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vehicles-no-viewport test
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1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
5 float autocvar_g_vehicles_allow_flagcarry;
6
7 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
8 void vehicles_return();
9 void vehicles_enter();
10 void vehicles_touch();
11 void vehicles_reset_colors();
12 void vehicles_clearrturn();
13 void vehicles_setreturn();
14
15
16 /** AuxiliaryXhair*
17     Send additional points of interest to be drawn, to vehicle owner
18 **/
19 float MAX_AXH = 4;
20 .entity AuxiliaryXhair[MAX_AXH];
21
22 float SendAuxiliaryXhair(entity to, float sf)
23 {
24
25         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
26
27         WriteByte(MSG_ENTITY, self.cnt);
28
29         WriteCoord(MSG_ENTITY, self.origin_x);
30         WriteCoord(MSG_ENTITY, self.origin_y);
31         WriteCoord(MSG_ENTITY, self.origin_z);
32
33     WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
34     WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
35     WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
36
37     return TRUE;
38 }
39
40 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
41 {
42     entity axh;
43
44     axh_id = bound(0, axh_id, MAX_AXH);
45     axh = own.(AuxiliaryXhair[axh_id]);
46
47     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
48     {
49         axh                     = spawn();
50         axh.cnt                 = axh_id;
51         axh.drawonlytoclient    = own;
52         axh.owner               = own;
53         Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
54     }
55
56     setorigin(axh, loc);
57     axh.colormod            = clr;
58     axh.SendFlags           = 0x01;
59     own.(AuxiliaryXhair[axh_id]) = axh;
60 }
61
62 /*
63 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
64 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
65 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
66 {
67         msg_entity = own;
68
69         WriteByte(MSG_ONE, SVC_TEMPENTITY);
70         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
71
72         WriteByte(MSG_ONE, axh_id);
73
74         WriteCoord(MSG_ONE, loc_x);
75         WriteCoord(MSG_ONE, loc_y);
76         WriteCoord(MSG_ONE, loc_z);
77
78     WriteByte(MSG_ONE, rint(clr_x * 255));
79     WriteByte(MSG_ONE, rint(clr_y * 255));
80     WriteByte(MSG_ONE, rint(clr_z * 255));
81
82 }
83 */
84 // End AuxiliaryXhair
85
86 /**
87     Notifies the client that he enterd a vehicle, and sends 
88     realavent data.
89     
90     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
91 **/
92 void CSQCVehicleSetup(entity own, float vehicle_id)
93 {
94         msg_entity = own;
95
96         WriteByte(MSG_ONE, SVC_TEMPENTITY);
97         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
98         WriteByte(MSG_ONE, vehicle_id);
99 }
100
101 /** vehicles_locktarget
102
103     Generic target locking.
104
105     Figure out if what target is "locked" (if any), for missile tracking as such.
106
107     after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
108     you have a locked in target.
109
110     Exspects a crosshair_trace() or equivalent to be
111     dont before calling.
