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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
5 float autocvar_g_vehicles_allow_flagcarry;
6
7 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
8 void vehicles_return();
9 void vehicles_enter();
10 void vehicles_touch();
11 void vehicles_reset_colors();
12 void vehicles_clearrturn();
13 void vehicles_setreturn();
14
15
16 /** AuxiliaryXhair*
17     Send additional points of interest to be drawn, to vehicle owner
18 **/
19 float MAX_AXH = 4;
20 .entity AuxiliaryXhair[MAX_AXH];
21
22 float SendAuxiliaryXhair(entity to, float sf)
23 {
24
25         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
26
27         WriteByte(MSG_ENTITY, self.cnt);
28
29         WriteCoord(MSG_ENTITY, self.origin_x);
30         WriteCoord(MSG_ENTITY, self.origin_y);
31         WriteCoord(MSG_ENTITY, self.origin_z);
32
33     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
34     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
35     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
36
37     return TRUE;
38 }
39
40 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
41 {
42     entity axh;
43
44     axh_id = bound(0, axh_id, MAX_AXH);
45     axh = own.(AuxiliaryXhair[axh_id]);
46
47     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
48     {
49         axh                     = spawn();
50         axh.cnt                 = axh_id;
51         axh.drawonlytoclient    = own;
52         axh.owner               = own;
53         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
54     }
55
56     setorigin(axh, loc);
57     axh.colormod            = clr;
58     axh.SendFlags           = 0x01;
59     own.(AuxiliaryXhair[axh_id]) = axh;
60 }
61
62 /*
63 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
64 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
65 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
66 {
67         msg_entity = own;
68
69         WriteByte(MSG_ONE, SVC_TEMPENTITY);
70         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
71
72         WriteByte(MSG_ONE, axh_id);
73
74         WriteCoord(MSG_ONE, loc_x);
75         WriteCoord(MSG_ONE, loc_y);
76         WriteCoord(MSG_ONE, loc_z);
77
78     WriteByte(MSG_ONE, rint(clr_x * 255));
79     WriteByte(MSG_ONE, rint(clr_y * 255));
80     WriteByte(MSG_ONE, rint(clr_z * 255));
81
82 }
83 */
84 // End AuxiliaryXhair
85
86 /**
87     Notifies the client that he enterd a vehicle, and sends 
88     realavent data.
89     
90     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
91 **/
92 void CSQCVehicleSetup(entity own, float vehicle_id)
93 {
94         msg_entity = own;
95
96         WriteByte(MSG_ONE, SVC_TEMPENTITY);
97         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
98         WriteByte(MSG_ONE, vehicle_id);
99 }
100
101 /** vehicles_locktarget
102
103     Generic target locking.
104
105     Figure out if what target is "locked" (if any), for missile tracking as such.
106
107     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
108     you have a locked in target.
109
110     Exspects a crosshair_trace() or equivalent to be
111     dont before calling.
