1 #include "sv_vehicles.qh"
4 bool vehicle_send(entity to, int sf)
6 WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
7 WriteByte(MSG_ENTITY, sf);
11 WriteByte(MSG_ENTITY, self.vehicleid);
21 // player handles the .vehicle stuff, we need only set ourselves up for driving
40 bool SendAuxiliaryXhair(entity this, entity to, int sf)
43 WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
45 WriteByte(MSG_ENTITY, this.cnt);
47 WriteCoord(MSG_ENTITY, this.origin_x);
48 WriteCoord(MSG_ENTITY, this.origin_y);
49 WriteCoord(MSG_ENTITY, this.origin_z);
51 WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
52 WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
53 WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
58 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
60 if(!IS_REAL_CLIENT(own))
65 axh_id = bound(0, axh_id, MAX_AXH);
66 axh = own.(AuxiliaryXhair[axh_id]);
68 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
72 axh.drawonlytoclient = own;
74 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
80 own.(AuxiliaryXhair[axh_id]) = axh;
83 void CSQCVehicleSetup(entity own, int vehicle_id)
85 if(!IS_REAL_CLIENT(own))
90 WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
91 WriteByte(MSG_ONE, vehicle_id);
94 void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
96 if(this.lock_target && IS_DEAD(this.lock_target))
98 this.lock_target = world;
99 this.lock_strength = 0;
103 if(this.lock_time > time)
106 if(this.lock_soundtime < time)
108 this.lock_soundtime = time + 0.5;
109 play2(this.owner, "vehicles/locked.wav");
115 if(trace_ent != world)
117 if(SAME_TEAM(trace_ent, this))
120 if(IS_DEAD(trace_ent))
123 if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
126 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
127 trace_ent = world; // invisible
130 if(this.lock_target == world && trace_ent != world)
131 this.lock_target = trace_ent;
133 if(this.lock_target && trace_ent == this.lock_target)
135 if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
137 play2(this.owner, "vehicles/lock.wav");
138 this.lock_soundtime = time + 0.8;
140 else if (this.lock_strength != 1 && this.lock_soundtime < time)
142 play2(this.owner, "vehicles/locking.wav");
143 this.lock_soundtime = time + 0.3;
147 // Have a locking target
148 // Trace hit current target
149 if(trace_ent == this.lock_target && trace_ent != world)
151 this.lock_strength = min(this.lock_strength + incr, 1);
152 if(this.lock_strength == 1)
153 this.lock_time = time + _lock_time;
158 this.lock_strength = max(this.lock_strength - decr * 2, 0);
160 this.lock_strength = max(this.lock_strength - decr, 0);
162 if(this.lock_strength == 0)
163 this.lock_target = world;
167 vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
169 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
170 v_forward = normalize(v_forward) * -1;
171 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
173 force_fromtag_power = (1 - trace_fraction) * max_power;
174 force_fromtag_normpower = force_fromtag_power / max_power;
176 return v_forward * force_fromtag_power;
179 vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
181 force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
182 v_forward = normalize(v_forward) * -1;
183 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
185 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
186 if(trace_fraction == 1.0)
188 force_fromtag_normpower = -0.25;
192 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
193 force_fromtag_normpower = force_fromtag_power / max_power;
195 return v_forward * force_fromtag_power;
198 // projectile handling
199 void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
201 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
202 if(inflictor.owner == this.owner)
205 this.health -= damage;
206 this.velocity += force;
209 this.takedamage = DAMAGE_NO;
210 this.event_damage = func_null;
211 this.think = adaptor_think2use;
212 this.nextthink = time;
216 void vehicles_projectile_explode()
218 if(self.owner && other != world)
220 if(other == self.owner.vehicle)
223 if(other == self.owner.vehicle.tur_head)
229 self.event_damage = func_null;
