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1 #include "vehicle.qh"
2
3 #include "../_all.qh"
4 #include "../cl_player.qh"
5 #include "../../common/constants.qh"
6 #include "../waypointsprites.qh"
7
8 #include "../bot/waypoints.qh"
9
10 float autocvar_g_vehicles_crush_dmg;
11 float autocvar_g_vehicles_crush_force;
12 float autocvar_g_vehicles_delayspawn;
13 float autocvar_g_vehicles_delayspawn_jitter;
14
15 float autocvar_g_vehicles_vortex_damagerate = 0.5;
16 float autocvar_g_vehicles_machinegun_damagerate = 0.5;
17 float autocvar_g_vehicles_rifle_damagerate = 0.75;
18 float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
19 float autocvar_g_vehicles_tag_damagerate = 5;
20
21 float autocvar_g_vehicles;
22
23 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
24 void vehicles_return();
25 void vehicles_enter();
26 void vehicles_reset_colors();
27 void vehicles_clearreturn();
28 void vehicles_setreturn();
29
30
31 /** AuxiliaryXhair*
32     Send additional points of interest to be drawn, to vehicle owner
33 **/
34 const float MAX_AXH = 4;
35 .entity AuxiliaryXhairs[MAX_AXH];
36
37 float SendAuxiliaryXhair(entity to, int sf)
38 {
39
40         WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
41
42         WriteByte(MSG_ENTITY, self.cnt);
43
44         WriteCoord(MSG_ENTITY, self.origin.x);
45         WriteCoord(MSG_ENTITY, self.origin.y);
46         WriteCoord(MSG_ENTITY, self.origin.z);
47
48     WriteByte(MSG_ENTITY, rint(self.colormod.x * 255));
49     WriteByte(MSG_ENTITY, rint(self.colormod.y * 255));
50     WriteByte(MSG_ENTITY, rint(self.colormod.z * 255));
51
52     return true;
53 }
54
55 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
56 {
57     if (!IS_REAL_CLIENT(own))
58         return;
59
60     entity axh;
61
62     axh_id = bound(0, axh_id, MAX_AXH);
63     axh = own.(AuxiliaryXhairs[axh_id]);
64
65     if(axh == world || wasfreed(axh))  // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
66     {
67         axh                     = spawn();
68         axh.cnt                 = axh_id;
69         axh.drawonlytoclient    = own;
70         axh.owner               = own;
71         Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
72     }
73
74     setorigin(axh, loc);
75     axh.colormod            = clr;
76     axh.SendFlags           = 0x01;
77     own.(AuxiliaryXhairs[axh_id]) = axh;
78 }
79
80 /*
81 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
82 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
83 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
84 {
85         msgexntity = own;
86
87         WriteByte(MSG_ONE, SVC_TEMPENTITY);
88         WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
89
90         WriteByte(MSG_ONE, axh_id);
91
92         WriteCoord(MSG_ONE, loc_x);
93         WriteCoord(MSG_ONE, loc_y);
94         WriteCoord(MSG_ONE, loc_z);
95
96     WriteByte(MSG_ONE, rint(clr_x * 255));
97     WriteByte(MSG_ONE, rint(clr_y * 255));
98     WriteByte(MSG_ONE, rint(clr_z * 255));
99
100 }
101 */
102 // End AuxiliaryXhair
103
104 /**
105     Notifies the client that he enterd a vehicle, and sends
106     realavent data.
107
108     only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
109 **/
110 void CSQCVehicleSetup(entity own, float vehicle_id)
111 {
112     if (!IS_REAL_CLIENT(own))
113         return;
114
115         msg_entity = own;
116
117         WriteByte(MSG_ONE, SVC_TEMPENTITY);
118         WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
119         if(vehicle_id != 0)
120             WriteByte(MSG_ONE, vehicle_id);
121         else
122         WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
123 }
124
125
126 const float     DAMAGE_TARGETDRONE = 10;
127
128 vector targetdrone_getnewspot()
129 {
130
131         vector spot;
132         float i;
133         for(i = 0; i < 100; ++i)
134         {
135                 spot = self.origin + randomvec() * 1024;
136                 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
137                 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
138                         return spot;
139         }
140         return self.origin;
141 }
142
143 #if 0
144 void targetdrone_think();
145 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
146 void targetdrone_renwe()
147 {
148         self.think = targetdrone_think;
149         self.nextthink = time + 0.1;
150         setorigin(self, targetdrone_getnewspot());
151         self.health = 200;
152         self.takedamage = DAMAGE_TARGETDRONE;
153         self.event_damage = targetdrone_damage;
154         self.solid = SOLID_BBOX;
155         setmodel(self, "models/runematch/rune.mdl");
156         self.effects = EF_LOWPRECISION;
157         self.scale = 10;
158         self.movetype = MOVETYPE_BOUNCEMISSILE;
159         setsize(self, '-100 -100 -100', '100 100 100');
160
161 }
162 void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
163 {
164         self.health -= damage;
165         if(self.health <= 0)
166         {
167                 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
168
169                 if(!self.cnt)
170                         remove(self);
171                 else
172                 {
173                         self.think = targetdrone_renwe;
174                         self.nextthink = time + 1 + random() * 2;
175                         self.solid = SOLID_NOT;
176                         setmodel(self, "");
177                 }
178         }
179 }
180 entity targetdrone_getfear()
181 {
182         entity fear;
183         float i;
184
185         for(i = 64; i <= 1024; i += 64)
186         {
187                 fear = findradius(self.origin, i);
188                 while(fear)
189                 {
190                         if(fear.bot_dodge)
191                                 return fear;
192
193                         fear = fear.chain;
