1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
6 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
7 void vehicles_return();
10 void vehicles_reset_colors();
11 void vehicles_clearrturn();
12 void vehicles_setreturn();
16 Send additional points of interest to be drawn, to vehicle owner
19 .entity AuxiliaryXhair[MAX_AXH];
21 float SendAuxiliaryXhair(entity to, float sf)
24 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
26 WriteByte(MSG_ENTITY, self.cnt);
28 WriteCoord(MSG_ENTITY, self.origin_x);
29 WriteCoord(MSG_ENTITY, self.origin_y);
30 WriteCoord(MSG_ENTITY, self.origin_z);
32 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
33 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
34 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
39 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
43 axh_id = bound(0, axh_id, MAX_AXH);
44 axh = own.AuxiliaryXhair[axh_id];
46 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
50 axh.drawonlytoclient = own;
52 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
58 own.AuxiliaryXhair[axh_id] = axh;
62 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
63 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
64 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
68 WriteByte(MSG_ONE, SVC_TEMPENTITY);
69 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
71 WriteByte(MSG_ONE, axh_id);
73 WriteCoord(MSG_ONE, loc_x);
74 WriteCoord(MSG_ONE, loc_y);
75 WriteCoord(MSG_ONE, loc_z);
77 WriteByte(MSG_ONE, rint(clr_x * 255));
78 WriteByte(MSG_ONE, rint(clr_y * 255));
79 WriteByte(MSG_ONE, rint(clr_z * 255));
86 Notifies the client that he enterd a vehicle, and sends
89 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
91 void CSQCVehicleSetup(entity own, float vehicle_id)
95 WriteByte(MSG_ONE, SVC_TEMPENTITY);
96 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
97 WriteByte(MSG_ONE, vehicle_id);
100 /** vehicles_locktarget
102 Generic target locking.
104 Figure out if what target is "locked" (if any), for missile tracking as such.
106 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
107 you have a locked in target.
109 Exspects a crosshair_trace() or equivalent to be
114 .float lock_strength;
116 .float lock_soundtime;
117 void vehicles_locktarget(float incr, float decr, float _lock_time)
119 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
121 self.lock_target = world;
122 self.lock_strength = 0;
126 if(self.lock_time > time)
129 if(self.lock_soundtime < time)
131 self.lock_soundtime = time + 0.5;
132 play2(self.owner, "vehicles/locked.wav");
138 if(trace_ent != world)
140 if(teams_matter && trace_ent.team == self.team)
143 if(trace_ent.deadflag != DEAD_NO)
146 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
150 if(self.lock_target == world && trace_ent != world)
151 self.lock_target = trace_ent;
153 if(self.lock_target && trace_ent == self.lock_target)
155 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
157 play2(self.owner, "vehicles/lock.wav");
158 self.lock_soundtime = time + 0.8;
160 else if (self.lock_strength != 1 && self.lock_soundtime < time)
162 play2(self.owner, "vehicles/locking.wav");
163 self.lock_soundtime = time + 0.3;
168 // Have a locking target
169 // Trace hit current target
170 if(trace_ent == self.lock_target && trace_ent != world)
172 self.lock_strength = min(self.lock_strength + incr, 1);
173 if(self.lock_strength == 1)
174 self.lock_time = time + _lock_time;
179 self.lock_strength = max(self.lock_strength - decr * 2, 0);
181 self.lock_strength = max(self.lock_strength - decr, 0);
183 if(self.lock_strength == 0)
184 self.lock_target = world;
188 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
189 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
191 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
192 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
193 if(trace_fraction != 1) \
194 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
196 // Hover movement support
197 float force_fromtag_power;
198 float force_fromtag_normpower;
199 vector force_fromtag_origin;
200 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
202 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
203 v_forward = normalize(v_forward) * -1;
204 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
206 force_fromtag_power = (1 - trace_fraction) * max_power;
207 force_fromtag_normpower = force_fromtag_power / max_power;
209 return v_forward * force_fromtag_power;
