3 #include "../cl_player.qh"
4 #include "../waypointsprites.qh"
6 #include "../bot/waypoints.qh"
8 .float() PlayerPhysplug;
10 float autocvar_g_vehicles_crush_dmg;
11 float autocvar_g_vehicles_crush_force;
12 float autocvar_g_vehicles_delayspawn;
13 float autocvar_g_vehicles_delayspawn_jitter;
15 float autocvar_g_vehicles_vortex_damagerate = 0.5;
16 float autocvar_g_vehicles_machinegun_damagerate = 0.5;
17 float autocvar_g_vehicles_rifle_damagerate = 0.75;
18 float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
19 float autocvar_g_vehicles_tag_damagerate = 5;
21 float autocvar_g_vehicles;
23 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
24 void vehicles_return();
25 void vehicles_enter();
26 void vehicles_touch();
27 void vehicles_reset_colors();
28 void vehicles_clearreturn();
29 void vehicles_setreturn();
33 Send additional points of interest to be drawn, to vehicle owner
35 const float MAX_AXH = 4;
36 .entity AuxiliaryXhair[MAX_AXH];
38 float SendAuxiliaryXhair(entity to, int sf)
41 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
43 WriteByte(MSG_ENTITY, self.cnt);
45 WriteCoord(MSG_ENTITY, self.origin.x);
46 WriteCoord(MSG_ENTITY, self.origin.y);
47 WriteCoord(MSG_ENTITY, self.origin.z);
49 WriteByte(MSG_ENTITY, rint(self.colormod.x * 255));
50 WriteByte(MSG_ENTITY, rint(self.colormod.y * 255));
51 WriteByte(MSG_ENTITY, rint(self.colormod.z * 255));
56 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
58 if (!IS_REAL_CLIENT(own))
63 axh_id = bound(0, axh_id, MAX_AXH);
64 axh = own.(AuxiliaryXhair[axh_id]);
66 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
70 axh.drawonlytoclient = own;
72 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
78 own.(AuxiliaryXhair[axh_id]) = axh;
82 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
83 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
84 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
88 WriteByte(MSG_ONE, SVC_TEMPENTITY);
89 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
91 WriteByte(MSG_ONE, axh_id);
93 WriteCoord(MSG_ONE, loc_x);
94 WriteCoord(MSG_ONE, loc_y);
95 WriteCoord(MSG_ONE, loc_z);
97 WriteByte(MSG_ONE, rint(clr_x * 255));
98 WriteByte(MSG_ONE, rint(clr_y * 255));
99 WriteByte(MSG_ONE, rint(clr_z * 255));
103 // End AuxiliaryXhair
106 Notifies the client that he enterd a vehicle, and sends
109 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
111 void CSQCVehicleSetup(entity own, float vehicle_id)
113 if (!IS_REAL_CLIENT(own))
118 WriteByte(MSG_ONE, SVC_TEMPENTITY);
119 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
121 WriteByte(MSG_ONE, vehicle_id);
123 WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
126 /** vehicles_locktarget
128 Generic target locking.
130 Figure out if what target is "locked" (if any), for missile tracking as such.
132 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
133 you have a locked in target.
