Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_vehicles.qc File Reference
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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 35 of file sv_vehicles.qc.

36{
38 entity axh = e.(AuxiliaryXhair[this.cnt]);
39 return axh.owner == this.owner; // cheaply check if the client's axh owner is the same as our real owner
40}
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 78 of file sv_vehicles.qc.

79{
80 if (!IS_REAL_CLIENT(own))
81 return;
82
83 msg_entity = own;
84
85 WriteHeader(MSG_ONE, TE_CSQC_VEHICLESETUP);
86 WriteByte(MSG_ONE, vehicle_id);
87
88 if (vehicle_id == 0 || vehicle_id == HUD_NORMAL)
89 for (int i = 0; i < MAX_AXH; ++i)
90 {
91 entity axh = own.(AuxiliaryXhair[i]);
92 own.(AuxiliaryXhair[i]) = NULL;
93
94 if (axh.owner == own && axh != NULL && !wasfreed(axh))
95 delete(axh);
96 }
97}
const int MAX_AXH
const int HUD_NORMAL
Definition constants.qh:47
#define WriteHeader(to, id)
Definition net.qh:265
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 WriteVector(MSG_ENTITY, this.origin);
24
25 if (sf & 4)
26 {
27 WriteByte(MSG_ENTITY, rint(this.colormod.x * 255));
28 WriteByte(MSG_ENTITY, rint(this.colormod.y * 255));
29 WriteByte(MSG_ENTITY, rint(this.colormod.z * 255));
30 }
31
32 return true;
33}
vector colormod
Definition powerups.qc:21
vector origin
const int MSG_ENTITY
Definition net.qh:156
float rint(float f)

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

Referenced by UpdateAuxiliaryXhair().

◆ shieldhit_think()

void shieldhit_think ( entity this)

Definition at line 581 of file sv_vehicles.qc.

582{
583 this.alpha -= 0.1;
584 if (this.alpha <= 0)
585 {
586 // setmodel(this, MDL_Null);
587 this.alpha = -1;
588 this.effects |= EF_NODRAW;
589 }
590 else
591 this.nextthink = time + 0.1;
592}
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 45 of file sv_vehicles.qc.

46{
47 if (!IS_REAL_CLIENT(own))
48 return;
49
50 axh_id = bound(0, axh_id, MAX_AXH);
51 entity axh = own.(AuxiliaryXhair[axh_id]);
52
53 if (axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
54 {
55 axh = new(auxiliary_xhair);
56 axh.cnt = axh_id;
57 //axh.drawonlytoclient = own; // not spectatable
59 axh.owner = own;
60 Net_LinkEntity(axh, false, 0, SendAuxiliaryXhair);
61 }
62
63 if (loc != axh.axh_prevorigin)
64 {
65 setorigin(axh, loc);
66 axh.SendFlags |= 2;
67 }
68
69 if (clr != axh.axh_prevcolors)
70 {
71 axh.colormod = clr;
72 axh.SendFlags |= 4;
73 }
74
75 own.(AuxiliaryXhair[axh_id]) = axh; // set it anyway...?
76}
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:167
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 328 of file sv_vehicles.qc.

333{
334 if (!(_owner.vehicle_flags & VHF_MULTISLOT))
335 _owner.vehicle_flags |= VHF_MULTISLOT;
336
337 _slot.PlayerPhysplug = _framefunc;
338 _slot.vehicle_exit = _exitfunc;
339 _slot.vehicle_enter = _enterfunc;
340 STAT(HUD, _slot) = _hud;
341 _slot.vehicle_flags = VHF_PLAYERSLOT;
342 _slot.vehicle_viewport = new(vehicle_viewport);
343 _slot.vehicle_hudmodel = new(vehicle_hudmodel);
344 _slot.vehicle_hudmodel.viewmodelforclient = _slot;
346
347 setmodel(_slot.vehicle_hudmodel, _hud_model);
348 setmodel(_slot.vehicle_viewport, MDL_Null);
349
350 setattachment(_slot.vehicle_hudmodel, _slot, "");
351 setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
352
353 return true;
354}
#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
This ent is a player slot on a multi-person vehicle.
Definition vehicle.qh:107
const int VHF_MULTISLOT
Vehicle has multiple player slots.
Definition vehicle.qh:106

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 356 of file sv_vehicles.qc.

