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1 #include "sv_vehicles.qh"
2
3 #include <common/items/_mod.qh>
4 #include <common/mapobjects/defs.qh>
5 #include <common/mapobjects/teleporters.qh>
6 #include <common/mapobjects/triggers.qh>
7 #include <common/vehicles/vehicles.qh>
8 #include <server/bot/api.qh>
9 #include <server/client.qh>
10 #include <server/damage.qh>
11 #include <server/items/items.qh>
12 #include <server/weapons/common.qh>
13 #include <server/world.qh>
14
15 bool SendAuxiliaryXhair(entity this, entity to, int sf)
16 {
17         WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
18         WriteByte(MSG_ENTITY, sf);
19
20         WriteByte(MSG_ENTITY, this.cnt);
21
22         if(sf & 2)
23         {
24                 WriteVector(MSG_ENTITY, this.origin);
25         }
26
27         if(sf & 4)
28         {
29                 WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
30                 WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
31                 WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
32         }
33
34         return true;
35 }
36
37 bool AuxiliaryXhair_customize(entity this, entity client)
38 {
39         entity e = WaypointSprite_getviewentity(client);
40         entity axh = e.(AuxiliaryXhair[this.cnt]);
41         return axh.owner == this.owner; // cheaply check if the client's axh owner is the same as our real owner
42 }
43
44 .vector axh_prevorigin;
45 .vector axh_prevcolors;
46
47 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
48 {
49         if(!IS_REAL_CLIENT(own))
50                 return;
51
52         axh_id = bound(0, axh_id, MAX_AXH);
53         entity axh = own.(AuxiliaryXhair[axh_id]);
54
55         if(axh == NULL || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
56         {
57                 axh = new(auxiliary_xhair);
58                 axh.cnt = axh_id;
59                 //axh.drawonlytoclient = own; // not spectatable
60                 setcefc(axh, AuxiliaryXhair_customize);
61                 axh.owner = own;
62                 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
63         }
64
65         if(loc != axh.axh_prevorigin)
66         {
67                 setorigin(axh, loc);
68                 axh.SendFlags |= 2;
69         }
70
71         if(clr != axh.axh_prevcolors)
72         {
73                 axh.colormod = clr;
74                 axh.SendFlags |= 4;
75         }
76
77         own.(AuxiliaryXhair[axh_id]) = axh; // set it anyway...?
78 }
79
80 void CSQCVehicleSetup(entity own, int vehicle_id)
81 {
82         if(!IS_REAL_CLIENT(own))
83                 return;
84
85         msg_entity = own;
86
87         WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
88         WriteByte(MSG_ONE, vehicle_id);
89
90         if(vehicle_id == 0 || vehicle_id == HUD_NORMAL)
91         {
92                 for(int i = 0; i < MAX_AXH; ++i)
93                 {
94                         entity axh = own.(AuxiliaryXhair[i]);
95                         own.(AuxiliaryXhair[i]) = NULL;
96
97                         if(axh.owner == own && axh != NULL && !wasfreed(axh))
98                                 delete(axh);
99                 }
100         }
101 }
102
103 void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
104 {
105         if(this.lock_target && IS_DEAD(this.lock_target))
106         {
107                 this.lock_target        = NULL;
108                 this.lock_strength  = 0;
109                 this.lock_time    = 0;
110         }
111
112         if(this.lock_time > time)
113         {
114                 if(this.lock_target)
115                 if(this.lock_soundtime < time)
116                 {
117                         this.lock_soundtime = time + 0.5;
118                         play2(this.owner, "vehicles/locked.wav");
119                 }
120
121                 return;
122         }
123
124         if(trace_ent != NULL)
125         {
126                 if(SAME_TEAM(trace_ent, this))
127                         trace_ent = NULL;
128
129                 if(IS_DEAD(trace_ent))
130                         trace_ent = NULL;
131
132                 if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
133                         trace_ent = NULL;
134
135                 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
136                         trace_ent = NULL; // invisible
137         }
138
139         if(this.lock_target == NULL && trace_ent != NULL)
140                 this.lock_target = trace_ent;
141
142         if(this.lock_target && trace_ent == this.lock_target)
143         {
144                 if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
145                 {
146                         play2(this.owner, "vehicles/lock.wav");
147                         this.lock_soundtime = time + 0.8;
148                 }
149                 else if (this.lock_strength != 1 && this.lock_soundtime < time)
150                 {
151                         play2(this.owner, "vehicles/locking.wav");
152                         this.lock_soundtime = time + 0.3;
153                 }
154         }
155
156         // Have a locking target
157         // Trace hit current target
158         if(trace_ent == this.lock_target && trace_ent != NULL)
159         {
160                 this.lock_strength = min(this.lock_strength + incr, 1);
161                 if(this.lock_strength == 1)
162                         this.lock_time = time + _lock_time;
163         }
164         else
165         {
166                 if(trace_ent)
167                         this.lock_strength = max(this.lock_strength - decr * 2, 0);
168                 else
169                         this.lock_strength = max(this.lock_strength - decr, 0);
170
171                 if(this.lock_strength == 0)
172                         this.lock_target = NULL;
173         }
174 }
175
176 // projectile handling
177 void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
178 {
179         // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
180         if(inflictor.owner == this.owner)
181                 return;
