Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_vehicles.qc File Reference
Include dependency graph for sv_vehicles.qc:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Functions

bool AuxiliaryXhair_customize (entity this, entity client)
void CSQCVehicleSetup (entity own, int vehicle_id)
bool SendAuxiliaryXhair (entity this, entity to, int sf)
void shieldhit_think (entity this)
void UpdateAuxiliaryXhair (entity own, vector loc, vector clr, int axh_id)
bool vehicle_addplayerslot (entity _owner, entity _slot, int _hud, Model _hud_model, bool(entity, float) _framefunc, void(entity, bool) _exitfunc, float(entity, entity) _enterfunc)
vector vehicle_aimturret (entity _vehic, vector _target, entity _turrret, string _tagname, float _pichlimit_min, float _pichlimit_max, float _rotlimit_min, float _rotlimit_max, float _aimspeed, float dt)
bool vehicle_impulse (entity this, int imp)
bool vehicle_initialize (entity this, Vehicle info, bool nodrop)
entity vehicle_tossgib (entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
void vehicle_use (entity this, entity actor, entity trigger)
void vehicles_clearreturn (entity veh)
bool vehicles_crushable (entity e)
void vehicles_damage (entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void vehicles_enter (entity pl, entity veh)
void vehicles_exit (entity vehic, bool eject)
vector vehicles_findgoodexit (entity this, entity player, vector prefer_spot)
void vehicles_frame (entity this, entity actor)
void vehicles_gib_explode (entity this)
void vehicles_gib_think (entity this)
void vehicles_gib_touch (entity this, entity toucher)
bool vehicles_heal (entity targ, entity inflictor, float amount, float limit)
void vehicles_impact (entity this, float _minspeed, float _speedfac, float _maxpain)
void vehicles_locktarget (entity this, float incr, float decr, float _lock_time)
void vehicles_painframe (entity this)
entity vehicles_projectile (entity this, entity _mzlfx, Sound _mzlsound, vector _org, vector _vel, float _dmg, float _radi, float _force, float _size, int _deahtype, float _projtype, float _health, bool _cull, bool _clianim, entity _owner)
void vehicles_projectile_damage (entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void vehicles_projectile_explode (entity this, entity toucher)
void vehicles_projectile_explode_think (entity this)
void vehicles_projectile_explode_use (entity this, entity actor, entity trigger)
void vehicles_regen (entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
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_reset (entity this)
void vehicles_reset_colors (entity this, entity player)
void vehicles_return (entity this)
void vehicles_setreturn (entity veh)
void vehicles_showwp (entity this)
void vehicles_showwp_goaway (entity this)
void vehicles_spawn (entity this)
void vehicles_think (entity this)
void vehicles_touch (entity this, entity toucher)

Variables

vector axh_prevcolors
vector axh_prevorigin
int old_vehicle_flags

Function Documentation

◆ AuxiliaryXhair_customize()

bool AuxiliaryXhair_customize ( entity this,
entity client )

Definition at line 37 of file sv_vehicles.qc.

38{
40 entity axh = e.(AuxiliaryXhair[this.cnt]);
41 return axh.owner == this.owner; // cheaply check if the client's axh owner is the same as our real owner
42}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float cnt
Definition powerups.qc:24
entity owner
Definition main.qh:87
entity WaypointSprite_getviewentity(entity e)

References cnt, entity(), owner, and WaypointSprite_getviewentity().

Referenced by UpdateAuxiliaryXhair().

◆ CSQCVehicleSetup()

void CSQCVehicleSetup ( entity own,
int vehicle_id )

Definition at line 80 of file sv_vehicles.qc.

81{
82 if(!IS_REAL_CLIENT(own))
83 return;
84
85 msg_entity = own;
86
87 WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
88 WriteByte(MSG_ONE, vehicle_id);
89
90 if(vehicle_id == 0 || vehicle_id == HUD_NORMAL)
91 {
92 for(int i = 0; i < MAX_AXH; ++i)
93 {
94 entity axh = own.(AuxiliaryXhair[i]);
95 own.(AuxiliaryXhair[i]) = NULL;
96
97 if(axh.owner == own && axh != NULL && !wasfreed(axh))
98 delete(axh);
99 }
100 }
101}
const int MAX_AXH
const int HUD_NORMAL
Definition constants.qh:47
#define WriteHeader(to, id)
Definition net.qh:221
float MSG_ONE
Definition menudefs.qc:56
void WriteByte(float data, float dest, float desto)
#define NULL
Definition post.qh:14
entity msg_entity
Definition progsdefs.qc:63
#define IS_REAL_CLIENT(v)
Definition utils.qh:17

References entity(), HUD_NORMAL, IS_REAL_CLIENT, MAX_AXH, msg_entity, MSG_ONE, NULL, WriteByte(), and WriteHeader.

Referenced by bumblebee_gunner_enter(), bumblebee_gunner_exit(), raptor_impulse(), spiderbot_impulse(), vehicles_enter(), and vehicles_exit().

◆ SendAuxiliaryXhair()

bool SendAuxiliaryXhair ( entity this,
entity to,
int sf )

Definition at line 15 of file sv_vehicles.qc.

16{
17 WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
19
21
22 if(sf & 2)
23 {
24 WriteVector(MSG_ENTITY, this.origin);
25 }
26
27 if(sf & 4)
28 {
29 WriteByte(MSG_ENTITY, rint(this.colormod_x * 255));
30 WriteByte(MSG_ENTITY, rint(this.colormod_y * 255));
31 WriteByte(MSG_ENTITY, rint(this.colormod_z * 255));
32 }
33
34 return true;
35}
vector origin
const int MSG_ENTITY
Definition net.qh:115
float rint(float f)

References cnt, entity(), MSG_ENTITY, origin, rint(), WriteByte(), and WriteHeader.

Referenced by UpdateAuxiliaryXhair().

◆ shieldhit_think()

void shieldhit_think ( entity this)

Definition at line 589 of file sv_vehicles.qc.

590{
591 this.alpha -= 0.1;
592 if (this.alpha <= 0)
593 {
594 // setmodel(this, MDL_Null);
595 this.alpha = -1;
596 this.effects |= EF_NODRAW;
597 }
598 else
599 {
600 this.nextthink = time + 0.1;
601 }
602}
float alpha
Definition items.qc:13
float effects
float time
float nextthink
const float EF_NODRAW

References alpha, EF_NODRAW, effects, entity(), nextthink, and time.

Referenced by vehicles_damage().

◆ UpdateAuxiliaryXhair()

void UpdateAuxiliaryXhair ( entity own,
vector loc,
vector clr,
int axh_id )

Definition at line 47 of file sv_vehicles.qc.

48{
49 if(!IS_REAL_CLIENT(own))
50 return;
51
52 axh_id = bound(0, axh_id, MAX_AXH);
53 entity axh = own.(AuxiliaryXhair[axh_id]);
54
55 if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
56 {
57 axh = new(auxiliary_xhair);
58 axh.cnt = axh_id;
59 //axh.drawonlytoclient = own; // not spectatable
61 axh.owner = own;
62 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
63 }
64
65 if(loc != axh.axh_prevorigin)
66 {
67 setorigin(axh, loc);
68 axh.SendFlags |= 2;
69 }
70
71 if(clr != axh.axh_prevcolors)
72 {
73 axh.colormod = clr;
74 axh.SendFlags |= 4;
75 }
76
77 own.(AuxiliaryXhair[axh_id]) = axh; // set it anyway...?
78}
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:123
float bound(float min, float value, float max)
#define setcefc(e, f)
bool AuxiliaryXhair_customize(entity this, entity client)
bool SendAuxiliaryXhair(entity this, entity to, int sf)

References AuxiliaryXhair_customize(), bound(), entity(), IS_REAL_CLIENT, MAX_AXH, Net_LinkEntity(), NULL, SendAuxiliaryXhair(), setcefc, and vector.

Referenced by bumblebee_gunner_frame(), bumblebee_pilot_frame(), racer_frame(), raptor_frame(), and spiderbot_frame().

◆ vehicle_addplayerslot()

bool vehicle_addplayerslot ( entity _owner,
entity _slot,
int _hud,
Model _hud_model,
bool(entity, float) _framefunc,
void(entity, bool) _exitfunc,
float(entity, entity) _enterfunc )

Definition at line 330 of file sv_vehicles.qc.

