#include "sv_vehicles.qh"
-#include "../effects/effects.qh"
#if 0
bool vehicle_send(entity to, int sf)
}
#endif
-bool SendAuxiliaryXhair(entity to, int sf)
-{SELFPARAM();
+bool SendAuxiliaryXhair(entity this, entity to, int sf)
+{
- WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
- WriteByte(MSG_ENTITY, self.cnt);
+ WriteByte(MSG_ENTITY, this.cnt);
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ WriteCoord(MSG_ENTITY, this.origin_x);
+ WriteCoord(MSG_ENTITY, this.origin_y);
+ WriteCoord(MSG_ENTITY, this.origin_z);
- WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
- WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
- WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
+ WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
+ WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
+ WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
return true;
}
msg_entity = own;
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
+ WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
WriteByte(MSG_ONE, vehicle_id);
}
-vector targetdrone_getnewspot()
-{SELFPARAM();
- vector spot;
- int i;
- for(i = 0; i < 100; ++i)
- {
- spot = self.origin + randomvec() * 1024;
- tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
- if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
- return spot;
- }
- return self.origin;
-}
-
-void vehicles_locktarget(float incr, float decr, float _lock_time)
-{SELFPARAM();
- if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
+void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
+{
+ if(this.lock_target && IS_DEAD(this.lock_target))
{
- self.lock_target = world;
- self.lock_strength = 0;
- self.lock_time = 0;
+ this.lock_target = world;
+ this.lock_strength = 0;
+ this.lock_time = 0;
}
- if(self.lock_time > time)
+ if(this.lock_time > time)
{
- if(self.lock_target)
- if(self.lock_soundtime < time)
+ if(this.lock_target)
+ if(this.lock_soundtime < time)
{
- self.lock_soundtime = time + 0.5;
- play2(self.owner, "vehicles/locked.wav");
+ this.lock_soundtime = time + 0.5;
+ play2(this.owner, "vehicles/locked.wav");
}
return;
if(trace_ent != world)
{
- if(SAME_TEAM(trace_ent, self))
+ if(SAME_TEAM(trace_ent, this))
trace_ent = world;
- if(trace_ent.deadflag != DEAD_NO)
+ if(IS_DEAD(trace_ent))
trace_ent = world;
if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
trace_ent = world; // invisible
}
- if(self.lock_target == world && trace_ent != world)
- self.lock_target = trace_ent;
+ if(this.lock_target == world && trace_ent != world)
+ this.lock_target = trace_ent;
- if(self.lock_target && trace_ent == self.lock_target)
+ if(this.lock_target && trace_ent == this.lock_target)
{
- if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
+ if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
{
- play2(self.owner, "vehicles/lock.wav");
- self.lock_soundtime = time + 0.8;
+ play2(this.owner, "vehicles/lock.wav");
+ this.lock_soundtime = time + 0.8;
}
- else if (self.lock_strength != 1 && self.lock_soundtime < time)
+ else if (this.lock_strength != 1 && this.lock_soundtime < time)
{
- play2(self.owner, "vehicles/locking.wav");
- self.lock_soundtime = time + 0.3;
+ play2(this.owner, "vehicles/locking.wav");
+ this.lock_soundtime = time + 0.3;
}
}
// Have a locking target
// Trace hit current target
- if(trace_ent == self.lock_target && trace_ent != world)
+ if(trace_ent == this.lock_target && trace_ent != world)
{
- self.lock_strength = min(self.lock_strength + incr, 1);
- if(self.lock_strength == 1)
- self.lock_time = time + _lock_time;
+ this.lock_strength = min(this.lock_strength + incr, 1);
+ if(this.lock_strength == 1)
+ this.lock_time = time + _lock_time;
}
else
{
if(trace_ent)
- self.lock_strength = max(self.lock_strength - decr * 2, 0);
+ this.lock_strength = max(this.lock_strength - decr * 2, 0);
else
- self.lock_strength = max(self.lock_strength - decr, 0);
+ this.lock_strength = max(this.lock_strength - decr, 0);
- if(self.lock_strength == 0)
- self.lock_target = world;
+ if(this.lock_strength == 0)
+ this.lock_target = world;
}
}
-vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
-{SELFPARAM();
- force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
+vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
+{
+ force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