194                 }
195         }
196
197         return world;
198 }
199 void targetdrone_think()
200 {
201         self.nextthink = time + 0.1;
202
203         if(self.wp00)
204         if(self.wp00.deadflag != DEAD_NO)
205                 self.wp00 = targetdrone_getfear();
206
207         if(!self.wp00)
208                 self.wp00 = targetdrone_getfear();
209
210         vector newdir;
211
212         if(self.wp00)
213                 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
214         else
215                 newdir = randomvec() * 0.75;
216
217         newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
218
219         if(self.wp00)
220                 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
221         else
222                 self.velocity = normalize(newdir) * 750;
223
224         tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
225         if(trace_fraction != 1.0)
226                 self.velocity = self.velocity * -1;
227
228         //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
229 }
230
231 void targetdrone_spawn(vector _where, float _autorenew)
232 {
233         entity drone = spawn();
234         setorigin(drone, _where);
235         drone.think = targetdrone_renwe;
236         drone.nextthink = time + 0.1;
237         drone.cnt = _autorenew;
238 }
239 #endif
240
241 void vehicles_locktarget(float incr, float decr, float _lock_time)
242 {
243     if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
244     {
245         self.lock_target    = world;
246         self.lock_strength  = 0;
247         self.lock_time      = 0;
248     }
249
250     if(self.lock_time > time)
251     {
252         if(self.lock_target)
253         if(self.lock_soundtime < time)
254         {
255             self.lock_soundtime = time + 0.5;
256             play2(self.owner, "vehicles/locked.wav");
257         }
258
259         return;
260     }
261
262     if(trace_ent != world)
263     {
264         if(teamplay && trace_ent.team == self.team)
265             trace_ent = world;
266
267         if(trace_ent.deadflag != DEAD_NO)
268             trace_ent = world;
269         if(!(
270             (trace_ent.vehicle_flags & VHF_ISVEHICLE) || 
271             (trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || 
272             (trace_ent.takedamage == DAMAGE_TARGETDRONE)
273             )) { trace_ent = world; }
274     }
275
276     if(self.lock_target == world && trace_ent != world)
277         self.lock_target = trace_ent;
278
279     if(self.lock_target && trace_ent == self.lock_target)
280     {
281         if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
282         {
283             play2(self.owner, "vehicles/lock.wav");
284             self.lock_soundtime = time + 0.8;
285         }
286         else if (self.lock_strength != 1 && self.lock_soundtime < time)
287         {
288             play2(self.owner, "vehicles/locking.wav");
289             self.lock_soundtime = time + 0.3;
290         }
291
292     }
293
294     // Have a locking target
295     // Trace hit current target
296     if(trace_ent == self.lock_target && trace_ent != world)
297     {
298         self.lock_strength = min(self.lock_strength + incr, 1);
299         if(self.lock_strength == 1)
300             self.lock_time = time + _lock_time;
301     }
302     else
303     {
304         if(trace_ent)
305             self.lock_strength = max(self.lock_strength - decr * 2, 0);
306         else
307             self.lock_strength = max(self.lock_strength - decr, 0);
308
309         if(self.lock_strength == 0)
310             self.lock_target = world;
311     }
312 }
313
314
315 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
316 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
317 if(trace_fraction != 1) \
318     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
319
320 // Hover movement support
321 float  force_fromtag_power;
322 vector force_fromtag_origin;
323 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
324 {
325     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
326     v_forward  = normalize(v_forward) * -1;
327     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
328
329     force_fromtag_power = (1 - trace_fraction) * max_power;
330     force_fromtag_normpower = force_fromtag_power / max_power;
331
332     return v_forward  * force_fromtag_power;
333 }
334
335 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
336 // Can possibly be use to move abt any surface (inclusing walls/celings)
337 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
338 {
339
340     force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
341     v_forward  = normalize(v_forward) * -1;
342     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
343
344     // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
345     if(trace_fraction == 1.0)
346     {
347         force_fromtag_normpower = -0.25;
348         return '0 0 -200';
349     }
350
351     force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
352     force_fromtag_normpower = force_fromtag_power / max_power;
353
354     return v_forward  * force_fromtag_power;
355 }
356
357 // Generic vehile projectile system
358 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
359 {
360     // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
361     if(inflictor.owner == self.owner)
362         return;
363
364     self.health -= damage;
365     self.velocity += force;
366     if(self.health < 1)
367     {
368         self.takedamage = DAMAGE_NO;
369         self.event_damage = func_null;
370         self.think = self.use;
371         self.nextthink = time;
372     }
373 }
374
375 void vehicles_projectile_explode()
376 {
377     if(self.owner && other != world)
378     {
379         if(other == self.owner.vehicle)
380             return;
381
