Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
racer.qc
Go to the documentation of this file.
1#include "racer.qh"
2
3#ifdef SVQC
6#endif
7
8#ifdef GAMEQC
9
10#ifdef SVQC
12
13float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
14
16// energy consumed per second
18
21
24
26
29
32
38
40
41//float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
42
43// 0 = hover, != 0 = maglev
45// NOTE!! x 4 (4 engines)
47
51
55
59
63
68
70
75
76// Factor of old velocity to keep after collision
78// if != 0, New veloctiy after bounce = 0 if new velocity < this
80// "minspeed_for_pain speedchange_to_pain_factor max_damage"
82
84.float racer_air_finished; // TODO: use a standard air meter for entities
85
86var .vector(entity this, string tag_name, float spring_length, float max_power) racer_force_from_tag;
87
88void racer_align4point(entity this, entity player, float _delta)
89{
90 vector push_vector;
91 float fl_push, fr_push, bl_push, br_push;
92
93 push_vector = this.racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
95 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
96
97 push_vector += this.racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
99 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
100
101 push_vector += this.racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
102 br_push = force_fromtag_normpower;
103 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
104
105 push_vector += this.racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
106 bl_push = force_fromtag_normpower;
107 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
108
109 this.velocity += push_vector * _delta;
110
112
113 int cont = pointcontents(this.origin - '0 0 64');
114 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
115 {
117
119 this.velocity_z += 30;
120 else
121 this.velocity_z += 200;
122 }
123
124
125 // Anti ocilation
126 if(this.velocity_z > 0)
127 this.velocity_z *= 1 - uforce * _delta;
128
129 push_vector_x = (fl_push - bl_push);
130 push_vector_x += (fr_push - br_push);
131 push_vector_x *= 360;
132
133 push_vector_z = (fr_push - fl_push);
134 push_vector_z += (br_push - bl_push);
135 push_vector_z *= 360;
136
137 // Apply angle diffrance
138 this.angles_z += push_vector_z * _delta;
139 this.angles_x += push_vector_x * _delta;
140
141 // Apply stabilizer
142 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
143 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
144}
145
146void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
147{
148 vector v = gettaginfo(this, gettagindex(this, tagname));
149 racer_fire_rocket(this, player, v, v_forward, trg);
150}
151
152bool racer_frame(entity this, float dt)
153{
154 entity player = this;
155 entity vehic = player.vehicle;
156 return = true;
157
158#ifdef SVQC
159 if(game_stopped)
160 {
161 vehic.solid = SOLID_NOT;
162 vehic.takedamage = DAMAGE_NO;
164 return;
165 }
166#endif
167
168 vehicles_frame(vehic, player);
169
170 int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
171 if(!(cont & DPCONTENTS_WATER))
172 vehic.racer_air_finished = 0;
173 else if (!vehic.racer_air_finished)
174 vehic.racer_air_finished = time + autocvar_g_vehicle_racer_water_time;
175
176#ifdef SVQC
177 if(IS_DEAD(vehic))
178 {
179 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
180 return;
181 }
182#endif
183
184 racer_align4point(vehic, player, dt);
185
186#ifdef SVQC
187 PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
188#endif
189
190 vehic.angles_x *= -1;
191
192 // Yaw
193 float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
194 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
195 vehic.angles_y = anglemods(vehic.angles_y + ftmp);
196
197 // Roll
198 vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
199
200 // Pitch
202 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
204
205 makevectors(vehic.angles);
206 vehic.angles_x *= -1;
207
208 //ftmp = vehic.velocity_z;
209 vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
210 //vehic.velocity_z = ftmp;
211
212 if(PHYS_CS(player).movement)
213 {
214 if(cont & DPCONTENTS_LIQUIDSMASK)
215 {