336{
337 if(!(_owner.vehicle_flags & VHF_MULTISLOT))
338 _owner.vehicle_flags |= VHF_MULTISLOT;
339
340 _slot.PlayerPhysplug = _framefunc;
341 _slot.vehicle_exit = _exitfunc;
342 _slot.vehicle_enter = _enterfunc;
343 STAT(HUD, _slot) = _hud;
344 _slot.vehicle_flags = VHF_PLAYERSLOT;
345 _slot.vehicle_viewport = new(vehicle_viewport);
346 _slot.vehicle_hudmodel = new(vehicle_hudmodel);
347 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
349
350 setmodel(_slot.vehicle_hudmodel, _hud_model);
351 setmodel(_slot.vehicle_viewport, MDL_Null);
352
353 setattachment(_slot.vehicle_hudmodel, _slot, "");
354 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
355
356 return true;
357}
#define setmodel(this, m)
Definition model.qh:26
const float EF_ADDITIVE
const float EF_FULLBRIGHT
const float EF_NODEPTHTEST
const float EF_SELECTABLE
const float EF_NOSHADOW
const int EF_TELEPORT_BIT
const int EF_DOUBLESIDED
float EF_NOGUNBOB
float EF_LOWPRECISION
#define STAT(...)
Definition stats.qh:82
entity vehicle_viewport
entity vehicle_hudmodel
const int VHF_PLAYERSLOT
Vehicle has multiple player slots.
Definition vehicle.qh:97
const int VHF_MULTISLOT
Add random head angles each frame if health < 50%.
Definition vehicle.qh:96

References EF_ADDITIVE, EF_DOUBLESIDED, EF_FULLBRIGHT, EF_LOWPRECISION, EF_NODEPTHTEST, EF_NOGUNBOB, EF_NOSHADOW, EF_SELECTABLE, EF_TELEPORT_BIT, entity(), setmodel, STAT, vehicle_hudmodel, vehicle_viewport, VHF_MULTISLOT, and VHF_PLAYERSLOT.

◆ vehicle_aimturret()

vector vehicle_aimturret ( entity _vehic,
vector _target,
entity _turrret,
string _tagname,
float _pichlimit_min,
float _pichlimit_max,
float _rotlimit_min,
float _rotlimit_max,
float _aimspeed,
float dt )

Definition at line 359 of file sv_vehicles.qc.

362{
363 vector vtmp, vtag;
364 float ftmp;
365 vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
366 vtmp = vectoangles(normalize(_target - vtag));
368 vtmp = AnglesTransform_Normalize(vtmp, true);
369 ftmp = _aimspeed * dt;
370 vtmp_y = bound(-ftmp, vtmp_y, ftmp);
371 vtmp_x = bound(-ftmp, vtmp_x, ftmp);
372 _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
373 _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
374 return vtag;
375}
vector AnglesTransform_ToAngles(vector v)
vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform)
vector AnglesTransform_Normalize(vector t, float minimize_roll)
vector AnglesTransform_FromAngles(vector v)
#define gettagindex
vector vectoangles(vector v)
vector normalize(vector v)
#define gettaginfo
Definition post.qh:32
vector
Definition self.qh:92

References AnglesTransform_FromAngles(), AnglesTransform_LeftDivide(), AnglesTransform_Normalize(), AnglesTransform_ToAngles(), bound(), entity(), gettagindex, gettaginfo, normalize(), vectoangles(), and vector.

Referenced by bumblebee_gunner_frame(), bumblebee_pilot_frame(), and raptor_frame().

◆ vehicle_impulse()

bool vehicle_impulse ( entity this,
int imp )

Definition at line 920 of file sv_vehicles.qc.

921{
922 entity v = this.vehicle;
923 if (!v) return false;
924 if (IS_DEAD(v)) return false;
925 bool(entity,int) f = v.vehicles_impulse;
926 if (f && f(this,imp)) return true;
927 switch (imp)
928 {
929 case IMP_weapon_drop.impulse:
930 {
931 stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
932 return true;
933 }
934 }
935 return false;
936}
#define IS_DEAD(s)
Definition player.qh:245
#define bool
Definition _all.inc:24
#define stuffcmd(cl,...)
Definition progsdefs.qh:23
int int int imp
Definition impulse.qc:90
entity vehicle
Entity to disply the shild effect on damage.

References bool, entity(), imp, IS_DEAD, stuffcmd, and vehicle.

Referenced by ImpulseCommands().

◆ vehicle_initialize()

bool vehicle_initialize ( entity this,
Vehicle info,
bool nodrop )

Definition at line 1174 of file sv_vehicles.qc.

1175{
1177 return false;
1178
1179 if(!info.vehicleid)
1180 return false;
1181
1182 if(!this.tur_head)
1183 info.vr_precache(info);
1184
1185 if(this.targetname && this.targetname != "")
1186 {
1188 if(!this.vehicle_controller)
1189 {
1190 LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname");
1191 this.active = ACTIVE_ACTIVE;
1192 }
1193 else
1194 {
1195 this.team = this.vehicle_controller.team;
1196 this.use = vehicle_use;
1197
1198 if(teamplay)
1199 {
1200 if(this.vehicle_controller.team == 0)
1201 this.active = ACTIVE_NOT;
1202 else
1203 this.active = ACTIVE_ACTIVE;
1204 }
1205 }
1206 }
1207 else { this.active = ACTIVE_ACTIVE; }
1208
1209 if(this.team && (!teamplay || !autocvar_g_vehicles_teams))
1210 this.team = 0;
1211
1212 if(this.mdl == "" || !this.mdl)
1213 _setmodel(this, info.model);
1214 else
1215 _setmodel(this, this.mdl);
1216
1218
1221 this.tur_head = new(tur_head);
1222 this.tur_head.owner = this;
1223 this.takedamage = DAMAGE_NO;
1224 this.bot_attack = true;
1225 IL_PUSH(g_bot_targets, this);
1226 this.iscreature = true;
1227 this.teleportable = false; // no teleporting for vehicles, too buggy
1228 this.damagedbycontents = true;
1230 this.vehicleid = info.vehicleid;
1231 this.vehicledef = info;
1232 this.PlayerPhysplug = info.PlayerPhysplug;
1233 this.event_damage = func_null;
1234 this.event_heal = func_null;
1235 settouch(this, vehicles_touch);
1236 setthink(this, vehicles_spawn);
1237 this.nextthink = time;
1238 this.effects = EF_NODRAW;
1240
1243
1245 this.effects |= EF_NODEPTHTEST;
1246
1248 this.effects |= EF_FULLBRIGHT;
1249
1250 _setmodel(this.vehicle_hudmodel, info.hud_model);
1251 setmodel(this.vehicle_viewport, MDL_Null);
1252
1253 if(info.head_model != "")
1254 {
1255 _setmodel(this.tur_head, info.head_model);
1256 setattachment(this.tur_head, this, info.tag_head);
1257 setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
1258 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1259 }
1260 else
1261 {
1262 setattachment(this.tur_head, this, "");
1263 setattachment(this.vehicle_hudmodel, this, info.tag_hud);
1264 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1265 }
1266
1267 setsize(this, info.m_mins, info.m_maxs);
1268
1269 info.vr_setup(info, this);
1270
1271 if(!nodrop)
1272 {
1273 setorigin(this, this.origin);
1274 tracebox(this.origin + '0 0 100', info.m_mins, info.m_maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1275 setorigin(this, trace_endpos);
1276 }
1277
1278 this.pos1 = this.origin;
1279 this.pos2 = this.angles;
1280 this.tur_head.team = this.team;
1281
1282 if(this.active == ACTIVE_NOT)
1283 this.nextthink = 0; // wait until activated
1286 else
1287 this.nextthink = time + game_starttime;
1288
1289 if(MUTATOR_CALLHOOK(VehicleInit, this))
1290 return false;
1291
1292 return true;
1293}
float bot_attack
Definition api.qh:38
IntrusiveList g_bot_targets
Definition api.qh:149
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
string hud_model
cockpit model
Definition vehicle.qh:24
string head_model
full name of tur_head model
Definition vehicle.qh:22
vector m_mins
vehicle hitbox size
Definition vehicle.qh:36
string model
full name of model
Definition vehicle.qh:18
virtual void vr_precache()
(BOTH) precaches models/sounds used by this vehicle
Definition vehicle.qh:66
virtual void vr_setup()
(BOTH) setup vehicle data
Definition vehicle.qh:60
vector m_maxs
vehicle hitbox size
Definition vehicle.qh:38
int vehicleid
Definition vehicle.qh:8
int team
Definition main.qh:188
string mdl
Definition item.qh:89
float game_starttime
Definition stats.qh:82
float DPCONTENTS_SOLID
float DPCONTENTS_BODY
float DPCONTENTS_PLAYERCLIP
vector trace_endpos
float MOVE_WORLDONLY
float dphitcontentsmask
#define use
float damagedbycontents
Definition damage.qh:45
IntrusiveList g_damagedbycontents
Definition damage.qh:135
const int ACTIVE_NOT
Definition defs.qh:36
int active
Definition defs.qh:34
const int ACTIVE_ACTIVE
Definition defs.qh:37
ent angles
Definition ent_cs.qc:121
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define LOG_DEBUG(...)
Definition log.qh:80
entity find(entity start,.string field, string match)
float random(void)
var void func_null()
#define setthink(e, f)
#define settouch(e, f)
Definition self.qh:73
bool autocvar_g_fullbrightplayers
Definition client.qh:17
bool autocvar_g_playerclip_collisions
Definition client.qh:18
bool autocvar_g_nodepthtestplayers
Definition client.qh:34
float respawntime
Definition items.qh:30
bool iscreature
Definition main.qh:46
const int DAMAGE_NO
Definition subs.qh:79
vector pos2
Definition subs.qh:50
vector pos1
Definition subs.qh:50
float takedamage
Definition subs.qh:78
entity tur_head
Definition sv_turrets.qh:28
void vehicles_touch(entity this, entity toucher)
void vehicle_use(entity this, entity actor, entity trigger)
void vehicles_spawn(entity this)
float autocvar_g_vehicles_delayspawn_jitter
bool autocvar_g_vehicles_delayspawn
bool autocvar_g_vehicles
Definition sv_vehicles.qh:8
entity vehicle_controller
int vehicle_flags
bool teamplay
Definition teams.qh:59
float teleportable
string targetname
Definition triggers.qh:56
string target
Definition triggers.qh:55
entity vehicledef
Definition vehicle.qh:101
const int VHF_ISVEHICLE
Definition vehicle.qh:84