212 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
213 // Can possibly be use to move abt any surface (inclusing walls/celings)
214 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
217 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
218 v_forward = normalize(v_forward) * -1;
219 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
221 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
222 if(trace_fraction == 1.0)
224 force_fromtag_normpower = -0.25;
228 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
229 force_fromtag_normpower = force_fromtag_power / max_power;
231 return v_forward * force_fromtag_power;
234 // Generic vehile projectile system
235 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
237 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
238 if(inflictor.owner == self.owner)
241 self.health -= damage;
242 self.velocity += force;
245 self.takedamage = DAMAGE_NO;
246 self.event_damage = SUB_Null;
247 self.think = self.use;
248 self.nextthink = time;
253 void vehicles_projectile_explode()
255 if(self.owner && other != world)
257 if(other == self.owner.vehicle)
260 if(other == self.owner.vehicle.tur_head)
266 self.event_damage = SUB_Null;
267 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
272 entity vehicles_projectile(string _mzlfx, string _mzlsound,
273 vector _org, vector _vel,
274 float _dmg, float _radi, float _force, float _size,
275 float _deahtype, float _projtype, float _health,
276 float _cull, float _clianim)
282 PROJECTILE_MAKETRIGGER(proj);
283 setorigin(proj, _org);
285 proj.shot_dmg = _dmg;
286 proj.shot_radius = _radi;
287 proj.shot_force = _force;
288 proj.totalfrags = _deahtype;
289 proj.solid = SOLID_BBOX;
290 proj.movetype = MOVETYPE_FLYMISSILE;
291 proj.flags = FL_PROJECTILE;
292 proj.bot_dodge = TRUE;
293 proj.bot_dodgerating = _dmg;
294 proj.velocity = _vel;
295 proj.touch = vehicles_projectile_explode;
296 proj.use = vehicles_projectile_explode;
298 proj.realowner = self.owner;
299 proj.think = SUB_Remove;
300 proj.nextthink = time + 30;
304 proj.takedamage = DAMAGE_AIM;
305 proj.event_damage = vehicles_projectile_damage;
306 proj.health = _health;
309 proj.flags = FL_PROJECTILE | FL_NOTARGET;
312 sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
315 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
318 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
320 CSQCProjectile(proj, _clianim, _projtype, _cull);
324 // End generic vehile projectile system
327 Exetuted for all vehicles on (re)spawn.
328 Sets defaults for newly spawned units.
330 void vehicles_spawn()
332 dprint("Spawning vehicle: ", self.netname, "\n");
335 self.vehicle_hudmodel.viewmodelforclient = self;
338 self.touch = vehicles_touch;
339 self.event_damage = vehicles_damage;
340 self.iscreature = TRUE;
341 self.movetype = MOVETYPE_WALK;
342 self.solid = SOLID_SLIDEBOX;
343 self.takedamage = DAMAGE_AIM;
344 self.deadflag = DEAD_NO;
345 self.bot_attack = TRUE;
346 self.flags = FL_NOTARGET;
347 self.avelocity = '0 0 0';
348 self.velocity = '0 0 0';
351 self.lock_strength = 0;
352 self.lock_target = world;
353 self.misc_bulletcounter = 0;
356 self.angles = self.pos2;
357 setorigin(self, self.pos1 + '0 0 128');
359 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
361 vehicles_reset_colors();
362 self.vehicle_spawn();
365 // Better way of determening whats crushable needed! (fl_crushable?)
366 float vehicles_crushable(entity e)
368 if(e.classname == "player")
371 if(e.classname == "monster_zombie")
377 void vehicles_touch()
379 // Vehicle currently in use
382 // Colided with world?
385 // Apply velocity based self damage here
389 if(other.vehicle_flags & VHF_ISVEHICLE)
391 //other.velocity += self.velocity * (self.mass / other.mass);
393 else if(vehicles_crushable(other))
395 if(vlen(self.velocity) != 0)
396 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);
402 if(other.classname != "player")
405 if(other.deadflag != DEAD_NO)
408 if(other.vehicle != world)
411 // Remove this when bots know how to use vehicles.
412 if (clienttype(other) != CLIENTTYPE_REAL)
418 void vehicles_enter()
420 // Remove this when bots know how to use vehicles
421 if (clienttype(other) != CLIENTTYPE_REAL)
424 if(self.phase > time)
429 if(self.team != other.team)
432 self.vehicle_ammo1 = 0;
433 self.vehicle_ammo2 = 0;
434 self.vehicle_reload1 = 0;
435 self.vehicle_reload2 = 0;
436 self.vehicle_energy = 0;
439 self.switchweapon = other.switchweapon;
441 // .viewmodelforclient works better.
