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;
6 var float autocvar_g_vehicles_nex_damagerate = 0.5;
7 var float autocvar_g_vehicles_uzi_damagerate = 0.5;
8 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
9 var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
10 var float autocvar_g_vehicles_tag_damagerate = 5;
12 float autocvar_g_vehicles;
14 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
15 void vehicles_return();
16 void vehicles_enter();
17 void vehicles_touch();
18 void vehicles_reset_colors();
19 void vehicles_clearreturn();
20 void vehicles_setreturn();
24 Send additional points of interest to be drawn, to vehicle owner
26 const float MAX_AXH = 4;
27 .entity AuxiliaryXhair[MAX_AXH];
29 float SendAuxiliaryXhair(entity to, float sf)
32 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
34 WriteByte(MSG_ENTITY, self.cnt);
36 WriteCoord(MSG_ENTITY, self.origin_x);
37 WriteCoord(MSG_ENTITY, self.origin_y);
38 WriteCoord(MSG_ENTITY, self.origin_z);
40 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
41 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
42 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
47 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
49 if (!IS_REAL_CLIENT(own))
54 axh_id = bound(0, axh_id, MAX_AXH);
55 axh = own.(AuxiliaryXhair[axh_id]);
57 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
61 axh.drawonlytoclient = own;
63 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
69 own.(AuxiliaryXhair[axh_id]) = axh;
73 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
74 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
75 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
79 WriteByte(MSG_ONE, SVC_TEMPENTITY);
80 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
82 WriteByte(MSG_ONE, axh_id);
84 WriteCoord(MSG_ONE, loc_x);
85 WriteCoord(MSG_ONE, loc_y);
86 WriteCoord(MSG_ONE, loc_z);
88 WriteByte(MSG_ONE, rint(clr_x * 255));
89 WriteByte(MSG_ONE, rint(clr_y * 255));
90 WriteByte(MSG_ONE, rint(clr_z * 255));
97 Notifies the client that he enterd a vehicle, and sends
100 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
102 void CSQCVehicleSetup(entity own, float vehicle_id)
104 if (!IS_REAL_CLIENT(own))
109 WriteByte(MSG_ONE, SVC_TEMPENTITY);
110 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
112 WriteByte(MSG_ONE, vehicle_id);
114 WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
117 /** vehicles_locktarget
119 Generic target locking.
121 Figure out if what target is "locked" (if any), for missile tracking as such.
123 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
124 you have a locked in target.
126 Exspects a crosshair_trace() or equivalent to be
131 .float lock_strength;
133 .float lock_soundtime;
134 const float DAMAGE_TARGETDRONE = 10;
136 vector targetdrone_getnewspot()
141 for(i = 0; i < 100; ++i)
143 spot = self.origin + randomvec() * 1024;
144 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
145 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
152 void targetdrone_think();
153 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
154 void targetdrone_renwe()
156 self.think = targetdrone_think;
157 self.nextthink = time + 0.1;
158 setorigin(self, targetdrone_getnewspot());
160 self.takedamage = DAMAGE_TARGETDRONE;
161 self.event_damage = targetdrone_damage;
162 self.solid = SOLID_BBOX;
163 setmodel(self, "models/runematch/rune.mdl");
164 self.effects = EF_LOWPRECISION;
166 self.movetype = MOVETYPE_BOUNCEMISSILE;
167 setsize(self, '-100 -100 -100', '100 100 100');
170 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
172 self.health -= damage;
175 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
181 self.think = targetdrone_renwe;
182 self.nextthink = time + 1 + random() * 2;
183 self.solid = SOLID_NOT;
188 entity targetdrone_getfear()
193 for(i = 64; i <= 1024; i += 64)
195 fear = findradius(self.origin, i);
207 void targetdrone_think()
209 self.nextthink = time + 0.1;
212 if(self.wp00.deadflag != DEAD_NO)
213 self.wp00 = targetdrone_getfear();
216 self.wp00 = targetdrone_getfear();
221 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
223 newdir = randomvec() * 0.75;
225 newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
228 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
230 self.velocity = normalize(newdir) * 750;
232 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
233 if(trace_fraction != 1.0)
234 self.velocity = self.velocity * -1;
236 //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
239 void targetdrone_spawn(vector _where, float _autorenew)
241 entity drone = spawn();
242 setorigin(drone, _where);
243 drone.think = targetdrone_renwe;
244 drone.nextthink = time + 0.1;
245 drone.cnt = _autorenew;
249 void vehicles_locktarget(float incr, float decr, float _lock_time)
251 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
253 self.lock_target = world;
254 self.lock_strength = 0;