382         if(other == self.owner.vehicle.tur_head)
383             return;
384     }
385
386         PROJECTILE_TOUCH;
387
388         self.event_damage = func_null;
389     RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
390
391     remove (self);
392 }
393
394 entity vehicles_projectile(string _mzlfx, string _mzlsound,
395                            vector _org, vector _vel,
396                            float _dmg, float _radi, float _force,  float _size,
397                            float _deahtype, float _projtype, float _health,
398                            float _cull, float _clianim, entity _owner)
399 {
400     entity proj;
401
402     proj = spawn();
403
404     PROJECTILE_MAKETRIGGER(proj);
405     setorigin(proj, _org);
406
407     proj.shot_dmg         = _dmg;
408     proj.shot_radius      = _radi;
409     proj.shot_force       = _force;
410     proj.totalfrags       = _deahtype;
411     proj.solid            = SOLID_BBOX;
412     proj.movetype         = MOVETYPE_FLYMISSILE;
413     proj.flags            = FL_PROJECTILE;
414     proj.bot_dodge        = true;
415     proj.bot_dodgerating  = _dmg;
416     proj.velocity         = _vel;
417     proj.touch            = vehicles_projectile_explode;
418     proj.use              = vehicles_projectile_explode;
419     proj.owner            = self;
420     proj.realowner        = _owner;
421     proj.think            = SUB_Remove;
422     proj.nextthink        = time + 30;
423
424     if(_health)
425     {
426         proj.takedamage       = DAMAGE_AIM;
427         proj.event_damage     = vehicles_projectile_damage;
428         proj.health           = _health;
429     }
430     else
431         proj.flags           = FL_PROJECTILE | FL_NOTARGET;
432
433     if(_mzlsound)
434         sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
435
436     if(_mzlfx)
437         pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
438
439
440     setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
441
442     CSQCProjectile(proj, _clianim, _projtype, _cull);
443
444     return proj;
445 }
446 // End generic vehile projectile system
447
448 void vehicles_reset()
449 {
450         if(self.owner)
451         {
452                 entity oldself = self;
453                 self = self.owner;
454                 vehicles_exit(VHEF_RELESE);
455                 self = oldself;
456         }
457         self.alpha      = -1;
458         self.movetype   = MOVETYPE_NONE;
459         self.effects    = EF_NODRAW;
460         self.colormod  = '0 0 0';
461         self.avelocity = '0 0 0';
462         self.velocity  = '0 0 0';
463         self.event_damage = func_null;
464         self.solid = SOLID_NOT;
465         self.deadflag = DEAD_NO;
466
467         self.touch = func_null;
468         self.nextthink = 0;
469         vehicles_setreturn();
470 }
471
472 /** vehicles_spawn
473     Exetuted for all vehicles on (re)spawn.
474     Sets defaults for newly spawned units.
475 **/
476 void vehicles_spawn()
477 {
478     dprint("Spawning vehicle: ", self.netname, "\n");
479
480     // De-own & reset
481     self.vehicle_hudmodel.viewmodelforclient = self;
482
483     self.owner              = world;
484     self.touch              = vehicles_touch;
485     self.event_damage       = vehicles_damage;
486     self.reset              = vehicles_reset;
487     self.iscreature         = true;
488     self.teleportable       = false; // no teleporting for vehicles, too buggy
489     self.damagedbycontents      = true;
490     self.movetype           = MOVETYPE_WALK;
491     self.solid              = SOLID_SLIDEBOX;
492     self.takedamage         = DAMAGE_AIM;
493         self.deadflag           = DEAD_NO;
494     self.bot_attack         = true;
495     self.flags              = FL_NOTARGET;
496     self.avelocity          = '0 0 0';
497     self.velocity           = '0 0 0';
498
499     // Reset locking
500     self.lock_strength      = 0;
501     self.lock_target        = world;
502     self.misc_bulletcounter = 0;
503
504     // Return to spawn
505     self.angles             = self.pos2;
506     setorigin(self, self.pos1 + '0 0 0');
507     // Show it
508     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
509
510     if(self.vehicle_controller)
511         self.team = self.vehicle_controller.team;
512
513     vehicles_reset_colors();
514     self.vehicle_spawn(VHSF_NORMAL);
515 }
516
517 // Better way of determening whats crushable needed! (fl_crushable?)
518 float vehicles_crushable(entity e)
519 {
520     if(IS_PLAYER(e))
521         return true;
522
523     if(e.flags & FL_MONSTER)
524         return true;
525
526     return false;
527 }
528
529 void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
530 {
531     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
532         return;
533
534     if(self.play_time < time)
535     {
536         float wc = vlen(self.velocity - self.oldvelocity);
537         //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
538         //dprint("vel: ", vtos(self.velocity), "\n");
539         if(_minspeed < wc)
540         {
541             float take = min(_speedfac * wc, _maxpain);
542             Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
543             self.play_time = time + 0.25;
544
545             //dprint("wc: ", ftos(wc), "\n");
546             //dprint("take: ", ftos(take), "\n");
547         }
548     }
549 }
550
551 void vehicles_touch()
552 {
553         if(MUTATOR_CALLHOOK(VehicleTouch))
554                 return;
555
556     // Vehicle currently in use
557     if(self.owner)
558     {
559         if(other != world)
560         if(vehicles_crushable(other))
561         {
562             if(vlen(self.velocity) != 0)
563                 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);
564
565             return; // Dont do selfdamage when hitting "soft targets".