135 Exspects a crosshair_trace() or equivalent to be
140 .float lock_strength;
142 .float lock_soundtime;
143 const float DAMAGE_TARGETDRONE = 10;
145 vector targetdrone_getnewspot()
150 for(i = 0; i < 100; ++i)
152 spot = self.origin + randomvec() * 1024;
153 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
154 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
161 void targetdrone_think();
162 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
163 void targetdrone_renwe()
165 self.think = targetdrone_think;
166 self.nextthink = time + 0.1;
167 setorigin(self, targetdrone_getnewspot());
169 self.takedamage = DAMAGE_TARGETDRONE;
170 self.event_damage = targetdrone_damage;
171 self.solid = SOLID_BBOX;
172 setmodel(self, "models/runematch/rune.mdl");
173 self.effects = EF_LOWPRECISION;
175 self.movetype = MOVETYPE_BOUNCEMISSILE;
176 setsize(self, '-100 -100 -100', '100 100 100');
179 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
181 self.health -= damage;
184 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
190 self.think = targetdrone_renwe;
191 self.nextthink = time + 1 + random() * 2;
192 self.solid = SOLID_NOT;
197 entity targetdrone_getfear()
202 for(i = 64; i <= 1024; i += 64)
204 fear = findradius(self.origin, i);
216 void targetdrone_think()
218 self.nextthink = time + 0.1;
221 if(self.wp00.deadflag != DEAD_NO)
222 self.wp00 = targetdrone_getfear();
225 self.wp00 = targetdrone_getfear();
230 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
232 newdir = randomvec() * 0.75;
234 newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
237 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
239 self.velocity = normalize(newdir) * 750;
241 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
242 if(trace_fraction != 1.0)
243 self.velocity = self.velocity * -1;
245 //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
248 void targetdrone_spawn(vector _where, float _autorenew)
250 entity drone = spawn();
251 setorigin(drone, _where);
252 drone.think = targetdrone_renwe;
253 drone.nextthink = time + 0.1;
254 drone.cnt = _autorenew;
258 void vehicles_locktarget(float incr, float decr, float _lock_time)
260 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
262 self.lock_target = world;
263 self.lock_strength = 0;
267 if(self.lock_time > time)
270 if(self.lock_soundtime < time)
272 self.lock_soundtime = time + 0.5;
273 play2(self.owner, "vehicles/locked.wav");
279 if(trace_ent != world)
281 if(teamplay && trace_ent.team == self.team)
284 if(trace_ent.deadflag != DEAD_NO)
287 (trace_ent.vehicle_flags & VHF_ISVEHICLE) ||
288 (trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET) ||
289 (trace_ent.takedamage == DAMAGE_TARGETDRONE)
290 )) { trace_ent = world; }
293 if(self.lock_target == world && trace_ent != world)
294 self.lock_target = trace_ent;
296 if(self.lock_target && trace_ent == self.lock_target)
298 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
300 play2(self.owner, "vehicles/lock.wav");
301 self.lock_soundtime = time + 0.8;
303 else if (self.lock_strength != 1 && self.lock_soundtime < time)
305 play2(self.owner, "vehicles/locking.wav");
306 self.lock_soundtime = time + 0.3;
311 // Have a locking target
312 // Trace hit current target
313 if(trace_ent == self.lock_target && trace_ent != world)
315 self.lock_strength = min(self.lock_strength + incr, 1);
316 if(self.lock_strength == 1)
317 self.lock_time = time + _lock_time;
322 self.lock_strength = max(self.lock_strength - decr * 2, 0);
324 self.lock_strength = max(self.lock_strength - decr, 0);
326 if(self.lock_strength == 0)
327 self.lock_target = world;
331 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
332 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
334 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
335 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
336 if(trace_fraction != 1) \
337 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
339 // Hover movement support
340 float force_fromtag_power;
341 float force_fromtag_normpower;
342 vector force_fromtag_origin;
343 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
345 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
346 v_forward = normalize(v_forward) * -1;
347 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
349 force_fromtag_power = (1 - trace_fraction) * max_power;
350 force_fromtag_normpower = force_fromtag_power / max_power;
352 return v_forward * force_fromtag_power;
355 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
356 // Can possibly be use to move abt any surface (inclusing walls/celings)
357 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
360 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
361 v_forward = normalize(v_forward) * -1;
362 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
364 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
365 if(trace_fraction == 1.0)
367 force_fromtag_normpower = -0.25;
371 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
372 force_fromtag_normpower = force_fromtag_power / max_power;
374 return v_forward * force_fromtag_power;