230 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
235 void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
237 WITHSELF(this, vehicles_projectile_explode());
240 entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
241 vector _org, vector _vel,
242 float _dmg, float _radi, float _force, float _size,
243 int _deahtype, float _projtype, float _health,
244 bool _cull, bool _clianim, entity _owner)
246 TC(Sound, _mzlsound);
251 PROJECTILE_MAKETRIGGER(proj);
252 setorigin(proj, _org);
254 proj.shot_dmg = _dmg;
255 proj.shot_radius = _radi;
256 proj.shot_force = _force;
257 proj.totalfrags = _deahtype;
258 proj.solid = SOLID_BBOX;
259 proj.movetype = MOVETYPE_FLYMISSILE;
260 proj.flags = FL_PROJECTILE;
261 proj.bot_dodge = true;
262 proj.bot_dodgerating = _dmg;
263 proj.velocity = _vel;
264 proj.touch = vehicles_projectile_explode;
265 proj.use = vehicles_projectile_explode_use;
267 proj.realowner = _owner;
268 proj.think = SUB_Remove_self;
269 proj.nextthink = time + 30;
273 proj.takedamage = DAMAGE_AIM;
274 proj.event_damage = vehicles_projectile_damage;
275 proj.health = _health;
278 proj.flags = FL_PROJECTILE | FL_NOTARGET;
280 if(_mzlsound != SND_Null)
281 sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
284 Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
286 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
288 CSQCProjectile(proj, _clianim, _projtype, _cull);
293 void vehicles_gib_explode()
295 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
296 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
297 Send_Effect(EFFECT_EXPLOSION_SMALL, self.wp00.origin + '0 0 64', '0 0 0', 1);
301 void vehicles_gib_think()
307 self.nextthink = time + 0.1;
310 entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
312 entity _gib = spawn();
313 _setmodel(_gib, _template.model);
314 vector org = gettaginfo(this, gettagindex(this, _tag));
315 setorigin(_gib, org);
316 _gib.velocity = _vel;
317 _gib.movetype = MOVETYPE_TOSS;
318 _gib.solid = SOLID_CORPSE;
319 _gib.colormod = '-0.5 -0.5 -0.5';
320 _gib.effects = EF_LOWPRECISION;
321 _gib.avelocity = _rot;
324 _gib.effects |= EF_FLAME;
328 _gib.think = vehicles_gib_explode;
329 _gib.nextthink = time + random() * _explode;
330 _gib.touch = vehicles_gib_explode;
334 _gib.cnt = time + _maxtime;
335 _gib.think = vehicles_gib_think;
336 _gib.nextthink = time + _maxtime - 1;
342 bool vehicle_addplayerslot( entity _owner,
346 bool(entity) _framefunc,
347 void(bool) _exitfunc, float(entity, entity) _enterfunc)
349 if(!(_owner.vehicle_flags & VHF_MULTISLOT))
350 _owner.vehicle_flags |= VHF_MULTISLOT;
352 _slot.PlayerPhysplug = _framefunc;
353 _slot.vehicle_exit = _exitfunc;
354 _slot.vehicle_enter = _enterfunc;
356 _slot.vehicle_flags = VHF_PLAYERSLOT;
357 _slot.vehicle_viewport = spawn();
358 _slot.vehicle_hudmodel = spawn();
359 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
360 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
362 setmodel(_slot.vehicle_hudmodel, _hud_model);
363 setmodel(_slot.vehicle_viewport, MDL_Null);
365 setattachment(_slot.vehicle_hudmodel, _slot, "");
366 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
371 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
372 float _pichlimit_min, float _pichlimit_max,
373 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
377 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
378 vtmp = vectoangles(normalize(_target - vtag));
379 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
380 vtmp = AnglesTransform_Normalize(vtmp, true);
381 ftmp = _aimspeed * frametime;
382 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
383 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
384 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
385 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
389 void vehicles_reset_colors(entity this)
392 const vector cmod = '0 0 0';
393 if(this.team && teamplay)
394 cmap = 1024 + (this.team - 1) * 17;
397 if(autocvar_g_nodepthtestplayers)
398 eff |= EF_NODEPTHTEST;
399 if(autocvar_g_fullbrightplayers)
400 eff |= EF_FULLBRIGHT;
402 // Find all ents attacked to main model and setup effects, colormod etc.