566         }
567
568         if(self.play_time < time)
569         if(self.vehicle_impact)
570             self.vehicle_impact();
571
572         return;
573     }
574
575     if (!IS_PLAYER(other))
576         return;
577
578     if(other.deadflag != DEAD_NO)
579         return;
580
581     if(other.vehicle != world)
582         return;
583
584     vehicles_enter();
585 }
586 .float monster_attack;
587 void vehicles_enter()
588 {
589    // Remove this when bots know how to use vehicles
590
591     if (IS_BOT_CLIENT(other))
592         if (autocvar_g_vehicles_allow_bots)
593             dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
594         else
595             return;
596
597     if(self.phase > time)
598         return;
599     if(other.frozen)
600         return;
601     if(other.vehicle)
602         return;
603     if(other.deadflag != DEAD_NO)
604         return;
605
606     if(teamplay)
607     if(self.team)
608     if(self.team != other.team)
609         return;
610
611     RemoveGrapplingHook(other);
612
613     self.vehicle_ammo1   = 0;
614     self.vehicle_ammo2   = 0;
615     self.vehicle_reload1 = 0;
616     self.vehicle_reload2 = 0;
617     self.vehicle_energy  = 0;
618
619     self.owner          = other;
620     self.switchweapon   = other.switchweapon;
621
622     // .viewmodelforclient works better.
623     //self.vehicle_hudmodel.drawonlytoclient = self.owner;
624
625     self.vehicle_hudmodel.viewmodelforclient = self.owner;
626
627     self.event_damage         = vehicles_damage;
628     self.nextthink            = 0;
629     self.owner.angles         = self.angles;
630     self.owner.takedamage     = DAMAGE_NO;
631     self.owner.solid          = SOLID_NOT;
632     self.owner.movetype       = MOVETYPE_NOCLIP;
633     self.owner.alpha          = -1;
634     self.owner.vehicle        = self;
635     self.owner.event_damage   = func_null;
636     self.owner.view_ofs       = '0 0 0';
637     self.colormap             = self.owner.colormap;
638     if(self.tur_head)
639         self.tur_head.colormap    = self.owner.colormap;
640
641     self.owner.hud            = self.hud;
642     self.owner.PlayerPhysplug = self.PlayerPhysplug;
643
644     self.owner.vehicle_ammo1    = self.vehicle_ammo1;
645     self.owner.vehicle_ammo2    = self.vehicle_ammo2;
646     self.owner.vehicle_reload1  = self.vehicle_reload1;
647     self.owner.vehicle_reload2  = self.vehicle_reload2;
648
649     // Cant do this, hides attached objects too.
650     //self.exteriormodeltoclient = self.owner;
651     //self.tur_head.exteriormodeltoclient = self.owner;
652
653     other.flags &= ~FL_ONGROUND;
654     self.flags  &= ~FL_ONGROUND;
655
656     self.team                 = self.owner.team;
657     self.flags               -= FL_NOTARGET;
658     self.monster_attack       = true;
659
660     if (IS_REAL_CLIENT(other))
661     {
662         msg_entity = other;
663         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
664         WriteEntity(MSG_ONE, self.vehicle_viewport);
665
666         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
667         if(self.tur_head)
668         {
669             WriteAngle(MSG_ONE, self.tur_head.angles.x + self.angles.x); // tilt
670             WriteAngle(MSG_ONE, self.tur_head.angles.y + self.angles.y); // yaw
671             WriteAngle(MSG_ONE, 0);                                      // roll
672         }
673         else
674         {
675             WriteAngle(MSG_ONE,  self.angles.x * -1); // tilt
676             WriteAngle(MSG_ONE,  self.angles.y);      // yaw
677             WriteAngle(MSG_ONE,  0);                  // roll
678         }
679     }
680
681     vehicles_clearreturn();
682
683     CSQCVehicleSetup(self.owner, self.hud);
684
685     vh_player = other;
686     vh_vehicle = self;
687     MUTATOR_CALLHOOK(VehicleEnter);
688     other = vh_player;
689     self = vh_vehicle;
690
691     self.vehicle_enter();
692     antilag_clear(other);
693 }
694
695 /** vehicles_findgoodexit
696     Locates a valid location for the player to exit the vehicle.
697     Will first try prefer_spot, then up 100 random spots arround the vehicle
698     wich are in direct line of sight and empty enougth to hold a players bbox
699 **/
700 vector vehicles_findgoodexit(vector prefer_spot)
701 {
702     //vector exitspot;
703     float mysize;
704
705     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
706     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
707         return prefer_spot;
708
709     mysize = 1.5 * vlen(self.maxs - self.mins);
710     float i;
711     vector v, v2;
712     v2 = 0.5 * (self.absmin + self.absmax);
713     for(i = 0; i < 100; ++i)
714     {
715         v = randomvec();
716         v.z = 0;
717         v = v2 + normalize(v) * mysize;
718         tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
719         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
720             return v;
721     }
722
723     /*
724     exitspot = (self.origin + '0 0 48') + v_forward * mysize;
725     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
726     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
727         return exitspot;
728
729     exitspot = (self.origin + '0 0 48') - v_forward * mysize;
730     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
731     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
732         return exitspot;
733
734     exitspot = (self.origin + '0 0 48') + v_right * mysize;
735     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
736     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
737         return exitspot;
738
739     exitspot = (self.origin + '0 0 48') - v_right * mysize;
740     tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
741     if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
742         return exitspot;
743     */
744
745     return self.origin;