258 if(self.lock_time > time)
261 if(self.lock_soundtime < time)
263 self.lock_soundtime = time + 0.5;
264 play2(self.owner, "vehicles/locked.wav");
270 if(trace_ent != world)
272 if(teamplay && trace_ent.team == self.team)
275 if(trace_ent.deadflag != DEAD_NO)
278 if(!((trace_ent.vehicle_flags & VHF_ISVEHICLE) || (trace_ent.turret_flags & TUR_FLAG_ISTURRET)))
282 if(self.lock_target == world && trace_ent != world)
283 self.lock_target = trace_ent;
285 if(self.lock_target && trace_ent == self.lock_target)
287 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
289 play2(self.owner, "vehicles/lock.wav");
290 self.lock_soundtime = time + 0.8;
292 else if (self.lock_strength != 1 && self.lock_soundtime < time)
294 play2(self.owner, "vehicles/locking.wav");
295 self.lock_soundtime = time + 0.3;
300 // Have a locking target
301 // Trace hit current target
302 if(trace_ent == self.lock_target && trace_ent != world)
304 self.lock_strength = min(self.lock_strength + incr, 1);
305 if(self.lock_strength == 1)
306 self.lock_time = time + _lock_time;
311 self.lock_strength = max(self.lock_strength - decr * 2, 0);
313 self.lock_strength = max(self.lock_strength - decr, 0);
315 if(self.lock_strength == 0)
316 self.lock_target = world;
320 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
321 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
323 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
324 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
325 if(trace_fraction != 1) \
326 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
328 // Hover movement support
329 float force_fromtag_power;
330 float force_fromtag_normpower;
331 vector force_fromtag_origin;
332 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
334 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
335 v_forward = normalize(v_forward) * -1;
336 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
338 force_fromtag_power = (1 - trace_fraction) * max_power;
339 force_fromtag_normpower = force_fromtag_power / max_power;
341 return v_forward * force_fromtag_power;
344 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
345 // Can possibly be use to move abt any surface (inclusing walls/celings)
346 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
349 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
350 v_forward = normalize(v_forward) * -1;
351 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
353 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
354 if(trace_fraction == 1.0)
356 force_fromtag_normpower = -0.25;
360 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
361 force_fromtag_normpower = force_fromtag_power / max_power;
363 return v_forward * force_fromtag_power;
366 // Generic vehile projectile system
367 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
369 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
370 if(inflictor.owner == self.owner)
373 self.health -= damage;
374 self.velocity += force;
377 self.takedamage = DAMAGE_NO;
378 self.event_damage = func_null;
379 self.think = self.use;
380 self.nextthink = time;
384 void vehicles_projectile_explode()
386 if(self.owner && other != world)
388 if(other == self.owner.vehicle)
391 if(other == self.owner.vehicle.tur_head)
397 self.event_damage = func_null;
398 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
403 entity vehicles_projectile(string _mzlfx, string _mzlsound,
404 vector _org, vector _vel,
405 float _dmg, float _radi, float _force, float _size,
406 float _deahtype, float _projtype, float _health,
407 float _cull, float _clianim, entity _owner)
413 PROJECTILE_MAKETRIGGER(proj);
414 setorigin(proj, _org);
416 proj.shot_dmg = _dmg;
417 proj.shot_radius = _radi;
418 proj.shot_force = _force;
419 proj.totalfrags = _deahtype;
420 proj.solid = SOLID_BBOX;
421 proj.movetype = MOVETYPE_FLYMISSILE;
422 proj.flags = FL_PROJECTILE;
423 proj.bot_dodge = TRUE;
424 proj.bot_dodgerating = _dmg;
425 proj.velocity = _vel;
426 proj.touch = vehicles_projectile_explode;
427 proj.use = vehicles_projectile_explode;
429 proj.realowner = _owner;
430 proj.think = SUB_Remove;
431 proj.nextthink = time + 30;
435 proj.takedamage = DAMAGE_AIM;
436 proj.event_damage = vehicles_projectile_damage;
437 proj.health = _health;
440 proj.flags = FL_PROJECTILE | FL_NOTARGET;
443 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
446 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
449 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
451 CSQCProjectile(proj, _clianim, _projtype, _cull);
455 // End generic vehile projectile system
457 void vehicles_reset()
461 entity oldself = self;
463 vehicles_exit(VHEF_RELESE);
467 self.movetype = MOVETYPE_NONE;
468 self.effects = EF_NODRAW;
469 self.colormod = '0 0 0';
470 self.avelocity = '0 0 0';
471 self.velocity = '0 0 0';
472 self.event_damage = func_null;
473 self.solid = SOLID_NOT;
474 self.deadflag = DEAD_NO;
476 self.touch = func_null;
478 vehicles_setreturn();
