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 .entity AuxiliaryXhair[MAX_AXH];
16 float SendAuxiliaryXhair(entity to, float sf)
19 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
21 WriteByte(MSG_ENTITY, self.cnt);
23 WriteCoord(MSG_ENTITY, self.origin_x);
24 WriteCoord(MSG_ENTITY, self.origin_y);
25 WriteCoord(MSG_ENTITY, self.origin_z);
27 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
28 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
29 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
34 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
38 axh_id = bound(0, axh_id, MAX_AXH);
39 axh = own.AuxiliaryXhair[axh_id];
41 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
45 axh.drawonlytoclient = own;
47 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
53 own.AuxiliaryXhair[axh_id] = axh;
57 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
58 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
59 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
63 WriteByte(MSG_ONE, SVC_TEMPENTITY);
64 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
66 WriteByte(MSG_ONE, axh_id);
68 WriteCoord(MSG_ONE, loc_x);
69 WriteCoord(MSG_ONE, loc_y);
70 WriteCoord(MSG_ONE, loc_z);
72 WriteByte(MSG_ONE, rint(clr_x * 255));
73 WriteByte(MSG_ONE, rint(clr_y * 255));
74 WriteByte(MSG_ONE, rint(clr_z * 255));
79 void CSQCVehicleSetup(entity own, float vehicle_id)
83 WriteByte(MSG_ONE, SVC_TEMPENTITY);
84 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
85 WriteByte(MSG_ONE, vehicle_id);
91 void vehicles_locktarget(float incr, float decr, float _lock_time)
93 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
95 self.lock_target = world;
96 self.lock_strength = 0;
100 if(trace_ent != world)
102 if(teams_matter && trace_ent.team == self.team)
105 if(trace_ent.deadflag != DEAD_NO)
108 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
112 if(self.lock_time > time)
115 if(self.lock_target == world && trace_ent != world)
116 self.lock_target = trace_ent;
118 // Have a locking target
119 // Trace hit current target
120 if(trace_ent == self.lock_target && trace_ent != world)
122 self.lock_strength = min(self.lock_strength + incr, 1);
123 if(self.lock_strength == 1)
124 self.lock_time = time + _lock_time;
128 self.lock_strength = max(self.lock_strength - decr, 0);
130 if(self.lock_strength == 0)
131 self.lock_target = world;
136 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
137 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
139 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
140 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
141 if(trace_fraction != 1) \
142 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
144 float force_fromtag_power;
145 float force_fromtag_normpower;
146 vector force_fromtag_origin;
147 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
149 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
150 v_forward = normalize(v_forward) * -1;
151 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
153 force_fromtag_power = (1 - trace_fraction) * max_power;
154 force_fromtag_normpower = force_fromtag_power / max_power;
156 return v_forward * force_fromtag_power;
159 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
162 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
163 v_forward = normalize(v_forward) * -1;
164 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
166 if(trace_fraction == 1.0)
168 force_fromtag_normpower = -0.25;
172 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
173 force_fromtag_normpower = force_fromtag_power / max_power;
175 return v_forward * force_fromtag_power;
180 void vehicles_spawn()
182 dprint("Spawning vehicle: ", self.netname, "\n");
185 self.vehicle_hudmodel.viewmodelforclient = self;
187 self.touch = vehicles_touch;
188 self.event_damage = vehicles_damage;
189 self.iscreature = TRUE;
190 self.movetype = MOVETYPE_WALK;
191 self.solid = SOLID_SLIDEBOX;
192 self.takedamage = DAMAGE_AIM;
193 self.deadflag = DEAD_NO;
194 self.bot_attack = TRUE;
195 self.flags = FL_NOTARGET;
196 self.avelocity = '0 0 0';
199 self.lock_strength = 0;
200 self.lock_target = world;
201 self.misc_bulletcounter = 0;
204 self.angles = self.pos2;
205 setorigin(self, self.pos1 + '0 0 128');
207 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
209 vehicles_reset_colors();
210 self.vehicle_spawn();
213 // Better way of determening whats crushable needed! (fl_crushable?)
214 float vehicles_crushable(entity e)
216 if(e.classname == "player")
219 if(e.classname == "monster_zombie")
225 void vehicles_touch()
227 // Vehicle currently in use
230 // Colided with world?
233 // Apply velocity based self damage here
237 if(other.vehicle_flags & VHF_ISVEHICLE)
239 //other.velocity += self.velocity * (self.mass / other.mass);
241 else if(vehicles_crushable(other))
243 if(vlen(self.velocity) != 0)
244 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_SBCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
250 if(other.classname != "player")
253 if(other.deadflag != DEAD_NO)
256 if(other.vehicle != world)
259 // Remove this when bots know how to use vehicles.
