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1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4
5 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
6 void vehicles_return();
7 void vehicles_enter();
8 void vehicles_touch();
9 void vehicles_reset_colors();
10 void vehicles_clearrturn();
11 void vehicles_setreturn();
12
13
14 /** AuxiliaryXhair*
15     Send addictional points of interest to be drawn, to vehicle owner
16 **/
17 float MAX_AXH = 4;
18 .entity AuxiliaryXhair[MAX_AXH];
19
20 float SendAuxiliaryXhair(entity to, float sf)
21 {
22
23         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
24
25         WriteByte(MSG_ENTITY, self.cnt);
26
27         WriteCoord(MSG_ENTITY, self.origin_x);
28         WriteCoord(MSG_ENTITY, self.origin_y);
29         WriteCoord(MSG_ENTITY, self.origin_z);
30
31     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
32     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
33     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
34
35     return TRUE;
36 }
37
38 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
39 {
40     entity axh;
41
42     axh_id = bound(0, axh_id, MAX_AXH);
43     axh = own.AuxiliaryXhair[axh_id];
44
45     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
46     {
47         axh                     = spawn();
48         axh.cnt                 = axh_id;
49         axh.drawonlytoclient    = own;
50         axh.owner               = own;
51         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
52     }
53
54     setorigin(axh, loc);
55     axh.colormod            = clr;
56     axh.SendFlags           = 0x01;
57     own.AuxiliaryXhair[axh_id] = axh;
58 }
59
60 /*
61 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
62 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
63 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
64 {
65         msg_entity = own;
66
67         WriteByte(MSG_ONE, SVC_TEMPENTITY);
68         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
69
70         WriteByte(MSG_ONE, axh_id);
71
72         WriteCoord(MSG_ONE, loc_x);
73         WriteCoord(MSG_ONE, loc_y);
74         WriteCoord(MSG_ONE, loc_z);
75
76     WriteByte(MSG_ONE, rint(clr_x * 255));
77     WriteByte(MSG_ONE, rint(clr_y * 255));
78     WriteByte(MSG_ONE, rint(clr_z * 255));
79
80 }
81 */
82 // End AuxiliaryXhair
83
84 void CSQCVehicleSetup(entity own, float vehicle_id)
85 {
86         msg_entity = own;
87
88         WriteByte(MSG_ONE, SVC_TEMPENTITY);
89         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
90         WriteByte(MSG_ONE, vehicle_id);
91 }
92
93 /** vehicles_locktarget
94
95     Generic target locking.
96
97     Figure out if what target is "locked" (if any), for missile tracking as such.
98
99     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
100     you have a locked in target.
101
102     Exspects a crosshair_trace() or equivalent to be
103     dont before calling.
104
105 **/
106 .entity lock_target;
107 .float  lock_strength;
108 .float  lock_time;
109 .float  lock_soundtime;
110 void vehicles_locktarget(float incr, float decr, float _lock_time)
111 {
112     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
113     {
114         self.lock_target    = world;
115         self.lock_strength  = 0;
116         self.lock_time      = 0;
117     }
118
119     if(self.lock_time > time)
120     {
121         if(self.lock_target)
122         if(self.lock_soundtime < time)
123         {
124             self.lock_soundtime = time + 0.5;
125             play2(self.owner, "vehicles/locked.wav");
126         }
127         
128         return;
129     }
130         
131
132     if(trace_ent != world)
133     {
134         if(teams_matter && trace_ent.team == self.team)
135             trace_ent = world;
136
137         if(trace_ent.deadflag != DEAD_NO)
138             trace_ent = world;
139
140         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
141             trace_ent = world;
142     }
143
144     if(self.lock_target == world && trace_ent != world)
145         self.lock_target = trace_ent;
146     
147     if(self.lock_target && trace_ent == self.lock_target) 
148     {            
149         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
150         {
151             play2(self.owner, "vehicles/lock.wav");
152             self.lock_soundtime = time + 0.8;
153         }        
154         else if (self.lock_strength != 1 && self.lock_soundtime < time)
155         {            
156             play2(self.owner, "vehicles/locking.wav");
157             self.lock_soundtime = time + 0.3;
158         }
159         
160     }    
161         
162     // Have a locking target
163     // Trace hit current target
164     if(trace_ent == self.lock_target && trace_ent != world)