182
183         TakeResource(this, RES_HEALTH, damage);
184         this.velocity += force;
185         if(GetResource(this, RES_HEALTH) < 1)
186         {
187                 this.takedamage = DAMAGE_NO;
188                 this.event_damage = func_null;
189                 setthink(this, adaptor_think2use);
190                 this.nextthink = time;
191         }
192 }
193
194 void vehicles_projectile_explode(entity this, entity toucher)
195 {
196         if(this.owner && toucher != NULL)
197         {
198                 if(toucher == this.owner.vehicle)
199                         return;
200
201                 if(toucher == this.owner.vehicle.tur_head)
202                         return;
203         }
204
205         PROJECTILE_TOUCH(this, toucher);
206
207         this.event_damage = func_null;
208         RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.projectiledeathtype, DMG_NOWEP, toucher);
209
210         delete(this);
211 }
212
213 void vehicles_projectile_explode_think(entity this)
214 {
215         vehicles_projectile_explode(this, NULL);
216 }
217
218 void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
219 {
220         vehicles_projectile_explode(this, trigger);
221 }
222
223 entity vehicles_projectile(entity this, entity _mzlfx, Sound _mzlsound,
224                                                    vector _org, vector _vel,
225                                                    float _dmg, float _radi, float _force,  float _size,
226                                                    int _deahtype, float _projtype, float _health,
227                                                    bool _cull, bool _clianim, entity _owner)
228 {
229     TC(Sound, _mzlsound);
230         entity proj = new(vehicles_projectile);
231
232         PROJECTILE_MAKETRIGGER(proj);
233         setorigin(proj, _org);
234
235         proj.shot_dmg            = _dmg;
236         proj.shot_radius          = _radi;
237         proj.shot_force    = _force;
238         proj.projectiledeathtype           = _deahtype;
239         proj.solid                      = SOLID_BBOX;
240         set_movetype(proj, MOVETYPE_FLYMISSILE);
241         proj.flags = FL_PROJECTILE;
242         IL_PUSH(g_projectiles, proj);
243         IL_PUSH(g_bot_dodge, proj);
244         proj.bot_dodge          = true;
245         proj.bot_dodgerating  = _dmg;
246         proj.velocity            = _vel;
247         settouch(proj, vehicles_projectile_explode);
248         proj.use                          = vehicles_projectile_explode_use;
249         proj.owner                      = this;
250         proj.realowner          = _owner;
251         setthink(proj, SUB_Remove);
252         proj.nextthink          = time + 30;
253
254         if(_health)
255         {
256                 proj.takedamage    = DAMAGE_AIM;
257                 proj.event_damage        = vehicles_projectile_damage;
258                 SetResourceExplicit(proj, RES_HEALTH, _health);
259         }
260         else
261                 proj.flags |= FL_NOTARGET;
262
263         if(_mzlsound != SND_Null)
264                 sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
265
266         if(_mzlfx != EFFECT_Null)
267                 Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
268
269         setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
270
271         CSQCProjectile(proj, _clianim, _projtype, _cull);
272
273         return proj;
274 }
275
276 void vehicles_gib_explode(entity this)
277 {
278         sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
279         Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
280         Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
281         delete(this);
282 }
283
284 void vehicles_gib_touch(entity this, entity toucher)
285 {
286         vehicles_gib_explode(this);
287 }
288
289 void vehicles_gib_think(entity this)
290 {
291         this.alpha -= 0.1;
292         if(this.cnt >= time)
293                 delete(this);
294         else
295                 this.nextthink = time + 0.1;
296 }
297
298 entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
299 {
300         entity _gib = new(vehicle_gib);
301         _setmodel(_gib, _template.model);
302         vector org = gettaginfo(this, gettagindex(this, _tag));
303         setorigin(_gib, org);
304         _gib.velocity = _vel;
305         set_movetype(_gib, MOVETYPE_TOSS);
306         _gib.solid = SOLID_CORPSE;
307         _gib.colormod = '-0.5 -0.5 -0.5';
308         _gib.effects = EF_LOWPRECISION;
309         _gib.avelocity = _rot;
310
311         if(_burn)
312                 _gib.effects |= EF_FLAME;
313
314         if(_explode)
315         {
316                 setthink(_gib, vehicles_gib_explode);
317                 _gib.nextthink = time + random() * _explode;
318                 settouch(_gib, vehicles_gib_touch);
319         }
320         else
321         {
322                 _gib.cnt = time + _maxtime;
323                 setthink(_gib, vehicles_gib_think);
324                 _gib.nextthink = time + _maxtime - 1;
325                 _gib.alpha = 1;
326         }
327         return _gib;
328 }
329
330 bool vehicle_addplayerslot(     entity _owner,
331                                                                 entity _slot,
332                                                                 int _hud,
333                                                                 Model _hud_model,
334                                                                 bool(entity,float) _framefunc,
335                                                                 void(entity,bool) _exitfunc, float(entity, entity) _enterfunc)
336 {
337         if(!(_owner.vehicle_flags & VHF_MULTISLOT))
338                 _owner.vehicle_flags |= VHF_MULTISLOT;
339
340         _slot.PlayerPhysplug = _framefunc;
341         _slot.vehicle_exit = _exitfunc;
342         _slot.vehicle_enter = _enterfunc;
343         STAT(HUD, _slot) = _hud;
344         _slot.vehicle_flags = VHF_PLAYERSLOT;
345         _slot.vehicle_viewport = new(vehicle_viewport);
