1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
4 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
5 void vehicles_return();
8 void vehicles_reset_colors();
9 void vehicles_clearrturn();
10 void vehicles_setreturn();
14 Send addictional points of interest to be drawn, to vehicle owner
17 .entity AuxiliaryXhair[MAX_AXH];
19 float SendAuxiliaryXhair(entity to, float sf)
22 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
24 WriteByte(MSG_ENTITY, self.cnt);
26 WriteCoord(MSG_ENTITY, self.origin_x);
27 WriteCoord(MSG_ENTITY, self.origin_y);
28 WriteCoord(MSG_ENTITY, self.origin_z);
30 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
31 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
32 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
37 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
41 axh_id = bound(0, axh_id, MAX_AXH);
42 axh = own.AuxiliaryXhair[axh_id];
44 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
48 axh.drawonlytoclient = own;
50 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
56 own.AuxiliaryXhair[axh_id] = axh;
60 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
61 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
62 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
66 WriteByte(MSG_ONE, SVC_TEMPENTITY);
67 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
69 WriteByte(MSG_ONE, axh_id);
71 WriteCoord(MSG_ONE, loc_x);
72 WriteCoord(MSG_ONE, loc_y);
73 WriteCoord(MSG_ONE, loc_z);
75 WriteByte(MSG_ONE, rint(clr_x * 255));
76 WriteByte(MSG_ONE, rint(clr_y * 255));
77 WriteByte(MSG_ONE, rint(clr_z * 255));
83 void CSQCVehicleSetup(entity own, float vehicle_id)
87 WriteByte(MSG_ONE, SVC_TEMPENTITY);
88 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
89 WriteByte(MSG_ONE, vehicle_id);
92 /** vehicles_locktarget
94 Generic target locking.
96 Figure out if what target is "locked" (if any), for missile tracking as such.
98 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
99 you have a locked in target.
101 Exspects a crosshair_trace() or equivalent to be
106 .float lock_strength;
108 void vehicles_locktarget(float incr, float decr, float _lock_time)
110 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
112 self.lock_target = world;
113 self.lock_strength = 0;
117 if(self.lock_time > time)
120 if(trace_ent != world)
122 if(teams_matter && trace_ent.team == self.team)
125 if(trace_ent.deadflag != DEAD_NO)
128 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
132 if(self.lock_target == world && trace_ent != world)
133 self.lock_target = trace_ent;
135 // Have a locking target
136 // Trace hit current target
137 if(trace_ent == self.lock_target && trace_ent != world)
139 self.lock_strength = min(self.lock_strength + incr, 1);
140 if(self.lock_strength == 1)
141 self.lock_time = time + _lock_time;
146 self.lock_strength = max(self.lock_strength - decr * 2, 0);
148 self.lock_strength = max(self.lock_strength - decr, 0);
150 if(self.lock_strength == 0)
151 self.lock_target = world;
155 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
156 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
158 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
159 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
160 if(trace_fraction != 1) \
161 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
163 // Hover movement support
164 float force_fromtag_power;
165 float force_fromtag_normpower;
166 vector force_fromtag_origin;
167 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
169 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
170 v_forward = normalize(v_forward) * -1;
171 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
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 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
180 // Can possibly be use to move abt any surface (inclusing walls/celings)
181 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
184 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
185 v_forward = normalize(v_forward) * -1;
186 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
188 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
189 if(trace_fraction == 1.0)
191 force_fromtag_normpower = -0.25;
195 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
196 force_fromtag_normpower = force_fromtag_power / max_power;
198 return v_forward * force_fromtag_power;
201 // Generic vehile projectile system
202 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
204 self.health -= damage;
205 self.velocity += force;
208 self.takedamage = DAMAGE_NO;
209 self.event_damage = SUB_Null;
210 self.think = self.use;
211 self.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 = SUB_Null;
230 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, 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 float _deahtype, float _projtype, float _health,
239 float _cull, float _clianim)
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 = self.owner;
262 proj.think = SUB_Remove;
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, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
278 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
281 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
283 CSQCProjectile(proj, _clianim, _projtype, _cull);
287 // End generic vehile projectile system
290 Exetuted for all vehiles on (re)spawn.
291 Sets defaults for newly spawned units.
293 void vehicles_spawn()
295 dprint("Spawning vehicle: ", self.netname, "\n");
298 self.vehicle_hudmodel.viewmodelforclient = self;
301 self.touch = vehicles_touch;
302 self.event_damage = vehicles_damage;
303 self.iscreature = TRUE;
304 self.movetype = MOVETYPE_WALK;
305 self.solid = SOLID_SLIDEBOX;
306 self.takedamage = DAMAGE_AIM;
307 self.deadflag = DEAD_NO;
308 self.bot_attack = TRUE;
309 self.flags = FL_NOTARGET;
310 self.avelocity = '0 0 0';
311 self.velocity = '0 0 0';
314 self.lock_strength = 0;
315 self.lock_target = world;
316 self.misc_bulletcounter = 0;
319 self.angles = self.pos2;
320 setorigin(self, self.pos1 + '0 0 128');
322 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
324 vehicles_reset_colors();
325 self.vehicle_spawn();
328 // Better way of determening whats crushable needed! (fl_crushable?)
