+float autocvar_g_vehicles_crush_dmg;
+float autocvar_g_vehicles_crush_force;
+float autocvar_g_vehicles_delayspawn;
+float autocvar_g_vehicles_delayspawn_jitter;
+float autocvar_g_vehicles_allow_flagcarry;
+
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
void vehicles_return();
+void vehicles_enter();
+void vehicles_touch();
+void vehicles_reset_colors();
void vehicles_clearrturn();
+void vehicles_setreturn();
-.entity AuxiliaryXhair;
-float AuxiliaryXhair_customizeentityforclient()
-{
- if(other == self.owner)
- return TRUE;
- return FALSE;
-}
-float AuxiliaryXhair_SendEntity(entity to, float sf)
+/** AuxiliaryXhair*
+ Send additional points of interest to be drawn, to vehicle owner
+**/
+float MAX_AXH = 4;
+.entity AuxiliaryXhair[MAX_AXH];
+
+float SendAuxiliaryXhair(entity to, float sf)
{
+
WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
+
+ WriteByte(MSG_ENTITY, self.cnt);
+
WriteCoord(MSG_ENTITY, self.origin_x);
WriteCoord(MSG_ENTITY, self.origin_y);
WriteCoord(MSG_ENTITY, self.origin_z);
- return TRUE;
+
+ WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
+ WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
+ WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
+
+ return TRUE;
}
-void SpawnOrUpdateAuxiliaryXhair(entity own, vector loc)
+void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
{
+ entity axh;
+
+ axh_id = bound(0, axh_id, MAX_AXH);
+ axh = own.AuxiliaryXhair[axh_id];
- if(own.AuxiliaryXhair == world || wasfreed(own.AuxiliaryXhair))
+ if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
{
- own.AuxiliaryXhair = spawn();
- own.AuxiliaryXhair.owner = own;
- //own.AuxiliaryXhair.customizeentityforclient = AuxiliaryXhair_customizeentityforclient;
- own.AuxiliaryXhair.drawonlytoclient = own;
- setorigin(own.AuxiliaryXhair, loc);
- Net_LinkEntity(own.AuxiliaryXhair, FALSE, 0, AuxiliaryXhair_SendEntity);
- return;
+ axh = spawn();
+ axh.cnt = axh_id;
+ axh.drawonlytoclient = own;
+ axh.owner = own;
+ Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
}
- setorigin(own.AuxiliaryXhair, loc);
- own.AuxiliaryXhair.SendFlags |= 0x01;
+ setorigin(axh, loc);
+ axh.colormod = clr;
+ axh.SendFlags = 0x01;
+ own.AuxiliaryXhair[axh_id] = axh;
}
-void Release_AuxiliaryXhair(entity from)
+/*
+// SVC_TEMPENTITY based, horrible with even 50 ping. hm.
+// WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
+void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
+{
+ msg_entity = own;
+
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
+
+ WriteByte(MSG_ONE, axh_id);
+
+ WriteCoord(MSG_ONE, loc_x);
+ WriteCoord(MSG_ONE, loc_y);
+ WriteCoord(MSG_ONE, loc_z);
+
+ WriteByte(MSG_ONE, rint(clr_x * 255));
+ WriteByte(MSG_ONE, rint(clr_y * 255));
+ WriteByte(MSG_ONE, rint(clr_z * 255));
+
+}
+*/
+// End AuxiliaryXhair
+
+/**
+ Notifies the client that he enterd a vehicle, and sends
+ realavent data.
+
+ only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
+**/
+void CSQCVehicleSetup(entity own, float vehicle_id)
{
- // from.AuxiliaryXhair.drawonlytoclient = from.AuxiliaryXhair;
- if not (from.AuxiliaryXhair == world || wasfreed(from.AuxiliaryXhair))
- remove(from.AuxiliaryXhair);
+ msg_entity = own;
- from.AuxiliaryXhair = world;
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
+ WriteByte(MSG_ONE, vehicle_id);
+}
+
+/** vehicles_locktarget
+
+ Generic target locking.
