]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/sv_vehicles.qc
Merge branch 'master' into matthiaskrgr/domicons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / sv_vehicles.qc
diff --git a/qcsrc/common/vehicles/sv_vehicles.qc b/qcsrc/common/vehicles/sv_vehicles.qc
new file mode 100644 (file)
index 0000000..fb6fd94
--- /dev/null
@@ -0,0 +1,1196 @@
+#include "sv_vehicles.qh"
+
+bool SendAuxiliaryXhair(entity this, entity to, int sf)
+{
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
+
+       WriteByte(MSG_ENTITY, this.cnt);
+
+       WriteCoord(MSG_ENTITY, this.origin_x);
+       WriteCoord(MSG_ENTITY, this.origin_y);
+       WriteCoord(MSG_ENTITY, this.origin_z);
+
+       WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
+       WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
+       WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
+
+       return true;
+}
+
+void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
+{
+       if(!IS_REAL_CLIENT(own))
+               return;
+
+       axh_id = bound(0, axh_id, MAX_AXH);
+       entity axh = own.(AuxiliaryXhair[axh_id]);
+
+       if(axh == NULL || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
+       {
+               axh                                      = spawn();
+               axh.cnt                          = axh_id;
+               axh.drawonlytoclient    = own;
+               axh.owner                          = own;
+               Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
+       }
+
+       setorigin(axh, loc);
+       axh.colormod                    = clr;
+       axh.SendFlags              = 0x01;
+       own.(AuxiliaryXhair[axh_id]) = axh;
+}
+
+void CSQCVehicleSetup(entity own, int vehicle_id)
+{
+       if(!IS_REAL_CLIENT(own))
+               return;
+
+       msg_entity = own;
+
+       WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
+       WriteByte(MSG_ONE, vehicle_id);
+}
+
+void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
+{
+       if(this.lock_target && IS_DEAD(this.lock_target))
+       {
+               this.lock_target        = NULL;
+               this.lock_strength  = 0;
+               this.lock_time    = 0;
+       }
+
+       if(this.lock_time > time)
+       {
+               if(this.lock_target)
+               if(this.lock_soundtime < time)
+               {
+                       this.lock_soundtime = time + 0.5;
+                       play2(this.owner, "vehicles/locked.wav");
+               }
+
+               return;
+       }
+
+       if(trace_ent != NULL)
+       {
+               if(SAME_TEAM(trace_ent, this))
+                       trace_ent = NULL;
+
+               if(IS_DEAD(trace_ent))
+                       trace_ent = NULL;
+
+               if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
+                       trace_ent = NULL;
+
+               if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
+                       trace_ent = NULL; // invisible
+       }
+
+       if(this.lock_target == NULL && trace_ent != NULL)
+               this.lock_target = trace_ent;
+
+       if(this.lock_target && trace_ent == this.lock_target)
+       {
+               if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
+               {
+                       play2(this.owner, "vehicles/lock.wav");
+                       this.lock_soundtime = time + 0.8;
+               }
+               else if (this.lock_strength != 1 && this.lock_soundtime < time)
+               {
+                       play2(this.owner, "vehicles/locking.wav");
+                       this.lock_soundtime = time + 0.3;
+               }
+       }
+
+       // Have a locking target
+       // Trace hit current target
+       if(trace_ent == this.lock_target && trace_ent != NULL)
+       {
+               this.lock_strength = min(this.lock_strength + incr, 1);
+               if(this.lock_strength == 1)
+                       this.lock_time = time + _lock_time;
+       }
+       else
+       {
+               if(trace_ent)
+                       this.lock_strength = max(this.lock_strength - decr * 2, 0);
+               else
+                       this.lock_strength = max(this.lock_strength - decr, 0);
+
+               if(this.lock_strength == 0)
+                       this.lock_target = NULL;
+       }
+}
+
+float vehicle_altitude(entity this, float amax)
+{
+       tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
+       return vlen(this.origin - trace_endpos);
+}
+
+vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
+{
+       force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
+       v_forward  = normalize(v_forward) * -1;
+       traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, this);
+
+       force_fromtag_power = (1 - trace_fraction) * max_power;