References active, ACTIVE_ACTIVE, ACTIVE_NOT, angles, autocvar_g_fullbrightplayers, autocvar_g_nodepthtestplayers, autocvar_g_playerclip_collisions, autocvar_g_vehicles, autocvar_g_vehicles_delayspawn, autocvar_g_vehicles_delayspawn_jitter, bot_attack, DAMAGE_NO, damagedbycontents, DPCONTENTS_BODY, DPCONTENTS_PLAYERCLIP, DPCONTENTS_SOLID, dphitcontentsmask, EF_FULLBRIGHT, EF_NODEPTHTEST, EF_NODRAW, effects, entity(), find(), func_null(), g_bot_targets, g_damagedbycontents, game_starttime, Vehicle::head_model, Vehicle::hud_model, IL_PUSH(), iscreature, LOG_DEBUG, Vehicle::m_maxs, Vehicle::m_mins, mdl, Vehicle::model, MOVE_WORLDONLY, MUTATOR_CALLHOOK, nextthink, NULL, origin, pos1, pos2, random(), respawntime, setmodel, setthink, settouch, takedamage, target, targetname, team, teamplay, teleportable, time, trace_endpos, tur_head, use, vehicle_controller, vehicle_flags, vehicle_hudmodel, vehicle_use(), vehicle_viewport, vehicledef, Vehicle::vehicleid, vehicles_spawn(), vehicles_touch(), VHF_ISVEHICLE, Vehicle::vr_precache(), and Vehicle::vr_setup().

Referenced by spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), and TEST().

◆ vehicle_tossgib()

entity vehicle_tossgib ( entity this,
entity _template,
vector _vel,
string _tag,
bool _burn,
bool _explode,
float _maxtime,
vector _rot )

Definition at line 298 of file sv_vehicles.qc.

299{
300 entity _gib = new(vehicle_gib);
301 _setmodel(_gib, _template.model);
302 vector org = gettaginfo(this, gettagindex(this, _tag));
303 setorigin(_gib, org);
304 _gib.velocity = _vel;
306 _gib.solid = SOLID_CORPSE;
307 _gib.colormod = '-0.5 -0.5 -0.5';
308 _gib.effects = EF_LOWPRECISION;
309 _gib.avelocity = _rot;
310
311 if(_burn)
312 _gib.effects |= EF_FLAME;
313
314 if(_explode)
315 {
317 _gib.nextthink = time + random() * _explode;
319 }
320 else
321 {
322 _gib.cnt = time + _maxtime;
324 _gib.nextthink = time + _maxtime - 1;
325 _gib.alpha = 1;
326 }
327 return _gib;
328}
const float SOLID_CORPSE
const float EF_FLAME
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_TOSS
Definition movetypes.qh:135
vector org
Definition self.qh:92
void vehicles_gib_explode(entity this)
void vehicles_gib_touch(entity this, entity toucher)
void vehicles_gib_think(entity this)

References EF_FLAME, EF_LOWPRECISION, entity(), gettagindex, gettaginfo, MOVETYPE_TOSS, org, random(), set_movetype(), setthink, settouch, SOLID_CORPSE, time, vector, vehicles_gib_explode(), vehicles_gib_think(), and vehicles_gib_touch().

◆ vehicle_use()

void vehicle_use ( entity this,
entity actor,
entity trigger )

Definition at line 530 of file sv_vehicles.qc.

531{
532 LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname);
533
534 this.tur_head.team = actor.team;
535
536 if(this.tur_head.team == 0)
537 this.active = ACTIVE_NOT;
538 else
539 this.active = ACTIVE_ACTIVE;
540
541 if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !game_stopped)
542 {
543 LOG_DEBUG("Respawning vehicle: ", this.netname);
544 if(this.effects & EF_NODRAW)
545 {
547 this.nextthink = time + 3;
548 }
549 else
550 {
551 vehicles_setreturn(this);
552 vehicles_reset_colors(this, actor);
553 }
554 }
555}
string netname
Definition powerups.qc:20
float game_stopped
Definition stats.qh:81
void vehicles_reset_colors(entity this, entity player)
void vehicles_setreturn(entity veh)

References active, ACTIVE_ACTIVE, ACTIVE_NOT, EF_NODRAW, effects, entity(), game_stopped, IS_DEAD, LOG_DEBUG, netname, nextthink, setthink, time, tur_head, vehicles_reset_colors(), vehicles_setreturn(), and vehicles_spawn().

Referenced by vehicle_initialize().

◆ vehicles_clearreturn()

void vehicles_clearreturn ( entity veh)

Definition at line 430 of file sv_vehicles.qc.

431{
432 // Remove "return helper" entities, if any.
433 IL_EACH(g_vehicle_returners, it.wp00 == veh,
434 {
435 it.classname = "";
436 setthink(it, SUB_Remove);
437 it.nextthink = time + 0.1;
438 IL_REMOVE(g_vehicle_returners, it);
439
440 if(it.waypointsprite_attached)
441 WaypointSprite_Kill(it.waypointsprite_attached);
442 });
443}
#define IL_EACH(this, cond, body)
IntrusiveList g_vehicle_returners

References entity(), g_vehicle_returners, and IL_EACH.

Referenced by vehicles_enter(), vehicles_reset(), and vehicles_setreturn().

◆ vehicles_crushable()

bool vehicles_crushable ( entity e)

Definition at line 735 of file sv_vehicles.qc.

736{
737 if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
738 return true;
739
740 if(IS_MONSTER(e))
741 return true;
742
743 return false;
744}
#define IS_PLAYER(s)
Definition player.qh:243
#define IS_MONSTER(v)
Definition utils.qh:21

References entity(), IS_MONSTER, IS_PLAYER, and time.

Referenced by vehicles_touch().

◆ vehicles_damage()

void vehicles_damage ( entity this,
entity inflictor,
entity attacker,
float damage,
int deathtype,
.entity weaponentity,
vector hitloc,
vector force )

Definition at line 633 of file sv_vehicles.qc.

634{
635 this.dmg_time = time;
636
637 // WEAPONTODO
638 if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
640 else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
642 else if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
644 else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
646 else if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
648 else if(DEATH_WEAPONOF(deathtype) != WEP_Null)
650
651 this.enemy = attacker;
652
653 this.pain_finished = time;
654
655 if((this.vehicle_flags & VHF_HASSHIELD) && (this.vehicle_shield > 0))
656 {
657 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
658 {
660 this.vehicle_shieldent.effects = EF_LOWPRECISION;
661
662 setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
663 setattachment(this.vehicle_shieldent, this, "");
664 setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
665 this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
667 }
668
669 this.vehicle_shieldent.colormod = '1 1 1';
670 this.vehicle_shieldent.alpha = 0.45;
671 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
672 this.vehicle_shieldent.nextthink = time;
673 this.vehicle_shieldent.effects &= ~EF_NODRAW;
674
675 this.vehicle_shield -= damage;
676
677 if(this.vehicle_shield < 0)
678 {
679 TakeResource(this, RES_HEALTH, fabs(this.vehicle_shield));
680 this.vehicle_shieldent.colormod = '2 0 0';
681 this.vehicle_shield = 0;
682 this.vehicle_shieldent.alpha = 0.75;
683
684 if(sound_allowed(MSG_BROADCAST, attacker))
685 spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
686 }
687 else
688 if(sound_allowed(MSG_BROADCAST, attacker))
689 spamsound (this, CH_PAIN, SND_ONS_ELECTRICITY_EXPLODE, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
690
691 }
692 else
693 {
694 TakeResource(this, RES_HEALTH, damage);
695
696 if(sound_allowed(MSG_BROADCAST, attacker))
697 spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
698 }
699
701 this.velocity += force * this.damageforcescale;
702 else
703 this.velocity += force;
704
705 if(GetResource(this, RES_HEALTH) <= 0)
706 {
707 if(this.owner)
708 {
711 else
713 }
714
715 antilag_clear(this, this);
716
717 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
718 info.vr_death(info, this);
719 vehicles_setreturn(this);
720 }
721}
void antilag_clear(entity e, entity store)
Definition antilag.qc:114
float pain_finished
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
virtual void vr_death()
(SERVER) called when vehicle dies
Definition vehicle.qh:64
vector real_origin(entity ent)
Definition util.qc:148
vector mins
vector velocity
vector maxs
float damageforcescale
#define DEATH_ISWEAPON(t, w)
Definition all.qh:46
#define DEATH_WEAPONOF(t)
Definition all.qh:45
float vlen(vector v)
float fabs(float f)
float MSG_BROADCAST
Definition menudefs.qc:55
const int CH_PAIN
Definition sound.qh:18
const float VOL_BASE
Definition sound.qh:36
const float ATTEN_NORM
Definition sound.qh:30
float spamsound(entity e, int chan, Sound samp, float vol, float _atten)
use this one if you might be causing spam (e.g.
Definition all.qc:124
bool sound_allowed(int to, entity e)
Definition all.qc:9
entity enemy
Definition sv_ctf.qh:153
void vehicles_exit(entity vehic, bool eject)
void shieldhit_think(entity this)
const float vehicle_shield
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
float dmg_time
float autocvar_g_vehicles_vaporizer_damagerate
const int VHEF_EJECT
User pressed exit key.
const int VHEF_RELEASE
User pressed exit key 3 times fast (not implemented) or vehicle is dying.
float autocvar_g_vehicles_weapon_damagerate
float autocvar_g_vehicles_machinegun_damagerate
float autocvar_g_vehicles_tag_damagerate
float autocvar_g_vehicles_rifle_damagerate
float autocvar_g_vehicles_vortex_damagerate
entity vehicle_shieldent
const int VHF_HASSHIELD
Indicates vehicle.
Definition vehicle.qh:85
const int VHF_DEATHEJECT
Vehicles energy regenerates.
Definition vehicle.qh:89