346         _slot.vehicle_hudmodel = new(vehicle_hudmodel);
347         _slot.vehicle_hudmodel.viewmodelforclient = _slot;
348         _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
349
350         setmodel(_slot.vehicle_hudmodel, _hud_model);
351         setmodel(_slot.vehicle_viewport, MDL_Null);
352
353         setattachment(_slot.vehicle_hudmodel, _slot, "");
354         setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
355
356         return true;
357 }
358
359 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
360                                                  float _pichlimit_min, float _pichlimit_max,
361                                                  float _rotlimit_min, float _rotlimit_max, float _aimspeed, float dt)
362 {
363         vector vtmp, vtag;
364         float ftmp;
365         vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
366         vtmp = vectoangles(normalize(_target - vtag));
367         vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
368         vtmp = AnglesTransform_Normalize(vtmp, true);
369         ftmp = _aimspeed * dt;
370         vtmp_y = bound(-ftmp, vtmp_y, ftmp);
371         vtmp_x = bound(-ftmp, vtmp_x, ftmp);
372         _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
373         _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
374         return vtag;
375 }
376
377 void vehicles_reset_colors(entity this, entity player)
378 {
379         int eff = 0, cmap;
380         const vector cmod = '0 0 0';
381         if(this.team && teamplay)
382                 cmap = 1024 + (this.team - 1) * 17;
383         else if(player)
384                 cmap = player.colormap;
385         else
386                 cmap = 1024;
387         if(autocvar_g_nodepthtestplayers)
388                 eff |= EF_NODEPTHTEST;
389         if(autocvar_g_fullbrightplayers)
390                 eff |= EF_FULLBRIGHT;
391
392         // Find all ents attacked to main model and setup effects, colormod etc.
393         FOREACH_ENTITY_ENT(tag_entity, this,
394         {
395                 if(it == this.vehicle_shieldent)
396                         continue;
397
398                 it.effects = eff;
399                 it.colormod = cmod;
400                 it.colormap = cmap;
401                 it.alpha = 1;
402         });
403
404         // Also check head tags
405         FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
406         {
407                 if(it == this.vehicle_shieldent)
408                         continue;
409
410                 it.effects = eff;
411                 it.colormod = cmod;
412                 it.colormap = cmap;
413                 it.alpha = 1;
414         });
415
416         this.vehicle_hudmodel.effects  = this.effects  = eff; // | EF_LOWPRECISION;
417         this.vehicle_hudmodel.colormod = this.colormod = cmod;
418         this.vehicle_hudmodel.colormap = this.colormap = cmap;
419         this.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
420
421         this.alpha       = 1;
422         this.avelocity = '0 0 0';
423         this.velocity  = '0 0 0';
424         this.effects   = eff;
425
426         Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
427         info.vr_setcolors(info, this);
428 }
429
430 void vehicles_clearreturn(entity veh)
431 {
432         // Remove "return helper" entities, if any.
433         IL_EACH(g_vehicle_returners, it.wp00 == veh,
434         {
435                 it.classname = "";
436                 setthink(it, SUB_Remove);
437                 it.nextthink = time + 0.1;
438                 IL_REMOVE(g_vehicle_returners, it);
439
440                 if(it.waypointsprite_attached)
441                         WaypointSprite_Kill(it.waypointsprite_attached);
442         });
443 }
444
445 void vehicles_spawn(entity this);
446 void vehicles_return(entity this)
447 {
448         Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
449
450         setthink(this.wp00, vehicles_spawn);
451         this.wp00.nextthink = time;
452
453         if(this.waypointsprite_attached)
454                 WaypointSprite_Kill(this.waypointsprite_attached);
455
456         delete(this);
457 }
458
459 void vehicles_showwp_goaway(entity this)
460 {
461         if(this.waypointsprite_attached)
462                 WaypointSprite_Kill(this.waypointsprite_attached);
463
464         delete(this);
465 }
466
467 void vehicles_showwp(entity this)
468 {
469         entity ent = this;
470
471         if(ent.cnt)
472         {
473                 setthink(ent, vehicles_return);
474                 ent.nextthink = ent.cnt;
475         }
476         else
477         {
478                 setthink(ent, vehicles_return);
479                 ent.nextthink  = time + 1;
480
481                 ent = spawn();
482                 ent.team = this.wp00.team;
483                 ent.wp00 = this.wp00;
484                 setorigin(ent, this.wp00.pos1);
485
486                 ent.nextthink = time + 5;
487                 setthink(ent, vehicles_showwp_goaway);
488         }
489
490         vector rgb;
491         if(teamplay && ent.team)
492                 rgb = Team_ColorRGB(ent.team);
493         else
494                 rgb = '1 1 1';
495         entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
496         wp.wp_extra = ent.wp00.vehicleid;
497         wp.colormod = rgb;
498         if(ent.waypointsprite_attached)
499         {
500                 WaypointSprite_UpdateRule(ent.waypointsprite_attached, ent.wp00.team, SPRITERULE_DEFAULT);
501                 if(this == NULL)
502                         WaypointSprite_UpdateBuildFinished(ent.waypointsprite_attached, ent.nextthink);
503                 WaypointSprite_Ping(ent.waypointsprite_attached);
504         }
505 }
506
507 void vehicles_setreturn(entity veh)
508 {
509         vehicles_clearreturn(veh);
510
511         entity ret = new(vehicle_return);
512         IL_PUSH(g_vehicle_returners, ret);
513         ret.wp00           = veh;
514         ret.team                = veh.team;
515         setthink(ret, vehicles_showwp);
516
517         if(IS_DEAD(veh))
518         {
