1 #include "sv_vehicles.qh"
3 bool SendAuxiliaryXhair(entity this, entity to, int sf)
5 WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
6 WriteByte(MSG_ENTITY, sf);
8 WriteByte(MSG_ENTITY, this.cnt);
12 WriteCoord(MSG_ENTITY, this.origin_x);
13 WriteCoord(MSG_ENTITY, this.origin_y);
14 WriteCoord(MSG_ENTITY, this.origin_z);
19 WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
20 WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
21 WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
27 .vector axh_prevorigin;
28 .vector axh_prevcolors;
30 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
32 if(!IS_REAL_CLIENT(own))
35 axh_id = bound(0, axh_id, MAX_AXH);
36 entity axh = own.(AuxiliaryXhair[axh_id]);
38 if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
40 axh = new(auxiliary_xhair);
42 axh.drawonlytoclient = own;
44 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
47 if(loc != axh.axh_prevorigin)
53 if(clr != axh.axh_prevcolors)
59 own.(AuxiliaryXhair[axh_id]) = axh; // set it anyway...?
62 void CSQCVehicleSetup(entity own, int vehicle_id)
64 if(!IS_REAL_CLIENT(own))
69 WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
70 WriteByte(MSG_ONE, vehicle_id);
73 void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
75 if(this.lock_target && IS_DEAD(this.lock_target))
77 this.lock_target = NULL;
78 this.lock_strength = 0;
82 if(this.lock_time > time)
85 if(this.lock_soundtime < time)
87 this.lock_soundtime = time + 0.5;
88 play2(this.owner, "vehicles/locked.wav");
96 if(SAME_TEAM(trace_ent, this))
99 if(IS_DEAD(trace_ent))
102 if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
105 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
106 trace_ent = NULL; // invisible
109 if(this.lock_target == NULL && trace_ent != NULL)
110 this.lock_target = trace_ent;
112 if(this.lock_target && trace_ent == this.lock_target)
114 if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
116 play2(this.owner, "vehicles/lock.wav");
117 this.lock_soundtime = time + 0.8;
119 else if (this.lock_strength != 1 && this.lock_soundtime < time)
121 play2(this.owner, "vehicles/locking.wav");
122 this.lock_soundtime = time + 0.3;
126 // Have a locking target
127 // Trace hit current target
128 if(trace_ent == this.lock_target && trace_ent != NULL)
130 this.lock_strength = min(this.lock_strength + incr, 1);
131 if(this.lock_strength == 1)
132 this.lock_time = time + _lock_time;
137 this.lock_strength = max(this.lock_strength - decr * 2, 0);
139 this.lock_strength = max(this.lock_strength - decr, 0);
141 if(this.lock_strength == 0)
142 this.lock_target = NULL;
146 float vehicle_altitude(entity this, float amax)
148 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
149 return vlen(this.origin - trace_endpos);
152 vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
154 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
155 v_forward = normalize(v_forward) * -1;
156 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
158 force_fromtag_power = (1 - trace_fraction) * max_power;
159 force_fromtag_normpower = force_fromtag_power / max_power;
161 return v_forward * force_fromtag_power;
164 vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
166 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
167 v_forward = normalize(v_forward) * -1;
168 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
170 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
171 if(trace_fraction == 1.0)
173 force_fromtag_normpower = -0.25;
177 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
178 force_fromtag_normpower = force_fromtag_power / max_power;
180 return v_forward * force_fromtag_power;
183 // projectile handling
184 void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
186 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
187 if(inflictor.owner == this.owner)
190 this.health -= damage;
191 this.velocity += force;
194 this.takedamage = DAMAGE_NO;
195 this.event_damage = func_null;
196 setthink(this, adaptor_think2use);
197 this.nextthink = time;
201 void vehicles_projectile_explode(entity this, entity toucher)
203 if(this.owner && toucher != NULL)
205 if(toucher == this.owner.vehicle)
208 if(toucher == this.owner.vehicle.tur_head)
212 PROJECTILE_TOUCH(this, toucher);
214 this.event_damage = func_null;
215 RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