112
113 **/
114 .entity lock_target;
115 .float  lock_strength;
116 .float  lock_time;
117 .float  lock_soundtime;
118 void vehicles_locktarget(float incr, float decr, float _lock_time)
119 {
120     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
121     {
122         self.lock_target    = world;
123         self.lock_strength  = 0;
124         self.lock_time      = 0;
125     }
126
127     if(self.lock_time > time)
128     {
129         if(self.lock_target)
130         if(self.lock_soundtime < time)
131         {
132             self.lock_soundtime = time + 0.5;
133             play2(self.owner, "vehicles/locked.wav");
134         }
135         
136         return;
137     }
138
139     if(trace_ent != world)
140     {
141         if(teamplay && trace_ent.team == self.team)
142             trace_ent = world;
143
144         if(trace_ent.deadflag != DEAD_NO)
145             trace_ent = world;
146
147         if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
148             trace_ent = world;
149     }
150
151     if(self.lock_target == world && trace_ent != world)
152         self.lock_target = trace_ent;
153     
154     if(self.lock_target && trace_ent == self.lock_target) 
155     {            
156         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
157         {
158             play2(self.owner, "vehicles/lock.wav");
159             self.lock_soundtime = time + 0.8;
160         }        
161         else if (self.lock_strength != 1 && self.lock_soundtime < time)
162         {            
163             play2(self.owner, "vehicles/locking.wav");
164             self.lock_soundtime = time + 0.3;
165         }
166         
167     }    
168         
169     // Have a locking target
170     // Trace hit current target
171     if(trace_ent == self.lock_target && trace_ent != world)
172     {
173         self.lock_strength = min(self.lock_strength + incr, 1);
174         if(self.lock_strength == 1)
175             self.lock_time = time + _lock_time;
176     }
177     else
178     {
179         if(trace_ent)
180             self.lock_strength = max(self.lock_strength - decr * 2, 0);
181         else
182             self.lock_strength = max(self.lock_strength - decr, 0);
183
184         if(self.lock_strength == 0)
185             self.lock_target = world;
186     }
187 }
188
189 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
190 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
191
192 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
193 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
194 if(trace_fraction != 1) \
195     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
196
197 // Hover movement support
198 float  force_fromtag_power;
199 float  force_fromtag_normpower;
200 vector force_fromtag_origin;
201 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
202 {
203     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
204     v_forward  = normalize(v_forward) * -1;
205     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
206
207     force_fromtag_power = (1 - trace_fraction) * max_power;
208     force_fromtag_normpower = force_fromtag_power / max_power;
209
210     return v_forward  * force_fromtag_power;
211 }
212
213 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
214 // Can possibly be use to move abt any surface (inclusing walls/celings)
215 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
216 {
217
218     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
219     v_forward  = normalize(v_forward) * -1;
220     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
221
222     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
223     if(trace_fraction == 1.0)
224     {
225         force_fromtag_normpower = -0.25;
226         return '0 0 -200';
227     }
228
229     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
230     force_fromtag_normpower = force_fromtag_power / max_power;
231
232     return v_forward  * force_fromtag_power;
233 }
234
235 // Generic vehile projectile system
236 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
237 {
238     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
239     if(inflictor.owner == self.owner)
240         return; 
241     
242     self.health -= damage;
243     self.velocity += force;
244     if(self.health < 1)
245     {
246         self.takedamage = DAMAGE_NO;
247         self.event_damage = SUB_Null;
248         self.think = self.use;
249         self.nextthink = time;
250     }
251
252 }
253
254 void vehicles_projectile_explode()
255 {
256     if(self.owner && other != world)
257     {
258         if(other == self.owner.vehicle)
259             return;
260
261         if(other == self.owner.vehicle.tur_head)
262             return;
263     }
264
265         PROJECTILE_TOUCH;
266
267         self.event_damage = SUB_Null;
268     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
269
270     remove (self);
271 }
272
273 entity vehicles_projectile(string _mzlfx, string _mzlsound,
274                            vector _org, vector _vel,
275                            float _dmg, float _radi, float _force,  float _size,
276                            float _deahtype, float _projtype, float _health,
277                            float _cull, float _clianim)
278 {
279     entity proj;
280
281     proj = spawn();
282
283     PROJECTILE_MAKETRIGGER(proj);
284     setorigin(proj, _org);
285
286     proj.shot_dmg         = _dmg;
287     proj.shot_radius      = _radi;
288     proj.shot_force       = _force;
289     proj.totalfrags       = _deahtype;
290     proj.solid            = SOLID_BBOX;
291     proj.movetype         = MOVETYPE_FLYMISSILE;
292     proj.flags            = FL_PROJECTILE;
293     proj.bot_dodge        = TRUE;
294     proj.bot_dodgerating  = _dmg;
295     proj.velocity         = _vel;
296     proj.touch            = vehicles_projectile_explode;
297     proj.use              = vehicles_projectile_explode;
298     proj.owner            = self;
299     proj.realowner        = self.owner;
300     proj.think            = SUB_Remove;
301     proj.nextthink        = time + 30;
302
303     if(_health)
304     {
305         proj.takedamage       = DAMAGE_AIM;
306         proj.event_damage     = vehicles_projectile_damage;
307         proj.health           = _health;
308     }
309     else
310         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
311
312     if(_mzlsound)
313         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
314
315     if(_mzlfx)
316         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
317
318
319     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
320
321     CSQCProjectile(proj, _clianim, _projtype, _cull);
322
323     return proj;