216 if(PHYS_CS(player).movement_x) { df += v_forward * ((PHYS_CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
217 if(PHYS_CS(player).movement_y) { df += v_right * ((PHYS_CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
218 }
219 else
220 {
221 if(PHYS_CS(player).movement_x) { df += v_forward * ((PHYS_CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
222 if(PHYS_CS(player).movement_y) { df += v_right * ((PHYS_CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
223 }
224
225#ifdef SVQC
226 if(vehic.sound_nexttime < time || vehic.sounds != 1)
227 {
228 vehic.sounds = 1;
229 vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
230 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
231 }
232#endif
233 }
234#ifdef SVQC
235 else
236 {
237 if(vehic.sound_nexttime < time || vehic.sounds != 0)
238 {
239 vehic.sounds = 0;
240 vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
241 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
242 }
243 }
244#endif
245
246 // Afterburn
247 if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
248 {
249#ifdef SVQC
250 if(time - vehic.wait > 0.2)
251 pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1);
252#endif
253
254 vehic.wait = time;
255
256 if(cont & DPCONTENTS_LIQUIDSMASK)
257 {
258 vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
260 }
261 else
262 {
263 vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
265 }
266
267#ifdef SVQC
268 // TODO: move these to the client side where they belong
269 // NOTE: reusing .invincible_finished here as delay counter for the smoke effect
270 if(vehic.invincible_finished < time)
271 {
272 traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
273 if(trace_fraction != 1.0)
274 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
275
276 vehic.invincible_finished = time + 0.1 + (random() * 0.1);
277 }
278
279 // NOTE: reusing .strength_finished here as a sound delay counter
280 if(vehic.strength_finished < time)
281 {
282 vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
283 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
284 }
285#endif
286 }
287 else
288 {
289 vehic.strength_finished = 0;
290 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
291 }
292
293 if(cont & DPCONTENTS_LIQUIDSMASK)
294 vehic.racer_watertime = time;
295
297 if(time - vehic.racer_watertime <= 3)
299
300 df -= v_up * (vlen(vehic.velocity) * dforce);
301 PHYS_CS(player).movement = vehic.velocity += df * dt;
302
303#ifdef SVQC
304
305 Weapon wep1 = WEP_RACER;
306 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
307 if (!weaponLocked(player) && !weaponUseForbidden(player))
308 if (PHYS_INPUT_BUTTON_ATCK(player))
309 if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
310 {
311 wep1.wr_think(wep1, vehic, weaponentity, 1);
312 }
313
315 {
316 if(time >= vehic.vehicle_last_trace)
317 {
318 crosshair_trace(player);
319
323
324 vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
325 }
326
327 if(vehic.lock_target)
328 {
329 if(vehic.lock_strength == 1)
330 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
331 else if(vehic.lock_strength > 0.5)
332 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
333 else if(vehic.lock_strength < 0.5)
334 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
335 }
336 }
337
338 if (!weaponLocked(player) && !weaponUseForbidden(player))
339 if(time > vehic.delay)
340 if(PHYS_INPUT_BUTTON_ATCK2(player))
341 {
342 vehic.misc_bulletcounter += 1;
343 vehic.delay = time + 0.3;
344
345 if(vehic.misc_bulletcounter == 1)
346 {
347 racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
348 player.vehicle_ammo2 = 50;
349 }
350 else if(vehic.misc_bulletcounter == 2)
351 {
352 racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
353 vehic.lock_strength = 0;
354 vehic.lock_target = NULL;
355 vehic.misc_bulletcounter = 0;
357 vehic.lip = time;
358 player.vehicle_ammo2 = 0;
359 }
360 }
361 else if(vehic.misc_bulletcounter == 0)
362 player.vehicle_ammo2 = 100;
363
364 player.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
365
366 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
368
369 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
