1 #include "sv_vehicles.qh"
4 bool vehicle_send(entity to, int sf)
6 WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
7 WriteByte(MSG_ENTITY, sf);
11 WriteByte(MSG_ENTITY, self.vehicleid);
21 // player handles the .vehicle stuff, we need only set ourselves up for driving
40 bool SendAuxiliaryXhair(entity this, entity to, int sf)
43 WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
45 WriteByte(MSG_ENTITY, this.cnt);
47 WriteCoord(MSG_ENTITY, this.origin_x);
48 WriteCoord(MSG_ENTITY, this.origin_y);
49 WriteCoord(MSG_ENTITY, this.origin_z);
51 WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
52 WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
53 WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
58 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
60 if(!IS_REAL_CLIENT(own))
65 axh_id = bound(0, axh_id, MAX_AXH);
66 axh = own.(AuxiliaryXhair[axh_id]);
68 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
72 axh.drawonlytoclient = own;
74 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
80 own.(AuxiliaryXhair[axh_id]) = axh;
83 void CSQCVehicleSetup(entity own, int vehicle_id)
85 if(!IS_REAL_CLIENT(own))
90 WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
91 WriteByte(MSG_ONE, vehicle_id);
94 void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
96 if(this.lock_target && IS_DEAD(this.lock_target))
98 this.lock_target = world;
99 this.lock_strength = 0;
103 if(this.lock_time > time)
106 if(this.lock_soundtime < time)
108 this.lock_soundtime = time + 0.5;
109 play2(this.owner, "vehicles/locked.wav");
115 if(trace_ent != world)
117 if(SAME_TEAM(trace_ent, this))
120 if(IS_DEAD(trace_ent))
123 if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
126 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
127 trace_ent = world; // invisible
130 if(this.lock_target == world && trace_ent != world)
131 this.lock_target = trace_ent;
133 if(this.lock_target && trace_ent == this.lock_target)
135 if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
137 play2(this.owner, "vehicles/lock.wav");
138 this.lock_soundtime = time + 0.8;
140 else if (this.lock_strength != 1 && this.lock_soundtime < time)
142 play2(this.owner, "vehicles/locking.wav");
143 this.lock_soundtime = time + 0.3;
147 // Have a locking target
148 // Trace hit current target
149 if(trace_ent == this.lock_target && trace_ent != world)
151 this.lock_strength = min(this.lock_strength + incr, 1);
152 if(this.lock_strength == 1)
153 this.lock_time = time + _lock_time;
158 this.lock_strength = max(this.lock_strength - decr * 2, 0);
160 this.lock_strength = max(this.lock_strength - decr, 0);
162 if(this.lock_strength == 0)
163 this.lock_target = world;
167 vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
169 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
170 v_forward = normalize(v_forward) * -1;
171 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
173 force_fromtag_power = (1 - trace_fraction) * max_power;
174 force_fromtag_normpower = force_fromtag_power / max_power;
176 return v_forward * force_fromtag_power;
179 vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
181 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
182 v_forward = normalize(v_forward) * -1;
183 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
185 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
186 if(trace_fraction == 1.0)
188 force_fromtag_normpower = -0.25;
192 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
193 force_fromtag_normpower = force_fromtag_power / max_power;
195 return v_forward * force_fromtag_power;
198 // projectile handling
199 void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
201 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
202 if(inflictor.owner == this.owner)
205 this.health -= damage;
206 this.velocity += force;
209 this.takedamage = DAMAGE_NO;
210 this.event_damage = func_null;
211 this.think = this.use;
212 this.nextthink = time;
216 void vehicles_projectile_explode()
218 if(self.owner && other != world)
220 if(other == self.owner.vehicle)