References angles, antilag_clear(), ATTEN_NORM, autocvar_g_vehicles_machinegun_damagerate, autocvar_g_vehicles_rifle_damagerate, autocvar_g_vehicles_tag_damagerate, autocvar_g_vehicles_vaporizer_damagerate, autocvar_g_vehicles_vortex_damagerate, autocvar_g_vehicles_weapon_damagerate, CH_PAIN, damageforcescale, DEATH_ISWEAPON, DEATH_WEAPONOF, dmg_time, EF_LOWPRECISION, EF_NODRAW, enemy, entity(), fabs(), GetResource(), maxs, mins, MSG_BROADCAST, normalize(), NULL, origin, owner, pain_finished, real_origin(), setmodel, setthink, shieldhit_think(), sound_allowed(), spamsound(), TakeResource(), time, vectoangles(), vector, vehicle_flags, vehicle_shield, vehicle_shieldent, vehicledef, vehicles_exit(), vehicles_setreturn(), velocity, VHEF_EJECT, VHEF_RELEASE, VHF_DEATHEJECT, VHF_HASSHIELD, vlen(), VOL_BASE, and Vehicle::vr_death().

Referenced by vehicles_enter(), and vehicles_spawn().

◆ vehicles_enter()

void vehicles_enter ( entity pl,
entity veh )

Definition at line 938 of file sv_vehicles.qc.

939{
940 // Remove this when bots know how to use vehicles
942 return;
943
944 // TODO: mutator hook to prevent entering vehicles
945 if((!IS_PLAYER(pl))
946 || (veh.phase >= time)
947 || (pl.vehicle_enter_delay >= time)
948 || (STAT(FROZEN, pl) || StatusEffects_active(STATUSEFFECT_Frozen, pl))
949 || (IS_DEAD(pl))
950 || (pl.vehicle)
951 ) { return; }
952
953 Vehicle info = veh.vehicledef; //REGISTRY_GET(Vehicles, veh.vehicleid);
954
955 if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
956 if(veh.vehicle_flags & VHF_MULTISLOT)
957 if(veh.owner && SAME_TEAM(pl, veh))
958 {
959 // we don't need a return value or anything here
960 // if successful the owner check below will prevent anything weird
961 info.vr_gunner_enter(info, veh, pl);
962 }
963
964 if(veh.owner)
965 return; // got here and didn't enter the gunner, return
966
967 if(teamplay)
968 if(veh.team)
969 if(DIFF_TEAM(pl, veh))
970 if(autocvar_g_vehicles_steal)
971 {
972 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
973
974 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
975
976 veh.vehicle_shield = 0;
977 veh.old_vehicle_flags = veh.vehicle_flags; // make a backup just so we're not permanently crippling this vehicle
978 veh.vehicle_flags &= ~VHF_SHIELDREGEN;
979
980 if (autocvar_g_vehicles_steal_show_waypoint) {
981 entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
982 wp.colormod = Team_ColorRGB(pl.team);
983 }
984 }
985 else return;
986
988
989 veh.vehicle_ammo1 = 0;
990 veh.vehicle_ammo2 = 0;
991 veh.vehicle_reload1 = 0;
992 veh.vehicle_reload2 = 0;
993 veh.vehicle_energy = 0;
994
995 veh.owner = pl;
996 pl.vehicle = veh;
997
998 // .viewmodelforclient works better.
999 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
1000
1001 veh.vehicle_hudmodel.viewmodelforclient = pl;
1002
1003 UNSET_DUCKED(pl);
1004 pl.view_ofs = STAT(PL_VIEW_OFS, pl);
1005 setsize(pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
1006
1007 veh.event_damage = vehicles_damage;
1008 veh.event_heal = vehicles_heal;
1009 veh.nextthink = 0;
1010 pl.items &= ~IT_USING_JETPACK;
1011 pl.angles = veh.angles;
1012 pl.takedamage = DAMAGE_NO;
1013 pl.solid = SOLID_NOT;
1014 pl.disableclientprediction = 1; // physics is no longer run, so this won't be reset
1016 pl.teleportable = false;
1017 pl.alpha = -1;
1018 pl.event_damage = func_null;
1019 pl.view_ofs = '0 0 0';
1020 veh.colormap = pl.colormap;
1021 if(veh.tur_head)
1022 veh.tur_head.colormap = pl.colormap;
1023 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1024 {
1025 .entity weaponentity = weaponentities[slot];
1026 veh.(weaponentity) = new(temp_wepent);
1027 veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon;
1028 }
1029 STAT(HUD, pl) = veh.vehicleid;
1030 pl.PlayerPhysplug = veh.PlayerPhysplug;
1031
1032 pl.vehicle_ammo1 = veh.vehicle_ammo1;
1033 pl.vehicle_ammo2 = veh.vehicle_ammo2;
1034 pl.vehicle_reload1 = veh.vehicle_reload1;
1035 pl.vehicle_reload2 = veh.vehicle_reload2;
1036 pl.vehicle_energy = veh.vehicle_energy;
1037
1038 // Cant do this, hides attached objects too.
1039 //veh.exteriormodeltoclient = veh.owner;
1040 //veh.tur_head.exteriormodeltoclient = veh.owner;
1041
1042 UNSET_ONGROUND(pl);
1043 UNSET_ONGROUND(veh);
1044
1045 veh.team = pl.team;
1046 veh.flags -= FL_NOTARGET;
1047
1048 vehicles_reset_colors(veh, pl);
1049
1050 if (IS_REAL_CLIENT(pl))
1051 {
1052 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1053
1054 msg_entity = pl;
1056 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1057
1058 // NOTE: engine networked
1060 if(veh.tur_head)
1061 {
1062 WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt
1063 WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw
1064 WriteAngle(MSG_ONE, 0); // roll
1065 }
1066 else
1067 {
1068 WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt
1069 WriteAngle(MSG_ONE, veh.angles_y); // yaw
1070 WriteAngle(MSG_ONE, 0); // roll
1071 }
1072 }
1073
1075
1076 CSQCVehicleSetup(pl, veh.vehicleid);
1077
1078 MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1079
1081 info.vr_enter(info, veh);
1082
1083 antilag_clear(pl, CS(pl));
1084}
virtual void vr_gunner_enter()
(SERVER) called when a player enters this vehicle while occupied
Definition vehicle.qh:70
virtual void vr_enter()
(SERVER) called when a player enters this vehicle
Definition vehicle.qh:68
const int IT_USING_JETPACK
Definition item.qh:27
#define UNSET_DUCKED(s)
Definition player.qh:212
const int FL_NOTARGET
Definition constants.qh:76
const float SOLID_NOT
void WriteEntity(entity data, float dest, float desto)
void WriteAngle(float data, float dest, float desto)
#define UNSET_ONGROUND(s)
Definition movetypes.qh:18
const int MOVETYPE_NOCLIP
Definition movetypes.qh:137
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1573
void RemoveGrapplingHooks(entity pl)
Definition hook.qc:30
ClientState CS(Client this)
Definition state.qh:47
bool StatusEffects_active(StatusEffect this, entity actor)
void CSQCModel_UnlinkEntity(entity e)
Definition sv_model.qc:129
bool vehicles_heal(entity targ, entity inflictor, float amount, float limit)
void CSQCVehicleSetup(entity own, int vehicle_id)
void vehicles_clearreturn(entity veh)
void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
const float SVC_SETVIEWANGLES
const float SVC_SETVIEWPORT
float autocvar_g_vehicles_allow_bots
entity wps_intruder
#define SAME_TEAM(a, b)
Definition teams.qh:241
vector Team_ColorRGB(int teamid)
Definition teams.qh:76
#define DIFF_TEAM(a, b)
Definition teams.qh:242
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
Definition utils.qh:15
const int VHF_SHIELDREGEN
Vehicle has shileding.
Definition vehicle.qh:86
entity WaypointSprite_Spawn(entity spr, float _lifetime, float maxdistance, entity ref, vector ofs, entity showto, float t, entity own,.entity ownfield, float hideable, entity icon)
const int MAX_WEAPONSLOTS
Definition weapon.qh:16
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
Weapon m_switchweapon
Definition wepent.qh:25