v_forward = normalize(v_forward) * -1;
- traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
+ traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
force_fromtag_power = (1 - trace_fraction) * max_power;
force_fromtag_normpower = force_fromtag_power / max_power;
return v_forward * force_fromtag_power;
}
-vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
-{SELFPARAM();
-
- force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
+vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
+{
+ force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
v_forward = normalize(v_forward) * -1;
- traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
+ traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
// TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
if(trace_fraction == 1.0)
}
// projectile handling
-void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
// Ignore damage from oterh projectiles from my owner (dont mess up volly's)
- if(inflictor.owner == self.owner)
+ if(inflictor.owner == this.owner)
return;
- self.health -= damage;
- self.velocity += force;
- if(self.health < 1)
+ this.health -= damage;
+ this.velocity += force;
+ if(this.health < 1)
{
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
- self.think = self.use;
- self.nextthink = time;
+ this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.think = this.use;
+ this.nextthink = time;
}
}
remove (self);
}
-entity vehicles_projectile(string _mzlfx, string _mzlsound,
+entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
vector _org, vector _vel,
float _dmg, float _radi, float _force, float _size,
int _deahtype, float _projtype, float _health,
bool _cull, bool _clianim, entity _owner)
-{SELFPARAM();
+{
+ TC(Sound, _mzlsound);
entity proj;
proj = spawn();
proj.velocity = _vel;
proj.touch = vehicles_projectile_explode;
proj.use = vehicles_projectile_explode;
- proj.owner = self;
+ proj.owner = this;
proj.realowner = _owner;
- proj.think = SUB_Remove;
+ proj.think = SUB_Remove_self;
proj.nextthink = time + 30;
if(_health)
else
proj.flags = FL_PROJECTILE | FL_NOTARGET;
- if(_mzlsound)
- sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
+ if(_mzlsound != SND_Null)
+ sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
if(_mzlfx)
Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
void vehicles_gib_explode()
{SELFPARAM();
- sound (self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
remove(self);
self.nextthink = time + 0.1;
}
-entity vehicle_tossgib(entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
-{SELFPARAM();
+entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
+{
entity _gib = spawn();
_setmodel(_gib, _template.model);
- setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
+ vector org = gettaginfo(this, gettagindex(this, _tag));
+ setorigin(_gib, org);
_gib.velocity = _vel;
_gib.movetype = MOVETYPE_TOSS;
_gib.solid = SOLID_CORPSE;
bool vehicle_addplayerslot( entity _owner,
entity _slot,
int _hud,
- string _hud_model,
- bool() _framefunc,
- void(bool) _exitfunc, float() _enterfunc)
+ Model _hud_model,
+ bool(entity) _framefunc,
+ void(bool) _exitfunc, float(entity, entity) _enterfunc)
{
if(!(_owner.vehicle_flags & VHF_MULTISLOT))
_owner.vehicle_flags |= VHF_MULTISLOT;
_slot.vehicle_hudmodel.viewmodelforclient = _slot;
_slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
- _setmodel(_slot.vehicle_hudmodel, _hud_model);
+ setmodel(_slot.vehicle_hudmodel, _hud_model);
setmodel(_slot.vehicle_viewport, MDL_Null);
setattachment(_slot.vehicle_hudmodel, _slot, "");
return vtag;
}
-void vehicles_reset_colors()
-{SELFPARAM();
- entity e;
- float _effects = 0, _colormap;
- vector _glowmod, _colormod;
-
+void vehicles_reset_colors(entity this)
+{
+ int eff = 0, cmap;
+ const vector cmod = '0 0 0';
+ if(this.team && teamplay)
+ cmap = 1024 + (this.team - 1) * 17;
+ else
+ cmap = 1024;
if(autocvar_g_nodepthtestplayers)
- _effects |= EF_NODEPTHTEST;
-
+ eff |= EF_NODEPTHTEST;
if(autocvar_g_fullbrightplayers)
- _effects |= EF_FULLBRIGHT;
-
- if(self.team)
- _colormap = 1024 + (self.team - 1) * 17;
- else
- _colormap = 1024;
-
- _glowmod = '0 0 0';
- _colormod = '0 0 0';
+ eff |= EF_FULLBRIGHT;
// Find all ents attacked to main model and setup effects, colormod etc.
