+float autocvar_g_vehicles_crush_dmg;
+float autocvar_g_vehicles_crush_force;
+
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
void vehicles_return();
+void vehicles_enter();
+void vehicles_touch();
+void vehicles_reset_colors();
void vehicles_clearrturn();
+void vehicles_setreturn();
-.entity AuxiliaryXhair;
-float AuxiliaryXhair_customizeentityforclient()
-{
- if(other == self.owner)
- return TRUE;
- return FALSE;
-}
-float AuxiliaryXhair_SendEntity(entity to, float sf)
+#define MAX_AXH 4
+.entity AuxiliaryXhair[MAX_AXH];
+
+float SendAuxiliaryXhair(entity to, float sf)
{
+
WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
+
+ WriteByte(MSG_ENTITY, self.cnt);
+
WriteCoord(MSG_ENTITY, self.origin_x);
WriteCoord(MSG_ENTITY, self.origin_y);
WriteCoord(MSG_ENTITY, self.origin_z);
WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
- return TRUE;
+ return TRUE;
}
-void SpawnOrUpdateAuxiliaryXhair(entity own, vector loc, vector clr)
+void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
{
+ entity axh;
+
+ axh_id = bound(0, axh_id, MAX_AXH);
+ axh = own.AuxiliaryXhair[axh_id];
- if(own.AuxiliaryXhair == world || wasfreed(own.AuxiliaryXhair))
+ if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
{
- own.AuxiliaryXhair = spawn();
- own.AuxiliaryXhair.owner = own;
- own.AuxiliaryXhair.drawonlytoclient = own;
- Net_LinkEntity(own.AuxiliaryXhair, FALSE, 0, AuxiliaryXhair_SendEntity);
+ axh = spawn();
+ axh.cnt = axh_id;
+ axh.drawonlytoclient = own;
+ axh.owner = own;
+ Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
}
- own.AuxiliaryXhair.colormod = clr;
- setorigin(own.AuxiliaryXhair, loc);
- own.AuxiliaryXhair.SendFlags |= 0x01;
+ setorigin(axh, loc);
+ axh.colormod = clr;
+ axh.SendFlags = 0x01;
+ own.AuxiliaryXhair[axh_id] = axh;
}
-void Release_AuxiliaryXhair(entity from)
+/*
+// SVC_TEMPENTITY based, horrible with even 50 ping. hm.
+// WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
+void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
{
- // from.AuxiliaryXhair.drawonlytoclient = from.AuxiliaryXhair;
- if (from.AuxiliaryXhair != world && !wasfreed(from.AuxiliaryXhair))
- remove(from.AuxiliaryXhair);
+ msg_entity = own;
- from.AuxiliaryXhair = world;
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
+
+ WriteByte(MSG_ONE, axh_id);
+
+ WriteCoord(MSG_ONE, loc_x);
+ WriteCoord(MSG_ONE, loc_y);
+ WriteCoord(MSG_ONE, loc_z);
+
+ WriteByte(MSG_ONE, rint(clr_x * 255));
+ WriteByte(MSG_ONE, rint(clr_y * 255));
+ WriteByte(MSG_ONE, rint(clr_z * 255));
+
+}
+*/
+
+void CSQCVehicleSetup(entity own, float vehicle_id)
+{
+ msg_entity = own;
+
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
+ WriteByte(MSG_ONE, vehicle_id);
+}
+
+.entity lock_target;
+.float lock_strength;
+.float lock_time;
+void vehicles_locktarget(float incr, float decr, float _lock_time)
+{
+ if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
+ {
+ self.lock_target = world;
+ self.lock_strength = 0;
+ self.lock_time = 0;
+ }
+
+ if(self.lock_time > time)
+ return;
+
+ if(trace_ent != world)
+ {
+ if(teams_matter && trace_ent.team == self.team)
+ trace_ent = world;
+
+ if(trace_ent.deadflag != DEAD_NO)
+ trace_ent = world;
+
+ if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ trace_ent = world;