165     {
166         self.lock_strength = min(self.lock_strength + incr, 1);
167         if(self.lock_strength == 1)
168             self.lock_time = time + _lock_time;
169     }
170     else
171     {
172         if(trace_ent)
173             self.lock_strength = max(self.lock_strength - decr * 2, 0);
174         else
175             self.lock_strength = max(self.lock_strength - decr, 0);
176
177         if(self.lock_strength == 0)
178             self.lock_target = world;
179     }
180 }
181
182 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
183 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
184
185 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
186 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
187 if(trace_fraction != 1) \
188     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
189
190 // Hover movement support
191 float  force_fromtag_power;
192 float  force_fromtag_normpower;
193 vector force_fromtag_origin;
194 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
195 {
196     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
197     v_forward  = normalize(v_forward) * -1;
198     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
199
200     force_fromtag_power = (1 - trace_fraction) * max_power;
201     force_fromtag_normpower = force_fromtag_power / max_power;
202
203     return v_forward  * force_fromtag_power;
204 }
205
206 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
207 // Can possibly be use to move abt any surface (inclusing walls/celings)
208 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
209 {
210
211     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
212     v_forward  = normalize(v_forward) * -1;
213     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
214
215     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
216     if(trace_fraction == 1.0)
217     {
218         force_fromtag_normpower = -0.25;
219         return '0 0 -200';
220     }
221
222     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
223     force_fromtag_normpower = force_fromtag_power / max_power;
224
225     return v_forward  * force_fromtag_power;
226 }
227
228 // Generic vehile projectile system
229 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
230 {
231     self.health -= damage;
232     self.velocity += force;
233     if(self.health < 1)
234     {
235         self.takedamage = DAMAGE_NO;
236         self.event_damage = SUB_Null;
237         self.think = self.use;
238         self.nextthink = time;
239     }
240
241 }
242
243 void vehicles_projectile_explode()
244 {
245     if(self.owner && other != world)
246     {
247         if(other == self.owner.vehicle)
248             return;
249
250         if(other == self.owner.vehicle.tur_head)
251             return;
252     }
253
254         PROJECTILE_TOUCH;
255
256         self.event_damage = SUB_Null;
257     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
258
259     remove (self);
260 }
261
262 entity vehicles_projectile(string _mzlfx, string _mzlsound,
263                            vector _org, vector _vel,
264                            float _dmg, float _radi, float _force,  float _size,
265                            float _deahtype, float _projtype, float _health,
266                            float _cull, float _clianim)
267 {
268     entity proj;
269
270     proj = spawn();
271
272     PROJECTILE_MAKETRIGGER(proj);
273     setorigin(proj, _org);
274
275     proj.shot_dmg         = _dmg;
276     proj.shot_radius      = _radi;
277     proj.shot_force       = _force;
278     proj.totalfrags       = _deahtype;
279     proj.solid            = SOLID_BBOX;
280     proj.movetype         = MOVETYPE_FLYMISSILE;
281     proj.flags            = FL_PROJECTILE;
282     proj.bot_dodge        = TRUE;
283     proj.bot_dodgerating  = _dmg;
284     proj.velocity         = _vel;
285     proj.touch            = vehicles_projectile_explode;
286     proj.use              = vehicles_projectile_explode;
287     proj.owner            = self;
288     proj.realowner        = self.owner;
289     proj.think            = SUB_Remove;
290     proj.nextthink        = time + 30;
291
292     if(_health)
293     {
294         proj.takedamage       = DAMAGE_AIM;
295         proj.event_damage     = vehicles_projectile_damage;
296         proj.health           = _health;
297     }
298     else
299         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
300
301     if(_mzlsound)
302         sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
303
304     if(_mzlfx)
305         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
306
307
308     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
309
310     CSQCProjectile(proj, _clianim, _projtype, _cull);
311
312     return proj;
