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;
7 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
8 void vehicles_return();
10 void vehicles_touch();
11 void vehicles_reset_colors();
12 void vehicles_clearrturn();
13 void vehicles_setreturn();
17 Send additional points of interest to be drawn, to vehicle owner
20 .entity AuxiliaryXhair[MAX_AXH];
22 float SendAuxiliaryXhair(entity to, float sf)
25 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
27 WriteByte(MSG_ENTITY, self.cnt);
29 WriteCoord(MSG_ENTITY, self.origin_x);
30 WriteCoord(MSG_ENTITY, self.origin_y);
31 WriteCoord(MSG_ENTITY, self.origin_z);
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));
40 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
44 axh_id = bound(0, axh_id, MAX_AXH);
45 axh = own.(AuxiliaryXhair[axh_id]);
47 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
51 axh.drawonlytoclient = own;
53 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
59 own.(AuxiliaryXhair[axh_id]) = axh;
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)
69 WriteByte(MSG_ONE, SVC_TEMPENTITY);
70 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
72 WriteByte(MSG_ONE, axh_id);
74 WriteCoord(MSG_ONE, loc_x);
75 WriteCoord(MSG_ONE, loc_y);
76 WriteCoord(MSG_ONE, loc_z);
78 WriteByte(MSG_ONE, rint(clr_x * 255));
79 WriteByte(MSG_ONE, rint(clr_y * 255));
80 WriteByte(MSG_ONE, rint(clr_z * 255));
87 Notifies the client that he enterd a vehicle, and sends
90 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
92 void CSQCVehicleSetup(entity own, float vehicle_id)
96 WriteByte(MSG_ONE, SVC_TEMPENTITY);
97 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
98 WriteByte(MSG_ONE, vehicle_id);
101 /** vehicles_locktarget
103 Generic target locking.
105 Figure out if what target is "locked" (if any), for missile tracking as such.
107 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
108 you have a locked in target.
110 Exspects a crosshair_trace() or equivalent to be
115 .float lock_strength;
117 .float lock_soundtime;
118 void vehicles_locktarget(float incr, float decr, float _lock_time)
120 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
122 self.lock_target = world;
123 self.lock_strength = 0;
127 if(self.lock_time > time)
130 if(self.lock_soundtime < time)
132 self.lock_soundtime = time + 0.5;
133 play2(self.owner, "vehicles/locked.wav");
139 if(trace_ent != world)
141 if(teamplay && trace_ent.team == self.team)
144 if(trace_ent.deadflag != DEAD_NO)
147 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
151 if(self.lock_target == world && trace_ent != world)
152 self.lock_target = trace_ent;
154 if(self.lock_target && trace_ent == self.lock_target)
156 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
158 play2(self.owner, "vehicles/lock.wav");
159 self.lock_soundtime = time + 0.8;
161 else if (self.lock_strength != 1 && self.lock_soundtime < time)
163 play2(self.owner, "vehicles/locking.wav");
164 self.lock_soundtime = time + 0.3;
169 // Have a locking target
170 // Trace hit current target
171 if(trace_ent == self.lock_target && trace_ent != world)
173 self.lock_strength = min(self.lock_strength + incr, 1);
174 if(self.lock_strength == 1)
175 self.lock_time = time + _lock_time;
180 self.lock_strength = max(self.lock_strength - decr * 2, 0);
182 self.lock_strength = max(self.lock_strength - decr, 0);
184 if(self.lock_strength == 0)
185 self.lock_target = world;
189 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
190 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
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)
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)
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);
207 force_fromtag_power = (1 - trace_fraction) * max_power;
208 force_fromtag_normpower = force_fromtag_power / max_power;
210 return v_forward * force_fromtag_power;
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)
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);
222 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
223 if(trace_fraction == 1.0)
225 force_fromtag_normpower = -0.25;
229 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
230 force_fromtag_normpower = force_fromtag_power / max_power;
232 return v_forward * force_fromtag_power;
235 // Generic vehile projectile system
236 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
238 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
239 if(inflictor.owner == self.owner)
242 self.health -= damage;
243 self.velocity += force;
246 self.takedamage = DAMAGE_NO;
247 self.event_damage = SUB_Null;
248 self.think = self.use;
249 self.nextthink = time;
254 void vehicles_projectile_explode()
256 if(self.owner && other != world)
258 if(other == self.owner.vehicle)
261 if(other == self.owner.vehicle.tur_head)
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);
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)
283 PROJECTILE_MAKETRIGGER(proj);
284 setorigin(proj, _org);
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;
299 proj.realowner = self.owner;
300 proj.think = SUB_Remove;
301 proj.nextthink = time + 30;
305 proj.takedamage = DAMAGE_AIM;
306 proj.event_damage = vehicles_projectile_damage;
307 proj.health = _health;
310 proj.flags = FL_PROJECTILE | FL_NOTARGET;