220 void vehicles_projectile_explode_think(entity this)
222 vehicles_projectile_explode(this, NULL);
225 void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
227 vehicles_projectile_explode(this, trigger);
230 entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
231 vector _org, vector _vel,
232 float _dmg, float _radi, float _force, float _size,
233 int _deahtype, float _projtype, float _health,
234 bool _cull, bool _clianim, entity _owner)
236 TC(Sound, _mzlsound);
241 PROJECTILE_MAKETRIGGER(proj);
242 setorigin(proj, _org);
244 proj.shot_dmg = _dmg;
245 proj.shot_radius = _radi;
246 proj.shot_force = _force;
247 proj.totalfrags = _deahtype;
248 proj.solid = SOLID_BBOX;
249 set_movetype(proj, MOVETYPE_FLYMISSILE);
250 proj.flags = FL_PROJECTILE;
251 IL_PUSH(g_projectiles, proj);
252 proj.bot_dodge = true;
253 proj.bot_dodgerating = _dmg;
254 proj.velocity = _vel;
255 settouch(proj, vehicles_projectile_explode);
256 proj.use = vehicles_projectile_explode_use;
258 proj.realowner = _owner;
259 setthink(proj, SUB_Remove);
260 proj.nextthink = time + 30;
264 proj.takedamage = DAMAGE_AIM;
265 proj.event_damage = vehicles_projectile_damage;
266 proj.health = _health;
269 proj.flags |= FL_NOTARGET;
271 if(_mzlsound != SND_Null)
272 sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
275 Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
277 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
279 CSQCProjectile(proj, _clianim, _projtype, _cull);
284 void vehicles_gib_explode(entity this)
286 sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
287 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
288 Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
292 void vehicles_gib_touch(entity this, entity toucher)
294 vehicles_gib_explode(this);
297 void vehicles_gib_think(entity this)
303 this.nextthink = time + 0.1;
306 entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
308 entity _gib = spawn();
309 _setmodel(_gib, _template.model);
310 vector org = gettaginfo(this, gettagindex(this, _tag));
311 setorigin(_gib, org);
312 _gib.velocity = _vel;
313 set_movetype(_gib, MOVETYPE_TOSS);
314 _gib.solid = SOLID_CORPSE;
315 _gib.colormod = '-0.5 -0.5 -0.5';
316 _gib.effects = EF_LOWPRECISION;
317 _gib.avelocity = _rot;
320 _gib.effects |= EF_FLAME;
324 setthink(_gib, vehicles_gib_explode);
325 _gib.nextthink = time + random() * _explode;
326 settouch(_gib, vehicles_gib_touch);
330 _gib.cnt = time + _maxtime;
331 setthink(_gib, vehicles_gib_think);
332 _gib.nextthink = time + _maxtime - 1;
338 bool vehicle_addplayerslot( entity _owner,
342 bool(entity) _framefunc,
343 void(entity,bool) _exitfunc, float(entity, entity) _enterfunc)
345 if(!(_owner.vehicle_flags & VHF_MULTISLOT))
346 _owner.vehicle_flags |= VHF_MULTISLOT;
348 _slot.PlayerPhysplug = _framefunc;
349 _slot.vehicle_exit = _exitfunc;
350 _slot.vehicle_enter = _enterfunc;
352 _slot.vehicle_flags = VHF_PLAYERSLOT;
353 _slot.vehicle_viewport = spawn();
354 _slot.vehicle_hudmodel = spawn();
355 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
356 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
358 setmodel(_slot.vehicle_hudmodel, _hud_model);
359 setmodel(_slot.vehicle_viewport, MDL_Null);
361 setattachment(_slot.vehicle_hudmodel, _slot, "");
362 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
367 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
368 float _pichlimit_min, float _pichlimit_max,
369 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
373 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
374 vtmp = vectoangles(normalize(_target - vtag));
375 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
376 vtmp = AnglesTransform_Normalize(vtmp, true);
377 ftmp = _aimspeed * frametime;
378 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
379 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
380 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
381 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
385 void vehicles_reset_colors(entity this)
388 const vector cmod = '0 0 0';
389 if(this.team && teamplay)
390 cmap = 1024 + (this.team - 1) * 17;
393 if(autocvar_g_nodepthtestplayers)
394 eff |= EF_NODEPTHTEST;
395 if(autocvar_g_fullbrightplayers)
396 eff |= EF_FULLBRIGHT;
398 // Find all ents attacked to main model and setup effects, colormod etc.