519                 ret.cnt          = time + veh.respawntime;
520                 ret.nextthink   = min(time + veh.respawntime, time + veh.respawntime - 5);
521         }
522         else
523         {
524                 ret.nextthink   = min(time + veh.respawntime, time + veh.respawntime - 1);
525         }
526
527         setorigin(ret, veh.pos1 + '0 0 96');
528 }
529
530 void vehicle_use(entity this, entity actor, entity trigger)
531 {
532         LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname);
533
534         this.tur_head.team = actor.team;
535
536         if(this.tur_head.team == 0)
537                 this.active = ACTIVE_NOT;
538         else
539                 this.active = ACTIVE_ACTIVE;
540
541         if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !game_stopped)
542         {
543                 LOG_DEBUG("Respawning vehicle: ", this.netname);
544                 if(this.effects & EF_NODRAW)
545                 {
546                         setthink(this, vehicles_spawn);
547                         this.nextthink = time + 3;
548                 }
549                 else
550                 {
551                         vehicles_setreturn(this);
552                         vehicles_reset_colors(this, actor);
553                 }
554         }
555 }
556
557 void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
558 {
559         if(this.(regen_field) < field_max)
560         if(timer + rpause < time)
561         {
562                 if(_healthscale)
563                         regen = regen * (GetResource(this, RES_HEALTH) / this.max_health);
564
565                 this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
566
567                 if(this.owner)
568                         this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
569         }
570 }
571
572 void vehicles_regen_resource(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale, Resource resource)
573 {
574         float resource_amount = GetResource(this, resource);
575
576         if(resource_amount < field_max)
577         if(timer + rpause < time)
578         {
579                 if(_healthscale)
580                         regen = regen * (resource_amount / this.max_health);
581
582                 SetResource(this, resource, min(resource_amount + regen * delta_time, field_max));
583
584                 if(this.owner)
585                         this.owner.(regen_field) = (GetResource(this, resource) / field_max) * 100;
586         }
587 }
588
589 void shieldhit_think(entity this)
590 {
591         this.alpha -= 0.1;
592         if (this.alpha <= 0)
593         {
594                 // setmodel(this, MDL_Null);
595                 this.alpha = -1;
596                 this.effects |= EF_NODRAW;
597         }
598         else
599         {
600                 this.nextthink = time + 0.1;
601         }
602 }
603
604 void vehicles_painframe(entity this)
605 {
606         int myhealth = ((this.owner) ? this.owner.vehicle_health : ((GetResource(this, RES_HEALTH) / this.max_health) * 100));
607
608         if(myhealth <= 50)
609         if(this.pain_frame < time)
610         {
611                 float _ftmp = myhealth / 50;
612                 this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
613                 Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
614
615                 if(this.vehicle_flags & VHF_DMGSHAKE)
616                         this.velocity += randomvec() * 30;
617
618                 if(this.vehicle_flags & VHF_DMGROLL)
619                 {
620                         if(this.vehicle_flags & VHF_DMGHEADROLL)
621                                 this.tur_head.angles += randomvec();
622                         else
623                                 this.angles += randomvec();
624                 }
625         }
626 }
627
628 void vehicles_frame(entity this, entity actor)
629 {
630         vehicles_painframe(this);
631 }
632
633 void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
634 {
635         this.dmg_time = time;
636
637         // WEAPONTODO
638         if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
639                 damage *= autocvar_g_vehicles_vortex_damagerate;
640         else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
641                 damage *= autocvar_g_vehicles_machinegun_damagerate;
642         else if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
643                 damage *= autocvar_g_vehicles_rifle_damagerate;
644         else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
645                 damage *= autocvar_g_vehicles_vaporizer_damagerate;
646         else if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
647                 damage *= autocvar_g_vehicles_tag_damagerate;
648         else if(DEATH_WEAPONOF(deathtype) != WEP_Null)
649                 damage *= autocvar_g_vehicles_weapon_damagerate;
650
651         this.enemy = attacker;
652
653         this.pain_finished = time;
654
655         if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
656         {
657                 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
658                 {
659                         this.vehicle_shieldent = new(vehicle_shieldent);
660                         this.vehicle_shieldent.effects = EF_LOWPRECISION;
661
662                         setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
663                         setattachment(this.vehicle_shieldent, this, "");
664                         setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
665                         this.vehicle_shieldent.scale       = 256 / vlen(this.maxs - this.mins);
666                         setthink(this.vehicle_shieldent, shieldhit_think);
667                 }
668
669                 this.vehicle_shieldent.colormod = '1 1 1';
670                 this.vehicle_shieldent.alpha = 0.45;
671                 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
672                 this.vehicle_shieldent.nextthink = time;
673                 this.vehicle_shieldent.effects &= ~EF_NODRAW;
674
