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;
6 var float autocvar_g_vehicles_nex_damagerate = 0.5;
7 var float autocvar_g_vehicles_uzi_damagerate = 0.5;
8 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
9 var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
10 var float autocvar_g_vehicles_tag_damagerate = 5;
12 float autocvar_g_vehicles;
14 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
15 void vehicles_return();
16 void vehicles_enter();
17 void vehicles_touch();
18 void vehicles_reset_colors();
19 void vehicles_clearrturn();
20 void vehicles_setreturn();
24 Send additional points of interest to be drawn, to vehicle owner
27 .entity AuxiliaryXhair[MAX_AXH];
29 float SendAuxiliaryXhair(entity to, float sf)
32 WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
34 WriteByte(MSG_ENTITY, self.cnt);
36 WriteCoord(MSG_ENTITY, self.origin_x);
37 WriteCoord(MSG_ENTITY, self.origin_y);
38 WriteCoord(MSG_ENTITY, self.origin_z);
40 WriteByte(MSG_ENTITY, rint(self.colormod_x * 255));
41 WriteByte(MSG_ENTITY, rint(self.colormod_y * 255));
42 WriteByte(MSG_ENTITY, rint(self.colormod_z * 255));
47 void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
49 if (clienttype(own) != CLIENTTYPE_REAL)
54 axh_id = bound(0, axh_id, MAX_AXH);
55 axh = own.(AuxiliaryXhair[axh_id]);
57 if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
61 axh.drawonlytoclient = own;
63 Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair);
69 own.(AuxiliaryXhair[axh_id]) = axh;
73 // SVC_TEMPENTITY based, horrible with even 50 ping. hm.
74 // WriteByte(MSG_ONE, SVC_TEMPENTITY) uses reliable messagess, never use for thinsg that need continous updates.
75 void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
79 WriteByte(MSG_ONE, SVC_TEMPENTITY);
80 WriteByte(MSG_ONE, TE_CSQC_AUXILIARYXHAIR);
82 WriteByte(MSG_ONE, axh_id);
84 WriteCoord(MSG_ONE, loc_x);
85 WriteCoord(MSG_ONE, loc_y);
86 WriteCoord(MSG_ONE, loc_z);
88 WriteByte(MSG_ONE, rint(clr_x * 255));
89 WriteByte(MSG_ONE, rint(clr_y * 255));
90 WriteByte(MSG_ONE, rint(clr_z * 255));
97 Notifies the client that he enterd a vehicle, and sends
100 only sends vehicle_id atm (wich is a HUD_* constant, ex. HUD_SPIDERBOT)
102 void CSQCVehicleSetup(entity own, float vehicle_id)
104 if (clienttype(own) != CLIENTTYPE_REAL)
109 WriteByte(MSG_ONE, SVC_TEMPENTITY);
110 WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
112 WriteByte(MSG_ONE, vehicle_id);
114 WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
117 /** vehicles_locktarget
119 Generic target locking.
121 Figure out if what target is "locked" (if any), for missile tracking as such.
123 after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
124 you have a locked in target.
