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 Send addictional points of interest to be drawn, to vehicle owner
17 .entity AuxiliaryXhair[MAX_AXH];
19 float SendAuxiliaryXhair(entity to, float sf)
22 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
24 WriteByte(MSG_ENTITY, self.cnt);
26 WriteCoord(MSG_ENTITY, self.origin_x);
27 WriteCoord(MSG_ENTITY, self.origin_y);
28 WriteCoord(MSG_ENTITY, self.origin_z);
30 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
31 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
32 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
37 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
41 axh_id = bound(0, axh_id, MAX_AXH);
42 axh = own.AuxiliaryXhair[axh_id];
44 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
48 axh.drawonlytoclient = own;
50 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
56 own.AuxiliaryXhair[axh_id] = axh;
60 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
61 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
62 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
66 WriteByte(MSG_ONE, SVC_TEMPENTITY);
67 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
69 WriteByte(MSG_ONE, axh_id);
71 WriteCoord(MSG_ONE, loc_x);
72 WriteCoord(MSG_ONE, loc_y);
73 WriteCoord(MSG_ONE, loc_z);
75 WriteByte(MSG_ONE, rint(clr_x * 255));
76 WriteByte(MSG_ONE, rint(clr_y * 255));
77 WriteByte(MSG_ONE, rint(clr_z * 255));
83 void CSQCVehicleSetup(entity own, float vehicle_id)
87 WriteByte(MSG_ONE, SVC_TEMPENTITY);
88 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
89 WriteByte(MSG_ONE, vehicle_id);
92 /** vehicles_locktarget
94 Generic target locking.
96 Figure out if what target is "locked" (if any), for missile tracking as such.
98 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
99 you have a locked in target.
101 Exspects a crosshair_trace() or equivalent to be
106 .float lock_strength;
108 void vehicles_locktarget(float incr, float decr, float _lock_time)
110 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
112 self.lock_target = world;
113 self.lock_strength = 0;
117 if(self.lock_time > time)
120 if(trace_ent != world)
122 if(teams_matter && trace_ent.team == self.team)
125 if(trace_ent.deadflag != DEAD_NO)
128 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
132 if(self.lock_target == world && trace_ent != world)
133 self.lock_target = trace_ent;
135 // Have a locking target
136 // Trace hit current target
137 if(trace_ent == self.lock_target && trace_ent != world)
139 self.lock_strength = min(self.lock_strength + incr, 1);
140 if(self.lock_strength == 1)
141 self.lock_time = time + _lock_time;
146 self.lock_strength = max(self.lock_strength - decr * 2, 0);
148 self.lock_strength = max(self.lock_strength - decr, 0);
150 if(self.lock_strength == 0)
151 self.lock_target = world;
155 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
156 self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
158 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
159 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
160 if(trace_fraction != 1) \
161 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
163 // Hover movement support
164 float force_fromtag_power;
165 float force_fromtag_normpower;
166 vector force_fromtag_origin;
167 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
169 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
170 v_forward = normalize(v_forward) * -1;
171 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
173 force_fromtag_power = (1 - trace_fraction) * max_power;
174 force_fromtag_normpower = force_fromtag_power / max_power;
176 return v_forward * force_fromtag_power;
179 // Experimental hovermode wich uses attraction/repulstion from surface unsted of gravity/repulsion
180 // Can possibly be use to move abt any surface (inclusing walls/celings)
181 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
184 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
185 v_forward = normalize(v_forward) * -1;
186 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