+
+ Figure out if what target is "locked" (if any), for missile tracking as such.
+
+ after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
+ you have a locked in target.
+
+ Exspects a crosshair_trace() or equivalent to be
+ dont before calling.
+
+**/
+.entity lock_target;
+.float lock_strength;
+.float lock_time;
+.float lock_soundtime;
+void vehicles_locktarget(float incr, float decr, float _lock_time)
+{
+ if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
+ {
+ self.lock_target = world;
+ self.lock_strength = 0;
+ self.lock_time = 0;
+ }
+
+ if(self.lock_time > time)
+ {
+ if(self.lock_target)
+ if(self.lock_soundtime < time)
+ {
+ self.lock_soundtime = time + 0.5;
+ play2(self.owner, "vehicles/locked.wav");
+ }
+
+ return;
+ }
+
+ if(trace_ent != world)
+ {
+ if(teamplay && trace_ent.team == self.team)
+ trace_ent = world;
+
+ if(trace_ent.deadflag != DEAD_NO)
+ trace_ent = world;
+
+ if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ trace_ent = world;
+ }
+
+ if(self.lock_target == world && trace_ent != world)
+ self.lock_target = trace_ent;
+
+ if(self.lock_target && trace_ent == self.lock_target)
+ {
+ if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
+ {
+ play2(self.owner, "vehicles/lock.wav");
+ self.lock_soundtime = time + 0.8;
+ }
+ else if (self.lock_strength != 1 && self.lock_soundtime < time)
+ {
+ play2(self.owner, "vehicles/locking.wav");
+ self.lock_soundtime = time + 0.3;
+ }
+
+ }
+
+ // Have a locking target
+ // Trace hit current target
+ if(trace_ent == self.lock_target && trace_ent != world)
+ {
+ self.lock_strength = min(self.lock_strength + incr, 1);
+ if(self.lock_strength == 1)
+ self.lock_time = time + _lock_time;
+ }
+ else
+ {
+ if(trace_ent)
+ self.lock_strength = max(self.lock_strength - decr * 2, 0);
+ else
+ self.lock_strength = max(self.lock_strength - decr, 0);
+
+ if(self.lock_strength == 0)
+ self.lock_target = world;
+ }
}
#define VEHICLE_UPDATE_PLAYER(fld,vhname) \
-self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
+self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
if(trace_fraction != 1) \
acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
+// Hover movement support
float force_fromtag_power;
float force_fromtag_normpower;
vector force_fromtag_origin;
return v_forward * force_fromtag_power;
}
+// Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
+// Can possibly be use to move abt any surface (inclusing walls/celings)
vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
{
v_forward = normalize(v_forward) * -1;
traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
+ // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
if(trace_fraction == 1.0)
{
force_fromtag_normpower = -0.25;
return v_forward * force_fromtag_power;
}
+// Generic vehile projectile system
+void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
+ if(inflictor.owner == self.owner)
+ return;
+
+ self.health -= damage;
+ self.velocity += force;
+ if(self.health < 1)
+ {
+ self.takedamage = DAMAGE_NO;
+ self.event_damage = SUB_Null;
+ self.think = self.use;
+ self.nextthink = time;
+ }
+
+}
+
+void vehicles_projectile_explode()
+{
+ if(self.owner && other != world)
+ {
+ if(other == self.owner.vehicle)
+ return;
+
+ if(other == self.owner.vehicle.tur_head)
+ return;
+ }
+
+ PROJECTILE_TOUCH;
+
+ self.event_damage = SUB_Null;
+ RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
+
+ remove (self);
+}
+
+entity vehicles_projectile(string _mzlfx, string _mzlsound,
+ vector _org, vector _vel,
+ float _dmg, float _radi, float _force, float _size,
+ float _deahtype, float _projtype, float _health,
+ float _cull, float _clianim)
+{
+ entity proj;
+
+ proj = spawn();
+
+ PROJECTILE_MAKETRIGGER(proj);
+ setorigin(proj, _org);
+
+ proj.shot_dmg = _dmg;
+ proj.shot_radius = _radi;
+ proj.shot_force = _force;
+ proj.totalfrags = _deahtype;
+ proj.solid = SOLID_BBOX;
+ proj.movetype = MOVETYPE_FLYMISSILE;
+ proj.flags = FL_PROJECTILE;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = _dmg;
+ proj.velocity = _vel;
+ proj.touch = vehicles_projectile_explode;
+ proj.use = vehicles_projectile_explode;
+ proj.owner = self;
+ proj.realowner = self.owner;
+ proj.think = SUB_Remove;
+ proj.nextthink = time + 30;
+
+ if(_health)
+ {
+ proj.takedamage = DAMAGE_AIM;
+ proj.event_damage = vehicles_projectile_damage;
+ proj.health = _health;
+ }
+ else
+ proj.flags = FL_PROJECTILE | FL_NOTARGET;
+
+ if(_mzlsound)
+ sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
+
+ if(_mzlfx)
+ pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
+
+
+ setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
+
+ CSQCProjectile(proj, _clianim, _projtype, _cull);
+
+ return proj;
+}
+// End generic vehile projectile system
+
+/** vehicles_spawn
+ Exetuted for all vehicles on (re)spawn.
