]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/vehicles.qc
Merge branch 'master' into matthiaskrgr/screenshotcmd
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
diff --git a/qcsrc/server/vehicles/vehicles.qc b/qcsrc/server/vehicles/vehicles.qc
deleted file mode 100644 (file)
index 96d54e3..0000000
+++ /dev/null
@@ -1,1446 +0,0 @@
-float autocvar_g_vehicles_crush_dmg;
-float autocvar_g_vehicles_crush_force;
-float autocvar_g_vehicles_delayspawn;
-float autocvar_g_vehicles_delayspawn_jitter;
-
-float autocvar_g_vehicles_vortex_damagerate = 0.5;
-float autocvar_g_vehicles_machinegun_damagerate = 0.5;
-float autocvar_g_vehicles_rifle_damagerate = 0.75;
-float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
-float autocvar_g_vehicles_tag_damagerate = 5;
-
-float autocvar_g_vehicles;
-
-void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
-void vehicles_return();
-void vehicles_enter();
-void vehicles_touch();
-void vehicles_reset_colors();
-void vehicles_clearreturn();
-void vehicles_setreturn();
-
-
-/** AuxiliaryXhair*
-    Send additional points of interest to be drawn, to vehicle owner
-**/
-const float MAX_AXH = 4;
-.entity AuxiliaryXhair[MAX_AXH];
-
-float SendAuxiliaryXhair(entity to, float sf)
-{
-
-       WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
-
-       WriteByte(MSG_ENTITY, self.cnt);
-
-       WriteCoord(MSG_ENTITY, self.origin.x);
-       WriteCoord(MSG_ENTITY, self.origin.y);
-       WriteCoord(MSG_ENTITY, self.origin.z);
-
-    WriteByte(MSG_ENTITY, rint(self.colormod.x * 255));
-    WriteByte(MSG_ENTITY, rint(self.colormod.y * 255));
-    WriteByte(MSG_ENTITY, rint(self.colormod.z * 255));
-
-    return true;
-}
-
-void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
-{
-    if (!IS_REAL_CLIENT(own))
-        return;
-
-    entity axh;
-
-    axh_id = bound(0, axh_id, MAX_AXH);
-    axh = own.(AuxiliaryXhair[axh_id]);
-
-    if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
-    {
-        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;
-}
-
-/*
-// SVC_TEMPENTITY based, horrible with even 50 ping. hm.
-// WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
-void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
-{
-       msgexntity = own;
-
-       WriteByte(MSG_ONE, SVC_TEMPENTITY);
-       WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
-
-       WriteByte(MSG_ONE, axh_id);
-
-       WriteCoord(MSG_ONE, loc_x);
-       WriteCoord(MSG_ONE, loc_y);
-       WriteCoord(MSG_ONE, loc_z);
-
-    WriteByte(MSG_ONE, rint(clr_x * 255));
-    WriteByte(MSG_ONE, rint(clr_y * 255));
-    WriteByte(MSG_ONE, rint(clr_z * 255));
-
-}
-*/
-// End AuxiliaryXhair
-
-/**
-    Notifies the client that he enterd a vehicle, and sends
-    realavent data.
-
-    only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
-**/
-void CSQCVehicleSetup(entity own, float vehicle_id)
-{
-    if (!IS_REAL_CLIENT(own))
-        return;
-
-       msg_entity = own;
-
-       WriteByte(MSG_ONE, SVC_TEMPENTITY);
-       WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
-       if(vehicle_id != 0)
-           WriteByte(MSG_ONE, vehicle_id);
-       else
-        WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
-}
-
-/** vehicles_locktarget
-
-    Generic target locking.
-
-    Figure out if what target is "locked" (if any), for missile tracking as such.
-
-    after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
-    you have a locked in target.
-
-    Exspects a crosshair_trace() or equivalent to be
-    dont before calling.
