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 var float autocvar_g_vehicles_nex_damagerate = 0.5;
7 var float autocvar_g_vehicles_uzi_damagerate = 0.5;
8 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
9 var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
10 var float autocvar_g_vehicles_tag_damagerate = 5;
12 float autocvar_g_vehicles;
14 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
15 void vehicles_return();
16 void vehicles_enter();
17 void vehicles_touch();
18 void vehicles_reset_colors();
19 void vehicles_clearrturn();
20 void vehicles_setreturn();
24 Send additional points of interest to be drawn, to vehicle owner
27 .entity AuxiliaryXhair[MAX_AXH];
29 float SendAuxiliaryXhair(entity to, float sf)
32 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
34 WriteByte(MSG_ENTITY, self.cnt);
36 WriteCoord(MSG_ENTITY, self.origin_x);
37 WriteCoord(MSG_ENTITY, self.origin_y);
38 WriteCoord(MSG_ENTITY, self.origin_z);
40 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
41 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
42 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
47 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
49 if (clienttype(own) != CLIENTTYPE_REAL)
54 axh_id = bound(0, axh_id, MAX_AXH);
55 axh = own.(AuxiliaryXhair[axh_id]);
57 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
61 axh.drawonlytoclient = own;
63 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
69 own.(AuxiliaryXhair[axh_id]) = axh;
73 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
74 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
75 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
79 WriteByte(MSG_ONE, SVC_TEMPENTITY);
80 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
82 WriteByte(MSG_ONE, axh_id);
84 WriteCoord(MSG_ONE, loc_x);
85 WriteCoord(MSG_ONE, loc_y);
86 WriteCoord(MSG_ONE, loc_z);
88 WriteByte(MSG_ONE, rint(clr_x * 255));
89 WriteByte(MSG_ONE, rint(clr_y * 255));
90 WriteByte(MSG_ONE, rint(clr_z * 255));
97 Notifies the client that he enterd a vehicle, and sends
100 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
102 void CSQCVehicleSetup(entity own, float vehicle_id)
104 if (clienttype(own) != CLIENTTYPE_REAL)
109 WriteByte(MSG_ONE, SVC_TEMPENTITY);
110 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
112 WriteByte(MSG_ONE, vehicle_id);
114 WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
117 /** vehicles_locktarget
119 Generic target locking.
121 Figure out if what target is "locked" (if any), for missile tracking as such.
123 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
124 you have a locked in target.
126 Exspects a crosshair_trace() or equivalent to be
131 .float lock_strength;
133 .float lock_soundtime;
134 float DAMAGE_TARGETDRONE = 10;
136 vector targetdrone_getnewspot()
141 for(i = 0; i < 100; ++i)
143 spot = self.origin + randomvec() * 1024;
144 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
145 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
152 void targetdrone_think();
153 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
154 void targetdrone_renwe()
156 self.think = targetdrone_think;
157 self.nextthink = time + 0.1;
158 setorigin(self, targetdrone_getnewspot());
160 self.takedamage = DAMAGE_TARGETDRONE;
161 self.event_damage = targetdrone_damage;
162 self.solid = SOLID_BBOX;
163 setmodel(self, "models/runematch/rune.mdl");
164 self.effects = EF_LOWPRECISION;
166 self.movetype = MOVETYPE_BOUNCEMISSILE;
167 setsize(self, '-100 -100 -100', '100 100 100');
170 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
172 self.health -= damage;
175 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
181 self.think = targetdrone_renwe;
182 self.nextthink = time + 1 + random() * 2;
183 self.solid = SOLID_NOT;
188 entity targetdrone_getfear()
193 for(i = 64; i <= 1024; i += 64)
195 fear = findradius(self.origin, i);
207 void targetdrone_think()
209 self.nextthink = time + 0.1;
212 if(self.wp00.deadflag != DEAD_NO)
213 self.wp00 = targetdrone_getfear();
216 self.wp00 = targetdrone_getfear();
221 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
223 newdir = randomvec() * 0.75;
225 newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
228 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
230 self.velocity = normalize(newdir) * 750;
232 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
233 if(trace_fraction != 1.0)
234 self.velocity = self.velocity * -1;
236 //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
239 void targetdrone_spawn(vector _where, float _autorenew)
241 entity drone = spawn();
242 setorigin(drone, _where);
243 drone.think = targetdrone_renwe;
244 drone.nextthink = time + 0.1;
245 drone.cnt = _autorenew;
249 void vehicles_locktarget(float incr, float decr, float _lock_time)
