1 // =========================
2 // SVQC Vehicle Properties
3 // =========================
6 float SendAuxiliaryXhair(entity to, float sf)
9 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
11 WriteByte(MSG_ENTITY, self.cnt);
13 WriteCoord(MSG_ENTITY, self.origin_x);
14 WriteCoord(MSG_ENTITY, self.origin_y);
15 WriteCoord(MSG_ENTITY, self.origin_z);
17 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
18 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
19 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
24 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
26 if not(IS_REAL_CLIENT(own))
31 axh_id = bound(0, axh_id, MAX_AXH);
32 axh = own.(AuxiliaryXhair[axh_id]);
34 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
38 axh.drawonlytoclient = own;
40 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
46 own.(AuxiliaryXhair[axh_id]) = axh;
49 void CSQCVehicleSetup(entity own, float vehicle_id)
51 if not(IS_REAL_CLIENT(own))
56 WriteByte(MSG_ONE, SVC_TEMPENTITY);
57 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
59 WriteByte(MSG_ONE, vehicle_id);
61 WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + VEH_LAST);
64 vector targetdrone_getnewspot()
69 for(i = 0; i < 100; ++i)
71 spot = self.origin + randomvec() * 1024;
72 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
73 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
79 void vehicles_locktarget(float incr, float decr, float _lock_time)
81 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
83 self.lock_target = world;
84 self.lock_strength = 0;
88 if(self.lock_time > time)
91 if(self.lock_soundtime < time)
93 self.lock_soundtime = time + 0.5;
94 play2(self.owner, "vehicles/locked.wav");
100 if(trace_ent != world)
102 if(teamplay && trace_ent.team == self.team)
105 if(trace_ent.deadflag != DEAD_NO)
108 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE ||
109 trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
110 trace_ent.takedamage == DAMAGE_TARGETDRONE)
114 if(self.lock_target == world && trace_ent != world)
115 self.lock_target = trace_ent;
117 if(self.lock_target && trace_ent == self.lock_target)
119 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
121 play2(self.owner, "vehicles/lock.wav");
122 self.lock_soundtime = time + 0.8;
124 else if (self.lock_strength != 1 && self.lock_soundtime < time)
126 play2(self.owner, "vehicles/locking.wav");
127 self.lock_soundtime = time + 0.3;
132 // Have a locking target
133 // Trace hit current target
134 if(trace_ent == self.lock_target && trace_ent != world)
136 self.lock_strength = min(self.lock_strength + incr, 1);
137 if(self.lock_strength == 1)
138 self.lock_time = time + _lock_time;
143 self.lock_strength = max(self.lock_strength - decr * 2, 0);
145 self.lock_strength = max(self.lock_strength - decr, 0);
147 if(self.lock_strength == 0)
148 self.lock_target = world;
152 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
154 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
155 v_forward = normalize(v_forward) * -1;
156 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
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(string tag_name, float spring_length, float max_power)
167 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
168 v_forward = normalize(v_forward) * -1;
169 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
171 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
172 if(trace_fraction == 1.0)
174 force_fromtag_normpower = -0.25;
178 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
179 force_fromtag_normpower = force_fromtag_power / max_power;
181 return v_forward * force_fromtag_power;
184 // projectile handling
185 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
187 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
188 if(inflictor.owner == self.owner)
191 self.health -= damage;
192 self.velocity += force;
195 self.takedamage = DAMAGE_NO;
196 self.event_damage = func_null;
197 self.think = self.use;
198 self.nextthink = time;
202 void vehicles_projectile_explode()
204 if(self.owner && other != world)
206 if(other == self.owner.vehicle)
209 if(other == self.owner.vehicle.tur_head)
215 self.event_damage = func_null;
216 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