377 // Generic vehile projectile system
378 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
380 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
381 if(inflictor.owner == self.owner)
384 self.health -= damage;
385 self.velocity += force;
388 self.takedamage = DAMAGE_NO;
389 self.event_damage = func_null;
390 self.think = self.use;
391 self.nextthink = time;
395 void vehicles_projectile_explode()
397 if(self.owner && other != world)
399 if(other == self.owner.vehicle)
402 if(other == self.owner.vehicle.tur_head)
408 self.event_damage = func_null;
409 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
414 entity vehicles_projectile(string _mzlfx, string _mzlsound,
415 vector _org, vector _vel,
416 float _dmg, float _radi, float _force, float _size,
417 float _deahtype, float _projtype, float _health,
418 float _cull, float _clianim, entity _owner)
424 PROJECTILE_MAKETRIGGER(proj);
425 setorigin(proj, _org);
427 proj.shot_dmg = _dmg;
428 proj.shot_radius = _radi;
429 proj.shot_force = _force;
430 proj.totalfrags = _deahtype;
431 proj.solid = SOLID_BBOX;
432 proj.movetype = MOVETYPE_FLYMISSILE;
433 proj.flags = FL_PROJECTILE;
434 proj.bot_dodge = true;
435 proj.bot_dodgerating = _dmg;
436 proj.velocity = _vel;
437 proj.touch = vehicles_projectile_explode;
438 proj.use = vehicles_projectile_explode;
440 proj.realowner = _owner;
441 proj.think = SUB_Remove;
442 proj.nextthink = time + 30;
446 proj.takedamage = DAMAGE_AIM;
447 proj.event_damage = vehicles_projectile_damage;
448 proj.health = _health;
451 proj.flags = FL_PROJECTILE | FL_NOTARGET;
454 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
457 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
460 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
462 CSQCProjectile(proj, _clianim, _projtype, _cull);
466 // End generic vehile projectile system
468 void vehicles_reset()
472 entity oldself = self;
474 vehicles_exit(VHEF_RELESE);
478 self.movetype = MOVETYPE_NONE;
479 self.effects = EF_NODRAW;
480 self.colormod = '0 0 0';
481 self.avelocity = '0 0 0';
482 self.velocity = '0 0 0';
483 self.event_damage = func_null;
484 self.solid = SOLID_NOT;
485 self.deadflag = DEAD_NO;
487 self.touch = func_null;
489 vehicles_setreturn();
493 Exetuted for all vehicles on (re)spawn.
494 Sets defaults for newly spawned units.
496 void vehicles_spawn()
498 dprint("Spawning vehicle: ", self.netname, "\n");
501 self.vehicle_hudmodel.viewmodelforclient = self;
504 self.touch = vehicles_touch;
505 self.event_damage = vehicles_damage;
506 self.reset = vehicles_reset;
507 self.iscreature = true;
508 self.teleportable = false; // no teleporting for vehicles, too buggy
509 self.damagedbycontents = true;
510 self.movetype = MOVETYPE_WALK;
511 self.solid = SOLID_SLIDEBOX;
512 self.takedamage = DAMAGE_AIM;
513 self.deadflag = DEAD_NO;
514 self.bot_attack = true;
515 self.flags = FL_NOTARGET;
516 self.avelocity = '0 0 0';
517 self.velocity = '0 0 0';
520 self.lock_strength = 0;
521 self.lock_target = world;
522 self.misc_bulletcounter = 0;
525 self.angles = self.pos2;
526 setorigin(self, self.pos1 + '0 0 0');
528 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
530 if(self.vehicle_controller)
531 self.team = self.vehicle_controller.team;
533 vehicles_reset_colors();
534 self.vehicle_spawn(VHSF_NORMAL);
537 // Better way of determening whats crushable needed! (fl_crushable?)
538 float vehicles_crushable(entity e)
543 if(e.flags & FL_MONSTER)
549 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
551 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
554 if(self.play_time < time)
556 float wc = vlen(self.velocity - self.oldvelocity);
557 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
558 //dprint("vel: ", vtos(self.velocity), "\n");
561 float take = min(_speedfac * wc, _maxpain);
562 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
563 self.play_time = time + 0.25;
565 //dprint("wc: ", ftos(wc), "\n");
566 //dprint("take: ", ftos(take), "\n");
571 .void() vehicle_impact;
572 void vehicles_touch()
574 if(MUTATOR_CALLHOOK(VehicleTouch))
577 // Vehicle currently in use
581 if(vehicles_crushable(other))
583 if(vlen(self.velocity) != 0)
584 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
586 return; // Dont do selfdamage when hitting "soft targets".
589 if(self.play_time < time)
590 if(self.vehicle_impact)
591 self.vehicle_impact();
596 if (!IS_PLAYER(other))
599 if(other.deadflag != DEAD_NO)
602 if(other.vehicle != world)
607 float autocvar_g_vehicles_allow_bots = 0;
608 void vehicles_enter()
610 // Remove this when bots know how to use vehicles
612 if (IS_BOT_CLIENT(other))
613 if (autocvar_g_vehicles_allow_bots)
614 dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
618 if(self.phase > time)
624 if(other.deadflag != DEAD_NO)
629 if(self.team != other.team)
632 RemoveGrapplingHook(other);
634 self.vehicle_ammo1 = 0;
635 self.vehicle_ammo2 = 0;
636 self.vehicle_reload1 = 0;
637 self.vehicle_reload2 = 0;
638 self.vehicle_energy = 0;
641 self.switchweapon = other.switchweapon;
643 // .viewmodelforclient works better.