359{
360 vector vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname));
361 vector vtmp = vectoangles(normalize(_target - vtag));
363 vtmp = AnglesTransform_Normalize(vtmp, true);
364 float ftmp = _aimspeed * dt;
365 vtmp.y = bound(-ftmp, vtmp.y, ftmp);
366 vtmp.x = bound(-ftmp, vtmp.x, ftmp);
367 _turrret.angles.y = bound(_rotlimit_min, _turrret.angles.y + vtmp.y, _rotlimit_max);
368 _turrret.angles.x = bound(_pichlimit_min, _turrret.angles.x + vtmp.x, _pichlimit_max);
369 return vtag;
370}
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 912 of file sv_vehicles.qc.

913{
914 if (!this.vehicle)
915 return false;
916 if (IS_DEAD(this.vehicle))
917 return false;
918 bool(entity, int) f = this.vehicle.vehicles_impulse;
919 if (f && f(this, imp))
920 return true;
921
922 switch (imp)
923 {
924 case IMP_weapon_drop.impulse:
925 stuffcmd(this, "\ntoggle cl_eventchase_vehicle\nset _vehicles_shownchasemessage 1\n");
926 return true;
927 }
928 return false;
929}
#define IS_DEAD(s)
Definition player.qh:244
#define bool
Definition _all.inc:24
#define stuffcmd(cl,...)
Definition progsdefs.qh:23
int int int imp
Definition impulse.qc:90
entity vehicle

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 1168 of file sv_vehicles.qc.

1169{
1171 return false;
1172 if (!info.vehicleid)
1173 return false;
1174
1175 if (!this.tur_head)
1176 info.vr_precache(info);
1177
1178 if (this.targetname && this.targetname != "")
1179 {
1181 if (!this.vehicle_controller)
1182 {
1183 LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname");
1184 this.active = ACTIVE_ACTIVE;
1185 }
1186 else
1187 {
1188 this.team = this.vehicle_controller.team;
1189 this.use = vehicle_use;
1190
1191 if (teamplay)
1192 {
1193 if (this.vehicle_controller.team == 0)
1194 this.active = ACTIVE_NOT;
1195 else
1196 this.active = ACTIVE_ACTIVE;
1197 }
1198 }
1199 }
1200 else
1201 this.active = ACTIVE_ACTIVE;
1202
1203 if (this.team && (!teamplay || !autocvar_g_vehicles_teams))
1204 this.team = 0;
1205
1206 if (this.mdl == "" || !this.mdl)
1207 _setmodel(this, info.model);
1208 else
1209 _setmodel(this, this.mdl);
1210
1212
1215 this.tur_head = new(tur_head);
1216 this.tur_head.owner = this;
1217 this.takedamage = DAMAGE_NO;
1218 this.bot_attack = true;
1219 IL_PUSH(g_bot_targets, this);
1220 this.iscreature = true;
1221 this.teleportable = false; // no teleporting for vehicles, too buggy
1222 this.damagedbycontents = true;
1224 this.vehicleid = info.vehicleid;
1225 this.vehicledef = info;
1226 this.PlayerPhysplug = info.PlayerPhysplug;
1227 this.event_damage = func_null;
1228 this.event_heal = func_null;
1229 settouch(this, vehicles_touch);
1230 setthink(this, vehicles_spawn);
1231 this.nextthink = time;
1232 this.effects = EF_NODRAW;
1234
1237
1239 this.effects |= EF_NODEPTHTEST;
1240
1242 this.effects |= EF_FULLBRIGHT;
1243
1244 _setmodel(this.vehicle_hudmodel, info.hud_model);
1245 setmodel(this.vehicle_viewport, MDL_Null);
1246
1247 if (info.head_model != "")
1248 {
1249 _setmodel(this.tur_head, info.head_model);
1250 setattachment(this.tur_head, this, info.tag_head);
1251 setattachment(this.vehicle_hudmodel, this.tur_head, info.tag_hud);
1252 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1253 }
1254 else
1255 {
1256 setattachment(this.tur_head, this, "");
1257 setattachment(this.vehicle_hudmodel, this, info.tag_hud);
1258 setattachment(this.vehicle_viewport, this.vehicle_hudmodel, info.tag_view);
1259 }
1260
1261 setsize(this, info.m_mins, info.m_maxs);
1262
1263 info.vr_setup(info, this);
1264
1265 if (!nodrop)
1266 {
1267 setorigin(this, this.origin);
1268 tracebox(this.origin + '0 0 100', info.m_mins, info.m_maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1269 setorigin(this, trace_endpos);
1270 }
1271
1272 this.pos1 = this.origin;
1273 this.pos2 = this.angles;
1274 this.tur_head.team = this.team;
1275
1276 if (this.active == ACTIVE_NOT)
1277 this.nextthink = 0; // wait until activated
1280 else
1281 this.nextthink = time + game_starttime;
1282
1283 if (MUTATOR_CALLHOOK(VehicleInit, this))
1284 return false;
1285
1286 return true;
1287}
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:25
string head_model
full name of tur_head model
Definition vehicle.qh:23
vector m_mins
vehicle hitbox size
Definition vehicle.qh:43
string model
full name of model
Definition vehicle.qh:19
virtual void vr_precache()
(BOTH) precaches models/sounds used by this vehicle
Definition vehicle.qh:67
virtual void vr_setup()
(BOTH) setup vehicle data
Definition vehicle.qh:65
vector m_maxs
vehicle hitbox size
Definition vehicle.qh:45
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:143
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:31
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:111
const int VHF_ISVEHICLE
Indicates vehicle.
Definition vehicle.qh:94

