1 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
2 void vehicles_return();
3 void vehicles_clearrturn();
6 .entity AuxiliaryXhair[MAX_AXH];
8 float SendAuxiliaryXhair(entity to, float sf)
11 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
13 WriteByte(MSG_ENTITY, self.cnt);
15 WriteCoord(MSG_ENTITY, self.origin_x);
16 WriteCoord(MSG_ENTITY, self.origin_y);
17 WriteCoord(MSG_ENTITY, self.origin_z);
19 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
20 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
21 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
26 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
30 axh_id = bound(0, axh_id, MAX_AXH);
31 axh = own.AuxiliaryXhair[axh_id];
33 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
37 axh.drawonlytoclient = own;
39 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
45 own.AuxiliaryXhair[axh_id] = axh;
49 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
50 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
51 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
55 WriteByte(MSG_ONE, SVC_TEMPENTITY);
56 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
58 WriteByte(MSG_ONE, axh_id);
60 WriteCoord(MSG_ONE, loc_x);
61 WriteCoord(MSG_ONE, loc_y);
62 WriteCoord(MSG_ONE, loc_z);
64 WriteByte(MSG_ONE, rint(clr_x * 255));
65 WriteByte(MSG_ONE, rint(clr_y * 255));
66 WriteByte(MSG_ONE, rint(clr_z * 255));
71 void CSQCVehicleSetup(entity own, float vehicle_id)
75 WriteByte(MSG_ONE, SVC_TEMPENTITY);
76 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
77 WriteByte(MSG_ONE, vehicle_id);
83 void vehicles_locktarget2(float incr, float decr, float _lock_time)
85 if(self.lock_time > time)
88 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
89 self.lock_strength = min(self.lock_strength - decr, 1);
90 else if(trace_ent.deadflag != DEAD_NO)
91 self.lock_strength = min(self.lock_strength - decr, 1);
93 if(self.lock_target == world && trace_ent != world)
94 self.lock_target = trace_ent;
96 // Have a locking target
97 // Trace hit current target
98 if(trace_ent == self.lock_target && trace_ent != world)
100 self.lock_strength = min(self.lock_strength + incr, 1);
101 if(self.lock_strength == 1)
102 self.lock_time = time + _lock_time;
106 self.lock_strength = max(self.lock_strength - decr, 0);
108 if(self.lock_strength == 0)
109 self.lock_target = world;
114 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
115 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
117 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
118 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
119 if(trace_fraction != 1) \
120 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
122 float force_fromtag_power;
123 float force_fromtag_normpower;
124 vector force_fromtag_origin;
125 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
127 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
128 v_forward = normalize(v_forward) * -1;
129 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
131 force_fromtag_power = (1 - trace_fraction) * max_power;
132 force_fromtag_normpower = force_fromtag_power / max_power;
134 return v_forward * force_fromtag_power;
137 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
140 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
141 v_forward = normalize(v_forward) * -1;
142 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
144 if(trace_fraction == 1.0)
146 force_fromtag_normpower = -0.25;
150 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
151 force_fromtag_normpower = force_fromtag_power / max_power;
153 return v_forward * force_fromtag_power;
157 void vehicles_touch()
162 // Colided with world?
165 // Apply velocity based self damage here
169 if(other.vehicle_flags & VHF_ISVEHICLE)
171 other.velocity += self.velocity * (self.mass / other.mass);
176 if(other.classname != "player")
179 if(other.deadflag != DEAD_NO)
182 if(other.vehicle != world)
185 // Remove this when bots know how to use vehicles.