-
-**/
-.entity lock_target;
-.float  lock_strength;
-.float  lock_time;
-.float  lock_soundtime;
-const float    DAMAGE_TARGETDRONE = 10;
-
-vector targetdrone_getnewspot()
-{
-
-       vector spot;
-       float i;
-       for(i = 0; i < 100; ++i)
-       {
-               spot = self.origin + randomvec() * 1024;
-               tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
-               if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
-                       return spot;
-       }
-       return self.origin;
-}
-
-#if 0
-void targetdrone_think();
-void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
-void targetdrone_renwe()
-{
-       self.think = targetdrone_think;
-       self.nextthink = time + 0.1;
-       setorigin(self, targetdrone_getnewspot());
-       self.health = 200;
-       self.takedamage = DAMAGE_TARGETDRONE;
-       self.event_damage = targetdrone_damage;
-       self.solid = SOLID_BBOX;
-       setmodel(self, "models/runematch/rune.mdl");
-       self.effects = EF_LOWPRECISION;
-       self.scale = 10;
-       self.movetype = MOVETYPE_BOUNCEMISSILE;
-       setsize(self, '-100 -100 -100', '100 100 100');
-
-}
-void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       self.health -= damage;
-       if(self.health <= 0)
-       {
-               pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
-
-               if(!self.cnt)
-                       remove(self);
-               else
-               {
-                       self.think = targetdrone_renwe;
-                       self.nextthink = time + 1 + random() * 2;
-                       self.solid = SOLID_NOT;
-                       setmodel(self, "");
-               }
-       }
-}
-entity targetdrone_getfear()
-{
-       entity fear;
-       float i;
-
-       for(i = 64; i <= 1024; i += 64)
-       {
-               fear = findradius(self.origin, i);
-               while(fear)
-               {
-                       if(fear.bot_dodge)
-                               return fear;
-
-                       fear = fear.chain;
-               }
-       }
-
-       return world;
-}
-void targetdrone_think()
-{
-       self.nextthink = time + 0.1;
-
-       if(self.wp00)
-       if(self.wp00.deadflag != DEAD_NO)
-               self.wp00 = targetdrone_getfear();
-
-       if(!self.wp00)
-               self.wp00 = targetdrone_getfear();
-
-       vector newdir;
-
-       if(self.wp00)
-               newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
-       else
-               newdir = randomvec() * 0.75;
-
-       newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
-
-       if(self.wp00)
-               self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
-       else
-               self.velocity = normalize(newdir) * 750;
-
-       tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
-       if(trace_fraction != 1.0)
-               self.velocity = self.velocity * -1;
-
-       //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
-}
-
-void targetdrone_spawn(vector _where, float _autorenew)
-{
-       entity drone = spawn();
-       setorigin(drone, _where);
-       drone.think = targetdrone_renwe;
-       drone.nextthink = time + 0.1;
-       drone.cnt = _autorenew;
-}
-#endif
-
-void vehicles_locktarget(float incr, float decr, float _lock_time)
-{
-    if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
-    {
-        self.lock_target    = world;
-        self.lock_strength  = 0;
-        self.lock_time      = 0;
-    }
-
-    if(self.lock_time > time)
-    {
-        if(self.lock_target)
-        if(self.lock_soundtime < time)
-        {
-            self.lock_soundtime = time + 0.5;
-            play2(self.owner, "vehicles/locked.wav");
-        }
-
-        return;
-    }
-
-    if(trace_ent != world)
-    {
-        if(teamplay && trace_ent.team == self.team)
-            trace_ent = world;
-
-        if(trace_ent.deadflag != DEAD_NO)
-            trace_ent = world;
-
-        if(!trace_ent.vehicle_flags & VHF_ISVEHICLE ||
-                               trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
-                               trace_ent.takedamage == DAMAGE_TARGETDRONE)
-            trace_ent = world;
-    }
-
-    if(self.lock_target == world && trace_ent != world)
-        self.lock_target = trace_ent;
-
-    if(self.lock_target && trace_ent == self.lock_target)
-    {
-        if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
-        {
-            play2(self.owner, "vehicles/lock.wav");
-            self.lock_soundtime = time + 0.8;
-        }
-        else if (self.lock_strength != 1 && self.lock_soundtime < time)
-        {
-            play2(self.owner, "vehicles/locking.wav");
-            self.lock_soundtime = time + 0.3;
-        }
-
-    }
-
-    // Have a locking target
-    // Trace hit current target
-    if(trace_ent == self.lock_target && trace_ent != world)
-    {
-        self.lock_strength = min(self.lock_strength + incr, 1);
-        if(self.lock_strength == 1)
-            self.lock_time = time + _lock_time;
-    }
-    else
-    {
-        if(trace_ent)
-            self.lock_strength = max(self.lock_strength - decr * 2, 0);
-        else
-            self.lock_strength = max(self.lock_strength - decr, 0);
-
-        if(self.lock_strength == 0)
-            self.lock_target = world;
-    }
-}
-
-#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
-ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
-
-#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
-traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
-if(trace_fraction != 1) \
-    acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
-
-// Hover movement support
-float  force_fromtag_power;