403 FOREACH_ENTITY_ENT(tag_entity, this,
405 if(it != this.vehicle_shieldent)
414 // Also check head tags
415 FOREACH_ENTITY_ENT(tag_entity, this.tur_head,
417 if(it != this.vehicle_shieldent)
426 this.vehicle_hudmodel.effects = this.effects = eff; // | EF_LOWPRECISION;
427 this.vehicle_hudmodel.colormod = this.colormod = cmod;
428 this.vehicle_hudmodel.colormap = this.colormap = cmap;
429 this.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
432 this.avelocity = '0 0 0';
433 this.velocity = '0 0 0';
437 void vehicles_clearreturn(entity veh)
439 // Remove "return helper", if any.
440 for (entity ret = findchain(classname, "vehicle_return"); ret; ret = ret.chain)
445 ret.think = SUB_Remove_self;
446 ret.nextthink = time + 0.1;
448 if(ret.waypointsprite_attached)
449 WaypointSprite_Kill(ret.waypointsprite_attached);
456 void vehicles_spawn();
457 void vehicles_return()
459 Send_Effect(EFFECT_TELEPORT, self.wp00.origin + '0 0 64', '0 0 0', 1);
461 self.wp00.think = vehicles_spawn;
462 self.wp00.nextthink = time;
464 if(self.waypointsprite_attached)
465 WaypointSprite_Kill(self.waypointsprite_attached);
470 void vehicles_showwp_goaway()
472 if(self.waypointsprite_attached)
473 WaypointSprite_Kill(self.waypointsprite_attached);
479 void vehicles_showwp()
481 entity oldself = world;
486 self.think = vehicles_return;
487 self.nextthink = self.cnt;
491 self.think = vehicles_return;
492 self.nextthink = time +1;
496 setmodel(self, MDL_Null);
497 self.team = oldself.wp00.team;
498 self.wp00 = oldself.wp00;
499 setorigin(self, oldself.wp00.pos1);
501 self.nextthink = time + 5;
502 self.think = vehicles_showwp_goaway;
505 if(teamplay && self.team)
506 rgb = Team_ColorRGB(self.team);
509 entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Vehicle);
511 if(self.waypointsprite_attached)
513 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
515 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
516 WaypointSprite_Ping(self.waypointsprite_attached);
523 void vehicles_setreturn(entity veh)
527 vehicles_clearreturn(veh);
529 ret = new(vehicle_return);
532 ret.think = vehicles_showwp;
536 ret.cnt = time + veh.respawntime;
537 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
541 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
544 setmodel(ret, MDL_Null);
545 setorigin(ret, veh.pos1 + '0 0 96');
549 void vehicle_use(entity this, entity actor, entity trigger)
551 LOG_TRACE("vehicle ",this.netname, " used by ", actor.classname, "\n");
553 this.tur_head.team = actor.team;
555 if(this.tur_head.team == 0)
556 this.active = ACTIVE_NOT;
558 this.active = ACTIVE_ACTIVE;
560 if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover)
562 LOG_TRACE("Respawning vehicle: ", this.netname, "\n");
563 if(this.effects & EF_NODRAW)
565 this.think = vehicles_spawn;
566 this.nextthink = time + 3;
570 vehicles_setreturn(this);
571 vehicles_reset_colors(this);
576 void vehicles_regen(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
578 if(this.(regen_field) < field_max)
579 if(timer + rpause < time)
582 regen = regen * (this.vehicle_health / this.max_health);
584 this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
587 this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
591 void shieldhit_think()
596 // setmodel(self, MDL_Null);
598 self.effects |= EF_NODRAW;
602 self.nextthink = time + 0.1;
606 void vehicles_painframe(entity this)
608 int myhealth = ((this.owner) ? this.owner.vehicle_health : ((this.vehicle_health / this.max_health) * 100));
611 if(this.pain_frame < time)
613 float _ftmp = myhealth / 50;
614 this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
615 Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
617 if(this.vehicle_flags & VHF_DMGSHAKE)
618 this.velocity += randomvec() * 30;
620 if(this.vehicle_flags & VHF_DMGROLL)
621 if(this.vehicle_flags & VHF_DMGHEADROLL)
622 this.tur_head.angles += randomvec();
624 this.angles += randomvec();
628 void vehicles_frame(entity this, entity actor)
630 vehicles_painframe(this);
633 void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
635 this.dmg_time = time;
638 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
639 damage *= autocvar_g_vehicles_vortex_damagerate;
