1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
4 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
5 void vehicles_return();
8 void vehicles_reset_colors();
9 void vehicles_clearrturn();
10 void vehicles_setreturn();
14 .entity AuxiliaryXhair[MAX_AXH];
16 float SendAuxiliaryXhair(entity to, float sf)
19 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
21 WriteByte(MSG_ENTITY, self.cnt);
23 WriteCoord(MSG_ENTITY, self.origin_x);
24 WriteCoord(MSG_ENTITY, self.origin_y);
25 WriteCoord(MSG_ENTITY, self.origin_z);
27 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
28 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
29 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
34 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
38 axh_id = bound(0, axh_id, MAX_AXH);
39 axh = own.AuxiliaryXhair[axh_id];
41 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
45 axh.drawonlytoclient = own;
47 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
53 own.AuxiliaryXhair[axh_id] = axh;
57 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
58 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
59 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
63 WriteByte(MSG_ONE, SVC_TEMPENTITY);
64 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
66 WriteByte(MSG_ONE, axh_id);
68 WriteCoord(MSG_ONE, loc_x);
69 WriteCoord(MSG_ONE, loc_y);
70 WriteCoord(MSG_ONE, loc_z);
72 WriteByte(MSG_ONE, rint(clr_x * 255));
73 WriteByte(MSG_ONE, rint(clr_y * 255));
74 WriteByte(MSG_ONE, rint(clr_z * 255));
79 void CSQCVehicleSetup(entity own, float vehicle_id)
83 WriteByte(MSG_ONE, SVC_TEMPENTITY);
84 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
85 WriteByte(MSG_ONE, vehicle_id);
91 void vehicles_locktarget(float incr, float decr, float _lock_time)
93 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
95 self.lock_target = world;
96 self.lock_strength = 0;
100 if(self.lock_time > time)
103 if(trace_ent != world)
105 if(teams_matter && trace_ent.team == self.team)
108 if(trace_ent.deadflag != DEAD_NO)
111 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
115 if(self.lock_target == world && trace_ent != world)
116 self.lock_target = trace_ent;
118 // Have a locking target
119 // Trace hit current target
120 if(trace_ent == self.lock_target && trace_ent != world)
122 self.lock_strength = min(self.lock_strength + incr, 1);
123 if(self.lock_strength == 1)
124 self.lock_time = time + _lock_time;
129 self.lock_strength = max(self.lock_strength - decr * 2, 0);
131 self.lock_strength = max(self.lock_strength - decr, 0);
133 if(self.lock_strength == 0)
134 self.lock_target = world;
139 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
140 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
142 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
143 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
144 if(trace_fraction != 1) \
145 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
147 float force_fromtag_power;
148 float force_fromtag_normpower;
149 vector force_fromtag_origin;
150 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
152 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
153 v_forward = normalize(v_forward) * -1;
154 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
156 force_fromtag_power = (1 - trace_fraction) * max_power;
157 force_fromtag_normpower = force_fromtag_power / max_power;
159 return v_forward * force_fromtag_power;
162 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
165 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
166 v_forward = normalize(v_forward) * -1;
167 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
169 if(trace_fraction == 1.0)
171 force_fromtag_normpower = -0.25;
175 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
176 force_fromtag_normpower = force_fromtag_power / max_power;
178 return v_forward * force_fromtag_power;
181 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
183 self.health -= damage;
184 self.velocity += force;
187 self.takedamage = DAMAGE_NO;
188 self.event_damage = SUB_Null;
189 self.think = self.use;
190 self.nextthink = time;
195 void vehicles_projectile_explode()
197 if(self.owner && other != world)
199 if(other == self.owner.vehicle)
202 if(other == self.owner.vehicle.tur_head)