223 if(other == self.owner.vehicle.tur_head)
229 self.event_damage = func_null;
230 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
235 entity vehicles_projectile(string _mzlfx, string _mzlsound,
236 vector _org, vector _vel,
237 float _dmg, float _radi, float _force, float _size,
238 int _deahtype, float _projtype, float _health,
239 bool _cull, bool _clianim, entity _owner)
245 PROJECTILE_MAKETRIGGER(proj);
246 setorigin(proj, _org);
248 proj.shot_dmg = _dmg;
249 proj.shot_radius = _radi;
250 proj.shot_force = _force;
251 proj.totalfrags = _deahtype;
252 proj.solid = SOLID_BBOX;
253 proj.movetype = MOVETYPE_FLYMISSILE;
254 proj.flags = FL_PROJECTILE;
255 proj.bot_dodge = true;
256 proj.bot_dodgerating = _dmg;
257 proj.velocity = _vel;
258 proj.touch = vehicles_projectile_explode;
259 proj.use = vehicles_projectile_explode;
261 proj.realowner = _owner;
262 proj.think = SUB_Remove_self;
263 proj.nextthink = time + 30;
267 proj.takedamage = DAMAGE_AIM;
268 proj.event_damage = vehicles_projectile_damage;
269 proj.health = _health;
272 proj.flags = FL_PROJECTILE | FL_NOTARGET;
275 _sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
278 Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
280 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
282 CSQCProjectile(proj, _clianim, _projtype, _cull);
287 void vehicles_gib_explode()
289 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
290 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
291 Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
295 void vehicles_gib_think()
301 self.nextthink = time + 0.1;
304 entity vehicle_tossgib(entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
306 entity _gib = spawn();
307 _setmodel(_gib, _template.model);
308 vector org = gettaginfo(self, gettagindex(self, _tag));
309 setorigin(_gib, org);
310 _gib.velocity = _vel;
311 _gib.movetype = MOVETYPE_TOSS;
312 _gib.solid = SOLID_CORPSE;
313 _gib.colormod = '-0.5 -0.5 -0.5';
314 _gib.effects = EF_LOWPRECISION;
315 _gib.avelocity = _rot;
318 _gib.effects |= EF_FLAME;
322 _gib.think = vehicles_gib_explode;
323 _gib.nextthink = time + random() * _explode;
324 _gib.touch = vehicles_gib_explode;
328 _gib.cnt = time + _maxtime;
329 _gib.think = vehicles_gib_think;
330 _gib.nextthink = time + _maxtime - 1;
336 bool vehicle_addplayerslot( entity _owner,
341 void(bool) _exitfunc, float() _enterfunc)
343 if(!(_owner.vehicle_flags & VHF_MULTISLOT))
344 _owner.vehicle_flags |= VHF_MULTISLOT;
346 _slot.PlayerPhysplug = _framefunc;
347 _slot.vehicle_exit = _exitfunc;
348 _slot.vehicle_enter = _enterfunc;
350 _slot.vehicle_flags = VHF_PLAYERSLOT;
351 _slot.vehicle_viewport = spawn();
352 _slot.vehicle_hudmodel = spawn();
353 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
354 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
356 _setmodel(_slot.vehicle_hudmodel, _hud_model);
357 setmodel(_slot.vehicle_viewport, MDL_Null);
359 setattachment(_slot.vehicle_hudmodel, _slot, "");
360 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
365 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
366 float _pichlimit_min, float _pichlimit_max,
367 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
371 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
372 vtmp = vectoangles(normalize(_target - vtag));
373 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
374 vtmp = AnglesTransform_Normalize(vtmp, true);
375 ftmp = _aimspeed * frametime;
376 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
377 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
378 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
379 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
383 void vehicles_reset_colors()
386 float _effects = 0, _colormap;
387 vector _glowmod, _colormod;
389 if(autocvar_g_nodepthtestplayers)
390 _effects |= EF_NODEPTHTEST;
392 if(autocvar_g_fullbrightplayers)
393 _effects |= EF_FULLBRIGHT;
396 _colormap = 1024 + (self.team - 1) * 17;
403 // Find all ents attacked to main model and setup effects, colormod etc.