313 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
316 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
319 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
321 CSQCProjectile(proj, _clianim, _projtype, _cull);
325 // End generic vehile projectile system
328 Exetuted for all vehicles on (re)spawn.
329 Sets defaults for newly spawned units.
331 void vehicles_spawn()
333 dprint("Spawning vehicle: ", self.netname, "\n");
336 self.vehicle_hudmodel.viewmodelforclient = self;
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';
353 self.lock_strength = 0;
354 self.lock_target = world;
355 self.misc_bulletcounter = 0;
358 self.angles = self.pos2;
359 setorigin(self, self.pos1 + '0 0 128');
361 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
363 vehicles_reset_colors();
364 self.vehicle_spawn();
367 // Better way of determening whats crushable needed! (fl_crushable?)
368 float vehicles_crushable(entity e)
370 if(e.classname == "player")
373 if(e.classname == "monster_zombie")
379 void vehilces_worldimpact(float _minspeed, float _speedfac, float _maxpain)
381 if(self.play_time < time)
384 wc = vlen(self.velocity - self.oldvelocity);
387 take = min(_speedfac * wc, _maxpain);
388 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
389 self.play_time = time + 0.25;
391 dprint("oldvel: ", vtos(self.oldvelocity), "\n");
392 dprint("vel: ", vtos(self.velocity), "\n");
393 dprint("wc: ", ftos(wc), "\n");
394 dprint("take: ", ftos(take), "\n");
400 .void() vehicle_worldimpact;
401 void vehicles_touch()
403 // Vehicle currently in use
406 // Colided with world?
409 if(self.vehicle_worldimpact)
410 self.vehicle_worldimpact();
414 if(other.vehicle_flags & VHF_ISVEHICLE)
416 //other.velocity += self.velocity * (self.mass / other.mass);
418 else if(vehicles_crushable(other))
420 if(vlen(self.velocity) != 0)
421 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);
427 if(other.classname != "player")
430 if(other.deadflag != DEAD_NO)
433 if(other.vehicle != world)
436 // Remove this when bots know how to use vehicles.
437 if (clienttype(other) != CLIENTTYPE_REAL)
443 void vehicles_enter()
445 // Remove this when bots know how to use vehicles
446 if (clienttype(other) != CLIENTTYPE_REAL)
449 if(self.phase > time)
454 if(self.team != other.team)
457 RemoveGrapplingHook(other);
459 self.vehicle_ammo1 = 0;
460 self.vehicle_ammo2 = 0;
461 self.vehicle_reload1 = 0;
462 self.vehicle_reload2 = 0;
463 self.vehicle_energy = 0;
466 self.switchweapon = other.switchweapon;
468 // .viewmodelforclient works better.