399 FOREACH_ENTITY_ENT(tag_entity, this,
401 if(it != this.vehicle_shieldent)
410 // Also check head tags
411 FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
413 if(it != this.vehicle_shieldent)
422 this.vehicle_hudmodel.effects = this.effects = eff; // | EF_LOWPRECISION;
423 this.vehicle_hudmodel.colormod = this.colormod = cmod;
424 this.vehicle_hudmodel.colormap = this.colormap = cmap;
425 this.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
428 this.avelocity = '0 0 0';
429 this.velocity = '0 0 0';
433 void vehicles_clearreturn(entity veh)
435 // Remove "return helper" entities, if any.
436 FOREACH_ENTITY_ENT(wp00, veh,
438 if(it.classname == "vehicle_return")
441 setthink(it, SUB_Remove);
442 it.nextthink = time + 0.1;
444 if(it.waypointsprite_attached)
445 WaypointSprite_Kill(it.waypointsprite_attached);
450 void vehicles_spawn(entity this);
451 void vehicles_return(entity this)
453 Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
455 setthink(this.wp00, vehicles_spawn);
456 this.wp00.nextthink = time;
458 if(this.waypointsprite_attached)
459 WaypointSprite_Kill(this.waypointsprite_attached);
464 void vehicles_showwp_goaway(entity this)
466 if(this.waypointsprite_attached)
467 WaypointSprite_Kill(this.waypointsprite_attached);
472 void vehicles_showwp(entity this)
478 setthink(ent, vehicles_return);
479 ent.nextthink = ent.cnt;
483 setthink(ent, vehicles_return);
484 ent.nextthink = time + 1;
487 ent.team = this.wp00.team;
488 ent.wp00 = this.wp00;
489 setorigin(ent, this.wp00.pos1);
491 ent.nextthink = time + 5;
492 setthink(ent, vehicles_showwp_goaway);
496 if(teamplay && ent.team)
497 rgb = Team_ColorRGB(ent.team);
500 entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
502 if(ent.waypointsprite_attached)
504 WaypointSprite_UpdateRule(ent.waypointsprite_attached, ent.wp00.team, SPRITERULE_DEFAULT);
506 WaypointSprite_UpdateBuildFinished(ent.waypointsprite_attached, ent.nextthink);
507 WaypointSprite_Ping(ent.waypointsprite_attached);
511 void vehicles_setreturn(entity veh)
513 vehicles_clearreturn(veh);
515 entity ret = new(vehicle_return);
518 setthink(ret, vehicles_showwp);
522 ret.cnt = time + veh.respawntime;
523 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
527 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
530 setorigin(ret, veh.pos1 + '0 0 96');
533 void vehicle_use(entity this, entity actor, entity trigger)
535 LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname, "\n");
537 this.tur_head.team = actor.team;
539 if(this.tur_head.team == 0)
540 this.active = ACTIVE_NOT;
542 this.active = ACTIVE_ACTIVE;
544 if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover)
546 LOG_DEBUG("Respawning vehicle: ", this.netname, "\n");
547 if(this.effects & EF_NODRAW)
549 setthink(this, vehicles_spawn);
550 this.nextthink = time + 3;
554 vehicles_setreturn(this);
555 vehicles_reset_colors(this);
560 void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
562 if(this.(regen_field) < field_max)
563 if(timer + rpause < time)
566 regen = regen * (this.vehicle_health / this.max_health);
568 this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
571 this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
575 void shieldhit_think(entity this)
580 // setmodel(this, MDL_Null);
582 this.effects |= EF_NODRAW;
586 this.nextthink = time + 0.1;
590 void vehicles_painframe(entity this)
592 int myhealth = ((this.owner) ? this.owner.vehicle_health : ((this.vehicle_health / this.max_health) * 100));
595 if(this.pain_frame < time)
597 float _ftmp = myhealth / 50;
598 this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
599 Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
601 if(this.vehicle_flags & VHF_DMGSHAKE)
602 this.velocity += randomvec() * 30;
604 if(this.vehicle_flags & VHF_DMGROLL)
605 if(this.vehicle_flags & VHF_DMGHEADROLL)
606 this.tur_head.angles += randomvec();
608 this.angles += randomvec();
612 void vehicles_frame(entity this, entity actor)
614 vehicles_painframe(this);
617 void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