126 Exspects a crosshair_trace() or equivalent to be
131 .float lock_strength;
133 .float lock_soundtime;
134 float DAMAGE_TARGETDRONE = 10;
136 vector targetdrone_getnewspot()
141 for(i = 0; i < 100; ++i)
143 spot = self.origin + randomvec() * 1024;
144 tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self);
145 if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0)
152 void targetdrone_think();
153 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
154 void targetdrone_renwe()
156 self.think = targetdrone_think;
157 self.nextthink = time + 0.1;
158 setorigin(self, targetdrone_getnewspot());
160 self.takedamage = DAMAGE_TARGETDRONE;
161 self.event_damage = targetdrone_damage;
162 self.solid = SOLID_BBOX;
163 setmodel(self, "models/runematch/rune.mdl");
164 self.effects = EF_LOWPRECISION;
166 self.movetype = MOVETYPE_BOUNCEMISSILE;
167 setsize(self, '-100 -100 -100', '100 100 100');
170 void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
172 self.health -= damage;
175 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
181 self.think = targetdrone_renwe;
182 self.nextthink = time + 1 + random() * 2;
183 self.solid = SOLID_NOT;
188 entity targetdrone_getfear()
193 for(i = 64; i <= 1024; i += 64)
195 fear = findradius(self.origin, i);
207 void targetdrone_think()
209 self.nextthink = time + 0.1;
212 if(self.wp00.deadflag != DEAD_NO)
213 self.wp00 = targetdrone_getfear();
216 self.wp00 = targetdrone_getfear();
221 newdir = steerlib_push(self.wp00.origin) + randomvec() * 0.75;
223 newdir = randomvec() * 0.75;
225 newdir = newdir * 0.5 + normalize(self.velocity) * 0.5;
228 self.velocity = normalize(newdir) * (500 + (1024 / min(vlen(self.wp00.origin - self.origin), 1024)) * 700);
230 self.velocity = normalize(newdir) * 750;
232 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 2, MOVE_NORMAL, self);
233 if(trace_fraction != 1.0)
234 self.velocity = self.velocity * -1;
236 //normalize((normalize(self.velocity) * 0.5 + newdir * 0.5)) * 750;
239 void targetdrone_spawn(vector _where, float _autorenew)
241 entity drone = spawn();
242 setorigin(drone, _where);
243 drone.think = targetdrone_renwe;
244 drone.nextthink = time + 0.1;
245 drone.cnt = _autorenew;
249 void vehicles_locktarget(float incr, float decr, float _lock_time)
251 if(self.lock_target && self.lock_target.deadflag != DEAD_NO)
253 self.lock_target = world;
254 self.lock_strength = 0;
258 if(self.lock_time > time)
261 if(self.lock_soundtime < time)
263 self.lock_soundtime = time + 0.5;
264 play2(self.owner, "vehicles/locked.wav");
270 if(trace_ent != world)
272 if(teamplay && trace_ent.team == self.team)
275 if(trace_ent.deadflag != DEAD_NO)
278 if not (trace_ent.vehicle_flags & VHF_ISVEHICLE ||
279 trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
280 trace_ent.takedamage == DAMAGE_TARGETDRONE)
284 if(self.lock_target == world && trace_ent != world)
285 self.lock_target = trace_ent;
287 if(self.lock_target && trace_ent == self.lock_target)
289 if(self.lock_strength != 1 && self.lock_strength + incr >= 1)
291 play2(self.owner, "vehicles/lock.wav");
292 self.lock_soundtime = time + 0.8;
294 else if (self.lock_strength != 1 && self.lock_soundtime < time)
296 play2(self.owner, "vehicles/locking.wav");
297 self.lock_soundtime = time + 0.3;
302 // Have a locking target
303 // Trace hit current target
304 if(trace_ent == self.lock_target && trace_ent != world)
306 self.lock_strength = min(self.lock_strength + incr, 1);
307 if(self.lock_strength == 1)
308 self.lock_time = time + _lock_time;
313 self.lock_strength = max(self.lock_strength - decr * 2, 0);
315 self.lock_strength = max(self.lock_strength - decr, 0);
317 if(self.lock_strength == 0)
318 self.lock_target = world;
322 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
323 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
325 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
326 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
327 if(trace_fraction != 1) \
328 acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
330 // Hover movement support
331 float force_fromtag_power;
332 float force_fromtag_normpower;
333 vector force_fromtag_origin;
334 vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power)
336 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
337 v_forward = normalize(v_forward) * -1;
338 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
340 force_fromtag_power = (1 - trace_fraction) * max_power;
341 force_fromtag_normpower = force_fromtag_power / max_power;
343 return v_forward * force_fromtag_power;