675                 this.vehicle_shield -= damage;
676
677                 if(this.vehicle_shield < 0)
678                 {
679                         TakeResource(this, RES_HEALTH, fabs(this.vehicle_shield));
680                         this.vehicle_shieldent.colormod = '2 0 0';
681                         this.vehicle_shield = 0;
682                         this.vehicle_shieldent.alpha = 0.75;
683
684                         if(sound_allowed(MSG_BROADCAST, attacker))
685                                 spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
686                 }
687                 else
688                         if(sound_allowed(MSG_BROADCAST, attacker))
689                                 spamsound (this, CH_PAIN, SND_ONS_ELECTRICITY_EXPLODE, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
690
691         }
692         else
693         {
694                 TakeResource(this, RES_HEALTH, damage);
695
696                 if(sound_allowed(MSG_BROADCAST, attacker))
697                         spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
698         }
699
700         if(this.damageforcescale < 1 && this.damageforcescale > 0)
701                 this.velocity += force * this.damageforcescale;
702         else
703                 this.velocity += force;
704
705         if(GetResource(this, RES_HEALTH) <= 0)
706         {
707                 if(this.owner)
708                 {
709                         if(this.vehicle_flags & VHF_DEATHEJECT)
710                                 vehicles_exit(this, VHEF_EJECT);
711                         else
712                                 vehicles_exit(this, VHEF_RELEASE);
713                 }
714
715                 antilag_clear(this, this);
716
717                 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
718                 info.vr_death(info, this);
719                 vehicles_setreturn(this);
720         }
721 }
722
723 bool vehicles_heal(entity targ, entity inflictor, float amount, float limit)
724 {
725         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
726         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
727                 return false;
728
729         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
730         if(targ.owner)
731                 targ.owner.vehicle_health = (GetResource(targ, RES_HEALTH) / targ.max_health) * 100;
732         return true;
733 }
734
735 bool vehicles_crushable(entity e)
736 {
737         if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
738                 return true;
739
740         if(IS_MONSTER(e))
741                 return true;
742
743         return false;
744 }
745
746 void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
747 {
748         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
749                 return;
750
751         if(this.play_time < time)
752         {
753                 if(vdist(this.velocity - this.oldvelocity, >, _minspeed))
754                 {
755                         float wc = vlen(this.velocity - this.oldvelocity);
756                         float take = min(_speedfac * wc, _maxpain);
757                         Damage(this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
758                         this.play_time = time + 0.25;
759                 }
760         }
761 }
762
763 // vehicle enter/exit handling
764 vector vehicles_findgoodexit(entity this, entity player, vector prefer_spot)
765 {
766         // TODO: we actually want the player's size here
767         tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, player);
768         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
769                 return prefer_spot;
770
771         float mysize = 1.5 * vlen(this.maxs - this.mins);
772         vector v;
773         vector v2 = 0.5 * (this.absmin + this.absmax);
774         for(int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
775         {
776                 v = randomvec();
777                 v_z = 0;
778                 v = v2 + normalize(v) * mysize;
779                 tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, player);
780                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
781                         return v;
782         }
783
784         return this.origin;
785 }
786
787 .int old_vehicle_flags;
788 void vehicles_exit(entity vehic, bool eject)
789 {
790         entity player = vehic.owner;
791
792         if(vehicles_exit_running)
793         {
794                 LOG_TRACE("^1vehicles_exit already running! this is not good...");
795                 return;
796         }
797
798         vehicles_exit_running = true;
799
800         if(vehic.vehicle_flags & VHF_PLAYERSLOT)
801         {
802                 vehic.vehicle_exit(vehic, eject);
803                 vehicles_exit_running = false;
804                 return;
805         }
806
807         if (player)
808         {
809                 if (IS_REAL_CLIENT(player))
810                 {
811                         msg_entity = player;
812                         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
813                         WriteEntity( MSG_ONE, player);
814
815                         // NOTE: engine networked
816                         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
817                         WriteAngle(MSG_ONE, 0);
818                         WriteAngle(MSG_ONE, vehic.angles_y);
819                         WriteAngle(MSG_ONE, 0);
820                 }
821
822                 player.takedamage               = DAMAGE_AIM;
823                 player.solid                    = SOLID_SLIDEBOX;
824                 set_movetype(player, MOVETYPE_WALK);
825                 player.effects             &= ~EF_NODRAW;
826                 player.teleportable             = TELEPORT_NORMAL;
827                 player.alpha                    = default_player_alpha;
828                 player.PlayerPhysplug   = func_null;
829                 player.vehicle                  = NULL;
830                 player.view_ofs                 = STAT(PL_VIEW_OFS, player);
