1 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
2 void vehicles_return();
3 void vehicles_clearrturn();
6 .entity AuxiliaryXhair[MAX_AXH];
8 float SendAuxiliaryXhair(entity to, float sf)
11 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
13 WriteByte(MSG_ENTITY, self.cnt);
15 WriteCoord(MSG_ENTITY, self.origin_x);
16 WriteCoord(MSG_ENTITY, self.origin_y);
17 WriteCoord(MSG_ENTITY, self.origin_z);
19 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
20 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
21 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
26 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
30 axh_id = bound(0, axh_id, MAX_AXH);
31 axh = own.AuxiliaryXhair[axh_id];
33 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
37 axh.drawonlytoclient = own;
39 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
45 own.AuxiliaryXhair[axh_id] = axh;
49 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
50 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
51 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
55 WriteByte(MSG_ONE, SVC_TEMPENTITY);
56 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
58 WriteByte(MSG_ONE, axh_id);
60 WriteCoord(MSG_ONE, loc_x);
61 WriteCoord(MSG_ONE, loc_y);
62 WriteCoord(MSG_ONE, loc_z);
64 WriteByte(MSG_ONE, rint(clr_x * 255));
65 WriteByte(MSG_ONE, rint(clr_y * 255));
66 WriteByte(MSG_ONE, rint(clr_z * 255));
71 void CSQCVehicleSetup(entity own, float vehicle_id)
75 WriteByte(MSG_ONE, SVC_TEMPENTITY);
76 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
77 WriteByte(MSG_ONE, vehicle_id);
83 void vehicles_locktarget2(float incr, float decr, float _lock_time)
85 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
86 self.lock_target = world;
88 if(trace_ent != world)
90 if(teams_matter && trace_ent.team == self.team)
93 if(trace_ent.deadflag != DEAD_NO)
96 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
100 if(self.lock_time > time)
103 /*if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
104 self.lock_strength = min(self.lock_strength - decr, 1);
105 else if(trace_ent.deadflag != DEAD_NO)
106 self.lock_strength = min(self.lock_strength - decr, 1);*/
108 if(self.lock_target == world && trace_ent != world)
109 self.lock_target = trace_ent;
111 // Have a locking target
112 // Trace hit current target
113 if(trace_ent == self.lock_target && trace_ent != world)
115 self.lock_strength = min(self.lock_strength + incr, 1);
116 if(self.lock_strength == 1)
117 self.lock_time = time + _lock_time;
121 self.lock_strength = max(self.lock_strength - decr, 0);
123 if(self.lock_strength == 0)
124 self.lock_target = world;
129 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
130 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
132 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
133 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
134 if(trace_fraction != 1) \
135 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
137 float force_fromtag_power;
138 float force_fromtag_normpower;
139 vector force_fromtag_origin;
140 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
142 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
143 v_forward = normalize(v_forward) * -1;
144 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
146 force_fromtag_power = (1 - trace_fraction) * max_power;
147 force_fromtag_normpower = force_fromtag_power / max_power;
149 return v_forward * force_fromtag_power;
152 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
155 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
156 v_forward = normalize(v_forward) * -1;
157 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
159 if(trace_fraction == 1.0)
161 force_fromtag_normpower = -0.25;
165 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
166 force_fromtag_normpower = force_fromtag_power / max_power;
168 return v_forward * force_fromtag_power;
171 void vehicles_enter();
172 void vehicles_touch()
177 // Colided with world?
180 // Apply velocity based self damage here
184 if(other.vehicle_flags & VHF_ISVEHICLE)
186 //other.velocity += self.velocity * (self.mass / other.mass);
191 if(other.classname != "player")
194 if(other.deadflag != DEAD_NO)
197 if(other.vehicle != world)
200 // Remove this when bots know how to use vehicles.