746 }
747
748 /** vehicles_exit
749     Standarrd vehicle release fucntion.
750     custom code goes in self.vehicle_exit
751 **/
752 float vehicles_exit_running;
753 void vehicles_exit(float eject)
754 {
755     entity _vehicle;
756     entity _player;
757     entity _oldself = self;
758
759     if(vehicles_exit_running)
760     {
761         dprint("^1vehicles_exit allready running! this is not good..\n");
762         return;
763     }
764
765     vehicles_exit_running = true;
766     if(IS_CLIENT(self))
767     {
768         _vehicle = self.vehicle;
769
770         if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
771         {
772             _vehicle.vehicle_exit(eject);
773             self = _oldself;
774             vehicles_exit_running = false;
775             return;
776         }
777     }
778     else
779         _vehicle = self;
780
781     _player = _vehicle.owner;
782
783     self = _vehicle;
784
785     if (_player)
786     {
787         if (IS_REAL_CLIENT(_player))
788         {
789             msg_entity = _player;
790             WriteByte (MSG_ONE, SVC_SETVIEWPORT);
791             WriteEntity( MSG_ONE, _player);
792
793             WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
794             WriteAngle(MSG_ONE, 0);
795             WriteAngle(MSG_ONE, _vehicle.angles.y);
796             WriteAngle(MSG_ONE, 0);
797         }
798
799         setsize(_player, PL_MIN,PL_MAX);
800
801         _player.takedamage     = DAMAGE_AIM;
802         _player.solid          = SOLID_SLIDEBOX;
803         _player.movetype       = MOVETYPE_WALK;
804         _player.effects        &= ~EF_NODRAW;
805         _player.alpha          = 1;
806         _player.PlayerPhysplug = func_null;
807         _player.vehicle        = world;
808         _player.view_ofs       = PL_VIEW_OFS;
809         _player.event_damage   = PlayerDamage;
810         _player.hud            = HUD_NORMAL;
811         _player.switchweapon   = _vehicle.switchweapon;
812
813         CSQCVehicleSetup(_player, HUD_NORMAL);
814     }
815     _vehicle.flags |= FL_NOTARGET;
816
817     if(_vehicle.deadflag == DEAD_NO)
818         _vehicle.avelocity          = '0 0 0';
819
820     _vehicle.tur_head.nodrawtoclient             = world;
821
822     if(!teamplay)
823         _vehicle.team = 0;
824
825     vh_player = _player;
826     vh_vehicle = _vehicle;
827     MUTATOR_CALLHOOK(VehicleExit);
828     _player = vh_player;
829     _vehicle = vh_vehicle;
830
831     _vehicle.team = _vehicle.tur_head.team;
832
833     sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
834     _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
835     _vehicle.phase = time + 1;
836     _vehicle.monster_attack = false;
837
838     _vehicle.vehicle_exit(eject);
839
840     vehicles_setreturn();
841     vehicles_reset_colors();
842     _vehicle.owner = world;
843     self = _oldself;
844
845     vehicles_exit_running = false;
846 }
847
848
849 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
850 {
851     if (self.(regen_field) < field_max)
852     if (timer + rpause < time)
853     {
854         if (_healthscale)
855             regen = regen * (self.vehicle_health / self.tur_health);
856
857         self.(regen_field) = min(self.(regen_field) + regen * delta_time, field_max);
858
859         if (self.owner)
860             self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
861     }
862 }
863
864 void shieldhit_think()
865 {
866     self.alpha -= 0.1;
867     if (self.alpha <= 0)
868     {
869         //setmodel(self, "");
870         self.alpha = -1;
871         self.effects |= EF_NODRAW;
872     }
873     else
874     {
875         self.nextthink = time + 0.1;
876     }
877 }
878
879 void vehicles_painframe()
880 {
881     if(self.owner.vehicle_health <= 50)
882     if(self.pain_frame < time)
883     {
884         float _ftmp;
885         _ftmp = self.owner.vehicle_health / 50;
886         self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
887         pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
888
889         if(self.vehicle_flags & VHF_DMGSHAKE)
890             self.velocity += randomvec() * 30;
891
892         if(self.vehicle_flags & VHF_DMGROLL)
893             if(self.vehicle_flags & VHF_DMGHEADROLL)
894                 self.tur_head.angles += randomvec();
895             else
896                 self.angles += randomvec();
897
898     }
899 }
900
901 void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
902 {
903     self.dmg_time = time;
904
905         // WEAPONTODO
906     if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
907         damage *= autocvar_g_vehicles_vortex_damagerate;
908
909     if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
910         damage *= autocvar_g_vehicles_machinegun_damagerate;
911
912     if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
913         damage *= autocvar_g_vehicles_rifle_damagerate;
914
915     if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
916         damage *= autocvar_g_vehicles_vaporizer_damagerate;
917
918     if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
919         damage *= autocvar_g_vehicles_tag_damagerate;
920
921     self.enemy = attacker;
922
923     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
924     {
925         if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
926         {
927             self.vehicle_shieldent = spawn();
928             self.vehicle_shieldent.effects = EF_LOWPRECISION;
929
930             setmodel(self.vehicle_shieldent, "models/vhshield.md3");
931             setattachment(self.vehicle_shieldent, self, "");