112
113 **/
114 .entity lock_target;
115 .float  lock_strength;
116 .float  lock_time;
117 .float  lock_soundtime;
118 void vehicles_locktarget(float incr, float decr, float _lock_time)
119 {
120     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
121     {
122         self.lock_target    = world;
123         self.lock_strength  = 0;
124         self.lock_time      = 0;
125     }
126
127     if(self.lock_time > time)
128     {
129         if(self.lock_target)
130         if(self.lock_soundtime < time)
131         {
132             self.lock_soundtime = time + 0.5;
133             play2(self.owner, "vehicles/locked.wav");
134         }
135         
136         return;
137     }
138
139     if(trace_ent != world)
140     {
141         if(teamplay && trace_ent.team == self.team)
142             trace_ent = world;
143
144         if(trace_ent.deadflag != DEAD_NO)
145             trace_ent = world;
146
147         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
148             trace_ent = world;
149     }
150
151     if(self.lock_target == world && trace_ent != world)
152         self.lock_target = trace_ent;
153     
154     if(self.lock_target && trace_ent == self.lock_target) 
155     {            
156         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
157         {
158             play2(self.owner, "vehicles/lock.wav");
159             self.lock_soundtime = time + 0.8;
160         }        
161         else if (self.lock_strength != 1 && self.lock_soundtime < time)
162         {            
163             play2(self.owner, "vehicles/locking.wav");
164             self.lock_soundtime = time + 0.3;
165         }
166         
167     }    
168         
169     // Have a locking target
170     // Trace hit current target
171     if(trace_ent == self.lock_target && trace_ent != world)
172     {
173         self.lock_strength = min(self.lock_strength + incr, 1);
174         if(self.lock_strength == 1)
175             self.lock_time = time + _lock_time;
176     }
177     else
178     {
179         if(trace_ent)
180             self.lock_strength = max(self.lock_strength - decr * 2, 0);
181         else
182             self.lock_strength = max(self.lock_strength - decr, 0);
183
184         if(self.lock_strength == 0)
185             self.lock_target = world;
186     }
187 }
188
189 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
190 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
191
192 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
193 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
194 if(trace_fraction != 1) \
195     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
196
197 // Hover movement support
198 float  force_fromtag_power;
199 float  force_fromtag_normpower;
200 vector force_fromtag_origin;
201 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
202 {
203     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
204     v_forward  = normalize(v_forward) * -1;
205     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
206
207     force_fromtag_power = (1 - trace_fraction) * max_power;
208     force_fromtag_normpower = force_fromtag_power / max_power;
209
210     return v_forward  * force_fromtag_power;
211 }
212
213 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
214 // Can possibly be use to move abt any surface (inclusing walls/celings)
215 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
216 {
217
218     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
219     v_forward  = normalize(v_forward) * -1;
220     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
221
222     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
223     if(trace_fraction == 1.0)
224     {
225         force_fromtag_normpower = -0.25;
226         return '0 0 -200';
227     }
228
229     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
230     force_fromtag_normpower = force_fromtag_power / max_power;
231
232     return v_forward  * force_fromtag_power;
233 }
234
235 // Generic vehile projectile system
236 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
237 {
238     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
239     if(inflictor.owner == self.owner)
240         return; 
241     
242     self.health -= damage;
243     self.velocity += force;
244     if(self.health < 1)
245     {
246         self.takedamage = DAMAGE_NO;
247         self.event_damage = SUB_Null;
248         self.think = self.use;
249         self.nextthink = time;
250     }
251
252 }
253
254 void vehicles_projectile_explode()
255 {
256     if(self.owner && other != world)
257     {
258         if(other == self.owner.vehicle)
259             return;
260
261         if(other == self.owner.vehicle.tur_head)
262             return;
263     }
264
265         PROJECTILE_TOUCH;
266
267         self.event_damage = SUB_Null;
268     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
269
270     remove (self);
271 }
272
273 entity vehicles_projectile(string _mzlfx, string _mzlsound,
274                            vector _org, vector _vel,
275                            float _dmg, float _radi, float _force,  float _size,
276                            float _deahtype, float _projtype, float _health,
277                            float _cull, float _clianim)
278 {
279     entity proj;
280
281     proj = spawn();
282
283     PROJECTILE_MAKETRIGGER(proj);
284     setorigin(proj, _org);
285
286     proj.shot_dmg         = _dmg;
287     proj.shot_radius      = _radi;
288     proj.shot_force       = _force;
289     proj.totalfrags       = _deahtype;
290     proj.solid            = SOLID_BBOX;
291     proj.movetype         = MOVETYPE_FLYMISSILE;
292     proj.flags            = FL_PROJECTILE;
293     proj.bot_dodge        = TRUE;
294     proj.bot_dodgerating  = _dmg;
295     proj.velocity         = _vel;
296     proj.touch            = vehicles_projectile_explode;
297     proj.use              = vehicles_projectile_explode;
298     proj.owner            = self;
299     proj.realowner        = self.owner;
300     proj.think            = SUB_Remove;
301     proj.nextthink        = time + 30;
302
303     if(_health)
304     {
305         proj.takedamage       = DAMAGE_AIM;
306         proj.event_damage     = vehicles_projectile_damage;
307         proj.health           = _health;
308     }
309     else
310         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
311
312     if(_mzlsound)
313         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
314
315     if(_mzlfx)
316         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
317
318
319     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
320
321     CSQCProjectile(proj, _clianim, _projtype, _cull);
322
323     return proj;