188 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
189 if(trace_fraction == 1.0)
191 force_fromtag_normpower = -0.25;
195 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
196 force_fromtag_normpower = force_fromtag_power / max_power;
198 return v_forward * force_fromtag_power;
201 // Generic vehile projectile system
202 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
204 self.health -= damage;
205 self.velocity += force;
208 self.takedamage = DAMAGE_NO;
209 self.event_damage = SUB_Null;
210 self.think = self.use;
211 self.nextthink = time;
216 void vehicles_projectile_explode()
218 if(self.owner && other != world)
220 if(other == self.owner.vehicle)
223 if(other == self.owner.vehicle.tur_head)
229 self.event_damage = SUB_Null;
230 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
235 entity vehicles_projectile(string _mzlfx, string _mzlsound,
236 vector _org, vector _vel,
237 float _dmg, float _radi, float _force, float _size,
238 float _deahtype, float _projtype, float _health,
239 float _cull, float _clianim)
245 PROJECTILE_MAKETRIGGER(proj);
246 setorigin(proj, _org);
248 proj.shot_dmg = _dmg;
249 proj.shot_radius = _radi;
250 proj.shot_force = _force;
251 proj.totalfrags = _deahtype;
252 proj.solid = SOLID_BBOX;
253 proj.movetype = MOVETYPE_FLYMISSILE;
254 proj.flags = FL_PROJECTILE;
255 proj.bot_dodge = TRUE;
256 proj.bot_dodgerating = _dmg;
257 proj.velocity = _vel;
258 proj.touch = vehicles_projectile_explode;
259 proj.use = vehicles_projectile_explode;
261 proj.realowner = self.owner;
262 proj.think = SUB_Remove;
263 proj.nextthink = time + 30;
267 proj.takedamage = DAMAGE_AIM;
268 proj.event_damage = vehicles_projectile_damage;
269 proj.health = _health;
272 proj.flags = FL_PROJECTILE | FL_NOTARGET;
275 sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
278 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
281 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
283 CSQCProjectile(proj, _clianim, _projtype, _cull);
287 // End generic vehile projectile system
290 Exetuted for all vehiles on (re)spawn.
291 Sets defaults for newly spawned units.
293 void vehicles_spawn()
295 dprint("Spawning vehicle: ", self.netname, "\n");
298 self.vehicle_hudmodel.viewmodelforclient = self;
301 self.touch = vehicles_touch;
302 self.event_damage = vehicles_damage;
303 self.iscreature = TRUE;
304 self.movetype = MOVETYPE_WALK;
305 self.solid = SOLID_SLIDEBOX;
306 self.takedamage = DAMAGE_AIM;
307 self.deadflag = DEAD_NO;
308 self.bot_attack = TRUE;
309 self.flags = FL_NOTARGET;
310 self.avelocity = '0 0 0';
313 self.lock_strength = 0;
314 self.lock_target = world;
315 self.misc_bulletcounter = 0;
318 self.angles = self.pos2;
319 setorigin(self, self.pos1 + '0 0 128');
321 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
323 vehicles_reset_colors();
324 self.vehicle_spawn();
327 // Better way of determening whats crushable needed! (fl_crushable?)
328 float vehicles_crushable(entity e)
330 if(e.classname == "player")
333 if(e.classname == "monster_zombie")
339 void vehicles_touch()
341 // Vehicle currently in use
344 // Colided with world?
347 // Apply velocity based self damage here
351 if(other.vehicle_flags & VHF_ISVEHICLE)
353 //other.velocity += self.velocity * (self.mass / other.mass);
355 else if(vehicles_crushable(other))
357 if(vlen(self.velocity) != 0)
358 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);
364 if(other.classname != "player")
367 if(other.deadflag != DEAD_NO)
370 if(other.vehicle != world)
373 // Remove this when bots know how to use vehicles.
374 if (clienttype(other) != CLIENTTYPE_REAL)
380 void vehicles_enter()
382 // Remove this when bots know how to use vehicles
383 if (clienttype(other) != CLIENTTYPE_REAL)
386 if(self.phase > time)
391 if(self.team != other.team)
394 self.vehicle_ammo1 = 0;
395 self.vehicle_ammo2 = 0;
396 self.vehicle_reload1 = 0;
397 self.vehicle_reload2 = 0;
398 self.vehicle_energy = 0;
401 self.switchweapon = other.switchweapon;
403 // .viewmodelforclient works better.