619 this.dmg_time = time;
622 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
623 damage *= autocvar_g_vehicles_vortex_damagerate;
624 else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
625 damage *= autocvar_g_vehicles_machinegun_damagerate;
626 else if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
627 damage *= autocvar_g_vehicles_rifle_damagerate;
628 else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
629 damage *= autocvar_g_vehicles_vaporizer_damagerate;
630 else if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
631 damage *= autocvar_g_vehicles_tag_damagerate;
632 else if(DEATH_WEAPONOF(deathtype) != WEP_Null)
633 damage *= autocvar_g_vehicles_weapon_damagerate;
635 this.enemy = attacker;
637 this.pain_finished = time;
639 if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
641 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
643 this.vehicle_shieldent = spawn();
644 this.vehicle_shieldent.effects = EF_LOWPRECISION;
646 setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
647 setattachment(this.vehicle_shieldent, this, "");
648 setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
649 this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
650 setthink(this.vehicle_shieldent, shieldhit_think);
653 this.vehicle_shieldent.colormod = '1 1 1';
654 this.vehicle_shieldent.alpha = 0.45;
655 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
656 this.vehicle_shieldent.nextthink = time;
657 this.vehicle_shieldent.effects &= ~EF_NODRAW;
659 this.vehicle_shield -= damage;
661 if(this.vehicle_shield < 0)
663 this.vehicle_health -= fabs(this.vehicle_shield);
664 this.vehicle_shieldent.colormod = '2 0 0';
665 this.vehicle_shield = 0;
666 this.vehicle_shieldent.alpha = 0.75;
668 if(sound_allowed(MSG_BROADCAST, attacker))
669 spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
672 if(sound_allowed(MSG_BROADCAST, attacker))
673 spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
678 this.vehicle_health -= damage;
680 if(sound_allowed(MSG_BROADCAST, attacker))
681 spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
684 if(this.damageforcescale < 1 && this.damageforcescale > 0)
685 this.velocity += force * this.damageforcescale;
687 this.velocity += force;
689 if(this.vehicle_health <= 0)
692 if(this.vehicle_flags & VHF_DEATHEJECT)
693 vehicles_exit(this, VHEF_EJECT);
695 vehicles_exit(this, VHEF_RELEASE);
698 antilag_clear(this, this);
700 Vehicle info = Vehicles_from(this.vehicleid);
701 info.vr_death(info, this);
702 vehicles_setreturn(this);
706 bool vehicles_crushable(entity e)
708 if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
717 void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
719 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
722 if(this.play_time < time)
724 float wc = vlen(this.velocity - this.oldvelocity);
725 //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
726 //dprint("vel: ", vtos(this.velocity), "\n");
729 float take = min(_speedfac * wc, _maxpain);
730 Damage (this, NULL, NULL, take, DEATH_FALL.m_id, this.origin, '0 0 0');
731 this.play_time = time + 0.25;
733 //dprint("wc: ", ftos(wc), "\n");
734 //dprint("take: ", ftos(take), "\n");
739 // vehicle enter/exit handling
740 vector vehicles_findgoodexit(entity this, vector prefer_spot)
742 tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
743 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
746 float mysize = 1.5 * vlen(this.maxs - this.mins);
748 vector v2 = 0.5 * (this.absmin + this.absmax);
749 for(int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
753 v = v2 + normalize(v) * mysize;
754 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, this.owner);
755 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
762 void vehicles_exit(entity vehic, bool eject)
764 entity player = vehic.owner;
766 if(vehicles_exit_running)
768 LOG_TRACE("^1vehicles_exit already running! this is not good...\n");
772 vehicles_exit_running = true;
774 // TODO: this was in an IS_CLIENT check, make sure it isn't actually needed!