644 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
646 self.vehicle_hudmodel.viewmodelforclient = self.owner;
648 self.event_damage = vehicles_damage;
650 self.owner.angles = self.angles;
651 self.owner.takedamage = DAMAGE_NO;
652 self.owner.solid = SOLID_NOT;
653 self.owner.movetype = MOVETYPE_NOCLIP;
654 self.owner.alpha = -1;
655 self.owner.vehicle = self;
656 self.owner.event_damage = func_null;
657 self.owner.view_ofs = '0 0 0';
658 self.colormap = self.owner.colormap;
660 self.tur_head.colormap = self.owner.colormap;
662 self.owner.hud = self.hud;
663 self.owner.PlayerPhysplug = self.PlayerPhysplug;
665 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
666 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
667 self.owner.vehicle_reload1 = self.vehicle_reload1;
668 self.owner.vehicle_reload2 = self.vehicle_reload2;
670 // Cant do this, hides attached objects too.
671 //self.exteriormodeltoclient = self.owner;
672 //self.tur_head.exteriormodeltoclient = self.owner;
674 other.flags &= ~FL_ONGROUND;
675 self.flags &= ~FL_ONGROUND;
677 self.team = self.owner.team;
678 self.flags -= FL_NOTARGET;
679 self.monster_attack = true;
681 if (IS_REAL_CLIENT(other))
684 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
685 WriteEntity(MSG_ONE, self.vehicle_viewport);
687 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
690 WriteAngle(MSG_ONE, self.tur_head.angles.x + self.angles.x); // tilt
691 WriteAngle(MSG_ONE, self.tur_head.angles.y + self.angles.y); // yaw
692 WriteAngle(MSG_ONE, 0); // roll
696 WriteAngle(MSG_ONE, self.angles.x * -1); // tilt
697 WriteAngle(MSG_ONE, self.angles.y); // yaw
698 WriteAngle(MSG_ONE, 0); // roll
702 vehicles_clearreturn();
704 CSQCVehicleSetup(self.owner, self.hud);
708 MUTATOR_CALLHOOK(VehicleEnter);
712 self.vehicle_enter();
713 antilag_clear(other);
716 /** vehicles_findgoodexit
717 Locates a valid location for the player to exit the vehicle.
718 Will first try prefer_spot, then up 100 random spots arround the vehicle
719 wich are in direct line of sight and empty enougth to hold a players bbox
721 vector vehicles_findgoodexit(vector prefer_spot)
726 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
727 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
730 mysize = 1.5 * vlen(self.maxs - self.mins);
733 v2 = 0.5 * (self.absmin + self.absmax);
734 for(i = 0; i < 100; ++i)
738 v = v2 + normalize(v) * mysize;
739 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
740 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
745 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
746 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
747 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
750 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
751 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
752 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
755 exitspot = (self.origin + '0 0 48') + v_right * mysize;
756 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
757 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
760 exitspot = (self.origin + '0 0 48') - v_right * mysize;