251 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
253 self.lock_target = world;
254 self.lock_strength = 0;
258 if(self.lock_time > time)
261 if(self.lock_soundtime < time)
263 self.lock_soundtime = time + 0.5;
264 play2(self.owner, "vehicles/locked.wav");
270 if(trace_ent != world)
272 if(teamplay && trace_ent.team == self.team)
275 if(trace_ent.deadflag != DEAD_NO)
278 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE ||
279 trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
280 trace_ent.takedamage == DAMAGE_TARGETDRONE)
284 if(self.lock_target == world && trace_ent != world)
285 self.lock_target = trace_ent;
287 if(self.lock_target && trace_ent == self.lock_target)
289 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
291 play2(self.owner, "vehicles/lock.wav");
292 self.lock_soundtime = time + 0.8;
294 else if (self.lock_strength != 1 && self.lock_soundtime < time)
296 play2(self.owner, "vehicles/locking.wav");
297 self.lock_soundtime = time + 0.3;
302 // Have a locking target
303 // Trace hit current target
304 if(trace_ent == self.lock_target && trace_ent != world)
306 self.lock_strength = min(self.lock_strength + incr, 1);
307 if(self.lock_strength == 1)
308 self.lock_time = time + _lock_time;
313 self.lock_strength = max(self.lock_strength - decr * 2, 0);
315 self.lock_strength = max(self.lock_strength - decr, 0);
317 if(self.lock_strength == 0)
318 self.lock_target = world;
322 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
323 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
325 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
326 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
327 if(trace_fraction != 1) \
328 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
330 // Hover movement support
331 float force_fromtag_power;
332 float force_fromtag_normpower;
333 vector force_fromtag_origin;
334 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
336 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
337 v_forward = normalize(v_forward) * -1;
338 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
340 force_fromtag_power = (1 - trace_fraction) * max_power;
341 force_fromtag_normpower = force_fromtag_power / max_power;
343 return v_forward * force_fromtag_power;
346 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
347 // Can possibly be use to move abt any surface (inclusing walls/celings)
348 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
351 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
352 v_forward = normalize(v_forward) * -1;
353 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
355 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
356 if(trace_fraction == 1.0)
358 force_fromtag_normpower = -0.25;
362 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
363 force_fromtag_normpower = force_fromtag_power / max_power;
365 return v_forward * force_fromtag_power;
368 // Generic vehile projectile system
369 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
371 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
372 if(inflictor.owner == self.owner)
375 self.health -= damage;
376 self.velocity += force;
379 self.takedamage = DAMAGE_NO;
380 self.event_damage = func_null;
381 self.think = self.use;
382 self.nextthink = time;
386 void vehicles_projectile_explode()
388 if(self.owner && other != world)
390 if(other == self.owner.vehicle)
393 if(other == self.owner.vehicle.tur_head)
399 self.event_damage = func_null;
400 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
405 entity vehicles_projectile(string _mzlfx, string _mzlsound,
406 vector _org, vector _vel,
407 float _dmg, float _radi, float _force, float _size,
408 float _deahtype, float _projtype, float _health,
409 float _cull, float _clianim, entity _owner)
413 print(sprintf("2: %i\n", _owner));
417 PROJECTILE_MAKETRIGGER(proj);
418 setorigin(proj, _org);
420 proj.shot_dmg = _dmg;
421 proj.shot_radius = _radi;
422 proj.shot_force = _force;
423 proj.totalfrags = _deahtype;
424 proj.solid = SOLID_BBOX;
425 proj.movetype = MOVETYPE_FLYMISSILE;
426 proj.flags = FL_PROJECTILE;
427 proj.bot_dodge = TRUE;
428 proj.bot_dodgerating = _dmg;
429 proj.velocity = _vel;
430 proj.touch = vehicles_projectile_explode;
431 proj.use = vehicles_projectile_explode;
433 proj.realowner = _owner;
434 proj.think = SUB_Remove;
435 proj.nextthink = time + 30;
439 proj.takedamage = DAMAGE_AIM;
440 proj.event_damage = vehicles_projectile_damage;
441 proj.health = _health;
444 proj.flags = FL_PROJECTILE | FL_NOTARGET;
447 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
450 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
453 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
455 print(sprintf("3: %i\n", proj));
456 print(sprintf("4: %i\n", proj.enemy));
457 print(sprintf("5: %i\n", proj.owner));
458 print(sprintf("6: %i\n", proj.realowner));