- e = findchainentity(tag_entity, self);
- while(e)
+ FOREACH_ENTITY_ENT(tag_entity, this,
{
- if(e != self.vehicle_shieldent)
+ if(it != this.vehicle_shieldent)
{
- e.effects = _effects; // | EF_LOWPRECISION;
- e.colormod = _colormod;
- e.colormap = _colormap;
- e.alpha = 1;
+ it.effects = eff;
+ it.colormod = cmod;
+ it.colormap = cmap;
+ it.alpha = 1;
}
- e = e.chain;
- }
+ });
+
// Also check head tags
- e = findchainentity(tag_entity, self.tur_head);
- while(e)
+ FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
{
- if(e != self.vehicle_shieldent)
+ if(it != this.vehicle_shieldent)
{
- e.effects = _effects; // | EF_LOWPRECISION;
- e.colormod = _colormod;
- e.colormap = _colormap;
- e.alpha = 1;
+ it.effects = eff;
+ it.colormod = cmod;
+ it.colormap = cmap;
+ it.alpha = 1;
}
- e = e.chain;
- }
+ });
- self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
- self.vehicle_hudmodel.colormod = self.colormod = _colormod;
- self.vehicle_hudmodel.colormap = self.colormap = _colormap;
- self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
+ this.vehicle_hudmodel.effects = this.effects = eff; // | EF_LOWPRECISION;
+ this.vehicle_hudmodel.colormod = this.colormod = cmod;
+ this.vehicle_hudmodel.colormap = this.colormap = cmap;
+ this.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
- self.alpha = 1;
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
- self.effects = _effects;
+ this.alpha = 1;
+ this.avelocity = '0 0 0';
+ this.velocity = '0 0 0';
+ this.effects = eff;
}
void vehicles_clearreturn(entity veh)
{
- entity ret;
// Remove "return helper", if any.
- ret = findchain(classname, "vehicle_return");
- while(ret)
+ for (entity ret = findchain(classname, "vehicle_return"); ret; ret = ret.chain)
{
if(ret.wp00 == veh)
{
ret.classname = "";
- ret.think = SUB_Remove;
+ ret.think = SUB_Remove_self;
ret.nextthink = time + 0.1;
if(ret.waypointsprite_attached)
return;
}
- ret = ret.chain;
}
}
rgb = Team_ColorRGB(self.team);
else
rgb = '1 1 1';
- entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
+ entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Vehicle);
wp.colormod = rgb;
if(self.waypointsprite_attached)
{
vehicles_clearreturn(veh);
- ret = spawn();
- ret.classname = "vehicle_return";
+ ret = new(vehicle_return);
ret.wp00 = veh;
ret.team = veh.team;
ret.think = vehicles_showwp;
- if(veh.deadflag != DEAD_NO)
+ if(IS_DEAD(veh))
{
ret.cnt = time + veh.respawntime;
ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
else
self.active = ACTIVE_ACTIVE;
- if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO && !gameover)
+ if(self.active == ACTIVE_ACTIVE && !IS_DEAD(self) && !gameover)
{
LOG_TRACE("Respawning vehicle: ", self.netname, "\n");
if(self.effects & EF_NODRAW)
else
{
vehicles_setreturn(self);
- vehicles_reset_colors();
+ vehicles_reset_colors(self);
}
}
}
-void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
-{SELFPARAM();
- if(self.(regen_field) < field_max)
+void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
+{
+ if(this.(regen_field) < field_max)
if(timer + rpause < time)
{
if(_healthscale)
- regen = regen * (self.vehicle_health / self.max_health);
+ regen = regen * (this.vehicle_health / this.max_health);
- self.(regen_field) = min(self.(regen_field) + regen * delta_time, field_max);
+ this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
- if(self.owner)
- self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
+ if(this.owner)
+ this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