482 Exetuted for all vehicles on (re)spawn.
483 Sets defaults for newly spawned units.
485 void vehicles_spawn()
487 dprint("Spawning vehicle: ", self.netname, "\n");
490 self.vehicle_hudmodel.viewmodelforclient = self;
493 self.touch = vehicles_touch;
494 self.event_damage = vehicles_damage;
495 self.reset = vehicles_reset;
496 self.iscreature = TRUE;
497 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
498 self.damagedbycontents = TRUE;
499 self.movetype = MOVETYPE_WALK;
500 self.solid = SOLID_SLIDEBOX;
501 self.takedamage = DAMAGE_AIM;
502 self.deadflag = DEAD_NO;
503 self.bot_attack = TRUE;
504 self.flags = FL_NOTARGET;
505 self.avelocity = '0 0 0';
506 self.velocity = '0 0 0';
509 self.lock_strength = 0;
510 self.lock_target = world;
511 self.misc_bulletcounter = 0;
514 self.angles = self.pos2;
515 setorigin(self, self.pos1 + '0 0 0');
517 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
519 if(self.vehicle_controller)
520 self.team = self.vehicle_controller.team;
522 vehicles_reset_colors();
523 self.vehicle_spawn(VHSF_NORMAL);
526 // Better way of determening whats crushable needed! (fl_crushable?)
527 float vehicles_crushable(entity e)
532 if(e.flags & FL_MONSTER)
538 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
540 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
543 if(self.play_time < time)
545 float wc = vlen(self.velocity - self.oldvelocity);
546 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
547 //dprint("vel: ", vtos(self.velocity), "\n");
550 float take = min(_speedfac * wc, _maxpain);
551 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
552 self.play_time = time + 0.25;
554 //dprint("wc: ", ftos(wc), "\n");
555 //dprint("take: ", ftos(take), "\n");
560 .void() vehicle_impact;
561 void vehicles_touch()
563 if(MUTATOR_CALLHOOK(VehicleTouch))
566 // Vehicle currently in use
570 if(vehicles_crushable(other))
572 if(vlen(self.velocity) != 0)
573 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
575 return; // Dont do selfdamage when hitting "soft targets".
578 if(self.play_time < time)
579 if(self.vehicle_impact)
580 self.vehicle_impact();
585 if (!IS_PLAYER(other))
588 if(other.deadflag != DEAD_NO)
591 if(other.vehicle != world)
596 var float autocvar_g_vehicles_allow_bots = 0;
597 void vehicles_enter()
599 // Remove this when bots know how to use vehicles
601 if (IS_BOT_CLIENT(other))
602 if (autocvar_g_vehicles_allow_bots)
603 dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
607 if(self.phase > time)
612 if(self.team != other.team)
615 RemoveGrapplingHook(other);
617 self.vehicle_ammo1 = 0;
618 self.vehicle_ammo2 = 0;
619 self.vehicle_reload1 = 0;
620 self.vehicle_reload2 = 0;
621 self.vehicle_energy = 0;
624 self.switchweapon = other.switchweapon;
626 // .viewmodelforclient works better.