346 // Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
347 // Can possibly be use to move abt any surface (inclusing walls/celings)
348 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
351 force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name));
352 v_forward = normalize(v_forward) * -1;
353 traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self);
355 // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
356 if(trace_fraction == 1.0)
358 force_fromtag_normpower = -0.25;
362 force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
363 force_fromtag_normpower = force_fromtag_power / max_power;
365 return v_forward * force_fromtag_power;
368 // Generic vehile projectile system
369 void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
371 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
372 if(inflictor.owner == self.owner)
375 self.health -= damage;
376 self.velocity += force;
379 self.takedamage = DAMAGE_NO;
380 self.event_damage = func_null;
381 self.think = self.use;
382 self.nextthink = time;
386 void vehicles_projectile_explode()
388 if(self.owner && other != world)
390 if(other == self.owner.vehicle)
393 if(other == self.owner.vehicle.tur_head)
399 self.event_damage = func_null;
400 RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
405 entity vehicles_projectile(string _mzlfx, string _mzlsound,
406 vector _org, vector _vel,
407 float _dmg, float _radi, float _force, float _size,
408 float _deahtype, float _projtype, float _health,
409 float _cull, float _clianim, entity _owner)
415 PROJECTILE_MAKETRIGGER(proj);
416 setorigin(proj, _org);
418 proj.shot_dmg = _dmg;
419 proj.shot_radius = _radi;
420 proj.shot_force = _force;
421 proj.totalfrags = _deahtype;
422 proj.solid = SOLID_BBOX;
423 proj.movetype = MOVETYPE_FLYMISSILE;
424 proj.flags = FL_PROJECTILE;
425 proj.bot_dodge = TRUE;
426 proj.bot_dodgerating = _dmg;
427 proj.velocity = _vel;
428 proj.touch = vehicles_projectile_explode;
429 proj.use = vehicles_projectile_explode;
431 proj.realowner = _owner;
432 proj.think = SUB_Remove;
433 proj.nextthink = time + 30;
437 proj.takedamage = DAMAGE_AIM;
438 proj.event_damage = vehicles_projectile_damage;
439 proj.health = _health;
442 proj.flags = FL_PROJECTILE | FL_NOTARGET;
445 sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
448 pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
451 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
453 CSQCProjectile(proj, _clianim, _projtype, _cull);
457 // End generic vehile projectile system
460 Exetuted for all vehicles on (re)spawn.
461 Sets defaults for newly spawned units.
463 void vehicles_spawn()
465 dprint("Spawning vehicle: ", self.netname, "\n");
468 self.vehicle_hudmodel.viewmodelforclient = self;
471 self.touch = vehicles_touch;
472 self.event_damage = vehicles_damage;
473 self.iscreature = TRUE;
474 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
475 self.damagedbycontents = TRUE;
476 self.movetype = MOVETYPE_WALK;
477 self.solid = SOLID_SLIDEBOX;
478 self.takedamage = DAMAGE_AIM;
479 self.deadflag = DEAD_NO;
480 self.bot_attack = TRUE;
481 self.flags = FL_NOTARGET;
482 self.avelocity = '0 0 0';
483 self.velocity = '0 0 0';
486 self.lock_strength = 0;
487 self.lock_target = world;
488 self.misc_bulletcounter = 0;
491 self.angles = self.pos2;
492 setorigin(self, self.pos1 + '0 0 0');
494 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
496 if(self.vehicle_controller)
497 self.team = self.vehicle_controller.team;
499 vehicles_reset_colors();
500 self.vehicle_spawn(VHSF_NORMAL);
503 // Better way of determening whats crushable needed! (fl_crushable?)
504 float vehicles_crushable(entity e)
506 if(e.classname == "player")
509 if(e.classname == "monster_zombie")
515 void vehilces_impact(float _minspeed, float _speedfac, float _maxpain)
517 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
520 if(self.play_time < time)
522 float wc = vlen(self.velocity - self.oldvelocity);
523 //dprint("oldvel: ", vtos(self.oldvelocity), "\n");
524 //dprint("vel: ", vtos(self.velocity), "\n");
527 float take = min(_speedfac * wc, _maxpain);
528 Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
529 self.play_time = time + 0.25;
531 //dprint("wc: ", ftos(wc), "\n");
532 //dprint("take: ", ftos(take), "\n");
537 .void() vehicle_impact;
538 void vehicles_touch()
540 // Vehicle currently in use
544 if(vehicles_crushable(other))
546 if(vlen(self.velocity) != 0)
547 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);
549 return; // Dont do selfdamage when hitting "soft targets".