641 if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
642 damage *= autocvar_g_vehicles_machinegun_damagerate;
644 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
645 damage *= autocvar_g_vehicles_rifle_damagerate;
647 if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
648 damage *= autocvar_g_vehicles_vaporizer_damagerate;
650 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
651 damage *= autocvar_g_vehicles_tag_damagerate;
653 if(DEATH_WEAPONOF(deathtype) != WEP_Null)
654 damage *= autocvar_g_vehicles_weapon_damagerate;
656 this.enemy = attacker;
658 this.pain_finished = time;
660 if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
662 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == world)
664 this.vehicle_shieldent = spawn();
665 this.vehicle_shieldent.effects = EF_LOWPRECISION;
667 setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
668 setattachment(this.vehicle_shieldent, this, "");
669 setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
670 this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
671 this.vehicle_shieldent.think = shieldhit_think;
674 this.vehicle_shieldent.colormod = '1 1 1';
675 this.vehicle_shieldent.alpha = 0.45;
676 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
677 this.vehicle_shieldent.nextthink = time;
678 this.vehicle_shieldent.effects &= ~EF_NODRAW;
680 this.vehicle_shield -= damage;
682 if(this.vehicle_shield < 0)
684 this.vehicle_health -= fabs(this.vehicle_shield);
685 this.vehicle_shieldent.colormod = '2 0 0';
686 this.vehicle_shield = 0;
687 this.vehicle_shieldent.alpha = 0.75;
689 if(sound_allowed(MSG_BROADCAST, attacker))
690 spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
693 if(sound_allowed(MSG_BROADCAST, attacker))
694 spamsound (this, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
699 this.vehicle_health -= damage;
701 if(sound_allowed(MSG_BROADCAST, attacker))
702 spamsound (this, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
705 if(this.damageforcescale < 1 && this.damageforcescale > 0)
706 this.velocity += force * this.damageforcescale;
708 this.velocity += force;
710 if(this.vehicle_health <= 0)
713 if(this.vehicle_flags & VHF_DEATHEJECT)
714 WITHSELF(this, vehicles_exit(VHEF_EJECT));
716 WITHSELF(this, vehicles_exit(VHEF_RELEASE));
719 antilag_clear(this, this);
721 Vehicle info = Vehicles_from(this.vehicleid);
722 info.vr_death(info, this);
723 vehicles_setreturn(this);
727 float vehicles_crushable(entity e)
729 if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
738 void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
740 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
743 if(this.play_time < time)
745 float wc = vlen(this.velocity - this.oldvelocity);
746 //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
747 //dprint("vel: ", vtos(this.velocity), "\n");
750 float take = min(_speedfac * wc, _maxpain);
751 Damage (this, world, world, take, DEATH_FALL.m_id, this.origin, '0 0 0');
752 this.play_time = time + 0.25;
754 //dprint("wc: ", ftos(wc), "\n");
755 //dprint("take: ", ftos(take), "\n");
760 // vehicle enter/exit handling
761 vector vehicles_findgoodexit(vector prefer_spot)
766 tracebox(self.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, self.owner);
767 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
770 mysize = 1.5 * vlen(self.maxs - self.mins);
773 v2 = 0.5 * (self.absmin + self.absmax);
774 for(i = 0; i < 100; ++i)
778 v = v2 + normalize(v) * mysize;
779 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, self.owner);
780 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
785 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
786 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
787 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
790 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
791 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
792 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
795 exitspot = (self.origin + '0 0 48') + v_right * mysize;
796 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
797 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
800 exitspot = (self.origin + '0 0 48') - v_right * mysize;
801 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