+       force_fromtag_normpower = force_fromtag_power / max_power;
+
+       return v_forward  * force_fromtag_power;
+}
+
+vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
+{
+       force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
+       v_forward  = normalize(v_forward) * -1;
+       traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, this);
+
+       // 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 '0 0 -200';
+       }
+
+       force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
+       force_fromtag_normpower = force_fromtag_power / max_power;
+
+       return v_forward  * force_fromtag_power;
+}
+
+// projectile handling
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
+       if(inflictor.owner == this.owner)
+               return;
+
+       this.health -= damage;
+       this.velocity += force;
+       if(this.health < 1)
+       {
+               this.takedamage = DAMAGE_NO;
+               this.event_damage = func_null;
+               setthink(this, adaptor_think2use);
+               this.nextthink = time;
+       }
+}
+
+void vehicles_projectile_explode(entity this, entity toucher)
+{
+       if(this.owner && toucher != NULL)
+       {
+               if(toucher == this.owner.vehicle)
+                       return;
+
+               if(toucher == this.owner.vehicle.tur_head)
+                       return;
+       }
+
+       PROJECTILE_TOUCH(this, toucher);
+
+       this.event_damage = func_null;
+       RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
+
+       remove (this);
+}
+
+void vehicles_projectile_explode_think(entity this)
+{
+       vehicles_projectile_explode(this, NULL);
+}
+
+void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
+{
+       vehicles_projectile_explode(this, trigger);
+}
+
+entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
+                                                  vector _org, vector _vel,
+                                                  float _dmg, float _radi, float _force,  float _size,
+                                                  int _deahtype, float _projtype, float _health,
+                                                  bool _cull, bool _clianim, entity _owner)
+{
+    TC(Sound, _mzlsound);
+       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;
+       settouch(proj, vehicles_projectile_explode);
+       proj.use                          = vehicles_projectile_explode_use;
+       proj.owner                      = this;
+       proj.realowner          = _owner;
+       setthink(proj, 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 != SND_Null)
+               sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
+
+       if(_mzlfx)
+               Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
+
+       setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
+
+       CSQCProjectile(proj, _clianim, _projtype, _cull);
+
+       return proj;
+}
+
+void vehicles_gib_explode(entity this)
+{
+       sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+       Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
+       Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
+       remove(this);
+}
+
+void vehicles_gib_touch(entity this, entity toucher)
+{
+       vehicles_gib_explode(this);
+}
+
+void vehicles_gib_think(entity this)
+{
+       this.alpha -= 0.1;
+       if(this.cnt >= time)
+               remove(this);
+       else
+               this.nextthink = time + 0.1;
+}
+
+entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
+{
+       entity _gib = spawn();
+       _setmodel(_gib, _template.model);
+       vector org = gettaginfo(this, gettagindex(this, _tag));
+       setorigin(_gib, org);
+       _gib.velocity = _vel;
+       _gib.movetype = MOVETYPE_TOSS;
+       _gib.solid = SOLID_CORPSE;
+       _gib.colormod = '-0.5 -0.5 -0.5';
+       _gib.effects = EF_LOWPRECISION;
+       _gib.avelocity = _rot;
+
+       if(_burn)
+               _gib.effects |= EF_FLAME;
+
+       if(_explode)
+       {
+               setthink(_gib, vehicles_gib_explode);
+               _gib.nextthink = time + random() * _explode;
+               settouch(_gib, vehicles_gib_touch);
+       }
+       else
+       {
+               _gib.cnt = time + _maxtime;
+               setthink(_gib, vehicles_gib_think);
+               _gib.nextthink = time + _maxtime - 1;
+               _gib.alpha = 1;
+       }
+       return _gib;
+}
+
+bool vehicle_addplayerslot(    entity _owner,
+                                                               entity _slot,
+                                                               int _hud,
+                                                               Model _hud_model,
+                                                               bool(entity) _framefunc,