627 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
629 self.vehicle_hudmodel.viewmodelforclient = self.owner;
631 self.event_damage = vehicles_damage;
633 self.owner.angles = self.angles;
634 self.owner.takedamage = DAMAGE_NO;
635 self.owner.solid = SOLID_NOT;
636 self.owner.movetype = MOVETYPE_NOCLIP;
637 self.owner.alpha = -1;
638 self.owner.vehicle = self;
639 self.owner.event_damage = func_null;
640 self.owner.view_ofs = '0 0 0';
641 self.colormap = self.owner.colormap;
643 self.tur_head.colormap = self.owner.colormap;
645 self.owner.hud = self.hud;
646 self.owner.PlayerPhysplug = self.PlayerPhysplug;
648 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
649 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
650 self.owner.vehicle_reload1 = self.vehicle_reload1;
651 self.owner.vehicle_reload2 = self.vehicle_reload2;
653 // Cant do this, hides attached objects too.
654 //self.exteriormodeltoclient = self.owner;
655 //self.tur_head.exteriormodeltoclient = self.owner;
657 other.flags &= ~FL_ONGROUND;
658 self.flags &= ~FL_ONGROUND;
660 self.team = self.owner.team;
661 self.flags -= FL_NOTARGET;
662 self.monster_attack = TRUE;
664 if (IS_REAL_CLIENT(other))
667 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
668 WriteEntity(MSG_ONE, self.vehicle_viewport);
670 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
673 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
674 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
675 WriteAngle(MSG_ONE, 0); // roll
679 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
680 WriteAngle(MSG_ONE, self.angles_y); // yaw
681 WriteAngle(MSG_ONE, 0); // roll
685 vehicles_clearreturn();
687 CSQCVehicleSetup(self.owner, self.hud);
691 MUTATOR_CALLHOOK(VehicleEnter);
695 self.vehicle_enter();
696 antilag_clear(other);
699 /** vehicles_findgoodexit
700 Locates a valid location for the player to exit the vehicle.
701 Will first try prefer_spot, then up 100 random spots arround the vehicle
702 wich are in direct line of sight and empty enougth to hold a players bbox
704 vector vehicles_findgoodexit(vector prefer_spot)
709 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
710 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
713 mysize = 1.5 * vlen(self.maxs - self.mins);
716 v2 = 0.5 * (self.absmin + self.absmax);
717 for(i = 0; i < 100; ++i)
721 v = v2 + normalize(v) * mysize;
722 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
723 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
728 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
729 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
730 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
733 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
734 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
735 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
738 exitspot = (self.origin + '0 0 48') + v_right * mysize;
739 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
740 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
743 exitspot = (self.origin + '0 0 48') - v_right * mysize;
744 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
745 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
753 Standarrd vehicle release fucntion.
754 custom code goes in self.vehicle_exit
756 float vehicles_exit_running;
757 void vehicles_exit(float eject)
761 entity _oldself = self;
763 if(vehicles_exit_running)
765 dprint("^1vehicles_exit allready running! this is not good..\n");
769 vehicles_exit_running = TRUE;
772 _vehicle = self.vehicle;
774 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
776 _vehicle.vehicle_exit(eject);
778 vehicles_exit_running = FALSE;
785 _player = _vehicle.owner;
791 if (IS_REAL_CLIENT(_player))
793 msg_entity = _player;
794 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
795 WriteEntity( MSG_ONE, _player);
797 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
798 WriteAngle(MSG_ONE, 0);
799 WriteAngle(MSG_ONE, _vehicle.angles_y);
800 WriteAngle(MSG_ONE, 0);
803 setsize(_player, PL_MIN,PL_MAX);
805 _player.takedamage = DAMAGE_AIM;
806 _player.solid = SOLID_SLIDEBOX;
807 _player.movetype = MOVETYPE_WALK;