-float  force_fromtag_normpower;
-vector force_fromtag_origin;
-vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
-{
-    force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
-    v_forward  = normalize(v_forward) * -1;
-    traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
-
-    force_fromtag_power = (1 - trace_fraction) * max_power;
-    force_fromtag_normpower = force_fromtag_power / max_power;
-
-    return v_forward  * force_fromtag_power;
-}
-
-// Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
-// Can possibly be use to move abt any surface (inclusing walls/celings)
-vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
-{
-
-    force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
-    v_forward  = normalize(v_forward) * -1;
-    traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
-
-    // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
-    if(trace_fraction == 1.0)
-    {
-        force_fromtag_normpower = -0.25;
-        return '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;
-}
-
-// Generic vehile projectile system
-void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-    // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
-    if(inflictor.owner == self.owner)
-        return;
-
-    self.health -= damage;
-    self.velocity += force;
-    if(self.health < 1)
-    {
-        self.takedamage = DAMAGE_NO;
-        self.event_damage = func_null;
-        self.think = self.use;
-        self.nextthink = time;
-    }
-}
-
-void vehicles_projectile_explode()
-{
-    if(self.owner && other != world)
-    {
-        if(other == self.owner.vehicle)
-            return;
-
-        if(other == self.owner.vehicle.tur_head)
-            return;
-    }
-
-       PROJECTILE_TOUCH;
-
-       self.event_damage = func_null;
-    RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
-
-    remove (self);
-}
-
-entity vehicles_projectile(string _mzlfx, string _mzlsound,
-                           vector _org, vector _vel,
-                           float _dmg, float _radi, float _force,  float _size,
-                           float _deahtype, float _projtype, float _health,
-                           float _cull, float _clianim, entity _owner)
-{
-    entity proj;
-
-    proj = spawn();
-
-    PROJECTILE_MAKETRIGGER(proj);
-    setorigin(proj, _org);
-
-    proj.shot_dmg         = _dmg;
-    proj.shot_radius      = _radi;
-    proj.shot_force       = _force;
-    proj.totalfrags       = _deahtype;
-    proj.solid            = SOLID_BBOX;
-    proj.movetype         = MOVETYPE_FLYMISSILE;
-    proj.flags            = FL_PROJECTILE;
-    proj.bot_dodge        = true;
-    proj.bot_dodgerating  = _dmg;
-    proj.velocity         = _vel;
-    proj.touch            = vehicles_projectile_explode;
-    proj.use              = vehicles_projectile_explode;
-    proj.owner            = self;
-    proj.realowner        = _owner;
-    proj.think            = SUB_Remove;
-    proj.nextthink        = time + 30;
-
-    if(_health)
-    {
-        proj.takedamage       = DAMAGE_AIM;
-        proj.event_damage     = vehicles_projectile_damage;
-        proj.health           = _health;
-    }
-    else
-        proj.flags           = FL_PROJECTILE | FL_NOTARGET;
-
-    if(_mzlsound)
-        sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
-
-    if(_mzlfx)
-        pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
-
-
-    setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
-
-    CSQCProjectile(proj, _clianim, _projtype, _cull);
-
-    return proj;
-}
-// End generic vehile projectile system
-
-void vehicles_reset()
-{
-       if(self.owner)
-       {
-               entity oldself = self;
-               self = self.owner;
-               vehicles_exit(VHEF_RELESE);
-               self = oldself;
-       }
-       self.alpha      = -1;
-       self.movetype   = MOVETYPE_NONE;
-       self.effects    = EF_NODRAW;
-       self.colormod  = '0 0 0';
-       self.avelocity = '0 0 0';
-       self.velocity  = '0 0 0';
-       self.event_damage = func_null;
-       self.solid = SOLID_NOT;
-       self.deadflag = DEAD_NO;
-
-       self.touch = func_null;
-       self.nextthink = 0;
-       vehicles_setreturn();
-}
-
-/** vehicles_spawn
-    Exetuted for all vehicles on (re)spawn.
-    Sets defaults for newly spawned units.
-**/
-void vehicles_spawn()
-{
-    dprint("Spawning vehicle: ", self.netname, "\n");
-
-    // De-own & reset
-    self.vehicle_hudmodel.viewmodelforclient = self;
-
-    self.owner              = world;
-    self.touch              = vehicles_touch;
-    self.event_damage       = vehicles_damage;
-    self.reset              = vehicles_reset;
-    self.iscreature         = true;
-    self.teleportable       = false; // no teleporting for vehicles, too buggy
-    self.damagedbycontents     = true;
-    self.movetype           = MOVETYPE_WALK;
-    self.solid              = SOLID_SLIDEBOX;
-    self.takedamage         = DAMAGE_AIM;
-       self.deadflag           = DEAD_NO;
-    self.bot_attack         = true;
-    self.flags              = FL_NOTARGET;
-    self.avelocity          = '0 0 0';
-    self.velocity           = '0 0 0';
-
-    // Reset locking
-    self.lock_strength      = 0;
-    self.lock_target        = world;
-    self.misc_bulletcounter = 0;
-
-    // Return to spawn
-    self.angles             = self.pos2;
-    setorigin(self, self.pos1 + '0 0 0');
-    // Show it
-    pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
-
-    if(self.vehicle_controller)
-        self.team = self.vehicle_controller.team;
-
-    vehicles_reset_colors();
-    self.vehicle_spawn(VHSF_NORMAL);
-}
-
-// Better way of determening whats crushable needed! (fl_crushable?)