+                                                               void(entity,bool) _exitfunc, float(entity, entity) _enterfunc)
+{
+       if(!(_owner.vehicle_flags & VHF_MULTISLOT))
+               _owner.vehicle_flags |= VHF_MULTISLOT;
+
+       _slot.PlayerPhysplug = _framefunc;
+       _slot.vehicle_exit = _exitfunc;
+       _slot.vehicle_enter = _enterfunc;
+       _slot.hud = _hud;
+       _slot.vehicle_flags = VHF_PLAYERSLOT;
+       _slot.vehicle_viewport = spawn();
+       _slot.vehicle_hudmodel = spawn();
+       _slot.vehicle_hudmodel.viewmodelforclient = _slot;
+       _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
+
+       setmodel(_slot.vehicle_hudmodel, _hud_model);
+       setmodel(_slot.vehicle_viewport, MDL_Null);
+
+       setattachment(_slot.vehicle_hudmodel, _slot, "");
+       setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
+
+       return true;
+}
+
+vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
+                                                float _pichlimit_min, float _pichlimit_max,
+                                                float _rotlimit_min, float _rotlimit_max, float _aimspeed)
+{
+       vector vtmp, vtag;
+       float ftmp;
+       vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
+       vtmp = vectoangles(normalize(_target - vtag));
+       vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
+       vtmp = AnglesTransform_Normalize(vtmp, true);
+       ftmp = _aimspeed * frametime;
+       vtmp_y = bound(-ftmp, vtmp_y, ftmp);
+       vtmp_x = bound(-ftmp, vtmp_x, ftmp);
+       _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
+       _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
+       return vtag;
+}
+
+void vehicles_reset_colors(entity this)
+{
+       int eff = 0, cmap;
+       const vector cmod = '0 0 0';
+       if(this.team && teamplay)
+               cmap = 1024 + (this.team - 1) * 17;
+       else
+               cmap = 1024;
+       if(autocvar_g_nodepthtestplayers)
+               eff |= EF_NODEPTHTEST;
+       if(autocvar_g_fullbrightplayers)
+               eff |= EF_FULLBRIGHT;
+
+       // Find all ents attacked to main model and setup effects, colormod etc.
+       FOREACH_ENTITY_ENT(tag_entity, this,
+       {
+               if(it != this.vehicle_shieldent)
+               {
+                       it.effects = eff;
+                       it.colormod = cmod;
+                       it.colormap = cmap;
+                       it.alpha = 1;
+               }
+       });
+
+       // Also check head tags
+       FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
+       {
+               if(it != this.vehicle_shieldent)
+               {
+                       it.effects = eff;
+                       it.colormod = cmod;
+                       it.colormap = cmap;
+                       it.alpha = 1;
+               }
+       });
+
+       this.vehicle_hudmodel.effects  = this.effects  = eff; // | EF_LOWPRECISION;
+       this.vehicle_hudmodel.colormod = this.colormod = cmod;
+       this.vehicle_hudmodel.colormap = this.colormap = cmap;
+       this.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
+
+       this.alpha       = 1;
+       this.avelocity = '0 0 0';
+       this.velocity  = '0 0 0';
+       this.effects   = eff;
+}
+
+void vehicles_clearreturn(entity veh)
+{
+       // Remove "return helper" entities, if any.
+       FOREACH_ENTITY_ENT(wp00, veh,
+       {
+               if(it.classname == "vehicle_return")
+               {
+                       it.classname = "";
+                       setthink(it, SUB_Remove);
+                       it.nextthink = time + 0.1;
+
+                       if(it.waypointsprite_attached)
+                               WaypointSprite_Kill(it.waypointsprite_attached);
+               }
+       });
+}
+
+void vehicles_spawn(entity this);
+void vehicles_return(entity this)
+{
+       Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
+
+       setthink(this.wp00, vehicles_spawn);
+       this.wp00.nextthink = time;
+
+       if(this.waypointsprite_attached)
+               WaypointSprite_Kill(this.waypointsprite_attached);
+
+       remove(this);
+}
+
+void vehicles_showwp_goaway(entity this)
+{
+       if(this.waypointsprite_attached)
+               WaypointSprite_Kill(this.waypointsprite_attached);
+
+       remove(this);
+}
+
+void vehicles_showwp(entity this)
+{
+       entity ent = this;
+
+       if(ent.cnt)
+       {
+               setthink(ent, vehicles_return);
+               ent.nextthink = ent.cnt;
+       }
+       else
+       {
+               setthink(ent, vehicles_return);
+               ent.nextthink  = time + 1;
+
+               ent = spawn();
+               ent.team = this.wp00.team;
+               ent.wp00 = this.wp00;
+               setorigin(ent, this.wp00.pos1);
+
+               ent.nextthink = time + 5;