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 296 of file sv_vehicles.qc.

297{
298 entity _gib = new(vehicle_gib);
299 _setmodel(_gib, _template.model);
300 vector org = gettaginfo(this, gettagindex(this, _tag));
301 setorigin(_gib, org);
302 _gib.velocity = _vel;
304 _gib.solid = SOLID_CORPSE;
305 _gib.colormod = '-0.5 -0.5 -0.5';
306 _gib.effects = EF_LOWPRECISION;
307 _gib.avelocity = _rot;
308
309 if (_burn)
310 _gib.effects |= EF_FLAME;
311
312 if (_explode)
313 {
315 _gib.nextthink = time + random() * _explode;
317 }
318 else
319 {
320 _gib.cnt = time + _maxtime;
322 _gib.nextthink = time + _maxtime - 1;
323 _gib.alpha = 1;
324 }
325 return _gib;
326}
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 522 of file sv_vehicles.qc.

523{
524 LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname);
525
526 this.tur_head.team = actor.team;
527
528 if (this.tur_head.team == 0)
529 this.active = ACTIVE_NOT;
530 else
531 this.active = ACTIVE_ACTIVE;
532
533 if (this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !game_stopped)
534 {
535 LOG_DEBUG("Respawning vehicle: ", this.netname);
536 if (this.effects & EF_NODRAW)
537 {
539 this.nextthink = time + 3;
540 }
541 else
542 {
543 vehicles_setreturn(this);
544 vehicles_reset_colors(this, actor);
545 }
546 }
547}
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 426 of file sv_vehicles.qc.

427{
428 // Remove "return helper" entities, if any.
429 IL_EACH(g_vehicle_returners, it.wp00 == veh,
430 {
431 it.classname = "";
432 setthink(it, SUB_Remove);
433 it.nextthink = time + 0.1;
434 IL_REMOVE(g_vehicle_returners, it);
435
436 if (it.waypointsprite_attached)
437 WaypointSprite_Kill(it.waypointsprite_attached);
438 });
439}
#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 721 of file sv_vehicles.qc.

722{
723 if (IS_PLAYER(e) && time >= e.vehicle_enter_delay)
724 return true;
725 if (IS_MONSTER(e))
726 return true;
727
728 return false;
729}
#define IS_PLAYER(s)
Definition player.qh:242
#define IS_MONSTER(v)
Definition utils.qh:23

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 625 of file sv_vehicles.qc.