208 self.event_damage = SUB_Null;
209 sound (self, CHAN_PROJECTILE, self.target2, VOL_BASE, ATTN_NORM);
210 pointparticles(particleeffectnum(self.target3), findbetterlocation (self.origin, 16), '0 0 0', 1);
211 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
216 entity vehicles_projectile(string _impactfx, string _impactsnd, string _mzlfx, string _mzlsound,
217 vector _org, vector _vel,
218 float _dmg, float _radi, float _force, float _size,
219 float _deahtype, float _projtype, float _health)
225 PROJECTILE_MAKETRIGGER(proj);
226 setorigin(proj, _org);
228 proj.shot_dmg = _dmg;
229 proj.shot_radius = _radi;
230 proj.shot_force = _force;
231 proj.totalfrags = _deahtype;
232 proj.target2 = _impactsnd;
233 proj.target3 = _impactfx;
234 proj.solid = SOLID_BBOX;
235 proj.movetype = MOVETYPE_FLYMISSILE;
236 proj.flags = FL_PROJECTILE;
237 proj.bot_dodge = TRUE;
238 proj.bot_dodgerating = _dmg;
239 proj.velocity = _vel;
240 proj.touch = vehicles_projectile_explode;
241 proj.use = vehicles_projectile_explode;
243 proj.realowner = self.owner;
244 proj.think = SUB_Remove;
245 proj.nextthink = time + 30;
249 proj.takedamage = DAMAGE_AIM;
250 proj.event_damage = vehicles_projectile_damage;
251 proj.health = _health;
254 proj.flags = FL_PROJECTILE | FL_NOTARGET;
257 sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
260 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
263 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
265 CSQCProjectile(proj, TRUE, _projtype, TRUE);
270 void vehicles_spawn()
272 dprint("Spawning vehicle: ", self.netname, "\n");
275 self.vehicle_hudmodel.viewmodelforclient = self;
278 self.touch = vehicles_touch;
279 self.event_damage = vehicles_damage;
280 self.iscreature = TRUE;
281 self.movetype = MOVETYPE_WALK;
282 self.solid = SOLID_SLIDEBOX;
283 self.takedamage = DAMAGE_AIM;
284 self.deadflag = DEAD_NO;
285 self.bot_attack = TRUE;
286 self.flags = FL_NOTARGET;
287 self.avelocity = '0 0 0';
290 self.lock_strength = 0;
291 self.lock_target = world;
292 self.misc_bulletcounter = 0;
295 self.angles = self.pos2;
296 setorigin(self, self.pos1 + '0 0 128');
298 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
300 vehicles_reset_colors();
301 self.vehicle_spawn();
304 // Better way of determening whats crushable needed! (fl_crushable?)
305 float vehicles_crushable(entity e)
307 if(e.classname == "player")
310 if(e.classname == "monster_zombie")
316 void vehicles_touch()
318 // Vehicle currently in use
321 // Colided with world?
324 // Apply velocity based self damage here
328 if(other.vehicle_flags & VHF_ISVEHICLE)
330 //other.velocity += self.velocity * (self.mass / other.mass);
332 else if(vehicles_crushable(other))
334 if(vlen(self.velocity) != 0)
335 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);
341 if(other.classname != "player")
344 if(other.deadflag != DEAD_NO)
347 if(other.vehicle != world)
350 // Remove this when bots know how to use vehicles.
351 if (clienttype(other) != CLIENTTYPE_REAL)
357 void vehicles_enter()
359 // Remove this when bots know how to use vehicles
360 if (clienttype(other) != CLIENTTYPE_REAL)
363 if(self.phase > time)
368 if(self.team != other.team)
371 self.vehicle_ammo1 = 0;
372 self.vehicle_ammo2 = 0;
373 self.vehicle_reload1 = 0;
374 self.vehicle_reload2 = 0;
375 self.vehicle_energy = 0;
378 self.switchweapon = other.switchweapon;
380 // .viewmodelforclient works better.
381 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
383 self.vehicle_hudmodel.viewmodelforclient = self.owner;
385 self.event_damage = vehicles_damage;
387 self.owner.angles = self.angles;
388 self.owner.takedamage = DAMAGE_NO;
389 self.owner.solid = SOLID_NOT;
390 self.owner.movetype = MOVETYPE_NOCLIP;
391 self.owner.alpha = -1;
392 self.owner.vehicle = self;
393 self.owner.event_damage = SUB_Null;
394 self.owner.view_ofs = '0 0 0';
395 self.colormap = self.owner.colormap;
397 self.tur_head.colormap = self.owner.colormap;
399 self.owner.hud = self.hud;
400 self.owner.PlayerPhysplug = self.PlayerPhysplug;
402 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
403 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
404 self.owner.vehicle_reload1 = self.vehicle_reload1;
405 self.owner.vehicle_reload2 = self.vehicle_reload2;
407 // Cnnt do this, hides attached objects too.