+               setthink(ent, vehicles_showwp_goaway);
+       }
+
+       vector rgb;
+       if(teamplay && ent.team)
+               rgb = Team_ColorRGB(ent.team);
+       else
+               rgb = '1 1 1';
+       entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
+       wp.colormod = rgb;
+       if(ent.waypointsprite_attached)
+       {
+               WaypointSprite_UpdateRule(ent.waypointsprite_attached, ent.wp00.team, SPRITERULE_DEFAULT);
+               if(this == NULL)
+                       WaypointSprite_UpdateBuildFinished(ent.waypointsprite_attached, ent.nextthink);
+               WaypointSprite_Ping(ent.waypointsprite_attached);
+       }
+}
+
+void vehicles_setreturn(entity veh)
+{
+       vehicles_clearreturn(veh);
+
+       entity ret = new(vehicle_return);
+       ret.wp00           = veh;
+       ret.team                = veh.team;
+       setthink(ret, vehicles_showwp);
+
+       if(IS_DEAD(veh))
+       {
+               ret.cnt          = time + veh.respawntime;
+               ret.nextthink   = min(time + veh.respawntime, time + veh.respawntime - 5);
+       }
+       else
+       {
+               ret.nextthink   = min(time + veh.respawntime, time + veh.respawntime - 1);
+       }
+
+       setorigin(ret, veh.pos1 + '0 0 96');
+}
+
+void vehicle_use(entity this, entity actor, entity trigger)
+{
+       LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname, "\n");
+
+       this.tur_head.team = actor.team;
+
+       if(this.tur_head.team == 0)
+               this.active = ACTIVE_NOT;
+       else
+               this.active = ACTIVE_ACTIVE;
+
+       if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover)
+       {
+               LOG_DEBUG("Respawning vehicle: ", this.netname, "\n");
+               if(this.effects & EF_NODRAW)
+               {
+                       setthink(this, vehicles_spawn);
+                       this.nextthink = time + 3;
+               }
+               else
+               {
+                       vehicles_setreturn(this);
+                       vehicles_reset_colors(this);
+               }
+       }
+}
+
+void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
+{
+       if(this.(regen_field) < field_max)
+       if(timer + rpause < time)
+       {
+               if(_healthscale)
+                       regen = regen * (this.vehicle_health / this.max_health);
+
+               this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
+
+               if(this.owner)
+                       this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
+       }
+}
+
+void shieldhit_think(entity this)
+{
+       this.alpha -= 0.1;
+       if (this.alpha <= 0)
+       {
+               // setmodel(this, MDL_Null);
+               this.alpha = -1;
+               this.effects |= EF_NODRAW;
+       }
+       else
+       {
+               this.nextthink = time + 0.1;
+       }
+}
+
+void vehicles_painframe(entity this)
+{
+       int myhealth = ((this.owner) ? this.owner.vehicle_health : ((this.vehicle_health / this.max_health) * 100));
+
+       if(myhealth <= 50)
+       if(this.pain_frame < time)
+       {
+               float _ftmp = myhealth / 50;
+               this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
+               Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
+
+               if(this.vehicle_flags & VHF_DMGSHAKE)
+                       this.velocity += randomvec() * 30;
+
+               if(this.vehicle_flags & VHF_DMGROLL)
+                       if(this.vehicle_flags & VHF_DMGHEADROLL)
+                               this.tur_head.angles += randomvec();
+                       else
+                               this.angles += randomvec();
+       }
+}
+
+void vehicles_frame(entity this, entity actor)
+{
+       vehicles_painframe(this);
+}
+
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       this.dmg_time = time;
+
+       // WEAPONTODO
+       if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
+               damage *= autocvar_g_vehicles_vortex_damagerate;
+       else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+               damage *= autocvar_g_vehicles_machinegun_damagerate;
+       else if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
+               damage *= autocvar_g_vehicles_rifle_damagerate;
+       else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+               damage *= autocvar_g_vehicles_vaporizer_damagerate;
+       else if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
+               damage *= autocvar_g_vehicles_tag_damagerate;
+       else if(DEATH_WEAPONOF(deathtype) != WEP_Null)
+               damage *= autocvar_g_vehicles_weapon_damagerate;
+
+       this.enemy = attacker;
+
+       this.pain_finished = time;
+
+       if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