324 }
325 // End generic vehile projectile system
326
327 /** vehicles_spawn
328     Exetuted for all vehicles on (re)spawn.
329     Sets defaults for newly spawned units.
330 **/
331 void vehicles_spawn()
332 {
333     dprint("Spawning vehicle: ", self.netname, "\n");
334
335     // De-own & reset
336     self.vehicle_hudmodel.viewmodelforclient = self;
337
338     self.owner              = world;
339     self.touch              = vehicles_touch;
340     self.event_damage       = vehicles_damage;
341     self.iscreature         = TRUE;
342     self.damagedbycontents      = TRUE;
343     self.movetype           = MOVETYPE_WALK;
344     self.solid              = SOLID_SLIDEBOX;
345     self.takedamage         = DAMAGE_AIM;
346         self.deadflag           = DEAD_NO;
347     self.bot_attack         = TRUE;
348     self.flags              = FL_NOTARGET;
349     self.avelocity          = '0 0 0';
350     self.velocity           = '0 0 0';
351
352     // Reset locking
353     self.lock_strength      = 0;
354     self.lock_target        = world;
355     self.misc_bulletcounter = 0;
356
357     // Return to spawn
358     self.angles             = self.pos2;
359     setorigin(self, self.pos1 + '0 0 128');
360     // Show it
361     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
362
363     vehicles_reset_colors();
364     self.vehicle_spawn();
365 }
366
367 // Better way of determening whats crushable needed! (fl_crushable?)
368 float vehicles_crushable(entity e)
369 {
370     if(e.classname == "player")
371         return TRUE;
372
373     if(e.classname == "monster_zombie")
374         return TRUE;
375
376     return FALSE;
377 }
378
379 void vehicles_touch()
380 {
381     // Vehicle currently in use
382     if(self.owner)
383     {
384         // Colided with world?
385         if(other == world)
386         {
387         }
388         else
389         {
390             if(other.vehicle_flags & VHF_ISVEHICLE)
391             {
392                 //other.velocity += self.velocity * (self.mass / other.mass);
393             }
394             else if(vehicles_crushable(other))
395             {
396                 if(vlen(self.velocity) != 0)
397                     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);
398             }
399         }
400         return;
401     }
402
403     if(other.classname != "player")
404         return;
405
406     if(other.deadflag != DEAD_NO)
407         return;
408
409     if(other.vehicle != world)
410         return;
411
412     // Remove this when bots know how to use vehicles.
413     if (clienttype(other) != CLIENTTYPE_REAL)
414         return;
415
416     vehicles_enter();
417 }
418
419 void vehicles_enter()
420 {
421    // Remove this when bots know how to use vehicles
422     if (clienttype(other) != CLIENTTYPE_REAL)
423         return;
424
425     if(self.phase > time)
426         return;
427
428     if(teamplay)
429     if(self.team)
430     if(self.team != other.team)
431         return;
432         
433     RemoveGrapplingHook(other);
434
435     self.vehicle_ammo1   = 0;
436     self.vehicle_ammo2   = 0;
437     self.vehicle_reload1 = 0;
438     self.vehicle_reload2 = 0;
439     self.vehicle_energy  = 0;
440
441     self.owner          = other;
442     self.switchweapon   = other.switchweapon;
443
444     // .viewmodelforclient works better.