469 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
471 self.vehicle_hudmodel.viewmodelforclient = self.owner;
473 self.event_damage = vehicles_damage;
475 self.owner.angles = self.angles;
476 self.owner.takedamage = DAMAGE_NO;
477 self.owner.solid = SOLID_NOT;
478 self.owner.movetype = MOVETYPE_NOCLIP;
479 self.owner.alpha = -1;
480 self.owner.vehicle = self;
481 self.owner.event_damage = SUB_Null;
482 self.owner.view_ofs = '0 0 0';
483 self.colormap = self.owner.colormap;
485 self.tur_head.colormap = self.owner.colormap;
487 self.owner.hud = self.hud;
488 self.owner.PlayerPhysplug = self.PlayerPhysplug;
490 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
491 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
492 self.owner.vehicle_reload1 = self.vehicle_reload1;
493 self.owner.vehicle_reload2 = self.vehicle_reload2;
495 // Cant do this, hides attached objects too.
496 //self.exteriormodeltoclient = self.owner;
497 //self.tur_head.exteriormodeltoclient = self.owner;
499 other.flags &~= FL_ONGROUND;
500 self.flags &~= FL_ONGROUND;
502 self.team = self.owner.team;
503 self.flags -= FL_NOTARGET;
506 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
507 WriteEntity(MSG_ONE, self.vehicle_viewport);
509 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
512 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
513 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
514 WriteAngle(MSG_ONE, 0); // roll
518 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
519 WriteAngle(MSG_ONE, self.angles_y); // yaw
520 WriteAngle(MSG_ONE, 0); // roll
523 vehicles_clearrturn();
525 CSQCVehicleSetup(self.owner, self.hud);
527 if(other.flagcarried)
529 if(!autocvar_g_vehicles_allow_flagcarry)
530 DropFlag(other.flagcarried, world, world);
533 other.flagcarried.scale = 1;
534 setattachment(other.flagcarried, self, "");
535 setorigin(other, '0 0 96');
539 self.vehicle_enter();
542 /** vehicles_findgoodexit
543 Locates a valid location for the player to exit the vehicle.
544 Will first try prefer_spot, then up 100 random spots arround the vehicle
545 wich are in direct line of sight and empty enougth to hold a players bbox
547 vector vehicles_findgoodexit(vector prefer_spot)
552 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
553 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
556 mysize = vlen(self.maxs - self.mins);
559 v2 = 0.5 * (self.absmin + self.absmax);
560 for(i = 0; i < 100; ++i)
564 v = v2 + normalize(v) * mysize;
565 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
566 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
571 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
572 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
573 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
576 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
577 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
578 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
581 exitspot = (self.origin + '0 0 48') + v_right * mysize;
582 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
583 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
586 exitspot = (self.origin + '0 0 48') - v_right * mysize;
587 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
588 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
596 Standarrd vehicle release fucntion.
597 custom code goes in self.vehicle_exit
599 void vehicles_exit(float eject)
602 if(self.flags & FL_CLIENT)
608 self.flags |= FL_NOTARGET;
612 msg_entity = self.owner;
613 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
614 WriteEntity( MSG_ONE, self.owner);
616 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
617 WriteAngle(MSG_ONE, 0); // pich
618 WriteAngle(MSG_ONE, self.angles_y); // yaw
619 WriteAngle(MSG_ONE, 0); // roll
621 setsize(self.owner, PL_MIN,PL_MAX);
623 self.owner.takedamage = DAMAGE_AIM;
624 self.owner.solid = SOLID_SLIDEBOX;
625 self.owner.movetype = MOVETYPE_WALK;
626 self.owner.effects &~= EF_NODRAW;
627 self.owner.alpha = 1;
628 self.owner.PlayerPhysplug = SUB_Null;
629 self.owner.vehicle = world;
630 self.owner.view_ofs = PL_VIEW_OFS;
631 self.owner.event_damage = PlayerDamage;
632 self.owner.hud = HUD_NORMAL;
633 self.owner.switchweapon = self.switchweapon;
634 //self.owner.BUTTON_USE = 0;
637 if(self.deadflag == DEAD_NO)
638 self.avelocity = '0 0 0';
640 self.vehicle_hudmodel.viewmodelforclient = self;
641 self.tur_head.nodrawtoclient = world;
642 vehicles_setreturn();
644 self.phase = time + 1;
649 self.team = self.tur_head.team;
651 if(self.owner.flagcarried)
653 self.owner.flagcarried.scale = 0.6;
654 setattachment(self.owner.flagcarried, self.owner, "");
655 setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
658 sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
659 self.vehicle_exit(eject);