459 CSQCProjectile(proj, _clianim, _projtype, _cull);
463 // End generic vehile projectile system
466 Exetuted for all vehicles on (re)spawn.
467 Sets defaults for newly spawned units.
469 void vehicles_spawn()
471 dprint("Spawning vehicle: ", self.netname, "\n");
474 self.vehicle_hudmodel.viewmodelforclient = self;
477 self.touch = vehicles_touch;
478 self.event_damage = vehicles_damage;
479 self.iscreature = TRUE;
480 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
481 self.damagedbycontents = TRUE;
482 self.movetype = MOVETYPE_WALK;
483 self.solid = SOLID_SLIDEBOX;
484 self.takedamage = DAMAGE_AIM;
485 self.deadflag = DEAD_NO;
486 self.bot_attack = TRUE;
487 self.flags = FL_NOTARGET;
488 self.avelocity = '0 0 0';
489 self.velocity = '0 0 0';
492 self.lock_strength = 0;
493 self.lock_target = world;
494 self.misc_bulletcounter = 0;
497 self.angles = self.pos2;
498 setorigin(self, self.pos1 + '0 0 0');
500 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
502 if(self.vehicle_controller)
503 self.team = self.vehicle_controller.team;
505 vehicles_reset_colors();
506 self.vehicle_spawn(VHSF_NORMAL);
509 // Better way of determening whats crushable needed! (fl_crushable?)
510 float vehicles_crushable(entity e)
512 if(e.classname == "player")
515 if(e.classname == "monster_zombie")
521 void vehilces_impact(float _minspeed, float _speedfac, float _maxpain)
523 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
526 if(self.play_time < time)
528 float wc = vlen(self.velocity - self.oldvelocity);
529 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
530 //dprint("vel: ", vtos(self.velocity), "\n");
533 float take = min(_speedfac * wc, _maxpain);
534 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
535 self.play_time = time + 0.25;
537 //dprint("wc: ", ftos(wc), "\n");
538 //dprint("take: ", ftos(take), "\n");
543 .void() vehicle_impact;
544 void vehicles_touch()
546 // Vehicle currently in use
550 if(vehicles_crushable(other))
552 if(vlen(self.velocity) != 0)
553 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);
555 return; // Dont do selfdamage when hitting "soft targets".
558 if(self.play_time < time)
559 if(self.vehicle_impact)
560 self.vehicle_impact();
565 if(other.classname != "player")
568 if(other.deadflag != DEAD_NO)
571 if(other.vehicle != world)
576 var float autocvar_g_vehicles_allow_bots = 0;
577 void vehicles_enter()
579 // Remove this when bots know how to use vehicles
581 if (clienttype(other) == CLIENTTYPE_BOT)
582 if (autocvar_g_vehicles_allow_bots)
583 dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
587 if(self.phase > time)
592 if(self.team != other.team)
595 RemoveGrapplingHook(other);
597 self.vehicle_ammo1 = 0;
598 self.vehicle_ammo2 = 0;
599 self.vehicle_reload1 = 0;
600 self.vehicle_reload2 = 0;
601 self.vehicle_energy = 0;
604 self.switchweapon = other.switchweapon;
606 // .viewmodelforclient works better.