-float vehicles_crushable(entity e)
-{
-    if(IS_PLAYER(e))
-        return true;
-
-    if(e.flags & FL_MONSTER)
-        return true;
-
-    return false;
-}
-
-void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
-{
-    if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-        return;
-
-    if(self.play_time < time)
-    {
-        float wc = vlen(self.velocity - self.oldvelocity);
-        //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
-        //dprint("vel: ", vtos(self.velocity), "\n");
-        if(_minspeed < wc)
-        {
-            float take = min(_speedfac * wc, _maxpain);
-            Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
-            self.play_time = time + 0.25;
-
-            //dprint("wc: ", ftos(wc), "\n");
-            //dprint("take: ", ftos(take), "\n");
-        }
-    }
-}
-
-.void() vehicle_impact;
-void vehicles_touch()
-{
-       if(MUTATOR_CALLHOOK(VehicleTouch))
-               return;
-
-    // Vehicle currently in use
-    if(self.owner)
-    {
-        if(other != world)
-        if(vehicles_crushable(other))
-        {
-            if(vlen(self.velocity) != 0)
-                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);
-
-            return; // Dont do selfdamage when hitting "soft targets".
-        }
-
-        if(self.play_time < time)
-        if(self.vehicle_impact)
-            self.vehicle_impact();
-
-        return;
-    }
-
-    if (!IS_PLAYER(other))
-        return;
-
-    if(other.deadflag != DEAD_NO)
-        return;
-
-    if(other.vehicle != world)
-        return;
-
-    vehicles_enter();
-}
-float autocvar_g_vehicles_allow_bots = 0;
-void vehicles_enter()
-{
-   // Remove this when bots know how to use vehicles
-
-    if (IS_BOT_CLIENT(other))
-        if (autocvar_g_vehicles_allow_bots)
-            dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
-        else
-            return;
-
-    if(self.phase > time)
-        return;
-    if(other.frozen)
-        return;
-    if(other.vehicle)
-        return;
-    if(other.deadflag != DEAD_NO)
-        return;
-
-    if(teamplay)
-    if(self.team)
-    if(self.team != other.team)
-        return;
-
-    RemoveGrapplingHook(other);
-
-    self.vehicle_ammo1   = 0;
-    self.vehicle_ammo2   = 0;
-    self.vehicle_reload1 = 0;
-    self.vehicle_reload2 = 0;
-    self.vehicle_energy  = 0;
-
-    self.owner          = other;
-    self.switchweapon   = other.switchweapon;
-
-    // .viewmodelforclient works better.
-    //self.vehicle_hudmodel.drawonlytoclient = self.owner;
-
-    self.vehicle_hudmodel.viewmodelforclient = self.owner;
-
-    self.event_damage         = vehicles_damage;
-    self.nextthink            = 0;
-    self.owner.angles         = self.angles;
-    self.owner.takedamage     = DAMAGE_NO;
-    self.owner.solid          = SOLID_NOT;
-    self.owner.movetype       = MOVETYPE_NOCLIP;
-    self.owner.alpha          = -1;
-    self.owner.vehicle        = self;
-    self.owner.event_damage   = func_null;
-    self.owner.view_ofs       = '0 0 0';
-    self.colormap             = self.owner.colormap;
-    if(self.tur_head)
-        self.tur_head.colormap    = self.owner.colormap;
-
-    self.owner.hud            = self.hud;
-    self.owner.PlayerPhysplug = self.PlayerPhysplug;
-
-    self.owner.vehicle_ammo1    = self.vehicle_ammo1;
-    self.owner.vehicle_ammo2    = self.vehicle_ammo2;
-    self.owner.vehicle_reload1  = self.vehicle_reload1;
-    self.owner.vehicle_reload2  = self.vehicle_reload2;
-
-    // Cant do this, hides attached objects too.
-    //self.exteriormodeltoclient = self.owner;
-    //self.tur_head.exteriormodeltoclient = self.owner;
-
-    other.flags &= ~FL_ONGROUND;
-    self.flags  &= ~FL_ONGROUND;
-
-    self.team                 = self.owner.team;
-    self.flags               -= FL_NOTARGET;
-    self.monster_attack       = true;
-
-    if (IS_REAL_CLIENT(other))
-    {
-        msg_entity = other;
-        WriteByte (MSG_ONE, SVC_SETVIEWPORT);
-        WriteEntity(MSG_ONE, self.vehicle_viewport);
-
-        WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
-        if(self.tur_head)
-        {
-            WriteAngle(MSG_ONE, self.tur_head.angles.x + self.angles.x); // tilt
-            WriteAngle(MSG_ONE, self.tur_head.angles.y + self.angles.y); // yaw
-            WriteAngle(MSG_ONE, 0);                                      // roll
-        }
-        else
-        {
-            WriteAngle(MSG_ONE,  self.angles.x * -1); // tilt
-            WriteAngle(MSG_ONE,  self.angles.y);      // yaw
-            WriteAngle(MSG_ONE,  0);                  // roll
-        }
-    }
-
-    vehicles_clearreturn();
-
-    CSQCVehicleSetup(self.owner, self.hud);
-
-    vh_player = other;
-    vh_vehicle = self;
-    MUTATOR_CALLHOOK(VehicleEnter);
-    other = vh_player;
-    self = vh_vehicle;
-
-    self.vehicle_enter();
-    antilag_clear(other);
-}
-
-/** vehicles_findgoodexit
-    Locates a valid location for the player to exit the vehicle.
