}
}
-void vehicles_projectile_explode(entity this)
+void vehicles_projectile_explode(entity this, entity toucher)
{
- if(this.owner && other != NULL)
+ if(this.owner && toucher != NULL)
{
- if(other == this.owner.vehicle)
+ if(toucher == this.owner.vehicle)
return;
- if(other == this.owner.vehicle.tur_head)
+ if(toucher == this.owner.vehicle.tur_head)
return;
}
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
this.event_damage = func_null;
- RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, other);
+ RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
remove (this);
}
+void vehicles_projectile_explode_think(entity this)
+{
+ vehicles_projectile_explode(this, NULL);
+}
+
void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
{
- vehicles_projectile_explode(this);
+ vehicles_projectile_explode(this, trigger);
}
entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
remove(this);
}
+void vehicles_gib_touch(entity this, entity toucher)
+{
+ vehicles_gib_explode(this);
+}
+
void vehicles_gib_think(entity this)
{
this.alpha -= 0.1;
{
setthink(_gib, vehicles_gib_explode);
_gib.nextthink = time + random() * _explode;
- settouch(_gib, vehicles_gib_explode);
+ settouch(_gib, vehicles_gib_touch);
}
else
{
// WEAPONTODO
if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
damage *= autocvar_g_vehicles_vortex_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+ else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
damage *= autocvar_g_vehicles_machinegun_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
+ else if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
damage *= autocvar_g_vehicles_rifle_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
damage *= autocvar_g_vehicles_vaporizer_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
+ else if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
damage *= autocvar_g_vehicles_tag_damagerate;
-
- if(DEATH_WEAPONOF(deathtype) != WEP_Null)
+ else if(DEATH_WEAPONOF(deathtype) != WEP_Null)
damage *= autocvar_g_vehicles_weapon_damagerate;
this.enemy = attacker;
vehicles_exit_running = false;
}
-void vehicles_touch(entity this)
+void vehicles_touch(entity this, entity toucher)
{
- if(MUTATOR_CALLHOOK(VehicleTouch, this, other))
+ if(MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
return;
// Vehicle currently in use
if(this.owner)
{
if(!forbidWeaponUse(this.owner))
- if(other != NULL)
- if((this.origin_z + this.maxs_z) > (other.origin_z))
- if(vehicles_crushable(other))
+ if(toucher != NULL)
+ if((this.origin_z + this.maxs_z) > (toucher.origin_z))
+ if(vehicles_crushable(toucher))
{
if(vdist(this.velocity, >=, 30))
- Damage(other, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - this.origin) * autocvar_g_vehicles_crush_force);
+ Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
}
if(autocvar_g_vehicles_enter)
return;
- vehicles_enter(other, this);
+ vehicles_enter(toucher, this);
}
bool vehicle_impulse(entity this, int imp)
|| (pl.vehicle)
) { return; }
+ Vehicle info = Vehicles_from(veh.vehicleid);
+
if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
if(veh.vehicle_flags & VHF_MULTISLOT)
- if(veh.owner)
+ if(veh.owner && SAME_TEAM(pl, veh))
{
- if(!veh.gunner1)
- if(time >= veh.gun1.phase)
- if(veh.gun1.vehicle_enter)
- 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(veh, pl))
- return;
+ // we don't need a return value or anything here
+ // if successful the owner check below will prevent anything weird
+ info.vr_gunner_enter(info, veh, pl);
}
+ if(veh.owner)
+ return; // got here and didn't enter the gunner, return
+
if(teamplay)
if(veh.team)
if(DIFF_TEAM(pl, veh))
MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
CSQCModel_UnlinkEntity(veh);
- Vehicle info = Vehicles_from(veh.vehicleid);
info.vr_enter(info, veh);
antilag_clear(pl, CS(pl));
void vehicles_think(entity this)
{
- this.nextthink = time;
+ this.nextthink = time + autocvar_g_vehicles_thinkrate;
if(this.owner)
this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
setsize(this, info.mins, info.maxs);
+ info.vr_setup(info, this);
+
if(!nodrop)
{
setorigin(this, this.origin);
this.pos2 = this.angles;
this.tur_head.team = this.team;
- info.vr_setup(info, this);
-
if(this.active == ACTIVE_NOT)
this.nextthink = 0; // wait until activated
else if(autocvar_g_vehicles_delayspawn)