260 if (clienttype(other) != CLIENTTYPE_REAL)
266 void vehicles_enter()
268 // Remove this when bots know how to use vehicles
269 if (clienttype(other) != CLIENTTYPE_REAL)
272 if(self.phase > time)
277 if(self.team != other.team)
280 self.vehicle_ammo1 = 0;
281 self.vehicle_ammo2 = 0;
282 self.vehicle_reload1 = 0;
283 self.vehicle_reload2 = 0;
284 self.vehicle_energy = 0;
287 self.switchweapon = other.switchweapon;
289 self.vehicle_hudmodel.viewmodelforclient = self.owner;
290 self.event_damage = vehicles_damage;
292 self.owner.angles = self.angles;
293 self.owner.takedamage = DAMAGE_NO;
294 self.owner.solid = SOLID_NOT;
295 self.owner.movetype = MOVETYPE_NOCLIP;
296 self.owner.alpha = -1;
297 self.owner.vehicle = self;
298 self.owner.event_damage = SUB_Null;
299 self.owner.view_ofs = '0 0 0';
300 self.colormap = self.owner.colormap;
302 self.tur_head.colormap = self.owner.colormap;
304 self.owner.hud = self.hud;
305 self.owner.PlayerPhysplug = self.PlayerPhysplug;
307 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
308 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
309 self.owner.vehicle_reload1 = self.vehicle_reload1;
310 self.owner.vehicle_reload2 = self.vehicle_reload2;
312 other.flags &~= FL_ONGROUND;
313 self.flags &~= FL_ONGROUND;
315 self.team = self.owner.team;
316 self.flags -= FL_NOTARGET;
319 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
320 WriteEntity(MSG_ONE, self.vehicle_viewport);
322 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
325 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
326 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
327 WriteAngle(MSG_ONE, 0); // roll
331 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
332 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
333 WriteAngle(MSG_ONE, self.angles_y); // yaw
334 WriteAngle(MSG_ONE, 0); // roll
337 vehicles_clearrturn();
339 CSQCVehicleSetup(self.owner, self.hud);
341 self.vehicle_enter();
344 void vehicles_exit(float eject)
346 self.flags |= FL_NOTARGET;
350 msg_entity = self.owner;
351 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
352 WriteEntity( MSG_ONE, self.owner);
354 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
355 WriteAngle(MSG_ONE, 0); // tilt
356 WriteAngle(MSG_ONE, self.angles_y); // yaw
357 WriteAngle(MSG_ONE, 0); // roll
359 setsize(self.owner, PL_MIN,PL_MAX);
361 self.owner.takedamage = DAMAGE_AIM;
362 self.owner.solid = SOLID_SLIDEBOX;
363 self.owner.movetype = MOVETYPE_WALK;
364 self.owner.effects &~= EF_NODRAW;
365 self.owner.alpha = 1;
366 self.owner.PlayerPhysplug = SUB_Null;
367 self.owner.vehicle = world;
368 self.owner.view_ofs = PL_VIEW_OFS;
369 self.owner.event_damage = PlayerDamage;
370 self.owner.hud = HUD_NORMAL;
371 self.owner.switchweapon = self.switchweapon;
374 if(self.deadflag == DEAD_NO)
375 self.avelocity = '0 0 0';
377 self.vehicle_hudmodel.viewmodelforclient = self;
378 self.tur_head.nodrawtoclient = self;
379 vehicles_setreturn();
381 self.phase = time + 1;
386 self.vehicle_exit(eject);
391 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
393 if(self.regen_field < field_max)
394 if(self.timer + rpause < time)
396 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
399 self.owner.regen_field = self.regen_field / field_max;
403 void shieldhit_think()
413 self.nextthink = time + 0.1;
417 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
421 self.dmg_time = time;
423 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
425 if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
427 self.tur_head.enemy = spawn();
428 self.tur_head.enemy.effects = EF_LOWPRECISION;
431 setmodel(self.tur_head.enemy, "models/vhshield.md3");
432 setattachment(self.tur_head.enemy, self, "");
434 self.tur_head.enemy.colormod = '1 1 1';
435 self.tur_head.enemy.alpha = 0.45;
436 self.tur_head.enemy.scale = 256 / vlen(self.maxs - self.mins);
437 self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
438 self.tur_head.enemy.think = shieldhit_think;
439 self.tur_head.enemy.nextthink = time;
441 self.vehicle_shield -= damage;
442 if(self.vehicle_shield < 0)
444 self.tur_head.enemy.colormod = '2 0 0';
445 ddmg_take = fabs(self.vehicle_shield);
446 self.vehicle_shield = 0;
447 self.tur_head.enemy.alpha = 0.75;
448 self.vehicle_health -= ddmg_take;
452 self.vehicle_health -= damage;
454 self.velocity += force; // * (vlen(force) / self.mass);
456 if(self.vehicle_health <= 0)
459 if(self.vehicle_flags & VHF_DEATHEJECT)
460 vehicles_exit(VHEF_EJECT);
462 vehicles_exit(VHEF_RELESE);
465 vehicles_setreturn();
469 void vehicles_return()
471 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
473 self.enemy.think = vehicles_spawn;
474 self.enemy.nextthink = time;
479 void vehicles_clearrturn()
482 // Remove "return helper", if any.