802 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
809 void vehicles_exit(bool eject)
814 if(vehicles_exit_running)
816 LOG_TRACE("^1vehicles_exit allready running! this is not good..\n");
820 vehicles_exit_running = true;
823 _vehicle = self.vehicle;
825 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
827 _vehicle.vehicle_exit(eject);
829 vehicles_exit_running = false;
836 _player = _vehicle.owner;
842 if (IS_REAL_CLIENT(_player))
844 msg_entity = _player;
845 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
846 WriteEntity( MSG_ONE, _player);
848 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
849 WriteAngle(MSG_ONE, 0);
850 WriteAngle(MSG_ONE, _vehicle.angles_y);
851 WriteAngle(MSG_ONE, 0);
854 setsize(_player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
856 _player.takedamage = DAMAGE_AIM;
857 _player.solid = SOLID_SLIDEBOX;
858 _player.movetype = MOVETYPE_WALK;
859 _player.effects &= ~EF_NODRAW;
860 _player.teleportable = TELEPORT_NORMAL;
862 _player.PlayerPhysplug = func_null;
863 _player.vehicle = world;
864 _player.view_ofs = STAT(PL_VIEW_OFS, NULL);
865 _player.event_damage = PlayerDamage;
866 _player.hud = HUD_NORMAL;
867 PS(_player).m_switchweapon = _vehicle.m_switchweapon;
868 _player.last_vehiclecheck = time + 3;
869 _player.vehicle_enter_delay = time + 2;
871 CSQCVehicleSetup(_player, HUD_NORMAL);
873 _vehicle.flags |= FL_NOTARGET;
875 if(!IS_DEAD(_vehicle))
876 _vehicle.avelocity = '0 0 0';
878 _vehicle.tur_head.nodrawtoclient = world;
883 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES);
884 Kill_Notification(NOTIF_ONE, _player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
886 WaypointSprite_Kill(_vehicle.wps_intruder);
888 MUTATOR_CALLHOOK(VehicleExit, _player, _vehicle);
890 _vehicle.team = _vehicle.tur_head.team;
892 sound (_vehicle, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
893 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
894 _vehicle.phase = time + 1;
896 _vehicle.vehicle_exit(eject);
898 vehicles_setreturn(_vehicle);
899 vehicles_reset_colors(_vehicle);
900 _vehicle.owner = world;
902 CSQCMODEL_AUTOINIT(self);
905 vehicles_exit_running = false;
908 void vehicles_touch()
910 if(MUTATOR_CALLHOOK(VehicleTouch, self, other))
913 // Vehicle currently in use
916 if(!forbidWeaponUse(self.owner))
918 if((self.origin_z + self.maxs_z) > (other.origin_z))
919 if(vehicles_crushable(other))
921 if(vdist(self.velocity, >=, 30))
922 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
924 return; // Dont do selfdamage when hitting "soft targets".
927 if(self.play_time < time) {
928 Vehicle info = Vehicles_from(self.vehicleid);
929 info.vr_impact(info, self);
935 if(autocvar_g_vehicles_enter)
938 vehicles_enter(other, self);
941 bool vehicle_impulse(entity this, int imp)
943 entity v = this.vehicle;
944 if (!v) return false;
945 if (IS_DEAD(v)) return false;
946 bool(int) f = v.vehicles_impulse;
947 if (f && f(imp)) return true;
950 case IMP_weapon_drop.impulse:
952 stuffcmd(self, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
959 void vehicles_enter(entity pl, entity veh)
962 entity oldself = self;
964 // Remove this when bots know how to use vehicles
965 if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
969 || (veh.phase >= time)
970 || (pl.vehicle_enter_delay >= time)
971 || (STAT(FROZEN, pl))
976 if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
977 if(veh.vehicle_flags & VHF_MULTISLOT)
981 if(time >= veh.gun1.phase)
982 if(veh.gun1.vehicle_enter)
983 if(veh.gun1.vehicle_enter(veh, pl))
987 if(time >= veh.gun2.phase)
988 if(veh.gun2.vehicle_enter)
989 if(veh.gun2.vehicle_enter(veh, pl))
995 if(DIFF_TEAM(pl, veh))
996 if(autocvar_g_vehicles_steal)
998 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
1000 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
1002 if (autocvar_g_vehicles_steal_show_waypoint) {
1003 entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', world, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
1004 wp.colormod = Team_ColorRGB(pl.team);
1009 RemoveGrapplingHook(pl);
1011 veh.vehicle_ammo1 = 0;
1012 veh.vehicle_ammo2 = 0;
1013 veh.vehicle_reload1 = 0;
1014 veh.vehicle_reload2 = 0;
1015 veh.vehicle_energy = 0;
1020 // .viewmodelforclient works better.