808 _player.effects &= ~EF_NODRAW;
810 _player.PlayerPhysplug = func_null;
811 _player.vehicle = world;
812 _player.view_ofs = PL_VIEW_OFS;
813 _player.event_damage = PlayerDamage;
814 _player.hud = HUD_NORMAL;
815 _player.switchweapon = _vehicle.switchweapon;
817 CSQCVehicleSetup(_player, HUD_NORMAL);
819 _vehicle.flags |= FL_NOTARGET;
821 if(_vehicle.deadflag == DEAD_NO)
822 _vehicle.avelocity = '0 0 0';
824 _vehicle.tur_head.nodrawtoclient = world;
830 vh_vehicle = _vehicle;
831 MUTATOR_CALLHOOK(VehicleExit);
833 _vehicle = vh_vehicle;
835 _vehicle.team = _vehicle.tur_head.team;
837 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
838 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
839 _vehicle.phase = time + 1;
840 _vehicle.monster_attack = FALSE;
842 _vehicle.vehicle_exit(eject);
844 vehicles_setreturn();
845 vehicles_reset_colors();
846 _vehicle.owner = world;
849 vehicles_exit_running = FALSE;
853 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
855 if(self.regen_field < field_max)
856 if(timer + rpause < time)
859 regen = regen * (self.vehicle_health / self.tur_health);
861 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
864 self.owner.regen_field = (self.regen_field / field_max) * 100;
868 void shieldhit_think()
873 //setmodel(self, "");
875 self.effects |= EF_NODRAW;
879 self.nextthink = time + 0.1;
883 void vehicles_painframe()
885 if(self.owner.vehicle_health <= 50)
886 if(self.pain_frame < time)
889 _ftmp = self.owner.vehicle_health / 50;
890 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
891 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
893 if(self.vehicle_flags & VHF_DMGSHAKE)
894 self.velocity += randomvec() * 30;
896 if(self.vehicle_flags & VHF_DMGROLL)
897 if(self.vehicle_flags & VHF_DMGHEADROLL)
898 self.tur_head.angles += randomvec();
900 self.angles += randomvec();
905 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
907 self.dmg_time = time;
909 if(DEATH_ISWEAPON(deathtype, WEP_NEX))
910 damage *= autocvar_g_vehicles_nex_damagerate;
912 if(DEATH_ISWEAPON(deathtype, WEP_UZI))
913 damage *= autocvar_g_vehicles_uzi_damagerate;
915 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
916 damage *= autocvar_g_vehicles_rifle_damagerate;
918 if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
919 damage *= autocvar_g_vehicles_minstanex_damagerate;
921 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
922 damage *= autocvar_g_vehicles_tag_damagerate;
924 self.enemy = attacker;
926 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
928 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
930 self.vehicle_shieldent = spawn();
931 self.vehicle_shieldent.effects = EF_LOWPRECISION;
933 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
934 setattachment(self.vehicle_shieldent, self, "");
935 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
936 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
937 self.vehicle_shieldent.think = shieldhit_think;
940 self.vehicle_shieldent.colormod = '1 1 1';
941 self.vehicle_shieldent.alpha = 0.45;
942 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
943 self.vehicle_shieldent.nextthink = time;
944 self.vehicle_shieldent.effects &= ~EF_NODRAW;
946 self.vehicle_shield -= damage;
948 if(self.vehicle_shield < 0)
950 self.vehicle_health -= fabs(self.vehicle_shield);
951 self.vehicle_shieldent.colormod = '2 0 0';
952 self.vehicle_shield = 0;
953 self.vehicle_shieldent.alpha = 0.75;
955 if(sound_allowed(MSG_BROADCAST, attacker))
956 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
959 if(sound_allowed(MSG_BROADCAST, attacker))
960 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
965 self.vehicle_health -= damage;
967 if(sound_allowed(MSG_BROADCAST, attacker))
968 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
971 if(self.damageforcescale < 1 && self.damageforcescale > 0)
972 self.velocity += force * self.damageforcescale;
974 self.velocity += force;
976 if(self.vehicle_health <= 0)
979 if(self.vehicle_flags & VHF_DEATHEJECT)
980 vehicles_exit(VHEF_EJECT);
982 vehicles_exit(VHEF_RELESE);
988 vehicles_setreturn();
992 void vehicles_clearreturn()
995 // Remove "return helper", if any.