445     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
446
447     self.vehicle_hudmodel.viewmodelforclient = self.owner;
448
449     self.event_damage         = vehicles_damage;
450     self.nextthink            = 0;
451     self.owner.angles         = self.angles;
452     self.owner.takedamage     = DAMAGE_NO;
453     self.owner.solid          = SOLID_NOT;
454     self.owner.movetype       = MOVETYPE_NOCLIP;
455     self.owner.alpha          = -1;
456     self.owner.vehicle        = self;
457     self.owner.event_damage   = SUB_Null;
458     self.owner.view_ofs       = '0 0 0';
459     self.colormap             = self.owner.colormap;
460     if(self.tur_head)
461         self.tur_head.colormap    = self.owner.colormap;
462
463     self.owner.hud            = self.hud;
464     self.owner.PlayerPhysplug = self.PlayerPhysplug;
465
466     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
467     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
468     self.owner.vehicle_reload1  = self.vehicle_reload1;
469     self.owner.vehicle_reload2  = self.vehicle_reload2;
470
471     // Cant do this, hides attached objects too.
472     //self.exteriormodeltoclient = self.owner;
473     //self.tur_head.exteriormodeltoclient = self.owner;
474
475     other.flags &~= FL_ONGROUND;
476     self.flags  &~= FL_ONGROUND;
477
478     self.team                 = self.owner.team;
479     self.flags               -= FL_NOTARGET;
480
481     msg_entity = other;
482     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
483     WriteEntity(MSG_ONE, self.vehicle_viewport);
484
485     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
486     if(self.tur_head)
487     {
488         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
489         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
490         WriteAngle(MSG_ONE, 0);                                      // roll
491     }
492     else
493     {
494         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
495         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
496         WriteAngle(MSG_ONE,  0);                  // roll
497     }
498
499     vehicles_clearrturn();
500
501     CSQCVehicleSetup(self.owner, self.hud);
502     
503     if(other.flagcarried)
504     {
505         if(!autocvar_g_vehicles_allow_flagcarry)
506             DropFlag(other.flagcarried, world, world);
507         else
508         {            
509             other.flagcarried.scale = 1;
510             setattachment(other.flagcarried, self, ""); 
511             setorigin(other, '0 0 96');
512         }
513     }
514     
515     self.vehicle_enter();
516 }
517
518 /** vehicles_findgoodexit
519     Locates a valid location for the player to exit the vehicle.
520     Will first try prefer_spot, then up 100 random spots arround the vehicle
521     wich are in direct line of sight and empty enougth to hold a players bbox
522 **/
523 vector vehicles_findgoodexit(vector prefer_spot)
524 {
525     //vector exitspot;
526     float mysize;
527     
528     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
529     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
530         return prefer_spot;
531     
532     mysize = vlen(self.maxs - self.mins);
533     float i;
534     vector v, v2;
535     v2 = 0.5 * (self.absmin + self.absmax);
536     for(i = 0; i < 100; ++i)
537     {        
538         v = randomvec();
539         v_z = 0;
540         v = v2 + normalize(v) * mysize;
541         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
542         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
543             return v;
544     }
545     
546     /*
547     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
548     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
549     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
550         return exitspot;
551     
552     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
553     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
554     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
555         return exitspot;
556
557     exitspot = (self.origin + '0 0 48') + v_right * mysize;
558     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
559     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
560         return exitspot;
561     
562     exitspot = (self.origin + '0 0 48') - v_right * mysize;
563     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
564     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
565         return exitspot;
566     */
567     
568     return self.origin;