552 if(self.play_time < time)
553 if(self.vehicle_impact)
554 self.vehicle_impact();
559 if(other.classname != "player")
562 if(other.deadflag != DEAD_NO)
565 if(other.vehicle != world)
570 var float autocvar_g_vehicles_allow_bots = 0;
571 void vehicles_enter()
573 // Remove this when bots know how to use vehicles
575 if (clienttype(other) == CLIENTTYPE_BOT)
576 if (autocvar_g_vehicles_allow_bots)
577 dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
581 if(self.phase > time)
586 if(self.team != other.team)
589 RemoveGrapplingHook(other);
591 self.vehicle_ammo1 = 0;
592 self.vehicle_ammo2 = 0;
593 self.vehicle_reload1 = 0;
594 self.vehicle_reload2 = 0;
595 self.vehicle_energy = 0;
598 self.switchweapon = other.switchweapon;
600 // .viewmodelforclient works better.
601 //self.vehicle_hudmodel.drawonlytoclient = self.owner;
603 self.vehicle_hudmodel.viewmodelforclient = self.owner;
605 self.event_damage = vehicles_damage;
607 self.owner.angles = self.angles;
608 self.owner.takedamage = DAMAGE_NO;
609 self.owner.solid = SOLID_NOT;
610 self.owner.movetype = MOVETYPE_NOCLIP;
611 self.owner.alpha = -1;
612 self.owner.vehicle = self;
613 self.owner.event_damage = func_null;
614 self.owner.view_ofs = '0 0 0';
615 self.colormap = self.owner.colormap;
617 self.tur_head.colormap = self.owner.colormap;
619 self.owner.hud = self.hud;
620 self.owner.PlayerPhysplug = self.PlayerPhysplug;
622 self.owner.vehicle_ammo1 = self.vehicle_ammo1;
623 self.owner.vehicle_ammo2 = self.vehicle_ammo2;
624 self.owner.vehicle_reload1 = self.vehicle_reload1;
625 self.owner.vehicle_reload2 = self.vehicle_reload2;
627 // Cant do this, hides attached objects too.
628 //self.exteriormodeltoclient = self.owner;
629 //self.tur_head.exteriormodeltoclient = self.owner;
631 other.flags &~= FL_ONGROUND;
632 self.flags &~= FL_ONGROUND;
634 self.team = self.owner.team;
635 self.flags -= FL_NOTARGET;
637 if (clienttype(other) == CLIENTTYPE_REAL)
640 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
641 WriteEntity(MSG_ONE, self.vehicle_viewport);
643 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
646 WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
647 WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
648 WriteAngle(MSG_ONE, 0); // roll
652 WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
653 WriteAngle(MSG_ONE, self.angles_y); // yaw
654 WriteAngle(MSG_ONE, 0); // roll
658 vehicles_clearrturn();
660 CSQCVehicleSetup(self.owner, self.hud);
664 MUTATOR_CALLHOOK(VehicleEnter);
668 self.vehicle_enter();
669 antilag_clear(other);
672 /** vehicles_findgoodexit
673 Locates a valid location for the player to exit the vehicle.
674 Will first try prefer_spot, then up 100 random spots arround the vehicle
675 wich are in direct line of sight and empty enougth to hold a players bbox
677 vector vehicles_findgoodexit(vector prefer_spot)
682 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner);
683 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
686 mysize = 1.5 * vlen(self.maxs - self.mins);
689 v2 = 0.5 * (self.absmin + self.absmax);
690 for(i = 0; i < 100; ++i)
694 v = v2 + normalize(v) * mysize;
695 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner);
696 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
701 exitspot = (self.origin + '0 0 48') + v_forward * mysize;
702 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
703 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
706 exitspot = (self.origin + '0 0 48') - v_forward * mysize;
707 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
708 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
711 exitspot = (self.origin + '0 0 48') + v_right * mysize;
712 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
713 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
716 exitspot = (self.origin + '0 0 48') - v_right * mysize;
717 tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner);
