// vehicle enter/exit handling
vector vehicles_findgoodexit(entity this, vector prefer_spot)
{
- tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
+ // TODO: we actually want the player's size here
+ tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
v = randomvec();
v_z = 0;
v = v2 + normalize(v) * mysize;
- tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, this.owner);
+ tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return v;
}
WriteAngle(MSG_ONE, 0);
}
- setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ setsize(player, STAT(PL_MIN,player), STAT(PL_MAX, player));
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
player.alpha = 1;
player.PlayerPhysplug = func_null;
player.vehicle = NULL;
- player.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ player.view_ofs = STAT(PL_VIEW_OFS, player);
player.event_damage = PlayerDamage;
player.hud = HUD_NORMAL;
- PS(player).m_switchweapon = vehic.m_switchweapon;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon;
+ delete(vehic.(weaponentity)); // no longer needed
+ }
player.last_vehiclecheck = time + 3;
player.vehicle_enter_delay = time + 2;
void vehicles_enter(entity pl, entity veh)
{
- // Remove this when bots know how to use vehicles
+ // Remove this when bots know how to use vehicles
if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
return;
}
else return;
- RemoveGrapplingHook(pl);
+ RemoveGrapplingHooks(pl);
veh.vehicle_ammo1 = 0;
veh.vehicle_ammo2 = 0;
veh.vehicle_hudmodel.viewmodelforclient = pl;
pl.crouch = false;
- pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
- setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ pl.view_ofs = STAT(PL_VIEW_OFS, pl);
+ setsize (pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
veh.event_damage = vehicles_damage;
veh.nextthink = 0;
veh.colormap = pl.colormap;
if(veh.tur_head)
veh.tur_head.colormap = pl.colormap;
- veh.m_switchweapon = PS(pl).m_switchweapon;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ veh.(weaponentity) = new(temp_wepent);
+ veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon;
+ }
pl.hud = veh.vehicleid;
pl.PlayerPhysplug = veh.PlayerPhysplug;
if(this.vehicle_controller)
this.team = this.vehicle_controller.team;
- FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == this, RemoveGrapplingHook(it));
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(it.(weaponentity).hook.aiment == this)
+ RemoveHook(it.(weaponentity).hook);
+ }
+ });
vehicles_reset_colors(this);
this.iscreature = true;
this.teleportable = false; // no teleporting for vehicles, too buggy
this.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, this);
this.vehicleid = info.vehicleid;
this.PlayerPhysplug = info.PlayerPhysplug;
this.event_damage = func_null;
else
this.nextthink = time + game_starttime;
- if(!MUTATOR_CALLHOOK(VehicleInit, this))
+ if(MUTATOR_CALLHOOK(VehicleInit, this))
return false;
return true;