221 entity vehicles_projectile(string _mzlfx, string _mzlsound,
222 vector _org, vector _vel,
223 float _dmg, float _radi, float _force, float _size,
224 float _deahtype, float _projtype, float _health,
225 float _cull, float _clianim, entity _owner)
231 PROJECTILE_MAKETRIGGER(proj);
232 setorigin(proj, _org);
234 proj.shot_dmg = _dmg;
235 proj.shot_radius = _radi;
236 proj.shot_force = _force;
237 proj.totalfrags = _deahtype;
238 proj.solid = SOLID_BBOX;
239 proj.movetype = MOVETYPE_FLYMISSILE;
240 proj.flags = FL_PROJECTILE;
241 proj.bot_dodge = TRUE;
242 proj.bot_dodgerating = _dmg;
243 proj.velocity = _vel;
244 proj.touch = vehicles_projectile_explode;
245 proj.use = vehicles_projectile_explode;
247 proj.realowner = _owner;
248 proj.think = SUB_Remove;
249 proj.nextthink = time + 30;
253 proj.takedamage = DAMAGE_AIM;
254 proj.event_damage = vehicles_projectile_damage;
255 proj.health = _health;
258 proj.flags = FL_PROJECTILE | FL_NOTARGET;
261 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
264 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
267 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
269 CSQCProjectile(proj, _clianim, _projtype, _cull);
274 void vehicles_gib_explode()
276 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
277 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
281 void vehicles_gib_think()
287 self.nextthink = time + 0.1;
290 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
292 entity _gib = spawn();
293 setmodel(_gib, _template.model);
294 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
295 _gib.velocity = _vel;
296 _gib.movetype = MOVETYPE_TOSS;
297 _gib.solid = SOLID_CORPSE;
298 _gib.colormod = '-0.5 -0.5 -0.5';
299 _gib.effects = EF_LOWPRECISION;
300 _gib.avelocity = _rot;
303 _gib.effects |= EF_FLAME;
307 _gib.think = vehicles_gib_explode;
308 _gib.nextthink = time + random() * _explode;
309 _gib.touch = vehicles_gib_explode;
313 _gib.cnt = time + _maxtime;
314 _gib.think = vehicles_gib_think;
315 _gib.nextthink = time + _maxtime - 1;
321 float vehicle_addplayerslot( entity _owner,
326 void(float) _exitfunc)
328 if not (_owner.vehicle_flags & VHF_MULTISLOT)
329 _owner.vehicle_flags |= VHF_MULTISLOT;
331 _slot.PlayerPhysplug = _framefunc;
332 _slot.vehicle_exit = _exitfunc;
334 _slot.vehicle_flags = VHF_PLAYERSLOT;
335 _slot.vehicle_viewport = spawn();
336 _slot.vehicle_hudmodel = spawn();
337 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
338 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
340 setmodel(_slot.vehicle_hudmodel, _hud_model);
341 setmodel(_slot.vehicle_viewport, "null");
343 setattachment(_slot.vehicle_hudmodel, _slot, "");
344 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
349 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
350 float _pichlimit_min, float _pichlimit_max,
351 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
355 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
356 vtmp = vectoangles(normalize(_target - vtag));
357 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
358 vtmp = AnglesTransform_Normalize(vtmp, TRUE);
359 ftmp = _aimspeed * frametime;
360 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
361 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
362 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
363 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
367 void vehicles_reset_colors()
370 float _effects = 0, _colormap;
371 vector _glowmod, _colormod;
373 if(autocvar_g_nodepthtestplayers)
374 _effects |= EF_NODEPTHTEST;
376 if(autocvar_g_fullbrightplayers)
377 _effects |= EF_FULLBRIGHT;
380 _colormap = 1024 + (self.team - 1) * 17;
387 // Find all ents attacked to main model and setup effects, colormod etc.
388 e = findchainentity(tag_entity, self);
391 if(e != self.vehicle_shieldent)
393 e.effects = _effects; // | EF_LOWPRECISION;
394 e.colormod = _colormod;
395 e.colormap = _colormap;
401 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
402 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
403 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
404 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
407 self.avelocity = '0 0 0';
408 self.velocity = '0 0 0';
409 self.effects = _effects;
412 void vehicles_clearreturn(entity veh)
415 // Remove "return helper", if any.