408 //self.exteriormodeltoclient = self.owner;
409 //self.tur_head.exteriormodeltoclient = self.owner;
411 other.flags &~= FL_ONGROUND;
412 self.flags &~= FL_ONGROUND;
414 self.team = self.owner.team;
415 self.flags -= FL_NOTARGET;
418 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
419 WriteEntity(MSG_ONE, self.vehicle_viewport);
421 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
424 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
425 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
426 WriteAngle(MSG_ONE, 0); // roll
430 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
431 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
432 WriteAngle(MSG_ONE, self.angles_y); // yaw
433 WriteAngle(MSG_ONE, 0); // roll
436 vehicles_clearrturn();
438 CSQCVehicleSetup(self.owner, self.hud);
440 self.vehicle_enter();
443 void vehicles_exit(float eject)
445 self.flags |= FL_NOTARGET;
449 msg_entity = self.owner;
450 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
451 WriteEntity( MSG_ONE, self.owner);
453 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
454 WriteAngle(MSG_ONE, 0); // tilt
455 WriteAngle(MSG_ONE, self.angles_y); // yaw
456 WriteAngle(MSG_ONE, 0); // roll
458 setsize(self.owner, PL_MIN,PL_MAX);
460 self.owner.takedamage = DAMAGE_AIM;
461 self.owner.solid = SOLID_SLIDEBOX;
462 self.owner.movetype = MOVETYPE_WALK;
463 self.owner.effects &~= EF_NODRAW;
464 self.owner.alpha = 1;
465 self.owner.PlayerPhysplug = SUB_Null;
466 self.owner.vehicle = world;
467 self.owner.view_ofs = PL_VIEW_OFS;
468 self.owner.event_damage = PlayerDamage;
469 self.owner.hud = HUD_NORMAL;
470 self.owner.switchweapon = self.switchweapon;
471 self.owner.BUTTON_USE = 0;
474 if(self.deadflag == DEAD_NO)
475 self.avelocity = '0 0 0';
477 self.vehicle_hudmodel.viewmodelforclient = self;
478 self.tur_head.nodrawtoclient = world;
479 vehicles_setreturn();
481 self.phase = time + 1;
486 self.vehicle_exit(eject);
491 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
493 if(self.regen_field < field_max)
494 if(self.timer + rpause < time)
496 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
499 self.owner.regen_field = self.regen_field / field_max;
503 void shieldhit_think()
508 //setmodel(self, "");
513 self.nextthink = time + 0.1;
517 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
519 self.dmg_time = time;
521 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
523 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
525 self.vehicle_shieldent = spawn();
526 self.vehicle_shieldent.effects = EF_LOWPRECISION;
528 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
529 setattachment(self.vehicle_shieldent, self, "");
530 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
531 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
532 self.vehicle_shieldent.think = shieldhit_think;
536 self.vehicle_shieldent.colormod = '1 1 1';
537 self.vehicle_shieldent.alpha = 0.45;
538 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
539 self.vehicle_shieldent.nextthink = time;
541 self.vehicle_shield -= damage;
543 if(self.vehicle_shield < 0)
545 self.vehicle_shieldent.colormod = '2 0 0';
546 self.vehicle_shield = 0;
547 self.vehicle_shieldent.alpha = 0.75;
548 self.vehicle_health -= fabs(self.vehicle_shield);
552 self.vehicle_health -= damage;
554 self.velocity += force; // * (vlen(force) / self.mass);
556 if(self.vehicle_health <= 0)
559 if(self.vehicle_flags & VHF_DEATHEJECT)
560 vehicles_exit(VHEF_EJECT);
562 vehicles_exit(VHEF_RELESE);
565 vehicles_setreturn();
569 void vehicles_return()
571 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
573 self.enemy.think = vehicles_spawn;
574 self.enemy.nextthink = time;
579 void vehicles_clearrturn()
582 // Remove "return helper", if any.
583 ret = findchain(classname, "vehicle_return");
586 if(ret.enemy == self)
589 ret.think = SUB_Remove;
590 ret.nextthink = time + 0.1;
598 void vehicles_setreturn()
602 vehicles_clearrturn();
605 ret.classname = "vehicle_return";
607 ret.think = vehicles_return;
608 ret.nextthink = time + self.vehicle_respawntime;
611 float vehicles_customizeentityforclient()
613 if(self.deadflag == DEAD_DEAD)
619 void vehicles_configcheck(string configname, float check_cvar)
622 localcmd(strcat("exec ", configname, "\n"));
625 void vehicles_reset_colors()
628 float _effects, _colormap;
629 vector _glowmod, _colormod;
631 if(autocvar_g_nodepthtestplayers)
632 _effects = EF_NODEPTHTEST;
634 if(autocvar_g_fullbrightplayers)
635 _effects |= EF_FULLBRIGHT;
638 _colormap = 1024 + (self.team - 1) * 17;
645 // Find all ents attacked to main model and setup effects, colormod etc.