+ Sets defaults for newly spawned units.
+**/
+void vehicles_spawn()
+{
+ dprint("Spawning vehicle: ", self.netname, "\n");
+
+ // De-own & reset
+ self.vehicle_hudmodel.viewmodelforclient = self;
+
+ self.owner = world;
+ self.touch = vehicles_touch;
+ self.event_damage = vehicles_damage;
+ self.iscreature = TRUE;
+ self.movetype = MOVETYPE_WALK;
+ self.solid = SOLID_SLIDEBOX;
+ self.takedamage = DAMAGE_AIM;
+ self.deadflag = DEAD_NO;
+ self.bot_attack = TRUE;
+ self.flags = FL_NOTARGET;
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+
+ // Reset locking
+ self.lock_strength = 0;
+ self.lock_target = world;
+ self.misc_bulletcounter = 0;
+
+ // Return to spawn
+ self.angles = self.pos2;
+ setorigin(self, self.pos1 + '0 0 128');
+ // Show it
+ pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
+
+ vehicles_reset_colors();
+ self.vehicle_spawn();
+}
+
+// Better way of determening whats crushable needed! (fl_crushable?)
+float vehicles_crushable(entity e)
+{
+ if(e.classname == "player")
+ return TRUE;
+
+ if(e.classname == "monster_zombie")
+ return TRUE;
+
+ return FALSE;
+}
void vehicles_touch()
{
+ // Vehicle currently in use
+ if(self.owner)
+ {
+ // Colided with world?
+ if(other == world)
+ {
+ }
+ else
+ {
+ if(other.vehicle_flags & VHF_ISVEHICLE)
+ {
+ //other.velocity += self.velocity * (self.mass / other.mass);
+ }
+ else if(vehicles_crushable(other))
+ {
+ if(vlen(self.velocity) != 0)
+ 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);
+ }
+ }
+ return;
+ }
+
if(other.classname != "player")
return;
if (clienttype(other) != CLIENTTYPE_REAL)
return;
- self.vehicle_enter();
+ vehicles_enter();
}
void vehicles_enter()
if (clienttype(other) != CLIENTTYPE_REAL)
return;
- self.colormod = self.tur_head.colormod = '0 0 0';
+ if(self.phase > time)
+ return;
- if(teams_matter)
+ if(teamplay)
if(self.team)
if(self.team != other.team)
return;
+ self.vehicle_ammo1 = 0;
+ self.vehicle_ammo2 = 0;
+ self.vehicle_reload1 = 0;
+ self.vehicle_reload2 = 0;
+ self.vehicle_energy = 0;
+
self.owner = other;
self.switchweapon = other.switchweapon;
+ // .viewmodelforclient works better.