569 }
570
571 /** vehicles_exit
572     Standarrd vehicle release fucntion.
573     custom code goes in self.vehicle_exit
574 **/
575 void vehicles_exit(float eject)
576 {       
577     entity oldself;
578     if(self.flags & FL_CLIENT)
579     {
580         oldself = self;
581         self = self.vehicle;
582     }
583     
584         self.flags |= FL_NOTARGET;
585
586     if (self.owner)
587     {
588         msg_entity = self.owner;
589         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
590         WriteEntity( MSG_ONE, self.owner);
591
592         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
593         WriteAngle(MSG_ONE, 0);                 // pich
594         WriteAngle(MSG_ONE, self.angles_y);     // yaw
595         WriteAngle(MSG_ONE, 0);                 // roll
596
597         setsize(self.owner, PL_MIN,PL_MAX);
598
599         self.owner.takedamage     = DAMAGE_AIM;
600         self.owner.solid          = SOLID_SLIDEBOX;
601         self.owner.movetype       = MOVETYPE_WALK;
602         self.owner.effects        &~= EF_NODRAW;
603         self.owner.alpha          = 1;
604         self.owner.PlayerPhysplug = SUB_Null;
605         self.owner.vehicle        = world;
606         self.owner.view_ofs       = PL_VIEW_OFS;
607         self.owner.event_damage   = PlayerDamage;
608         self.owner.hud            = HUD_NORMAL;
609         self.owner.switchweapon   = self.switchweapon;
610         //self.owner.BUTTON_USE     = 0;
611     }
612
613     if(self.deadflag == DEAD_NO)
614         self.avelocity          = '0 0 0';
615
616     self.vehicle_hudmodel.viewmodelforclient = self;
617         self.tur_head.nodrawtoclient             = world;
618     vehicles_setreturn();
619
620     self.phase = time + 1;
621
622     if(!teamplay)
623         self.team = 0;
624     else
625         self.team = self.tur_head.team;
626     
627     if(self.owner.flagcarried)
628     {
629         self.owner.flagcarried.scale = 0.6;
630         setattachment(self.owner.flagcarried, self.owner, ""); 
631         setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
632     }
633     
634     sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
635     self.vehicle_exit(eject);
636     self.owner = world;
637     vehicles_reset_colors();
638     
639     if(oldself)
640         self = oldself;
641 }
642
643
644 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
645 {
646     if(self.regen_field < field_max)
647     if(self.timer + rpause < time)
648     {
649         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
650
651         if(self.owner)
652             self.owner.regen_field = (self.regen_field / field_max) * 100;
653     }
654 }
655
656 void shieldhit_think()
657 {
658     self.alpha -= 0.1;
659     if (self.alpha <= 0)
660     {
661         //setmodel(self, "");
662         self.alpha = -1;
663     }
664     else
665     {
666         self.nextthink = time + 0.1;
667     }
668 }
669
670 void vehicles_painframe()
671 {
672 //.float        pain_finished;                  //Added by Supajoe
673     
674     if(self.owner.vehicle_health <= 50)
675     if(self.pain_frame < time)
676     {  
677         float _ftmp;  
678         _ftmp = self.owner.vehicle_health / 50;
679         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
680         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
681         
682         if(self.vehicle_flags & VHF_DMGSHAKE)
683             self.velocity += randomvec() * 30;
684         
685         if(self.vehicle_flags & VHF_DMGROLL)
686             if(self.vehicle_flags & VHF_DMGHEADROLL)
687                 self.tur_head.angles += randomvec();
688             else
689                 self.angles += randomvec();
690         
691     }    
692 }
693
694 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
695 {
696     self.dmg_time = time;
697
698     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
699     {
700         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
701         {
702             self.vehicle_shieldent = spawn();
703             self.vehicle_shieldent.effects = EF_LOWPRECISION;
704
705             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
706             setattachment(self.vehicle_shieldent, self, "");
707             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
708             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
709             self.vehicle_shieldent.think       = shieldhit_think;
710         }
711
712         self.vehicle_shieldent.colormod    = '1 1 1';
713         self.vehicle_shieldent.alpha       = 0.45;
714         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
715         self.vehicle_shieldent.nextthink   = time;
716
717         self.vehicle_shield -= damage;
718
719         if(self.vehicle_shield < 0)
720         {
721             self.vehicle_health            -= fabs(self.vehicle_shield);
722             self.vehicle_shieldent.colormod = '2 0 0';
723             self.vehicle_shield             = 0;
724             self.vehicle_shieldent.alpha    = 0.75;
725             
726                 if(sound_allowed(MSG_BROADCAST, attacker))
727                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);   // FIXME: PLACEHOLDER
728         }
729         else
730                 if(sound_allowed(MSG_BROADCAST, attacker))
731                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
732
733     }
734     else
735     {
736         self.vehicle_health -= damage;
737
738         if(sound_allowed(MSG_BROADCAST, attacker))
739             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
740     }
741
742     self.velocity += force; // * (vlen(force) / self.mass);
743
744     if(self.vehicle_health <= 0)
745     {
746         if(self.owner)
747             if(self.vehicle_flags & VHF_DEATHEJECT)
748                 vehicles_exit(VHEF_EJECT);
749             else
750                 vehicles_exit(VHEF_RELESE);
751
752         self.vehicle_die();
753         vehicles_setreturn();
754     }
755 }
756
757 void vehicles_clearrturn()
758 {
759     entity ret;
760     // Remove "return helper", if any.