References antilag_clear(), autocvar_g_vehicles_allow_bots, CS(), CSQCModel_UnlinkEntity(), CSQCVehicleSetup(), DAMAGE_NO, DIFF_TEAM, entity(), FL_NOTARGET, FOREACH_CLIENT, func_null(), IS_BOT_CLIENT, IS_DEAD, IS_PLAYER, IS_REAL_CLIENT, IT_USING_JETPACK, m_switchweapon, MAX_WEAPONSLOTS, MOVETYPE_NOCLIP, msg_entity, MSG_ONE, MUTATOR_CALLHOOK, NULL, RemoveGrapplingHooks(), SAME_TEAM, Send_Notification(), set_movetype(), SOLID_NOT, STAT, StatusEffects_active(), SVC_SETVIEWANGLES, SVC_SETVIEWPORT, Team_ColorRGB(), teamplay, time, UNSET_DUCKED, UNSET_ONGROUND, vehicles_clearreturn(), vehicles_damage(), vehicles_heal(), vehicles_reset_colors(), VHF_MULTISLOT, VHF_SHIELDREGEN, Vehicle::vr_enter(), Vehicle::vr_gunner_enter(), WaypointSprite_Spawn(), weaponentities, wps_intruder, WriteAngle(), WriteByte(), and WriteEntity().

Referenced by PlayerUseKey(), and vehicles_touch().

◆ vehicles_exit()

void vehicles_exit ( entity vehic,
bool eject )

Definition at line 788 of file sv_vehicles.qc.

789{
790 entity player = vehic.owner;
791
793 {
794 LOG_TRACE("^1vehicles_exit already running! this is not good...");
795 return;
796 }
797
799
800 if(vehic.vehicle_flags & VHF_PLAYERSLOT)
801 {
802 vehic.vehicle_exit(vehic, eject);
803 vehicles_exit_running = false;
804 return;
805 }
806
807 if (player)
808 {
809 if (IS_REAL_CLIENT(player))
810 {
811 msg_entity = player;
813 WriteEntity( MSG_ONE, player);
814
815 // NOTE: engine networked
818 WriteAngle(MSG_ONE, vehic.angles_y);
820 }
821
822 player.takedamage = DAMAGE_AIM;
823 player.solid = SOLID_SLIDEBOX;
825 player.effects &= ~EF_NODRAW;
826 player.teleportable = TELEPORT_NORMAL;
827 player.alpha = default_player_alpha;
828 player.PlayerPhysplug = func_null;
829 player.vehicle = NULL;
830 player.view_ofs = STAT(PL_VIEW_OFS, player);
831 player.event_damage = PlayerDamage;
832 STAT(HUD, player) = HUD_NORMAL;
833 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
834 {
835 .entity weaponentity = weaponentities[slot];
836 player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon;
837 delete(vehic.(weaponentity)); // no longer needed
838 }
839 player.last_vehiclecheck = time + 3;
840 player.vehicle_enter_delay = time + 2;
841 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
842
844
845 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
846 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
847 }
848
849 vehic.flags |= FL_NOTARGET;
850
851 if(!IS_DEAD(vehic))
852 vehic.avelocity = '0 0 0';
853
854 vehic.tur_head.nodrawtoclient = NULL;
855
856 if(!teamplay)
857 vehic.team = 0;
858
859 WaypointSprite_Kill(vehic.wps_intruder);
860
861 MUTATOR_CALLHOOK(VehicleExit, player, vehic);
862
863 vehic.team = vehic.tur_head.team;
864
865 if(vehic.old_vehicle_flags & VHF_SHIELDREGEN)
866 vehic.vehicle_flags |= VHF_SHIELDREGEN;
867 vehic.old_vehicle_flags = 0;
868
869 sound (vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
870 vehic.vehicle_hudmodel.viewmodelforclient = vehic;
871 vehic.phase = time + 1;
872
873 vehic.vehicle_exit(vehic, eject);
874
875 vehicles_setreturn(vehic);
877 vehic.owner = NULL;
878
879 CSQCMODEL_AUTOINIT(vehic);
880
881 if(player)
882 player.oldorigin = player.origin; // player's location is set by the exit functions, so we need to do this after everything
883
884 vehicles_exit_running = false;
885}
const float SOLID_SLIDEBOX
#define CSQCMODEL_AUTOINIT(e)
#define LOG_TRACE(...)
Definition log.qh:76
const int MOVETYPE_WALK
Definition movetypes.qh:132
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
Definition all.qc:1537
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition player.qc:234
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
#define sound(e, c, s, v, a)
Definition sound.qh:52
const int DAMAGE_AIM
Definition subs.qh:81
float vehicles_exit_running
Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (n...
const int TELEPORT_NORMAL
void WaypointSprite_Kill(entity wp)
float default_player_alpha
Definition world.qh:72

References ATTEN_NORM, CH_TRIGGER_SINGLE, CSQCMODEL_AUTOINIT, CSQCVehicleSetup(), DAMAGE_AIM, default_player_alpha, EF_NODRAW, entity(), FL_NOTARGET, func_null(), HUD_NORMAL, IS_DEAD, IS_REAL_CLIENT, Kill_Notification(), LOG_TRACE, m_switchweapon, MAX_WEAPONSLOTS, MOVETYPE_WALK, msg_entity, MSG_ONE, MUTATOR_CALLHOOK, NULL, PlayerDamage(), set_movetype(), SOLID_SLIDEBOX, sound, STAT, SVC_SETVIEWANGLES, SVC_SETVIEWPORT, teamplay, TELEPORT_NORMAL, time, vehicles_exit_running, vehicles_reset_colors(), vehicles_setreturn(), VHF_PLAYERSLOT, VHF_SHIELDREGEN, WaypointSprite_Kill(), weaponentities, WriteAngle(), WriteByte(), and WriteEntity().

Referenced by ClientDisconnect(), ClientKill_Now(), Damage(), MUTATOR_HOOKFUNCTION(), player_regen(), PlayerUseKey(), PutObserverInServer(), PutPlayerInServer(), vehicles_damage(), and vehicles_reset().

◆ vehicles_findgoodexit()

vector vehicles_findgoodexit ( entity this,
entity player,
vector prefer_spot )

Definition at line 764 of file sv_vehicles.qc.

765{
766 // TODO: we actually want the player's size here
767 tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, player);
769 return prefer_spot;
770
771 float mysize = 1.5 * vlen(this.maxs - this.mins);
772 vector v;
773 vector v2 = 0.5 * (this.absmin + this.absmax);
774 for(int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
775 {
776 v = randomvec();
777 v_z = 0;
778 v = v2 + normalize(v) * mysize;
779 tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, player);
781 return v;
782 }
783
784 return this.origin;
785}
const vector PL_MIN_CONST
Definition constants.qh:56
const vector PL_MAX_CONST
Definition constants.qh:55
const float MOVE_NORMAL
float trace_startsolid
vector absmax
float trace_fraction
vector absmin
float trace_allsolid
vector randomvec(void)
int autocvar_g_vehicles_exit_attempts

References absmax, absmin, autocvar_g_vehicles_exit_attempts, entity(), maxs, mins, MOVE_NORMAL, normalize(), origin, PL_MAX_CONST, PL_MIN_CONST, randomvec(), trace_allsolid, trace_fraction, trace_startsolid, vector, and vlen().

Referenced by bumblebee_exit(), racer_exit(), raptor_exit(), and spiderbot_exit().

◆ vehicles_frame()

void vehicles_frame ( entity this,
entity actor )

Definition at line 628 of file sv_vehicles.qc.

629{
630 vehicles_painframe(this);
631}
void vehicles_painframe(entity this)

References entity(), and vehicles_painframe().

Referenced by bumblebee_pilot_frame(), racer_frame(), raptor_frame(), and spiderbot_frame().

◆ vehicles_gib_explode()

void vehicles_gib_explode ( entity this)

Definition at line 276 of file sv_vehicles.qc.