775 if(vehic.vehicle_flags & VHF_PLAYERSLOT)
777 vehic.vehicle_exit(vehic, eject);
778 vehicles_exit_running = false;
784 if (IS_REAL_CLIENT(player))
787 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
788 WriteEntity( MSG_ONE, player);
790 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
791 WriteAngle(MSG_ONE, 0);
792 WriteAngle(MSG_ONE, vehic.angles_y);
793 WriteAngle(MSG_ONE, 0);
796 setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
798 player.takedamage = DAMAGE_AIM;
799 player.solid = SOLID_SLIDEBOX;
800 set_movetype(player, MOVETYPE_WALK);
801 player.effects &= ~EF_NODRAW;
802 player.teleportable = TELEPORT_NORMAL;
804 player.PlayerPhysplug = func_null;
805 player.vehicle = NULL;
806 player.view_ofs = STAT(PL_VIEW_OFS, NULL);
807 player.event_damage = PlayerDamage;
808 player.hud = HUD_NORMAL;
809 PS(player).m_switchweapon = vehic.m_switchweapon;
810 player.last_vehiclecheck = time + 3;
811 player.vehicle_enter_delay = time + 2;
813 CSQCVehicleSetup(player, HUD_NORMAL);
815 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
816 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
819 vehic.flags |= FL_NOTARGET;
822 vehic.avelocity = '0 0 0';
824 vehic.tur_head.nodrawtoclient = NULL;
829 WaypointSprite_Kill(vehic.wps_intruder);
831 MUTATOR_CALLHOOK(VehicleExit, player, vehic);
833 vehic.team = vehic.tur_head.team;
835 sound (vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
836 vehic.vehicle_hudmodel.viewmodelforclient = vehic;
837 vehic.phase = time + 1;
839 vehic.vehicle_exit(vehic, eject);
841 vehicles_setreturn(vehic);
842 vehicles_reset_colors(vehic);
845 CSQCMODEL_AUTOINIT(vehic);
847 vehicles_exit_running = false;
850 void vehicles_touch(entity this, entity toucher)
852 if(MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
855 // Vehicle currently in use
858 if(!forbidWeaponUse(this.owner))
860 if((this.origin_z + this.maxs_z) > (toucher.origin_z))
861 if(vehicles_crushable(toucher))
863 if(vdist(this.velocity, >=, 30))
864 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);
866 return; // Dont do selfdamage when hitting "soft targets".
869 if(this.play_time < time) {
870 Vehicle info = Vehicles_from(this.vehicleid);
871 info.vr_impact(info, this);
877 if(autocvar_g_vehicles_enter)
880 vehicles_enter(toucher, this);
883 bool vehicle_impulse(entity this, int imp)
885 entity v = this.vehicle;
886 if (!v) return false;
887 if (IS_DEAD(v)) return false;
888 bool(entity,int) f = v.vehicles_impulse;
889 if (f && f(this,imp)) return true;
892 case IMP_weapon_drop.impulse:
894 stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
901 void vehicles_enter(entity pl, entity veh)
903 // Remove this when bots know how to use vehicles
904 if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
908 || (veh.phase >= time)
909 || (pl.vehicle_enter_delay >= time)
910 || (STAT(FROZEN, pl))
915 Vehicle info = Vehicles_from(veh.vehicleid);
917 if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
918 if(veh.vehicle_flags & VHF_MULTISLOT)
919 if(veh.owner && SAME_TEAM(pl, veh))
921 // we don't need a return value or anything here
922 // if successful the owner check below will prevent anything weird
923 info.vr_gunner_enter(info, veh, pl);
927 return; // got here and didn't enter the gunner, return
931 if(DIFF_TEAM(pl, veh))
932 if(autocvar_g_vehicles_steal)
934 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
936 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
938 if (autocvar_g_vehicles_steal_show_waypoint) {
939 entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
940 wp.colormod = Team_ColorRGB(pl.team);
945 RemoveGrapplingHook(pl);
947 veh.vehicle_ammo1 = 0;
948 veh.vehicle_ammo2 = 0;
949 veh.vehicle_reload1 = 0;
950 veh.vehicle_reload2 = 0;
951 veh.vehicle_energy = 0;
956 // .viewmodelforclient works better.