404 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
406 self.vehicle_hudmodel.viewmodelforclient = self.owner;
408 self.event_damage = vehicles_damage;
410 self.owner.angles = self.angles;
411 self.owner.takedamage = DAMAGE_NO;
412 self.owner.solid = SOLID_NOT;
413 self.owner.movetype = MOVETYPE_NOCLIP;
414 self.owner.alpha = -1;
415 self.owner.vehicle = self;
416 self.owner.event_damage = SUB_Null;
417 self.owner.view_ofs = '0 0 0';
418 self.colormap = self.owner.colormap;
420 self.tur_head.colormap = self.owner.colormap;
422 self.owner.hud = self.hud;
423 self.owner.PlayerPhysplug = self.PlayerPhysplug;
425 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
426 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
427 self.owner.vehicle_reload1 = self.vehicle_reload1;
428 self.owner.vehicle_reload2 = self.vehicle_reload2;
430 // Cnnt do this, hides attached objects too.
431 //self.exteriormodeltoclient = self.owner;
432 //self.tur_head.exteriormodeltoclient = self.owner;
434 other.flags &~= FL_ONGROUND;
435 self.flags &~= FL_ONGROUND;
437 self.team = self.owner.team;
438 self.flags -= FL_NOTARGET;
441 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
442 WriteEntity(MSG_ONE, self.vehicle_viewport);
444 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
447 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
448 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
449 WriteAngle(MSG_ONE, 0); // roll
453 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
454 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
455 WriteAngle(MSG_ONE, self.angles_y); // yaw
456 WriteAngle(MSG_ONE, 0); // roll
459 vehicles_clearrturn();
461 CSQCVehicleSetup(self.owner, self.hud);
463 self.vehicle_enter();
466 void vehicles_exit(float eject)
468 self.flags |= FL_NOTARGET;
472 msg_entity = self.owner;
473 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
474 WriteEntity( MSG_ONE, self.owner);
476 WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
477 WriteAngle(MSG_ONE, 0); // tilt
478 WriteAngle(MSG_ONE, self.angles_y); // yaw
479 WriteAngle(MSG_ONE, 0); // roll
481 setsize(self.owner, PL_MIN,PL_MAX);
483 self.owner.takedamage = DAMAGE_AIM;
484 self.owner.solid = SOLID_SLIDEBOX;
485 self.owner.movetype = MOVETYPE_WALK;
486 self.owner.effects &~= EF_NODRAW;
487 self.owner.alpha = 1;
488 self.owner.PlayerPhysplug = SUB_Null;
489 self.owner.vehicle = world;
490 self.owner.view_ofs = PL_VIEW_OFS;
491 self.owner.event_damage = PlayerDamage;
492 self.owner.hud = HUD_NORMAL;
493 self.owner.switchweapon = self.switchweapon;
494 self.owner.BUTTON_USE = 0;
497 if(self.deadflag == DEAD_NO)
498 self.avelocity = '0 0 0';
500 self.vehicle_hudmodel.viewmodelforclient = self;
501 self.tur_head.nodrawtoclient = world;
502 vehicles_setreturn();
504 self.phase = time + 1;
509 self.vehicle_exit(eject);
514 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
516 if(self.regen_field < field_max)
517 if(self.timer + rpause < time)
519 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
522 self.owner.regen_field = self.regen_field / field_max;
526 void shieldhit_think()
531 //setmodel(self, "");
536 self.nextthink = time + 0.1;
540 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
542 self.dmg_time = time;
544 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
546 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
548 self.vehicle_shieldent = spawn();
549 self.vehicle_shieldent.effects = EF_LOWPRECISION;
551 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
552 setattachment(self.vehicle_shieldent, self, "");
553 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
554 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
555 self.vehicle_shieldent.think = shieldhit_think;
559 self.vehicle_shieldent.colormod = '1 1 1';
560 self.vehicle_shieldent.alpha = 0.45;
561 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
562 self.vehicle_shieldent.nextthink = time;
564 self.vehicle_shield -= damage;
566 if(self.vehicle_shield < 0)
568 self.vehicle_shieldent.colormod = '2 0 0';
569 self.vehicle_shield = 0;
570 self.vehicle_shieldent.alpha = 0.75;
571 self.vehicle_health -= fabs(self.vehicle_shield);
575 self.vehicle_health -= damage;
577 self.velocity += force; // * (vlen(force) / self.mass);
579 if(self.vehicle_health <= 0)
582 if(self.vehicle_flags & VHF_DEATHEJECT)
583 vehicles_exit(VHEF_EJECT);
585 vehicles_exit(VHEF_RELESE);
588 vehicles_setreturn();
592 void vehicles_return()
594 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
596 self.enemy.think = vehicles_spawn;
597 self.enemy.nextthink = time;
602 void vehicles_clearrturn()
605 // Remove "return helper", if any.