201 if (clienttype(other) != CLIENTTYPE_REAL)
207 void vehicles_enter()
209 // Remove this when bots know how to use vehicles
210 if (clienttype(other) != CLIENTTYPE_REAL)
213 if(self.phase > time)
218 if(self.team != other.team)
222 self.switchweapon = other.switchweapon;
224 self.vehicle_hudmodel.viewmodelforclient = self.owner;
225 self.event_damage = vehicles_damage;
227 self.owner.angles = self.angles;
228 self.owner.takedamage = DAMAGE_NO;
229 self.owner.solid = SOLID_NOT;
230 self.owner.movetype = MOVETYPE_NOCLIP;
231 self.owner.alpha = -1;
232 self.owner.vehicle = self;
233 self.owner.event_damage = SUB_Null;
234 self.owner.view_ofs = '0 0 0';
235 self.colormap = self.owner.colormap;
237 self.tur_head.colormap = self.owner.colormap;
239 self.owner.hud = self.hud;
240 self.owner.PlayerPhysplug = self.PlayerPhysplug;
242 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
243 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
244 self.owner.vehicle_reload1 = self.vehicle_reload1;
245 self.owner.vehicle_reload2 = self.vehicle_reload2;
247 other.flags &~= FL_ONGROUND;
248 self.flags &~= FL_ONGROUND;
250 self.team = self.owner.team;
251 self.flags -= FL_NOTARGET;
254 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
255 WriteEntity(MSG_ONE, self.vehicle_viewport);
257 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
260 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
261 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
262 WriteAngle(MSG_ONE, 0); // roll
266 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
267 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
268 WriteAngle(MSG_ONE, self.angles_y); // yaw
269 WriteAngle(MSG_ONE, 0); // roll
272 vehicles_clearrturn();
274 CSQCVehicleSetup(self.owner, self.hud);
276 if(self.vehicle_enter)
277 self.vehicle_enter();
280 void vehicles_exit(float eject)
282 self.flags |= FL_NOTARGET;
286 msg_entity = self.owner;
287 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
288 WriteEntity( MSG_ONE, self.owner);
290 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
291 WriteAngle(MSG_ONE, 0); // tilt
292 WriteAngle(MSG_ONE, self.angles_y); // yaw
293 WriteAngle(MSG_ONE, 0); // roll
295 setsize(self.owner, PL_MIN,PL_MAX);
297 self.owner.takedamage = DAMAGE_AIM;
298 self.owner.solid = SOLID_SLIDEBOX;
299 self.owner.movetype = MOVETYPE_WALK;
300 self.owner.effects &~= EF_NODRAW;
301 self.owner.alpha = 1;
302 self.owner.PlayerPhysplug = SUB_Null;
303 self.owner.vehicle = world;
304 self.owner.view_ofs = PL_VIEW_OFS;
305 self.owner.event_damage = PlayerDamage;
306 self.owner.hud = HUD_NORMAL;
307 self.owner.switchweapon = self.switchweapon;
310 self.vehicle_hudmodel.viewmodelforclient = self;
311 self.tur_head.nodrawtoclient = self;
313 self.phase = time + 1;
318 if(self.vehicle_exit)
319 self.vehicle_exit(eject);
325 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
327 if(self.regen_field < field_max)
328 if(self.timer + rpause < time)
330 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
333 self.owner.regen_field = self.regen_field / field_max;
337 void shieldhit_think()
347 self.nextthink = time + 0.1;
351 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
355 self.dmg_time = time;
357 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
359 if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
361 self.tur_head.enemy = spawn();
362 self.tur_head.enemy.effects = EF_LOWPRECISION;
365 setmodel(self.tur_head.enemy, "models/vhshield.md3");
366 setattachment(self.tur_head.enemy, self, "");
368 self.tur_head.enemy.colormod = '1 1 1';
369 self.tur_head.enemy.alpha = 0.45;
370 self.tur_head.enemy.scale = 256 / vlen(self.maxs - self.mins);
371 self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
372 self.tur_head.enemy.think = shieldhit_think;
373 self.tur_head.enemy.nextthink = time;
375 self.vehicle_shield -= damage;
376 if(self.vehicle_shield < 0)
378 self.tur_head.enemy.colormod = '2 0 0';
379 ddmg_take = fabs(self.vehicle_shield);
380 self.vehicle_shield = 0;
381 self.tur_head.enemy.alpha = 0.75;
382 self.vehicle_health -= ddmg_take;
386 self.vehicle_health -= damage;
388 if(self.vehicle_health <= 0)
391 if(self.vehicle_flags & VHF_DEATHEJECT)
392 vehicles_exit(VHEF_EJECT);
394 vehicles_exit(VHEF_RELESE);
400 void vehicles_return()
402 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
403 self.enemy.think = self.use;
404 self.enemy.nextthink = time;
408 void vehicles_clearrturn()
411 // Remove "return helper", if any.
