X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fvehicles%2Fvehicles.qc;h=cef72363d08f45bb69a3bc167b46ec4a4137aa14;hb=8952f4c63ed5480c61515b302871b22da9042a92;hp=008e8a0ff99e2c02989716cb4fc88cfa64058319;hpb=7fd77536e99f8f09f6fc62e2cc82719a44c8fe61;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/vehicles/vehicles.qc b/qcsrc/server/vehicles/vehicles.qc index 008e8a0ff..cef72363d 100644 --- a/qcsrc/server/vehicles/vehicles.qc +++ b/qcsrc/server/vehicles/vehicles.qc @@ -1,59 +1,166 @@ +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) +/** AuxiliaryXhair* + Send addictional points of interest to be drawn, to vehicle owner +**/ +float 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); - return TRUE; + + WriteByte(MSG_ENTITY, rint(self.colormod_x * 255)); + WriteByte(MSG_ENTITY, rint(self.colormod_y * 255)); + WriteByte(MSG_ENTITY, rint(self.colormod_z * 255)); + + return TRUE; } -void SpawnOrUpdateAuxiliaryXhair(entity own, vector loc) +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.customizeentityforclient = AuxiliaryXhair_customizeentityforclient; - own.AuxiliaryXhair.drawonlytoclient = own; - setorigin(own.AuxiliaryXhair, loc); - Net_LinkEntity(own.AuxiliaryXhair, FALSE, 0, AuxiliaryXhair_SendEntity); - return; + axh = spawn(); + axh.cnt = axh_id; + axh.drawonlytoclient = own; + axh.owner = own; + Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair); } - setorigin(own.AuxiliaryXhair, loc); - own.AuxiliaryXhair.SendFlags |= 0x01; + setorigin(axh, loc); + axh.colormod = clr; + axh.SendFlags = 0x01; + own.AuxiliaryXhair[axh_id] = axh; +} + +/* +// 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) +{ + msg_entity = own; + + 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)); + } +*/ +// End AuxiliaryXhair -void Release_AuxiliaryXhair(entity from) +void CSQCVehicleSetup(entity own, float vehicle_id) { - // from.AuxiliaryXhair.drawonlytoclient = from.AuxiliaryXhair; - if not (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_VEHICLESETUP); + WriteByte(MSG_ONE, vehicle_id); +} + +/** vehicles_locktarget + + Generic target locking. + + Figure out if what target is "locked" (if any), for missile tracking as such. + + after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean + you have a locked in target. + + Exspects a crosshair_trace() or equivalent to be + dont before calling. + +**/ +.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) \ -self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld +self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \ traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \ if(trace_fraction != 1) \ acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult) +// Hover movement support float force_fromtag_power; float force_fromtag_normpower; vector force_fromtag_origin; @@ -69,6 +176,8 @@ vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float return v_forward * force_fromtag_power; } +// Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion +// Can possibly be use to move abt any surface (inclusing walls/celings) vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power) { @@ -76,6 +185,7 @@ vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float v_forward = normalize(v_forward) * -1; traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self); + // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier) if(trace_fraction == 1.0) { force_fromtag_normpower = -0.25; @@ -88,9 +198,170 @@ vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float return v_forward * force_fromtag_power; } +// Generic vehile projectile system +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; +} +// End generic vehile projectile system + +/** vehicles_spawn + Exetuted for all vehiles on (re)spawn. + Sets defaults for newly spawned units. +**/ +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'; + self.velocity = '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; @@ -104,7 +375,7 @@ void vehicles_touch() if (clienttype(other) != CLIENTTYPE_REAL) return; - self.vehicle_enter(); + vehicles_enter(); } void vehicles_enter() @@ -113,17 +384,30 @@ 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; - self.vehicle_hudmodel.viewmodelforclient = self.owner; + // .viewmodelforclient works better. + //self.vehicle_hudmodel.drawonlytoclient = self.owner; + +#ifndef VEHICLES_CSQC + self.vehicle_hudmodel.viewmodelforclient = self.owner; +#endif + self.event_damage = vehicles_damage; self.nextthink = 0; self.owner.angles = self.angles; @@ -146,54 +430,47 @@ void vehicles_enter() self.owner.vehicle_reload1 = self.vehicle_reload1; self.owner.vehicle_reload2 = self.vehicle_reload2; + // Cant do this, hides attached objects too. + //self.exteriormodeltoclient = self.owner; + //self.tur_head.exteriormodeltoclient = self.owner; + other.flags &~= FL_ONGROUND; self.flags &~= FL_ONGROUND; self.team = self.owner.team; self.flags -= FL_NOTARGET; +#ifndef VEHICLES_CSQC msg_entity = other; 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 } +#endif +#endif 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) @@ -202,12 +479,12 @@ void vehicles_exit(float eject) 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); + WriteAngle(MSG_ONE, 0); // pich + 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; @@ -220,14 +497,22 @@ void vehicles_exit(float eject) 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; } @@ -240,7 +525,7 @@ void vehicles_regen(.float timer, .float regen_field, float field_max, float rpa self.regen_field = min(self.regen_field + regen * delta_time, field_max); if(self.owner) - self.owner.regen_field = self.regen_field / field_max; + self.owner.regen_field = (self.regen_field / field_max) * 100; } } @@ -249,7 +534,7 @@ void shieldhit_think() self.alpha -= 0.1; if (self.alpha <= 0) { - setmodel(self, ""); + //setmodel(self, ""); self.alpha = -1; } else @@ -260,41 +545,43 @@ void shieldhit_think() 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) @@ -304,14 +591,17 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat 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); } @@ -324,45 +614,88 @@ void vehicles_clearrturn() { 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; +} + float vehicle_initialize(string net_name, string bodymodel, string topmodel, @@ -371,26 +704,28 @@ float vehicle_initialize(string net_name, string hudtag, string viewtag, float vhud, - vector min_s, - vector max_s, - float nodrop, + vector min_s, + vector max_s, + float nodrop, void() spawnproc, + float _respawntime, float() physproc, void() enterproc, void(float extflag) exitfunc, void() dieproc, - void() thinkproc ) + void() thinkproc, + float use_csqc) { addstat(STAT_HUD, AS_INT, hud); - addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health); - addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield); - addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy); + addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health); + addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield); + addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy); addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1); - addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1); + addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1); addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2); - addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2); + addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2); if(bodymodel == "") error("vehicles: missing bodymodel!"); @@ -406,6 +741,8 @@ float vehicle_initialize(string net_name, if(self.team && !teams_matter) self.team = 0; + self.vehicle_flags |= VHF_ISVEHICLE; + setmodel(self, bodymodel); self.vehicle_viewport = spawn(); @@ -417,19 +754,28 @@ float vehicle_initialize(string net_name, 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); @@ -454,15 +800,19 @@ float vehicle_initialize(string net_name, self.pos1 = self.origin; self.pos2 = self.angles; - +#ifdef VEHICLES_CSQC + if(use_csqc) + net_link_vehile(); +#endif 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; }