+       {
+               if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
+               {
+                       this.vehicle_shieldent = spawn();
+                       this.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+                       setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
+                       setattachment(this.vehicle_shieldent, this, "");
+                       setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
+                       this.vehicle_shieldent.scale       = 256 / vlen(this.maxs - this.mins);
+                       setthink(this.vehicle_shieldent, shieldhit_think);
+               }
+
+               this.vehicle_shieldent.colormod = '1 1 1';
+               this.vehicle_shieldent.alpha = 0.45;
+               this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
+               this.vehicle_shieldent.nextthink = time;
+               this.vehicle_shieldent.effects &= ~EF_NODRAW;
+
+               this.vehicle_shield -= damage;
+
+               if(this.vehicle_shield < 0)
+               {
+                       this.vehicle_health -= fabs(this.vehicle_shield);
+                       this.vehicle_shieldent.colormod = '2 0 0';
+                       this.vehicle_shield = 0;
+                       this.vehicle_shieldent.alpha = 0.75;
+
+                       if(sound_allowed(MSG_BROADCAST, attacker))
+                               spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
+               }
+               else
+                       if(sound_allowed(MSG_BROADCAST, attacker))
+                               spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+
+       }
+       else
+       {
+               this.vehicle_health -= damage;
+
+               if(sound_allowed(MSG_BROADCAST, attacker))
+                       spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+       }
+
+       if(this.damageforcescale < 1 && this.damageforcescale > 0)
+               this.velocity += force * this.damageforcescale;
+       else
+               this.velocity += force;
+
+       if(this.vehicle_health <= 0)
+       {
+               if(this.owner)
+                       if(this.vehicle_flags & VHF_DEATHEJECT)
+                               vehicles_exit(this, VHEF_EJECT);
+                       else
+                               vehicles_exit(this, VHEF_RELEASE);
+
+
+               antilag_clear(this, this);
+
+               Vehicle info = Vehicles_from(this.vehicleid);
+               info.vr_death(info, this);
+               vehicles_setreturn(this);
+       }
+}
+
+bool vehicles_crushable(entity e)
+{
+       if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
+               return true;
+
+       if(IS_MONSTER(e))
+               return true;
+
+       return false;
+}
+
+void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
+{
+       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+               return;
+
+       if(this.play_time < time)
+       {
+               float wc = vlen(this.velocity - this.oldvelocity);
+               //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
+               //dprint("vel: ", vtos(this.velocity), "\n");
+               if(_minspeed < wc)
+               {
+                       float take = min(_speedfac * wc, _maxpain);
+                       Damage (this, NULL, NULL, take, DEATH_FALL.m_id, this.origin, '0 0 0');
+                       this.play_time = time + 0.25;
+
+                       //dprint("wc: ", ftos(wc), "\n");
+                       //dprint("take: ", ftos(take), "\n");
+               }
+       }
+}
+
+// vehicle enter/exit handling
+vector vehicles_findgoodexit(entity this, vector prefer_spot)
+{
+       tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
+       if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+               return prefer_spot;
+
+       float mysize = 1.5 * vlen(this.maxs - this.mins);
+       vector v;
+       vector v2 = 0.5 * (this.absmin + this.absmax);
+       for(int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
+       {
+               v = randomvec();
+               v_z = 0;
+               v = v2 + normalize(v) * mysize;
+               tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, this.owner);
+               if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
+                       return v;
+       }
+
+       return this.origin;
+}
+
+void vehicles_exit(entity vehic, bool eject)
+{
+       entity player = vehic.owner;
+
+       if(vehicles_exit_running)
+       {
+               LOG_TRACE("^1vehicles_exit already running! this is not good...\n");
+               return;
+       }
+
+       vehicles_exit_running = true;
+
+       // TODO: this was in an IS_CLIENT check, make sure it isn't actually needed!