313 }
314 // End generic vehile projectile system
315
316 /** vehicles_spawn
317     Exetuted for all vehiles on (re)spawn.
318     Sets defaults for newly spawned units.
319 **/
320 void vehicles_spawn()
321 {
322     dprint("Spawning vehicle: ", self.netname, "\n");
323
324     // De-own & reset
325     self.vehicle_hudmodel.viewmodelforclient = self;
326
327     self.owner              = world;
328     self.touch              = vehicles_touch;
329     self.event_damage       = vehicles_damage;
330     self.iscreature         = TRUE;
331     self.movetype           = MOVETYPE_WALK;
332     self.solid              = SOLID_SLIDEBOX;
333     self.takedamage         = DAMAGE_AIM;
334         self.deadflag           = DEAD_NO;
335     self.bot_attack         = TRUE;
336     self.flags              = FL_NOTARGET;
337     self.avelocity          = '0 0 0';
338     self.velocity           = '0 0 0';
339
340     // Reset locking
341     self.lock_strength      = 0;
342     self.lock_target        = world;
343     self.misc_bulletcounter = 0;
344
345     // Return to spawn
346     self.angles             = self.pos2;
347     setorigin(self, self.pos1 + '0 0 128');
348     // Show it
349     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
350
351     vehicles_reset_colors();
352     self.vehicle_spawn();
353 }
354
355 // Better way of determening whats crushable needed! (fl_crushable?)
356 float vehicles_crushable(entity e)
357 {
358     if(e.classname == "player")
359         return TRUE;
360
361     if(e.classname == "monster_zombie")
362         return TRUE;
363
364     return FALSE;
365 }
366
367 void vehicles_touch()
368 {
369     // Vehicle currently in use
370     if(self.owner)
371     {
372         // Colided with world?
373         if(other == world)
374         {
375             // Apply velocity based self damage here
376         }
377         else
378         {
379             if(other.vehicle_flags & VHF_ISVEHICLE)
380             {
381                 //other.velocity += self.velocity * (self.mass / other.mass);
382             }
383             else if(vehicles_crushable(other))
384             {
385                 if(vlen(self.velocity) != 0)
386                     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);
387             }
388         }
389         return;
390     }
391
392     if(other.classname != "player")
393         return;
394
395     if(other.deadflag != DEAD_NO)
396         return;
397
398     if(other.vehicle != world)
399         return;
400
401     // Remove this when bots know how to use vehicles.
402     if (clienttype(other) != CLIENTTYPE_REAL)
403         return;
404
405     vehicles_enter();
406 }
407
408 void vehicles_enter()
409 {
410    // Remove this when bots know how to use vehicles
411     if (clienttype(other) != CLIENTTYPE_REAL)
412         return;
413
414     if(self.phase > time)
415         return;
416
417     if(teams_matter)
418     if(self.team)
419     if(self.team != other.team)
420         return;
421
422     self.vehicle_ammo1   = 0;
423     self.vehicle_ammo2   = 0;
424     self.vehicle_reload1 = 0;
425     self.vehicle_reload2 = 0;
426     self.vehicle_energy  = 0;
427
428     self.owner          = other;
429     self.switchweapon   = other.switchweapon;
430
431     // .viewmodelforclient works better.
432     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
433
434 #ifndef VEHICLES_CSQC
435         self.vehicle_hudmodel.viewmodelforclient = self.owner;
436 #endif
437
438     self.event_damage         = vehicles_damage;
439     self.nextthink            = 0;
440     self.owner.angles         = self.angles;
441     self.owner.takedamage     = DAMAGE_NO;
442     self.owner.solid          = SOLID_NOT;
443     self.owner.movetype       = MOVETYPE_NOCLIP;
444     self.owner.alpha          = -1;
445     self.owner.vehicle        = self;
446     self.owner.event_damage   = SUB_Null;
447     self.owner.view_ofs       = '0 0 0';
448     self.colormap             = self.owner.colormap;
449     if(self.tur_head)
450         self.tur_head.colormap    = self.owner.colormap;
451
452     self.owner.hud            = self.hud;
453     self.owner.PlayerPhysplug = self.PlayerPhysplug;
454
455     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
456     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
457     self.owner.vehicle_reload1  = self.vehicle_reload1;
458     self.owner.vehicle_reload2  = self.vehicle_reload2;
459
460     // Cant do this, hides attached objects too.