-    Will first try prefer_spot, then up 100 random spots arround the vehicle
-    wich are in direct line of sight and empty enougth to hold a players bbox
-**/
-vector vehicles_findgoodexit(vector prefer_spot)
-{
-    //vector exitspot;
-    float mysize;
-
-    tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
-    if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
-        return prefer_spot;
-
-    mysize = 1.5 * vlen(self.maxs - self.mins);
-    float i;
-    vector v, v2;
-    v2 = 0.5 * (self.absmin + self.absmax);
-    for(i = 0; i < 100; ++i)
-    {
-        v = randomvec();
-        v.z = 0;
-        v = v2 + normalize(v) * mysize;
-        tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
-        if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
-            return v;
-    }
-
-    /*
-    exitspot = (self.origin + '0 0 48') + v_forward * mysize;
-    tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
-    if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
-        return exitspot;
-
-    exitspot = (self.origin + '0 0 48') - v_forward * mysize;
-    tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
-    if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
-        return exitspot;
-
-    exitspot = (self.origin + '0 0 48') + v_right * mysize;
-    tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
-    if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
-        return exitspot;
-
-    exitspot = (self.origin + '0 0 48') - v_right * mysize;
-    tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
-    if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
-        return exitspot;
-    */
-
-    return self.origin;
-}
-
-/** vehicles_exit
-    Standarrd vehicle release fucntion.
-    custom code goes in self.vehicle_exit
-**/
-float vehicles_exit_running;
-void vehicles_exit(float eject)
-{
-    entity _vehicle;
-    entity _player;
-    entity _oldself = self;
-
-    if(vehicles_exit_running)
-    {
-        dprint("^1vehicles_exit allready running! this is not good..\n");
-        return;
-    }
-
-    vehicles_exit_running = true;
-    if(IS_CLIENT(self))
-    {
-        _vehicle = self.vehicle;
-
-        if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
-        {
-            _vehicle.vehicle_exit(eject);
-            self = _oldself;
-            vehicles_exit_running = false;
-            return;
-        }
-    }
-    else
-        _vehicle = self;
-
-    _player = _vehicle.owner;
-
-    self = _vehicle;
-
-    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, _vehicle.angles.y);
-            WriteAngle(MSG_ONE, 0);
-        }
-
-        setsize(_player, PL_MIN,PL_MAX);
-
-        _player.takedamage     = DAMAGE_AIM;
-        _player.solid          = SOLID_SLIDEBOX;
-        _player.movetype       = MOVETYPE_WALK;
-        _player.effects        &= ~EF_NODRAW;
-        _player.alpha          = 1;
-        _player.PlayerPhysplug = func_null;
-        _player.vehicle        = world;
-        _player.view_ofs       = PL_VIEW_OFS;
-        _player.event_damage   = PlayerDamage;
-        _player.hud            = HUD_NORMAL;
-        _player.switchweapon   = _vehicle.switchweapon;
-
-        CSQCVehicleSetup(_player, HUD_NORMAL);
-    }
-    _vehicle.flags |= FL_NOTARGET;
-
-    if(_vehicle.deadflag == DEAD_NO)
-        _vehicle.avelocity          = '0 0 0';
-
-    _vehicle.tur_head.nodrawtoclient             = world;
-
-    if(!teamplay)
-        _vehicle.team = 0;
-
-    vh_player = _player;
-    vh_vehicle = _vehicle;
-    MUTATOR_CALLHOOK(VehicleExit);
-    _player = vh_player;
-    _vehicle = vh_vehicle;
-
-    _vehicle.team = _vehicle.tur_head.team;
-
-    sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
-    _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
-    _vehicle.phase = time + 1;
-    _vehicle.monster_attack = false;
-
-    _vehicle.vehicle_exit(eject);
-
-    vehicles_setreturn();
-    vehicles_reset_colors();
-    _vehicle.owner = world;
-    self = _oldself;
-
-    vehicles_exit_running = false;
-}
-
-
-void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
-{
-    if(self.regen_field < field_max)
-    if(timer + rpause < time)
-    {