416 ret = findchain(classname, "vehicle_return");
422 ret.think = SUB_Remove;
423 ret.nextthink = time + 0.1;
425 if(ret.waypointsprite_attached)
426 WaypointSprite_Kill(ret.waypointsprite_attached);
434 void vehicles_spawn();
435 void vehicles_return()
437 pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
439 self.wp00.think = vehicles_spawn;
440 self.wp00.nextthink = time;
442 if(self.waypointsprite_attached)
443 WaypointSprite_Kill(self.waypointsprite_attached);
448 void vehicles_showwp_goaway()
450 if(self.waypointsprite_attached)
451 WaypointSprite_Kill(self.waypointsprite_attached);
457 void vehicles_showwp()
459 entity oldself = world;
464 self.think = vehicles_return;
465 self.nextthink = self.cnt;
469 self.think = vehicles_return;
470 self.nextthink = time +1;
474 setmodel(self, "null");
475 self.team = oldself.wp00.team;
476 self.wp00 = oldself.wp00;
477 setorigin(self, oldself.wp00.pos1);
479 self.nextthink = time + 5;
480 self.think = vehicles_showwp_goaway;
483 if(teamplay && self.team)
484 rgb = Team_ColorRGB(self.team);
487 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
488 if(self.waypointsprite_attached)
490 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
492 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
493 WaypointSprite_Ping(self.waypointsprite_attached);
500 void vehicles_setreturn(entity veh)
504 vehicles_clearreturn(veh);
507 ret.classname = "vehicle_return";
510 ret.think = vehicles_showwp;
512 if(veh.deadflag != DEAD_NO)
514 ret.cnt = time + veh.respawntime;
515 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
519 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
522 setmodel(ret, "null");
523 setorigin(ret, veh.pos1 + '0 0 96');
529 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
531 self.tur_head.team = activator.team;
533 if(self.tur_head.team == 0)
534 self.active = ACTIVE_NOT;
536 self.active = ACTIVE_ACTIVE;
538 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
540 dprint("Respawning vehicle: ", self.netname, "\n");
541 vehicles_setreturn(self);
542 vehicles_reset_colors();
546 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
548 if(self.regen_field < field_max)
549 if(timer + rpause < time)
552 regen = regen * (self.vehicle_health / self.max_health);
554 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
557 self.owner.regen_field = (self.regen_field / field_max) * 100;
561 void shieldhit_think()
566 //setmodel(self, "");
568 self.effects |= EF_NODRAW;
572 self.nextthink = time + 0.1;
576 void vehicles_painframe()
578 if(self.owner.vehicle_health <= 50)
579 if(self.pain_frame < time)
582 _ftmp = self.owner.vehicle_health / 50;
583 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
584 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
586 if(self.vehicle_flags & VHF_DMGSHAKE)
587 self.velocity += randomvec() * 30;
589 if(self.vehicle_flags & VHF_DMGROLL)
590 if(self.vehicle_flags & VHF_DMGHEADROLL)
591 self.tur_head.angles += randomvec();
593 self.angles += randomvec();
598 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
600 self.dmg_time = time;
602 if(DEATH_ISWEAPON(deathtype, WEP_NEX))
603 damage *= autocvar_g_vehicles_nex_damagerate;
605 if(DEATH_ISWEAPON(deathtype, WEP_UZI))
606 damage *= autocvar_g_vehicles_uzi_damagerate;
608 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
609 damage *= autocvar_g_vehicles_rifle_damagerate;
611 if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
612 damage *= autocvar_g_vehicles_minstanex_damagerate;
614 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
615 damage *= autocvar_g_vehicles_tag_damagerate;
617 self.enemy = attacker;
619 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
621 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
623 self.vehicle_shieldent = spawn();
624 self.vehicle_shieldent.effects = EF_LOWPRECISION;
626 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
627 setattachment(self.vehicle_shieldent, self, "");
628 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
629 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
630 self.vehicle_shieldent.think = shieldhit_think;
633 self.vehicle_shieldent.colormod = '1 1 1';
634 self.vehicle_shieldent.alpha = 0.45;
635 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
636 self.vehicle_shieldent.nextthink = time;
637 self.vehicle_shieldent.effects &= ~EF_NODRAW;
639 self.vehicle_shield -= damage;
641 if(self.vehicle_shield < 0)
643 self.vehicle_health -= fabs(self.vehicle_shield);
644 self.vehicle_shieldent.colormod = '2 0 0';
645 self.vehicle_shield = 0;
646 self.vehicle_shieldent.alpha = 0.75;
648 if(sound_allowed(MSG_BROADCAST, attacker))