606 ret = findchain(classname, "vehicle_return");
609 if(ret.enemy == self)
612 ret.think = SUB_Remove;
613 ret.nextthink = time + 0.1;
621 void vehicles_setreturn()
625 vehicles_clearrturn();
628 ret.classname = "vehicle_return";
630 ret.think = vehicles_return;
631 ret.nextthink = time + self.vehicle_respawntime;
634 float vehicles_customizeentityforclient()
636 if(self.deadflag == DEAD_DEAD)
642 void vehicles_configcheck(string configname, float check_cvar)
645 localcmd(strcat("exec ", configname, "\n"));
648 void vehicles_reset_colors()
651 float _effects, _colormap;
652 vector _glowmod, _colormod;
654 if(autocvar_g_nodepthtestplayers)
655 _effects = EF_NODEPTHTEST;
657 if(autocvar_g_fullbrightplayers)
658 _effects |= EF_FULLBRIGHT;
661 _colormap = 1024 + (self.team - 1) * 17;
668 // Find all ents attacked to main model and setup effects, colormod etc.
669 e = findchainentity(tag_entity, self);
672 if(e != self.vehicle_shieldent)
674 e.effects = _effects | EF_LOWPRECISION;
675 e.colormod = _colormod;
676 e.colormap = _colormap;
682 self.vehicle_hudmodel.effects = self.effects = _effects | EF_LOWPRECISION;
683 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
684 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
685 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
688 self.avelocity = '0 0 0';
689 self.velocity = '0 0 0';
690 self.effects = _effects;
693 float vehicle_initialize(string net_name,
708 void(float extflag) exitfunc,
712 addstat(STAT_HUD, AS_INT, hud);
713 addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
714 addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
715 addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
717 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
718 addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
720 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
721 addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
724 error("vehicles: missing bodymodel!");
727 error("vehicles: missing hudmodel!");
730 self.netname = self.classname;
732 self.netname = net_name;
734 if(self.team && !teams_matter)
737 self.vehicle_flags |= VHF_ISVEHICLE;
739 setmodel(self, bodymodel);
741 self.vehicle_viewport = spawn();
742 self.vehicle_hudmodel = spawn();
743 self.tur_head = spawn();
744 self.tur_head.owner = self;
745 self.takedamage = DAMAGE_AIM;
746 self.bot_attack = TRUE;
747 self.iscreature = TRUE;
750 //self.customizeentityforclient = vehicles_customizeentityforclient;
751 self.vehicle_die = dieproc;
752 self.vehicle_exit = exitfunc;
753 self.vehicle_enter = enterproc;
754 self.PlayerPhysplug = physproc;
755 self.event_damage = vehicles_damage;
756 self.touch = vehicles_touch;
757 self.think = vehicles_spawn;
758 self.nextthink = time;
759 self.vehicle_respawntime = _respawntime;
760 self.vehicle_spawn = spawnproc;
762 if(autocvar_g_nodepthtestplayers)
763 self.effects = self.effects | EF_NODEPTHTEST;
765 if(autocvar_g_fullbrightplayers)
766 self.effects = self.effects | EF_FULLBRIGHT;
768 setmodel(self.vehicle_hudmodel, hudmodel);
769 setmodel(self.vehicle_viewport, "null");
774 setmodel(self.tur_head, topmodel);
775 setattachment(self.tur_head, self, toptag);
776 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
777 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
781 setattachment(self.tur_head, self, "");
782 setattachment(self.vehicle_hudmodel, self, hudtag);
783 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
786 setsize(self, min_s, max_s);
789 setorigin(self, self.origin);
790 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
791 setorigin(self, trace_endpos);
794 //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
795 self.pos1 = self.origin;
796 self.pos2 = self.angles;
804 self.vehicle_exit = self.vehicle_exit;
805 self.vehicle_enter = self.vehicle_exit;
806 self.vehicle_die = self.vehicle_exit;
807 self.vehicle_spawn = self.vehicle_exit;
808 self.AuxiliaryXhair = self.AuxiliaryXhair;
813 float VSF_SETUP = 2; /// Send vehicle type etc
814 float VSF_ORIGIN = 4; /// Send location
815 float VSF_MOVEMENT = 8; /// Send movement update (and angle/avelocity)
816 float VSF_STATS = 16; /// Send ammo, health etc
817 float VSF_EXTRA = 32; /// Send additional data (turret rotations and such) handeld per vehicle type.