+ }
+
+ if(self.lock_target == world && trace_ent != world)
+ self.lock_target = trace_ent;
+
+ // Have a locking target
+ // Trace hit current target
+ if(trace_ent == self.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;
+ }
+ else
+ {
+ if(trace_ent)
+ self.lock_strength = max(self.lock_strength - decr * 2, 0);
+ else
+ self.lock_strength = max(self.lock_strength - decr, 0);
+
+ if(self.lock_strength == 0)
+ self.lock_target = world;
+ }
}
#define VEHICLE_UPDATE_PLAYER(fld,vhname) \
return v_forward * force_fromtag_power;
}
+void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ self.health -= damage;
+ self.velocity += force;
+ if(self.health < 1)
+ {
+ self.takedamage = DAMAGE_NO;
+ self.event_damage = SUB_Null;
+ self.think = self.use;
+ self.nextthink = time;
+ }
+
+}
+
+void vehicles_projectile_explode()
+{
+ if(self.owner && other != world)
+ {
+ if(other == self.owner.vehicle)
+ return;
+
+ if(other == self.owner.vehicle.tur_head)
+ return;
+ }
+
+ PROJECTILE_TOUCH;
+
+ self.event_damage = SUB_Null;
+ RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
+
+ remove (self);
+}
+
+entity vehicles_projectile(string _mzlfx, string _mzlsound,
+ vector _org, vector _vel,
+ float _dmg, float _radi, float _force, float _size,
+ float _deahtype, float _projtype, float _health,
+ float _cull, float _clianim)
+{
+ entity proj;
+
+ proj = spawn();
+
+ PROJECTILE_MAKETRIGGER(proj);
+ setorigin(proj, _org);
+
+ proj.shot_dmg = _dmg;
+ proj.shot_radius = _radi;
+ proj.shot_force = _force;
+ proj.totalfrags = _deahtype;
+ proj.solid = SOLID_BBOX;
+ proj.movetype = MOVETYPE_FLYMISSILE;
+ proj.flags = FL_PROJECTILE;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = _dmg;
+ proj.velocity = _vel;
+ proj.touch = vehicles_projectile_explode;
+ proj.use = vehicles_projectile_explode;
+ proj.owner = self;
+ proj.realowner = self.owner;
+ proj.think = SUB_Remove;
+ proj.nextthink = time + 30;
+
+ if(_health)
+ {
+ proj.takedamage = DAMAGE_AIM;
+ proj.event_damage = vehicles_projectile_damage;
+ proj.health = _health;
+ }
+ else
+ proj.flags = FL_PROJECTILE | FL_NOTARGET;
+
+ if(_mzlsound)
+ sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
+
+ if(_mzlfx)
+ pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
+
+
+ setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
+
+ CSQCProjectile(proj, _clianim, _projtype, _cull);
+
+ return proj;
+}
+
+void vehicles_spawn()
+{
+ dprint("Spawning vehicle: ", self.netname, "\n");
+
+ // De-own & reset
+ self.vehicle_hudmodel.viewmodelforclient = self;
+
+ self.owner = world;
+ self.touch = vehicles_touch;
+ self.event_damage = vehicles_damage;
+ self.iscreature = TRUE;
+ self.movetype = MOVETYPE_WALK;
+ self.solid = SOLID_SLIDEBOX;
+ self.takedamage = DAMAGE_AIM;
+ self.deadflag = DEAD_NO;
+ self.bot_attack = TRUE;
+ self.flags = FL_NOTARGET;
+ self.avelocity = '0 0 0';
+
+ // Reset locking
+ self.lock_strength = 0;
+ self.lock_target = world;
+ self.misc_bulletcounter = 0;
+
+ // Return to spawn
+ self.angles = self.pos2;
+ setorigin(self, self.pos1 + '0 0 128');
+ // Show it
+ pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
+
+ vehicles_reset_colors();
+ self.vehicle_spawn();
+}
+
+// Better way of determening whats crushable needed! (fl_crushable?)