412 ret = findchain(classname, "vehicle_return");
415 if(ret.enemy == self)
417 ret.think = SUB_Remove;
418 ret.nextthink = time + 0.1;
425 void vehicles_setreturn(float retime, void() respawn_proc)
427 vehicles_clearrturn();
429 if (self.deadflag == DEAD_NO)
434 ret.classname = "vehicle_return";
436 ret.think = vehicles_return;
437 ret.nextthink = time + retime;
438 ret.use = respawn_proc;
442 float vehicles_customizeentityforclient()
444 if(self.deadflag == DEAD_DEAD)
450 void vehicles_configcheck(string configname, float check_cvar)
453 localcmd(strcat("exec ", configname, "\n"));
456 void vehicles_reset_colors()
459 float _effects, _colormap;
460 vector _glowmod, _colormod;
462 if(autocvar_g_nodepthtestplayers)
463 _effects = EF_NODEPTHTEST;
465 if(autocvar_g_fullbrightplayers)
466 _effects |= EF_FULLBRIGHT;
469 _colormap = 1024 + (self.team - 1) * 17;
476 // Find all ents attacked to main model and setup effects, colormod etc.
477 e = findchainentity(tag_entity, self);
480 e.effects = _effects;
481 e.colormod = _colormod;
482 e.colormap = _colormap;
488 self.effects = _effects;
489 self.colormod = _colormod;
490 self.colormap = _colormap;
493 self.avelocity = '0 0 0';
494 self.velocity = '0 0 0';
498 float vehicle_initialize(string net_name,
512 void(float extflag) exitfunc,
516 addstat(STAT_HUD, AS_INT, hud);
517 addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
518 addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
519 addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
521 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
522 addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
524 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
525 addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
529 error("vehicles: missing bodymodel!");
532 error("vehicles: missing hudmodel!");
535 self.netname = self.classname;
537 self.netname = net_name;
539 if(self.team && !teams_matter)
542 self.vehicle_flags |= VHF_ISVEHICLE;
544 setmodel(self, bodymodel);
546 self.vehicle_viewport = spawn();
547 self.vehicle_hudmodel = spawn();
548 self.tur_head = spawn();
549 self.tur_head.owner = self;
550 self.takedamage = DAMAGE_AIM;
551 self.bot_attack = TRUE;
552 self.iscreature = TRUE;
555 self.customizeentityforclient = vehicles_customizeentityforclient;
556 self.vehicle_die = dieproc;
557 self.vehicle_exit = exitfunc;
558 self.vehicle_enter = enterproc;
559 self.PlayerPhysplug = physproc;
560 self.event_damage = vehicles_damage;
561 self.touch = vehicles_touch;
562 self.think = spawnproc;
563 self.nextthink = time;
565 if(autocvar_g_nodepthtestplayers)
566 self.effects = self.effects | EF_NODEPTHTEST;
568 if(autocvar_g_fullbrightplayers)
569 self.effects = self.effects | EF_FULLBRIGHT;
571 setmodel(self.vehicle_hudmodel, hudmodel);
572 setmodel(self.vehicle_viewport, "null");
576 setmodel(self.tur_head, topmodel);
577 setattachment(self.tur_head, self, toptag);
578 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
579 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
583 setattachment(self.tur_head, self, "");
584 setattachment(self.vehicle_hudmodel, self, hudtag);
585 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
588 setsize(self, min_s, max_s);
591 setorigin(self, self.origin);
592 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
593 setorigin(self, trace_endpos);
596 self.pos1 = self.origin;
597 self.pos2 = self.angles;
605 self.vehicle_exit = self.vehicle_exit;
606 self.vehicle_enter = self.vehicle_exit;
607 self.vehicle_die = self.vehicle_exit;
608 self.vehicle_spawn = self.vehicle_exit;
609 self.AuxiliaryXhair = self.AuxiliaryXhair;
610 //self.vehicle_message = self.vehicle_exit;