float autocvar_g_vehicles_crush_force;
float autocvar_g_vehicles_delayspawn;
float autocvar_g_vehicles_delayspawn_jitter;
-float autocvar_g_vehicles_allow_flagcarry;
var float autocvar_g_vehicles_nex_damagerate = 0.5;
var float autocvar_g_vehicles_uzi_damagerate = 0.5;
if(self.health < 1)
{
self.takedamage = DAMAGE_NO;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.think = self.use;
self.nextthink = time;
}
PROJECTILE_TOUCH;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
remove (self);
self.touch = vehicles_touch;
self.event_damage = vehicles_damage;
self.iscreature = TRUE;
+ self.teleportable = FALSE; // no teleporting for vehicles, too buggy
self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
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);
+ 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);
return; // Dont do selfdamage when hitting "soft targets".
}
self.owner.movetype = MOVETYPE_NOCLIP;
self.owner.alpha = -1;
self.owner.vehicle = self;
- self.owner.event_damage = SUB_Null;
+ self.owner.event_damage = func_null;
self.owner.view_ofs = '0 0 0';
self.colormap = self.owner.colormap;
if(self.tur_head)
vehicles_clearrturn();
CSQCVehicleSetup(self.owner, self.hud);
-
- if(other.flagcarried)
- {
- if(!autocvar_g_vehicles_allow_flagcarry)
- DropFlag(other.flagcarried, world, world);
- else
- {
- other.flagcarried.scale = 1;
- setattachment(other.flagcarried, self, "");
- setorigin(other, '0 0 96');
- }
- }
+
+ vh_player = other;
+ vh_vehicle = self;
+ MUTATOR_CALLHOOK(VehicleEnter);
+ other = vh_player;
+ self = vh_vehicle;
self.vehicle_enter();
antilag_clear(other);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
- mysize = vlen(self.maxs - self.mins);
+ mysize = 1.5 * vlen(self.maxs - self.mins);
float i;
vector v, v2;
v2 = 0.5 * (self.absmin + self.absmax);
_player.movetype = MOVETYPE_WALK;
_player.effects &~= EF_NODRAW;
_player.alpha = 1;
- _player.PlayerPhysplug = SUB_Null;
+ _player.PlayerPhysplug = func_null;
_player.vehicle = world;
_player.view_ofs = PL_VIEW_OFS;
_player.event_damage = PlayerDamage;
_player.hud = HUD_NORMAL;
_player.switchweapon = _vehicle.switchweapon;
- if(_player.flagcarried)
- {
- _player.flagcarried.scale = 0.6;
- setattachment(_player.flagcarried, _player, "");
- setorigin(_player.flagcarried, FLAG_CARRY_POS);
- }
-
CSQCVehicleSetup(_player, HUD_NORMAL);
}
_vehicle.flags |= FL_NOTARGET;
if(!teamplay)
_vehicle.team = 0;
else
- _vehicle.team = _vehicle.tur_head.team;
+
+ vh_player = _player;
+ vh_vehicle = _vehicle;
+ MUTATOR_CALLHOOK(VehicleExit);
+ _player = vh_player;
+ _vehicle = vh_vehicle;
+
+ _vehicle.team = _vehicle.tur_head.team;
sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
_vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
if(sound_allowed(MSG_BROADCAST, attacker))
spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
}
-
- self.velocity += force; // * (vlen(force) / self.mass);
+
+ if(self.damageforcescale < 1 && self.damageforcescale > 0)
+ self.velocity += force * self.damageforcescale;
+ else
+ self.velocity += force;
if(self.vehicle_health <= 0)
{
void vehicles_showwp()
{
- entity oldself;
+ entity oldself = world;
vector rgb;
if(self.cnt)
}
if(teamplay && self.team)
- rgb = TeamColor(self.team);
+ rgb = Team_ColorRGB(self.team);
else
rgb = '1 1 1';
WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
void vehicles_reset_colors()
{
entity e;
- float _effects, _colormap;
+ float _effects = 0, _colormap;
vector _glowmod, _colormod;
if(autocvar_g_nodepthtestplayers)
- _effects = EF_NODEPTHTEST;
+ _effects |= EF_NODEPTHTEST;
if(autocvar_g_fullbrightplayers)
_effects |= EF_FULLBRIGHT;
self.takedamage = DAMAGE_AIM;
self.bot_attack = TRUE;
self.iscreature = TRUE;
+ self.teleportable = FALSE; // no teleporting for vehicles, too buggy
self.damagedbycontents = TRUE;
self.hud = vhud;
self.tur_health = _max_health;
return TRUE;
}
-void vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
+vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
float _pichlimit_min, float _pichlimit_max,
float _rotlimit_min, float _rotlimit_max, float _aimspeed)
{
- vector vtmp;
+ vector vtmp, vtag;
float ftmp;
-
- vtmp = vectoangles(normalize(_target - gettaginfo(_turrret, gettagindex(_turrret, _tagname))));
+ vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
+ vtmp = vectoangles(normalize(_target - vtag));
vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
vtmp = AnglesTransform_Normalize(vtmp, TRUE);
-
- ftmp = _aimspeed * sys_frametime;
+ ftmp = _aimspeed * frametime;
vtmp_y = bound(-ftmp, vtmp_y, ftmp);
vtmp_x = bound(-ftmp, vtmp_x, ftmp);
_turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
- _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
+ _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
+ return vtag;
}
void vehicles_gib_explode()
}
return _gib;
}
+
+/*
+vector predict_target(entity _targ, vector _from, float _shot_speed)
+{
+ float i; // loop
+ float _distance; // How far to target
+ float _impact_time; // How long untill projectile impacts
+ vector _predict_pos; // Predicted enemy location
+ vector _original_origin;// Where target is before predicted
+
+ _original_origin = real_origin(_targ); // Typicaly center of target BBOX
+
+ _predict_pos = _original_origin;
+ for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
+ {
+ _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
+ _impact_time = _distance / _shot_speed; // Calculate impact time
+ _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
+ }
+
+ return _predict_pos;
+}
+*/