329 float vehicles_crushable(entity e)
331 if(e.classname == "player")
334 if(e.classname == "monster_zombie")
340 void vehicles_touch()
342 // Vehicle currently in use
345 // Colided with world?
348 // Apply velocity based self damage here
352 if(other.vehicle_flags & VHF_ISVEHICLE)
354 //other.velocity += self.velocity * (self.mass / other.mass);
356 else if(vehicles_crushable(other))
358 if(vlen(self.velocity) != 0)
359 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);
365 if(other.classname != "player")
368 if(other.deadflag != DEAD_NO)
371 if(other.vehicle != world)
374 // Remove this when bots know how to use vehicles.
375 if (clienttype(other) != CLIENTTYPE_REAL)
381 void vehicles_enter()
383 // Remove this when bots know how to use vehicles
384 if (clienttype(other) != CLIENTTYPE_REAL)
387 if(self.phase > time)
392 if(self.team != other.team)
395 self.vehicle_ammo1 = 0;
396 self.vehicle_ammo2 = 0;
397 self.vehicle_reload1 = 0;
398 self.vehicle_reload2 = 0;
399 self.vehicle_energy = 0;
402 self.switchweapon = other.switchweapon;
404 // .viewmodelforclient works better.
405 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
407 #ifndef VEHICLES_CSQC
408 self.vehicle_hudmodel.viewmodelforclient = self.owner;
411 self.event_damage = vehicles_damage;
413 self.owner.angles = self.angles;
414 self.owner.takedamage = DAMAGE_NO;
415 self.owner.solid = SOLID_NOT;
416 self.owner.movetype = MOVETYPE_NOCLIP;
417 self.owner.alpha = -1;
418 self.owner.vehicle = self;
419 self.owner.event_damage = SUB_Null;
420 self.owner.view_ofs = '0 0 0';
421 self.colormap = self.owner.colormap;
423 self.tur_head.colormap = self.owner.colormap;
425 self.owner.hud = self.hud;
426 self.owner.PlayerPhysplug = self.PlayerPhysplug;
428 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
429 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
430 self.owner.vehicle_reload1 = self.vehicle_reload1;
431 self.owner.vehicle_reload2 = self.vehicle_reload2;
433 // Cant do this, hides attached objects too.
434 //self.exteriormodeltoclient = self.owner;
435 //self.tur_head.exteriormodeltoclient = self.owner;
437 other.flags &~= FL_ONGROUND;
438 self.flags &~= FL_ONGROUND;
440 self.team = self.owner.team;
441 self.flags -= FL_NOTARGET;
443 #ifndef VEHICLES_CSQC
445 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
446 WriteEntity(MSG_ONE, self.vehicle_viewport);
448 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
451 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
452 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
453 WriteAngle(MSG_ONE, 0); // roll
457 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
458 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
459 WriteAngle(MSG_ONE, self.angles_y); // yaw
460 WriteAngle(MSG_ONE, 0); // roll
465 vehicles_clearrturn();
467 CSQCVehicleSetup(self.owner, self.hud);
469 self.vehicle_enter();
472 void vehicles_exit(float eject)
474 self.flags |= FL_NOTARGET;
478 msg_entity = self.owner;
479 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
480 WriteEntity( MSG_ONE, self.owner);
482 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
483 WriteAngle(MSG_ONE, 0); // pich
484 WriteAngle(MSG_ONE, self.angles_y); // yaw
485 WriteAngle(MSG_ONE, 0); // roll
487 setsize(self.owner, PL_MIN,PL_MAX);
489 self.owner.takedamage = DAMAGE_AIM;
490 self.owner.solid = SOLID_SLIDEBOX;
491 self.owner.movetype = MOVETYPE_WALK;
492 self.owner.effects &~= EF_NODRAW;
493 self.owner.alpha = 1;
494 self.owner.PlayerPhysplug = SUB_Null;
495 self.owner.vehicle = world;
496 self.owner.view_ofs = PL_VIEW_OFS;
497 self.owner.event_damage = PlayerDamage;
498 self.owner.hud = HUD_NORMAL;
499 self.owner.switchweapon = self.switchweapon;
500 self.owner.BUTTON_USE = 0;
503 if(self.deadflag == DEAD_NO)
504 self.avelocity = '0 0 0';
506 self.vehicle_hudmodel.viewmodelforclient = self;
507 self.tur_head.nodrawtoclient = world;
508 vehicles_setreturn();
510 self.phase = time + 1;
515 self.vehicle_exit(eject);
520 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
522 if(self.regen_field < field_max)
523 if(self.timer + rpause < time)
525 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
528 self.owner.regen_field = (self.regen_field / field_max) * 100;
532 void shieldhit_think()
537 //setmodel(self, "");
542 self.nextthink = time + 0.1;
546 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
548 self.dmg_time = time;
550 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
552 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
554 self.vehicle_shieldent = spawn();
555 self.vehicle_shieldent.effects = EF_LOWPRECISION;
557 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
558 setattachment(self.vehicle_shieldent, self, "");
559 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
560 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
561 self.vehicle_shieldent.think = shieldhit_think;
565 self.vehicle_shieldent.colormod = '1 1 1';
566 self.vehicle_shieldent.alpha = 0.45;
567 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
568 self.vehicle_shieldent.nextthink = time;
570 self.vehicle_shield -= damage;
572 if(self.vehicle_shield < 0)
574 self.vehicle_shieldent.colormod = '2 0 0';
575 self.vehicle_shield = 0;
576 self.vehicle_shieldent.alpha = 0.75;
577 self.vehicle_health -= fabs(self.vehicle_shield);
581 self.vehicle_health -= damage;
583 self.velocity += force; // * (vlen(force) / self.mass);
585 if(self.vehicle_health <= 0)
588 if(self.vehicle_flags & VHF_DEATHEJECT)
589 vehicles_exit(VHEF_EJECT);
591 vehicles_exit(VHEF_RELESE);
594 vehicles_setreturn();
598 void vehicles_return()
600 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
602 self.enemy.think = vehicles_spawn;
603 self.enemy.nextthink = time;
608 void vehicles_clearrturn()
611 // Remove "return helper", if any.