404 e = findchainentity(tag_entity, self);
407 if(e != self.vehicle_shieldent)
409 e.effects = _effects; // | EF_LOWPRECISION;
410 e.colormod = _colormod;
411 e.colormap = _colormap;
416 // Also check head tags
417 e = findchainentity(tag_entity, self.tur_head);
420 if(e != self.vehicle_shieldent)
422 e.effects = _effects; // | EF_LOWPRECISION;
423 e.colormod = _colormod;
424 e.colormap = _colormap;
430 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
431 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
432 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
433 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
436 self.avelocity = '0 0 0';
437 self.velocity = '0 0 0';
438 self.effects = _effects;
441 void vehicles_clearreturn(entity veh)
443 // Remove "return helper", if any.
444 for (entity ret = findchain(classname, "vehicle_return"); ret; ret = ret.chain)
449 ret.think = SUB_Remove_self;
450 ret.nextthink = time + 0.1;
452 if(ret.waypointsprite_attached)
453 WaypointSprite_Kill(ret.waypointsprite_attached);
460 void vehicles_spawn();
461 void vehicles_return()
463 Send_Effect(EFFECT_TELEPORT, self.wp00.origin + '0 0 64', '0 0 0', 1);
465 self.wp00.think = vehicles_spawn;
466 self.wp00.nextthink = time;
468 if(self.waypointsprite_attached)
469 WaypointSprite_Kill(self.waypointsprite_attached);
474 void vehicles_showwp_goaway()
476 if(self.waypointsprite_attached)
477 WaypointSprite_Kill(self.waypointsprite_attached);
483 void vehicles_showwp()
485 entity oldself = world;
490 self.think = vehicles_return;
491 self.nextthink = self.cnt;
495 self.think = vehicles_return;
496 self.nextthink = time +1;
500 setmodel(self, MDL_Null);
501 self.team = oldself.wp00.team;
502 self.wp00 = oldself.wp00;
503 setorigin(self, oldself.wp00.pos1);
505 self.nextthink = time + 5;
506 self.think = vehicles_showwp_goaway;
509 if(teamplay && self.team)
510 rgb = Team_ColorRGB(self.team);
513 entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Vehicle);
515 if(self.waypointsprite_attached)
517 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
519 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
520 WaypointSprite_Ping(self.waypointsprite_attached);
527 void vehicles_setreturn(entity veh)
531 vehicles_clearreturn(veh);
533 ret = new(vehicle_return);
536 ret.think = vehicles_showwp;
540 ret.cnt = time + veh.respawntime;
541 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
545 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
548 setmodel(ret, MDL_Null);
549 setorigin(ret, veh.pos1 + '0 0 96');
555 LOG_TRACE("vehicle ",self.netname, " used by ", activator.classname, "\n");
557 self.tur_head.team = activator.team;
559 if(self.tur_head.team == 0)
560 self.active = ACTIVE_NOT;
562 self.active = ACTIVE_ACTIVE;
564 if(self.active == ACTIVE_ACTIVE && !IS_DEAD(self) && !gameover)
566 LOG_TRACE("Respawning vehicle: ", self.netname, "\n");
567 if(self.effects & EF_NODRAW)
569 self.think = vehicles_spawn;
570 self.nextthink = time + 3;
574 vehicles_setreturn(self);
575 vehicles_reset_colors();
580 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
582 if(self.(regen_field) < field_max)
583 if(timer + rpause < time)
586 regen = regen * (self.vehicle_health / self.max_health);
588 self.(regen_field) = min(self.(regen_field) + regen * delta_time, field_max);
591 self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
595 void shieldhit_think()
600 // setmodel(self, MDL_Null);
602 self.effects |= EF_NODRAW;
606 self.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;
645 if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
646 damage *= autocvar_g_vehicles_machinegun_damagerate;
648 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
649 damage *= autocvar_g_vehicles_rifle_damagerate;
651 if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
652 damage *= autocvar_g_vehicles_vaporizer_damagerate;
654 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
655 damage *= autocvar_g_vehicles_tag_damagerate;