649 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
652 if(sound_allowed(MSG_BROADCAST, attacker))
653 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
658 self.vehicle_health -= damage;
660 if(sound_allowed(MSG_BROADCAST, attacker))
661 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
664 if(self.damageforcescale < 1 && self.damageforcescale > 0)
665 self.velocity += force * self.damageforcescale;
667 self.velocity += force;
669 if(self.vehicle_health <= 0)
672 if(self.vehicle_flags & VHF_DEATHEJECT)
673 vehicles_exit(VHEF_EJECT);
675 vehicles_exit(VHEF_RELESE);
680 VEH_ACTION(self.vehicleid, VR_DEATH);
681 vehicles_setreturn(self);
685 float vehicles_crushable(entity e)
690 if(e.flags & FL_MONSTER)
696 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
698 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
701 if(self.play_time < time)
703 float wc = vlen(self.velocity - self.oldvelocity);
704 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
705 //dprint("vel: ", vtos(self.velocity), "\n");
708 float take = min(_speedfac * wc, _maxpain);
709 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
710 self.play_time = time + 0.25;
712 //dprint("wc: ", ftos(wc), "\n");
713 //dprint("take: ", ftos(take), "\n");
718 // vehicle enter/exit handling
719 vector vehicles_findgoodexit(vector prefer_spot)
724 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
725 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
728 mysize = 1.5 * vlen(self.maxs - self.mins);
731 v2 = 0.5 * (self.absmin + self.absmax);
732 for(i = 0; i < 100; ++i)
736 v = v2 + normalize(v) * mysize;
737 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
738 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
743 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
744 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
745 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
748 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
749 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
750 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
753 exitspot = (self.origin + '0 0 48') + v_right * mysize;
754 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
755 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
758 exitspot = (self.origin + '0 0 48') - v_right * mysize;
759 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
760 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
767 void vehicles_exit(float eject)
771 entity _oldself = self;
773 if(vehicles_exit_running)
775 dprint("^1vehicles_exit allready running! this is not good..\n");
779 vehicles_exit_running = TRUE;
782 _vehicle = self.vehicle;
784 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
786 _vehicle.vehicle_exit(eject);
788 vehicles_exit_running = FALSE;
795 _player = _vehicle.owner;
801 if (IS_REAL_CLIENT(_player))
803 msg_entity = _player;
804 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
805 WriteEntity( MSG_ONE, _player);
807 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
808 WriteAngle(MSG_ONE, 0);
809 WriteAngle(MSG_ONE, _vehicle.angles_y);
810 WriteAngle(MSG_ONE, 0);
813 setsize(_player, PL_MIN,PL_MAX);
815 _player.takedamage = DAMAGE_AIM;
816 _player.solid = SOLID_SLIDEBOX;
817 _player.movetype = MOVETYPE_WALK;
818 _player.effects &= ~EF_NODRAW;
820 _player.PlayerPhysplug = func_null;
821 _player.vehicle = world;
822 _player.view_ofs = PL_VIEW_OFS;
823 _player.event_damage = PlayerDamage;
824 _player.hud = HUD_NORMAL;
825 _player.switchweapon = _vehicle.switchweapon;
826 _player.last_vehiclecheck = time + 3;
828 CSQCVehicleSetup(_player, HUD_NORMAL);
830 _vehicle.flags |= FL_NOTARGET;
832 if(_vehicle.deadflag == DEAD_NO)
833 _vehicle.avelocity = '0 0 0';
835 _vehicle.tur_head.nodrawtoclient = world;
840 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES);
841 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
843 WaypointSprite_Kill(_vehicle.wps_intruder);
846 vh_vehicle = _vehicle;
847 MUTATOR_CALLHOOK(VehicleExit);
849 _vehicle = vh_vehicle;
851 _vehicle.team = _vehicle.tur_head.team;
853 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
854 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
855 _vehicle.phase = time + 1;
857 _vehicle.vehicle_exit(eject);
859 vehicles_setreturn(_vehicle);
860 vehicles_reset_colors();
861 _vehicle.owner = world;
864 vehicles_exit_running = FALSE;
867 void vehicles_touch()
869 if(MUTATOR_CALLHOOK(VehicleTouch))
872 // Vehicle currently in use
876 if(vehicles_crushable(other))
878 if(vlen(self.velocity) != 0)
879 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);
881 return; // Dont do selfdamage when hitting "soft targets".