+       if(vehic.vehicle_flags & VHF_PLAYERSLOT)
+       {
+               vehic.vehicle_exit(vehic, eject);
+               vehicles_exit_running = false;
+               return;
+       }
+
+       if (player)
+       {
+               if (IS_REAL_CLIENT(player))
+               {
+                       msg_entity = player;
+                       WriteByte (MSG_ONE, SVC_SETVIEWPORT);
+                       WriteEntity( MSG_ONE, player);
+
+                       WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+                       WriteAngle(MSG_ONE, 0);
+                       WriteAngle(MSG_ONE, vehic.angles_y);
+                       WriteAngle(MSG_ONE, 0);
+               }
+
+               setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+
+               player.takedamage               = DAMAGE_AIM;
+               player.solid                    = SOLID_SLIDEBOX;
+               player.movetype         = MOVETYPE_WALK;
+               player.effects             &= ~EF_NODRAW;
+               player.teleportable     = TELEPORT_NORMAL;
+               player.alpha                    = 1;
+               player.PlayerPhysplug   = func_null;
+               player.vehicle                  = NULL;
+               player.view_ofs         = STAT(PL_VIEW_OFS, NULL);
+               player.event_damage     = PlayerDamage;
+               player.hud                              = HUD_NORMAL;
+               PS(player).m_switchweapon = vehic.m_switchweapon;
+               player.last_vehiclecheck = time + 3;
+               player.vehicle_enter_delay = time + 2;
+
+               CSQCVehicleSetup(player, HUD_NORMAL);
+
+               Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
+               Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
+       }
+
+       vehic.flags |= FL_NOTARGET;
+
+       if(!IS_DEAD(vehic))
+               vehic.avelocity = '0 0 0';
+
+       vehic.tur_head.nodrawtoclient = NULL;
+
+       if(!teamplay)
+               vehic.team = 0;
+
+       WaypointSprite_Kill(vehic.wps_intruder);
+
+       MUTATOR_CALLHOOK(VehicleExit, player, vehic);
+
+       vehic.team = vehic.tur_head.team;
+
+       sound (vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
+       vehic.vehicle_hudmodel.viewmodelforclient = vehic;
+       vehic.phase = time + 1;
+
+       vehic.vehicle_exit(vehic, eject);
+
+       vehicles_setreturn(vehic);
+       vehicles_reset_colors(vehic);
+       vehic.owner = NULL;
+
+       CSQCMODEL_AUTOINIT(vehic);
+
+       vehicles_exit_running = false;
+}
+
+void vehicles_touch(entity this, entity toucher)
+{
+       if(MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
+               return;
+
+       // Vehicle currently in use
+       if(this.owner)
+       {
+               if(!forbidWeaponUse(this.owner))
+               if(toucher != NULL)
+               if((this.origin_z + this.maxs_z) > (toucher.origin_z))
+               if(vehicles_crushable(toucher))
+               {
+                       if(vdist(this.velocity, >=, 30))
+                               Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
+
+                       return; // Dont do selfdamage when hitting "soft targets".
+               }
+
+               if(this.play_time < time) {
+                       Vehicle info = Vehicles_from(this.vehicleid);
+                       info.vr_impact(info, this);
+               }
+
+               return;
+       }
+
+       if(autocvar_g_vehicles_enter)
+               return;
+
+       vehicles_enter(toucher, this);
+}
+
+bool vehicle_impulse(entity this, int imp)
+{
+       entity v = this.vehicle;
+       if (!v) return false;
+       if (IS_DEAD(v)) return false;
+       bool(entity,int) f = v.vehicles_impulse;
+       if (f && f(this,imp)) return true;
+       switch (imp)
+       {
+               case IMP_weapon_drop.impulse:
+               {
+                       stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
+                       return true;
+               }
+       }
+       return false;
+}
+
+void vehicles_enter(entity pl, entity veh)
+{
+   // Remove this when bots know how to use vehicles
+       if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
+               return;
+
+       if((!IS_PLAYER(pl))
+       || (veh.phase >= time)
+       || (pl.vehicle_enter_delay >= time)
+       || (STAT(FROZEN, pl))
+       || (IS_DEAD(pl))
+       || (pl.vehicle)
+       ) { return; }
+
+       if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
+       if(veh.vehicle_flags & VHF_MULTISLOT)
+       if(veh.owner && SAME_TEAM(pl, veh))
+       {
+               if(!veh.gunner1)
+               if(time >= veh.gun1.phase)
+               if(veh.gun1.vehicle_enter)
+               if(veh.gun1.vehicle_enter(veh, pl))
+                       return;
+
+               if(!veh.gunner2)
+               if(time >= veh.gun2.phase)
+               if(veh.gun2.vehicle_enter)
+               if(veh.gun2.vehicle_enter(veh, pl))
+                       return;
+       }
+
+       if(teamplay)
+       if(veh.team)
+       if(DIFF_TEAM(pl, veh))
+       if(autocvar_g_vehicles_steal)
+       {
+               FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
+
+               Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
+
+               if (autocvar_g_vehicles_steal_show_waypoint) {
+                       entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
+                       wp.colormod = Team_ColorRGB(pl.team);
+               }
+       }
+       else return;
+
+       RemoveGrapplingHook(pl);
+
+       veh.vehicle_ammo1 = 0;
+       veh.vehicle_ammo2 = 0;
+       veh.vehicle_reload1 = 0;
+       veh.vehicle_reload2 = 0;
+       veh.vehicle_energy = 0;
+
+       veh.owner = pl;
+       pl.vehicle = veh;
+
+       // .viewmodelforclient works better.