442 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
444 self.vehicle_hudmodel.viewmodelforclient = self.owner;
446 self.event_damage = vehicles_damage;
448 self.owner.angles = self.angles;
449 self.owner.takedamage = DAMAGE_NO;
450 self.owner.solid = SOLID_NOT;
451 self.owner.movetype = MOVETYPE_NOCLIP;
452 self.owner.alpha = -1;
453 self.owner.vehicle = self;
454 self.owner.event_damage = SUB_Null;
455 self.owner.view_ofs = '0 0 0';
456 self.colormap = self.owner.colormap;
458 self.tur_head.colormap = self.owner.colormap;
460 self.owner.hud = self.hud;
461 self.owner.PlayerPhysplug = self.PlayerPhysplug;
463 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
464 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
465 self.owner.vehicle_reload1 = self.vehicle_reload1;
466 self.owner.vehicle_reload2 = self.vehicle_reload2;
468 // Cant do this, hides attached objects too.
469 //self.exteriormodeltoclient = self.owner;
470 //self.tur_head.exteriormodeltoclient = self.owner;
472 other.flags &~= FL_ONGROUND;
473 self.flags &~= FL_ONGROUND;
475 self.team = self.owner.team;
476 self.flags -= FL_NOTARGET;
479 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
480 WriteEntity(MSG_ONE, self.vehicle_viewport);
482 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
485 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
486 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
487 WriteAngle(MSG_ONE, 0); // roll
491 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
492 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
493 WriteAngle(MSG_ONE, self.angles_y); // yaw
494 WriteAngle(MSG_ONE, 0); // roll
497 vehicles_clearrturn();
499 CSQCVehicleSetup(self.owner, self.hud);
501 self.vehicle_enter();
504 /** vehicles_findgoodexit
505 Locates a valid location for the player to exit the vehicle.
506 Will first try prefer_spot, then up 100 random spots arround the vehicle
507 wich are in direct line of sight and empty enougth to hold a players bbox
509 vector vehicles_findgoodexit(vector prefer_spot)
514 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
515 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
518 mysize = vlen(self.maxs - self.mins);
521 v2 = 0.5 * (self.absmin + self.absmax);
522 for(i = 0; i < 100; ++i)
526 v = v2 + normalize(v) * mysize;
527 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
528 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
533 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
534 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
535 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
538 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
539 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
540 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
543 exitspot = (self.origin + '0 0 48') + v_right * mysize;
544 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
545 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
548 exitspot = (self.origin + '0 0 48') - v_right * mysize;
549 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
550 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
558 Standarrd vehicle release fucntion.
559 custom code goes in self.vehicle_exit
561 void vehicles_exit(float eject)
563 self.flags |= FL_NOTARGET;
567 msg_entity = self.owner;
568 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
569 WriteEntity( MSG_ONE, self.owner);
571 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
572 WriteAngle(MSG_ONE, 0); // pich
573 WriteAngle(MSG_ONE, self.angles_y); // yaw
574 WriteAngle(MSG_ONE, 0); // roll
576 setsize(self.owner, PL_MIN,PL_MAX);
578 self.owner.takedamage = DAMAGE_AIM;
579 self.owner.solid = SOLID_SLIDEBOX;
580 self.owner.movetype = MOVETYPE_WALK;
581 self.owner.effects &~= EF_NODRAW;
582 self.owner.alpha = 1;
583 self.owner.PlayerPhysplug = SUB_Null;
584 self.owner.vehicle = world;
585 self.owner.view_ofs = PL_VIEW_OFS;
586 self.owner.event_damage = PlayerDamage;
587 self.owner.hud = HUD_NORMAL;
588 self.owner.switchweapon = self.switchweapon;
589 self.owner.BUTTON_USE = 0;
592 if(self.deadflag == DEAD_NO)
593 self.avelocity = '0 0 0';
595 self.vehicle_hudmodel.viewmodelforclient = self;
596 self.tur_head.nodrawtoclient = world;
597 vehicles_setreturn();
599 self.phase = time + 1;
604 self.vehicle_exit(eject);
609 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
611 if(self.regen_field < field_max)
612 if(self.timer + rpause < time)
614 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
617 self.owner.regen_field = (self.regen_field / field_max) * 100;
621 void shieldhit_think()
626 //setmodel(self, "");
631 self.nextthink = time + 0.1;
635 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
637 self.dmg_time = time;
639 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
641 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
643 self.vehicle_shieldent = spawn();
644 self.vehicle_shieldent.effects = EF_LOWPRECISION;
646 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
647 setattachment(self.vehicle_shieldent, self, "");
648 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
649 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
650 self.vehicle_shieldent.think = shieldhit_think;
654 self.vehicle_shieldent.colormod = '1 1 1';
655 self.vehicle_shieldent.alpha = 0.45;
656 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
657 self.vehicle_shieldent.nextthink = time;
659 self.vehicle_shield -= damage;
661 if(self.vehicle_shield < 0)
663 self.vehicle_shieldent.colormod = '2 0 0';
664 self.vehicle_shield = 0;
665 self.vehicle_shieldent.alpha = 0.75;
666 self.vehicle_health -= fabs(self.vehicle_shield);
670 self.vehicle_health -= damage;
672 self.velocity += force; // * (vlen(force) / self.mass);
674 if(self.vehicle_health <= 0)
677 if(self.vehicle_flags & VHF_DEATHEJECT)
678 vehicles_exit(VHEF_EJECT);
680 vehicles_exit(VHEF_RELESE);
683 vehicles_setreturn();
687 void vehicles_return()
689 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
691 self.enemy.think = vehicles_spawn;
692 self.enemy.nextthink = time;
697 void vehicles_clearrturn()
700 // Remove "return helper", if any.