371
372 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
374
375 VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
376 VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
377
378 if(vehic.vehicle_flags & VHF_HASSHIELD)
379 VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
380
381 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
382#endif
383
384 setorigin(player, vehic.origin + '0 0 32');
385#ifdef SVQC
386 player.oldorigin = player.origin; // negate fall damage
387#endif
388 player.velocity = vehic.velocity;
389}
390#endif
391
392#ifdef SVQC
394{
396
397 this.nextthink = time + dt;
398
399 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
400
403
405
406 //int cont = pointcontents(this.origin - '0 0 64');
407 traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
408 //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
410 {
412 this.velocity_z += 200;
413 }
414
415 this.velocity += df * dt;
416 if(this.velocity_z > 0)
417 this.velocity_z *= 1 - forced * dt;
418
419 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
420 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
421
423}
424
425void racer_exit(entity this, int eject)
426{
427 vector spot;
428
429 setthink(this, racer_think);
430 this.nextthink = time;
433
434 if(!this.owner)
435 return;
436
437 makevectors(this.angles);
438 if(eject)
439 {
440 spot = this.origin + v_forward * 100 + '0 0 64';
441 spot = vehicles_findgoodexit(this, this.owner, spot);
442 setorigin(this.owner, spot);
443 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
444 this.owner.oldvelocity = this.owner.velocity;
445 }
446 else
447 {
448 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
449 {
450 this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
451 this.owner.velocity_z += 200;
452 spot = this.origin + v_forward * 32 + '0 0 32';
453 spot = vehicles_findgoodexit(this, this.owner, spot);
454 }
455 else
456 {
457 this.owner.velocity = this.velocity * 0.5;
458 this.owner.velocity_z += 10;
459 spot = this.origin - v_forward * 200 + '0 0 32';
460 spot = vehicles_findgoodexit(this, this.owner, spot);
461 }
462 this.owner.oldvelocity = this.owner.velocity;
463 setorigin(this.owner , spot);
464 }
465 antilag_clear(this.owner, CS(this.owner));
466 this.owner = NULL;
467}
468
470{
471 this.deadflag = DEAD_DEAD;
472 this.vehicle_exit(this, VHEF_NORMAL);
473
478 DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL);
479
483 this.effects = EF_NODRAW;
484 this.solid = SOLID_NOT;
485
486 this.colormod = '0 0 0';
487 this.avelocity = '0 0 0';
488 this.velocity = '0 0 0';
489
490 setorigin(this, this.pos1);
491}
492
494{
495 this.nextthink = time;
496
497 if(time >= this.delay)
498 racer_blowup(this);
499
500 //CSQCMODEL_AUTOUPDATE(this);
501}
502
504{
505 this.avelocity_x *= 0.7;
506 this.cnt -= 1;
507 if(this.cnt <= 0)
508 racer_blowup(this);
509}
510
511spawnfunc(vehicle_racer)
512{
513 if(!autocvar_g_vehicle_racer) { delete(this); return; }
514 if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
515}
516
517#endif // SVQC
518
519METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
520{
521#ifdef SVQC
523 vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
524#endif
525}
526
527METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
528{
529 set_movetype(instance, MOVETYPE_BOUNCE);
530#ifdef SVQC
531 instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health) * 100;
532 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
533
534 if(instance.owner.flagcarried)
535 setorigin(instance.owner.flagcarried, '-190 0 96');
536#endif
537}
538
539METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
540{
541#ifdef SVQC
543 instance.racer_force_from_tag = vehicles_force_fromtag_maglev;
544 else
545 instance.racer_force_from_tag = vehicles_force_fromtag_hover;
546
547 setthink(instance, racer_think);
548 instance.nextthink = time;
550 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
551
552 set_movetype(instance, MOVETYPE_TOSS);
553 instance.solid = SOLID_SLIDEBOX;
554 instance.delay = time;
555 instance.scale = 0.5; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