884 if(self.play_time < time)
885 VEH_ACTION(self.vehicleid, VR_IMPACT);
890 if(autocvar_g_vehicles_enter)
893 vehicles_enter(other, self);
896 void vehicles_enter(entity pl, entity veh)
898 // Remove this when bots know how to use vehicles
899 if (IS_BOT_CLIENT(pl))
900 if (autocvar_g_vehicles_allow_bots)
901 dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
905 if not(IS_PLAYER(pl))
911 if(pl.freezetag_frozen)
914 if(pl.deadflag != DEAD_NO)
922 if(DIFF_TEAM(pl, veh))
923 if(autocvar_g_vehicles_steal)
926 FOR_EACH_PLAYER(head) if(SAME_TEAM(head, veh))
927 Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_VEHICLE_STEAL);
929 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
931 WaypointSprite_Spawn("intruder", 0, 0, pl, '0 0 68', world, veh.team, veh, wps_intruder, TRUE, RADARICON_DANGER, Team_ColorRGB(pl.team));
935 RemoveGrapplingHook(pl);
937 veh.vehicle_ammo1 = 0;
938 veh.vehicle_ammo2 = 0;
939 veh.vehicle_reload1 = 0;
940 veh.vehicle_reload2 = 0;
941 veh.vehicle_energy = 0;
946 // .viewmodelforclient works better.
947 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
949 veh.vehicle_hudmodel.viewmodelforclient = pl;
951 veh.event_damage = vehicles_damage;
953 pl.angles = veh.angles;
954 pl.takedamage = DAMAGE_NO;
955 pl.solid = SOLID_NOT;
956 pl.movetype = MOVETYPE_NOCLIP;
959 pl.event_damage = func_null;
960 pl.view_ofs = '0 0 0';
961 veh.colormap = pl.colormap;
963 veh.tur_head.colormap = pl.colormap;
964 veh.switchweapon = pl.switchweapon;
968 pl.hud = veh.vehicleid;
969 pl.PlayerPhysplug = veh.PlayerPhysplug;
971 pl.vehicle_ammo1 = veh.vehicle_ammo1;
972 pl.vehicle_ammo2 = veh.vehicle_ammo2;
973 pl.vehicle_reload1 = veh.vehicle_reload1;
974 pl.vehicle_reload2 = veh.vehicle_reload2;
976 // Cant do this, hides attached objects too.