}
}
}
}
-void vehicles_painframe()
-{SELFPARAM();
- if(self.owner.vehicle_health <= 50)
- if(self.pain_frame < time)
+void vehicles_painframe(entity this)
+{
+ int myhealth = ((this.owner) ? this.owner.vehicle_health : ((this.vehicle_health / this.max_health) * 100));
+
+ if(myhealth <= 50)
+ if(this.pain_frame < time)
{
- float _ftmp;
- _ftmp = self.owner.vehicle_health / 50;
- self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
- pointparticles(particleeffectnum(EFFECT_SMOKE_SMALL), (self.origin + (randomvec() * 80)), '0 0 0', 1);
+ float _ftmp = myhealth / 50;
+ this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
+ Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
- if(self.vehicle_flags & VHF_DMGSHAKE)
- self.velocity += randomvec() * 30;
+ if(this.vehicle_flags & VHF_DMGSHAKE)
+ this.velocity += randomvec() * 30;
- if(self.vehicle_flags & VHF_DMGROLL)
- if(self.vehicle_flags & VHF_DMGHEADROLL)
- self.tur_head.angles += randomvec();
+ if(this.vehicle_flags & VHF_DMGROLL)
+ if(this.vehicle_flags & VHF_DMGHEADROLL)
+ this.tur_head.angles += randomvec();
else
- self.angles += randomvec();
-
+ this.angles += randomvec();
}
}
-void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- self.dmg_time = time;
+void vehicles_frame(entity this, entity actor)
+{
+ vehicles_painframe(this);
+}
+
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ this.dmg_time = time;
// WEAPONTODO
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
damage *= autocvar_g_vehicles_vortex_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
damage *= autocvar_g_vehicles_machinegun_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_RIFLE.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
damage *= autocvar_g_vehicles_rifle_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
damage *= autocvar_g_vehicles_vaporizer_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_SEEKER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
damage *= autocvar_g_vehicles_tag_damagerate;
- if(DEATH_WEAPONOFWEAPONDEATH(deathtype))
+ if(DEATH_WEAPONOF(deathtype) != WEP_Null)
damage *= autocvar_g_vehicles_weapon_damagerate;
- self.enemy = attacker;
+ this.enemy = attacker;
- self.pain_finished = time;
+ this.pain_finished = time;
- if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
+ if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
{
- if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
+ if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
{
- self.vehicle_shieldent = spawn();
- self.vehicle_shieldent.effects = EF_LOWPRECISION;
-
- setmodel(self.vehicle_shieldent, MDL_VEH_SHIELD);
- setattachment(self.vehicle_shieldent, self, "");
- setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
- self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
- self.vehicle_shieldent.think = shieldhit_think;
+ this.vehicle_shieldent = spawn();
+ this.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+ setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
+ setattachment(this.vehicle_shieldent, this, "");
+ setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
+ this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
+ this.vehicle_shieldent.think = shieldhit_think;
}
- self.vehicle_shieldent.colormod = '1 1 1';
- self.vehicle_shieldent.alpha = 0.45;
- self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
- self.vehicle_shieldent.nextthink = time;
- self.vehicle_shieldent.effects &= ~EF_NODRAW;
+ this.vehicle_shieldent.colormod = '1 1 1';