646 e = findchainentity(tag_entity, self);
649 if(e != self.vehicle_shieldent)
651 e.effects = _effects;
652 e.colormod = _colormod;
653 e.colormap = _colormap;
659 self.vehicle_hudmodel.effects = self.effects = _effects;
660 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
661 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
664 self.avelocity = '0 0 0';
665 self.velocity = '0 0 0';
669 //#define VEHICLES_CSQC
674 #define VSF_COLORMAP 16
677 float SendVehicle(entity to, float sf)
679 WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE_RACER);
681 WriteByte(MSG_ENTITY, self.cnt);
683 WriteCoord(MSG_ENTITY, self.origin_x);
684 WriteCoord(MSG_ENTITY, self.origin_y);
685 WriteCoord(MSG_ENTITY, self.origin_z);
687 WriteCoord(MSG_ENTITY, self.velocity_x);
688 WriteCoord(MSG_ENTITY, self.velocity_y);
689 WriteCoord(MSG_ENTITY, self.velocity_z);
691 WriteAngle(MSG_ENTITY, self.angles_x);
692 WriteAngle(MSG_ENTITY, self.angles_y);
693 WriteAngle(MSG_ENTITY, self.angles_z);
698 void NetLinkVehicle()
700 self.SendFlags = 0xFFFFFF;
701 Net_LinkEntity(self, FALSE, 0, SendVehicle);
705 float vehicle_initialize(string net_name,
720 void(float extflag) exitfunc,
724 addstat(STAT_HUD, AS_INT, hud);
725 addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
726 addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
727 addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
729 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
730 addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
732 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
733 addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
736 error("vehicles: missing bodymodel!");
739 error("vehicles: missing hudmodel!");
742 self.netname = self.classname;
744 self.netname = net_name;
746 if(self.team && !teams_matter)
749 self.vehicle_flags |= VHF_ISVEHICLE;
751 setmodel(self, bodymodel);
753 self.vehicle_viewport = spawn();
754 self.vehicle_hudmodel = spawn();
755 self.tur_head = spawn();
756 self.tur_head.owner = self;
757 self.takedamage = DAMAGE_AIM;
758 self.bot_attack = TRUE;
759 self.iscreature = TRUE;
762 //self.customizeentityforclient = vehicles_customizeentityforclient;
763 self.vehicle_die = dieproc;
764 self.vehicle_exit = exitfunc;
765 self.vehicle_enter = enterproc;
766 self.PlayerPhysplug = physproc;
767 self.event_damage = vehicles_damage;
768 self.touch = vehicles_touch;
769 self.think = vehicles_spawn;
770 self.nextthink = time;
771 self.vehicle_respawntime = _respawntime;
772 self.vehicle_spawn = spawnproc;
774 if(autocvar_g_nodepthtestplayers)
775 self.effects = self.effects | EF_NODEPTHTEST;
777 if(autocvar_g_fullbrightplayers)
778 self.effects = self.effects | EF_FULLBRIGHT;
780 setmodel(self.vehicle_hudmodel, hudmodel);
781 setmodel(self.vehicle_viewport, "null");
786 setmodel(self.tur_head, topmodel);
787 setattachment(self.tur_head, self, toptag);
788 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
789 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
793 setattachment(self.tur_head, self, "");
794 setattachment(self.vehicle_hudmodel, self, hudtag);
795 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
798 setsize(self, min_s, max_s);
801 setorigin(self, self.origin);
802 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
803 setorigin(self, trace_endpos);
806 //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
807 self.pos1 = self.origin;
808 self.pos2 = self.angles;
816 self.vehicle_exit = self.vehicle_exit;
817 self.vehicle_enter = self.vehicle_exit;
818 self.vehicle_die = self.vehicle_exit;
819 self.vehicle_spawn = self.vehicle_exit;
820 self.AuxiliaryXhair = self.AuxiliaryXhair;