1 float autocvar_g_vehicles_crush_dmg;
2 float autocvar_g_vehicles_crush_force;
3 float autocvar_g_vehicles_delayspawn;
4 float autocvar_g_vehicles_delayspawn_jitter;
5 float autocvar_g_vehicles_allow_flagcarry;
7 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
8 void vehicles_return();
10 void vehicles_touch();
11 void vehicles_reset_colors();
12 void vehicles_clearrturn();
13 void vehicles_setreturn();
17 Send additional points of interest to be drawn, to vehicle owner
20 .entity AuxiliaryXhair[MAX_AXH];
22 float SendAuxiliaryXhair(entity to, float sf)
25 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
27 WriteByte(MSG_ENTITY, self.cnt);
29 WriteCoord(MSG_ENTITY, self.origin_x);
30 WriteCoord(MSG_ENTITY, self.origin_y);
31 WriteCoord(MSG_ENTITY, self.origin_z);
33 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
34 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
35 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
40 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
44 axh_id = bound(0, axh_id, MAX_AXH);
45 axh = own.(AuxiliaryXhair[axh_id]);
47 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
51 axh.drawonlytoclient = own;
53 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
59 own.(AuxiliaryXhair[axh_id]) = axh;
63 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
64 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
65 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
69 WriteByte(MSG_ONE, SVC_TEMPENTITY);
70 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
72 WriteByte(MSG_ONE, axh_id);
74 WriteCoord(MSG_ONE, loc_x);
75 WriteCoord(MSG_ONE, loc_y);
76 WriteCoord(MSG_ONE, loc_z);
78 WriteByte(MSG_ONE, rint(clr_x * 255));
79 WriteByte(MSG_ONE, rint(clr_y * 255));
80 WriteByte(MSG_ONE, rint(clr_z * 255));
87 Notifies the client that he enterd a vehicle, and sends
90 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
92 void CSQCVehicleSetup(entity own, float vehicle_id)
96 WriteByte(MSG_ONE, SVC_TEMPENTITY);
97 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
98 WriteByte(MSG_ONE, vehicle_id);
101 /** vehicles_locktarget
103 Generic target locking.
105 Figure out if what target is "locked" (if any), for missile tracking as such.
107 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
108 you have a locked in target.
110 Exspects a crosshair_trace() or equivalent to be
115 .float lock_strength;
117 .float lock_soundtime;
118 void vehicles_locktarget(float incr, float decr, float _lock_time)
120 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
122 self.lock_target = world;
123 self.lock_strength = 0;
127 if(self.lock_time > time)
130 if(self.lock_soundtime < time)
132 self.lock_soundtime = time + 0.5;
133 play2(self.owner, "vehicles/locked.wav");
139 if(trace_ent != world)
141 if(teamplay && trace_ent.team == self.team)
144 if(trace_ent.deadflag != DEAD_NO)
147 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
151 if(self.lock_target == world && trace_ent != world)
152 self.lock_target = trace_ent;
154 if(self.lock_target && trace_ent == self.lock_target)
156 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
158 play2(self.owner, "vehicles/lock.wav");
159 self.lock_soundtime = time + 0.8;
161 else if (self.lock_strength != 1 && self.lock_soundtime < time)
163 play2(self.owner, "vehicles/locking.wav");
164 self.lock_soundtime = time + 0.3;
169 // Have a locking target
170 // Trace hit current target
171 if(trace_ent == self.lock_target && trace_ent != world)
173 self.lock_strength = min(self.lock_strength + incr, 1);
174 if(self.lock_strength == 1)
175 self.lock_time = time + _lock_time;
180 self.lock_strength = max(self.lock_strength - decr * 2, 0);
182 self.lock_strength = max(self.lock_strength - decr, 0);
184 if(self.lock_strength == 0)
185 self.lock_target = world;
189 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
190 self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
192 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
193 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
194 if(trace_fraction != 1) \
195 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
197 // Hover movement support
198 float force_fromtag_power;
199 float force_fromtag_normpower;
200 vector force_fromtag_origin;
201 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