+float vehicles_crushable(entity e)
+{
+ if(e.classname == "player")
+ return TRUE;
+
+ if(e.classname == "monster_zombie")
+ return TRUE;
+
+ return FALSE;
+}
void vehicles_touch()
{
+ // Vehicle currently in use
+ if(self.owner)
+ {
+ // Colided with world?
+ if(other == world)
+ {
+ // Apply velocity based self damage here
+ }
+ else
+ {
+ if(other.vehicle_flags & VHF_ISVEHICLE)
+ {
+ //other.velocity += self.velocity * (self.mass / other.mass);
+ }
+ else if(vehicles_crushable(other))
+ {
+ if(vlen(self.velocity) != 0)
+ 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);
+ }
+ }
+ return;
+ }
+
if(other.classname != "player")
return;
if (clienttype(other) != CLIENTTYPE_REAL)
return;
- self.vehicle_enter();
+ vehicles_enter();
}
void vehicles_enter()
if (clienttype(other) != CLIENTTYPE_REAL)
return;
- self.colormod = self.tur_head.colormod = '0 0 0';
+ if(self.phase > time)
+ return;
if(teams_matter)
if(self.team)
if(self.team != other.team)
return;
+ self.vehicle_ammo1 = 0;
+ self.vehicle_ammo2 = 0;
+ self.vehicle_reload1 = 0;
+ self.vehicle_reload2 = 0;
+ self.vehicle_energy = 0;
+
self.owner = other;
self.switchweapon = other.switchweapon;
+
+ // .viewmodelforclient works better.
+ //self.vehicle_hudmodel.drawonlytoclient = self.owner;
- self.vehicle_hudmodel.viewmodelforclient = self.owner;
+ self.vehicle_hudmodel.viewmodelforclient = self.owner;
+
self.event_damage = vehicles_damage;
self.nextthink = 0;
self.owner.angles = self.angles;
self.owner.vehicle_reload1 = self.vehicle_reload1;
self.owner.vehicle_reload2 = self.vehicle_reload2;
+ // Cnnt do this, hides attached objects too.
+ //self.exteriormodeltoclient = self.owner;
+ //self.tur_head.exteriormodeltoclient = self.owner;
+
other.flags &~= FL_ONGROUND;
self.flags &~= FL_ONGROUND;
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, self.vehicle_viewport);
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
if(self.tur_head)
{
- WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
- WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
+ WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
}
else
{
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
- WriteAngle(MSG_ONE, self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+ WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
+ WriteAngle(MSG_ONE, self.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
}
vehicles_clearrturn();
- if(self.vehicle_enter)
- self.vehicle_enter();
+ CSQCVehicleSetup(self.owner, self.hud);
+
+ self.vehicle_enter();
}
void vehicles_exit(float eject)
{
- self.colormap = 1024;
- self.tur_head.colormap = 1024;
-
- if (teams_matter)
- {
- if (self.team == COLOR_TEAM1)
- self.colormod = '1.4 0.8 0.8';
-
- if (self.team == COLOR_TEAM2)
- self.colormod = '0.8 0.8 1.4';
-
- self.tur_head.colormod = self.colormod;
- }
-
-
self.flags |= FL_NOTARGET;
if (self.owner)
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity( MSG_ONE, self.owner);
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, 0); // tilt
- WriteAngle(MSG_ONE, self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
+ WriteAngle(MSG_ONE, 0); // tilt
+ WriteAngle(MSG_ONE, self.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
- setsize(self.owner,PL_MIN,PL_MAX);
+ setsize(self.owner, PL_MIN,PL_MAX);
self.owner.takedamage = DAMAGE_AIM;
self.owner.solid = SOLID_SLIDEBOX;
self.owner.event_damage = PlayerDamage;
self.owner.hud = HUD_NORMAL;
self.owner.switchweapon = self.switchweapon;
+ self.owner.BUTTON_USE = 0;
}
+ if(self.deadflag == DEAD_NO)
+ self.avelocity = '0 0 0';
+