957 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
959 veh.vehicle_hudmodel.viewmodelforclient = pl;
962 pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
963 setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
965 veh.event_damage = vehicles_damage;
967 pl.angles = veh.angles;
968 pl.takedamage = DAMAGE_NO;
969 pl.solid = SOLID_NOT;
970 pl.disableclientprediction = 1; // physics is no longer run, so this won't be reset
971 set_movetype(pl, MOVETYPE_NOCLIP);
972 pl.teleportable = false;
974 pl.event_damage = func_null;
975 pl.view_ofs = '0 0 0';
976 veh.colormap = pl.colormap;
978 veh.tur_head.colormap = pl.colormap;
979 veh.m_switchweapon = PS(pl).m_switchweapon;
980 pl.hud = veh.vehicleid;
981 pl.PlayerPhysplug = veh.PlayerPhysplug;
983 pl.vehicle_ammo1 = veh.vehicle_ammo1;
984 pl.vehicle_ammo2 = veh.vehicle_ammo2;
985 pl.vehicle_reload1 = veh.vehicle_reload1;
986 pl.vehicle_reload2 = veh.vehicle_reload2;
987 pl.vehicle_energy = veh.vehicle_energy;
989 // Cant do this, hides attached objects too.
990 //veh.exteriormodeltoclient = veh.owner;
991 //veh.tur_head.exteriormodeltoclient = veh.owner;
997 veh.flags -= FL_NOTARGET;
999 if (IS_REAL_CLIENT(pl))
1001 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1004 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
1005 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1007 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1010 WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1011 WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1012 WriteAngle(MSG_ONE, 0); // roll
1016 WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1017 WriteAngle(MSG_ONE, veh.angles_y); // yaw
1018 WriteAngle(MSG_ONE, 0); // roll
1022 vehicles_clearreturn(veh);
1024 CSQCVehicleSetup(pl, veh.vehicleid);
1026 MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1028 CSQCModel_UnlinkEntity(veh);
1029 info.vr_enter(info, veh);
1031 antilag_clear(pl, CS(pl));
1034 void vehicles_think(entity this)
1036 this.nextthink = time + autocvar_g_vehicles_thinkrate;
1039 this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
1041 Vehicle info = Vehicles_from(this.vehicleid);
1042 info.vr_think(info, this);
1044 vehicles_painframe(this);
1046 CSQCMODEL_AUTOUPDATE(this);
1049 void vehicles_reset(entity this)
1052 vehicles_exit(this, VHEF_RELEASE);
1054 vehicles_clearreturn(this);
1056 if(this.active != ACTIVE_NOT)
1057 vehicles_spawn(this);
1061 void vehicles_spawn(entity this)
1063 LOG_DEBUG("Spawning vehicle: ", this.classname, "\n");
1066 this.vehicle_hudmodel.viewmodelforclient = this;
1069 settouch(this, vehicles_touch);
1070 this.event_damage = vehicles_damage;
1071 this.reset = vehicles_reset;
1072 this.iscreature = true;
1073 this.teleportable = false; // no teleporting for vehicles, too buggy
1074 this.damagedbycontents = true;
1075 set_movetype(this, MOVETYPE_WALK);
1076 this.solid = SOLID_SLIDEBOX;
1077 this.takedamage = DAMAGE_AIM;
1078 this.deadflag = DEAD_NO;
1079 this.bot_attack = true;
1080 this.flags = FL_NOTARGET;
1081 this.avelocity = '0 0 0';
1082 this.velocity = '0 0 0';
1083 setthink(this, vehicles_think);
1084 this.nextthink = time;
1087 this.lock_strength = 0;
1088 this.lock_target = NULL;
1089 this.misc_bulletcounter = 0;
1092 this.angles = this.pos2;
1093 setorigin(this, this.pos1);