203 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
204 v_forward = normalize(v_forward) * -1;
205 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
207 force_fromtag_power = (1 - trace_fraction) * max_power;
208 force_fromtag_normpower = force_fromtag_power / max_power;
210 return v_forward * force_fromtag_power;
213 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
214 // Can possibly be use to move abt any surface (inclusing walls/celings)
215 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
218 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
219 v_forward = normalize(v_forward) * -1;
220 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
222 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
223 if(trace_fraction == 1.0)
225 force_fromtag_normpower = -0.25;
229 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
230 force_fromtag_normpower = force_fromtag_power / max_power;
232 return v_forward * force_fromtag_power;
235 // Generic vehile projectile system
236 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
238 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
239 if(inflictor.owner == self.owner)
242 self.health -= damage;
243 self.velocity += force;
246 self.takedamage = DAMAGE_NO;
247 self.event_damage = SUB_Null;
248 self.think = self.use;
249 self.nextthink = time;
254 void vehicles_projectile_explode()
256 if(self.owner && other != world)
258 if(other == self.owner.vehicle)
261 if(other == self.owner.vehicle.tur_head)
267 self.event_damage = SUB_Null;
268 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
273 entity vehicles_projectile(string _mzlfx, string _mzlsound,
274 vector _org, vector _vel,
275 float _dmg, float _radi, float _force, float _size,
276 float _deahtype, float _projtype, float _health,
277 float _cull, float _clianim)
283 PROJECTILE_MAKETRIGGER(proj);
284 setorigin(proj, _org);
286 proj.shot_dmg = _dmg;
287 proj.shot_radius = _radi;
288 proj.shot_force = _force;
289 proj.totalfrags = _deahtype;
290 proj.solid = SOLID_BBOX;
291 proj.movetype = MOVETYPE_FLYMISSILE;
292 proj.flags = FL_PROJECTILE;
293 proj.bot_dodge = TRUE;
294 proj.bot_dodgerating = _dmg;
295 proj.velocity = _vel;
296 proj.touch = vehicles_projectile_explode;
297 proj.use = vehicles_projectile_explode;
299 proj.realowner = self.owner;
300 proj.think = SUB_Remove;
301 proj.nextthink = time + 30;
305 proj.takedamage = DAMAGE_AIM;
306 proj.event_damage = vehicles_projectile_damage;
307 proj.health = _health;
310 proj.flags = FL_PROJECTILE | FL_NOTARGET;
313 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
316 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
319 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
321 CSQCProjectile(proj, _clianim, _projtype, _cull);
325 // End generic vehile projectile system
328 Exetuted for all vehicles on (re)spawn.
329 Sets defaults for newly spawned units.
331 void vehicles_spawn()
333 dprint("Spawning vehicle: ", self.netname, "\n");
336 self.vehicle_hudmodel.viewmodelforclient = self;
339 self.touch = vehicles_touch;
340 self.event_damage = vehicles_damage;
341 self.iscreature = TRUE;
342 self.movetype = MOVETYPE_WALK;
343 self.solid = SOLID_SLIDEBOX;
344 self.takedamage = DAMAGE_AIM;
345 self.deadflag = DEAD_NO;
346 self.bot_attack = TRUE;
347 self.flags = FL_NOTARGET;
348 self.avelocity = '0 0 0';
349 self.velocity = '0 0 0';
352 self.lock_strength = 0;
353 self.lock_target = world;
354 self.misc_bulletcounter = 0;
357 self.angles = self.pos2;
358 setorigin(self, self.pos1 + '0 0 128');
360 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
362 vehicles_reset_colors();
363 self.vehicle_spawn();
366 // Better way of determening whats crushable needed! (fl_crushable?)
367 float vehicles_crushable(entity e)
369 if(e.classname == "player")
372 if(e.classname == "monster_zombie")
378 void vehicles_touch()
380 // Vehicle currently in use
383 // Colided with world?
389 if(other.vehicle_flags & VHF_ISVEHICLE)
391 //other.velocity += self.velocity * (self.mass / other.mass);
393 else if(vehicles_crushable(other))
395 if(vlen(self.velocity) != 0)
396 Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
402 if(other.classname != "player")
405 if(other.deadflag != DEAD_NO)
408 if(other.vehicle != world)
411 // Remove this when bots know how to use vehicles.