324 }
325 // End generic vehile projectile system
326
327 /** vehicles_spawn
328     Exetuted for all vehicles on (re)spawn.
329     Sets defaults for newly spawned units.
330 **/
331 void vehicles_spawn()
332 {
333     dprint("Spawning vehicle: ", self.netname, "\n");
334
335     // De-own & reset
336     self.vehicle_hudmodel.viewmodelforclient = self;
337
338     self.owner              = world;
339     self.touch              = vehicles_touch;
340     self.event_damage       = vehicles_damage;
341     self.iscreature         = TRUE;
342     self.damagedbycontents      = TRUE;
343     self.movetype           = MOVETYPE_WALK;
344     self.solid              = SOLID_SLIDEBOX;
345     self.takedamage         = DAMAGE_AIM;
346         self.deadflag           = DEAD_NO;
347     self.bot_attack         = TRUE;
348     self.flags              = FL_NOTARGET;
349     self.avelocity          = '0 0 0';
350     self.velocity           = '0 0 0';
351
352     // Reset locking
353     self.lock_strength      = 0;
354     self.lock_target        = world;
355     self.misc_bulletcounter = 0;
356
357     // Return to spawn
358     self.angles             = self.pos2;
359     setorigin(self, self.pos1 + '0 0 0');
360     // Show it
361     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
362
363     vehicles_reset_colors();
364     self.vehicle_spawn();
365 }
366
367 // Better way of determening whats crushable needed! (fl_crushable?)
368 float vehicles_crushable(entity e)
369 {
370     if(e.classname == "player")
371         return TRUE;
372
373     if(e.classname == "monster_zombie")
374         return TRUE;
375
376     return FALSE;
377 }
378
379 void vehilces_impact(float _minspeed, float _speedfac, float _maxpain)
380 {    
381     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
382         return;
383     
384     if(self.play_time < time)
385     {                    
386         float wc = vlen(self.velocity - self.oldvelocity);
387         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
388         //dprint("vel: ", vtos(self.velocity), "\n");
389         if(_minspeed < wc)
390         {
391             float take = take = min(_speedfac * wc, _maxpain);
392             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
393             self.play_time = time + 0.25;
394             
395             //dprint("wc: ", ftos(wc), "\n");
396             //dprint("take: ", ftos(take), "\n");
397         }
398     }
399 }
400
401 .void() vehicle_impact;
402 void vehicles_touch()
403 {
404     // Vehicle currently in use
405     if(self.owner)
406     {
407         if(other != world)
408         if(vehicles_crushable(other))
409         {
410             if(vlen(self.velocity) != 0)
411                 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);
412             
413             return; // Dont do selfdamage when hitting "soft targets".
414         }
415         
416         if(self.play_time < time)
417         if(self.vehicle_impact)
418             self.vehicle_impact();
419         
420         return;
421     }
422
423     if(other.classname != "player")
424         return;
425
426     if(other.deadflag != DEAD_NO)
427         return;
428
429     if(other.vehicle != world)
430         return;
431
432     // Remove this when bots know how to use vehicles.
433     if (clienttype(other) != CLIENTTYPE_REAL)
434         return;
435
436     vehicles_enter();
437 }
438
439 void vehicles_enter()
440 {
441    // Remove this when bots know how to use vehicles
442     if (clienttype(other) != CLIENTTYPE_REAL)
443         return;
444
445     if(self.phase > time)
446         return;
447
448     if(teamplay)
449     if(self.team)
450     if(self.team != other.team)
451         return;
452         
453     RemoveGrapplingHook(other);
454
455     self.vehicle_ammo1   = 0;
456     self.vehicle_ammo2   = 0;
457     self.vehicle_reload1 = 0;
458     self.vehicle_reload2 = 0;
459     self.vehicle_energy  = 0;
460
461     self.owner          = other;
462     self.switchweapon   = other.switchweapon;
463
464     // .viewmodelforclient works better.