612 ret = findchain(classname, "vehicle_return");
615 if(ret.enemy == self)
618 ret.think = SUB_Remove;
619 ret.nextthink = time + 0.1;
627 void vehicles_setreturn()
631 vehicles_clearrturn();
634 ret.classname = "vehicle_return";
636 ret.think = vehicles_return;
637 ret.nextthink = time + self.vehicle_respawntime;
640 float vehicles_customizeentityforclient()
642 if(self.deadflag == DEAD_DEAD)
648 void vehicles_configcheck(string configname, float check_cvar)
651 localcmd(strcat("exec ", configname, "\n"));
654 void vehicles_reset_colors()
657 float _effects, _colormap;
658 vector _glowmod, _colormod;
660 if(autocvar_g_nodepthtestplayers)
661 _effects = EF_NODEPTHTEST;
663 if(autocvar_g_fullbrightplayers)
664 _effects |= EF_FULLBRIGHT;
667 _colormap = 1024 + (self.team - 1) * 17;
674 // Find all ents attacked to main model and setup effects, colormod etc.
675 e = findchainentity(tag_entity, self);
678 if(e != self.vehicle_shieldent)
680 e.effects = _effects | EF_LOWPRECISION;
681 e.colormod = _colormod;
682 e.colormap = _colormap;
688 self.vehicle_hudmodel.effects = self.effects = _effects | EF_LOWPRECISION;
689 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
690 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
691 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
694 self.avelocity = '0 0 0';
695 self.velocity = '0 0 0';
696 self.effects = _effects;
699 float vehicle_initialize(string net_name,
714 void(float extflag) exitfunc,
719 addstat(STAT_HUD, AS_INT, hud);
720 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
721 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
722 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
724 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
725 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
727 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
728 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
731 error("vehicles: missing bodymodel!");
734 error("vehicles: missing hudmodel!");
737 self.netname = self.classname;
739 self.netname = net_name;
741 if(self.team && !teams_matter)
744 self.vehicle_flags |= VHF_ISVEHICLE;
746 setmodel(self, bodymodel);
748 self.vehicle_viewport = spawn();
749 self.vehicle_hudmodel = spawn();
750 self.tur_head = spawn();
751 self.tur_head.owner = self;
752 self.takedamage = DAMAGE_AIM;
753 self.bot_attack = TRUE;
754 self.iscreature = TRUE;
757 //self.customizeentityforclient = vehicles_customizeentityforclient;
758 self.vehicle_die = dieproc;
759 self.vehicle_exit = exitfunc;
760 self.vehicle_enter = enterproc;
761 self.PlayerPhysplug = physproc;
762 self.event_damage = vehicles_damage;
763 self.touch = vehicles_touch;
764 self.think = vehicles_spawn;
765 self.nextthink = time;
766 self.vehicle_respawntime = _respawntime;
767 self.vehicle_spawn = spawnproc;
769 if(autocvar_g_nodepthtestplayers)
770 self.effects = self.effects | EF_NODEPTHTEST;
772 if(autocvar_g_fullbrightplayers)
773 self.effects = self.effects | EF_FULLBRIGHT;
775 setmodel(self.vehicle_hudmodel, hudmodel);
776 setmodel(self.vehicle_viewport, "null");
781 setmodel(self.tur_head, topmodel);
782 setattachment(self.tur_head, self, toptag);
783 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
784 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
788 setattachment(self.tur_head, self, "");
789 setattachment(self.vehicle_hudmodel, self, hudtag);
790 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
793 setsize(self, min_s, max_s);
796 setorigin(self, self.origin);
797 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
798 setorigin(self, trace_endpos);
801 self.pos1 = self.origin;
802 self.pos2 = self.angles;
813 self.vehicle_exit = self.vehicle_exit;
814 self.vehicle_enter = self.vehicle_exit;
815 self.vehicle_die = self.vehicle_exit;
816 self.vehicle_spawn = self.vehicle_exit;
817 self.AuxiliaryXhair = self.AuxiliaryXhair;