412 if (clienttype(other) != CLIENTTYPE_REAL)
418 void vehicles_enter()
420 // Remove this when bots know how to use vehicles
421 if (clienttype(other) != CLIENTTYPE_REAL)
424 if(self.phase > time)
429 if(self.team != other.team)
432 RemoveGrapplingHook(other);
434 self.vehicle_ammo1 = 0;
435 self.vehicle_ammo2 = 0;
436 self.vehicle_reload1 = 0;
437 self.vehicle_reload2 = 0;
438 self.vehicle_energy = 0;
441 self.switchweapon = other.switchweapon;
443 // .viewmodelforclient works better.
444 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
446 self.vehicle_hudmodel.viewmodelforclient = self.owner;
448 self.event_damage = vehicles_damage;
450 self.owner.angles = self.angles;
451 self.owner.takedamage = DAMAGE_NO;
452 self.owner.solid = SOLID_NOT;
453 self.owner.movetype = MOVETYPE_NOCLIP;
454 self.owner.alpha = -1;
455 self.owner.vehicle = self;
456 self.owner.event_damage = SUB_Null;
457 self.owner.view_ofs = '0 0 0';
458 self.colormap = self.owner.colormap;
460 self.tur_head.colormap = self.owner.colormap;
462 self.owner.hud = self.hud;
463 self.owner.PlayerPhysplug = self.PlayerPhysplug;
465 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
466 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
467 self.owner.vehicle_reload1 = self.vehicle_reload1;
468 self.owner.vehicle_reload2 = self.vehicle_reload2;
470 // Cant do this, hides attached objects too.
471 //self.exteriormodeltoclient = self.owner;
472 //self.tur_head.exteriormodeltoclient = self.owner;
474 other.flags &~= FL_ONGROUND;
475 self.flags &~= FL_ONGROUND;
477 self.team = self.owner.team;
478 self.flags -= FL_NOTARGET;
481 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
482 WriteEntity(MSG_ONE, self.vehicle_viewport);
484 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
487 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
488 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
489 WriteAngle(MSG_ONE, 0); // roll
493 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
494 WriteAngle(MSG_ONE, self.angles_y); // yaw
495 WriteAngle(MSG_ONE, 0); // roll
498 vehicles_clearrturn();
500 CSQCVehicleSetup(self.owner, self.hud);
502 if(other.flagcarried)
504 if(!autocvar_g_vehicles_allow_flagcarry)
505 DropFlag(other.flagcarried, world, world);
508 other.flagcarried.scale = 1;
509 setattachment(other.flagcarried, self, "");
510 setorigin(other, '0 0 96');
514 self.vehicle_enter();
517 /** vehicles_findgoodexit
518 Locates a valid location for the player to exit the vehicle.
519 Will first try prefer_spot, then up 100 random spots arround the vehicle
520 wich are in direct line of sight and empty enougth to hold a players bbox
522 vector vehicles_findgoodexit(vector prefer_spot)
527 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
528 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
531 mysize = vlen(self.maxs - self.mins);
534 v2 = 0.5 * (self.absmin + self.absmax);
535 for(i = 0; i < 100; ++i)
539 v = v2 + normalize(v) * mysize;
540 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
541 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
546 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
547 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
548 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
551 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
552 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
553 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
556 exitspot = (self.origin + '0 0 48') + v_right * mysize;
557 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
558 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
561 exitspot = (self.origin + '0 0 48') - v_right * mysize;