831                 player.event_damage             = PlayerDamage;
832                 STAT(HUD, player)               = HUD_NORMAL;
833                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
834                 {
835                         .entity weaponentity = weaponentities[slot];
836                         player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon;
837                         delete(vehic.(weaponentity)); // no longer needed
838                 }
839                 player.last_vehiclecheck = time + 3;
840                 player.vehicle_enter_delay = time + 2;
841                 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
842
843                 CSQCVehicleSetup(player, HUD_NORMAL);
844
845                 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
846                 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
847         }
848
849         vehic.flags |= FL_NOTARGET;
850
851         if(!IS_DEAD(vehic))
852                 vehic.avelocity = '0 0 0';
853
854         vehic.tur_head.nodrawtoclient = NULL;
855
856         if(!teamplay)
857                 vehic.team = 0;
858
859         WaypointSprite_Kill(vehic.wps_intruder);
860
861         MUTATOR_CALLHOOK(VehicleExit, player, vehic);
862
863         vehic.team = vehic.tur_head.team;
864
865         if(vehic.old_vehicle_flags & VHF_SHIELDREGEN)
866                 vehic.vehicle_flags |= VHF_SHIELDREGEN;
867         vehic.old_vehicle_flags = 0;
868
869         sound (vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
870         vehic.vehicle_hudmodel.viewmodelforclient = vehic;
871         vehic.phase = time + 1;
872
873         vehic.vehicle_exit(vehic, eject);
874
875         vehicles_setreturn(vehic);
876         vehicles_reset_colors(vehic, NULL);
877         vehic.owner = NULL;
878
879         CSQCMODEL_AUTOINIT(vehic);
880
881         if(player)
882                 player.oldorigin = player.origin; // player's location is set by the exit functions, so we need to do this after everything
883
884         vehicles_exit_running = false;
885 }
886
887 void vehicles_touch(entity this, entity toucher)
888 {
889         if(MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
890                 return;
891
892         // Vehicle currently in use
893         if(this.owner)
894         {
895                 if(toucher != NULL)
896                 if((this.origin_z + this.maxs_z) > (toucher.origin_z))
897                 if(vehicles_crushable(toucher))
898                 if(!weaponLocked(this.owner))
899                 {
900                         if(vdist(this.velocity, >=, autocvar_g_vehicles_crush_minspeed))
901                                 Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, DMG_NOWEP, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
902
903                         return; // Dont do selfdamage when hitting "soft targets".
904                 }
905
906                 if(this.play_time < time) {
907                         Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
908                         info.vr_impact(info, this);
909                 }
910
911                 return;
912         }
913
914         if(autocvar_g_vehicles_enter)
915                 return;
916
917         vehicles_enter(toucher, this);
918 }
919
920 bool vehicle_impulse(entity this, int imp)
921 {
922         entity v = this.vehicle;
923         if (!v) return false;
924         if (IS_DEAD(v)) return false;
925         bool(entity,int) f = v.vehicles_impulse;
926         if (f && f(this,imp)) return true;
927         switch (imp)
928         {
929                 case IMP_weapon_drop.impulse:
930                 {
931                         stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
932                         return true;
933                 }
934         }
935         return false;
936 }
937
938 void vehicles_enter(entity pl, entity veh)
939 {
940         // Remove this when bots know how to use vehicles
941         if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
942                 return;
943
944         if((!IS_PLAYER(pl))
945         || (veh.phase >= time)
946         || (pl.vehicle_enter_delay >= time)
947         || (STAT(FROZEN, pl))
948         || (IS_DEAD(pl))
949         || (pl.vehicle)
950         ) { return; }
951
952         Vehicle info = veh.vehicledef; //REGISTRY_GET(Vehicles, veh.vehicleid);
953
954         if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
955         if(veh.vehicle_flags & VHF_MULTISLOT)
956         if(veh.owner && SAME_TEAM(pl, veh))
957         {
958                 // we don't need a return value or anything here
959                 // if successful the owner check below will prevent anything weird
960                 info.vr_gunner_enter(info, veh, pl);
961         }
962
963         if(veh.owner)
964                 return; // got here and didn't enter the gunner, return
965
966         if(teamplay)
967         if(veh.team)
968         if(DIFF_TEAM(pl, veh))
969         if(autocvar_g_vehicles_steal)
970         {
971                 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
972
973                 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
974
975                 veh.vehicle_shield = 0;
976                 veh.old_vehicle_flags = veh.vehicle_flags; // make a backup just so we're not permanently crippling this vehicle
977                 veh.vehicle_flags &= ~VHF_SHIELDREGEN;
978
979                 if (autocvar_g_vehicles_steal_show_waypoint) {
980                         entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
981                         wp.colormod = Team_ColorRGB(pl.team);
982                 }
983         }
984         else return;
985
986         RemoveGrapplingHooks(pl);
987
988         veh.vehicle_ammo1 = 0;
989         veh.vehicle_ammo2 = 0;
990         veh.vehicle_reload1 = 0;
991         veh.vehicle_reload2 = 0;
992         veh.vehicle_energy = 0;
993
994         veh.owner = pl;
995         pl.vehicle = veh;
996
997         // .viewmodelforclient works better.