761     ret = findchain(classname, "vehicle_return");
762     while(ret)
763     {
764         if(ret.enemy == self)
765         {
766             ret.classname   = "";
767             ret.think       = SUB_Remove;
768             ret.nextthink   = time + 0.1;            
769             
770             if(ret.waypointsprite_attached)
771                 WaypointSprite_Kill(ret.waypointsprite_attached);
772             
773             return;
774         }
775         ret = ret.chain;
776     }
777 }
778
779 void vehicles_return()
780 {
781     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
782
783     self.enemy.think     = vehicles_spawn;
784     self.enemy.nextthink = time;
785
786     if(self.waypointsprite_attached)
787         WaypointSprite_Kill(self.waypointsprite_attached);
788             
789     remove(self);
790 }
791
792 void vehicles_showwp_goaway()
793 {
794     if(self.waypointsprite_attached)
795         WaypointSprite_Kill(self.waypointsprite_attached);
796             
797     remove(self);
798     
799 }
800
801 void vehicles_showwp()
802 {
803     entity oldself;
804     vector rgb;
805     
806     if(self.cnt)
807     {        
808         self.think      = vehicles_return;
809         self.nextthink  = self.cnt;
810     }    
811     else
812     {
813         self.think      = vehicles_return;
814         self.nextthink  = time +1;
815         
816         oldself = self;
817         self = spawn();
818         setmodel(self, "null");
819         self.team = oldself.enemy.team;
820         self.enemy = oldself.enemy;
821         setorigin(self, oldself.enemy.pos1);
822         
823         self.nextthink = time + 5;
824         self.think = vehicles_showwp_goaway;
825     }
826     
827     if(teamplay && self.team)
828             rgb = TeamColor(self.team);
829     else
830             rgb = '1 1 1';
831     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
832     if(self.waypointsprite_attached)
833     {        
834         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.enemy.team, SPRITERULE_DEFAULT);        
835         if(oldself == world)
836             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);        
837         WaypointSprite_Ping(self.waypointsprite_attached);
838     }    
839     
840     if(oldself != world)
841         self = oldself;
842 }
843
844 void vehicles_setreturn()
845 {
846     entity ret;
847     
848     vehicles_clearrturn();
849
850     ret = spawn();
851     ret.classname   = "vehicle_return";
852     ret.enemy       = self;    
853     ret.team        = self.team;
854     ret.think       = vehicles_showwp;
855     
856     if(self.deadflag != DEAD_NO)
857     {
858         ret.cnt         = time + self.vehicle_respawntime;
859         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);        
860     }        
861     else
862     {
863         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);        
864     }
865     
866     setmodel(ret, "null");
867     setorigin(ret, self.pos1 + '0 0 96');
868         
869 }
870
871 void vehicles_configcheck(string  configname, float check_cvar)
872 {
873     if(check_cvar == 0)
874         localcmd(strcat("exec ", configname, "\n"));
875 }
876
877 void vehicles_reset_colors()
878 {
879     entity e;
880     float _effects, _colormap;
881     vector _glowmod, _colormod;
882
883     if(autocvar_g_nodepthtestplayers)
884         _effects = EF_NODEPTHTEST;
885
886     if(autocvar_g_fullbrightplayers)
887         _effects |= EF_FULLBRIGHT;
888
889     if(self.team)
890         _colormap = 1024 + (self.team - 1) * 17;
891     else
892         _colormap = 1024;
893
894     _glowmod  = '0 0 0';
895     _colormod = '0 0 0';
896
897     // Find all ents attacked to main model and setup effects, colormod etc.