607 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
609 self.vehicle_hudmodel.viewmodelforclient = self.owner;
611 self.event_damage = vehicles_damage;
613 self.owner.angles = self.angles;
614 self.owner.takedamage = DAMAGE_NO;
615 self.owner.solid = SOLID_NOT;
616 self.owner.movetype = MOVETYPE_NOCLIP;
617 self.owner.alpha = -1;
618 self.owner.vehicle = self;
619 self.owner.event_damage = func_null;
620 self.owner.view_ofs = '0 0 0';
621 self.colormap = self.owner.colormap;
623 self.tur_head.colormap = self.owner.colormap;
625 self.owner.hud = self.hud;
626 self.owner.PlayerPhysplug = self.PlayerPhysplug;
628 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
629 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
630 self.owner.vehicle_reload1 = self.vehicle_reload1;
631 self.owner.vehicle_reload2 = self.vehicle_reload2;
633 // Cant do this, hides attached objects too.
634 //self.exteriormodeltoclient = self.owner;
635 //self.tur_head.exteriormodeltoclient = self.owner;
637 other.flags &~= FL_ONGROUND;
638 self.flags &~= FL_ONGROUND;
640 self.team = self.owner.team;
641 self.flags -= FL_NOTARGET;
643 if (clienttype(other) == CLIENTTYPE_REAL)
646 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
647 WriteEntity(MSG_ONE, self.vehicle_viewport);
649 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
652 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
653 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
654 WriteAngle(MSG_ONE, 0); // roll
658 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
659 WriteAngle(MSG_ONE, self.angles_y); // yaw
660 WriteAngle(MSG_ONE, 0); // roll
664 vehicles_clearrturn();
666 CSQCVehicleSetup(self.owner, self.hud);
670 MUTATOR_CALLHOOK(VehicleEnter);
674 self.vehicle_enter();
675 antilag_clear(other);
678 /** vehicles_findgoodexit
679 Locates a valid location for the player to exit the vehicle.
680 Will first try prefer_spot, then up 100 random spots arround the vehicle
681 wich are in direct line of sight and empty enougth to hold a players bbox
683 vector vehicles_findgoodexit(vector prefer_spot)
688 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
689 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
692 mysize = 1.5 * vlen(self.maxs - self.mins);
695 v2 = 0.5 * (self.absmin + self.absmax);
696 for(i = 0; i < 100; ++i)
700 v = v2 + normalize(v) * mysize;
701 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
702 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
707 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
708 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
709 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
712 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
713 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
714 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
717 exitspot = (self.origin + '0 0 48') + v_right * mysize;
718 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
719 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
722 exitspot = (self.origin + '0 0 48') - v_right * mysize;
723 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
724 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
732 Standarrd vehicle release fucntion.
733 custom code goes in self.vehicle_exit
735 float vehicles_exit_running;
736 void vehicles_exit(float eject)
740 entity _oldself = self;
742 if(vehicles_exit_running)
744 dprint("^1vehicles_exit allready running! this is not good..\n");
748 vehicles_exit_running = TRUE;
749 if(self.flags & FL_CLIENT)
751 _vehicle = self.vehicle;
753 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
755 _vehicle.vehicle_exit(eject);
757 vehicles_exit_running = FALSE;
764 _player = _vehicle.owner;
770 if (clienttype(_player) == CLIENTTYPE_REAL)
772 msg_entity = _player;
773 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
774 WriteEntity( MSG_ONE, _player);
776 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
777 WriteAngle(MSG_ONE, 0);
778 WriteAngle(MSG_ONE, _vehicle.angles_y);
779 WriteAngle(MSG_ONE, 0);
782 setsize(_player, PL_MIN,PL_MAX);
784 _player.takedamage = DAMAGE_AIM;
785 _player.solid = SOLID_SLIDEBOX;