996 ret = findchain(classname, "vehicle_return");
1002 ret.think = SUB_Remove;
1003 ret.nextthink = time + 0.1;
1005 if(ret.waypointsprite_attached)
1006 WaypointSprite_Kill(ret.waypointsprite_attached);
1014 void vehicles_return()
1016 pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
1018 self.wp00.think = vehicles_spawn;
1019 self.wp00.nextthink = time;
1021 if(self.waypointsprite_attached)
1022 WaypointSprite_Kill(self.waypointsprite_attached);
1027 void vehicles_showwp_goaway()
1029 if(self.waypointsprite_attached)
1030 WaypointSprite_Kill(self.waypointsprite_attached);
1036 void vehicles_showwp()
1038 entity oldself = world;
1043 self.think = vehicles_return;
1044 self.nextthink = self.cnt;
1048 self.think = vehicles_return;
1049 self.nextthink = time +1;
1053 setmodel(self, "null");
1054 self.team = oldself.wp00.team;
1055 self.wp00 = oldself.wp00;
1056 setorigin(self, oldself.wp00.pos1);
1058 self.nextthink = time + 5;
1059 self.think = vehicles_showwp_goaway;
1062 if(teamplay && self.team)
1063 rgb = Team_ColorRGB(self.team);
1066 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1067 if(self.waypointsprite_attached)
1069 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1070 if(oldself == world)
1071 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1072 WaypointSprite_Ping(self.waypointsprite_attached);
1075 if(oldself != world)
1079 void vehicles_setreturn()
1083 vehicles_clearreturn();
1086 ret.classname = "vehicle_return";
1088 ret.team = self.team;
1089 ret.think = vehicles_showwp;
1091 if(self.deadflag != DEAD_NO)
1093 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1094 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1097 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1099 setmodel(ret, "null");
1100 setorigin(ret, self.pos1 + '0 0 96');
1103 void vehicles_reset_colors()
1106 float _effects = 0, _colormap;
1107 vector _glowmod, _colormod;
1109 if(autocvar_g_nodepthtestplayers)
1110 _effects |= EF_NODEPTHTEST;
1112 if(autocvar_g_fullbrightplayers)
1113 _effects |= EF_FULLBRIGHT;
1116 _colormap = 1024 + (self.team - 1) * 17;
1121 _colormod = '0 0 0';
1123 // Find all ents attacked to main model and setup effects, colormod etc.
1124 e = findchainentity(tag_entity, self);
1127 if(e != self.vehicle_shieldent)
1129 e.effects = _effects; // | EF_LOWPRECISION;
1130 e.colormod = _colormod;
1131 e.colormap = _colormap;
1137 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
1138 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1139 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1140 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1143 self.avelocity = '0 0 0';
1144 self.velocity = '0 0 0';
1145 self.effects = _effects;
1150 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1152 self.tur_head.team = activator.team;
1154 if(self.tur_head.team == 0)
1155 self.active = ACTIVE_NOT;
1157 self.active = ACTIVE_ACTIVE;
1159 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1161 dprint("^3Eat shit yall!\n");
1162 vehicles_setreturn();
1163 vehicles_reset_colors();
1165 else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1171 float vehicle_addplayerslot( entity _owner,
1176 void(float) _exitfunc)
1178 if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1179 _owner.vehicle_flags |= VHF_MULTISLOT;
1181 _slot.PlayerPhysplug = _framefunc;
1182 _slot.vehicle_exit = _exitfunc;
1184 _slot.vehicle_flags = VHF_PLAYERSLOT;
1185 _slot.vehicle_viewport = spawn();
1186 _slot.vehicle_hudmodel = spawn();
1187 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1188 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1190 setmodel(_slot.vehicle_hudmodel, _hud_model);
1191 setmodel(_slot.vehicle_viewport, "null");
1193 setattachment(_slot.vehicle_hudmodel, _slot, "");
1194 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1199 float vehicle_initialize(string net_name,
1210 void(float _spawnflag) spawnproc,
1214 void(float extflag) exitfunc,
1221 if(!autocvar_g_vehicles)
1226 self.vehicle_controller = find(world, target, self.targetname);
1227 if(!self.vehicle_controller)
1229 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1233 self.team = self.vehicle_controller.team;
1234 self.use = vehicle_use;
1238 if(self.vehicle_controller.team == 0)
1239 self.active = ACTIVE_NOT;
1241 self.active = ACTIVE_ACTIVE;
1246 precache_sound("onslaught/ons_hit2.wav");
1247 precache_sound("onslaught/electricity_explode.wav");
1250 addstat(STAT_HUD, AS_INT, hud);
1251 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
1252 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
1253 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
1255 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