+ this.vehicle_shieldent.alpha = 0.45;
+ this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
+ this.vehicle_shieldent.nextthink = time;
+ this.vehicle_shieldent.effects &= ~EF_NODRAW;
- self.vehicle_shield -= damage;
+ this.vehicle_shield -= damage;
- if(self.vehicle_shield < 0)
+ if(this.vehicle_shield < 0)
{
- self.vehicle_health -= fabs(self.vehicle_shield);
- self.vehicle_shieldent.colormod = '2 0 0';
- self.vehicle_shield = 0;
- self.vehicle_shieldent.alpha = 0.75;
+ this.vehicle_health -= fabs(this.vehicle_shield);
+ this.vehicle_shieldent.colormod = '2 0 0';
+ this.vehicle_shield = 0;
+ this.vehicle_shieldent.alpha = 0.75;
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
else
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
else
{
- self.vehicle_health -= damage;
+ this.vehicle_health -= damage;
if(sound_allowed(MSG_BROADCAST, attacker))
- spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
- if(self.damageforcescale < 1 && self.damageforcescale > 0)
- self.velocity += force * self.damageforcescale;
+ if(this.damageforcescale < 1 && this.damageforcescale > 0)
+ this.velocity += force * this.damageforcescale;
else
- self.velocity += force;
+ this.velocity += force;
- if(self.vehicle_health <= 0)
+ if(this.vehicle_health <= 0)
{
- if(self.owner)
- if(self.vehicle_flags & VHF_DEATHEJECT)
- vehicles_exit(VHEF_EJECT);
+ if(this.owner)
+ if(this.vehicle_flags & VHF_DEATHEJECT)
+ WITHSELF(this, vehicles_exit(VHEF_EJECT));
else
- vehicles_exit(VHEF_RELEASE);
+ WITHSELF(this, vehicles_exit(VHEF_RELEASE));
- antilag_clear(self);
+ antilag_clear(this, this);
- VEH_ACTION(self.vehicleid, VR_DEATH);
- vehicles_setreturn(self);
+ Vehicle info = Vehicles_from(this.vehicleid);
+ info.vr_death(info, this);
+ vehicles_setreturn(this);
}
}
return false;
}
-void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
-{SELFPARAM();
+void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
+{
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
return;
- if(self.play_time < time)
+ if(this.play_time < time)
{
- float wc = vlen(self.velocity - self.oldvelocity);
- //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
- //dprint("vel: ", vtos(self.velocity), "\n");
+ float wc = vlen(this.velocity - this.oldvelocity);
+ //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
+ //dprint("vel: ", vtos(this.velocity), "\n");
if(_minspeed < wc)
{
float take = min(_speedfac * wc, _maxpain);
- Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
- self.play_time = time + 0.25;
+ Damage (this, world, world, take, DEATH_FALL.m_id, this.origin, '0 0 0');
+ this.play_time = time + 0.25;
//dprint("wc: ", ftos(wc), "\n");
//dprint("take: ", ftos(take), "\n");
//vector exitspot;
float mysize;
- tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
+ tracebox(self.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, self.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, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
+ tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, self.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return v;
}
WriteAngle(MSG_ONE, 0);
}
- setsize(_player, PL_MIN,PL_MAX);
+ setsize(_player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
_player.takedamage = DAMAGE_AIM;
_player.solid = SOLID_SLIDEBOX;
_player.alpha = 1;
_player.PlayerPhysplug = func_null;
_player.vehicle = world;
- _player.view_ofs = PL_VIEW_OFS;
+ _player.view_ofs = STAT(PL_VIEW_OFS, NULL);
_player.event_damage = PlayerDamage;