556 instance.mass = 900;
557
558 setattachment(instance.vehicle_hudmodel, instance, "");
559 setattachment(instance.vehicle_viewport, instance, "tag_viewport");
560
561 instance.PlayerPhysplug = racer_frame;
562
563 instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
564 instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
565 instance.damageforcescale = 0.5;
567 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
568#endif
569}
570
571METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
572{
573#ifdef SVQC
574 setSendEntity(instance, func_null); // stop networking this racer (for now)
575 SetResourceExplicit(instance, RES_HEALTH, 0);
576 instance.event_damage = func_null;
577 instance.solid = SOLID_CORPSE;
578 instance.takedamage = DAMAGE_NO;
579 instance.deadflag = DEAD_DYING;
580 set_movetype(instance, MOVETYPE_BOUNCE);
581 instance.wait = time;
582 instance.delay = 2 + time + random() * 3;
583 instance.cnt = 1 + random() * 2;
584 settouch(instance, racer_deadtouch);
585
586 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
587
588 if(random() < 0.5)
589 instance.avelocity_z = 32;
590 else
591 instance.avelocity_z = -32;
592
593 instance.avelocity_x = -vlen(instance.velocity) * 0.2;
594 instance.velocity += '0 0 700';
595 instance.colormod = '-0.5 -0.5 -0.5';
596
597 setthink(instance, racer_blowup_think);
598 instance.nextthink = time;
599#endif
600}
601
602#ifdef CSQC
603METHOD(Racer, vr_hud, void(Racer thisveh))
604{
605 Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
608}
609METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
610{
612}
613#endif
614METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
615{
616#ifdef SVQC
617 instance.vehicle_exit = racer_exit;
618
619 // we have no need to network energy
621 instance.vehicle_flags |= VHF_ENERGYREGEN;
622
624 instance.vehicle_flags |= VHF_HASSHIELD;
625
627 instance.vehicle_flags |= VHF_SHIELDREGEN;
628
630 instance.vehicle_flags |= VHF_HEALTHREGEN;
631
632 instance.respawntime = autocvar_g_vehicle_racer_respawntime;
634 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
635 instance.max_health = GetResource(instance, RES_HEALTH);
636#endif
637
638#ifdef CSQC
639 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
640#endif
641}
642
643#endif
644#ifdef MENUQC
645
646METHOD(Racer, describe, string(Racer this))
647{
648 TC(Racer, this);
650 PAR(_("The %s vehicle looks like a jet, but does not fly upwards very well. "
651 "It seats only one passenger, who becomes the pilot."), COLORED_NAME(this));
652 PAR(_("It can be accelerated by pressing %s, which consumes power from the same source as the primary weapon."), strcat("^3", _("jump"), "^7"));
653 PAR(_("The %s primary weapon is a laser and the secondary weapon shoots energy balls that explode on impact."), COLORED_NAME(this));
654 return PAGE_TEXT;
655}
656
657#endif
ERASEABLE float anglemods(float v)
Definition angle.qc:13
ERASEABLE float shortangle_f(float ang1, float ang2)
Definition angle.qc:29
void antilag_clear(entity e, entity store)
Definition antilag.qc:114
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
void Vehicles_drawCrosshair(string crosshair)
void Vehicles_drawHUD(string vehicle, string vehicleWeapon1, string vehicleWeapon2, string iconAmmo1, vector colorAmmo1, string iconAmmo2, vector colorAmmo2)
vector autocvar_hud_progressbar_vehicles_ammo2_color
const string vCROSS_LOCK
const string vCROSS_GUIDE
vector autocvar_hud_progressbar_vehicles_ammo1_color
entity AuxiliaryXhair[MAX_AXH]
Definition racer.qh:5
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
virtual void wr_think()
(SERVER) logic to run every frame
Definition weapon.qh:90
virtual void wr_checkammo1()
(SERVER) checks ammo for weapon primary
Definition weapon.qh:92
float cnt
Definition powerups.qc:24
vector colormod
Definition powerups.qc:21
float delay
Definition items.qc:17
entity owner
Definition main.qh:87
#define COLORED_NAME(this)
Definition color.qh:195
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition player.qh:154
vector movement
Definition player.qh:229
#define PHYS_CS(s)
Definition player.qh:258
#define IS_DEAD(s)