786 _player.movetype = MOVETYPE_WALK;
787 _player.effects &~= EF_NODRAW;
789 _player.PlayerPhysplug = func_null;
790 _player.vehicle = world;
791 _player.view_ofs = PL_VIEW_OFS;
792 _player.event_damage = PlayerDamage;
793 _player.hud = HUD_NORMAL;
794 _player.switchweapon = _vehicle.switchweapon;
796 CSQCVehicleSetup(_player, HUD_NORMAL);
798 _vehicle.flags |= FL_NOTARGET;
800 if(_vehicle.deadflag == DEAD_NO)
801 _vehicle.avelocity = '0 0 0';
803 _vehicle.tur_head.nodrawtoclient = world;
810 vh_vehicle = _vehicle;
811 MUTATOR_CALLHOOK(VehicleExit);
813 _vehicle = vh_vehicle;
815 _vehicle.team = _vehicle.tur_head.team;
817 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
818 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
819 _vehicle.phase = time + 1;
821 _vehicle.vehicle_exit(eject);
823 vehicles_setreturn();
824 vehicles_reset_colors();
825 _vehicle.owner = world;
828 vehicles_exit_running = FALSE;
832 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
834 if(self.regen_field < field_max)
835 if(timer + rpause < time)
838 regen = regen * (self.vehicle_health / self.tur_health);
840 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
843 self.owner.regen_field = (self.regen_field / field_max) * 100;
847 void shieldhit_think()
852 //setmodel(self, "");
854 self.effects |= EF_NODRAW;
858 self.nextthink = time + 0.1;
862 void vehicles_painframe()
864 if(self.owner.vehicle_health <= 50)
865 if(self.pain_frame < time)
868 _ftmp = self.owner.vehicle_health / 50;
869 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
870 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
872 if(self.vehicle_flags & VHF_DMGSHAKE)
873 self.velocity += randomvec() * 30;
875 if(self.vehicle_flags & VHF_DMGROLL)
876 if(self.vehicle_flags & VHF_DMGHEADROLL)
877 self.tur_head.angles += randomvec();
879 self.angles += randomvec();
884 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
886 self.dmg_time = time;
888 if(DEATH_ISWEAPON(deathtype, WEP_NEX))
889 damage *= autocvar_g_vehicles_nex_damagerate;
891 if(DEATH_ISWEAPON(deathtype, WEP_UZI))
892 damage *= autocvar_g_vehicles_uzi_damagerate;
894 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
895 damage *= autocvar_g_vehicles_rifle_damagerate;
897 if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
898 damage *= autocvar_g_vehicles_minstanex_damagerate;
900 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
901 damage *= autocvar_g_vehicles_tag_damagerate;
903 self.enemy = attacker;
905 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
907 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
909 self.vehicle_shieldent = spawn();
910 self.vehicle_shieldent.effects = EF_LOWPRECISION;
912 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
913 setattachment(self.vehicle_shieldent, self, "");
914 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
915 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
916 self.vehicle_shieldent.think = shieldhit_think;
919 self.vehicle_shieldent.colormod = '1 1 1';
920 self.vehicle_shieldent.alpha = 0.45;
921 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
922 self.vehicle_shieldent.nextthink = time;
923 self.vehicle_shieldent.effects &~= EF_NODRAW;
925 self.vehicle_shield -= damage;
927 if(self.vehicle_shield < 0)
929 self.vehicle_health -= fabs(self.vehicle_shield);
930 self.vehicle_shieldent.colormod = '2 0 0';
931 self.vehicle_shield = 0;
932 self.vehicle_shieldent.alpha = 0.75;
934 if(sound_allowed(MSG_BROADCAST, attacker))
935 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
938 if(sound_allowed(MSG_BROADCAST, attacker))
939 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
944 self.vehicle_health -= damage;
946 if(sound_allowed(MSG_BROADCAST, attacker))
947 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
950 if(self.damageforcescale < 1 && self.damageforcescale > 0)
951 self.velocity += force * self.damageforcescale;
953 self.velocity += force;
955 if(self.vehicle_health <= 0)
958 if(self.vehicle_flags & VHF_DEATHEJECT)
959 vehicles_exit(VHEF_EJECT);
961 vehicles_exit(VHEF_RELESE);
967 vehicles_setreturn();
971 void vehicles_clearrturn()
974 // Remove "return helper", if any.