_player.hud = HUD_NORMAL;
- _player.switchweapon = _vehicle.switchweapon;
+ PS(_player).m_switchweapon = _vehicle.m_switchweapon;
_player.last_vehiclecheck = time + 3;
_player.vehicle_enter_delay = time + 2;
}
_vehicle.flags |= FL_NOTARGET;
- if(_vehicle.deadflag == DEAD_NO)
+ if(!IS_DEAD(_vehicle))
_vehicle.avelocity = '0 0 0';
_vehicle.tur_head.nodrawtoclient = world;
if(!teamplay)
_vehicle.team = 0;
- Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES);
- Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
+ Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES);
+ Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
WaypointSprite_Kill(_vehicle.wps_intruder);
_vehicle.team = _vehicle.tur_head.team;
- sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
+ sound (_vehicle, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
_vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
_vehicle.phase = time + 1;
_vehicle.vehicle_exit(eject);
vehicles_setreturn(_vehicle);
- vehicles_reset_colors();
+ vehicles_reset_colors(_vehicle);
_vehicle.owner = world;
CSQCMODEL_AUTOINIT(self);
if((self.origin_z + self.maxs_z) > (other.origin_z))
if(vehicles_crushable(other))
{
- if(vlen(self.velocity) >= 30)
- Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+ if(vdist(self.velocity, >=, 30))
+ Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
}
- if(self.play_time < time)
- VEH_ACTION(self.vehicleid, VR_IMPACT);
+ if(self.play_time < time) {
+ Vehicle info = Vehicles_from(self.vehicleid);
+ info.vr_impact(info, self);
+ }
return;
}
vehicles_enter(other, self);
}
-bool vehicle_impulse(int imp)
-{SELFPARAM();
- switch(imp)
+bool vehicle_impulse(entity this, int imp)
+{
+ entity v = this.vehicle;
+ if (!v) return false;
+ if (IS_DEAD(v)) return false;
+ bool(int) f = v.vehicles_impulse;
+ if (f && f(imp)) return true;
+ switch (imp)
{
- case 17:
+ case IMP_weapon_drop.impulse:
{
stuffcmd(self, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
return true;
}
}
-
return false;
}
void vehicles_enter(entity pl, entity veh)
-{SELFPARAM();
+{
+ SELFPARAM();
+ entity oldself = self;
+
// Remove this when bots know how to use vehicles
if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
return;
if((!IS_PLAYER(pl))
|| (veh.phase >= time)
|| (pl.vehicle_enter_delay >= time)
- || (pl.frozen)
- || (pl.deadflag != DEAD_NO)
+ || (STAT(FROZEN, pl))
+ || (IS_DEAD(pl))
|| (pl.vehicle)
) { return; }
if(veh.vehicle_flags & VHF_MULTISLOT)
if(veh.owner)
{
- setself(veh);
- other = pl; // TODO: fix
-
if(!veh.gunner1)
if(time >= veh.gun1.phase)
if(veh.gun1.vehicle_enter)
- if(veh.gun1.vehicle_enter())
- {
- setself(this);
+ if(veh.gun1.vehicle_enter(veh, pl))
return;
- }
if(!veh.gunner2)
if(time >= veh.gun2.phase)
if(veh.gun2.vehicle_enter)
- if(veh.gun2.vehicle_enter())
- {
- setself(this);
+ if(veh.gun2.vehicle_enter(veh, pl))
return;
- }
-
- setself(this);
}
if(teamplay)
if(DIFF_TEAM(pl, veh))
if(autocvar_g_vehicles_steal)
{
- entity head;
- FOR_EACH_PLAYER(head) if(SAME_TEAM(head, veh))
- Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_VEHICLE_STEAL);
+ FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
veh.vehicle_hudmodel.viewmodelforclient = pl;
- tracebox(pl.origin, PL_MIN, PL_MAX, pl.origin, false, pl);
+ tracebox(pl.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), pl.origin, false, pl);
pl.crouch = false;
- pl.view_ofs = PL_VIEW_OFS;
- setsize (pl, PL_MIN, PL_MAX);
+ pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
veh.event_damage = vehicles_damage;
