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_setreturn();
-#define MAX_AXH 4
+/** 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)
}
*/
+// 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)
{
msg_entity = own;
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)
}
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(teams_matter && trace_ent.team == self.team)
+ if(teamplay && trace_ent.team == self.team)
trace_ent = world;
if(trace_ent.deadflag != DEAD_NO)
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)
}
}
-
#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)
PROJECTILE_TOUCH;
self.event_damage = SUB_Null;
- sound (self, CHAN_PROJECTILE, self.target2, VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum(self.target3), findbetterlocation (self.origin, 16), '0 0 0', 1);
RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
remove (self);
}
-entity vehicles_projectile(string _impactfx, string _impactsnd, string _mzlfx, string _mzlsound,
+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 _deahtype, float _projtype, float _health,
+ float _cull, float _clianim)
{
entity proj;
proj.shot_radius = _radi;
proj.shot_force = _force;
proj.totalfrags = _deahtype;
- proj.target2 = _impactsnd;
- proj.target3 = _impactfx;
proj.solid = SOLID_BBOX;
proj.movetype = MOVETYPE_FLYMISSILE;
proj.flags = FL_PROJECTILE;
proj.flags = FL_PROJECTILE | FL_NOTARGET;
if(_mzlsound)
- sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
+ 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, TRUE, _projtype, TRUE);
+ 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.bot_attack = TRUE;
self.flags = FL_NOTARGET;
self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
// Reset locking
self.lock_strength = 0;
// Colided with world?
if(other == world)
{
- // Apply velocity based self damage here
}
else
{
if(self.phase > time)
return;
- if(teams_matter)
+ if(teamplay)
if(self.team)
if(self.team != other.team)
return;
self.owner = other;
self.switchweapon = other.switchweapon;
-
+
// .viewmodelforclient works better.
//self.vehicle_hudmodel.drawonlytoclient = self.owner;
- self.vehicle_hudmodel.viewmodelforclient = 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;
- // Cnnt do this, hides attached objects too.
+ // Cant do this, hides attached objects too.
//self.exteriormodeltoclient = self.owner;
//self.tur_head.exteriormodeltoclient = self.owner;
}
else
{
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
WriteAngle(MSG_ONE, self.angles_y); // yaw
WriteAngle(MSG_ONE, 0); // roll
vehicles_clearrturn();
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)
{
+ //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;
+}
+
+/** 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)
+ {
+ 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
+ WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+ WriteAngle(MSG_ONE, 0); // pich
WriteAngle(MSG_ONE, self.angles_y); // yaw
WriteAngle(MSG_ONE, 0); // roll
self.owner.event_damage = PlayerDamage;
self.owner.hud = HUD_NORMAL;
self.owner.switchweapon = self.switchweapon;
- self.owner.BUTTON_USE = 0;
+ //self.owner.BUTTON_USE = 0;
}
if(self.deadflag == DEAD_NO)
self.phase = time + 1;
- if(!teams_matter)
+ 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;
}
}
}
}
+void vehicles_painframe()
+{
+//.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;
self.vehicle_shieldent.think = shieldhit_think;
}
-
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;
if(self.vehicle_shield < 0)
{
+ self.vehicle_health -= fabs(self.vehicle_shield);
self.vehicle_shieldent.colormod = '2 0 0';
self.vehicle_shield = 0;
self.vehicle_shieldent.alpha = 0.75;
- self.vehicle_health -= fabs(self.vehicle_shield);
+
+ 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)
}
}
-void vehicles_return()
-{
- pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
-
- self.enemy.think = vehicles_spawn;
- self.enemy.nextthink = time;
-
- remove(self);
-}
-
void vehicles_clearrturn()
{
entity ret;
{
ret.classname = "";
ret.think = SUB_Remove;
- ret.nextthink = time + 0.1;
+ ret.nextthink = time + 0.1;
+
+ if(ret.waypointsprite_attached)
+ WaypointSprite_Kill(ret.waypointsprite_attached);
+
return;
}
-
ret = ret.chain;
}
}
+void vehicles_return()
+{
+ 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);
+
+}
+
+void vehicles_showwp()
+{
+ entity oldself;
+ vector rgb;
+
+ if(self.cnt)
+ {
+ self.think = vehicles_return;
+ self.nextthink = self.cnt;
+ }
+ else
+ {
+ 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;
+}
+
void vehicles_setreturn()
{
entity ret;
-
+
vehicles_clearrturn();
ret = spawn();
ret.classname = "vehicle_return";
- ret.enemy = self;
- ret.think = vehicles_return;
- ret.nextthink = time + self.vehicle_respawntime;
-}
-
-float vehicles_customizeentityforclient()
-{
- if(self.deadflag == DEAD_DEAD)
- return FALSE;
+ 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
- return TRUE;
+ {
+ 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)
else
_colormap = 1024;
- _glowmod = '0 0 0';
- _colormod = '0 0 0';
+ _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);
{
if(e != self.vehicle_shieldent)
{
- e.effects = _effects;
+ e.effects = _effects; // | EF_LOWPRECISION;
e.colormod = _colormod;
e.colormap = _colormap;
e.alpha = 1;
e = e.chain;
}
- self.vehicle_hudmodel.effects = self.effects = _effects;
+ 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';
-
-}
-
-//#define VEHICLES_CSQC
-#ifdef VEHICLES_CSQC
-#define VSF_ORG 2
-#define VSF_VEL 4
-#define VSF_ANG 8
-#define VSF_COLORMAP 16
-#define VSF_STAT1 32
-
-float SendVehicle(entity to, float sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE_RACER);
-
- WriteByte(MSG_ENTITY, self.cnt);
-
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
-
- WriteCoord(MSG_ENTITY, self.velocity_x);
- WriteCoord(MSG_ENTITY, self.velocity_y);
- WriteCoord(MSG_ENTITY, self.velocity_z);
-
- WriteAngle(MSG_ENTITY, self.angles_x);
- WriteAngle(MSG_ENTITY, self.angles_y);
- WriteAngle(MSG_ENTITY, self.angles_z);
-
- return TRUE;
-}
-
-void NetLinkVehicle()
-{
- self.SendFlags = 0xFFFFFF;
- Net_LinkEntity(self, FALSE, 0, SendVehicle);
+ self.alpha = 1;
+ self.avelocity = '0 0 0';
+ self.velocity = '0 0 0';
+ self.effects = _effects;
}
-#endif
float vehicle_initialize(string net_name,
string bodymodel,
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 = vehicles_spawn;
- self.nextthink = time;
+ self.think = vehicles_spawn;
+ self.nextthink = time;
self.vehicle_respawntime = _respawntime;
self.vehicle_spawn = spawnproc;
tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self, trace_endpos);
}
-
- //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
+
self.pos1 = self.origin;
self.pos2 = self.angles;
-
+ self.tur_head.team = self.team;
+
return TRUE;
}
-
void bugmenot()
{
self.vehicle_exit = self.vehicle_exit;