932             setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
933             self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
934             self.vehicle_shieldent.think       = shieldhit_think;
935         }
936
937         self.vehicle_shieldent.colormod    = '1 1 1';
938         self.vehicle_shieldent.alpha       = 0.45;
939         self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
940         self.vehicle_shieldent.nextthink   = time;
941         self.vehicle_shieldent.effects &= ~EF_NODRAW;
942
943         self.vehicle_shield -= damage;
944
945         if(self.vehicle_shield < 0)
946         {
947             self.vehicle_health            -= fabs(self.vehicle_shield);
948             self.vehicle_shieldent.colormod = '2 0 0';
949             self.vehicle_shield             = 0;
950             self.vehicle_shieldent.alpha    = 0.75;
951
952                 if(sound_allowed(MSG_BROADCAST, attacker))
953                 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);   // FIXME: PLACEHOLDER
954         }
955         else
956                 if(sound_allowed(MSG_BROADCAST, attacker))
957                 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
958
959     }
960     else
961     {
962         self.vehicle_health -= damage;
963
964         if(sound_allowed(MSG_BROADCAST, attacker))
965             spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
966     }
967
968         if(self.damageforcescale < 1 && self.damageforcescale > 0)
969                 self.velocity += force * self.damageforcescale;
970         else
971                 self.velocity += force;
972
973     if(self.vehicle_health <= 0)
974     {
975         if(self.owner)
976             if(self.vehicle_flags & VHF_DEATHEJECT)
977                 vehicles_exit(VHEF_EJECT);
978             else
979                 vehicles_exit(VHEF_RELESE);
980
981
982         antilag_clear(self);
983
984         self.vehicle_die();
985         vehicles_setreturn();
986     }
987 }
988
989 void vehicles_clearreturn()
990 {
991     entity ret;
992     // Remove "return helper", if any.
993     ret = findchain(classname, "vehicle_return");
994     while(ret)
995     {
996         if(ret.wp00 == self)
997         {
998             ret.classname   = "";
999             ret.think       = SUB_Remove;
1000             ret.nextthink   = time + 0.1;
1001
1002             if(ret.waypointsprite_attached)
1003                 WaypointSprite_Kill(ret.waypointsprite_attached);
1004
1005             return;
1006         }
1007         ret = ret.chain;
1008     }
1009 }
1010
1011 void vehicles_return()
1012 {
1013     pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
1014
1015     self.wp00.think     = vehicles_spawn;
1016     self.wp00.nextthink = time;
1017
1018     if(self.waypointsprite_attached)
1019         WaypointSprite_Kill(self.waypointsprite_attached);
1020
1021     remove(self);
1022 }
1023
1024 void vehicles_showwp_goaway()
1025 {
1026     if(self.waypointsprite_attached)
1027         WaypointSprite_Kill(self.waypointsprite_attached);
1028
1029     remove(self);
1030
1031 }
1032
1033 void vehicles_showwp()
1034 {
1035     entity oldself = world;
1036     vector rgb;
1037
1038     if(self.cnt)
1039     {
1040         self.think      = vehicles_return;
1041         self.nextthink  = self.cnt;
1042     }
1043     else
1044     {
1045         self.think      = vehicles_return;
1046         self.nextthink  = time +1;
1047
1048         oldself = self;
1049         self = spawn();
1050         setmodel(self, "null");
1051         self.team = oldself.wp00.team;
1052         self.wp00 = oldself.wp00;
1053         setorigin(self, oldself.wp00.pos1);
1054
1055         self.nextthink = time + 5;
1056         self.think = vehicles_showwp_goaway;
1057     }
1058
1059     if(teamplay && self.team)
1060             rgb = Team_ColorRGB(self.team);
1061     else
1062             rgb = '1 1 1';
1063     WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
1064     if(self.waypointsprite_attached)
1065     {
1066         WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1067         if(oldself == world)
1068             WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1069         WaypointSprite_Ping(self.waypointsprite_attached);
1070     }
1071
1072     if(oldself != world)
1073         self = oldself;
1074 }
1075
1076 void vehicles_setreturn()
1077 {
1078     entity ret;
1079
1080     vehicles_clearreturn();
1081
1082     ret = spawn();
1083     ret.classname   = "vehicle_return";
1084     ret.wp00       = self;
1085     ret.team        = self.team;
1086     ret.think       = vehicles_showwp;
1087
1088         if(self.deadflag != DEAD_NO)
1089         {
1090                 ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
1091                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
1092         }
1093         else
1094                 ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
1095
1096     setmodel(ret, "null");
1097     setorigin(ret, self.pos1 + '0 0 96');
1098 }
1099
1100 void vehicles_reset_colors()
1101 {
1102     entity e;
1103     float _effects = 0, _colormap;
1104     vector _glowmod, _colormod;
1105
1106     if(autocvar_g_nodepthtestplayers)
1107         _effects |= EF_NODEPTHTEST;
1108
1109     if(autocvar_g_fullbrightplayers)
1110         _effects |= EF_FULLBRIGHT;
1111
1112     if(self.team)
1113         _colormap = 1024 + (self.team - 1) * 17;
1114     else
1115         _colormap = 1024;
1116
1117     _glowmod  = '0 0 0';
1118     _colormod = '0 0 0';
1119
1120     // Find all ents attacked to main model and setup effects, colormod etc.