657 if(DEATH_WEAPONOF(deathtype) != WEP_Null)
658 damage *= autocvar_g_vehicles_weapon_damagerate;
660 this.enemy = attacker;
662 this.pain_finished = time;
664 if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
666 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
668 this.vehicle_shieldent = spawn();
669 this.vehicle_shieldent.effects = EF_LOWPRECISION;
671 setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
672 setattachment(this.vehicle_shieldent, this, "");
673 setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
674 this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
675 this.vehicle_shieldent.think = shieldhit_think;
678 this.vehicle_shieldent.colormod = '1 1 1';
679 this.vehicle_shieldent.alpha = 0.45;
680 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
681 this.vehicle_shieldent.nextthink = time;
682 this.vehicle_shieldent.effects &= ~EF_NODRAW;
684 this.vehicle_shield -= damage;
686 if(this.vehicle_shield < 0)
688 this.vehicle_health -= fabs(this.vehicle_shield);
689 this.vehicle_shieldent.colormod = '2 0 0';
690 this.vehicle_shield = 0;
691 this.vehicle_shieldent.alpha = 0.75;
693 if(sound_allowed(MSG_BROADCAST, attacker))
694 spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
697 if(sound_allowed(MSG_BROADCAST, attacker))
698 spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
703 this.vehicle_health -= damage;
705 if(sound_allowed(MSG_BROADCAST, attacker))
706 spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
709 if(this.damageforcescale < 1 && this.damageforcescale > 0)
710 this.velocity += force * this.damageforcescale;
712 this.velocity += force;
714 if(this.vehicle_health <= 0)
717 if(this.vehicle_flags & VHF_DEATHEJECT)
718 WITH(entity, self, this, vehicles_exit(VHEF_EJECT));
720 WITH(entity, self, this, vehicles_exit(VHEF_RELEASE));
725 Vehicle info = Vehicles_from(this.vehicleid);
726 info.vr_death(info, this);
727 vehicles_setreturn(this);
731 float vehicles_crushable(entity e)
733 if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
742 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
744 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
747 if(self.play_time < time)
749 float wc = vlen(self.velocity - self.oldvelocity);
750 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
751 //dprint("vel: ", vtos(self.velocity), "\n");
754 float take = min(_speedfac * wc, _maxpain);
755 Damage (self, world, world, take, DEATH_FALL.m_id, self.origin, '0 0 0');
756 self.play_time = time + 0.25;
758 //dprint("wc: ", ftos(wc), "\n");
759 //dprint("take: ", ftos(take), "\n");
764 // vehicle enter/exit handling
765 vector vehicles_findgoodexit(vector prefer_spot)
770 tracebox(self.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, self.owner);
771 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
774 mysize = 1.5 * vlen(self.maxs - self.mins);
777 v2 = 0.5 * (self.absmin + self.absmax);
778 for(i = 0; i < 100; ++i)
782 v = v2 + normalize(v) * mysize;
783 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, self.owner);
784 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
789 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
790 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
791 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
794 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
795 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
796 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
799 exitspot = (self.origin + '0 0 48') + v_right * mysize;
800 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
801 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
804 exitspot = (self.origin + '0 0 48') - v_right * mysize;
805 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
806 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
813 void vehicles_exit(bool eject)
818 if(vehicles_exit_running)
820 LOG_TRACE("^1vehicles_exit allready running! this is not good..\n");
824 vehicles_exit_running = true;