562 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
563 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
571 Standarrd vehicle release fucntion.
572 custom code goes in self.vehicle_exit
574 void vehicles_exit(float eject)
577 if(self.flags & FL_CLIENT)
583 self.flags |= FL_NOTARGET;
587 msg_entity = self.owner;
588 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
589 WriteEntity( MSG_ONE, self.owner);
591 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
592 WriteAngle(MSG_ONE, 0); // pich
593 WriteAngle(MSG_ONE, self.angles_y); // yaw
594 WriteAngle(MSG_ONE, 0); // roll
596 setsize(self.owner, PL_MIN,PL_MAX);
598 self.owner.takedamage = DAMAGE_AIM;
599 self.owner.solid = SOLID_SLIDEBOX;
600 self.owner.movetype = MOVETYPE_WALK;
601 self.owner.effects &~= EF_NODRAW;
602 self.owner.alpha = 1;
603 self.owner.PlayerPhysplug = SUB_Null;
604 self.owner.vehicle = world;
605 self.owner.view_ofs = PL_VIEW_OFS;
606 self.owner.event_damage = PlayerDamage;
607 self.owner.hud = HUD_NORMAL;
608 self.owner.switchweapon = self.switchweapon;
609 //self.owner.BUTTON_USE = 0;
612 if(self.deadflag == DEAD_NO)
613 self.avelocity = '0 0 0';
615 self.vehicle_hudmodel.viewmodelforclient = self;
616 self.tur_head.nodrawtoclient = world;
617 vehicles_setreturn();
619 self.phase = time + 1;
624 self.team = self.tur_head.team;
626 if(self.owner.flagcarried)
628 self.owner.flagcarried.scale = 0.6;
629 setattachment(self.owner.flagcarried, self.owner, "");
630 setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
633 sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
634 self.vehicle_exit(eject);
636 vehicles_reset_colors();
643 void vehicles_regen(.float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time)
645 if(self.regen_field < field_max)
646 if(self.timer + rpause < time)
648 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
651 self.owner.regen_field = (self.regen_field / field_max) * 100;
655 void shieldhit_think()
660 //setmodel(self, "");
665 self.nextthink = time + 0.1;
669 void vehicles_painframe()
671 //.float pain_finished; //Added by Supajoe
673 if(self.owner.vehicle_health <= 50)
674 if(self.pain_frame < time)
677 _ftmp = self.owner.vehicle_health / 50;
678 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
679 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
681 if(self.vehicle_flags & VHF_DMGSHAKE)
682 self.velocity += randomvec() * 30;
684 if(self.vehicle_flags & VHF_DMGROLL)
685 if(self.vehicle_flags & VHF_DMGHEADROLL)
686 self.tur_head.angles += randomvec();
688 self.angles += randomvec();
693 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
695 self.dmg_time = time;
697 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
699 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
701 self.vehicle_shieldent = spawn();
702 self.vehicle_shieldent.effects = EF_LOWPRECISION;
704 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
705 setattachment(self.vehicle_shieldent, self, "");
706 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
707 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
708 self.vehicle_shieldent.think = shieldhit_think;
711 self.vehicle_shieldent.colormod = '1 1 1';
712 self.vehicle_shieldent.alpha = 0.45;
713 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
714 self.vehicle_shieldent.nextthink = time;
716 self.vehicle_shield -= damage;
718 if(self.vehicle_shield < 0)
720 self.vehicle_health -= fabs(self.vehicle_shield);
721 self.vehicle_shieldent.colormod = '2 0 0';
722 self.vehicle_shield = 0;
723 self.vehicle_shieldent.alpha = 0.75;
725 if(sound_allowed(MSG_BROADCAST, attacker))
726 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
729 if(sound_allowed(MSG_BROADCAST, attacker))
730 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
735 self.vehicle_health -= damage;
737 if(sound_allowed(MSG_BROADCAST, attacker))
738 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
741 self.velocity += force; // * (vlen(force) / self.mass);
743 if(self.vehicle_health <= 0)
746 if(self.vehicle_flags & VHF_DEATHEJECT)
747 vehicles_exit(VHEF_EJECT);
749 vehicles_exit(VHEF_RELESE);
752 vehicles_setreturn();
756 void vehicles_clearrturn()
759 // Remove "return helper", if any.