277{
278 sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
279 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
280 Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
281 delete(this);
282}
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:124
const int CH_SHOTS
Definition sound.qh:14
entity wp00

References ATTEN_NORM, CH_SHOTS, entity(), origin, randomvec(), Send_Effect(), sound, VOL_BASE, and wp00.

Referenced by vehicle_tossgib(), and vehicles_gib_touch().

◆ vehicles_gib_think()

void vehicles_gib_think ( entity this)

Definition at line 289 of file sv_vehicles.qc.

290{
291 this.alpha -= 0.1;
292 if(this.cnt >= time)
293 delete(this);
294 else
295 this.nextthink = time + 0.1;
296}

References alpha, cnt, entity(), nextthink, and time.

Referenced by vehicle_tossgib().

◆ vehicles_gib_touch()

void vehicles_gib_touch ( entity this,
entity toucher )

Definition at line 284 of file sv_vehicles.qc.

285{
287}

References entity(), toucher, and vehicles_gib_explode().

Referenced by vehicle_tossgib().

◆ vehicles_heal()

bool vehicles_heal ( entity targ,
entity inflictor,
float amount,
float limit )

Definition at line 723 of file sv_vehicles.qc.

724{
725 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
726 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
727 return false;
728
729 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
730 if(targ.owner)
731 targ.owner.vehicle_health = (GetResource(targ, RES_HEALTH) / targ.max_health) * 100;
732 return true;
733}
const int RES_LIMIT_NONE
Definition resources.qh:60
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.

References entity(), GetResource(), GiveResourceWithLimit(), and RES_LIMIT_NONE.

Referenced by vehicles_enter(), and vehicles_spawn().

◆ vehicles_impact()

void vehicles_impact ( entity this,
float _minspeed,
float _speedfac,
float _maxpain )

Definition at line 746 of file sv_vehicles.qc.

747{
749 return;
750
751 if(this.play_time < time)
752 {
753 if(vdist(this.velocity - this.oldvelocity, >, _minspeed))
754 {
755 float wc = vlen(this.velocity - this.oldvelocity);
756 float take = min(_speedfac * wc, _maxpain);
757 Damage(this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
758 this.play_time = time + 0.25;
759 }
760 }
761}
float trace_dphitq3surfaceflags
float Q3SURFACEFLAG_NOIMPACT
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition damage.qc:503
#define DMG_NOWEP
Definition damage.qh:104
float min(float f,...)
vector oldvelocity
Definition main.qh:42
float play_time
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8

References Damage(), DMG_NOWEP, entity(), min(), NULL, oldvelocity, play_time, Q3SURFACEFLAG_NOIMPACT, time, trace_dphitq3surfaceflags, vdist, velocity, and vlen().

◆ vehicles_locktarget()

void vehicles_locktarget ( entity this,
float incr,
float decr,
float _lock_time )

Definition at line 103 of file sv_vehicles.qc.

104{
105 if(this.lock_target && IS_DEAD(this.lock_target))
106 {
107 this.lock_target = NULL;
108 this.lock_strength = 0;
109 this.lock_time = 0;
110 }
111
112 if(this.lock_time > time)
113 {
114 if(this.lock_target)
115 if(this.lock_soundtime < time)
116 {
117 this.lock_soundtime = time + 0.5;
118 play2(this.owner, "vehicles/locked.wav");
119 }
120
121 return;
122 }
123
124 if(trace_ent != NULL)
125 {
126 if(SAME_TEAM(trace_ent, this))
127 trace_ent = NULL;
128
129 if(IS_DEAD(trace_ent))
130 trace_ent = NULL;
131
133 trace_ent = NULL;
134
135 if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)
136 trace_ent = NULL; // invisible
137 }
138
139 if(this.lock_target == NULL && trace_ent != NULL)
140 this.lock_target = trace_ent;
141
142 if(this.lock_target && trace_ent == this.lock_target)
143 {
144 if(this.lock_strength != 1 && this.lock_strength + incr >= 1)
145 {
146 play2(this.owner, "vehicles/lock.wav");
147 this.lock_soundtime = time + 0.8;
148 }
149 else if (this.lock_strength != 1 && this.lock_soundtime < time)
150 {
151 play2(this.owner, "vehicles/locking.wav");
152 this.lock_soundtime = time + 0.3;
153 }
154 }
155
156 // Have a locking target
157 // Trace hit current target
158 if(trace_ent == this.lock_target && trace_ent != NULL)
159 {
160 this.lock_strength = min(this.lock_strength + incr, 1);
161 if(this.lock_strength == 1)
162 this.lock_time = time + _lock_time;
163 }
164 else
165 {
166 if(trace_ent)
167 this.lock_strength = max(this.lock_strength - decr * 2, 0);
168 else
169 this.lock_strength = max(this.lock_strength - decr, 0);
170
171 if(this.lock_strength == 0)
172 this.lock_target = NULL;
173 }
174}
entity trace_ent
float max(float f,...)
void play2(entity e, string filename)
Definition all.qc:116
float lock_time
float lock_strength
entity lock_target
float lock_soundtime
#define IS_TURRET(v)
Definition utils.qh:23
#define IS_VEHICLE(v)
Definition utils.qh:22

References entity(), IS_DEAD, IS_TURRET, IS_VEHICLE, lock_soundtime, lock_strength, lock_target, lock_time, max(), min(), NULL, owner, play2(), SAME_TEAM, time, and trace_ent.

Referenced by racer_frame(), and raptor_frame().

◆ vehicles_painframe()

void vehicles_painframe ( entity this)

Definition at line 604 of file sv_vehicles.qc.

605{
606 int myhealth = ((this.owner) ? this.owner.vehicle_health : ((GetResource(this, RES_HEALTH) / this.max_health) * 100));
607
608 if(myhealth <= 50)
609 if(this.pain_frame < time)
610 {
611 float _ftmp = myhealth / 50;
612 this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
613 Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
614
615 if(this.vehicle_flags & VHF_DMGSHAKE)
616 this.velocity += randomvec() * 30;
617
618 if(this.vehicle_flags & VHF_DMGROLL)
619 {
621 this.tur_head.angles += randomvec();
622 else
623 this.angles += randomvec();
624 }
625 }
626}
float max_health
float pain_frame
const int VHF_DMGSHAKE
Vehicle is airborn.
Definition vehicle.qh:93
const int VHF_DMGHEADROLL
Add random angles each frame if health < 50%.
Definition vehicle.qh:95
const int VHF_DMGROLL
Add random velocity each frame if health < 50%.
Definition vehicle.qh:94
float myhealth
Definition view.qc:644

References angles, entity(), GetResource(), max(), max_health, myhealth, origin, owner, pain_frame, random(), randomvec(), Send_Effect(), time, tur_head, vehicle_flags, velocity, VHF_DMGHEADROLL, VHF_DMGROLL, and VHF_DMGSHAKE.

Referenced by vehicles_frame(), and vehicles_think().

◆ vehicles_projectile()

entity vehicles_projectile ( entity this,
entity _mzlfx,
Sound _mzlsound,
vector _org,
vector _vel,
float _dmg,
float _radi,
float _force,
float _size,
int _deahtype,
float _projtype,
float _health,
bool _cull,
bool _clianim,
entity _owner )

Definition at line 223 of file sv_vehicles.qc.

228{
229 TC(Sound, _mzlsound);
230 entity proj = new(vehicles_projectile);
231
233 setorigin(proj, _org);
234
235 proj.shot_dmg = _dmg;
236 proj.shot_radius = _radi;
237 proj.shot_force = _force;
238 proj.projectiledeathtype = _deahtype;
239 proj.solid = SOLID_BBOX;
241 proj.flags = FL_PROJECTILE;
242 IL_PUSH(g_projectiles, proj);
243 IL_PUSH(g_bot_dodge, proj);
244 proj.bot_dodge = true;
245 proj.bot_dodgerating = _dmg;
246 proj.velocity = _vel;
249 proj.owner = this;
250 proj.realowner = _owner;
251 setthink(proj, SUB_Remove);
252 proj.nextthink = time + 30;
253
254 if(_health)
255 {
256 proj.takedamage = DAMAGE_AIM;
257 proj.event_damage = vehicles_projectile_damage;
258 SetResourceExplicit(proj, RES_HEALTH, _health);
259 }
260 else
261 proj.flags |= FL_NOTARGET;
262
263 if(_mzlsound != SND_Null)
264 sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
265
266 if(_mzlfx != EFFECT_Null)
267 Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
268
269 setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
270
271 CSQCProjectile(proj, _clianim, _projtype, _cull);
272
273 return proj;
274}
IntrusiveList g_bot_dodge
Definition api.qh:150
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
const int FL_PROJECTILE
Definition constants.qh:85
const float SOLID_BBOX
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
void SUB_Remove(entity this)
Remove entity.
Definition defer.qh:13
#define TC(T, sym)
Definition _all.inc:82
const int MOVETYPE_FLYMISSILE
Definition movetypes.qh:138
IntrusiveList g_projectiles
Definition common.qh:58
#define PROJECTILE_MAKETRIGGER(e)
Definition common.qh:34
const int CH_WEAPON_A
Definition sound.qh:7
entity vehicles_projectile(entity this, entity _mzlfx, Sound _mzlsound, vector _org, vector _vel, float _dmg, float _radi, float _force, float _size, int _deahtype, float _projtype, float _health, bool _cull, bool _clianim, entity _owner)
void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void vehicles_projectile_explode(entity this, entity toucher)
void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)

References ATTEN_NORM, CH_WEAPON_A, CSQCProjectile(), DAMAGE_AIM, entity(), FL_NOTARGET, FL_PROJECTILE, g_bot_dodge, g_projectiles, IL_PUSH(), MOVETYPE_FLYMISSILE, PROJECTILE_MAKETRIGGER, Send_Effect(), set_movetype(), SetResourceExplicit(), setthink, settouch, SOLID_BBOX, sound, SUB_Remove(), TC, time, vector, vehicles_projectile(), vehicles_projectile_damage(), vehicles_projectile_explode(), vehicles_projectile_explode_use(), and VOL_BASE.