465     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
466
467     self.vehicle_hudmodel.viewmodelforclient = self.owner;
468
469     self.event_damage         = vehicles_damage;
470     self.nextthink            = 0;
471     self.owner.angles         = self.angles;
472     self.owner.takedamage     = DAMAGE_NO;
473     self.owner.solid          = SOLID_NOT;
474     self.owner.movetype       = MOVETYPE_NOCLIP;
475     self.owner.alpha          = -1;
476     self.owner.vehicle        = self;
477     self.owner.event_damage   = SUB_Null;
478     self.owner.view_ofs       = '0 0 0';
479     self.colormap             = self.owner.colormap;
480     if(self.tur_head)
481         self.tur_head.colormap    = self.owner.colormap;
482
483     self.owner.hud            = self.hud;
484     self.owner.PlayerPhysplug = self.PlayerPhysplug;
485
486     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
487     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
488     self.owner.vehicle_reload1  = self.vehicle_reload1;
489     self.owner.vehicle_reload2  = self.vehicle_reload2;
490
491     // Cant do this, hides attached objects too.
492     //self.exteriormodeltoclient = self.owner;
493     //self.tur_head.exteriormodeltoclient = self.owner;
494
495     other.flags &~= FL_ONGROUND;
496     self.flags  &~= FL_ONGROUND;
497
498     self.team                 = self.owner.team;
499     self.flags               -= FL_NOTARGET;
500
501     msg_entity = other;
502
503     WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
504     if(self.tur_head)
505     {
506         WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
507         WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
508         WriteAngle(MSG_ONE, 0);                                      // roll
509     }
510     else
511     {
512         WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
513         WriteAngle(MSG_ONE,  self.angles_y);      // yaw
514         WriteAngle(MSG_ONE,  0);                  // roll
515     }
516
517     vehicles_clearrturn();
518
519     CSQCVehicleSetup(self.owner, self.hud);
520     
521     if(other.flagcarried)
522     {
523         if(!autocvar_g_vehicles_allow_flagcarry)
524             DropFlag(other.flagcarried, world, world);
525         else
526         {            
527             other.flagcarried.scale = 1;
528             setattachment(other.flagcarried, self, ""); 
529             setorigin(other, '0 0 96');
530         }
531     }
532     
533     self.vehicle_enter();
534 }
535
536 /** vehicles_findgoodexit
537     Locates a valid location for the player to exit the vehicle.
538     Will first try prefer_spot, then up 100 random spots arround the vehicle
539     wich are in direct line of sight and empty enougth to hold a players bbox
540 **/
541 vector vehicles_findgoodexit(vector prefer_spot)
542 {
543     //vector exitspot;
544     float mysize;
545     
546     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
547     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
548         return prefer_spot;
549     
550     mysize = vlen(self.maxs - self.mins);
551     float i;
552     vector v, v2;
553     v2 = 0.5 * (self.absmin + self.absmax);
554     for(i = 0; i < 100; ++i)
555     {        
556         v = randomvec();
557         v_z = 0;
558         v = v2 + normalize(v) * mysize;
559         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
560         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
561             return v;
562     }
563     
564     /*
565     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
566     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
567     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
568         return exitspot;
569     
570     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
571     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
572     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
573         return exitspot;
574
575     exitspot = (self.origin + '0 0 48') + v_right * mysize;
576     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
577     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
578         return exitspot;
579     
580     exitspot = (self.origin + '0 0 48') - v_right * mysize;
581     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
582     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
583         return exitspot;
584     */
585     
586     return self.origin;