760 ret = findchain(classname, "vehicle_return");
763 if(ret.enemy == self)
766 ret.think = SUB_Remove;
767 ret.nextthink = time + 0.1;
769 if(ret.waypointsprite_attached)
770 WaypointSprite_Kill(ret.waypointsprite_attached);
778 void vehicles_return()
780 pointparticles(particleeffectnum("teleport"), self.enemy.origin + '0 0 64', '0 0 0', 1);
782 self.enemy.think = vehicles_spawn;
783 self.enemy.nextthink = time;
785 if(self.waypointsprite_attached)
786 WaypointSprite_Kill(self.waypointsprite_attached);
791 void vehicles_showwp_goaway()
793 if(self.waypointsprite_attached)
794 WaypointSprite_Kill(self.waypointsprite_attached);
800 void vehicles_showwp()
807 self.think = vehicles_return;
808 self.nextthink = self.cnt;
812 self.think = vehicles_return;
813 self.nextthink = time +1;
817 setmodel(self, "null");
818 self.team = oldself.enemy.team;
819 self.enemy = oldself.enemy;
820 setorigin(self, oldself.enemy.pos1);
822 self.nextthink = time + 5;
823 self.think = vehicles_showwp_goaway;
826 if(teamplay && self.team)
827 rgb = TeamColor(self.team);
830 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
831 if(self.waypointsprite_attached)
833 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.enemy.team, SPRITERULE_DEFAULT);
835 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
836 WaypointSprite_Ping(self.waypointsprite_attached);
843 void vehicles_setreturn()
847 vehicles_clearrturn();
850 ret.classname = "vehicle_return";
852 ret.team = self.team;
853 ret.think = vehicles_showwp;
855 if(self.deadflag != DEAD_NO)
857 ret.cnt = time + self.vehicle_respawntime;
858 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
862 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
865 setmodel(ret, "null");
866 setorigin(ret, self.pos1 + '0 0 96');
870 void vehicles_configcheck(string configname, float check_cvar)
873 localcmd(strcat("exec ", configname, "\n"));
876 void vehicles_reset_colors()
879 float _effects, _colormap;
880 vector _glowmod, _colormod;
882 if(autocvar_g_nodepthtestplayers)
883 _effects = EF_NODEPTHTEST;
885 if(autocvar_g_fullbrightplayers)
886 _effects |= EF_FULLBRIGHT;
889 _colormap = 1024 + (self.team - 1) * 17;
896 // Find all ents attacked to main model and setup effects, colormod etc.
897 e = findchainentity(tag_entity, self);
900 if(e != self.vehicle_shieldent)
902 e.effects = _effects; // | EF_LOWPRECISION;
903 e.colormod = _colormod;
904 e.colormap = _colormap;
910 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
911 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
912 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
913 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
916 self.avelocity = '0 0 0';
917 self.velocity = '0 0 0';
918 self.effects = _effects;
921 float vehicle_initialize(string net_name,
936 void(float extflag) exitfunc,
941 addstat(STAT_HUD, AS_INT, hud);
942 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
943 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
944 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
946 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
947 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
949 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
950 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
953 error("vehicles: missing bodymodel!");
956 error("vehicles: missing hudmodel!");
959 self.netname = self.classname;
961 self.netname = net_name;
963 if(self.team && !teamplay)
966 self.vehicle_flags |= VHF_ISVEHICLE;
968 setmodel(self, bodymodel);
970 self.vehicle_viewport = spawn();
971 self.vehicle_hudmodel = spawn();
972 self.tur_head = spawn();
973 self.tur_head.owner = self;
974 self.takedamage = DAMAGE_AIM;
975 self.bot_attack = TRUE;
976 self.iscreature = TRUE;
979 self.vehicle_die = dieproc;
980 self.vehicle_exit = exitfunc;
981 self.vehicle_enter = enterproc;
982 self.PlayerPhysplug = physproc;
983 self.event_damage = vehicles_damage;
984 self.touch = vehicles_touch;
985 self.think = vehicles_spawn;
986 self.nextthink = time;
987 self.vehicle_respawntime = _respawntime;
988 self.vehicle_spawn = spawnproc;
990 if(autocvar_g_nodepthtestplayers)
991 self.effects = self.effects | EF_NODEPTHTEST;
993 if(autocvar_g_fullbrightplayers)
994 self.effects = self.effects | EF_FULLBRIGHT;
996 setmodel(self.vehicle_hudmodel, hudmodel);
997 setmodel(self.vehicle_viewport, "null");
1002 setmodel(self.tur_head, topmodel);
1003 setattachment(self.tur_head, self, toptag);
1004 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1005 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1009 setattachment(self.tur_head, self, "");
1010 setattachment(self.vehicle_hudmodel, self, hudtag);
1011 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1014 setsize(self, min_s, max_s);
1017 setorigin(self, self.origin);
1018 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1019 setorigin(self, trace_endpos);
1022 self.pos1 = self.origin;
1023 self.pos2 = self.angles;
1024 self.tur_head.team = self.team;
1031 self.vehicle_exit = self.vehicle_exit;
1032 self.vehicle_enter = self.vehicle_exit;
1033 self.vehicle_die = self.vehicle_exit;
1034 self.vehicle_spawn = self.vehicle_exit;
1035 self.AuxiliaryXhair = self.AuxiliaryXhair;