461     //self.exteriormodeltoclient = self.owner;
462     //self.tur_head.exteriormodeltoclient = self.owner;
463
464     other.flags &~= FL_ONGROUND;
465     self.flags  &~= FL_ONGROUND;
466
467     self.team                 = self.owner.team;
468     self.flags               -= FL_NOTARGET;
469
470 #ifndef VEHICLES_CSQC
471     msg_entity = other;
472     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
473     WriteEntity(MSG_ONE, self.vehicle_viewport);
474
475     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
476     if(self.tur_head)
477     {
478         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
479         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
480         WriteAngle(MSG_ONE, 0);                                      // roll
481     }
482     else
483     {
484         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
485         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
486         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
487         WriteAngle(MSG_ONE,  0);                  // roll
488     }
489 #endif
490 //#endif
491
492     vehicles_clearrturn();
493
494     CSQCVehicleSetup(self.owner, self.hud);
495
496     self.vehicle_enter();
497 }
498
499 vector vehicles_findgoodexit(vector prefer_spot)
500 {
501     vector exitspot;
502     float mysize;
503     
504     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
505     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
506         return prefer_spot;
507     
508     mysize = vlen(self.maxs - self.mins);
509     float i;
510     vector v, v2;
511     v2 = 0.5 * (self.absmin + self.absmax);
512     for(i = 0; i < 100; ++i)
513     {        
514         v = randomvec();
515         v_z = 0;
516         v = v2 + normalize(v) * mysize;
517         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
518         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
519             return v;
520     }
521     
522     /*
523     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
524     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
525     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
526         return exitspot;
527     
528     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
529     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
530     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
531         return exitspot;
532
533     exitspot = (self.origin + '0 0 48') + v_right * 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)
536         return exitspot;
537     
538     exitspot = (self.origin + '0 0 48') - v_right * 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)
541         return exitspot;
542     */
543     
544     return self.origin;
545 }
546
547 void vehicles_exit(float eject)
548 {       
549         self.flags |= FL_NOTARGET;
550
551     if (self.owner)
552     {
553         msg_entity = self.owner;
554         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
555         WriteEntity( MSG_ONE, self.owner);
556
557         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
558         WriteAngle(MSG_ONE, 0);                 // pich
559         WriteAngle(MSG_ONE, self.angles_y);     // yaw
560         WriteAngle(MSG_ONE, 0);                 // roll
561
562         setsize(self.owner, PL_MIN,PL_MAX);
563
564         self.owner.takedamage     = DAMAGE_AIM;
565         self.owner.solid          = SOLID_SLIDEBOX;
566         self.owner.movetype       = MOVETYPE_WALK;
567         self.owner.effects        &~= EF_NODRAW;
568         self.owner.alpha          = 1;
569         self.owner.PlayerPhysplug = SUB_Null;
570         self.owner.vehicle        = world;
571         self.owner.view_ofs       = PL_VIEW_OFS;
572         self.owner.event_damage   = PlayerDamage;
573         self.owner.hud            = HUD_NORMAL;
574         self.owner.switchweapon   = self.switchweapon;
575         self.owner.BUTTON_USE     = 0;
576     }
577
578     if(self.deadflag == DEAD_NO)
579         self.avelocity          = '0 0 0';
580
581     self.vehicle_hudmodel.viewmodelforclient = self;
582         self.tur_head.nodrawtoclient             = world;
583     vehicles_setreturn();
584
585     self.phase = time + 1;
586
587     if(!teams_matter)
588         self.team = 0;
589
590     self.vehicle_exit(eject);