1021 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
1023 veh.vehicle_hudmodel.viewmodelforclient = pl;
1025 tracebox(pl.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), pl.origin, false, pl);
1027 pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
1028 setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
1030 veh.event_damage = vehicles_damage;
1032 pl.angles = veh.angles;
1033 pl.takedamage = DAMAGE_NO;
1034 pl.solid = SOLID_NOT;
1035 pl.movetype = MOVETYPE_NOCLIP;
1036 pl.teleportable = false;
1038 pl.event_damage = func_null;
1039 pl.view_ofs = '0 0 0';
1040 veh.colormap = pl.colormap;
1042 veh.tur_head.colormap = pl.colormap;
1043 veh.m_switchweapon = PS(pl).m_switchweapon;
1044 pl.hud = veh.vehicleid;
1045 pl.PlayerPhysplug = veh.PlayerPhysplug;
1047 pl.vehicle_ammo1 = veh.vehicle_ammo1;
1048 pl.vehicle_ammo2 = veh.vehicle_ammo2;
1049 pl.vehicle_reload1 = veh.vehicle_reload1;
1050 pl.vehicle_reload2 = veh.vehicle_reload2;
1051 pl.vehicle_energy = veh.vehicle_energy;
1053 // Cant do this, hides attached objects too.
1054 //veh.exteriormodeltoclient = veh.owner;
1055 //veh.tur_head.exteriormodeltoclient = veh.owner;
1058 UNSET_ONGROUND(veh);
1061 veh.flags -= FL_NOTARGET;
1063 if (IS_REAL_CLIENT(pl))
1065 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1068 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
1069 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1071 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1074 WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1075 WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1076 WriteAngle(MSG_ONE, 0); // roll
1080 WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1081 WriteAngle(MSG_ONE, veh.angles_y); // yaw
1082 WriteAngle(MSG_ONE, 0); // roll
1086 vehicles_clearreturn(veh);
1088 CSQCVehicleSetup(pl, veh.vehicleid);
1090 MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1093 CSQCModel_UnlinkEntity(veh);
1094 Vehicle info = Vehicles_from(veh.vehicleid);
1095 info.vr_enter(info, veh);
1098 antilag_clear(pl, CS(pl));
1101 void vehicles_think()
1103 self.nextthink = time;
1106 self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode;
1108 Vehicle info = Vehicles_from(self.vehicleid);
1109 info.vr_think(info, self);
1111 vehicles_painframe(self);
1113 CSQCMODEL_AUTOUPDATE(self);
1117 void vehicles_spawn()
1119 LOG_TRACE("Spawning vehicle: ", self.classname, "\n");
1122 self.vehicle_hudmodel.viewmodelforclient = self;
1125 self.touch = vehicles_touch;
1126 self.event_damage = vehicles_damage;
1127 self.iscreature = true;
1128 self.teleportable = false; // no teleporting for vehicles, too buggy
1129 self.damagedbycontents = true;
1130 self.movetype = MOVETYPE_WALK;
1131 self.solid = SOLID_SLIDEBOX;
1132 self.takedamage = DAMAGE_AIM;
1133 self.deadflag = DEAD_NO;
1134 self.bot_attack = true;
1135 self.flags = FL_NOTARGET;
1136 self.avelocity = '0 0 0';
1137 self.velocity = '0 0 0';
1138 self.think = vehicles_think;
1139 self.nextthink = time;
1142 self.lock_strength = 0;
1143 self.lock_target = world;
1144 self.misc_bulletcounter = 0;
1147 self.angles = self.pos2;
1148 setorigin(self, self.pos1);
1150 Send_Effect(EFFECT_TELEPORT, self.origin + '0 0 64', '0 0 0', 1);