186 if (clienttype(other) != CLIENTTYPE_REAL)
189 self.vehicle_enter();
192 void vehicles_enter()
194 // Remove this when bots know how to use vehicles
195 if (clienttype(other) != CLIENTTYPE_REAL)
198 if(self.phase > time)
203 if(self.team != other.team)
207 self.switchweapon = other.switchweapon;
209 self.vehicle_hudmodel.viewmodelforclient = self.owner;
210 self.event_damage = vehicles_damage;
212 self.owner.angles = self.angles;
213 self.owner.takedamage = DAMAGE_NO;
214 self.owner.solid = SOLID_NOT;
215 self.owner.movetype = MOVETYPE_NOCLIP;
216 self.owner.alpha = -1;
217 self.owner.vehicle = self;
218 self.owner.event_damage = SUB_Null;
219 self.owner.view_ofs = '0 0 0';
220 self.colormap = self.owner.colormap;
222 self.tur_head.colormap = self.owner.colormap;
224 self.owner.hud = self.hud;
225 self.owner.PlayerPhysplug = self.PlayerPhysplug;
227 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
228 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
229 self.owner.vehicle_reload1 = self.vehicle_reload1;
230 self.owner.vehicle_reload2 = self.vehicle_reload2;
232 other.flags &~= FL_ONGROUND;
233 self.flags &~= FL_ONGROUND;
235 self.team = self.owner.team;
236 self.flags -= FL_NOTARGET;
239 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
240 WriteEntity(MSG_ONE, self.vehicle_viewport);
242 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
245 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
246 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
247 WriteAngle(MSG_ONE, 0); // roll
251 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
252 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
253 WriteAngle(MSG_ONE, self.angles_y); // yaw
254 WriteAngle(MSG_ONE, 0); // roll
257 vehicles_clearrturn();
259 CSQCVehicleSetup(self.owner, self.hud);
261 if(self.vehicle_enter)
262 self.vehicle_enter();
265 void vehicles_exit(float eject)
267 self.flags |= FL_NOTARGET;
271 msg_entity = self.owner;
272 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
273 WriteEntity( MSG_ONE, self.owner);
275 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
276 WriteAngle(MSG_ONE, 0); // tilt
277 WriteAngle(MSG_ONE, self.angles_y); // yaw
278 WriteAngle(MSG_ONE, 0); // roll
280 setsize(self.owner, PL_MIN,PL_MAX);
282 self.owner.takedamage = DAMAGE_AIM;
283 self.owner.solid = SOLID_SLIDEBOX;
284 self.owner.movetype = MOVETYPE_WALK;
285 self.owner.effects &~= EF_NODRAW;
286 self.owner.alpha = 1;
287 self.owner.PlayerPhysplug = SUB_Null;
288 self.owner.vehicle = world;
289 self.owner.view_ofs = PL_VIEW_OFS;
290 self.owner.event_damage = PlayerDamage;
291 self.owner.hud = HUD_NORMAL;
292 self.owner.switchweapon = self.switchweapon;
295 self.vehicle_hudmodel.viewmodelforclient = self;
296 self.tur_head.nodrawtoclient = self;
298 self.phase = time + 1;
303 if(self.vehicle_exit)
304 self.vehicle_exit(eject);
310 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
312 if(self.regen_field < field_max)
313 if(self.timer + rpause < time)
315 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
318 self.owner.regen_field = self.regen_field / field_max;
322 void shieldhit_think()
332 self.nextthink = time + 0.1;
336 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
340 self.dmg_time = time;
342 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
344 if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
346 self.tur_head.enemy = spawn();
347 self.tur_head.enemy.effects = EF_LOWPRECISION;
350 setmodel(self.tur_head.enemy, "models/vhshield.md3");
351 setattachment(self.tur_head.enemy, self, "");
353 self.tur_head.enemy.colormod = '1 1 1';
354 self.tur_head.enemy.alpha = 0.45;
355 self.tur_head.enemy.scale = 256 / vlen(self.maxs - self.mins);
356 self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
357 self.tur_head.enemy.think = shieldhit_think;
358 self.tur_head.enemy.nextthink = time;
360 self.vehicle_shield -= damage;
361 if(self.vehicle_shield < 0)
363 self.tur_head.enemy.colormod = '2 0 0';
364 ddmg_take = fabs(self.vehicle_shield);
365 self.vehicle_shield = 0;
366 self.tur_head.enemy.alpha = 0.75;
367 self.vehicle_health -= ddmg_take;
371 self.vehicle_health -= damage;
373 if(self.vehicle_health <= 0)
376 if(self.vehicle_flags & VHF_DEATHEJECT)
377 vehicles_exit(VHEF_EJECT);
379 vehicles_exit(VHEF_RELESE);
385 void vehicles_return()
387 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
388 self.enemy.think = self.use;
389 self.enemy.nextthink = time;
393 void vehicles_clearrturn()
396 // Remove "return helper", if any.