591     self.owner = world;
592 }
593
594
595 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
596 {
597     if(self.regen_field < field_max)
598     if(self.timer + rpause < time)
599     {
600         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
601
602         if(self.owner)
603             self.owner.regen_field = (self.regen_field / field_max) * 100;
604     }
605 }
606
607 void shieldhit_think()
608 {
609     self.alpha -= 0.1;
610     if (self.alpha <= 0)
611     {
612         //setmodel(self, "");
613         self.alpha = -1;
614     }
615     else
616     {
617         self.nextthink = time + 0.1;
618     }
619 }
620
621 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
622 {
623     self.dmg_time = time;
624
625     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
626     {
627         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
628         {
629             self.vehicle_shieldent = spawn();
630             self.vehicle_shieldent.effects = EF_LOWPRECISION;
631
632             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
633             setattachment(self.vehicle_shieldent, self, "");
634             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
635             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
636             self.vehicle_shieldent.think       = shieldhit_think;
637         }
638
639
640         self.vehicle_shieldent.colormod    = '1 1 1';
641         self.vehicle_shieldent.alpha       = 0.45;
642         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
643         self.vehicle_shieldent.nextthink   = time;
644
645         self.vehicle_shield -= damage;
646
647         if(self.vehicle_shield < 0)
648         {
649             self.vehicle_shieldent.colormod = '2 0 0';
650             self.vehicle_shield             = 0;
651             self.vehicle_shieldent.alpha    = 0.75;
652             self.vehicle_health            -= fabs(self.vehicle_shield);
653         }
654     }
655     else
656         self.vehicle_health -= damage;
657
658     self.velocity += force; // * (vlen(force) / self.mass);
659
660     if(self.vehicle_health <= 0)
661     {
662         if(self.owner)
663             if(self.vehicle_flags & VHF_DEATHEJECT)
664                 vehicles_exit(VHEF_EJECT);
665             else
666                 vehicles_exit(VHEF_RELESE);
667
668         self.vehicle_die();
669         vehicles_setreturn();
670     }
671 }
672
673 void vehicles_return()
674 {
675     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
676
677     self.enemy.think     = vehicles_spawn;
678     self.enemy.nextthink = time;
679
680     remove(self);
681 }
682
683 void vehicles_clearrturn()
684 {
685     entity ret;
686     // Remove "return helper", if any.
687     ret = findchain(classname, "vehicle_return");
688     while(ret)
689     {
690         if(ret.enemy == self)
691         {
692             ret.classname   = "";
693             ret.think       = SUB_Remove;
694             ret.nextthink   = time + 0.1;
695             return;
696         }
697
698         ret = ret.chain;
699     }
700 }
701
702 void vehicles_setreturn()
703 {
704     entity ret;
705
706     vehicles_clearrturn();
707
708     ret = spawn();
709     ret.classname   = "vehicle_return";
710     ret.enemy       = self;
711     ret.think       = vehicles_return;
712     ret.nextthink   = time + self.vehicle_respawntime;
713 }
714
715 float vehicles_customizeentityforclient()
716 {
717     if(self.deadflag  == DEAD_DEAD)
718         return FALSE;
719     else
720         return TRUE;
721 }
722
723 void vehicles_configcheck(string  configname, float check_cvar)
724 {
725     if(check_cvar == 0)
726         localcmd(strcat("exec ", configname, "\n"));
727 }
728
729 void vehicles_reset_colors()
730 {
731     entity e;
732     float _effects, _colormap;
733     vector _glowmod, _colormod;
734
735     if(autocvar_g_nodepthtestplayers)
736         _effects = EF_NODEPTHTEST;
737
738     if(autocvar_g_fullbrightplayers)
739         _effects |= EF_FULLBRIGHT;
740
741     if(self.team)
742         _colormap = 1024 + (self.team - 1) * 17;
743     else
744         _colormap = 1024;
745
746     _glowmod  = '0 0 0';
747     _colormod = '0 0 0';
748
749     // Find all ents attacked to main model and setup effects, colormod etc.