1152 if(self.vehicle_controller)
1153 self.team = self.vehicle_controller.team;
1155 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == self, RemoveGrapplingHook(it));
1157 vehicles_reset_colors(self);
1159 Vehicle info = Vehicles_from(self.vehicleid);
1160 info.vr_spawn(info, self);
1162 CSQCMODEL_AUTOINIT(self);
1165 bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
1167 if(!autocvar_g_vehicles)
1174 info.vr_precache(info);
1176 if(this.targetname && this.targetname != "")
1178 this.vehicle_controller = find(world, target, this.targetname);
1179 if(!this.vehicle_controller)
1181 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1182 this.active = ACTIVE_ACTIVE;
1186 this.team = this.vehicle_controller.team;
1187 this.use = vehicle_use;
1191 if(this.vehicle_controller.team == 0)
1192 this.active = ACTIVE_NOT;
1194 this.active = ACTIVE_ACTIVE;
1198 else { this.active = ACTIVE_ACTIVE; }
1200 if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
1203 if(this.mdl == "" || !this.mdl)
1204 _setmodel(this, info.model);
1206 _setmodel(this, this.mdl);
1208 this.vehicle_flags |= VHF_ISVEHICLE;
1210 this.vehicle_viewport = new(vehicle_viewport);
1211 this.vehicle_hudmodel = new(vehicle_hudmodel);
1212 this.tur_head = new(tur_head);
1213 this.tur_head.owner = this;
1214 this.takedamage = DAMAGE_NO;
1215 this.bot_attack = true;
1216 this.iscreature = true;
1217 this.teleportable = false; // no teleporting for vehicles, too buggy
1218 this.damagedbycontents = true;
1219 this.vehicleid = info.vehicleid;
1220 this.PlayerPhysplug = info.PlayerPhysplug;
1221 this.event_damage = func_null;
1222 this.touch = vehicles_touch;
1223 this.think = vehicles_spawn;
1224 this.nextthink = time;
1225 this.effects = EF_NODRAW;
1226 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1228 if(autocvar_g_playerclip_collisions)
1229 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1231 if(autocvar_g_nodepthtestplayers)
1232 this.effects |= EF_NODEPTHTEST;
1234 if(autocvar_g_fullbrightplayers)
1235 this.effects |= EF_FULLBRIGHT;
1237 _setmodel(this.vehicle_hudmodel, info.hud_model);
1238 setmodel(this.vehicle_viewport, MDL_Null);
1240 if(info.head_model != "")
1242 _setmodel(this.tur_head, info.head_model);
1243 setattachment(this.tur_head, this, info.tag_head);
1244 setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
1245 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1249 setattachment(this.tur_head, this, "");
1250 setattachment(this.vehicle_hudmodel, this, info.tag_hud);
1251 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1254 setsize(this, info.mins, info.maxs);
1258 setorigin(this, this.origin);
1259 tracebox(this.origin + '0 0 100', info.mins, info.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1260 setorigin(this, trace_endpos);
1263 this.pos1 = this.origin;
1264 this.pos2 = this.angles;
1265 this.tur_head.team = this.team;
1267 info.vr_setup(info, this);
1269 if(this.active == ACTIVE_NOT)
1270 this.nextthink = 0; // wait until activated
1271 else if(autocvar_g_vehicles_delayspawn)
1272 this.nextthink = time + this.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1274 this.nextthink = time + game_starttime;
1276 if(MUTATOR_CALLHOOK(VehicleSpawn, this))