626{
627 this.dmg_time = time;
628
629 // WEAPONTODO
630 if (DEATH_ISWEAPON(deathtype, WEP_VORTEX)) damage *= autocvar_g_vehicles_vortex_damagerate;
631 else if (DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN)) damage *= autocvar_g_vehicles_machinegun_damagerate;
632 else if (DEATH_ISWEAPON(deathtype, WEP_RIFLE)) damage *= autocvar_g_vehicles_rifle_damagerate;
633 else if (DEATH_ISWEAPON(deathtype, WEP_VAPORIZER)) damage *= autocvar_g_vehicles_vaporizer_damagerate;
634 else if (DEATH_ISWEAPON(deathtype, WEP_SEEKER)) damage *= autocvar_g_vehicles_tag_damagerate;
635 else if (DEATH_WEAPONOF(deathtype) != WEP_Null) damage *= autocvar_g_vehicles_weapon_damagerate;
636
637 this.enemy = attacker;
638
639 this.pain_finished = time;
640
641 if ((this.vehicle_flags & VHF_HASSHIELD) && this.vehicle_shield > 0)
642 {
643 if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
644 {
646 this.vehicle_shieldent.effects = EF_LOWPRECISION;
647
648 setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
649 setattachment(this.vehicle_shieldent, this, "");
650 setorigin(this.vehicle_shieldent, real_origin(this) - this.origin);
651 this.vehicle_shieldent.scale = 256 / vlen(this.maxs - this.mins);
653 }
654
655 this.vehicle_shieldent.colormod = '1 1 1';
656 this.vehicle_shieldent.alpha = 0.45;
657 this.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (this.origin + this.vehicle_shieldent.origin))) - this.angles;
658 this.vehicle_shieldent.nextthink = time;
659 this.vehicle_shieldent.effects &= ~EF_NODRAW;
660
661 this.vehicle_shield -= damage;
662
663 if (this.vehicle_shield < 0)
664 {
665 TakeResource(this, RES_HEALTH, fabs(this.vehicle_shield));
666 this.vehicle_shieldent.colormod = '2 0 0';
667 this.vehicle_shield = 0;
668 this.vehicle_shieldent.alpha = 0.75;
669
670 if (sound_allowed(MSG_BROADCAST, attacker))
671 spamsound(this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
672 }
673 else
674 if (sound_allowed(MSG_BROADCAST, attacker))
675 spamsound(this, CH_PAIN, SND_ONS_ELECTRICITY_EXPLODE, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
676 }
677 else
678 {
679 TakeResource(this, RES_HEALTH, damage);
680
681 if (sound_allowed(MSG_BROADCAST, attacker))
682 spamsound(this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
683 }
684
686 this.velocity += force * this.damageforcescale;
687 else
688 this.velocity += force;
689
690 if (GetResource(this, RES_HEALTH) <= 0)
691 {
692 if (this.owner)
693 {
694 if (this.vehicle_flags & VHF_DEATHEJECT)
696 else
698 }
699
700 antilag_clear(this, this);
701
702 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
703 info.vr_death(info, this);
704 vehicles_setreturn(this);
705 }
706}
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:73
vector real_origin(entity ent)
Definition util.qc:147
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 shield left on vehicle. If ent is vehicle,...
float dmg_time
float autocvar_g_vehicles_vaporizer_damagerate
const int VHEF_EJECT
User pressed exit key 3 times fast (not implemented) or vehicle is dying.
const int VHEF_RELEASE
Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (n...
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
Entity to disply the shild effect on damage.
const int VHF_HASSHIELD
Vehicle has shileding.
Definition vehicle.qh:95
const int VHF_DEATHEJECT
Vehicle ejects pilot upon fatal damage.
Definition vehicle.qh:99

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 931 of file sv_vehicles.qc.