587 }
588
589 /** vehicles_exit
590     Standarrd vehicle release fucntion.
591     custom code goes in self.vehicle_exit
592 **/
593 void vehicles_exit(float eject)
594 {       
595     entity oldself;
596     if(self.flags & FL_CLIENT)
597     {
598         oldself = self;
599         self = self.vehicle;
600     }
601     
602         self.flags |= FL_NOTARGET;
603
604     if (self.owner)
605     {
606         msg_entity = self.owner;
607         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
608         WriteEntity( MSG_ONE, self.owner);
609
610         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
611         WriteAngle(MSG_ONE, 0);                 // pich
612         WriteAngle(MSG_ONE, self.angles_y);     // yaw
613         WriteAngle(MSG_ONE, 0);                 // roll
614
615         setsize(self.owner, PL_MIN,PL_MAX);
616
617         self.owner.takedamage     = DAMAGE_AIM;
618         self.owner.solid          = SOLID_SLIDEBOX;
619         self.owner.movetype       = MOVETYPE_WALK;
620         self.owner.effects        &~= EF_NODRAW;
621         self.owner.alpha          = 1;
622         self.owner.PlayerPhysplug = SUB_Null;
623         self.owner.vehicle        = world;
624         self.owner.view_ofs       = PL_VIEW_OFS;
625         self.owner.event_damage   = PlayerDamage;
626         self.owner.hud            = HUD_NORMAL;
627         self.owner.switchweapon   = self.switchweapon;
628         //self.owner.BUTTON_USE     = 0;
629         
630         CSQCVehicleSetup(self.owner, HUD_NORMAL);
631     }
632
633     if(self.deadflag == DEAD_NO)
634         self.avelocity          = '0 0 0';
635
636     self.vehicle_hudmodel.viewmodelforclient = self;
637         self.tur_head.nodrawtoclient             = world;
638     vehicles_setreturn();
639
640     self.phase = time + 1;
641
642     if(!teamplay)
643         self.team = 0;
644     else
645         self.team = self.tur_head.team;
646     
647     if(self.owner.flagcarried)
648     {
649         self.owner.flagcarried.scale = 0.6;
650         setattachment(self.owner.flagcarried, self.owner, ""); 
651         setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
652     }
653     
654     sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
655     self.vehicle_exit(eject);
656     self.owner = world;
657     vehicles_reset_colors();
658     
659     if(oldself)
660         self = oldself;
661 }
662
663
664 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
665 {
666     if(self.regen_field < field_max)
667     if(self.timer + rpause < time)
668     {
669         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
670
671         if(self.owner)
672             self.owner.regen_field = (self.regen_field / field_max) * 100;
673     }
674 }
675
676 void shieldhit_think()
677 {
678     self.alpha -= 0.1;
679     if (self.alpha <= 0)
680     {
681         //setmodel(self, "");
682         self.alpha = -1;
683     }
684     else
685     {
686         self.nextthink = time + 0.1;
687     }
688 }
689
690 void vehicles_painframe()
691 {    
692     if(self.owner.vehicle_health <= 50)
693     if(self.pain_frame < time)
694     {  
695         float _ftmp;  
696         _ftmp = self.owner.vehicle_health / 50;
697         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
698         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
699         
700         if(self.vehicle_flags & VHF_DMGSHAKE)
701             self.velocity += randomvec() * 30;
702         
703         if(self.vehicle_flags & VHF_DMGROLL)
704             if(self.vehicle_flags & VHF_DMGHEADROLL)
705                 self.tur_head.angles += randomvec();
706             else
707                 self.angles += randomvec();
708         
709     }    
710 }
711
712 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
713 {
714     self.dmg_time = time;
715
716     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
717     {
718         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
719         {
720             self.vehicle_shieldent = spawn();
721             self.vehicle_shieldent.effects = EF_LOWPRECISION;
722
723             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
724             setattachment(self.vehicle_shieldent, self, "");
725             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
726             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
727             self.vehicle_shieldent.think       = shieldhit_think;
728         }
729
730         self.vehicle_shieldent.colormod    = '1 1 1';
731         self.vehicle_shieldent.alpha       = 0.45;
732         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
733         self.vehicle_shieldent.nextthink   = time;
734
735         self.vehicle_shield -= damage;
736
737         if(self.vehicle_shield < 0)
738         {
739             self.vehicle_health            -= fabs(self.vehicle_shield);
740             self.vehicle_shieldent.colormod = '2 0 0';
741             self.vehicle_shield             = 0;
742             self.vehicle_shieldent.alpha    = 0.75;
743             
744                 if(sound_allowed(MSG_BROADCAST, attacker))
745                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);   // FIXME: PLACEHOLDER
746         }
747         else
748                 if(sound_allowed(MSG_BROADCAST, attacker))
749                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
750
751     }
752     else
753     {
754         self.vehicle_health -= damage;
755
756         if(sound_allowed(MSG_BROADCAST, attacker))
757             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
758     }
759
760     self.velocity += force; // * (vlen(force) / self.mass);
761
762     if(self.vehicle_health <= 0)
763     {
764         if(self.owner)
765             if(self.vehicle_flags & VHF_DEATHEJECT)
766                 vehicles_exit(VHEF_EJECT);
767             else
768                 vehicles_exit(VHEF_RELESE);
769
770         self.vehicle_die();
771         vehicles_setreturn();
772     }
773 }
774
775 void vehicles_clearrturn()
776 {
777     entity ret;
778     // Remove "return helper", if any.