898     e = findchainentity(tag_entity, self);
899     while(e)
900     {
901         if(e != self.vehicle_shieldent)
902         {
903             e.effects   = _effects; //  | EF_LOWPRECISION;
904             e.colormod  = _colormod;
905             e.colormap  = _colormap;
906             e.alpha     = 1;
907         }
908         e = e.chain;
909     }
910
911     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
912     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
913     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
914     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
915
916     self.alpha     = 1;
917     self.avelocity = '0 0 0';
918     self.velocity  = '0 0 0';
919     self.effects   = _effects;
920 }
921
922 float vehicle_initialize(string  net_name,
923                          string  bodymodel,
924                          string  topmodel,
925                          string  hudmodel,
926                          string  toptag,
927                          string  hudtag,
928                          string  viewtag,
929                          float   vhud,
930                          vector  min_s,
931                          vector  max_s,
932                          float   nodrop,
933                          void()  spawnproc,
934                          float   _respawntime,
935                          float() physproc,
936                          void()  enterproc,
937                          void(float extflag) exitfunc,
938                          void() dieproc,
939                          void() thinkproc,
940                          float  use_csqc)
941 {
942     addstat(STAT_HUD, AS_INT,  hud);
943         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
944         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
945         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
946
947         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
948         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
949
950         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
951         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
952
953     if(bodymodel == "")
954         error("vehicles: missing bodymodel!");
955
956     if(hudmodel == "")
957         error("vehicles: missing hudmodel!");
958
959     if(net_name == "")
960         self.netname = self.classname;
961     else
962         self.netname = net_name;
963
964     if(self.team && !teamplay)
965         self.team = 0;
966         
967     self.vehicle_flags |= VHF_ISVEHICLE;
968     
969     setmodel(self, bodymodel);
970
971     self.vehicle_viewport   = spawn();
972     self.vehicle_hudmodel   = spawn();
973     self.tur_head           = spawn();
974     self.tur_head.owner     = self;
975     self.takedamage         = DAMAGE_AIM;
976     self.bot_attack         = TRUE;
977     self.iscreature         = TRUE;
978     self.damagedbycontents      = TRUE;
979     self.hud                = vhud;
980
981     self.vehicle_die         = dieproc;
982     self.vehicle_exit        = exitfunc;
983     self.vehicle_enter       = enterproc;
984     self.PlayerPhysplug      = physproc;
985     self.event_damage        = vehicles_damage;
986     self.touch               = vehicles_touch;
987     self.think               = vehicles_spawn;    
988     self.nextthink           = time;        
989     self.vehicle_respawntime = _respawntime;
990     self.vehicle_spawn       = spawnproc;
991
992     if(autocvar_g_nodepthtestplayers)
993         self.effects = self.effects | EF_NODEPTHTEST;
994
995     if(autocvar_g_fullbrightplayers)
996         self.effects = self.effects | EF_FULLBRIGHT;
997
998     setmodel(self.vehicle_hudmodel, hudmodel);
999     setmodel(self.vehicle_viewport, "null");
1000
1001
1002     if(topmodel != "")
1003     {
1004         setmodel(self.tur_head, topmodel);
1005         setattachment(self.tur_head, self, toptag);
1006         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1007         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1008     }
1009     else
1010     {
1011         setattachment(self.tur_head, self, "");
1012         setattachment(self.vehicle_hudmodel, self, hudtag);
1013         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1014     }
1015
1016     setsize(self, min_s, max_s);
1017     if not (nodrop)
1018     {
1019         setorigin(self, self.origin);
1020         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1021         setorigin(self, trace_endpos);
1022     }
1023
1024     self.pos1 = self.origin;
1025     self.pos2 = self.angles;
1026     self.tur_head.team = self.team;
1027     
1028     return TRUE;
1029 }
1030
1031 void bugmenot()
1032 {
1033     self.vehicle_exit       = self.vehicle_exit;
1034     self.vehicle_enter      = self.vehicle_exit;
1035     self.vehicle_die        = self.vehicle_exit;
1036     self.vehicle_spawn      = self.vehicle_exit;
1037     self.AuxiliaryXhair     = self.AuxiliaryXhair;
1038 }