+ //self.vehicle_hudmodel.drawonlytoclient = self.owner;
+
self.vehicle_hudmodel.viewmodelforclient = self.owner;
+
self.event_damage = vehicles_damage;
self.nextthink = 0;
self.owner.angles = self.angles;
self.owner.vehicle_reload1 = self.vehicle_reload1;
self.owner.vehicle_reload2 = self.vehicle_reload2;
+ // Cant do this, hides attached objects too.
+ //self.exteriormodeltoclient = self.owner;
+ //self.tur_head.exteriormodeltoclient = self.owner;
+
other.flags &~= FL_ONGROUND;
self.flags &~= FL_ONGROUND;
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, self.vehicle_viewport);
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
if(self.tur_head)
{
- WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
- WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
+ WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
}
else
{
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
- WriteAngle(MSG_ONE, self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
+ WriteAngle(MSG_ONE, self.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
}
vehicles_clearrturn();
- if(self.vehicle_enter)
- self.vehicle_enter();
+ CSQCVehicleSetup(self.owner, self.hud);
+
+ if(other.flagcarried)
+ {
+ if(!autocvar_g_vehicles_allow_flagcarry)
+ DropFlag(other.flagcarried, world, world);
+ else
+ {
+ other.flagcarried.scale = 1;
+ setattachment(other.flagcarried, self, "");
+ setorigin(other, '0 0 96');
+ }
+ }
+
+ self.vehicle_enter();
}
-void vehicles_exit(float eject)
+/** vehicles_findgoodexit
+ Locates a valid location for the player to exit the vehicle.
+ Will first try prefer_spot, then up 100 random spots arround the vehicle
+ wich are in direct line of sight and empty enougth to hold a players bbox
+**/
+vector vehicles_findgoodexit(vector prefer_spot)
{
- self.colormap = 1024;
- self.tur_head.colormap = 1024;
+ //vector exitspot;
+ float mysize;
+
+ tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return prefer_spot;
+
+ mysize = vlen(self.maxs - self.mins);
+ float i;
+ vector v, v2;
+ v2 = 0.5 * (self.absmin + self.absmax);
+ for(i = 0; i < 100; ++i)
+ {
+ v = randomvec();
+ v_z = 0;
+ v = v2 + normalize(v) * mysize;
+ tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return v;
+ }
+
+ /*
+ exitspot = (self.origin + '0 0 48') + v_forward * mysize;
+ tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return exitspot;
+
+ exitspot = (self.origin + '0 0 48') - v_forward * mysize;
+ tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return exitspot;
+
+ exitspot = (self.origin + '0 0 48') + v_right * mysize;
+ tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return exitspot;
+
+ exitspot = (self.origin + '0 0 48') - v_right * mysize;
+ tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
+ if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+ return exitspot;
+ */
+
+ return self.origin;
+}
- if (teams_matter)
+/** vehicles_exit
+ Standarrd vehicle release fucntion.
+ custom code goes in self.vehicle_exit
+**/
+void vehicles_exit(float eject)
+{
+ entity oldself;
+ if(self.flags & FL_CLIENT)
{
- if (self.team == COLOR_TEAM1)
- self.colormod = '1.4 0.8 0.8';
-
- if (self.team == COLOR_TEAM2)
- self.colormod = '0.8 0.8 1.4';
-
- self.tur_head.colormod = self.colormod;
+ oldself = self;
+ self = self.vehicle;
}
-
-
+
self.flags |= FL_NOTARGET;
if (self.owner)
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity( MSG_ONE, self.owner);
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
- WriteAngle(MSG_ONE, 0); // tilt
- WriteAngle(MSG_ONE, self.angles_y); // yaw
- WriteAngle(MSG_ONE, 0); // roll
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+ WriteAngle(MSG_ONE, 0); // pich
+ WriteAngle(MSG_ONE, self.angles_y); // yaw
+ WriteAngle(MSG_ONE, 0); // roll