1256 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1258 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
1259 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1262 error("vehicles: missing bodymodel!");
1265 error("vehicles: missing hudmodel!");
1268 self.netname = self.classname;
1270 self.netname = net_name;
1272 if(self.team && !teamplay)
1275 self.vehicle_flags |= VHF_ISVEHICLE;
1277 setmodel(self, bodymodel);
1279 self.vehicle_viewport = spawn();
1280 self.vehicle_hudmodel = spawn();
1281 self.tur_head = spawn();
1282 self.tur_head.owner = self;
1283 self.takedamage = DAMAGE_AIM;
1284 self.bot_attack = TRUE;
1285 self.iscreature = TRUE;
1286 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
1287 self.damagedbycontents = TRUE;
1289 self.tur_health = _max_health;
1290 self.tur_head.tur_health = _max_shield;
1291 self.vehicle_die = dieproc;
1292 self.vehicle_exit = exitfunc;
1293 self.vehicle_enter = enterproc;
1294 self.PlayerPhysplug = physproc;
1295 self.event_damage = func_null;
1296 self.touch = vehicles_touch;
1297 self.think = vehicles_spawn;
1298 self.vehicle_spawn = spawnproc;
1299 self.vehicle_respawntime = max(0, _respawntime);
1300 self.effects = EF_NODRAW;
1301 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1302 if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1303 self.nextthink = time;
1305 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1307 if(autocvar_g_playerclip_collisions)
1308 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1310 if(autocvar_g_nodepthtestplayers)
1311 self.effects = self.effects | EF_NODEPTHTEST;
1313 if(autocvar_g_fullbrightplayers)
1314 self.effects = self.effects | EF_FULLBRIGHT;
1316 setmodel(self.vehicle_hudmodel, hudmodel);
1317 setmodel(self.vehicle_viewport, "null");
1321 setmodel(self.tur_head, topmodel);
1322 setattachment(self.tur_head, self, toptag);
1323 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1324 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1328 setattachment(self.tur_head, self, "");
1329 setattachment(self.vehicle_hudmodel, self, hudtag);
1330 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1333 setsize(self, min_s, max_s);
1336 setorigin(self, self.origin);
1337 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1338 setorigin(self, trace_endpos);
1341 self.pos1 = self.origin;
1342 self.pos2 = self.angles;
1343 self.tur_head.team = self.team;
1345 if(MUTATOR_CALLHOOK(VehicleSpawn))
1351 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1352 float _pichlimit_min, float _pichlimit_max,
1353 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1357 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1358 vtmp = vectoangles(normalize(_target - vtag));
1359 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1360 vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1361 ftmp = _aimspeed * frametime;
1362 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1363 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1364 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
1365 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
1369 void vehicles_gib_explode()
1371 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1372 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1376 void vehicles_gib_think()
1379 if(self.cnt >= time)
1382 self.nextthink = time + 0.1;
1385 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1387 entity _gib = spawn();
1388 setmodel(_gib, _template.model);
1389 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1390 _gib.velocity = _vel;
1391 _gib.movetype = MOVETYPE_TOSS;
1392 _gib.solid = SOLID_CORPSE;
1393 _gib.colormod = '-0.5 -0.5 -0.5';
1394 _gib.effects = EF_LOWPRECISION;
1395 _gib.avelocity = _rot;
1398 _gib.effects |= EF_FLAME;
1402 _gib.think = vehicles_gib_explode;
1403 _gib.nextthink = time + random() * _explode;
1404 _gib.touch = vehicles_gib_explode;
1408 _gib.cnt = time + _maxtime;
1409 _gib.think = vehicles_gib_think;
1410 _gib.nextthink = time + _maxtime - 1;
1417 vector predict_target(entity _targ, vector _from, float _shot_speed)
1420 float _distance; // How far to target
1421 float _impact_time; // How long untill projectile impacts
1422 vector _predict_pos; // Predicted enemy location
1423 vector _original_origin;// Where target is before predicted
1425 _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1427 _predict_pos = _original_origin;
1428 for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1430 _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1431 _impact_time = _distance / _shot_speed; // Calculate impact time
1432 _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1435 return _predict_pos;