998         //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
999
1000         veh.vehicle_hudmodel.viewmodelforclient = pl;
1001
1002         UNSET_DUCKED(pl);
1003         pl.view_ofs = STAT(PL_VIEW_OFS, pl);
1004         setsize(pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
1005
1006         veh.event_damage        = vehicles_damage;
1007         veh.event_heal          = vehicles_heal;
1008         veh.nextthink           = 0;
1009         pl.items &= ~IT_USING_JETPACK;
1010         pl.angles                       = veh.angles;
1011         pl.takedamage           = DAMAGE_NO;
1012         pl.solid                        = SOLID_NOT;
1013         pl.disableclientprediction = 1; // physics is no longer run, so this won't be reset
1014         set_movetype(pl, MOVETYPE_NOCLIP);
1015         pl.teleportable         = false;
1016         pl.alpha                        = -1;
1017         pl.event_damage         = func_null;
1018         pl.view_ofs                     = '0 0 0';
1019         veh.colormap            = pl.colormap;
1020         if(veh.tur_head)
1021                 veh.tur_head.colormap = pl.colormap;
1022         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1023         {
1024                 .entity weaponentity = weaponentities[slot];
1025                 veh.(weaponentity) = new(temp_wepent);
1026                 veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon;
1027         }
1028         STAT(HUD, pl) = veh.vehicleid;
1029         pl.PlayerPhysplug = veh.PlayerPhysplug;
1030
1031         pl.vehicle_ammo1 = veh.vehicle_ammo1;
1032         pl.vehicle_ammo2 = veh.vehicle_ammo2;
1033         pl.vehicle_reload1 = veh.vehicle_reload1;
1034         pl.vehicle_reload2 = veh.vehicle_reload2;
1035         pl.vehicle_energy = veh.vehicle_energy;
1036
1037         // Cant do this, hides attached objects too.
1038         //veh.exteriormodeltoclient = veh.owner;
1039         //veh.tur_head.exteriormodeltoclient = veh.owner;
1040
1041         UNSET_ONGROUND(pl);
1042         UNSET_ONGROUND(veh);
1043
1044         veh.team = pl.team;
1045         veh.flags -= FL_NOTARGET;
1046
1047         vehicles_reset_colors(veh, pl);
1048
1049         if (IS_REAL_CLIENT(pl))
1050         {
1051                 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1052
1053                 msg_entity = pl;
1054                 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
1055                 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1056
1057                 // NOTE: engine networked
1058                 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1059                 if(veh.tur_head)
1060                 {
1061                         WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1062                         WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1063                         WriteAngle(MSG_ONE, 0);                                                                   // roll
1064                 }
1065                 else
1066                 {
1067                         WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1068                         WriteAngle(MSG_ONE, veh.angles_y);        // yaw
1069                         WriteAngle(MSG_ONE, 0);                           // roll
1070                 }
1071         }
1072
1073         vehicles_clearreturn(veh);
1074
1075         CSQCVehicleSetup(pl, veh.vehicleid);
1076
1077         MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1078
1079         CSQCModel_UnlinkEntity(veh);
1080         info.vr_enter(info, veh);
1081
1082         antilag_clear(pl, CS(pl));
1083 }
1084
1085 void vehicles_think(entity this)
1086 {
1087         this.nextthink = time + autocvar_g_vehicles_thinkrate;
1088
1089         if(this.owner)
1090                 STAT(VEHICLESTAT_W2MODE, this.owner) = STAT(VEHICLESTAT_W2MODE, this);
1091
1092         Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
1093         info.vr_think(info, this);
1094
1095         vehicles_painframe(this);
1096
1097         CSQCMODEL_AUTOUPDATE(this);
1098 }
1099
1100 void vehicles_reset(entity this)
1101 {
1102         if(this.owner)
1103                 vehicles_exit(this, VHEF_RELEASE);
1104
1105         vehicles_clearreturn(this);
1106
1107         if(this.active != ACTIVE_NOT)
1108                 vehicles_spawn(this);
1109 }
1110
1111 // initialization
1112 void vehicles_spawn(entity this)
1113 {
1114         LOG_DEBUG("Spawning vehicle: ", this.classname);
1115
1116         // disown & reset
1117         this.vehicle_hudmodel.viewmodelforclient = this;
1118
1119         this.owner                              = NULL;
1120         settouch(this, vehicles_touch);
1121         this.event_damage               = vehicles_damage;
1122         this.event_heal                 = vehicles_heal;
1123         this.reset                              = vehicles_reset;
1124         this.iscreature                 = true;
1125         this.teleportable               = false; // no teleporting for vehicles, too buggy
1126         this.damagedbycontents  = true;
1127         set_movetype(this, MOVETYPE_WALK);
1128         this.solid                              = SOLID_SLIDEBOX;
1129         this.takedamage                 = DAMAGE_AIM;
1130         this.deadflag                   = DEAD_NO;
1131         if(!this.bot_attack)
1132                 IL_PUSH(g_bot_targets, this);
1133         this.bot_attack                 = true;
1134         this.flags                              = FL_NOTARGET;
1135         this.avelocity                  = '0 0 0';
1136         this.velocity                   = '0 0 0';
1137         setthink(this, vehicles_think);
1138         this.nextthink                  = time;
1139
1140         // Reset locking
1141         this.lock_strength = 0;
1142         this.lock_target = NULL;
1143         this.misc_bulletcounter = 0;
1144
1145         // Return to spawn