718 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
726 Standarrd vehicle release fucntion.
727 custom code goes in self.vehicle_exit
729 float vehicles_exit_running;
730 void vehicles_exit(float eject)
734 entity _oldself = self;
736 if(vehicles_exit_running)
738 dprint("^1vehicles_exit allready running! this is not good..\n");
742 vehicles_exit_running = TRUE;
743 if(self.flags & FL_CLIENT)
745 _vehicle = self.vehicle;
747 if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
749 _vehicle.vehicle_exit(eject);
751 vehicles_exit_running = FALSE;
758 _player = _vehicle.owner;
764 if (clienttype(_player) == CLIENTTYPE_REAL)
766 msg_entity = _player;
767 WriteByte (MSG_ONE, SVC_SETVIEWPORT);
768 WriteEntity( MSG_ONE, _player);
770 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
771 WriteAngle(MSG_ONE, 0);
772 WriteAngle(MSG_ONE, _vehicle.angles_y);
773 WriteAngle(MSG_ONE, 0);
776 setsize(_player, PL_MIN,PL_MAX);
778 _player.takedamage = DAMAGE_AIM;
779 _player.solid = SOLID_SLIDEBOX;
780 _player.movetype = MOVETYPE_WALK;
781 _player.effects &~= EF_NODRAW;
783 _player.PlayerPhysplug = func_null;
784 _player.vehicle = world;
785 _player.view_ofs = PL_VIEW_OFS;
786 _player.event_damage = PlayerDamage;
787 _player.hud = HUD_NORMAL;
788 _player.switchweapon = _vehicle.switchweapon;
790 CSQCVehicleSetup(_player, HUD_NORMAL);
792 _vehicle.flags |= FL_NOTARGET;
794 if(_vehicle.deadflag == DEAD_NO)
795 _vehicle.avelocity = '0 0 0';
797 _vehicle.tur_head.nodrawtoclient = world;
804 vh_vehicle = _vehicle;
805 MUTATOR_CALLHOOK(VehicleExit);
807 _vehicle = vh_vehicle;
809 _vehicle.team = _vehicle.tur_head.team;
811 sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
812 _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
813 _vehicle.phase = time + 1;
815 _vehicle.vehicle_exit(eject);
817 vehicles_setreturn();
818 vehicles_reset_colors();
819 _vehicle.owner = world;
822 vehicles_exit_running = FALSE;
826 void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
828 if(self.regen_field < field_max)
829 if(timer + rpause < time)
832 regen = regen * (self.vehicle_health / self.tur_health);
834 self.regen_field = min(self.regen_field + regen * delta_time, field_max);
837 self.owner.regen_field = (self.regen_field / field_max) * 100;
841 void shieldhit_think()
846 //setmodel(self, "");
848 self.effects |= EF_NODRAW;
852 self.nextthink = time + 0.1;
856 void vehicles_painframe()
858 if(self.owner.vehicle_health <= 50)
859 if(self.pain_frame < time)
862 _ftmp = self.owner.vehicle_health / 50;
863 self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
864 pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
866 if(self.vehicle_flags & VHF_DMGSHAKE)
867 self.velocity += randomvec() * 30;
869 if(self.vehicle_flags & VHF_DMGROLL)
870 if(self.vehicle_flags & VHF_DMGHEADROLL)
871 self.tur_head.angles += randomvec();
873 self.angles += randomvec();
878 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
880 self.dmg_time = time;
882 if(DEATH_ISWEAPON(deathtype, WEP_NEX))
883 damage *= autocvar_g_vehicles_nex_damagerate;
885 if(DEATH_ISWEAPON(deathtype, WEP_UZI))
886 damage *= autocvar_g_vehicles_uzi_damagerate;
888 if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
889 damage *= autocvar_g_vehicles_rifle_damagerate;
891 if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
892 damage *= autocvar_g_vehicles_minstanex_damagerate;
894 if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
895 damage *= autocvar_g_vehicles_tag_damagerate;
897 self.enemy = attacker;
899 if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
901 if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
903 self.vehicle_shieldent = spawn();
904 self.vehicle_shieldent.effects = EF_LOWPRECISION;
