+#include "../effects.qh"
#include "vehicles.qh"
#include "sv_vehicles.qh"
-float SendAuxiliaryXhair(entity to, float sf)
+#if 0
+bool vehicle_send(entity to, int sf)
+{
+ WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
+ WriteByte(MSG_ENTITY, sf);
+
+ if(sf & VSF_SPAWN)
+ {
+ WriteByte(MSG_ENTITY, self.vehicleid);
+ }
+
+ if(sf & VSF_SETUP)
+ {
+ // send stuff?
+ }
+
+ if(sf & VSF_ENTER)
+ {
+ // player handles the .vehicle stuff, we need only set ourselves up for driving
+
+ // send stuff?
+ }
+
+ if(sf & VSF_EXIT)
+ {
+ // senf stuff?
+ }
+
+ if(sf & VSF_PRECACHE)
+ {
+ // send stuff?!
+ }
+
+ return true;
+}
+#endif
+
+bool SendAuxiliaryXhair(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
if(trace_ent.deadflag != DEAD_NO)
trace_ent = world;
- if(!((trace_ent.vehicle_flags & VHF_ISVEHICLE) || (trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)))
+ if(!(IS_VEHICLE(trace_ent) || IS_TURRET(trace_ent)))
trace_ent = world;
if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
if(_mzlfx)
- pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
-
+ Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
void vehicles_gib_explode()
{
sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
- pointparticles(particleeffectnum("explosion_small"), self.wp00.origin + '0 0 64', '0 0 0', 1);
+ Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ Send_Effect("explosion_small", self.wp00.origin + '0 0 64', '0 0 0', 1);
remove(self);
}
void vehicles_spawn();
void vehicles_return()
{
- pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
+ Send_Effect("teleport", self.wp00.origin + '0 0 64', '0 0 0', 1);
self.wp00.think = vehicles_spawn;
self.wp00.nextthink = time;
self.dmg_time = time;
// WEAPONTODO
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id))
damage *= autocvar_g_vehicles_vortex_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id))
damage *= autocvar_g_vehicles_machinegun_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
+ if(DEATH_ISWEAPON(deathtype, WEP_RIFLE.m_id))
damage *= autocvar_g_vehicles_rifle_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
damage *= autocvar_g_vehicles_vaporizer_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
+ if(DEATH_ISWEAPON(deathtype, WEP_SEEKER.m_id))
damage *= autocvar_g_vehicles_tag_damagerate;
if(DEATH_WEAPONOFWEAPONDEATH(deathtype))
if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
return true;
- if(e.flags & FL_MONSTER)
+ if(IS_MONSTER(e))
return true;
return false;
WaypointSprite_Kill(_vehicle.wps_intruder);
- vh_player = _player;
- vh_vehicle = _vehicle;
- MUTATOR_CALLHOOK(VehicleExit);
- _player = vh_player;
- _vehicle = vh_vehicle;
+ MUTATOR_CALLHOOK(VehicleExit, _player, _vehicle);
_vehicle.team = _vehicle.tur_head.team;
void vehicles_touch()
{
- if(MUTATOR_CALLHOOK(VehicleTouch))
+ if(MUTATOR_CALLHOOK(VehicleTouch, self, other))
return;
// Vehicle currently in use
vehicles_enter(other, self);
}
+bool vehicle_impulse(int imp)
+{
+ switch(imp)
+ {
+ case 17:
+ {
+ stuffcmd(self, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
+ return true;
+ }
+ }
+
+ return false;
+}
+
void vehicles_enter(entity pl, entity veh)
{
// Remove this when bots know how to use vehicles
pl.vehicle_ammo2 = veh.vehicle_ammo2;
pl.vehicle_reload1 = veh.vehicle_reload1;
pl.vehicle_reload2 = veh.vehicle_reload2;
+ pl.vehicle_energy = veh.vehicle_energy;
// Cant do this, hides attached objects too.
//veh.exteriormodeltoclient = veh.owner;
CSQCVehicleSetup(pl, veh.vehicleid);
- vh_player = pl;
- vh_vehicle = veh;
- MUTATOR_CALLHOOK(VehicleEnter);
+ MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
entity oldself = self;
self = veh;
self.angles = self.pos2;
setorigin(self, self.pos1);
// Show it
- pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
+ Send_Effect("teleport", self.origin + '0 0 64', '0 0 0', 1);
if(self.vehicle_controller)
self.team = self.vehicle_controller.team;
if(self.team && (!teamplay || !autocvar_g_vehicles_teams))
self.team = 0;
- self.vehicle_flags |= VHF_ISVEHICLE;
+ if(self.mdl == "" || !self.mdl)
+ setmodel(self, veh.model);
+ else
+ setmodel(self, self.mdl);
- setmodel(self, veh.model);
+ self.vehicle_flags |= VHF_ISVEHICLE;
self.vehicle_viewport = spawn();
self.vehicle_hudmodel = spawn();