975 ret = findchain(classname, "vehicle_return");
981 ret.think = SUB_Remove;
982 ret.nextthink = time + 0.1;
984 if(ret.waypointsprite_attached)
985 WaypointSprite_Kill(ret.waypointsprite_attached);
993 void vehicles_return()
995 pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
997 self.wp00.think = vehicles_spawn;
998 self.wp00.nextthink = time;
1000 if(self.waypointsprite_attached)
1001 WaypointSprite_Kill(self.waypointsprite_attached);
1006 void vehicles_showwp_goaway()
1008 if(self.waypointsprite_attached)
1009 WaypointSprite_Kill(self.waypointsprite_attached);
1015 void vehicles_showwp()
1017 entity oldself = world;
1022 self.think = vehicles_return;
1023 self.nextthink = self.cnt;
1027 self.think = vehicles_return;
1028 self.nextthink = time +1;
1032 setmodel(self, "null");
1033 self.team = oldself.wp00.team;
1034 self.wp00 = oldself.wp00;
1035 setorigin(self, oldself.wp00.pos1);
1037 self.nextthink = time + 5;
1038 self.think = vehicles_showwp_goaway;
1041 if(teamplay && self.team)
1042 rgb = TeamColor(self.team);
1045 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1046 if(self.waypointsprite_attached)
1048 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1049 if(oldself == world)
1050 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1051 WaypointSprite_Ping(self.waypointsprite_attached);
1054 if(oldself != world)
1058 void vehicles_setreturn()
1062 vehicles_clearrturn();
1065 ret.classname = "vehicle_return";
1067 ret.team = self.team;
1068 ret.think = vehicles_showwp;
1070 if(self.deadflag != DEAD_NO)
1072 ret.cnt = time + self.vehicle_respawntime;
1073 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
1077 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
1080 setmodel(ret, "null");
1081 setorigin(ret, self.pos1 + '0 0 96');
1085 void vehicles_reset_colors()
1088 float _effects = 0, _colormap;
1089 vector _glowmod, _colormod;
1091 if(autocvar_g_nodepthtestplayers)
1092 _effects |= EF_NODEPTHTEST;
1094 if(autocvar_g_fullbrightplayers)
1095 _effects |= EF_FULLBRIGHT;
1098 _colormap = 1024 + (self.team - 1) * 17;
1103 _colormod = '0 0 0';
1105 // Find all ents attacked to main model and setup effects, colormod etc.
1106 e = findchainentity(tag_entity, self);
1109 if(e != self.vehicle_shieldent)
1111 e.effects = _effects; // | EF_LOWPRECISION;
1112 e.colormod = _colormod;
1113 e.colormap = _colormap;
1119 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
1120 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1121 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1122 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1125 self.avelocity = '0 0 0';
1126 self.velocity = '0 0 0';
1127 self.effects = _effects;
1132 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1134 self.tur_head.team = activator.team;
1136 if(self.tur_head.team == 0)
1137 self.active = ACTIVE_NOT;
1139 self.active = ACTIVE_ACTIVE;
1141 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1143 dprint("^3Eat shit yall!\n");
1144 vehicles_setreturn();
1145 vehicles_reset_colors();
1147 else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1153 float vehicle_addplayerslot( entity _owner,
1158 void(float) _exitfunc)
1160 if not (_owner.vehicle_flags & VHF_MULTISLOT)
1161 _owner.vehicle_flags |= VHF_MULTISLOT;
1163 _slot.PlayerPhysplug = _framefunc;
1164 _slot.vehicle_exit = _exitfunc;
1166 _slot.vehicle_flags = VHF_PLAYERSLOT;
1167 _slot.vehicle_viewport = spawn();
1168 _slot.vehicle_hudmodel = spawn();
1169 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1170 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1172 setmodel(_slot.vehicle_hudmodel, _hud_model);
1173 setmodel(_slot.vehicle_viewport, "null");
1175 setattachment(_slot.vehicle_hudmodel, _slot, "");
1176 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1181 float vehicle_initialize(string net_name,
1192 void(float _spawnflag) spawnproc,
1196 void(float extflag) exitfunc,
1203 if(!autocvar_g_vehicles)
1208 self.vehicle_controller = find(world, target, self.targetname);
1209 if(!self.vehicle_controller)
1211 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1215 self.team = self.vehicle_controller.team;
1216 self.use = vehicle_use;
1220 if(self.vehicle_controller.team == 0)
1221 self.active = ACTIVE_NOT;
1223 self.active = ACTIVE_ACTIVE;
1228 precache_sound("onslaught/ons_hit2.wav");
1229 precache_sound("onslaught/electricity_explode.wav");
1232 addstat(STAT_HUD, AS_INT, hud);
1233 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
1234 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
1235 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