veh.nextthink = 0;
veh.colormap = pl.colormap;
if(veh.tur_head)
veh.tur_head.colormap = pl.colormap;
- veh.switchweapon = pl.switchweapon;
+ veh.m_switchweapon = PS(pl).m_switchweapon;
pl.hud = veh.vehicleid;
pl.PlayerPhysplug = veh.PlayerPhysplug;
//veh.exteriormodeltoclient = veh.owner;
//veh.tur_head.exteriormodeltoclient = veh.owner;
- pl.flags &= ~FL_ONGROUND;
- veh.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(pl);
+ UNSET_ONGROUND(veh);
veh.team = pl.team;
veh.flags -= FL_NOTARGET;
MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
setself(veh);
- CSQCModel_UnlinkEntity();
- VEH_ACTION(veh.vehicleid, VR_ENTER);
- setself(this);
+ CSQCModel_UnlinkEntity(veh);
+ Vehicle info = Vehicles_from(veh.vehicleid);
+ info.vr_enter(info, veh);
+ setself(oldself);
- antilag_clear(pl);
+ antilag_clear(pl, CS(pl));
}
void vehicles_think()
if(self.owner)
self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
- VEH_ACTION(self.vehicleid, VR_THINK);
+ Vehicle info = Vehicles_from(self.vehicleid);
+ info.vr_think(info, self);
+
+ vehicles_painframe(self);
CSQCMODEL_AUTOUPDATE(self);
}
if(self.vehicle_controller)
self.team = self.vehicle_controller.team;
- entity head; // remove hooks (if any)
- FOR_EACH_PLAYER(head)
- if(head.hook.aiment == self)
- RemoveGrapplingHook(head);
+ FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, RemoveGrapplingHook(it));
- vehicles_reset_colors();
+ vehicles_reset_colors(self);
- VEH_ACTION(self.vehicleid, VR_SPAWN);
+ Vehicle info = Vehicles_from(self.vehicleid);
+ info.vr_spawn(info, self);
CSQCMODEL_AUTOINIT(self);
}
-bool vehicle_initialize(entity veh, bool nodrop)
-{SELFPARAM();
+bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
+{
if(!autocvar_g_vehicles)
return false;
- if(!veh.vehicleid)
+ if(!info.vehicleid)
return false;
- if(!veh.tur_head) { VEH_ACTION(veh.vehicleid, VR_PRECACHE); }
+ if(!this.tur_head)
+ info.vr_precache(info);
- if(self.targetname && self.targetname != "")
+ if(this.targetname && this.targetname != "")
{
- self.vehicle_controller = find(world, target, self.targetname);
- if(!self.vehicle_controller)
+ this.vehicle_controller = find(world, target, this.targetname);
+ if(!this.vehicle_controller)
{
bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
- self.active = ACTIVE_ACTIVE;
+ this.active = ACTIVE_ACTIVE;
}
else
{
- self.team = self.vehicle_controller.team;
- self.use = vehicle_use;
+ this.team = this.vehicle_controller.team;
+ this.use = vehicle_use;
if(teamplay)
{
- if(self.vehicle_controller.team == 0)
- self.active = ACTIVE_NOT;
+ if(this.vehicle_controller.team == 0)
+ this.active = ACTIVE_NOT;
else
- self.active = ACTIVE_ACTIVE;
+ this.active = ACTIVE_ACTIVE;
}
}
}
- else { self.active = ACTIVE_ACTIVE; }
+ else { this.active = ACTIVE_ACTIVE; }
- if(self.team && (!teamplay || !autocvar_g_vehicles_teams))
- self.team = 0;
+ if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
+ this.team = 0;
- if(self.mdl == "" || !self.mdl)
- _setmodel(self, veh.model);
+ if(this.mdl == "" || !this.mdl)
+ _setmodel(this, info.model);
else
- _setmodel(self, self.mdl);
-
- self.vehicle_flags |= VHF_ISVEHICLE;
-
- self.vehicle_viewport = spawn();
- self.vehicle_hudmodel = spawn();
- self.tur_head = spawn();
- self.tur_head.owner = self;
- self.takedamage = DAMAGE_NO;
- self.bot_attack = true;
- self.iscreature = true;
- self.teleportable = false; // no teleporting for vehicles, too buggy
- self.damagedbycontents = true;
- self.vehicleid = veh.vehicleid;