779     ret = findchain(classname, "vehicle_return");
780     while(ret)
781     {
782         if(ret.enemy == self)
783         {
784             ret.classname   = "";
785             ret.think       = SUB_Remove;
786             ret.nextthink   = time + 0.1;            
787             
788             if(ret.waypointsprite_attached)
789                 WaypointSprite_Kill(ret.waypointsprite_attached);
790             
791             return;
792         }
793         ret = ret.chain;
794     }
795 }
796
797 void vehicles_return()
798 {
799     pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
800
801     self.enemy.think     = vehicles_spawn;
802     self.enemy.nextthink = time;
803
804     if(self.waypointsprite_attached)
805         WaypointSprite_Kill(self.waypointsprite_attached);
806             
807     remove(self);
808 }
809
810 void vehicles_showwp_goaway()
811 {
812     if(self.waypointsprite_attached)
813         WaypointSprite_Kill(self.waypointsprite_attached);
814             
815     remove(self);
816     
817 }
818
819 void vehicles_showwp()
820 {
821     entity oldself;
822     vector rgb;
823     
824     if(self.cnt)
825     {        
826         self.think      = vehicles_return;
827         self.nextthink  = self.cnt;
828     }    
829     else
830     {
831         self.think      = vehicles_return;
832         self.nextthink  = time +1;
833         
834         oldself = self;
835         self = spawn();
836         setmodel(self, "null");
837         self.team = oldself.enemy.team;
838         self.enemy = oldself.enemy;
839         setorigin(self, oldself.enemy.pos1);
840         
841         self.nextthink = time + 5;
842         self.think = vehicles_showwp_goaway;
843     }
844     
845     if(teamplay && self.team)
846             rgb = TeamColor(self.team);
847     else
848             rgb = '1 1 1';
849     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
850     if(self.waypointsprite_attached)
851     {        
852         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.enemy.team, SPRITERULE_DEFAULT);        
853         if(oldself == world)
854             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);        
855         WaypointSprite_Ping(self.waypointsprite_attached);
856     }    
857     
858     if(oldself != world)
859         self = oldself;
860 }
861
862 void vehicles_setreturn()
863 {
864     entity ret;
865     
866     vehicles_clearrturn();
867
868     ret = spawn();
869     ret.classname   = "vehicle_return";
870     ret.enemy       = self;    
871     ret.team        = self.team;
872     ret.think       = vehicles_showwp;
873     
874     if(self.deadflag != DEAD_NO)
875     {
876         ret.cnt         = time + self.vehicle_respawntime;
877         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);        
878     }        
879     else
880     {
881         ret.nextthink   = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);        
882     }
883     
884     setmodel(ret, "null");
885     setorigin(ret, self.pos1 + '0 0 96');
886         
887 }
888
889 void vehicles_configcheck(string  configname, float check_cvar)
890 {
891     if(check_cvar == 0)
892         localcmd(strcat("exec ", configname, "\n"));
893 }
894
895 void vehicles_reset_colors()
896 {
897     entity e;
898     float _effects, _colormap;
899     vector _glowmod, _colormod;
900
901     if(autocvar_g_nodepthtestplayers)
902         _effects = EF_NODEPTHTEST;
903
904     if(autocvar_g_fullbrightplayers)
905         _effects |= EF_FULLBRIGHT;
906
907     if(self.team)
908         _colormap = 1024 + (self.team - 1) * 17;
909     else
910         _colormap = 1024;
911
912     _glowmod  = '0 0 0';
913     _colormod = '0 0 0';
914
915     // Find all ents attacked to main model and setup effects, colormod etc.