1237 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
1238 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1240 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
1241 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1244 error("vehicles: missing bodymodel!");
1247 error("vehicles: missing hudmodel!");
1250 self.netname = self.classname;
1252 self.netname = net_name;
1254 if(self.team && !teamplay)
1257 self.vehicle_flags |= VHF_ISVEHICLE;
1259 setmodel(self, bodymodel);
1261 self.vehicle_viewport = spawn();
1262 self.vehicle_hudmodel = spawn();
1263 self.tur_head = spawn();
1264 self.tur_head.owner = self;
1265 self.takedamage = DAMAGE_AIM;
1266 self.bot_attack = TRUE;
1267 self.iscreature = TRUE;
1268 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
1269 self.damagedbycontents = TRUE;
1271 self.tur_health = _max_health;
1272 self.tur_head.tur_health = _max_shield;
1273 self.vehicle_die = dieproc;
1274 self.vehicle_exit = exitfunc;
1275 self.vehicle_enter = enterproc;
1276 self.PlayerPhysplug = physproc;
1277 self.event_damage = vehicles_damage;
1278 self.touch = vehicles_touch;
1279 self.think = vehicles_spawn;
1280 self.nextthink = time;
1281 self.vehicle_respawntime = _respawntime;
1282 self.vehicle_spawn = spawnproc;
1283 self.effects = EF_NODRAW;
1284 if(g_assault || !autocvar_g_vehicles_delayspawn)
1285 self.nextthink = time + 0.5;
1287 self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1290 if(autocvar_g_nodepthtestplayers)
1291 self.effects = self.effects | EF_NODEPTHTEST;
1293 if(autocvar_g_fullbrightplayers)
1294 self.effects = self.effects | EF_FULLBRIGHT;
1296 setmodel(self.vehicle_hudmodel, hudmodel);
1297 setmodel(self.vehicle_viewport, "null");
1301 setmodel(self.tur_head, topmodel);
1302 setattachment(self.tur_head, self, toptag);
1303 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1304 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1308 setattachment(self.tur_head, self, "");
1309 setattachment(self.vehicle_hudmodel, self, hudtag);
1310 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1313 setsize(self, min_s, max_s);
1316 setorigin(self, self.origin);
1317 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1318 setorigin(self, trace_endpos);
1321 self.pos1 = self.origin;
1322 self.pos2 = self.angles;
1323 self.tur_head.team = self.team;
1328 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1329 float _pichlimit_min, float _pichlimit_max,
1330 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1334 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1335 vtmp = vectoangles(normalize(_target - vtag));
1336 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1337 vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1338 ftmp = _aimspeed * frametime;
1339 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1340 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1341 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
1342 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
1346 void vehicles_gib_explode()
1348 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
1349 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1353 void vehicles_gib_think()
1356 if(self.cnt >= time)
1359 self.nextthink = time + 0.1;
1362 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1364 entity _gib = spawn();
1365 setmodel(_gib, _template.model);
1366 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1367 _gib.velocity = _vel;
1368 _gib.movetype = MOVETYPE_TOSS;
1369 _gib.solid = SOLID_CORPSE;
1370 _gib.colormod = '-0.5 -0.5 -0.5';
1371 _gib.effects = EF_LOWPRECISION;
1372 _gib.avelocity = _rot;
1375 _gib.effects |= EF_FLAME;
1379 _gib.think = vehicles_gib_explode;
1380 _gib.nextthink = time + random() * _explode;
1381 _gib.touch = vehicles_gib_explode;
1385 _gib.cnt = time + _maxtime;
1386 _gib.think = vehicles_gib_think;
1387 _gib.nextthink = time + _maxtime - 1;
1394 vector predict_target(entity _targ, vector _from, float _shot_speed)
1397 float _distance; // How far to target
1398 float _impact_time; // How long untill projectile impacts
1399 vector _predict_pos; // Predicted enemy location
1400 vector _original_origin;// Where target is before predicted
1402 _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1404 _predict_pos = _original_origin;
1405 for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1407 _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1408 _impact_time = _distance / _shot_speed; // Calculate impact time
1409 _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1412 return _predict_pos;