+       //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
+
+       veh.vehicle_hudmodel.viewmodelforclient = pl;
+
+       pl.crouch = false;
+       pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
+       setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+
+       veh.event_damage        = vehicles_damage;
+       veh.nextthink           = 0;
+       pl.angles                       = veh.angles;
+       pl.takedamage           = DAMAGE_NO;
+       pl.solid                        = SOLID_NOT;
+       pl.movetype                     = MOVETYPE_NOCLIP;
+       pl.teleportable         = false;
+       pl.alpha                        = -1;
+       pl.event_damage         = func_null;
+       pl.view_ofs                     = '0 0 0';
+       veh.colormap            = pl.colormap;
+       if(veh.tur_head)
+               veh.tur_head.colormap = pl.colormap;
+       veh.m_switchweapon = PS(pl).m_switchweapon;
+       pl.hud = veh.vehicleid;
+       pl.PlayerPhysplug = veh.PlayerPhysplug;
+
+       pl.vehicle_ammo1 = veh.vehicle_ammo1;
+       pl.vehicle_ammo2 = veh.vehicle_ammo2;
+       pl.vehicle_reload1 = veh.vehicle_reload1;
+       pl.vehicle_reload2 = veh.vehicle_reload2;
+       pl.vehicle_energy = veh.vehicle_energy;
+
+       // Cant do this, hides attached objects too.
+       //veh.exteriormodeltoclient = veh.owner;
+       //veh.tur_head.exteriormodeltoclient = veh.owner;
+
+       UNSET_ONGROUND(pl);
+       UNSET_ONGROUND(veh);
+
+       veh.team = pl.team;
+       veh.flags -= FL_NOTARGET;
+
+       if (IS_REAL_CLIENT(pl))
+       {
+               Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
+
+               msg_entity = pl;
+               WriteByte (MSG_ONE, SVC_SETVIEWPORT);
+               WriteEntity(MSG_ONE, veh.vehicle_viewport);
+
+               WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+               if(veh.tur_head)
+               {
+                       WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
+                       WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
+                       WriteAngle(MSG_ONE, 0);                                                                   // roll
+               }
+               else
+               {
+                       WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
+                       WriteAngle(MSG_ONE, veh.angles_y);        // yaw
+                       WriteAngle(MSG_ONE, 0);                           // roll
+               }
+       }
+
+       vehicles_clearreturn(veh);
+
+       CSQCVehicleSetup(pl, veh.vehicleid);
+
+       MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
+
+       CSQCModel_UnlinkEntity(veh);
+       Vehicle info = Vehicles_from(veh.vehicleid);
+       info.vr_enter(info, veh);
+
+       antilag_clear(pl, CS(pl));
+}
+
+void vehicles_think(entity this)
+{
+       this.nextthink = time + autocvar_g_vehicles_thinkrate;
+
+       if(this.owner)
+               this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
+
+       Vehicle info = Vehicles_from(this.vehicleid);
+       info.vr_think(info, this);
+
+       vehicles_painframe(this);
+
+       CSQCMODEL_AUTOUPDATE(this);
+}
+
+// initialization
+void vehicles_spawn(entity this)
+{
+       LOG_DEBUG("Spawning vehicle: ", this.classname, "\n");
+
+       // disown & reset
+       this.vehicle_hudmodel.viewmodelforclient = this;
+
+       this.owner                              = NULL;
+       settouch(this, vehicles_touch);
+       this.event_damage               = vehicles_damage;
+       this.iscreature                 = true;
+       this.teleportable               = false; // no teleporting for vehicles, too buggy
+       this.damagedbycontents  = true;
+       this.movetype                   = MOVETYPE_WALK;
+       this.solid                              = SOLID_SLIDEBOX;
+       this.takedamage                 = DAMAGE_AIM;
+       this.deadflag                   = DEAD_NO;
+       this.bot_attack                 = true;
+       this.flags                              = FL_NOTARGET;
+       this.avelocity                  = '0 0 0';
+       this.velocity                   = '0 0 0';
+       setthink(this, vehicles_think);
+       this.nextthink                  = time;
+
+       // Reset locking
+       this.lock_strength = 0;
+       this.lock_target = NULL;
+       this.misc_bulletcounter = 0;
+
+       // Return to spawn
+       this.angles = this.pos2;
+       setorigin(this, this.pos1);
+       // Show it
+       Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
+
+       if(this.vehicle_controller)