Referenced by bumblebee_fire_cannon(), racer_fire_rocket(), spiderbot_rocket_do(), and vehicles_projectile().

◆ vehicles_projectile_damage()

void vehicles_projectile_damage ( entity this,
entity inflictor,
entity attacker,
float damage,
int deathtype,
.entity weaponentity,
vector hitloc,
vector force )

Definition at line 177 of file sv_vehicles.qc.

178{
179 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
180 if(inflictor.owner == this.owner)
181 return;
182
183 TakeResource(this, RES_HEALTH, damage);
184 this.velocity += force;
185 if(GetResource(this, RES_HEALTH) < 1)
186 {
187 this.takedamage = DAMAGE_NO;
188 this.event_damage = func_null;
189 setthink(this, adaptor_think2use);
190 this.nextthink = time;
191 }
192}

References DAMAGE_NO, entity(), func_null(), GetResource(), nextthink, setthink, takedamage, TakeResource(), time, vector, and velocity.

Referenced by vehicles_projectile().

◆ vehicles_projectile_explode()

void vehicles_projectile_explode ( entity this,
entity toucher )

Definition at line 194 of file sv_vehicles.qc.

195{
196 if(this.owner && toucher != NULL)
197 {
198 if(toucher == this.owner.vehicle)
199 return;
200
201 if(toucher == this.owner.vehicle.tur_head)
202 return;
203 }
204
206
207 this.event_damage = func_null;
208 RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.projectiledeathtype, DMG_NOWEP, toucher);
209
210 delete(this);
211}
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
entity entity toucher
Definition self.qh:72
int projectiledeathtype
Definition common.qh:21
#define PROJECTILE_TOUCH(e, t)
Definition common.qh:28
entity realowner

References DMG_NOWEP, entity(), func_null(), NULL, owner, PROJECTILE_TOUCH, projectiledeathtype, RadiusDamage(), realowner, and toucher.

Referenced by vehicles_projectile(), vehicles_projectile_explode_think(), and vehicles_projectile_explode_use().

◆ vehicles_projectile_explode_think()

void vehicles_projectile_explode_think ( entity this)

Definition at line 213 of file sv_vehicles.qc.

214{
216}

References entity(), NULL, and vehicles_projectile_explode().

Referenced by spiderbot_rocket_do().

◆ vehicles_projectile_explode_use()

void vehicles_projectile_explode_use ( entity this,
entity actor,
entity trigger )

Definition at line 218 of file sv_vehicles.qc.

219{
220 vehicles_projectile_explode(this, trigger);
221}

References entity(), and vehicles_projectile_explode().

Referenced by vehicles_projectile().

◆ vehicles_regen()

void vehicles_regen ( entity this,
float timer,
.float regen_field,
float field_max,
float rpause,
float regen,
float delta_time,
float _healthscale )

Definition at line 557 of file sv_vehicles.qc.

558{
559 if(this.(regen_field) < field_max)
560 if(timer + rpause < time)
561 {
562 if(_healthscale)
563 regen = regen * (GetResource(this, RES_HEALTH) / this.max_health);
564
565 this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
566
567 if(this.owner)
568 this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
569 }
570}
float timer
Definition hud.qh:125

References entity(), GetResource(), max_health, min(), owner, time, and timer.

Referenced by bumblebee_regen(), racer_frame(), raptor_frame(), raptor_takeoff(), and spiderbot_frame().

◆ vehicles_regen_resource()

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 )

Definition at line 572 of file sv_vehicles.qc.

573{
574 float resource_amount = GetResource(this, resource);
575
576 if(resource_amount < field_max)
577 if(timer + rpause < time)
578 {
579 if(_healthscale)
580 regen = regen * (resource_amount / this.max_health);
581
582 SetResource(this, resource, min(resource_amount + regen * delta_time, field_max));
583
584 if(this.owner)
585 this.owner.(regen_field) = (GetResource(this, resource) / field_max) * 100;
586 }
587}
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.

References entity(), GetResource(), max_health, min(), owner, SetResource(), time, and timer.

Referenced by bumblebee_regen(), racer_frame(), raptor_frame(), raptor_takeoff(), and spiderbot_frame().

◆ vehicles_reset()

void vehicles_reset ( entity this)

Definition at line 1101 of file sv_vehicles.qc.

1102{
1103 if(this.owner)
1105
1107
1108 if(this.active != ACTIVE_NOT)
1109 vehicles_spawn(this);
1110}

References active, ACTIVE_NOT, entity(), owner, vehicles_clearreturn(), vehicles_exit(), vehicles_spawn(), and VHEF_RELEASE.

Referenced by vehicles_spawn().

◆ vehicles_reset_colors()

void vehicles_reset_colors ( entity this,
entity player )

Definition at line 377 of file sv_vehicles.qc.

378{
379 int eff = 0, cmap;
380 const vector cmod = '0 0 0';
381 if(this.team && teamplay)
382 cmap = 1024 + (this.team - 1) * 17;
383 else if(player)
384 cmap = player.colormap;
385 else
386 cmap = 1024;
388 eff |= EF_NODEPTHTEST;
390 eff |= EF_FULLBRIGHT;
391
392 // Find all ents attacked to main model and setup effects, colormod etc.
394 {
395 if(it == this.vehicle_shieldent)
396 continue;
397
398 it.effects = eff;
399 it.colormod = cmod;
400 it.colormap = cmap;
401 it.alpha = 1;
402 });
403
404 // Also check head tags
406 {
407 if(it == this.vehicle_shieldent)
408 continue;
409
410 it.effects = eff;
411 it.colormod = cmod;
412 it.colormap = cmap;
413 it.alpha = 1;
414 });
415
416 this.vehicle_hudmodel.effects = this.effects = eff; // | EF_LOWPRECISION;
417 this.vehicle_hudmodel.colormod = this.colormod = cmod;
418 this.vehicle_hudmodel.colormap = this.colormap = cmap;
420
421 this.alpha = 1;
422 this.avelocity = '0 0 0';
423 this.velocity = '0 0 0';
424 this.effects = eff;
425
426 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
427 info.vr_setcolors(info, this);
428}
virtual void vr_setcolors()
(SERVER) called when a vehicle's colors are being reset, so modules can be updated
Definition vehicle.qh:76
vector colormod
Definition powerups.qc:21
vector avelocity
float colormap
entity tag_entity
#define FOREACH_ENTITY_ENT(fld, match, body)
Definition iter.qh:179

References alpha, autocvar_g_fullbrightplayers, autocvar_g_nodepthtestplayers, avelocity, colormap, colormod, EF_ADDITIVE, EF_DOUBLESIDED, EF_FULLBRIGHT, EF_LOWPRECISION, EF_NODEPTHTEST, EF_NOGUNBOB, EF_NOSHADOW, EF_SELECTABLE, EF_TELEPORT_BIT, effects, entity(), FOREACH_ENTITY_ENT, tag_entity, team, teamplay, tur_head, vector, vehicle_hudmodel, vehicle_shieldent, vehicle_viewport, vehicledef, velocity, and Vehicle::vr_setcolors().

Referenced by vehicle_use(), vehicles_enter(), vehicles_exit(), and vehicles_spawn().

◆ vehicles_return()

void vehicles_return ( entity this)

Definition at line 446 of file sv_vehicles.qc.

447{
448 Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
449
451 this.wp00.nextthink = time;
452
455
456 delete(this);
457}
entity waypointsprite_attached

References entity(), Send_Effect(), setthink, time, vehicles_spawn(), waypointsprite_attached, WaypointSprite_Kill(), and wp00.

Referenced by vehicles_showwp().

◆ vehicles_setreturn()

void vehicles_setreturn ( entity veh)

Definition at line 507 of file sv_vehicles.qc.