906 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
907 setattachment(self.vehicle_shieldent, self, "");
908 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
909 self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins);
910 self.vehicle_shieldent.think = shieldhit_think;
913 self.vehicle_shieldent.colormod = '1 1 1';
914 self.vehicle_shieldent.alpha = 0.45;
915 self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
916 self.vehicle_shieldent.nextthink = time;
917 self.vehicle_shieldent.effects &~= EF_NODRAW;
919 self.vehicle_shield -= damage;
921 if(self.vehicle_shield < 0)
923 self.vehicle_health -= fabs(self.vehicle_shield);
924 self.vehicle_shieldent.colormod = '2 0 0';
925 self.vehicle_shield = 0;
926 self.vehicle_shieldent.alpha = 0.75;
928 if(sound_allowed(MSG_BROADCAST, attacker))
929 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
932 if(sound_allowed(MSG_BROADCAST, attacker))
933 spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
938 self.vehicle_health -= damage;
940 if(sound_allowed(MSG_BROADCAST, attacker))
941 spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
944 if(self.damageforcescale < 1 && self.damageforcescale > 0)
945 self.velocity += force * self.damageforcescale;
947 self.velocity += force;
949 if(self.vehicle_health <= 0)
952 if(self.vehicle_flags & VHF_DEATHEJECT)
953 vehicles_exit(VHEF_EJECT);
955 vehicles_exit(VHEF_RELESE);
961 vehicles_setreturn();
965 void vehicles_clearrturn()
968 // Remove "return helper", if any.
969 ret = findchain(classname, "vehicle_return");
975 ret.think = SUB_Remove;
976 ret.nextthink = time + 0.1;
978 if(ret.waypointsprite_attached)
979 WaypointSprite_Kill(ret.waypointsprite_attached);
987 void vehicles_return()
989 pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
991 self.wp00.think = vehicles_spawn;
992 self.wp00.nextthink = time;
994 if(self.waypointsprite_attached)
995 WaypointSprite_Kill(self.waypointsprite_attached);
1000 void vehicles_showwp_goaway()
1002 if(self.waypointsprite_attached)
1003 WaypointSprite_Kill(self.waypointsprite_attached);
1009 void vehicles_showwp()
1011 entity oldself = world;
1016 self.think = vehicles_return;
1017 self.nextthink = self.cnt;
1021 self.think = vehicles_return;
1022 self.nextthink = time +1;
1026 setmodel(self, "null");
1027 self.team = oldself.wp00.team;
1028 self.wp00 = oldself.wp00;
1029 setorigin(self, oldself.wp00.pos1);
1031 self.nextthink = time + 5;
1032 self.think = vehicles_showwp_goaway;
1035 if(teamplay && self.team)
1036 rgb = TeamColor(self.team);
1039 WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
1040 if(self.waypointsprite_attached)
1042 WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT);
1043 if(oldself == world)
1044 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink);
1045 WaypointSprite_Ping(self.waypointsprite_attached);
1048 if(oldself != world)
1052 void vehicles_setreturn()
1056 vehicles_clearrturn();
1059 ret.classname = "vehicle_return";
1061 ret.team = self.team;
1062 ret.think = vehicles_showwp;
1064 if(self.deadflag != DEAD_NO)
1066 ret.cnt = time + self.vehicle_respawntime;
1067 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
1071 ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
1074 setmodel(ret, "null");
1075 setorigin(ret, self.pos1 + '0 0 96');
1079 void vehicles_reset_colors()
1082 float _effects = 0, _colormap;
1083 vector _glowmod, _colormod;
1085 if(autocvar_g_nodepthtestplayers)
1086 _effects |= EF_NODEPTHTEST;
1088 if(autocvar_g_fullbrightplayers)
1089 _effects |= EF_FULLBRIGHT;
1092 _colormap = 1024 + (self.team - 1) * 17;
1097 _colormod = '0 0 0';
1099 // Find all ents attacked to main model and setup effects, colormod etc.