-        if(_healthscale)
-            regen = regen * (self.vehicle_health / self.tur_health);
-
-        self.regen_field = min(self.regen_field + regen * delta_time, field_max);
-
-        if(self.owner)
-            self.owner.regen_field = (self.regen_field / field_max) * 100;
-    }
-}
-
-void shieldhit_think()
-{
-    self.alpha -= 0.1;
-    if (self.alpha <= 0)
-    {
-        //setmodel(self, "");
-        self.alpha = -1;
-        self.effects |= EF_NODRAW;
-    }
-    else
-    {
-        self.nextthink = time + 0.1;
-    }
-}
-
-void vehicles_painframe()
-{
-    if(self.owner.vehicle_health <= 50)
-    if(self.pain_frame < time)
-    {
-        float _ftmp;
-        _ftmp = self.owner.vehicle_health / 50;
-        self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
-        pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
-
-        if(self.vehicle_flags & VHF_DMGSHAKE)
-            self.velocity += randomvec() * 30;
-
-        if(self.vehicle_flags & VHF_DMGROLL)
-            if(self.vehicle_flags & VHF_DMGHEADROLL)
-                self.tur_head.angles += randomvec();
-            else
-                self.angles += randomvec();
-
-    }
-}
-
-void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-    self.dmg_time = time;
-
-       // WEAPONTODO
-    if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
-        damage *= autocvar_g_vehicles_vortex_damagerate;
-
-    if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
-        damage *= autocvar_g_vehicles_machinegun_damagerate;
-
-    if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
-        damage *= autocvar_g_vehicles_rifle_damagerate;
-
-    if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
-        damage *= autocvar_g_vehicles_vaporizer_damagerate;
-
-    if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
-        damage *= autocvar_g_vehicles_tag_damagerate;
-
-    self.enemy = attacker;
-
-    if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
-    {
-        if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
-        {
-            self.vehicle_shieldent = spawn();
-            self.vehicle_shieldent.effects = EF_LOWPRECISION;
-
-            setmodel(self.vehicle_shieldent, "models/vhshield.md3");
-            setattachment(self.vehicle_shieldent, self, "");
-            setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
-            self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
-            self.vehicle_shieldent.think       = shieldhit_think;
-        }
-
-        self.vehicle_shieldent.colormod    = '1 1 1';
-        self.vehicle_shieldent.alpha       = 0.45;
-        self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
-        self.vehicle_shieldent.nextthink   = time;
-        self.vehicle_shieldent.effects &= ~EF_NODRAW;
-
-        self.vehicle_shield -= damage;
-
-        if(self.vehicle_shield < 0)
-        {
-            self.vehicle_health            -= fabs(self.vehicle_shield);
-            self.vehicle_shieldent.colormod = '2 0 0';
-            self.vehicle_shield             = 0;
-            self.vehicle_shieldent.alpha    = 0.75;
-
-               if(sound_allowed(MSG_BROADCAST, attacker))
-                spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
-        }
-        else
-               if(sound_allowed(MSG_BROADCAST, attacker))
-                spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
-
-    }
-    else
-    {
-        self.vehicle_health -= damage;
-
-        if(sound_allowed(MSG_BROADCAST, attacker))
-            spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
-    }
-
-       if(self.damageforcescale < 1 && self.damageforcescale > 0)
-               self.velocity += force * self.damageforcescale;
-       else
-               self.velocity += force;
-
-    if(self.vehicle_health <= 0)
-    {
-        if(self.owner)
-            if(self.vehicle_flags & VHF_DEATHEJECT)
-                vehicles_exit(VHEF_EJECT);
-            else
-                vehicles_exit(VHEF_RELESE);
-
-
-        antilag_clear(self);
-
-        self.vehicle_die();
-        vehicles_setreturn();
-    }
-}
-
-void vehicles_clearreturn()
-{
-    entity ret;
-    // Remove "return helper", if any.