397 ret = findchain(classname, "vehicle_return");
400 if(ret.enemy == self)
402 ret.think = SUB_Remove;
403 ret.nextthink = time + 0.1;
410 void vehicles_setreturn(float retime, void() respawn_proc)
412 vehicles_clearrturn();
414 if (self.deadflag == DEAD_NO)
419 ret.classname = "vehicle_return";
421 ret.think = vehicles_return;
422 ret.nextthink = time + retime;
423 ret.use = respawn_proc;
427 float vehicles_customizeentityforclient()
429 return self.deadflag == DEAD_DEAD ? FALSE : TRUE;
432 void vehicles_configcheck(string configname, float check_cvar)
435 localcmd(strcat("exec ", configname, "\n"));
438 void vehicles_reset_colors()
441 float _effects, _colormap;
442 vector _glowmod, _colormod;
444 if(autocvar_g_nodepthtestplayers)
445 _effects = EF_NODEPTHTEST;
447 if(autocvar_g_fullbrightplayers)
448 _effects |= EF_FULLBRIGHT;
451 _colormap = 1024 + (self.team - 1) * 17;
458 // Find all ents attacked to main model and setup effects, colormod etc.
459 e = findchainentity(tag_entity, self);
462 e.effects = _effects;
463 e.colormod = _colormod;
464 e.colormap = _colormap;
470 self.effects = _effects;
471 self.colormod = _colormod;
472 self.colormap = _colormap;
475 self.avelocity = '0 0 0';
476 self.velocity = '0 0 0';
480 float vehicle_initialize(string net_name,
494 void(float extflag) exitfunc,
498 addstat(STAT_HUD, AS_INT, hud);
499 addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
500 addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
501 addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
503 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
504 addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
506 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
507 addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
511 error("vehicles: missing bodymodel!");
514 error("vehicles: missing hudmodel!");
517 self.netname = self.classname;
519 self.netname = net_name;
521 if(self.team && !teams_matter)
524 self.vehicle_flags |= VHF_ISVEHICLE;
526 setmodel(self, bodymodel);
528 self.vehicle_viewport = spawn();
529 self.vehicle_hudmodel = spawn();
530 self.tur_head = spawn();
531 self.tur_head.owner = self;
532 self.takedamage = DAMAGE_AIM;
533 self.bot_attack = TRUE;
534 self.iscreature = TRUE;
537 self.customizeentityforclient = vehicles_customizeentityforclient;
538 self.vehicle_die = dieproc;
539 self.vehicle_exit = exitfunc;
540 self.vehicle_enter = enterproc;
541 self.PlayerPhysplug = physproc;
542 self.event_damage = vehicles_damage;
543 self.touch = vehicles_touch;
544 self.think = spawnproc;
545 self.nextthink = time;
547 if(autocvar_g_nodepthtestplayers)
548 self.effects = self.effects | EF_NODEPTHTEST;
550 if(autocvar_g_fullbrightplayers)
551 self.effects = self.effects | EF_FULLBRIGHT;
553 setmodel(self.vehicle_hudmodel, hudmodel);
554 setmodel(self.vehicle_viewport, "null");
558 setmodel(self.tur_head, topmodel);
559 setattachment(self.tur_head, self, toptag);
560 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
561 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
565 setattachment(self.tur_head, self, "");
566 setattachment(self.vehicle_hudmodel, self, hudtag);
567 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
570 setsize(self, min_s, max_s);
573 setorigin(self, self.origin);
574 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
575 setorigin(self, trace_endpos);
578 self.pos1 = self.origin;
579 self.pos2 = self.angles;
587 self.vehicle_exit = self.vehicle_exit;
588 self.vehicle_enter = self.vehicle_exit;
589 self.vehicle_die = self.vehicle_exit;
590 self.vehicle_spawn = self.vehicle_exit;
591 self.AuxiliaryXhair = self.AuxiliaryXhair;
592 //self.vehicle_message = self.vehicle_exit;