1100 e = findchainentity(tag_entity, self);
1103 if(e != self.vehicle_shieldent)
1105 e.effects = _effects; // | EF_LOWPRECISION;
1106 e.colormod = _colormod;
1107 e.colormap = _colormap;
1113 self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION;
1114 self.vehicle_hudmodel.colormod = self.colormod = _colormod;
1115 self.vehicle_hudmodel.colormap = self.colormap = _colormap;
1116 self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1119 self.avelocity = '0 0 0';
1120 self.velocity = '0 0 0';
1121 self.effects = _effects;
1126 dprint("vehicle ",self.netname, " used by ", activator.classname, "\n");
1128 self.tur_head.team = activator.team;
1130 if(self.tur_head.team == 0)
1131 self.active = ACTIVE_NOT;
1133 self.active = ACTIVE_ACTIVE;
1135 if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
1137 dprint("^3Eat shit yall!\n");
1138 vehicles_setreturn();
1139 vehicles_reset_colors();
1141 else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
1147 float vehicle_addplayerslot( entity _owner,
1152 void(float) _exitfunc)
1154 if not (_owner.vehicle_flags & VHF_MULTISLOT)
1155 _owner.vehicle_flags |= VHF_MULTISLOT;
1157 _slot.PlayerPhysplug = _framefunc;
1158 _slot.vehicle_exit = _exitfunc;
1160 _slot.vehicle_flags = VHF_PLAYERSLOT;
1161 _slot.vehicle_viewport = spawn();
1162 _slot.vehicle_hudmodel = spawn();
1163 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
1164 _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
1166 setmodel(_slot.vehicle_hudmodel, _hud_model);
1167 setmodel(_slot.vehicle_viewport, "null");
1169 setattachment(_slot.vehicle_hudmodel, _slot, "");
1170 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
1175 float vehicle_initialize(string net_name,
1186 void(float _spawnflag) spawnproc,
1190 void(float extflag) exitfunc,
1197 if(!autocvar_g_vehicles)
1202 self.vehicle_controller = find(world, target, self.targetname);
1203 if(!self.vehicle_controller)
1205 bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
1209 self.team = self.vehicle_controller.team;
1210 self.use = vehicle_use;
1214 if(self.vehicle_controller.team == 0)
1215 self.active = ACTIVE_NOT;
1217 self.active = ACTIVE_ACTIVE;
1222 precache_sound("onslaught/ons_hit2.wav");
1223 precache_sound("onslaught/electricity_explode.wav");
1226 addstat(STAT_HUD, AS_INT, hud);
1227 addstat(STAT_VEHICLESTAT_HEALTH, AS_INT, vehicle_health);
1228 addstat(STAT_VEHICLESTAT_SHIELD, AS_INT, vehicle_shield);
1229 addstat(STAT_VEHICLESTAT_ENERGY, AS_INT, vehicle_energy);
1231 addstat(STAT_VEHICLESTAT_AMMO1, AS_INT, vehicle_ammo1);
1232 addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
1234 addstat(STAT_VEHICLESTAT_AMMO2, AS_INT, vehicle_ammo2);
1235 addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
1238 error("vehicles: missing bodymodel!");
1241 error("vehicles: missing hudmodel!");
1244 self.netname = self.classname;
1246 self.netname = net_name;
1248 if(self.team && !teamplay)
1251 self.vehicle_flags |= VHF_ISVEHICLE;
1253 setmodel(self, bodymodel);
1255 self.vehicle_viewport = spawn();
1256 self.vehicle_hudmodel = spawn();
1257 self.tur_head = spawn();
1258 self.tur_head.owner = self;
1259 self.takedamage = DAMAGE_AIM;
1260 self.bot_attack = TRUE;
1261 self.iscreature = TRUE;
1262 self.teleportable = FALSE; // no teleporting for vehicles, too buggy
1263 self.damagedbycontents = TRUE;
1265 self.tur_health = _max_health;
1266 self.tur_head.tur_health = _max_shield;
1267 self.vehicle_die = dieproc;
1268 self.vehicle_exit = exitfunc;
1269 self.vehicle_enter = enterproc;
1270 self.PlayerPhysplug = physproc;
1271 self.event_damage = vehicles_damage;