827 _vehicle = self.vehicle;
829 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
831 _vehicle.vehicle_exit(eject);
833 vehicles_exit_running = false;
840 _player = _vehicle.owner;
846 if (IS_REAL_CLIENT(_player))
848 msg_entity = _player;
849 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
850 WriteEntity( MSG_ONE, _player);
852 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
853 WriteAngle(MSG_ONE, 0);
854 WriteAngle(MSG_ONE, _vehicle.angles_y);
855 WriteAngle(MSG_ONE, 0);
858 setsize(_player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
860 _player.takedamage = DAMAGE_AIM;
861 _player.solid = SOLID_SLIDEBOX;
862 _player.movetype = MOVETYPE_WALK;
863 _player.effects &= ~EF_NODRAW;
864 _player.teleportable = TELEPORT_NORMAL;
866 _player.PlayerPhysplug = func_null;
867 _player.vehicle = world;
868 _player.view_ofs = STAT(PL_VIEW_OFS, NULL);
869 _player.event_damage = PlayerDamage;
870 _player.hud = HUD_NORMAL;
871 PS(_player).m_switchweapon = _vehicle.m_switchweapon;
872 _player.last_vehiclecheck = time + 3;
873 _player.vehicle_enter_delay = time + 2;
875 CSQCVehicleSetup(_player, HUD_NORMAL);
877 _vehicle.flags |= FL_NOTARGET;
879 if(!IS_DEAD(_vehicle))
880 _vehicle.avelocity = '0 0 0';
882 _vehicle.tur_head.nodrawtoclient = world;
887 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES);
888 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
890 WaypointSprite_Kill(_vehicle.wps_intruder);
892 MUTATOR_CALLHOOK(VehicleExit, _player, _vehicle);
894 _vehicle.team = _vehicle.tur_head.team;
896 sound (_vehicle, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
897 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
898 _vehicle.phase = time + 1;
900 _vehicle.vehicle_exit(eject);
902 vehicles_setreturn(_vehicle);
903 vehicles_reset_colors();
904 _vehicle.owner = world;
906 CSQCMODEL_AUTOINIT(self);
909 vehicles_exit_running = false;
912 void vehicles_touch()
914 if(MUTATOR_CALLHOOK(VehicleTouch, self, other))
917 // Vehicle currently in use
920 if(!forbidWeaponUse(self.owner))
922 if((self.origin_z + self.maxs_z) > (other.origin_z))
923 if(vehicles_crushable(other))
925 if(vdist(self.velocity, >=, 30))
926 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
928 return; // Dont do selfdamage when hitting "soft targets".
931 if(self.play_time < time) {
932 Vehicle info = Vehicles_from(self.vehicleid);
933 info.vr_impact(info, self);
939 if(autocvar_g_vehicles_enter)
942 vehicles_enter(other, self);
945 bool vehicle_impulse(entity this, int imp)
947 entity v = this.vehicle;
948 if (!v) return false;
949 if (IS_DEAD(v)) return false;
950 bool(int) f = v.vehicles_impulse;
951 if (f && f(imp)) return true;
954 case IMP_weapon_drop.impulse:
956 stuffcmd(self, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
963 void vehicles_enter(entity pl, entity veh)
965 // Remove this when bots know how to use vehicles
966 if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
970 || (veh.phase >= time)
971 || (pl.vehicle_enter_delay >= time)
972 || (STAT(FROZEN, pl))
977 if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
978 if(veh.vehicle_flags & VHF_MULTISLOT)
982 other = pl; // TODO: fix
985 if(time >= veh.gun1.phase)
986 if(veh.gun1.vehicle_enter)
987 if(veh.gun1.vehicle_enter())
994 if(time >= veh.gun2.phase)
995 if(veh.gun2.vehicle_enter)
996 if(veh.gun2.vehicle_enter())
1007 if(DIFF_TEAM(pl, veh))
1008 if(autocvar_g_vehicles_steal)
1010 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
1012 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
1014 if (autocvar_g_vehicles_steal_show_waypoint) {
1015 entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', world, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
1016 wp.colormod = Team_ColorRGB(pl.team);
1021 RemoveGrapplingHook(pl);
1023 veh.vehicle_ammo1 = 0;
1024 veh.vehicle_ammo2 = 0;
1025 veh.vehicle_reload1 = 0;
1026 veh.vehicle_reload2 = 0;
1027 veh.vehicle_energy = 0;
1032 // .viewmodelforclient works better.