- setsize(self.owner,PL_MIN,PL_MAX);
+ setsize(self.owner, PL_MIN,PL_MAX);
self.owner.takedamage = DAMAGE_AIM;
self.owner.solid = SOLID_SLIDEBOX;
self.owner.event_damage = PlayerDamage;
self.owner.hud = HUD_NORMAL;
self.owner.switchweapon = self.switchweapon;
+ //self.owner.BUTTON_USE = 0;
}
+ if(self.deadflag == DEAD_NO)
+ self.avelocity = '0 0 0';
+
self.vehicle_hudmodel.viewmodelforclient = self;
- self.tur_head.nodrawtoclient = self;
+ self.tur_head.nodrawtoclient = world;
+ vehicles_setreturn();
- if(self.vehicle_exit)
- self.vehicle_exit(eject);
+ self.phase = time + 1;
+ if(!teamplay)
+ self.team = 0;
+ else
+ self.team = self.tur_head.team;
+
+ if(self.owner.flagcarried)
+ {
+ self.owner.flagcarried.scale = 0.6;
+ setattachment(self.owner.flagcarried, self.owner, "");
+ setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
+ }
+
+ sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
+ self.vehicle_exit(eject);
self.owner = world;
+ vehicles_reset_colors();
+
+ if(oldself)
+ self = oldself;
}
self.regen_field = min(self.regen_field + regen * delta_time, field_max);
if(self.owner)
- self.owner.regen_field = self.regen_field / field_max;
+ self.owner.regen_field = (self.regen_field / field_max) * 100;
}
}
self.alpha -= 0.1;
if (self.alpha <= 0)
{
- setmodel(self, "");
+ //setmodel(self, "");
self.alpha = -1;
}
else
}
}
-void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void vehicles_painframe()
{
- float ddmg_take;
+//.float pain_finished; //Added by Supajoe
+
+ if(self.owner.vehicle_health <= 50)
+ if(self.pain_frame < time)
+ {
+ float _ftmp;
+ _ftmp = self.owner.vehicle_health / 50;
+ self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
+ pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
+
+ if(self.vehicle_flags & VHF_DMGSHAKE)
+ self.velocity += randomvec() * 30;
+
+ if(self.vehicle_flags & VHF_DMGROLL)
+ if(self.vehicle_flags & VHF_DMGHEADROLL)
+ self.tur_head.angles += randomvec();
+ else
+ self.angles += randomvec();
+
+ }
+}
+void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
self.dmg_time = time;
if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
{
- if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
+ if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
{
- self.tur_head.enemy = spawn();
- self.tur_head.enemy.effects = EF_LOWPRECISION;
+ self.vehicle_shieldent = spawn();
+ self.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+ setmodel(self.vehicle_shieldent, "models/vhshield.md3");
+ setattachment(self.vehicle_shieldent, self, "");
+ setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
+ self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
+ self.vehicle_shieldent.think = shieldhit_think;
}
- setmodel(self.tur_head.enemy, "models/vhshield.md3");
- setattachment(self.tur_head.enemy, self, "");
-
- self.tur_head.enemy.colormod = '1 1 1';
- self.tur_head.enemy.alpha = 0.45;
- self.tur_head.enemy.scale = (256 / vlen(self.maxs - self.mins));
- self.tur_head.enemy.angles = vectoangles(normalize(hitloc - self.origin)) - self.angles;
- self.tur_head.enemy.think = shieldhit_think;
- self.tur_head.enemy.nextthink = time;
+ self.vehicle_shieldent.colormod = '1 1 1';
+ self.vehicle_shieldent.alpha = 0.45;
+ self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
+ self.vehicle_shieldent.nextthink = time;
self.vehicle_shield -= damage;
+
if(self.vehicle_shield < 0)
{
- self.tur_head.enemy.colormod = '10 0 -1';
- ddmg_take = fabs(self.vehicle_shield);
- self.vehicle_shield = 0;
- self.tur_head.enemy.alpha = 0.75;
- self.vehicle_health -= ddmg_take;
+ self.vehicle_health -= fabs(self.vehicle_shield);
+ self.vehicle_shieldent.colormod = '2 0 0';
+ self.vehicle_shield = 0;
+ self.vehicle_shieldent.alpha = 0.75;
+