1272 self.touch = vehicles_touch;
1273 self.think = vehicles_spawn;
1274 self.nextthink = time;
1275 self.vehicle_respawntime = _respawntime;
1276 self.vehicle_spawn = spawnproc;
1277 self.effects = EF_NODRAW;
1278 if(g_assault || !autocvar_g_vehicles_delayspawn)
1279 self.nextthink = time + 0.5;
1281 self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
1284 if(autocvar_g_nodepthtestplayers)
1285 self.effects = self.effects | EF_NODEPTHTEST;
1287 if(autocvar_g_fullbrightplayers)
1288 self.effects = self.effects | EF_FULLBRIGHT;
1290 setmodel(self.vehicle_hudmodel, hudmodel);
1291 setmodel(self.vehicle_viewport, "null");
1295 setmodel(self.tur_head, topmodel);
1296 setattachment(self.tur_head, self, toptag);
1297 setattachment(self.vehicle_hudmodel, self.tur_head, hudtag);
1298 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1302 setattachment(self.tur_head, self, "");
1303 setattachment(self.vehicle_hudmodel, self, hudtag);
1304 setattachment(self.vehicle_viewport, self.vehicle_hudmodel, viewtag);
1307 setsize(self, min_s, max_s);
1310 setorigin(self, self.origin);
1311 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1312 setorigin(self, trace_endpos);
1315 self.pos1 = self.origin;
1316 self.pos2 = self.angles;
1317 self.tur_head.team = self.team;
1322 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
1323 float _pichlimit_min, float _pichlimit_max,
1324 float _rotlimit_min, float _rotlimit_max, float _aimspeed)
1328 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
1329 vtmp = vectoangles(normalize(_target - vtag));
1330 vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
1331 vtmp = AnglesTransform_Normalize(vtmp, TRUE);
1332 ftmp = _aimspeed * frametime;
1333 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
1334 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
1335 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
1336 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
1340 void vehicles_gib_explode()
1342 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
1343 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
1347 void vehicles_gib_think()
1350 if(self.cnt >= time)
1353 self.nextthink = time + 0.1;
1356 entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot)
1358 entity _gib = spawn();
1359 setmodel(_gib, _template.model);
1360 setorigin(_gib, gettaginfo(self, gettagindex(self, _tag)));
1361 _gib.velocity = _vel;
1362 _gib.movetype = MOVETYPE_TOSS;
1363 _gib.solid = SOLID_CORPSE;
1364 _gib.colormod = '-0.5 -0.5 -0.5';
1365 _gib.effects = EF_LOWPRECISION;
1366 _gib.avelocity = _rot;
1369 _gib.effects |= EF_FLAME;
1373 _gib.think = vehicles_gib_explode;
1374 _gib.nextthink = time + random() * _explode;
1375 _gib.touch = vehicles_gib_explode;
1379 _gib.cnt = time + _maxtime;
1380 _gib.think = vehicles_gib_think;
1381 _gib.nextthink = time + _maxtime - 1;
1388 vector predict_target(entity _targ, vector _from, float _shot_speed)
1391 float _distance; // How far to target
1392 float _impact_time; // How long untill projectile impacts
1393 vector _predict_pos; // Predicted enemy location
1394 vector _original_origin;// Where target is before predicted
1396 _original_origin = real_origin(_targ); // Typicaly center of target BBOX
1398 _predict_pos = _original_origin;
1399 for(i = 0; i < 4; ++i) // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
1401 _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
1402 _impact_time = _distance / _shot_speed; // Calculate impact time
1403 _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
1406 return _predict_pos;