1033 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
1035 veh.vehicle_hudmodel.viewmodelforclient = pl;
1037 tracebox(pl.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), pl.origin, false, pl);
1039 pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
1040 setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
1042 veh.event_damage = vehicles_damage;
1044 pl.angles = veh.angles;
1045 pl.takedamage = DAMAGE_NO;
1046 pl.solid = SOLID_NOT;
1047 pl.movetype = MOVETYPE_NOCLIP;
1048 pl.teleportable = false;
1050 pl.event_damage = func_null;
1051 pl.view_ofs = '0 0 0';
1052 veh.colormap = pl.colormap;
1054 veh.tur_head.colormap = pl.colormap;
1055 veh.m_switchweapon = PS(pl).m_switchweapon;
1056 pl.hud = veh.vehicleid;
1057 pl.PlayerPhysplug = veh.PlayerPhysplug;
1059 pl.vehicle_ammo1 = veh.vehicle_ammo1;
1060 pl.vehicle_ammo2 = veh.vehicle_ammo2;
1061 pl.vehicle_reload1 = veh.vehicle_reload1;
1062 pl.vehicle_reload2 = veh.vehicle_reload2;
1063 pl.vehicle_energy = veh.vehicle_energy;
1065 // Cant do this, hides attached objects too.
1066 //veh.exteriormodeltoclient = veh.owner;
1067 //veh.tur_head.exteriormodeltoclient = veh.owner;
1070 UNSET_ONGROUND(veh);
1073 veh.flags -= FL_NOTARGET;
1075 if (IS_REAL_CLIENT(pl))
1077 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1080 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
1081 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1083 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1086 WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1087 WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1088 WriteAngle(MSG_ONE, 0); // roll
1092 WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1093 WriteAngle(MSG_ONE, veh.angles_y); // yaw
1094 WriteAngle(MSG_ONE, 0); // roll
1098 vehicles_clearreturn(veh);
1100 CSQCVehicleSetup(pl, veh.vehicleid);
1102 MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1105 CSQCModel_UnlinkEntity(veh);
1106 Vehicle info = Vehicles_from(veh.vehicleid);
1107 info.vr_enter(info, veh);
1113 void vehicles_think()
1115 self.nextthink = time;
1118 self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
1120 Vehicle info = Vehicles_from(self.vehicleid);
1121 info.vr_think(info, self);
1123 vehicles_painframe(self);
1125 CSQCMODEL_AUTOUPDATE(self);
1129 void vehicles_spawn()
1131 LOG_TRACE("Spawning vehicle: ", self.classname, "\n");
1134 self.vehicle_hudmodel.viewmodelforclient = self;
1137 self.touch = vehicles_touch;
1138 self.event_damage = vehicles_damage;
1139 self.iscreature = true;
1140 self.teleportable = false; // no teleporting for vehicles, too buggy
1141 self.damagedbycontents = true;
1142 self.movetype = MOVETYPE_WALK;
1143 self.solid = SOLID_SLIDEBOX;
1144 self.takedamage = DAMAGE_AIM;
1145 self.deadflag = DEAD_NO;
1146 self.bot_attack = true;
1147 self.flags = FL_NOTARGET;
1148 self.avelocity = '0 0 0';
1149 self.velocity = '0 0 0';
1150 self.think = vehicles_think;
1151 self.nextthink = time;
1154 self.lock_strength = 0;
1155 self.lock_target = world;
1156 self.misc_bulletcounter = 0;
1159 self.angles = self.pos2;
1160 setorigin(self, self.pos1);
1162 Send_Effect(EFFECT_TELEPORT, self.origin + '0 0 64', '0 0 0', 1);
1164 if(self.vehicle_controller)
1165 self.team = self.vehicle_controller.team;