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
}
+ else
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
+
}
else
+ {
self.vehicle_health -= damage;
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
+ }
+
+ self.velocity += force; // * (vlen(force) / self.mass);
+
if(self.vehicle_health <= 0)
{
if(self.owner)
vehicles_exit(VHEF_RELESE);
self.vehicle_die();
+ vehicles_setreturn();
}
}
-void vehicles_return()
-{
- pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
- self.enemy.think = self.use;
- self.enemy.nextthink = time;
- remove(self);
-}
-
void vehicles_clearrturn()
{
entity ret;
{
if(ret.enemy == self)
{
- ret.think = SUB_Remove;
- ret.nextthink = time + 0.1;
+ ret.classname = "";
+ ret.think = SUB_Remove;
+ ret.nextthink = time + 0.1;
+
+ if(ret.waypointsprite_attached)
+ WaypointSprite_Kill(ret.waypointsprite_attached);
+
return;
}
ret = ret.chain;
}
}
-void vehicles_setreturn(float retime, void() respawn_proc)
+void vehicles_return()
{
- vehicles_clearrturn();
+ pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
+
+ self.enemy.think = vehicles_spawn;
+ self.enemy.nextthink = time;
+
+ if(self.waypointsprite_attached)
+ WaypointSprite_Kill(self.waypointsprite_attached);
+
+ remove(self);
+}
+
+void vehicles_showwp_goaway()
+{
+ if(self.waypointsprite_attached)
+ WaypointSprite_Kill(self.waypointsprite_attached);
+
+ remove(self);
+
+}
- if (self.deadflag == DEAD_NO)
+void vehicles_showwp()
+{
+ entity oldself;
+ vector rgb;
+
+ if(self.cnt)
+ {
+ self.think = vehicles_return;
+ self.nextthink = self.cnt;
+ }
+ else
{
- entity ret;
-
- ret = spawn();
- ret.classname = "vehicle_return";
- ret.enemy = self;
- ret.think = vehicles_return;
- ret.nextthink = time + retime;
- ret.use = respawn_proc;
+ self.think = vehicles_return;
+ self.nextthink = time +1;
+
+ oldself = self;
+ self = spawn();
+ setmodel(self, "null");
+ self.team = oldself.enemy.team;
+ self.enemy = oldself.enemy;
+ setorigin(self, oldself.enemy.pos1);
+
+ self.nextthink = time + 5;
+ self.think = vehicles_showwp_goaway;
}
+
+ if(teamplay && self.team)
+ rgb = TeamColor(self.team);
+ else
+ rgb = '1 1 1';
+ WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
+ if(self.waypointsprite_attached)
+ {
+ WaypointSprite_UpdateRule(self.waypointsprite_attached, self.enemy.team, SPRITERULE_DEFAULT);
+ if(oldself == world)
+ WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
+ WaypointSprite_Ping(self.waypointsprite_attached);
+ }
+
+ if(oldself != world)
+ self = oldself;
}
-float vehicles_customizeentityforclient()
+void vehicles_setreturn()
{
- if(self.deadflag == DEAD_DEAD)
- return FALSE;
+ entity ret;
+
+ vehicles_clearrturn();
- return TRUE;
+ ret = spawn();
+ ret.classname = "vehicle_return";
+ ret.enemy = self;
+ ret.team = self.team;
+ ret.think = vehicles_showwp;
+
+ if(self.deadflag != DEAD_NO)
+ {
+ ret.cnt = time + self.vehicle_respawntime;
+ ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
+ }
+ else
+ {
+ ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
+ }
+
+ setmodel(ret, "null");
+ setorigin(ret, self.pos1 + '0 0 96');
+
}
-void vehicles_configcheck(string configname, float check_cvar)
+void vehicles_configcheck(string configname, float check_cvar)
{
if(check_cvar == 0)
localcmd(strcat("exec ", configname, "\n"));
}
+void vehicles_reset_colors()
+{
+ entity e;
+ float _effects, _colormap;
+ vector _glowmod, _colormod;
+
+ if(autocvar_g_nodepthtestplayers)
+ _effects = EF_NODEPTHTEST;
+
+ if(autocvar_g_fullbrightplayers)
+ _effects |= EF_FULLBRIGHT;
+
+ if(self.team)
+ _colormap = 1024 + (self.team - 1) * 17;
+ else
+ _colormap = 1024;
+
+ _glowmod = '0 0 0';
+ _colormod = '0 0 0';
+
+ // Find all ents attacked to main model and setup effects, colormod etc.