+               this.team = this.vehicle_controller.team;
+
+       FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == this, RemoveGrapplingHook(it));
+
+       vehicles_reset_colors(this);
+
+       Vehicle info = Vehicles_from(this.vehicleid);
+       info.vr_spawn(info, this);
+
+       CSQCMODEL_AUTOINIT(this);
+}
+
+bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
+{
+       if(!autocvar_g_vehicles)
+               return false;
+
+       if(!info.vehicleid)
+               return false;
+
+       if(!this.tur_head)
+               info.vr_precache(info);
+
+       if(this.targetname && this.targetname != "")
+       {
+               this.vehicle_controller = find(NULL, target, this.targetname);
+               if(!this.vehicle_controller)
+               {
+                       LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname\n");
+                       this.active = ACTIVE_ACTIVE;
+               }
+               else
+               {
+                       this.team = this.vehicle_controller.team;
+                       this.use = vehicle_use;
+
+                       if(teamplay)
+                       {
+                               if(this.vehicle_controller.team == 0)
+                                       this.active = ACTIVE_NOT;
+                               else
+                                       this.active = ACTIVE_ACTIVE;
+                       }
+               }
+       }
+       else { this.active = ACTIVE_ACTIVE; }
+
+       if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
+               this.team = 0;
+
+       if(this.mdl == "" || !this.mdl)
+               _setmodel(this, info.model);
+       else
+               _setmodel(this, this.mdl);
+
+       this.vehicle_flags |= VHF_ISVEHICLE;
+
+       this.vehicle_viewport           = new(vehicle_viewport);
+       this.vehicle_hudmodel           = new(vehicle_hudmodel);
+       this.tur_head                           = new(tur_head);
+       this.tur_head.owner                     = this;
+       this.takedamage                         = DAMAGE_NO;
+       this.bot_attack                         = true;
+       this.iscreature                         = true;
+       this.teleportable                       = false; // no teleporting for vehicles, too buggy
+       this.damagedbycontents          = true;
+       this.vehicleid                          = info.vehicleid;
+       this.PlayerPhysplug                     = info.PlayerPhysplug;
+       this.event_damage                       = func_null;
+       settouch(this, vehicles_touch);
+       setthink(this, vehicles_spawn);
+       this.nextthink                          = time;
+       this.effects                            = EF_NODRAW;
+       this.dphitcontentsmask          = DPCONTENTS_BODY | DPCONTENTS_SOLID;
+
+       if(autocvar_g_playerclip_collisions)
+               this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+
+       if(autocvar_g_nodepthtestplayers)
+               this.effects |= EF_NODEPTHTEST;
+
+       if(autocvar_g_fullbrightplayers)
+               this.effects |= EF_FULLBRIGHT;
+
+       _setmodel(this.vehicle_hudmodel, info.hud_model);
+       setmodel(this.vehicle_viewport, MDL_Null);
+
+       if(info.head_model != "")
+       {
+               _setmodel(this.tur_head, info.head_model);
+               setattachment(this.tur_head, this, info.tag_head);
+               setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
+               setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
+       }
+       else
+       {
+               setattachment(this.tur_head, this, "");
+               setattachment(this.vehicle_hudmodel, this, info.tag_hud);
+               setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
+       }
+
+       setsize(this, info.mins, info.maxs);
+
+       if(!nodrop)
+       {
+               setorigin(this, this.origin);
+               tracebox(this.origin + '0 0 100', info.mins, info.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
+               setorigin(this, trace_endpos);
+       }
+
+       this.pos1 = this.origin;
+       this.pos2 = this.angles;
+       this.tur_head.team = this.team;
+
+       info.vr_setup(info, this);
+
+       if(this.active == ACTIVE_NOT)
+               this.nextthink = 0; // wait until activated
+       else if(autocvar_g_vehicles_delayspawn)
+               this.nextthink = time + this.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
+       else
+               this.nextthink = time + game_starttime;
+
+       if(MUTATOR_CALLHOOK(VehicleSpawn, this))
+               return false;
+
+       return true;
+}