1121     e = findchainentity(tag_entity, self);
1122     while(e)
1123     {
1124         if(e != self.vehicle_shieldent)
1125         {
1126             e.effects   = _effects; //  | EF_LOWPRECISION;
1127             e.colormod  = _colormod;
1128             e.colormap  = _colormap;
1129             e.alpha     = 1;
1130         }
1131         e = e.chain;
1132     }
1133
1134     self.vehicle_hudmodel.effects  = self.effects  = _effects; // | EF_LOWPRECISION;
1135     self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1136     self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1137     self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1138
1139     self.alpha     = 1;
1140     self.avelocity = '0 0 0';
1141     self.velocity  = '0 0 0';
1142     self.effects   = _effects;
1143 }
1144
1145 void vehicle_use()
1146 {
1147     dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1148
1149     self.tur_head.team = activator.team;
1150
1151     if(self.tur_head.team == 0)
1152         self.active = ACTIVE_NOT;
1153     else
1154         self.active = ACTIVE_ACTIVE;
1155
1156     if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1157     {
1158         dprint("^3Eat shit yall!\n");
1159         vehicles_setreturn();
1160         vehicles_reset_colors();
1161     }
1162     else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1163     {
1164
1165     }
1166 }
1167
1168 float vehicle_addplayerslot(    entity _owner,
1169                                 entity _slot,
1170                                 float _hud,
1171                                 string _hud_model,
1172                                 float() _framefunc,
1173                                 void(float) _exitfunc)
1174 {
1175     if (!(_owner.vehicle_flags & VHF_MULTISLOT))
1176         _owner.vehicle_flags |= VHF_MULTISLOT;
1177
1178     _slot.PlayerPhysplug = _framefunc;
1179     _slot.vehicle_exit = _exitfunc;
1180     _slot.hud = _hud;
1181     _slot.vehicle_flags = VHF_PLAYERSLOT;
1182     _slot.vehicle_viewport = spawn();
1183     _slot.vehicle_hudmodel = spawn();
1184     _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1185     _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1186
1187     setmodel(_slot.vehicle_hudmodel, _hud_model);
1188     setmodel(_slot.vehicle_viewport, "null");
1189
1190     setattachment(_slot.vehicle_hudmodel, _slot, "");
1191     setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1192
1193     return true;
1194 }
1195
1196 float vehicle_initialize(string  net_name,
1197                          string  bodymodel,
1198                          string  topmodel,
1199                          string  hudmodel,
1200                          string  toptag,
1201                          string  hudtag,
1202                          string  viewtag,
1203                          float   vhud,
1204                          vector  min_s,
1205                          vector  max_s,
1206                          float   nodrop,
1207                          void(float _spawnflag)  spawnproc,
1208                          float   _respawntime,
1209                          float() physproc,
1210                          void()  enterproc,
1211                          void(float extflag) exitfunc,
1212                          void() dieproc,
1213                          void() thinkproc,
1214                          float  use_csqc,
1215                          float _max_health,
1216                          float _max_shield)
1217 {
1218         if(!autocvar_g_vehicles)
1219                 return false;
1220
1221     if(self.targetname)
1222     {
1223         self.vehicle_controller = find(world, target, self.targetname);
1224         if(!self.vehicle_controller)
1225         {
1226             bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1227         }
1228         else
1229         {
1230             self.team = self.vehicle_controller.team;
1231             self.use = vehicle_use;
1232
1233             if(teamplay)
1234             {
1235                 if(self.vehicle_controller.team == 0)
1236                     self.active = ACTIVE_NOT;
1237                 else
1238                     self.active = ACTIVE_ACTIVE;
1239             }
1240         }
1241     }
1242
1243     precache_sound("onslaught/ons_hit2.wav");
1244     precache_sound("onslaught/electricity_explode.wav");
1245
1246
1247     addstat(STAT_HUD, AS_INT,  hud);
1248         addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
1249         addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
1250         addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
1251
1252         addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT, vehicle_ammo1);
1253         addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1254
1255         addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT, vehicle_ammo2);
1256         addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1257
1258     if(bodymodel == "")
1259         error("vehicles: missing bodymodel!");
1260
1261     if(hudmodel == "")
1262         error("vehicles: missing hudmodel!");
1263
1264     if(net_name == "")
1265         self.netname = self.classname;
1266     else
1267         self.netname = net_name;
1268
1269     if(self.team && !teamplay)
1270         self.team = 0;
1271
1272     self.vehicle_flags |= VHF_ISVEHICLE;
1273
1274     setmodel(self, bodymodel);
1275
1276     self.vehicle_viewport   = spawn();
1277     self.vehicle_hudmodel   = spawn();
1278     self.tur_head           = spawn();
1279     self.tur_head.owner     = self;
1280     self.takedamage         = DAMAGE_AIM;
1281     self.bot_attack         = true;