761 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
762 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
770 Standarrd vehicle release fucntion.
771 custom code goes in self.vehicle_exit
773 float vehicles_exit_running;
774 void vehicles_exit(float eject)
778 entity _oldself = self;
780 if(vehicles_exit_running)
782 dprint("^1vehicles_exit allready running! this is not good..\n");
786 vehicles_exit_running = true;
789 _vehicle = self.vehicle;
791 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
793 _vehicle.vehicle_exit(eject);
795 vehicles_exit_running = false;
802 _player = _vehicle.owner;
808 if (IS_REAL_CLIENT(_player))
810 msg_entity = _player;
811 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
812 WriteEntity( MSG_ONE, _player);
814 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
815 WriteAngle(MSG_ONE, 0);
816 WriteAngle(MSG_ONE, _vehicle.angles.y);
817 WriteAngle(MSG_ONE, 0);
820 setsize(_player, PL_MIN,PL_MAX);
822 _player.takedamage = DAMAGE_AIM;
823 _player.solid = SOLID_SLIDEBOX;
824 _player.movetype = MOVETYPE_WALK;
825 _player.effects &= ~EF_NODRAW;
827 _player.PlayerPhysplug = func_null;
828 _player.vehicle = world;
829 _player.view_ofs = PL_VIEW_OFS;
830 _player.event_damage = PlayerDamage;
831 _player.hud = HUD_NORMAL;
832 _player.switchweapon = _vehicle.switchweapon;
834 CSQCVehicleSetup(_player, HUD_NORMAL);
836 _vehicle.flags |= FL_NOTARGET;
838 if(_vehicle.deadflag == DEAD_NO)
839 _vehicle.avelocity = '0 0 0';
841 _vehicle.tur_head.nodrawtoclient = world;
847 vh_vehicle = _vehicle;
848 MUTATOR_CALLHOOK(VehicleExit);
850 _vehicle = vh_vehicle;
852 _vehicle.team = _vehicle.tur_head.team;
854 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
855 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
856 _vehicle.phase = time + 1;
857 _vehicle.monster_attack = false;
859 _vehicle.vehicle_exit(eject);
861 vehicles_setreturn();
862 vehicles_reset_colors();
863 _vehicle.owner = world;
866 vehicles_exit_running = false;
870 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
872 if (self.(regen_field) < field_max)
873 if (timer + rpause < time)
876 regen = regen * (self.vehicle_health / self.tur_health);
878 self.(regen_field) = min(self.(regen_field) + regen * delta_time, field_max);
881 self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
885 void shieldhit_think()
890 //setmodel(self, "");
892 self.effects |= EF_NODRAW;
896 self.nextthink = time + 0.1;
900 void vehicles_painframe()
902 if(self.owner.vehicle_health <= 50)
903 if(self.pain_frame < time)
906 _ftmp = self.owner.vehicle_health / 50;
907 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
908 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
910 if(self.vehicle_flags & VHF_DMGSHAKE)
911 self.velocity += randomvec() * 30;
913 if(self.vehicle_flags & VHF_DMGROLL)
914 if(self.vehicle_flags & VHF_DMGHEADROLL)
915 self.tur_head.angles += randomvec();
917 self.angles += randomvec();
922 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
924 self.dmg_time = time;
927 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
928 damage *= autocvar_g_vehicles_vortex_damagerate;
930 if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
931 damage *= autocvar_g_vehicles_machinegun_damagerate;
933 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
934 damage *= autocvar_g_vehicles_rifle_damagerate;
936 if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
937 damage *= autocvar_g_vehicles_vaporizer_damagerate;
939 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
940 damage *= autocvar_g_vehicles_tag_damagerate;
942 self.enemy = attacker;
944 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
946 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
948 self.vehicle_shieldent = spawn();
949 self.vehicle_shieldent.effects = EF_LOWPRECISION;
951 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
952 setattachment(self.vehicle_shieldent, self, "");
953 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
954 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
955 self.vehicle_shieldent.think = shieldhit_think;
958 self.vehicle_shieldent.colormod = '1 1 1';
959 self.vehicle_shieldent.alpha = 0.45;
960 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
961 self.vehicle_shieldent.nextthink = time;
962 self.vehicle_shieldent.effects &= ~EF_NODRAW;
964 self.vehicle_shield -= damage;
966 if(self.vehicle_shield < 0)
968 self.vehicle_health -= fabs(self.vehicle_shield);
969 self.vehicle_shieldent.colormod = '2 0 0';
970 self.vehicle_shield = 0;
971 self.vehicle_shieldent.alpha = 0.75;
973 if(sound_allowed(MSG_BROADCAST, attacker))
974 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
977 if(sound_allowed(MSG_BROADCAST, attacker))
978 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
983 self.vehicle_health -= damage;
985 if(sound_allowed(MSG_BROADCAST, attacker))
986 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
989 if(self.damageforcescale < 1 && self.damageforcescale > 0)
990 self.velocity += force * self.damageforcescale;
992 self.velocity += force;
994 if(self.vehicle_health <= 0)
997 if(self.vehicle_flags & VHF_DEATHEJECT)
998 vehicles_exit(VHEF_EJECT);
1000 vehicles_exit(VHEF_RELESE);
1003 antilag_clear(self);
1006 vehicles_setreturn();
1010 void vehicles_clearreturn()
1013 // Remove "return helper", if any.