1095 Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
1097 if(this.vehicle_controller)
1098 this.team = this.vehicle_controller.team;
1100 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == this, RemoveGrapplingHook(it));
1102 vehicles_reset_colors(this);
1104 Vehicle info = Vehicles_from(this.vehicleid);
1105 info.vr_spawn(info, this);
1107 CSQCMODEL_AUTOINIT(this);
1110 bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
1112 if(!autocvar_g_vehicles)
1120 info.vr_precache(info);
1121 IL_PUSH(g_vehicles, this);
1124 if(this.targetname && this.targetname != "")
1126 this.vehicle_controller = find(NULL, target, this.targetname);
1127 if(!this.vehicle_controller)
1129 LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname\n");
1130 this.active = ACTIVE_ACTIVE;
1134 this.team = this.vehicle_controller.team;
1135 this.use = vehicle_use;
1139 if(this.vehicle_controller.team == 0)
1140 this.active = ACTIVE_NOT;
1142 this.active = ACTIVE_ACTIVE;
1146 else { this.active = ACTIVE_ACTIVE; }
1148 if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
1151 if(this.mdl == "" || !this.mdl)
1152 _setmodel(this, info.model);
1154 _setmodel(this, this.mdl);
1156 this.vehicle_flags |= VHF_ISVEHICLE;
1158 this.vehicle_viewport = new(vehicle_viewport);
1159 this.vehicle_hudmodel = new(vehicle_hudmodel);
1160 this.tur_head = new(tur_head);
1161 this.tur_head.owner = this;
1162 this.takedamage = DAMAGE_NO;
1163 this.bot_attack = true;
1164 this.iscreature = true;
1165 this.teleportable = false; // no teleporting for vehicles, too buggy
1166 this.damagedbycontents = true;
1167 this.vehicleid = info.vehicleid;
1168 this.PlayerPhysplug = info.PlayerPhysplug;
1169 this.event_damage = func_null;
1170 settouch(this, vehicles_touch);
1171 setthink(this, vehicles_spawn);
1172 this.nextthink = time;
1173 this.effects = EF_NODRAW;
1174 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1176 if(autocvar_g_playerclip_collisions)
1177 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1179 if(autocvar_g_nodepthtestplayers)
1180 this.effects |= EF_NODEPTHTEST;
1182 if(autocvar_g_fullbrightplayers)
1183 this.effects |= EF_FULLBRIGHT;
1185 _setmodel(this.vehicle_hudmodel, info.hud_model);
1186 setmodel(this.vehicle_viewport, MDL_Null);
1188 if(info.head_model != "")
1190 _setmodel(this.tur_head, info.head_model);
1191 setattachment(this.tur_head, this, info.tag_head);
1192 setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
1193 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1197 setattachment(this.tur_head, this, "");
1198 setattachment(this.vehicle_hudmodel, this, info.tag_hud);
1199 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1202 setsize(this, info.mins, info.maxs);
1204 info.vr_setup(info, this);
1208 setorigin(this, this.origin);
1209 tracebox(this.origin + '0 0 100', info.mins, info.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1210 setorigin(this, trace_endpos);
1213 this.pos1 = this.origin;
1214 this.pos2 = this.angles;
1215 this.tur_head.team = this.team;
1217 if(this.active == ACTIVE_NOT)
1218 this.nextthink = 0; // wait until activated
1219 else if(autocvar_g_vehicles_delayspawn)
1220 this.nextthink = time + this.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1222 this.nextthink = time + game_starttime;
1224 if(MUTATOR_CALLHOOK(VehicleSpawn, this))