1282     self.iscreature         = true;
1283     self.teleportable       = false; // no teleporting for vehicles, too buggy
1284     self.damagedbycontents      = true;
1285     self.hud                = vhud;
1286     self.tur_health          = _max_health;
1287     self.tur_head.tur_health = _max_shield;
1288     self.vehicle_die         = dieproc;
1289     self.vehicle_exit        = exitfunc;
1290     self.vehicle_enter       = enterproc;
1291     self.PlayerPhysplug      = physproc;
1292     self.event_damage        = func_null;
1293     self.touch               = vehicles_touch;
1294     self.think               = vehicles_spawn;
1295     self.vehicle_spawn       = spawnproc;
1296         self.vehicle_respawntime = max(0, _respawntime);
1297     self.effects             = EF_NODRAW;
1298         self.dphitcontentsmask   = DPCONTENTS_BODY | DPCONTENTS_SOLID;
1299         if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
1300                 self.nextthink = time;
1301         else
1302                 self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
1303
1304         if(autocvar_g_playerclip_collisions)
1305                 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1306
1307     if(autocvar_g_nodepthtestplayers)
1308         self.effects = self.effects | EF_NODEPTHTEST;
1309
1310     if(autocvar_g_fullbrightplayers)
1311         self.effects = self.effects | EF_FULLBRIGHT;
1312
1313     setmodel(self.vehicle_hudmodel, hudmodel);
1314     setmodel(self.vehicle_viewport, "null");
1315
1316     if(topmodel != "")
1317     {
1318         setmodel(self.tur_head, topmodel);
1319         setattachment(self.tur_head, self, toptag);
1320         setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1321         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1322     }
1323     else
1324     {
1325         setattachment(self.tur_head, self, "");
1326         setattachment(self.vehicle_hudmodel, self, hudtag);
1327         setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1328     }
1329
1330     setsize(self, min_s, max_s);
1331     if (!nodrop)
1332     {
1333         setorigin(self, self.origin);
1334         tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1335         setorigin(self, trace_endpos);
1336     }
1337
1338     self.pos1 = self.origin;
1339     self.pos2 = self.angles;
1340     self.tur_head.team = self.team;
1341
1342         if(MUTATOR_CALLHOOK(VehicleSpawn))
1343                 return false;
1344
1345     return true;
1346 }
1347
1348 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1349                          float _pichlimit_min, float _pichlimit_max,
1350                          float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1351 {
1352     vector vtmp, vtag;
1353     float ftmp;
1354     vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1355     vtmp = vectoangles(normalize(_target - vtag));
1356     vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1357     vtmp = AnglesTransform_Normalize(vtmp, true);
1358     ftmp = _aimspeed * frametime;
1359     vtmp.y = bound(-ftmp, vtmp.y, ftmp);
1360     vtmp.x = bound(-ftmp, vtmp.x, ftmp);
1361     _turrret.angles_y = bound(_rotlimit_min, _turrret.angles.y + vtmp.y, _rotlimit_max);
1362     _turrret.angles_x = bound(_pichlimit_min, _turrret.angles.x + vtmp.x, _pichlimit_max);
1363     return vtag;
1364 }
1365
1366 void vehicles_gib_explode()
1367 {
1368         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
1369         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1370         remove(self);
1371 }
1372
1373 void vehicles_gib_think()
1374 {
1375         self.alpha -= 0.1;
1376         if(self.cnt >= time)
1377                 remove(self);
1378         else
1379                 self.nextthink = time + 0.1;
1380 }
1381
1382 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1383 {
1384         entity _gib = spawn();
1385         setmodel(_gib, _template.model);
1386         setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1387         _gib.velocity = _vel;
1388         _gib.movetype = MOVETYPE_TOSS;
1389         _gib.solid = SOLID_CORPSE;
1390         _gib.colormod = '-0.5 -0.5 -0.5';
1391         _gib.effects = EF_LOWPRECISION;
1392         _gib.avelocity = _rot;
1393
1394         if(_burn)
1395                 _gib.effects |= EF_FLAME;
1396
1397         if(_explode)
1398         {
1399                 _gib.think = vehicles_gib_explode;
1400                 _gib.nextthink = time + random() * _explode;
1401                 _gib.touch = vehicles_gib_explode;
1402         }
1403         else
1404         {
1405                 _gib.cnt = time + _maxtime;
1406                 _gib.think = vehicles_gib_think;
1407                 _gib.nextthink = time + _maxtime - 1;
1408                 _gib.alpha = 1;
1409         }
1410         return _gib;
1411 }
1412
1413 /*
1414 vector predict_target(entity _targ, vector _from, float _shot_speed)
1415 {
1416     float i;                // loop
1417     float _distance;        // How far to target
1418     float _impact_time;     // How long untill projectile impacts
1419     vector _predict_pos;    // Predicted enemy location
1420     vector _original_origin;// Where target is before predicted
1421
1422      _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1423
1424     _predict_pos = _original_origin;
1425     for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1426     {
1427         _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1428         _impact_time = _distance / _shot_speed; // Calculate impact time
1429         _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1430     }
1431
1432     return _predict_pos;
1433 }
1434 */