#include "sv_vehicles.qh"
-#if 0
-bool vehicle_send(entity to, int sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
- WriteByte(MSG_ENTITY, sf);
-
- if(sf & VSF_SPAWN)
- {
- WriteByte(MSG_ENTITY, this.vehicleid);
- }
-
- if(sf & VSF_SETUP)
- {
- // send stuff?
- }
-
- if(sf & VSF_ENTER)
- {
- // player handles the .vehicle stuff, we need only set ourselves up for driving
-
- // send stuff?
- }
-
- if(sf & VSF_EXIT)
- {
- // senf stuff?
- }
-
- if(sf & VSF_PRECACHE)
- {
- // send stuff?!
- }
-
- return true;
-}
-#endif
-
bool SendAuxiliaryXhair(entity this, entity to, int sf)
{
-
WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
WriteByte(MSG_ENTITY, this.cnt);
if(!IS_REAL_CLIENT(own))
return;
- entity axh;
-
axh_id = bound(0, axh_id, MAX_AXH);
- axh = own.(AuxiliaryXhair[axh_id]);
+ entity axh = own.(AuxiliaryXhair[axh_id]);
- if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
+ if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
{
axh = spawn();
axh.cnt = axh_id;
}
}
+float vehicle_altitude(entity this, float amax)
+{
+ tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
+ return vlen(this.origin - trace_endpos);
+}
+
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));
}
}
-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
{
void vehicles_clearreturn(entity veh)
{
- // Remove "return helper", if any.
- for (entity ret = findchain(classname, "vehicle_return"); ret; ret = ret.chain)
+ // Remove "return helper" entities, if any.
+ FOREACH_ENTITY_ENT(wp00, veh,
{
- if(ret.wp00 == veh)
+ if(it.classname == "vehicle_return")
{
- ret.classname = "";
- setthink(ret, SUB_Remove);
- ret.nextthink = time + 0.1;
-
- if(ret.waypointsprite_attached)
- WaypointSprite_Kill(ret.waypointsprite_attached);
+ it.classname = "";
+ setthink(it, SUB_Remove);
+ it.nextthink = time + 0.1;
- return;
+ if(it.waypointsprite_attached)
+ WaypointSprite_Kill(it.waypointsprite_attached);
}
- }
+ });
}
void vehicles_spawn(entity this);
WaypointSprite_Kill(this.waypointsprite_attached);
remove(this);
-
}
void vehicles_showwp(entity this)
{
- vector rgb;
-
entity ent = this;
if(ent.cnt)
ent.nextthink = time + 1;
ent = spawn();
- setmodel(ent, MDL_Null);
ent.team = this.wp00.team;
ent.wp00 = this.wp00;
setorigin(ent, this.wp00.pos1);
setthink(ent, vehicles_showwp_goaway);
}
+ vector rgb;
if(teamplay && ent.team)
rgb = Team_ColorRGB(ent.team);
else
void vehicles_setreturn(entity veh)
{
- entity ret;
-
vehicles_clearreturn(veh);
- ret = new(vehicle_return);
+ entity ret = new(vehicle_return);
ret.wp00 = veh;
ret.team = veh.team;
setthink(ret, vehicles_showwp);
ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
}
- setmodel(ret, MDL_Null);
setorigin(ret, veh.pos1 + '0 0 96');
-
}
void vehicle_use(entity this, entity actor, entity trigger)
{
- LOG_TRACE("vehicle ",this.netname, " used by ", actor.classname, "\n");
+ LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname, "\n");
this.tur_head.team = actor.team;
if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover)
{
- LOG_TRACE("Respawning vehicle: ", this.netname, "\n");
+ LOG_DEBUG("Respawning vehicle: ", this.netname, "\n");
if(this.effects & EF_NODRAW)
{
setthink(this, vehicles_spawn);
// 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;
}
}
-float vehicles_crushable(entity e)
+bool vehicles_crushable(entity e)
{
if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
return true;
// vehicle enter/exit handling
vector vehicles_findgoodexit(entity this, vector prefer_spot)
{
- //vector exitspot;
- float mysize;
-
tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
- mysize = 1.5 * vlen(this.maxs - this.mins);
- float i;
- vector v, v2;
- v2 = 0.5 * (this.absmin + this.absmax);
- for(i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
+ float mysize = 1.5 * vlen(this.maxs - this.mins);
+ vector v;
+ vector v2 = 0.5 * (this.absmin + this.absmax);
+ for(int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
{
v = randomvec();
v_z = 0;
return v;
}
- /*
- exitspot = (this.origin + '0 0 48') + v_forward * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
-
- exitspot = (this.origin + '0 0 48') - v_forward * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
-
- exitspot = (this.origin + '0 0 48') + v_right * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
-
- exitspot = (this.origin + '0 0 48') - v_right * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
- */
-
return this.origin;
}
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;
// initialization
void vehicles_spawn(entity this)
{
- LOG_TRACE("Spawning vehicle: ", this.classname, "\n");
+ LOG_DEBUG("Spawning vehicle: ", this.classname, "\n");
// disown & reset
this.vehicle_hudmodel.viewmodelforclient = this;
this.vehicle_controller = find(NULL, target, this.targetname);
if(!this.vehicle_controller)
{
- bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
+ LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname\n");
this.active = ACTIVE_ACTIVE;
}
else
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)