661 vehicles_reset_colors();
668 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
670 if(self.regen_field < field_max)
671 if(self.timer + rpause < time)
673 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
676 self.owner.regen_field = (self.regen_field / field_max) * 100;
680 void shieldhit_think()
685 //setmodel(self, "");
690 self.nextthink = time + 0.1;
694 void vehicles_painframe()
696 //.float pain_finished; //Added by Supajoe
698 if(self.owner.vehicle_health <= 50)
699 if(self.pain_frame < time)
702 _ftmp = self.owner.vehicle_health / 50;
703 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
704 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
706 if(self.vehicle_flags & VHF_DMGSHAKE)
707 self.velocity += randomvec() * 30;
709 if(self.vehicle_flags & VHF_DMGROLL)
710 if(self.vehicle_flags & VHF_DMGHEADROLL)
711 self.tur_head.angles += randomvec();
713 self.angles += randomvec();
718 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
720 self.dmg_time = time;
722 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
724 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
726 self.vehicle_shieldent = spawn();
727 self.vehicle_shieldent.effects = EF_LOWPRECISION;
729 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
730 setattachment(self.vehicle_shieldent, self, "");
731 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
732 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
733 self.vehicle_shieldent.think = shieldhit_think;
736 self.vehicle_shieldent.colormod = '1 1 1';
737 self.vehicle_shieldent.alpha = 0.45;
738 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
739 self.vehicle_shieldent.nextthink = time;
741 self.vehicle_shield -= damage;
743 if(self.vehicle_shield < 0)
745 self.vehicle_health -= fabs(self.vehicle_shield);
746 self.vehicle_shieldent.colormod = '2 0 0';
747 self.vehicle_shield = 0;
748 self.vehicle_shieldent.alpha = 0.75;
750 if(sound_allowed(MSG_BROADCAST, attacker))
751 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
754 if(sound_allowed(MSG_BROADCAST, attacker))
755 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
760 self.vehicle_health -= damage;
762 if(sound_allowed(MSG_BROADCAST, attacker))
763 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
766 self.velocity += force; // * (vlen(force) / self.mass);
768 if(self.vehicle_health <= 0)
771 if(self.vehicle_flags & VHF_DEATHEJECT)
772 vehicles_exit(VHEF_EJECT);
774 vehicles_exit(VHEF_RELESE);
777 vehicles_setreturn();
781 void vehicles_clearrturn()
784 // Remove "return helper", if any.
785 ret = findchain(classname, "vehicle_return");
788 if(ret.enemy == self)
791 ret.think = SUB_Remove;
792 ret.nextthink = time + 0.1;
794 if(ret.waypointsprite_attached)
795 WaypointSprite_Kill(ret.waypointsprite_attached);
803 void vehicles_return()
805 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
807 self.enemy.think = vehicles_spawn;
808 self.enemy.nextthink = time;
810 if(self.waypointsprite_attached)
811 WaypointSprite_Kill(self.waypointsprite_attached);
816 void vehicles_showwp_goaway()
818 if(self.waypointsprite_attached)
819 WaypointSprite_Kill(self.waypointsprite_attached);
825 void vehicles_showwp()
832 self.think = vehicles_return;
833 self.nextthink = self.cnt;
837 self.think = vehicles_return;
838 self.nextthink = time +1;
842 setmodel(self, "null");
843 self.team = oldself.enemy.team;
844 self.enemy = oldself.enemy;
845 setorigin(self, oldself.enemy.pos1);
847 self.nextthink = time + 5;
848 self.think = vehicles_showwp_goaway;
851 if(teamplay && self.team)
852 rgb = TeamColor(self.team);
855 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
856 if(self.waypointsprite_attached)
858 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.enemy.team, SPRITERULE_DEFAULT);
860 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
861 WaypointSprite_Ping(self.waypointsprite_attached);
868 void vehicles_setreturn()
872 vehicles_clearrturn();
875 ret.classname = "vehicle_return";
877 ret.team = self.team;
878 ret.think = vehicles_showwp;
880 if(self.deadflag != DEAD_NO)
882 ret.cnt = time + self.vehicle_respawntime;
883 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
887 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
890 setmodel(ret, "null");
891 setorigin(ret, self.pos1 + '0 0 96');
895 void vehicles_configcheck(string configname, float check_cvar)
898 localcmd(strcat("exec ", configname, "\n"));
901 void vehicles_reset_colors()
904 float _effects, _colormap;
905 vector _glowmod, _colormod;
907 if(autocvar_g_nodepthtestplayers)
908 _effects = EF_NODEPTHTEST;
910 if(autocvar_g_fullbrightplayers)
911 _effects |= EF_FULLBRIGHT;
914 _colormap = 1024 + (self.team - 1) * 17;
921 // Find all ents attacked to main model and setup effects, colormod etc.