750     e = findchainentity(tag_entity, self);
751     while(e)
752     {
753         if(e != self.vehicle_shieldent)
754         {
755             e.effects   = _effects  | EF_LOWPRECISION;
756             e.colormod  = _colormod;
757             e.colormap  = _colormap;
758             e.alpha     = 1;
759         }
760         e = e.chain;
761     }
762
763     self.vehicle_hudmodel.effects  = self.effects  = _effects | EF_LOWPRECISION;
764     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
765     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
766     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
767
768     self.alpha     = 1;
769     self.avelocity = '0 0 0';
770     self.velocity  = '0 0 0';
771     self.effects   = _effects;
772 }
773
774 float vehicle_initialize(string  net_name,
775                          string  bodymodel,
776                          string  topmodel,
777                          string  hudmodel,
778                          string  toptag,
779                          string  hudtag,
780                          string  viewtag,
781                          float   vhud,
782                          vector  min_s,
783                          vector  max_s,
784                          float   nodrop,
785                          void()  spawnproc,
786                          float   _respawntime,
787                          float() physproc,
788                          void()  enterproc,
789                          void(float extflag) exitfunc,
790                          void() dieproc,
791                          void() thinkproc,
792                          float  use_csqc)
793 {
794     addstat(STAT_HUD, AS_INT,  hud);
795         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
796         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
797         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
798
799         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
800         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
801
802         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
803         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
804
805     if(bodymodel == "")
806         error("vehicles: missing bodymodel!");
807
808     if(hudmodel == "")
809         error("vehicles: missing hudmodel!");
810
811     if(net_name == "")
812         self.netname = self.classname;
813     else
814         self.netname = net_name;
815
816     if(self.team && !teams_matter)
817         self.team = 0;
818
819     self.vehicle_flags |= VHF_ISVEHICLE;
820
821     setmodel(self, bodymodel);
822
823     self.vehicle_viewport   = spawn();
824     self.vehicle_hudmodel   = spawn();
825     self.tur_head           = spawn();
826     self.tur_head.owner     = self;
827     self.takedamage         = DAMAGE_AIM;
828     self.bot_attack         = TRUE;
829     self.iscreature         = TRUE;
830     self.hud                = vhud;
831
832     //self.customizeentityforclient = vehicles_customizeentityforclient;
833     self.vehicle_die         = dieproc;
834     self.vehicle_exit        = exitfunc;
835     self.vehicle_enter       = enterproc;
836     self.PlayerPhysplug      = physproc;
837     self.event_damage        = vehicles_damage;
838     self.touch               = vehicles_touch;
839     self.think               = vehicles_spawn;
840     
841     if(autocvar_g_vehicles_delayspawn)
842         self.nextthink           = time + _respawntime;
843     else
844         self.nextthink           = time;
845         
846     self.vehicle_respawntime = _respawntime;
847     self.vehicle_spawn       = spawnproc;
848
849     if(autocvar_g_nodepthtestplayers)
850         self.effects = self.effects | EF_NODEPTHTEST;
851
852     if(autocvar_g_fullbrightplayers)
853         self.effects = self.effects | EF_FULLBRIGHT;
854
855     setmodel(self.vehicle_hudmodel, hudmodel);
856     setmodel(self.vehicle_viewport, "null");
857
858
859     if(topmodel != "")
860     {
861         setmodel(self.tur_head, topmodel);
862         setattachment(self.tur_head, self, toptag);
863         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
864         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
865     }
866     else
867     {
868         setattachment(self.tur_head, self, "");
869         setattachment(self.vehicle_hudmodel, self, hudtag);
870         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
871     }
872
873     setsize(self, min_s, max_s);
874     if not (nodrop)
875     {
876         setorigin(self, self.origin);
877         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
878         setorigin(self, trace_endpos);
879     }
880
881     self.pos1 = self.origin;
882     self.pos2 = self.angles;
883 #ifdef VEHICLES_CSQC
884     if(use_csqc)
885         net_link_vehile();
886 #endif
887     return TRUE;
888 }
889
890
891 void bugmenot()
892 {
893     self.vehicle_exit       = self.vehicle_exit;
894     self.vehicle_enter      = self.vehicle_exit;
895     self.vehicle_die        = self.vehicle_exit;
896     self.vehicle_spawn      = self.vehicle_exit;
897     self.AuxiliaryXhair     = self.AuxiliaryXhair;
898 }