916     e = findchainentity(tag_entity, self);
917     while(e)
918     {
919         if(e != self.vehicle_shieldent)
920         {
921             e.effects   = _effects; //  | EF_LOWPRECISION;
922             e.colormod  = _colormod;
923             e.colormap  = _colormap;
924             e.alpha     = 1;
925         }
926         e = e.chain;
927     }
928
929     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
930     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
931     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
932     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
933
934     self.alpha     = 1;
935     self.avelocity = '0 0 0';
936     self.velocity  = '0 0 0';
937     self.effects   = _effects;
938 }
939
940 float vehicle_initialize(string  net_name,
941                          string  bodymodel,
942                          string  topmodel,
943                          string  hudmodel,
944                          string  toptag,
945                          string  hudtag,
946                          string  viewtag,
947                          float   vhud,
948                          vector  min_s,
949                          vector  max_s,
950                          float   nodrop,
951                          void()  spawnproc,
952                          float   _respawntime,
953                          float() physproc,
954                          void()  enterproc,
955                          void(float extflag) exitfunc,
956                          void() dieproc,
957                          void() thinkproc,
958                          float  use_csqc)
959 {
960     addstat(STAT_HUD, AS_INT,  hud);
961         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
962         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
963         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
964
965         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
966         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
967
968         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
969         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
970
971     if(bodymodel == "")
972         error("vehicles: missing bodymodel!");
973
974     if(hudmodel == "")
975         error("vehicles: missing hudmodel!");
976
977     if(net_name == "")
978         self.netname = self.classname;
979     else
980         self.netname = net_name;
981
982     if(self.team && !teamplay)
983         self.team = 0;
984         
985     self.vehicle_flags |= VHF_ISVEHICLE;
986     
987     setmodel(self, bodymodel);
988
989     self.vehicle_viewport   = spawn();
990     self.vehicle_hudmodel   = spawn();
991     self.tur_head           = spawn();
992     self.tur_head.owner     = self;
993     self.takedamage         = DAMAGE_AIM;
994     self.bot_attack         = TRUE;
995     self.iscreature         = TRUE;
996     self.damagedbycontents      = TRUE;
997     self.hud                = vhud;
998
999     self.vehicle_die         = dieproc;
1000     self.vehicle_exit        = exitfunc;
1001     self.vehicle_enter       = enterproc;
1002     self.PlayerPhysplug      = physproc;
1003     self.event_damage        = vehicles_damage;
1004     self.touch               = vehicles_touch;
1005     self.think               = vehicles_spawn;    
1006     self.nextthink           = time;        
1007     self.vehicle_respawntime = _respawntime;
1008     self.vehicle_spawn       = spawnproc;
1009
1010     if(autocvar_g_nodepthtestplayers)
1011         self.effects = self.effects | EF_NODEPTHTEST;
1012
1013     if(autocvar_g_fullbrightplayers)
1014         self.effects = self.effects | EF_FULLBRIGHT;
1015
1016     setmodel(self.vehicle_hudmodel, hudmodel);
1017     setmodel(self.vehicle_viewport, "null");
1018
1019
1020     if(topmodel != "")
1021     {
1022         setmodel(self.tur_head, topmodel);
1023         setattachment(self.tur_head, self, toptag);
1024         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1025         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1026     }
1027     else
1028     {
1029         setattachment(self.tur_head, self, "");
1030         setattachment(self.vehicle_hudmodel, self, hudtag);
1031         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1032     }
1033
1034     setsize(self, min_s, max_s);
1035     if not (nodrop)
1036     {
1037         setorigin(self, self.origin);
1038         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1039         setorigin(self, trace_endpos);
1040     }
1041
1042     self.pos1 = self.origin;
1043     self.pos2 = self.angles;
1044     self.tur_head.team = self.team;
1045     
1046     return TRUE;
1047 }
1048
1049 void bugmenot()
1050 {
1051     self.vehicle_exit       = self.vehicle_exit;
1052     self.vehicle_enter      = self.vehicle_exit;
1053     self.vehicle_die        = self.vehicle_exit;
1054     self.vehicle_spawn      = self.vehicle_exit;
1055     self.AuxiliaryXhair     = self.AuxiliaryXhair;
1056 }
1057
1058 void vehicles_updateplayer()
1059 {
1060         setorigin(self, gettaginfo(self.vehicle.vehicle_viewport, 0));
1061 }