-    ret = findchain(classname, "vehicle_return");
-    while(ret)
-    {
-        if(ret.wp00 == self)
-        {
-            ret.classname   = "";
-            ret.think       = SUB_Remove;
-            ret.nextthink   = time + 0.1;
-
-            if(ret.waypointsprite_attached)
-                WaypointSprite_Kill(ret.waypointsprite_attached);
-
-            return;
-        }
-        ret = ret.chain;
-    }
-}
-
-void vehicles_return()
-{
-    pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
-
-    self.wp00.think     = vehicles_spawn;
-    self.wp00.nextthink = time;
-
-    if(self.waypointsprite_attached)
-        WaypointSprite_Kill(self.waypointsprite_attached);
-
-    remove(self);
-}
-
-void vehicles_showwp_goaway()
-{
-    if(self.waypointsprite_attached)
-        WaypointSprite_Kill(self.waypointsprite_attached);
-
-    remove(self);
-
-}
-
-void vehicles_showwp()
-{
-    entity oldself = world;
-    vector rgb;
-
-    if(self.cnt)
-    {
-        self.think      = vehicles_return;
-        self.nextthink  = self.cnt;
-    }
-    else
-    {
-        self.think      = vehicles_return;
-        self.nextthink  = time +1;
-
-        oldself = self;
-        self = spawn();
-        setmodel(self, "null");
-        self.team = oldself.wp00.team;
-        self.wp00 = oldself.wp00;
-        setorigin(self, oldself.wp00.pos1);
-
-        self.nextthink = time + 5;
-        self.think = vehicles_showwp_goaway;
-    }
-
-    if(teamplay && self.team)
-           rgb = Team_ColorRGB(self.team);
-    else
-           rgb = '1 1 1';
-    WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
-    if(self.waypointsprite_attached)
-    {
-        WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
-        if(oldself == world)
-            WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
-        WaypointSprite_Ping(self.waypointsprite_attached);
-    }
-
-    if(oldself != world)
-        self = oldself;
-}
-
-void vehicles_setreturn()
-{
-    entity ret;
-
-    vehicles_clearreturn();
-
-    ret = spawn();
-    ret.classname   = "vehicle_return";
-    ret.wp00       = self;
-    ret.team        = self.team;
-    ret.think       = vehicles_showwp;
-
-       if(self.deadflag != DEAD_NO)
-       {
-               ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
-               ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
-       }
-       else
-               ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
-
-    setmodel(ret, "null");
-    setorigin(ret, self.pos1 + '0 0 96');
-}
-
-void vehicles_reset_colors()
-{
-    entity e;
-    float _effects = 0, _colormap;
-    vector _glowmod, _colormod;
-
-    if(autocvar_g_nodepthtestplayers)
-        _effects |= EF_NODEPTHTEST;
-
-    if(autocvar_g_fullbrightplayers)
-        _effects |= EF_FULLBRIGHT;
-
-    if(self.team)
-        _colormap = 1024 + (self.team - 1) * 17;
-    else
-        _colormap = 1024;
-
-    _glowmod  = '0 0 0';
-    _colormod = '0 0 0';
-
-    // Find all ents attacked to main model and setup effects, colormod etc.
-    e = findchainentity(tag_entity, self);
-    while(e)
-    {
-        if(e != self.vehicle_shieldent)
-        {
-            e.effects   = _effects; //  | EF_LOWPRECISION;
-            e.colormod  = _colormod;
-            e.colormap  = _colormap;
-            e.alpha     = 1;
-        }
-        e = e.chain;
-    }
-
-    self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
-    self.vehicle_hudmodel.colormod = self.colormod = _colormod;
-    self.vehicle_hudmodel.colormap = self.colormap = _colormap;
-    self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
-
-    self.alpha     = 1;
-    self.avelocity = '0 0 0';
-    self.velocity  = '0 0 0';
-    self.effects   = _effects;
-}
-
-void vehicle_use()
-{
-    dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
-
-    self.tur_head.team = activator.team;
-
-    if(self.tur_head.team == 0)
-        self.active = ACTIVE_NOT;
-    else
-        self.active = ACTIVE_ACTIVE;
-
-    if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
-    {
-        dprint("^3Eat shit yall!\n");
-        vehicles_setreturn();
-        vehicles_reset_colors();
-    }
-    else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
-    {
-
-    }
-}
-
-float vehicle_addplayerslot(    entity _owner,
-                                entity _slot,
-                                float _hud,
-                                string _hud_model,
-                                float() _framefunc,
-                                void(float) _exitfunc)
-{
-    if (!(_owner.vehicle_flags & VHF_MULTISLOT))
-        _owner.vehicle_flags |= VHF_MULTISLOT;
-
-    _slot.PlayerPhysplug = _framefunc;
-    _slot.vehicle_exit = _exitfunc;
-    _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, "null");
-
-    setattachment(_slot.vehicle_hudmodel, _slot, "");
-    setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
-
-    return true;
-}
-
-float vehicle_initialize(string  net_name,
-                         string  bodymodel,
-                         string  topmodel,
-                         string  hudmodel,
-                         string  toptag,
-                         string  hudtag,
-                         string  viewtag,
-                         float   vhud,
-                         vector  min_s,
-                         vector  max_s,
-                         float   nodrop,
-                         void(float _spawnflag)  spawnproc,
-                         float   _respawntime,
-                         float() physproc,
-                         void()  enterproc,
-                         void(float extflag) exitfunc,
-                         void() dieproc,
-                         void() thinkproc,
-                         float  use_csqc,
-                         float _max_health,
-                         float _max_shield)
-{
-       if(!autocvar_g_vehicles)
-               return false;