Definition player.qh:245
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition player.qh:151
float autocvar_sv_maxairspeed
Definition player.qh:52
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:150
#define PHYS_INPUT_BUTTON_ZOOM(s)
Definition player.qh:153
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition player.qh:152
float game_stopped
Definition stats.qh:81
int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents)
Definition util.qc:1923
vector real_origin(entity ent)
Definition util.qc:148
vector v_up
const float MOVE_NOMONSTERS
const float SOLID_SLIDEBOX
vector avelocity
const float MOVE_NORMAL
vector mins
float DPCONTENTS_LIQUIDSMASK
float trace_dpstartcontents
const float SOLID_CORPSE
vector velocity
const float CONTENT_WATER
const float SOLID_NOT
float effects
float time
vector v_right
vector trace_endpos
vector maxs
float nextthink
vector v_forward
vector origin
float trace_fraction
const float CONTENT_LAVA
float DPCONTENTS_WATER
const float EF_NODRAW
const float CONTENT_SLIME
#define CSQCMODEL_AUTOUPDATE(e)
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
Definition damage.qc:981
#define DMG_NOWEP
Definition damage.qh:104
#define gettagindex
#define pointparticles(effect, org, vel, howmany)
Definition effect.qh:7
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:124
ent angles
Definition ent_cs.qc:121
solid
Definition ent_cs.qc:165
#define TC(T, sym)
Definition _all.inc:82
float bound(float min, float value, float max)
float random(void)
float vlen(vector v)
float sin(float f)
vector normalize(vector v)
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_NONE
Definition movetypes.qh:129
const int MOVETYPE_TOSS
Definition movetypes.qh:135
const int MOVETYPE_BOUNCE
Definition movetypes.qh:139
var void func_null()
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define NULL
Definition post.qh:14
#define makevectors
Definition post.qh:21
#define gettaginfo
Definition post.qh:32
float DEAD_DYING
Definition progsdefs.qc:275
float deadflag
Definition progsdefs.qc:149
float DEAD_DEAD
Definition progsdefs.qc:276
void racer_exit(entity this, int eject)
Definition racer.qc:425
void racer_blowup(entity this)
Definition racer.qc:469
float autocvar_g_vehicle_racer_anglestabilizer
Definition racer.qc:30
float autocvar_g_vehicle_racer_blowup_coredamage
Definition racer.qc:72
float autocvar_g_vehicle_racer_speed_forward
Definition racer.qc:33
bool racer_frame(entity this, float dt)
Definition racer.qc:152
float autocvar_g_vehicle_racer_water_speed_strafe
Definition racer.qc:23
float autocvar_g_vehicle_racer_rocket_locking_time
Definition racer.qc:65
float autocvar_g_vehicle_racer_bouncestop
Definition racer.qc:79
float autocvar_g_vehicle_racer_turnroll
Definition racer.qc:48
float autocvar_g_vehicle_racer_springlength
Definition racer.qc:35
float autocvar_g_vehicle_racer_shield_regen
Definition racer.qc:61
float autocvar_g_vehicle_racer_water_speed_forward
Definition racer.qc:22
bool autocvar_g_vehicle_racer_rocket_locktarget
Definition racer.qc:64
int autocvar_g_vehicle_racer_hovertype
Definition racer.qc:44
float autocvar_g_vehicle_racer_rocket_locking_releasetime
Definition racer.qc:66
float autocvar_g_vehicle_racer_downforce
Definition racer.qc:31
float autocvar_g_vehicle_racer_water_time
Definition racer.qc:39
float autocvar_g_vehicle_racer_thinkrate
Definition racer.qc:13
float autocvar_g_vehicle_racer_hoverpower
Definition racer.qc:46
float autocvar_g_vehicle_racer_water_downforce
Definition racer.qc:27
float autocvar_g_vehicle_racer_waterburn_cost
Definition racer.qc:19
float racer_watertime
Definition racer.qc:83
void racer_deadtouch(entity this, entity toucher)
Definition racer.qc:503
float autocvar_g_vehicle_racer_health_regen
Definition racer.qc:57
float autocvar_g_vehicle_racer_pitchlimit
Definition racer.qc:25
float autocvar_g_vehicle_racer_turnspeed
Definition racer.qc:49
float autocvar_g_vehicle_racer_health
Definition racer.qc:56
bool autocvar_g_vehicle_racer
Definition racer.qc:11
float autocvar_g_vehicle_racer_respawntime
Definition racer.qc:69
float autocvar_g_vehicle_racer_afterburn_cost
Definition racer.qc:17