701 ret = findchain(classname, "vehicle_return");
704 if(ret.enemy == self)
707 ret.think = SUB_Remove;
708 ret.nextthink = time + 0.1;
715 void vehicles_setreturn()
719 vehicles_clearrturn();
722 ret.classname = "vehicle_return";
724 ret.think = vehicles_return;
725 ret.nextthink = time + self.vehicle_respawntime;
728 void vehicles_configcheck(string configname, float check_cvar)
731 localcmd(strcat("exec ", configname, "\n"));
734 void vehicles_reset_colors()
737 float _effects, _colormap;
738 vector _glowmod, _colormod;
740 if(autocvar_g_nodepthtestplayers)
741 _effects = EF_NODEPTHTEST;
743 if(autocvar_g_fullbrightplayers)
744 _effects |= EF_FULLBRIGHT;
747 _colormap = 1024 + (self.team - 1) * 17;
754 // Find all ents attacked to main model and setup effects, colormod etc.
755 e = findchainentity(tag_entity, self);
758 if(e != self.vehicle_shieldent)
760 e.effects = _effects | EF_LOWPRECISION;
761 e.colormod = _colormod;
762 e.colormap = _colormap;
768 self.vehicle_hudmodel.effects = self.effects = _effects | EF_LOWPRECISION;
769 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
770 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
771 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
774 self.avelocity = '0 0 0';
775 self.velocity = '0 0 0';
776 self.effects = _effects;
779 float vehicle_initialize(string net_name,
794 void(float extflag) exitfunc,
799 addstat(STAT_HUD, AS_INT, hud);
800 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
801 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
802 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
804 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
805 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
807 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
808 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
811 error("vehicles: missing bodymodel!");
814 error("vehicles: missing hudmodel!");
817 self.netname = self.classname;
819 self.netname = net_name;
821 if(self.team && !teams_matter)
824 self.vehicle_flags |= VHF_ISVEHICLE;
826 setmodel(self, bodymodel);
828 self.vehicle_viewport = spawn();
829 self.vehicle_hudmodel = spawn();
830 self.tur_head = spawn();
831 self.tur_head.owner = self;
832 self.takedamage = DAMAGE_AIM;
833 self.bot_attack = TRUE;
834 self.iscreature = TRUE;
837 self.vehicle_die = dieproc;
838 self.vehicle_exit = exitfunc;
839 self.vehicle_enter = enterproc;
840 self.PlayerPhysplug = physproc;
841 self.event_damage = vehicles_damage;
842 self.touch = vehicles_touch;
843 self.think = vehicles_spawn;
844 self.nextthink = time;
845 self.vehicle_respawntime = _respawntime;
846 self.vehicle_spawn = spawnproc;
848 if(autocvar_g_nodepthtestplayers)
849 self.effects = self.effects | EF_NODEPTHTEST;
851 if(autocvar_g_fullbrightplayers)
852 self.effects = self.effects | EF_FULLBRIGHT;
854 setmodel(self.vehicle_hudmodel, hudmodel);
855 setmodel(self.vehicle_viewport, "null");
860 setmodel(self.tur_head, topmodel);
861 setattachment(self.tur_head, self, toptag);
862 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
863 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
867 setattachment(self.tur_head, self, "");
868 setattachment(self.vehicle_hudmodel, self, hudtag);
869 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
872 setsize(self, min_s, max_s);
875 setorigin(self, self.origin);
876 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
877 setorigin(self, trace_endpos);
880 self.pos1 = self.origin;
881 self.pos2 = self.angles;
888 self.vehicle_exit = self.vehicle_exit;
889 self.vehicle_enter = self.vehicle_exit;
890 self.vehicle_die = self.vehicle_exit;
891 self.vehicle_spawn = self.vehicle_exit;
892 self.AuxiliaryXhair = self.AuxiliaryXhair;