1146         this.angles = this.pos2;
1147         setorigin(this, this.pos1);
1148         // Show it
1149         Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
1150
1151         if(this.vehicle_controller)
1152                 this.team = this.vehicle_controller.team;
1153
1154         FOREACH_CLIENT(IS_PLAYER(it),
1155         {
1156                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1157             {
1158                 .entity weaponentity = weaponentities[slot];
1159                 if(it.(weaponentity).hook.aiment == this)
1160                         RemoveHook(it.(weaponentity).hook);
1161             }
1162         });
1163
1164
1165         Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
1166         info.vr_spawn(info, this);
1167
1168         vehicles_reset_colors(this, NULL);
1169
1170         CSQCMODEL_AUTOINIT(this);
1171 }
1172
1173 bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
1174 {
1175         if(!autocvar_g_vehicles)
1176                 return false;
1177
1178         if(!info.vehicleid)
1179                 return false;
1180
1181         if(!this.tur_head)
1182                 info.vr_precache(info);
1183
1184         if(this.targetname && this.targetname != "")
1185         {
1186                 this.vehicle_controller = find(NULL, target, this.targetname);
1187                 if(!this.vehicle_controller)
1188                 {
1189                         LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname");
1190                         this.active = ACTIVE_ACTIVE;
1191                 }
1192                 else
1193                 {
1194                         this.team = this.vehicle_controller.team;
1195                         this.use = vehicle_use;
1196
1197                         if(teamplay)
1198                         {
1199                                 if(this.vehicle_controller.team == 0)
1200                                         this.active = ACTIVE_NOT;
1201                                 else
1202                                         this.active = ACTIVE_ACTIVE;
1203                         }
1204                 }
1205         }
1206         else { this.active = ACTIVE_ACTIVE; }
1207
1208         if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
1209                 this.team = 0;
1210
1211         if(this.mdl == "" || !this.mdl)
1212                 _setmodel(this, info.model);
1213         else
1214                 _setmodel(this, this.mdl);
1215
1216         this.vehicle_flags |= VHF_ISVEHICLE;
1217
1218         this.vehicle_viewport           = new(vehicle_viewport);
1219         this.vehicle_hudmodel           = new(vehicle_hudmodel);
1220         this.tur_head                           = new(tur_head);
1221         this.tur_head.owner                     = this;
1222         this.takedamage                         = DAMAGE_NO;
1223         this.bot_attack                         = true;
1224         IL_PUSH(g_bot_targets, this);
1225         this.iscreature                         = true;
1226         this.teleportable                       = false; // no teleporting for vehicles, too buggy
1227         this.damagedbycontents          = true;
1228         IL_PUSH(g_damagedbycontents, this);
1229         this.vehicleid                          = info.vehicleid;
1230         this.vehicledef                         = info;
1231         this.PlayerPhysplug                     = info.PlayerPhysplug;
1232         this.event_damage                       = func_null;
1233         this.event_heal                         = func_null;
1234         settouch(this, vehicles_touch);
1235         setthink(this, vehicles_spawn);
1236         this.nextthink                          = time;
1237         this.effects                            = EF_NODRAW;
1238         this.dphitcontentsmask          = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1239
1240         if(autocvar_g_playerclip_collisions)
1241                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1242
1243         if(autocvar_g_nodepthtestplayers)
1244                 this.effects |= EF_NODEPTHTEST;
1245
1246         if(autocvar_g_fullbrightplayers)
1247                 this.effects |= EF_FULLBRIGHT;
1248
1249         _setmodel(this.vehicle_hudmodel, info.hud_model);
1250         setmodel(this.vehicle_viewport, MDL_Null);
1251
1252         if(info.head_model != "")
1253         {
1254                 _setmodel(this.tur_head, info.head_model);
1255                 setattachment(this.tur_head, this, info.tag_head);
1256                 setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
1257                 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1258         }
1259         else
1260         {
1261                 setattachment(this.tur_head, this, "");
1262                 setattachment(this.vehicle_hudmodel, this, info.tag_hud);
1263                 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1264         }
1265
1266         setsize(this, info.m_mins, info.m_maxs);
1267
1268         info.vr_setup(info, this);
1269
1270         if(!nodrop)
1271         {
1272                 setorigin(this, this.origin);
1273                 tracebox(this.origin + '0 0 100', info.m_mins, info.m_maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1274                 setorigin(this, trace_endpos);
1275         }
1276
1277         this.pos1 = this.origin;
1278         this.pos2 = this.angles;
1279         this.tur_head.team = this.team;
1280
1281         if(this.active == ACTIVE_NOT)
1282                 this.nextthink = 0; // wait until activated
1283         else if(autocvar_g_vehicles_delayspawn)
1284                 this.nextthink = time + this.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1285         else
1286                 this.nextthink = time + game_starttime;
1287
1288         if(MUTATOR_CALLHOOK(VehicleInit, this))
1289                 return false;
1290
1291         return true;
1292 }