483 ret = findchain(classname, "vehicle_return");
486 if(ret.enemy == self)
489 ret.think = SUB_Remove;
490 ret.nextthink = time + 0.1;
498 void vehicles_setreturn()
502 vehicles_clearrturn();
505 ret.classname = "vehicle_return";
507 ret.think = vehicles_return;
508 ret.nextthink = time + self.vehicle_respawntime;
511 float vehicles_customizeentityforclient()
513 if(self.deadflag == DEAD_DEAD)
519 void vehicles_configcheck(string configname, float check_cvar)
522 localcmd(strcat("exec ", configname, "\n"));
525 void vehicles_reset_colors()
528 float _effects, _colormap;
529 vector _glowmod, _colormod;
531 if(autocvar_g_nodepthtestplayers)
532 _effects = EF_NODEPTHTEST;
534 if(autocvar_g_fullbrightplayers)
535 _effects |= EF_FULLBRIGHT;
538 _colormap = 1024 + (self.team - 1) * 17;
545 // Find all ents attacked to main model and setup effects, colormod etc.
546 e = findchainentity(tag_entity, self);
549 e.effects = _effects;
550 e.colormod = _colormod;
551 e.colormap = _colormap;
557 self.effects = _effects;
558 self.colormod = _colormod;
559 self.colormap = _colormap;
562 self.avelocity = '0 0 0';
563 self.velocity = '0 0 0';
567 float vehicle_initialize(string net_name,
582 void(float extflag) exitfunc,
586 addstat(STAT_HUD, AS_INT, hud);
587 addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
588 addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
589 addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
591 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
592 addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
594 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
595 addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
598 error("vehicles: missing bodymodel!");
601 error("vehicles: missing hudmodel!");
604 self.netname = self.classname;
606 self.netname = net_name;
608 if(self.team && !teams_matter)
611 self.vehicle_flags |= VHF_ISVEHICLE;
613 setmodel(self, bodymodel);
615 self.vehicle_viewport = spawn();
616 self.vehicle_hudmodel = spawn();
617 self.tur_head = spawn();
618 self.tur_head.owner = self;
619 self.takedamage = DAMAGE_AIM;
620 self.bot_attack = TRUE;
621 self.iscreature = TRUE;
624 self.customizeentityforclient = vehicles_customizeentityforclient;
625 self.vehicle_die = dieproc;
626 self.vehicle_exit = exitfunc;
627 self.vehicle_enter = enterproc;
628 self.PlayerPhysplug = physproc;
629 self.event_damage = vehicles_damage;
630 self.touch = vehicles_touch;
631 self.think = vehicles_spawn;
632 self.nextthink = time;
633 self.vehicle_respawntime = _respawntime;
634 self.vehicle_spawn = spawnproc;
636 if(autocvar_g_nodepthtestplayers)
637 self.effects = self.effects | EF_NODEPTHTEST;
639 if(autocvar_g_fullbrightplayers)
640 self.effects = self.effects | EF_FULLBRIGHT;
642 setmodel(self.vehicle_hudmodel, hudmodel);
643 setmodel(self.vehicle_viewport, "null");
648 setmodel(self.tur_head, topmodel);
649 setattachment(self.tur_head, self, toptag);
650 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
651 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
655 setattachment(self.tur_head, self, "");
656 setattachment(self.vehicle_hudmodel, self, hudtag);
657 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
660 setsize(self, min_s, max_s);
663 setorigin(self, self.origin);
664 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
665 setorigin(self, trace_endpos);
668 self.pos1 = self.origin;
669 self.pos2 = self.angles;
677 self.vehicle_exit = self.vehicle_exit;
678 self.vehicle_enter = self.vehicle_exit;
679 self.vehicle_die = self.vehicle_exit;
680 self.vehicle_spawn = self.vehicle_exit;
681 self.AuxiliaryXhair = self.AuxiliaryXhair;