1014 ret = findchain(classname, "vehicle_return");
1017 if(ret.wp00 == self)
1020 ret.think = SUB_Remove;
1021 ret.nextthink = time + 0.1;
1023 if(ret.waypointsprite_attached)
1024 WaypointSprite_Kill(ret.waypointsprite_attached);
1032 void vehicles_return()
1034 pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
1036 self.wp00.think = vehicles_spawn;
1037 self.wp00.nextthink = time;
1039 if(self.waypointsprite_attached)
1040 WaypointSprite_Kill(self.waypointsprite_attached);
1045 void vehicles_showwp_goaway()
1047 if(self.waypointsprite_attached)
1048 WaypointSprite_Kill(self.waypointsprite_attached);
1054 void vehicles_showwp()
1056 entity oldself = world;
1061 self.think = vehicles_return;
1062 self.nextthink = self.cnt;
1066 self.think = vehicles_return;
1067 self.nextthink = time +1;
1071 setmodel(self, "null");
1072 self.team = oldself.wp00.team;
1073 self.wp00 = oldself.wp00;
1074 setorigin(self, oldself.wp00.pos1);
1076 self.nextthink = time + 5;
1077 self.think = vehicles_showwp_goaway;
1080 if(teamplay && self.team)
1081 rgb = Team_ColorRGB(self.team);
1084 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
1085 if(self.waypointsprite_attached)
1087 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1088 if(oldself == world)
1089 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1090 WaypointSprite_Ping(self.waypointsprite_attached);
1093 if(oldself != world)
1097 void vehicles_setreturn()
1101 vehicles_clearreturn();
1104 ret.classname = "vehicle_return";
1106 ret.team = self.team;
1107 ret.think = vehicles_showwp;
1109 if(self.deadflag != DEAD_NO)
1111 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1112 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1115 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1117 setmodel(ret, "null");
1118 setorigin(ret, self.pos1 + '0 0 96');
1121 void vehicles_reset_colors()
1124 float _effects = 0, _colormap;
1125 vector _glowmod, _colormod;
1127 if(autocvar_g_nodepthtestplayers)
1128 _effects |= EF_NODEPTHTEST;
1130 if(autocvar_g_fullbrightplayers)
1131 _effects |= EF_FULLBRIGHT;
1134 _colormap = 1024 + (self.team - 1) * 17;
1139 _colormod = '0 0 0';
1141 // Find all ents attacked to main model and setup effects, colormod etc.
1142 e = findchainentity(tag_entity, self);
1145 if(e != self.vehicle_shieldent)
1147 e.effects = _effects; // | EF_LOWPRECISION;
1148 e.colormod = _colormod;
1149 e.colormap = _colormap;
1155 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
1156 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1157 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1158 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1161 self.avelocity = '0 0 0';
1162 self.velocity = '0 0 0';
1163 self.effects = _effects;
1168 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1170 self.tur_head.team = activator.team;
1172 if(self.tur_head.team == 0)
1173 self.active = ACTIVE_NOT;
1175 self.active = ACTIVE_ACTIVE;
1177 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1179 dprint("^3Eat shit yall!\n");
1180 vehicles_setreturn();
1181 vehicles_reset_colors();
1183 else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1189 float vehicle_addplayerslot( entity _owner,
1194 void(float) _exitfunc)
1196 if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1197 _owner.vehicle_flags |= VHF_MULTISLOT;
1199 _slot.PlayerPhysplug = _framefunc;
1200 _slot.vehicle_exit = _exitfunc;
1202 _slot.vehicle_flags = VHF_PLAYERSLOT;
1203 _slot.vehicle_viewport = spawn();
1204 _slot.vehicle_hudmodel = spawn();
1205 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1206 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1208 setmodel(_slot.vehicle_hudmodel, _hud_model);
1209 setmodel(_slot.vehicle_viewport, "null");
1211 setattachment(_slot.vehicle_hudmodel, _slot, "");
1212 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1217 float vehicle_initialize(string net_name,
1228 void(float _spawnflag) spawnproc,
1232 void(float extflag) exitfunc,
1239 if(!autocvar_g_vehicles)
1244 self.vehicle_controller = find(world, target, self.targetname);
1245 if(!self.vehicle_controller)
1247 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1251 self.team = self.vehicle_controller.team;
1252 self.use = vehicle_use;
1256 if(self.vehicle_controller.team == 0)
1257 self.active = ACTIVE_NOT;
1259 self.active = ACTIVE_ACTIVE;
1264 precache_sound("onslaught/ons_hit2.wav");
1265 precache_sound("onslaught/electricity_explode.wav");
1268 addstat(STAT_HUD, AS_INT, hud);
1269 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
1270 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
1271 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
1273 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