self.vehicle_hudmodel.viewmodelforclient = self;
- self.tur_head.nodrawtoclient = self;
+ self.tur_head.nodrawtoclient = world;
+ vehicles_setreturn();
- if(self.vehicle_exit)
- self.vehicle_exit(eject);
+ self.phase = time + 1;
+
+ if(!teams_matter)
+ self.team = 0;
+ self.vehicle_exit(eject);
self.owner = world;
}
self.alpha -= 0.1;
if (self.alpha <= 0)
{
- setmodel(self, "");
+ //setmodel(self, "");
self.alpha = -1;
}
else
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- float ddmg_take;
-
self.dmg_time = time;
if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
{
- if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
+ if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
{
- self.tur_head.enemy = spawn();
- self.tur_head.enemy.effects = EF_LOWPRECISION;
+ self.vehicle_shieldent = spawn();
+ self.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+ setmodel(self.vehicle_shieldent, "models/vhshield.md3");
+ 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;
}
- setmodel(self.tur_head.enemy, "models/vhshield.md3");
- setattachment(self.tur_head.enemy, self, "");
- self.tur_head.enemy.colormod = '1 1 1';
- self.tur_head.enemy.alpha = 0.45;
- self.tur_head.enemy.scale = (256 / vlen(self.maxs - self.mins));
- self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
- self.tur_head.enemy.think = shieldhit_think;
- self.tur_head.enemy.nextthink = time;
+ 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_shield -= damage;
+
if(self.vehicle_shield < 0)
{
- self.tur_head.enemy.colormod = '10 0 -1';
- ddmg_take = fabs(self.vehicle_shield);
- self.vehicle_shield = 0;
- self.tur_head.enemy.alpha = 0.75;
- self.vehicle_health -= ddmg_take;
+ self.vehicle_shieldent.colormod = '2 0 0';
+ self.vehicle_shield = 0;
+ self.vehicle_shieldent.alpha = 0.75;
+ self.vehicle_health -= fabs(self.vehicle_shield);
}
}
else
self.vehicle_health -= damage;
+ self.velocity += force; // * (vlen(force) / self.mass);
+
if(self.vehicle_health <= 0)
{
if(self.owner)
vehicles_exit(VHEF_RELESE);
self.vehicle_die();
+ vehicles_setreturn();
}
}
void vehicles_return()
{
pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
- self.enemy.think = self.use;
+
+ self.enemy.think = vehicles_spawn;
self.enemy.nextthink = time;
+
remove(self);
}
{
if(ret.enemy == self)
{
- ret.think = SUB_Remove;
- ret.nextthink = time + 0.1;
+ ret.classname = "";
+ ret.think = SUB_Remove;
+ ret.nextthink = time + 0.1;
return;
}
+
ret = ret.chain;
}
}
-void vehicles_setreturn(float retime, void() respawn_proc)
+void vehicles_setreturn()
{
+ entity ret;
+
vehicles_clearrturn();
- if (self.deadflag == DEAD_NO)
- {
- entity ret;
-
- ret = spawn();
- ret.classname = "vehicle_return";
- ret.enemy = self;
- ret.think = vehicles_return;
- ret.nextthink = time + retime;
- ret.use = respawn_proc;
- }
+ ret = spawn();
+ ret.classname = "vehicle_return";
+ ret.enemy = self;
+ ret.think = vehicles_return;
+ ret.nextthink = time + self.vehicle_respawntime;
}
float vehicles_customizeentityforclient()
{
- if(self.deadflag == DEAD_DEAD)
+ if(self.deadflag == DEAD_DEAD)
return FALSE;
-
- return TRUE;
+ else
+ return TRUE;
}
-void vehicles_configcheck(string configname, float check_cvar)
+void vehicles_configcheck(string configname, float check_cvar)
{
if(check_cvar == 0)
localcmd(strcat("exec ", configname, "\n"));
}
+void vehicles_reset_colors()
+{
+ entity e;
+ float _effects, _colormap;
+ vector _glowmod, _colormod;
+
+ if(autocvar_g_nodepthtestplayers)
+ _effects = 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';
+
+ // Find all ents attacked to main model and setup effects, colormod etc.