508{
510
511 entity ret = new(vehicle_return);
513 ret.wp00 = veh;
514 ret.team = veh.team;
516
517 if(IS_DEAD(veh))
518 {
519 ret.cnt = time + veh.respawntime;
520 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
521 }
522 else
523 {
524 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
525 }
526
527 setorigin(ret, veh.pos1 + '0 0 96');
528}
void vehicles_showwp(entity this)

References entity(), g_vehicle_returners, IL_PUSH(), IS_DEAD, min(), setthink, time, vehicles_clearreturn(), and vehicles_showwp().

Referenced by vehicle_use(), vehicles_damage(), and vehicles_exit().

◆ vehicles_showwp()

void vehicles_showwp ( entity this)

Definition at line 467 of file sv_vehicles.qc.

468{
469 entity ent = this;
470
471 if(ent.cnt)
472 {
474 ent.nextthink = ent.cnt;
475 }
476 else
477 {
479 ent.nextthink = time + 1;
480
481 ent = spawn();
482 ent.team = this.wp00.team;
483 ent.wp00 = this.wp00;
484 setorigin(ent, this.wp00.pos1);
485
486 ent.nextthink = time + 5;
488 }
489
490 vector rgb;
491 if(teamplay && ent.team)
492 rgb = Team_ColorRGB(ent.team);
493 else
494 rgb = '1 1 1';
495 entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
496 wp.wp_extra = ent.wp00.vehicleid;
497 wp.colormod = rgb;
498 if(ent.waypointsprite_attached)
499 {
500 WaypointSprite_UpdateRule(ent.waypointsprite_attached, ent.wp00.team, SPRITERULE_DEFAULT);
501 if(this == NULL)
502 WaypointSprite_UpdateBuildFinished(ent.waypointsprite_attached, ent.nextthink);
503 WaypointSprite_Ping(ent.waypointsprite_attached);
504 }
505}
#define spawn
void vehicles_showwp_goaway(entity this)
void vehicles_return(entity this)
void WaypointSprite_Ping(entity e)
void WaypointSprite_UpdateBuildFinished(entity e, float f)
void WaypointSprite_UpdateRule(entity e, float t, float r)
const int SPRITERULE_DEFAULT

References entity(), NULL, setthink, spawn, SPRITERULE_DEFAULT, Team_ColorRGB(), teamplay, time, vector, vehicles_return(), vehicles_showwp_goaway(), waypointsprite_attached, WaypointSprite_Ping(), WaypointSprite_Spawn(), WaypointSprite_UpdateBuildFinished(), WaypointSprite_UpdateRule(), and wp00.

Referenced by vehicles_setreturn().

◆ vehicles_showwp_goaway()

void vehicles_showwp_goaway ( entity this)

Definition at line 459 of file sv_vehicles.qc.

460{
463
464 delete(this);
465}

References entity(), waypointsprite_attached, and WaypointSprite_Kill().

Referenced by vehicles_showwp().

◆ vehicles_spawn()

void vehicles_spawn ( entity this)

Definition at line 1113 of file sv_vehicles.qc.

1114{
1115 LOG_DEBUG("Spawning vehicle: ", this.classname);
1116
1117 // disown & reset
1118 this.vehicle_hudmodel.viewmodelforclient = this;
1119
1120 this.owner = NULL;
1121 settouch(this, vehicles_touch);
1122 this.event_damage = vehicles_damage;
1123 this.event_heal = vehicles_heal;
1124 this.reset = vehicles_reset;
1125 this.iscreature = true;
1126 this.teleportable = false; // no teleporting for vehicles, too buggy
1127 this.damagedbycontents = true;
1129 this.solid = SOLID_SLIDEBOX;
1130 this.takedamage = DAMAGE_AIM;
1131 this.deadflag = DEAD_NO;
1132 if(!this.bot_attack)
1133 IL_PUSH(g_bot_targets, this);
1134 this.bot_attack = true;
1135 this.flags = FL_NOTARGET;
1136 this.avelocity = '0 0 0';
1137 this.velocity = '0 0 0';
1138 setthink(this, vehicles_think);
1139 this.nextthink = time;
1140
1141 // Reset locking
1142 this.lock_strength = 0;
1143 this.lock_target = NULL;
1144 this.misc_bulletcounter = 0;
1145
1146 // Return to spawn
1147 this.angles = this.pos2;
1148 setorigin(this, this.pos1);
1149 // Show it
1150 Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
1151
1152 if(this.vehicle_controller)
1153 this.team = this.vehicle_controller.team;
1154
1156 {
1157 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1158 {
1159 .entity weaponentity = weaponentities[slot];
1160 if(it.(weaponentity).hook.aiment == this)
1161 RemoveHook(it.(weaponentity).hook);
1162 }
1163 });
1164
1165
1166 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
1167 info.vr_spawn(info, this);
1168
1170
1171 CSQCMODEL_AUTOINIT(this);
1172}
string classname
float flags
solid
Definition ent_cs.qc:165
float DEAD_NO
Definition progsdefs.qc:274
float deadflag
Definition progsdefs.qc:149
void RemoveHook(entity this)
Definition hook.qc:48
float misc_bulletcounter
Definition common.qh:19
void vehicles_reset(entity this)
void vehicles_think(entity this)

References angles, avelocity, bot_attack, classname, CSQCMODEL_AUTOINIT, DAMAGE_AIM, damagedbycontents, DEAD_NO, deadflag, entity(), FL_NOTARGET, flags, FOREACH_CLIENT, g_bot_targets, IL_PUSH(), IS_PLAYER, iscreature, lock_strength, lock_target, LOG_DEBUG, MAX_WEAPONSLOTS, misc_bulletcounter, MOVETYPE_WALK, nextthink, NULL, origin, owner, pos1, pos2, RemoveHook(), Send_Effect(), set_movetype(), setthink, settouch, solid, SOLID_SLIDEBOX, takedamage, team, teleportable, time, vehicle_controller, vehicle_hudmodel, vehicledef, vehicles_damage(), vehicles_heal(), vehicles_reset(), vehicles_reset_colors(), vehicles_think(), vehicles_touch(), velocity, and weaponentities.

Referenced by racer_blowup(), vehicle_initialize(), vehicle_use(), vehicles_reset(), and vehicles_return().

◆ vehicles_think()

void vehicles_think ( entity this)

Definition at line 1086 of file sv_vehicles.qc.

1087{
1089
1090 if(this.owner)
1091 STAT(VEHICLESTAT_W2MODE, this.owner) = STAT(VEHICLESTAT_W2MODE, this);
1092
1093 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
1094 info.vr_think(info, this);
1095
1096 vehicles_painframe(this);
1097
1099}
virtual void vr_think()
(SERVER) logic to run every frame
Definition vehicle.qh:62
#define CSQCMODEL_AUTOUPDATE(e)
float autocvar_g_vehicles_thinkrate

References autocvar_g_vehicles_thinkrate, CSQCMODEL_AUTOUPDATE, entity(), nextthink, owner, STAT, time, vehicledef, vehicles_painframe(), and Vehicle::vr_think().

Referenced by bumblebee_land(), raptor_land(), spiderbot_exit(), and vehicles_spawn().

◆ vehicles_touch()

void vehicles_touch ( entity this,
entity toucher )

Definition at line 887 of file sv_vehicles.qc.

888{
889 if(MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
890 return;
891
892 // Vehicle currently in use
893 if(this.owner)
894 {
895 if(toucher != NULL)
896 if((this.origin_z + this.maxs_z) > (toucher.origin_z))
898 if(!weaponLocked(this.owner))
899 {
901 Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, DMG_NOWEP, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
902
903 return; // Dont do selfdamage when hitting "soft targets".
904 }
905
906 if(this.play_time < time) {
907 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
908 info.vr_impact(info, this);
909 }
910
911 return;
912 }
913
914 if(autocvar_g_vehicles_enter)
915 return;
916
917 vehicles_enter(toucher, this);
918}
virtual void vr_impact()
(SERVER) called when a vehicle hits something
Definition vehicle.qh:74
void vehicles_enter(entity pl, entity veh)
bool vehicles_crushable(entity e)
float autocvar_g_vehicles_crush_force
float autocvar_g_vehicles_crush_minspeed
float autocvar_g_vehicles_crush_dmg
bool weaponLocked(entity player)

References autocvar_g_vehicles_crush_dmg, autocvar_g_vehicles_crush_force, autocvar_g_vehicles_crush_minspeed, Damage(), DMG_NOWEP, entity(), MUTATOR_CALLHOOK, normalize(), NULL, owner, play_time, time, toucher, vdist, vehicledef, vehicles_crushable(), vehicles_enter(), velocity, Vehicle::vr_impact(), and weaponLocked().

Referenced by bumblebee_exit(), bumblebee_touch(), vehicle_initialize(), and vehicles_spawn().

Variable Documentation

◆ axh_prevcolors

vector axh_prevcolors

Definition at line 45 of file sv_vehicles.qc.

◆ axh_prevorigin

vector axh_prevorigin

Definition at line 44 of file sv_vehicles.qc.

◆ old_vehicle_flags

int old_vehicle_flags

Definition at line 787 of file sv_vehicles.qc.