922 e = findchainentity(tag_entity, self);
925 if(e != self.vehicle_shieldent)
927 e.effects = _effects; // | EF_LOWPRECISION;
928 e.colormod = _colormod;
929 e.colormap = _colormap;
935 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
936 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
937 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
938 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
941 self.avelocity = '0 0 0';
942 self.velocity = '0 0 0';
943 self.effects = _effects;
946 float vehicle_initialize(string net_name,
961 void(float extflag) exitfunc,
966 addstat(STAT_HUD, AS_INT, hud);
967 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
968 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
969 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
971 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
972 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
974 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
975 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
978 error("vehicles: missing bodymodel!");
981 error("vehicles: missing hudmodel!");
984 self.netname = self.classname;
986 self.netname = net_name;
988 if(self.team && !teamplay)
991 self.vehicle_flags |= VHF_ISVEHICLE;
993 setmodel(self, bodymodel);
995 self.vehicle_viewport = spawn();
996 self.vehicle_hudmodel = spawn();
997 self.tur_head = spawn();
998 self.tur_head.owner = self;
999 self.takedamage = DAMAGE_AIM;
1000 self.bot_attack = TRUE;
1001 self.iscreature = TRUE;
1002 self.damagedbycontents = TRUE;
1005 self.vehicle_die = dieproc;
1006 self.vehicle_exit = exitfunc;
1007 self.vehicle_enter = enterproc;
1008 self.PlayerPhysplug = physproc;
1009 self.event_damage = vehicles_damage;
1010 self.touch = vehicles_touch;
1011 self.think = vehicles_spawn;
1012 self.nextthink = time;
1013 self.vehicle_respawntime = _respawntime;
1014 self.vehicle_spawn = spawnproc;
1016 if(autocvar_g_nodepthtestplayers)
1017 self.effects = self.effects | EF_NODEPTHTEST;
1019 if(autocvar_g_fullbrightplayers)
1020 self.effects = self.effects | EF_FULLBRIGHT;
1022 setmodel(self.vehicle_hudmodel, hudmodel);
1023 setmodel(self.vehicle_viewport, "null");
1028 setmodel(self.tur_head, topmodel);
1029 setattachment(self.tur_head, self, toptag);
1030 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1031 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1035 setattachment(self.tur_head, self, "");
1036 setattachment(self.vehicle_hudmodel, self, hudtag);
1037 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1040 setsize(self, min_s, max_s);
1043 setorigin(self, self.origin);
1044 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1045 setorigin(self, trace_endpos);
1048 self.pos1 = self.origin;
1049 self.pos2 = self.angles;
1050 self.tur_head.team = self.team;
1057 self.vehicle_exit = self.vehicle_exit;
1058 self.vehicle_enter = self.vehicle_exit;
1059 self.vehicle_die = self.vehicle_exit;
1060 self.vehicle_spawn = self.vehicle_exit;
1061 self.AuxiliaryXhair = self.AuxiliaryXhair;