- self.PlayerPhysplug = veh.PlayerPhysplug;
- self.event_damage = func_null;
- self.touch = vehicles_touch;
- self.think = vehicles_spawn;
- self.nextthink = time;
- self.effects = EF_NODRAW;
- self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
+ _setmodel(this, this.mdl);
+
+ this.vehicle_flags |= VHF_ISVEHICLE;
+
+ this.vehicle_viewport = new(vehicle_viewport);
+ this.vehicle_hudmodel = new(vehicle_hudmodel);
+ this.tur_head = new(tur_head);
+ this.tur_head.owner = this;
+ this.takedamage = DAMAGE_NO;
+ this.bot_attack = true;
+ this.iscreature = true;
+ this.teleportable = false; // no teleporting for vehicles, too buggy
+ this.damagedbycontents = true;
+ this.vehicleid = info.vehicleid;
+ this.PlayerPhysplug = info.PlayerPhysplug;
+ this.event_damage = func_null;
+ this.touch = vehicles_touch;
+ this.think = vehicles_spawn;
+ this.nextthink = time;
+ this.effects = EF_NODRAW;
+ this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
if(autocvar_g_playerclip_collisions)
- self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
if(autocvar_g_nodepthtestplayers)
- self.effects |= EF_NODEPTHTEST;
+ this.effects |= EF_NODEPTHTEST;
if(autocvar_g_fullbrightplayers)
- self.effects |= EF_FULLBRIGHT;
+ this.effects |= EF_FULLBRIGHT;
- _setmodel(self.vehicle_hudmodel, veh.hud_model);
- setmodel(self.vehicle_viewport, MDL_Null);
+ _setmodel(this.vehicle_hudmodel, info.hud_model);
+ setmodel(this.vehicle_viewport, MDL_Null);
- if(veh.head_model != "")
+ if(info.head_model != "")
{
- _setmodel(self.tur_head, veh.head_model);
- setattachment(self.tur_head, self, veh.tag_head);
- setattachment(self.vehicle_hudmodel, self.tur_head, veh.tag_hud);
- setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
+ _setmodel(this.tur_head, info.head_model);
+ setattachment(this.tur_head, this, info.tag_head);
+ setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
+ setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
}
else
{
- setattachment(self.tur_head, self, "");
- setattachment(self.vehicle_hudmodel, self, veh.tag_hud);
- setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
+ setattachment(this.tur_head, this, "");
+ setattachment(this.vehicle_hudmodel, this, info.tag_hud);
+ setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
}
- setsize(self, veh.mins, veh.maxs);
+ setsize(this, info.mins, info.maxs);
if(!nodrop)
{
- setorigin(self, self.origin);
- tracebox(self.origin + '0 0 100', veh.mins, veh.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
- setorigin(self, trace_endpos);
+ setorigin(this, this.origin);
+ tracebox(this.origin + '0 0 100', info.mins, info.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
+ setorigin(this, trace_endpos);
}
- self.pos1 = self.origin;
- self.pos2 = self.angles;
- self.tur_head.team = self.team;
+ this.pos1 = this.origin;
+ this.pos2 = this.angles;
+ this.tur_head.team = this.team;
- VEH_ACTION(veh.vehicleid, VR_SETUP);
+ info.vr_setup(info, this);
- if(self.active == ACTIVE_NOT)
- self.nextthink = 0; // wait until activated
+ if(this.active == ACTIVE_NOT)
+ this.nextthink = 0; // wait until activated
else if(autocvar_g_vehicles_delayspawn)
- self.nextthink = time + self.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
+ this.nextthink = time + this.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
else
- self.nextthink = time + game_starttime;
+ this.nextthink = time + game_starttime;
- if(MUTATOR_CALLHOOK(VehicleSpawn))
+ if(MUTATOR_CALLHOOK(VehicleSpawn, this))
return false;
return true;