_ACTIVE;
1179 this.team = this.vehicle_controller.team;
1180 this.use = vehicle_use;
1184 if(this.vehicle_controller.team == 0)
1185 this.active = ACTIVE_NOT;
1187 this.active = ACTIVE_ACTIVE;
1191 else { this.active = ACTIVE_ACTIVE; }
1193 if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
1196 if(this.mdl == "" || !this.mdl)
1197 _setmodel(this, info.model);
1199 _setmodel(this, this.mdl);
1201 this.vehicle_flags |= VHF_ISVEHICLE;
1203 this.vehicle_viewport = new(vehicle_viewport);
1204 this.vehicle_hudmodel = new(vehicle_hudmodel);
1205 this.tur_head = new(tur_head);
1206 this.tur_head.owner = this;
1207 this.takedamage = DAMAGE_NO;
1208 this.bot_attack = true;
1209 IL_PUSH(g_bot_targets, this);
1210 this.iscreature = true;
1211 this.teleportable = false; // no teleporting for vehicles, too buggy
1212 this.damagedbycontents = true;
1213 IL_PUSH(g_damagedbycontents, this);
1214 this.vehicleid = info.vehicleid;
1215 this.PlayerPhysplug = info.PlayerPhysplug;
1216 this.event_damage = func_null;
1217 settouch(this, vehicles_touch);
1218 setthink(this, vehicles_spawn);
1219 this.nextthink = time;
1220 this.effects = EF_NODRAW;
1221 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1223 if(autocvar_g_playerclip_collisions)
1224 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1226 if(autocvar_g_nodepthtestplayers)
1227 this.effects |= EF_NODEPTHTEST;
1229 if(autocvar_g_fullbrightplayers)
1230 this.effects |= EF_FULLBRIGHT;
1232 _setmodel(this.vehicle_hudmodel, info.hud_model);
1233 setmodel(this.vehicle_viewport, MDL_Null);
1235 if(info.head_model != "")
1237 _setmodel(this.tur_head, info.head_model);
1238 setattachment(this.tur_head, this, info.tag_head);
1239 setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
1240 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1244 setattachment(this.tur_head, this, "");
1245 setattachment(this.vehicle_hudmodel, this, info.tag_hud);
1246 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1249 setsize(this, info.mins, info.maxs);
1251 info.vr_setup(info, this);
1255 setorigin(this, this.origin);
1256 tracebox(this.origin + '0 0 100', info.mins, info.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1257 setorigin(this, trace_endpos);
1260 this.pos1 = this.origin;
1261 this.pos2 = this.angles;
1262 this.tur_head.team = this.team;
1264 if(this.active == ACTIVE_NOT)
1265 this.nextthink = 0; // wait until activated
1266 else if(autocvar_g_vehicles_delayspawn)
1267 this.nextthink = time + this.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1269 this.nextthink = time + game_starttime;
1271 if(MUTATOR_CALLHOOK(VehicleInit, this))