-
-    if(self.targetname)
-    {
-        self.vehicle_controller = find(world, target, self.targetname);
-        if(!self.vehicle_controller)
-        {
-            bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
-        }
-        else
-        {
-            self.team = self.vehicle_controller.team;
-            self.use = vehicle_use;
-
-            if(teamplay)
-            {
-                if(self.vehicle_controller.team == 0)
-                    self.active = ACTIVE_NOT;
-                else
-                    self.active = ACTIVE_ACTIVE;
-            }
-        }
-    }
-
-    precache_sound("onslaught/ons_hit2.wav");
-    precache_sound("onslaught/electricity_explode.wav");
-
-
-    addstat(STAT_HUD, AS_INT,  hud);
-       addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
-       addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
-       addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
-
-       addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT, vehicle_ammo1);
-       addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
-
-       addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
-       addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
-
-    if(bodymodel == "")
-        error("vehicles: missing bodymodel!");
-
-    if(hudmodel == "")
-        error("vehicles: missing hudmodel!");
-
-    if(net_name == "")
-        self.netname = self.classname;
-    else
-        self.netname = net_name;
-
-    if(self.team && !teamplay)
-        self.team = 0;
-
-    self.vehicle_flags |= VHF_ISVEHICLE;
-
-    setmodel(self, bodymodel);
-
-    self.vehicle_viewport   = spawn();
-    self.vehicle_hudmodel   = spawn();
-    self.tur_head           = spawn();
-    self.tur_head.owner     = self;
-    self.takedamage         = DAMAGE_AIM;
-    self.bot_attack         = true;
-    self.iscreature         = true;
-    self.teleportable       = false; // no teleporting for vehicles, too buggy
-    self.damagedbycontents     = true;
-    self.hud                = vhud;
-    self.tur_health          = _max_health;
-    self.tur_head.tur_health = _max_shield;
-    self.vehicle_die         = dieproc;
-    self.vehicle_exit        = exitfunc;
-    self.vehicle_enter       = enterproc;
-    self.PlayerPhysplug      = physproc;
-    self.event_damage        = func_null;
-    self.touch               = vehicles_touch;
-    self.think               = vehicles_spawn;
-    self.vehicle_spawn       = spawnproc;
-       self.vehicle_respawntime = max(0, _respawntime);
-    self.effects             = EF_NODRAW;
-       self.dphitcontentsmask   = DPCONTENTS_BODY | DPCONTENTS_SOLID;
-       if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
-               self.nextthink = time;
-       else
-               self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
-
-       if(autocvar_g_playerclip_collisions)
-               self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
-
-    if(autocvar_g_nodepthtestplayers)
-        self.effects = self.effects | EF_NODEPTHTEST;
-
-    if(autocvar_g_fullbrightplayers)
-        self.effects = self.effects | EF_FULLBRIGHT;
-
-    setmodel(self.vehicle_hudmodel, hudmodel);
-    setmodel(self.vehicle_viewport, "null");
-
-    if(topmodel != "")
-    {
-        setmodel(self.tur_head, topmodel);
-        setattachment(self.tur_head, self, toptag);
-        setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
-        setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
-    }
-    else
-    {
-        setattachment(self.tur_head, self, "");
-        setattachment(self.vehicle_hudmodel, self, hudtag);
-        setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
-    }
-
-    setsize(self, min_s, max_s);
-    if (!nodrop)
-    {
-        setorigin(self, self.origin);
-        tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
-        setorigin(self, trace_endpos);
-    }
-
-    self.pos1 = self.origin;
-    self.pos2 = self.angles;
-    self.tur_head.team = self.team;
-
-       if(MUTATOR_CALLHOOK(VehicleSpawn))
-               return false;
-
-    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_gib_explode()
-{
-       sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
-       pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
-       remove(self);
-}
-
-void vehicles_gib_think()
-{
-       self.alpha -= 0.1;
-       if(self.cnt >= time)
-               remove(self);
-       else
-               self.nextthink = time + 0.1;
-}
-
-entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
-{
-       entity _gib = spawn();
-       setmodel(_gib, _template.model);
-       setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
-       _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)
-       {
-               _gib.think = vehicles_gib_explode;
-               _gib.nextthink = time + random() * _explode;
-               _gib.touch = vehicles_gib_explode;
-       }
-       else
-       {
-               _gib.cnt = time + _maxtime;
-               _gib.think = vehicles_gib_think;
-               _gib.nextthink = time + _maxtime - 1;
-               _gib.alpha = 1;
-       }
-       return _gib;
-}
-
-/*
-vector predict_target(entity _targ, vector _from, float _shot_speed)
-{
-    float i;                // loop
-    float _distance;        // How far to target
-    float _impact_time;     // How long untill projectile impacts
-    vector _predict_pos;    // Predicted enemy location
-    vector _original_origin;// Where target is before predicted
-
-     _original_origin = real_origin(_targ); // Typicaly center of target BBOX
-
-    _predict_pos = _original_origin;
-    for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
-    {
-        _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
-        _impact_time = _distance / _shot_speed; // Calculate impact time
-        _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
-    }
-
-    return _predict_pos;
-}
-*/