1167 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, RemoveGrapplingHook(it));
1169 vehicles_reset_colors();
1171 Vehicle info = Vehicles_from(self.vehicleid);
1172 info.vr_spawn(info, self);
1174 CSQCMODEL_AUTOINIT(self);
1177 bool vehicle_initialize(entity veh, bool nodrop)
1179 if(!autocvar_g_vehicles)
1186 Vehicle info = Vehicles_from(veh.vehicleid);
1187 info.vr_precache(info);
1190 if(self.targetname && self.targetname != "")
1192 self.vehicle_controller = find(world, target, self.targetname);
1193 if(!self.vehicle_controller)
1195 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1196 self.active = ACTIVE_ACTIVE;
1200 self.team = self.vehicle_controller.team;
1201 self.use = vehicle_use;
1205 if(self.vehicle_controller.team == 0)
1206 self.active = ACTIVE_NOT;
1208 self.active = ACTIVE_ACTIVE;
1212 else { self.active = ACTIVE_ACTIVE; }
1214 if(self.team && (!teamplay || !autocvar_g_vehicles_teams))
1217 if(self.mdl == "" || !self.mdl)
1218 _setmodel(self, veh.model);
1220 _setmodel(self, self.mdl);
1222 self.vehicle_flags |= VHF_ISVEHICLE;
1224 self.vehicle_viewport = new(vehicle_viewport);
1225 self.vehicle_hudmodel = new(vehicle_hudmodel);
1226 self.tur_head = new(tur_head);
1227 self.tur_head.owner = self;
1228 self.takedamage = DAMAGE_NO;
1229 self.bot_attack = true;
1230 self.iscreature = true;
1231 self.teleportable = false; // no teleporting for vehicles, too buggy
1232 self.damagedbycontents = true;
1233 self.vehicleid = veh.vehicleid;
1234 self.PlayerPhysplug = veh.PlayerPhysplug;
1235 self.event_damage = func_null;
1236 self.touch = vehicles_touch;
1237 self.think = vehicles_spawn;
1238 self.nextthink = time;
1239 self.effects = EF_NODRAW;
1240 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1242 if(autocvar_g_playerclip_collisions)
1243 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1245 if(autocvar_g_nodepthtestplayers)
1246 self.effects |= EF_NODEPTHTEST;
1248 if(autocvar_g_fullbrightplayers)
1249 self.effects |= EF_FULLBRIGHT;
1251 _setmodel(self.vehicle_hudmodel, veh.hud_model);
1252 setmodel(self.vehicle_viewport, MDL_Null);
1254 if(veh.head_model != "")
1256 _setmodel(self.tur_head, veh.head_model);
1257 setattachment(self.tur_head, self, veh.tag_head);
1258 setattachment(self.vehicle_hudmodel, self.tur_head, veh.tag_hud);
1259 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
1263 setattachment(self.tur_head, self, "");
1264 setattachment(self.vehicle_hudmodel, self, veh.tag_hud);
1265 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
1268 setsize(self, veh.mins, veh.maxs);
1272 setorigin(self, self.origin);
1273 tracebox(self.origin + '0 0 100', veh.mins, veh.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1274 setorigin(self, trace_endpos);
1277 self.pos1 = self.origin;
1278 self.pos2 = self.angles;
1279 self.tur_head.team = self.team;
1281 Vehicle info = Vehicles_from(veh.vehicleid);
1282 info.vr_setup(info, veh);
1284 if(self.active == ACTIVE_NOT)
1285 self.nextthink = 0; // wait until activated
1286 else if(autocvar_g_vehicles_delayspawn)
1287 self.nextthink = time + self.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1289 self.nextthink = time + game_starttime;
1291 if(MUTATOR_CALLHOOK(VehicleSpawn))