818 float VSF_FULL_UPDATE = 16777215 /// Send everything
822 float send_vehile(entity to, float sf)
824 WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
826 WriteByte(MSG_ENTITY, sf);
830 WriteByte(MSG_ENTITY, self.hud); //vehicle type = hud
831 WriteByte(MSG_ENTITY, self.team);
832 WriteShort(MSG_ENTITY, self.colormap);
837 WriteCoord(MSG_ENTITY, self.origin_x);
838 WriteCoord(MSG_ENTITY, self.origin_y);
839 WriteCoord(MSG_ENTITY, self.origin_z);
842 if(sf & VSF_MOVEMENT)
844 WriteCoord(MSG_ENTITY, self.velocity_x);
845 WriteCoord(MSG_ENTITY, self.velocity_y);
846 WriteCoord(MSG_ENTITY, self.velocity_z);
848 WriteAngle(MSG_ENTITY, self.angles_x);
849 WriteAngle(MSG_ENTITY, self.angles_y);
850 WriteAngle(MSG_ENTITY, self.angles_z);
852 WriteCoord(MSG_ENTITY, self.avelocity_x);
853 WriteCoord(MSG_ENTITY, self.avelocity_y);
854 WriteCoord(MSG_ENTITY, self.avelocity_z);
859 WriteShort(MSG_ENTITY, self.vehicle_health);
860 WriteShort(MSG_ENTITY, self.vehicle_shield);
861 WriteShort(MSG_ENTITY, self.vehicle_energy);
862 WriteShort(MSG_ENTITY, self.vehicle_ammo1);
863 WriteShort(MSG_ENTITY, self.vehicle_reload1);
864 WriteShort(MSG_ENTITY, self.vehicle_ammo2);
865 WriteShort(MSG_ENTITY, self.vehicle_reload2);
870 self.vehile_send_exta(to);
876 void net_link_vehile()
878 self.SendFlags = 0xFFFFFF;
879 Net_LinkEntity(self, FALSE, 0, send_vehile);
884 void Net_ReadVehicle(float bIsNew)
899 setmodel(self, "models/vehicles/wakizashi.dpm");
900 self.move_movetype = MOVETYPE_BOUNCE;
901 self.entremove = VehicleRacerRemove;
902 setsize(self, '-60 -60 -20', '60 60 20');
903 self.draw = VehicleRacerDraw;
907 self.cnt = ReadByte();
909 self.origin_x = ReadCoord();
910 self.origin_y = ReadCoord();
911 self.origin_z = ReadCoord();
913 self.velocity_x = ReadCoord();
914 self.velocity_y = ReadCoord();
915 self.velocity_z = ReadCoord();
917 self.angles_x = ReadAngle();
918 self.angles_y = ReadAngle();
919 self.angles_z = ReadAngle();
921 self.move_origin = self.origin;
922 self.move_velocity = self.velocity;
923 self.move_angles = self.angles;
927 #endif // VEHICLES_CSQC