+ e = findchainentity(tag_entity, self);
+ while(e)
+ {
+ if(e != self.vehicle_shieldent)
+ {
+ e.effects = _effects; // | EF_LOWPRECISION;
+ e.colormod = _colormod;
+ e.colormap = _colormap;
+ e.alpha = 1;
+ }
+ e = e.chain;
+ }
+
+ self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
+ self.vehicle_hudmodel.colormod = self.colormod = _colormod;
+ self.vehicle_hudmodel.colormap = self.colormap = _colormap;
+ self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
+
+ self.alpha = 1;
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+ self.effects = _effects;
+}
+
float vehicle_initialize(string net_name,
string bodymodel,
string topmodel,
string hudtag,
string viewtag,
float vhud,
- vector min_s,
- vector max_s,
- float nodrop,
+ vector min_s,
+ vector max_s,
+ float nodrop,
void() spawnproc,
+ float _respawntime,
float() physproc,
void() enterproc,
void(float extflag) exitfunc,
void() dieproc,
- void() thinkproc )
+ void() thinkproc,
+ float use_csqc)
{
addstat(STAT_HUD, AS_INT, hud);
- addstat(STAT_VEHICLESTAT_HEALTH, AS_FLOAT, vehicle_health);
- addstat(STAT_VEHICLESTAT_SHIELD, AS_FLOAT, vehicle_shield);
- addstat(STAT_VEHICLESTAT_ENERGY, AS_FLOAT, vehicle_energy);
+ addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
+ addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
+ addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
- addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
+ addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
- addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
+ addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
if(bodymodel == "")
error("vehicles: missing bodymodel!");
else
self.netname = net_name;
- if(self.team && !teams_matter)
+ if(self.team && !teamplay)
self.team = 0;
-
+
+ self.vehicle_flags |= VHF_ISVEHICLE;
+
setmodel(self, bodymodel);
self.vehicle_viewport = spawn();
self.iscreature = TRUE;
self.hud = vhud;
- self.customizeentityforclient = vehicles_customizeentityforclient;
- self.vehicle_die = dieproc;
- self.vehicle_exit = exitfunc;
- self.vehicle_enter = enterproc;
- self.PlayerPhysplug = physproc;
- self.event_damage = vehicles_damage;
- self.touch = vehicles_touch;
- self.think = spawnproc;
- self.nextthink = time;
+ self.vehicle_die = dieproc;
+ self.vehicle_exit = exitfunc;
+ self.vehicle_enter = enterproc;
+ self.PlayerPhysplug = physproc;
+ self.event_damage = vehicles_damage;
+ self.touch = vehicles_touch;
+ self.think = vehicles_spawn;
+ self.nextthink = time;
+ self.vehicle_respawntime = _respawntime;
+ self.vehicle_spawn = spawnproc;
+
+ if(autocvar_g_nodepthtestplayers)
+ self.effects = self.effects | EF_NODEPTHTEST;
+
+ if(autocvar_g_fullbrightplayers)
+ self.effects = self.effects | EF_FULLBRIGHT;
setmodel(self.vehicle_hudmodel, hudmodel);
setmodel(self.vehicle_viewport, "null");
+
if(topmodel != "")
{
setmodel(self.tur_head, topmodel);
self.pos1 = self.origin;
self.pos2 = self.angles;
-
+ self.tur_head.team = self.team;
+
return TRUE;
}
self.vehicle_enter = self.vehicle_exit;
self.vehicle_die = self.vehicle_exit;
self.vehicle_spawn = self.vehicle_exit;
- //self.vehicle_message = self.vehicle_exit;
+ self.AuxiliaryXhair = self.AuxiliaryXhair;
}