977 //veh.exteriormodeltoclient = veh.owner;
978 //veh.tur_head.exteriormodeltoclient = veh.owner;
980 pl.flags &= ~FL_ONGROUND;
981 veh.flags &= ~FL_ONGROUND;
984 veh.flags -= FL_NOTARGET;
986 if (IS_REAL_CLIENT(pl))
988 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
991 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
992 WriteEntity(MSG_ONE, veh.vehicle_viewport);
994 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
997 WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
998 WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
999 WriteAngle(MSG_ONE, 0); // roll
1003 WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1004 WriteAngle(MSG_ONE, veh.angles_y); // yaw
1005 WriteAngle(MSG_ONE, 0); // roll
1009 vehicles_clearreturn(veh);
1011 CSQCVehicleSetup(pl, veh.vehicleid);
1015 MUTATOR_CALLHOOK(VehicleEnter);
1019 entity oldself = self;
1021 VEH_ACTION(veh.vehicleid, VR_ENTER);
1027 void vehicles_think()
1029 self.nextthink = time;
1031 VEH_ACTION(self.vehicleid, VR_THINK);
1035 void vehicles_spawn()
1037 dprint("Spawning vehicle: ", self.netname, "\n");
1040 self.vehicle_hudmodel.viewmodelforclient = self;
1043 self.touch = vehicles_touch;
1044 self.event_damage = vehicles_damage;
1045 self.iscreature = TRUE;
1046 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
1047 self.damagedbycontents = TRUE;
1048 self.movetype = MOVETYPE_WALK;
1049 self.solid = SOLID_SLIDEBOX;
1050 self.takedamage = DAMAGE_AIM;
1051 self.deadflag = DEAD_NO;
1052 self.bot_attack = TRUE;
1053 self.flags = FL_NOTARGET;
1054 self.avelocity = '0 0 0';
1055 self.velocity = '0 0 0';
1056 self.think = vehicles_think;
1057 self.nextthink = time;
1060 self.lock_strength = 0;
1061 self.lock_target = world;
1062 self.misc_bulletcounter = 0;
1065 self.angles = self.pos2;
1066 setorigin(self, self.pos1 + '0 0 0');
1068 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
1070 if(self.vehicle_controller)
1071 self.team = self.vehicle_controller.team;
1073 vehicles_reset_colors();
1075 VEH_ACTION(self.vehicleid, VR_SPAWN);
1078 float vehicle_initialize(float vehicle_id, float nodrop)
1080 if not(autocvar_g_vehicles)
1083 entity veh = get_vehicleinfo(vehicle_id);
1087 self.vehicle_controller = find(world, target, self.targetname);
1088 if not(self.vehicle_controller)
1090 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1094 self.team = self.vehicle_controller.team;
1095 self.use = vehicle_use;
1099 if(self.vehicle_controller.team == 0)
1100 self.active = ACTIVE_NOT;
1102 self.active = ACTIVE_ACTIVE;
1107 if(self.team && !teamplay)
1110 self.vehicle_flags |= VHF_ISVEHICLE;
1112 setmodel(self, veh.model);
1114 self.vehicle_viewport = spawn();
1115 self.vehicle_hudmodel = spawn();
1116 self.tur_head = spawn();
1117 self.tur_head.owner = self;
1118 self.takedamage = DAMAGE_AIM;
1119 self.bot_attack = TRUE;
1120 self.iscreature = TRUE;
1121 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
1122 self.damagedbycontents = TRUE;
1123 self.vehicleid = vehicle_id;
1124 self.PlayerPhysplug = veh.PlayerPhysplug;
1125 self.event_damage = func_null;
1126 self.touch = vehicles_touch;
1127 self.think = vehicles_spawn;
1128 self.nextthink = time;
1129 self.effects = EF_NODRAW;
1130 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1132 if(autocvar_g_playerclip_collisions)
1133 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1135 if(autocvar_g_nodepthtestplayers)
1136 self.effects |= EF_NODEPTHTEST;
1138 if(autocvar_g_fullbrightplayers)
1139 self.effects |= EF_FULLBRIGHT;
1141 setmodel(self.vehicle_hudmodel, veh.hud_model);
1142 setmodel(self.vehicle_viewport, "null");
1144 if(veh.head_model != "")
1146 setmodel(self.tur_head, veh.head_model);
1147 setattachment(self.tur_head, self, veh.tag_head);
1148 setattachment(self.vehicle_hudmodel, self.tur_head, veh.tag_hud);
1149 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
1153 setattachment(self.tur_head, self, "");
1154 setattachment(self.vehicle_hudmodel, self, veh.tag_hud);
1155 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view);
1158 setsize(self, veh.mins, veh.maxs);
1162 setorigin(self, self.origin);
1163 tracebox(self.origin + '0 0 100', veh.mins, veh.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1164 setorigin(self, trace_endpos);
1167 self.pos1 = self.origin;
1168 self.pos2 = self.angles;
1169 self.tur_head.team = self.team;
1171 VEH_ACTION(vehicle_id, VR_SETUP);
1173 if(autocvar_g_vehicles_delayspawn)
1174 self.nextthink = time + self.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1176 self.nextthink = time + game_starttime;
1178 if(MUTATOR_CALLHOOK(VehicleSpawn))