vector autocvar_g_vehicle_racer_bouncepain
Definition racer.qc:81
void racer_align4point(entity this, entity player, float _delta)
Definition racer.qc:88
float autocvar_g_vehicle_racer_water_upforcedamper
Definition racer.qc:28
float autocvar_g_vehicle_racer_energy
Definition racer.qc:52
float autocvar_g_vehicle_racer_waterburn_speed
Definition racer.qc:20
float autocvar_g_vehicle_racer_speed_strafe
Definition racer.qc:34
float autocvar_g_vehicle_racer_rocket_locked_time
Definition racer.qc:67
float autocvar_g_vehicle_racer_pitchspeed
Definition racer.qc:50
float autocvar_g_vehicle_racer_shield_regen_pause
Definition racer.qc:62
float autocvar_g_vehicle_racer_friction
Definition racer.qc:37
float autocvar_g_vehicle_racer_blowup_forceintensity
Definition racer.qc:74
float autocvar_g_vehicle_racer_upforcedamper
Definition racer.qc:36
float racer_air_finished
Definition racer.qc:84
void racer_blowup_think(entity this)
Definition racer.qc:493
float autocvar_g_vehicle_racer_bouncefactor
Definition racer.qc:77
float autocvar_g_vehicle_racer_shield
Definition racer.qc:60
void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
Definition racer.qc:146
void racer_think(entity this)
Definition racer.qc:393
float autocvar_g_vehicle_racer_health_regen_pause
Definition racer.qc:58
float autocvar_g_vehicle_racer_energy_regen_pause
Definition racer.qc:54
float autocvar_g_vehicle_racer_speed_afterburn
Definition racer.qc:15
float autocvar_g_vehicle_racer_energy_regen
Definition racer.qc:53
float autocvar_g_vehicle_racer_blowup_edgedamage
Definition racer.qc:73
float autocvar_g_vehicle_racer_blowup_radius
Definition racer.qc:71
void racer_fire_rocket(entity this, entity player, vector org, vector dir, entity trg)
float autocvar_g_vehicle_racer_rocket_refire
float health
Legacy fields for the resources. To be removed.
Definition resources.qh:9
#define setSendEntity(e, f)
#define setthink(e, f)
vector
Definition self.qh:92
entity entity toucher
Definition self.qh:72
#define settouch(e, f)
Definition self.qh:73
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
#define spawnfunc(id)
Definition spawnfunc.qh:96
ClientState CS(Client this)
Definition state.qh:47
#define PAGE_TEXT
Definition string.qh:643
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:649
#define PAGE_TEXT_INIT()
Definition string.qh:642
const int DAMAGE_NO
Definition subs.qh:79
vector pos1
Definition subs.qh:50
entity enemy
Definition sv_ctf.qh:153
entity tur_head
Definition sv_turrets.qh:28
void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
void vehicles_regen(entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
vector vehicles_findgoodexit(entity this, entity player, vector prefer_spot)
void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
void vehicles_regen_resource(entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale, Resource resource)
void vehicles_spawn(entity this)
void vehicles_frame(entity this, entity actor)
void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
const float vehicle_shield
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
const float vehicle_health
const float vehicle_energy
If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is t...
#define VEHICLE_UPDATE_PLAYER(ply, vehi, fld, vhname)
const float VOL_VEHICLEENGINE
const int VHEF_NORMAL
#define VEHICLE_UPDATE_PLAYER_RESOURCE(ply, vehi, fld, vhname, res)
void crosshair_trace(entity pl)
Definition tracing.qc:549
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
const int VHF_HASSHIELD
Indicates vehicle.
Definition vehicle.qh:85
const int VHF_HEALTHREGEN
Vehicles shield regenerates.
Definition vehicle.qh:87
const int VHF_ENERGYREGEN
Vehicles health regenerates.
Definition vehicle.qh:88
const int VHF_SHIELDREGEN
Vehicle has shileding.
Definition vehicle.qh:86
vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
Definition vehicles.qc:10
vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
Definition vehicles.qc:22
float force_fromtag_normpower
Definition vehicles.qh:5
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
bool weaponUseForbidden(entity player)
bool weaponLocked(entity player)