+ e = findchainentity(tag_entity, self);
+ while(e)
+ {
+ if(e != self.vehicle_shieldent)
+ {
+ e.effects = _effects | EF_LOWPRECISION;
+ e.colormod = _colormod;
+ e.colormap = _colormap;
+ e.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);
+
+ self.alpha = 1;
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+ self.effects = _effects;
+}
+
+//#define VEHICLES_CSQC
+#ifdef VEHICLES_CSQC
+#define VSF_ORG 2
+#define VSF_VEL 4
+#define VSF_ANG 8
+#define VSF_COLORMAP 16
+#define VSF_STAT1 32
+
+float SendVehicle(entity to, float sf)
+{
+ WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE_RACER);
+
+ WriteByte(MSG_ENTITY, self.cnt);
+
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+
+ WriteCoord(MSG_ENTITY, self.velocity_x);
+ WriteCoord(MSG_ENTITY, self.velocity_y);
+ WriteCoord(MSG_ENTITY, self.velocity_z);
+
+ WriteAngle(MSG_ENTITY, self.angles_x);
+ WriteAngle(MSG_ENTITY, self.angles_y);
+ WriteAngle(MSG_ENTITY, self.angles_z);
+
+ return TRUE;
+}
+
+void NetLinkVehicle()
+{
+ self.SendFlags = 0xFFFFFF;
+ Net_LinkEntity(self, FALSE, 0, SendVehicle);
+}
+#endif
+
float vehicle_initialize(string net_name,
string bodymodel,
string topmodel,
vector max_s,
float nodrop,
void() spawnproc,
+ float _respawntime,
float() physproc,
void() enterproc,
void(float extflag) exitfunc,
if(self.team && !teams_matter)
self.team = 0;
+ self.vehicle_flags |= VHF_ISVEHICLE;
+
setmodel(self, bodymodel);
self.vehicle_viewport = spawn();
self.iscreature = TRUE;
self.hud = vhud;
- self.customizeentityforclient = vehicles_customizeentityforclient;
- self.vehicle_die = dieproc;
- self.vehicle_exit = exitfunc;
- self.vehicle_enter = enterproc;
- self.PlayerPhysplug = physproc;
- self.event_damage = vehicles_damage;
- self.touch = vehicles_touch;
- self.think = spawnproc;
- self.nextthink = time;
+ //self.customizeentityforclient = vehicles_customizeentityforclient;
+ self.vehicle_die = dieproc;
+ self.vehicle_exit = exitfunc;
+ self.vehicle_enter = enterproc;
+ self.PlayerPhysplug = physproc;
+ self.event_damage = vehicles_damage;
+ self.touch = vehicles_touch;
+ self.think = vehicles_spawn;
+ self.nextthink = time;
+ self.vehicle_respawntime = _respawntime;
+ self.vehicle_spawn = spawnproc;
+
+ if(autocvar_g_nodepthtestplayers)
+ self.effects = self.effects | EF_NODEPTHTEST;
+
+ if(autocvar_g_fullbrightplayers)
+ self.effects = self.effects | EF_FULLBRIGHT;
setmodel(self.vehicle_hudmodel, hudmodel);
setmodel(self.vehicle_viewport, "null");
+
if(topmodel != "")
{
setmodel(self.tur_head, topmodel);
tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self, trace_endpos);
}
-
+
+ //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
self.pos1 = self.origin;
self.pos2 = self.angles;
return TRUE;
}
+
void bugmenot()
{
self.vehicle_exit = self.vehicle_exit;
self.vehicle_enter = self.vehicle_exit;
self.vehicle_die = self.vehicle_exit;
self.vehicle_spawn = self.vehicle_exit;
- //self.vehicle_message = self.vehicle_exit;
+ self.AuxiliaryXhair = self.AuxiliaryXhair;
}