1274 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1276 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
1277 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1280 error("vehicles: missing bodymodel!");
1283 error("vehicles: missing hudmodel!");
1286 self.netname = self.classname;
1288 self.netname = net_name;
1290 if(self.team && !teamplay)
1293 self.vehicle_flags |= VHF_ISVEHICLE;
1295 setmodel(self, bodymodel);
1297 self.vehicle_viewport = spawn();
1298 self.vehicle_hudmodel = spawn();
1299 self.tur_head = spawn();
1300 self.tur_head.owner = self;
1301 self.takedamage = DAMAGE_AIM;
1302 self.bot_attack = true;
1303 self.iscreature = true;
1304 self.teleportable = false; // no teleporting for vehicles, too buggy
1305 self.damagedbycontents = true;
1307 self.tur_health = _max_health;
1308 self.tur_head.tur_health = _max_shield;
1309 self.vehicle_die = dieproc;
1310 self.vehicle_exit = exitfunc;
1311 self.vehicle_enter = enterproc;
1312 self.PlayerPhysplug = physproc;
1313 self.event_damage = func_null;
1314 self.touch = vehicles_touch;
1315 self.think = vehicles_spawn;
1316 self.vehicle_spawn = spawnproc;
1317 self.vehicle_respawntime = max(0, _respawntime);
1318 self.effects = EF_NODRAW;
1319 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1320 if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1321 self.nextthink = time;
1323 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1325 if(autocvar_g_playerclip_collisions)
1326 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1328 if(autocvar_g_nodepthtestplayers)
1329 self.effects = self.effects | EF_NODEPTHTEST;
1331 if(autocvar_g_fullbrightplayers)
1332 self.effects = self.effects | EF_FULLBRIGHT;
1334 setmodel(self.vehicle_hudmodel, hudmodel);
1335 setmodel(self.vehicle_viewport, "null");
1339 setmodel(self.tur_head, topmodel);
1340 setattachment(self.tur_head, self, toptag);
1341 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1342 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1346 setattachment(self.tur_head, self, "");
1347 setattachment(self.vehicle_hudmodel, self, hudtag);
1348 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1351 setsize(self, min_s, max_s);
1354 setorigin(self, self.origin);
1355 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1356 setorigin(self, trace_endpos);
1359 self.pos1 = self.origin;
1360 self.pos2 = self.angles;
1361 self.tur_head.team = self.team;
1363 if(MUTATOR_CALLHOOK(VehicleSpawn))
1369 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1370 float _pichlimit_min, float _pichlimit_max,
1371 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1375 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1376 vtmp = vectoangles(normalize(_target - vtag));
1377 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1378 vtmp = AnglesTransform_Normalize(vtmp, true);
1379 ftmp = _aimspeed * frametime;
1380 vtmp.y = bound(-ftmp, vtmp.y, ftmp);
1381 vtmp.x = bound(-ftmp, vtmp.x, ftmp);
1382 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles.y + vtmp.y, _rotlimit_max);
1383 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles.x + vtmp.x, _pichlimit_max);
1387 void vehicles_gib_explode()
1389 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1390 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1394 void vehicles_gib_think()
1397 if(self.cnt >= time)
1400 self.nextthink = time + 0.1;
1403 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1405 entity _gib = spawn();
1406 setmodel(_gib, _template.model);
1407 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1408 _gib.velocity = _vel;
1409 _gib.movetype = MOVETYPE_TOSS;
1410 _gib.solid = SOLID_CORPSE;
1411 _gib.colormod = '-0.5 -0.5 -0.5';
1412 _gib.effects = EF_LOWPRECISION;
1413 _gib.avelocity = _rot;
1416 _gib.effects |= EF_FLAME;
1420 _gib.think = vehicles_gib_explode;
1421 _gib.nextthink = time + random() * _explode;
1422 _gib.touch = vehicles_gib_explode;
1426 _gib.cnt = time + _maxtime;
1427 _gib.think = vehicles_gib_think;
1428 _gib.nextthink = time + _maxtime - 1;
1435 vector predict_target(entity _targ, vector _from, float _shot_speed)
1438 float _distance; // How far to target
1439 float _impact_time; // How long untill projectile impacts
1440 vector _predict_pos; // Predicted enemy location
1441 vector _original_origin;// Where target is before predicted
1443 _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1445 _predict_pos = _original_origin;
1446 for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1448 _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1449 _impact_time = _distance / _shot_speed; // Calculate impact time
1450 _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1453 return _predict_pos;