932{
933 // Remove this when bots know how to use vehicles
935 return;
936
937 // TODO: mutator hook to prevent entering vehicles
938 if (!IS_PLAYER(pl)
939 || veh.phase >= time
940 || pl.vehicle_enter_delay >= time
941 || STAT(FROZEN, pl) || StatusEffects_active(STATUSEFFECT_Frozen, pl)
942 || IS_DEAD(pl)
943 || pl.vehicle)
944 return;
945
946 Vehicle info = veh.vehicledef; //REGISTRY_GET(Vehicles, veh.vehicleid);
947
948 if (autocvar_g_vehicles_enter // vehicle's touch function should handle this if entering via use key is disabled (TODO)
949 && (veh.vehicle_flags & VHF_MULTISLOT)
950 && veh.owner && SAME_TEAM(pl, veh))
951 {
952 // we don't need a return value or anything here
953 // if successful the owner check below will prevent anything weird
954 info.vr_gunner_enter(info, veh, pl);
955 }
956
957 if (veh.owner)
958 return; // got here and didn't enter the gunner, return
959
960 if (teamplay && veh.team)
961 if (DIFF_TEAM(pl, veh))
962 if (autocvar_g_vehicles_steal)
963 {
964 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, veh), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_VEHICLE_STEAL));
965
966 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF);
967
968 veh.vehicle_shield = 0;
969 veh.old_vehicle_flags = veh.vehicle_flags; // make a backup just so we're not permanently crippling this vehicle
970 veh.vehicle_flags &= ~VHF_SHIELDREGEN;
971
972 if (autocvar_g_vehicles_steal_show_waypoint)
973 {
974 entity wp = WaypointSprite_Spawn(WP_VehicleIntruder, 0, 0, pl, '0 0 68', NULL, veh.team, veh, wps_intruder, true, RADARICON_DANGER);
975 wp.colormod = Team_ColorRGB(pl.team);
976 }
977 }
978 else
979 return;
980
982
983 veh.vehicle_ammo1 = 0;
984 veh.vehicle_ammo2 = 0;
985 veh.vehicle_reload1 = 0;
986 veh.vehicle_reload2 = 0;
987 veh.vehicle_energy = 0;
988
989 veh.owner = pl;
990 pl.vehicle = veh;
991
992 // .viewmodelforclient works better.
993 //veh.vehicle_hudmodel.drawonlytoclient = veh.owner;
994
995 veh.vehicle_hudmodel.viewmodelforclient = pl;
996
997 UNSET_DUCKED(pl);
998 pl.view_ofs = STAT(PL_VIEW_OFS, pl);
999 setsize(pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
1000
1001 veh.event_damage = vehicles_damage;
1002 veh.event_heal = vehicles_heal;
1003 veh.nextthink = 0;
1004 pl.items &= ~IT_USING_JETPACK;
1005 pl.angles = veh.angles;
1006 pl.takedamage = DAMAGE_NO;
1007 pl.solid = SOLID_NOT;
1008 pl.disableclientprediction = 1; // physics is no longer run, so this won't be reset
1010 pl.teleportable = false;
1011 pl.alpha = -1;
1012 pl.event_damage = func_null;
1013 pl.view_ofs = '0 0 0';
1014 veh.colormap = pl.colormap;
1015 if (veh.tur_head)
1016 veh.tur_head.colormap = pl.colormap;
1017 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1018 {
1019 .entity weaponentity = weaponentities[slot];
1020 veh.(weaponentity) = new(temp_wepent);
1021 veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon;
1022 }
1023 STAT(HUD, pl) = veh.vehicleid;
1024 pl.PlayerPhysplug = veh.PlayerPhysplug;
1025
1026 pl.vehicle_ammo1 = veh.vehicle_ammo1;
1027 pl.vehicle_ammo2 = veh.vehicle_ammo2;
1028 pl.vehicle_reload1 = veh.vehicle_reload1;
1029 pl.vehicle_reload2 = veh.vehicle_reload2;
1030 pl.vehicle_energy = veh.vehicle_energy;
1031
1032 // Cant do this, hides attached objects too.
1033 //veh.exteriormodeltoclient = veh.owner;
1034 //veh.tur_head.exteriormodeltoclient = veh.owner;
1035
1036 UNSET_ONGROUND(pl);
1037 UNSET_ONGROUND(veh);
1038
1039 veh.team = pl.team;
1040 veh.flags -= FL_NOTARGET;
1041
1042 vehicles_reset_colors(veh, pl);
1043
1044 if (IS_REAL_CLIENT(pl))
1045 {
1046 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER);
1047
1048 msg_entity = pl;
1050 WriteEntity(MSG_ONE, veh.vehicle_viewport);
1051
1052 // NOTE: engine networked
1054 if (veh.tur_head)
1055 {
1056 WriteAngle(MSG_ONE, veh.tur_head.angles.x + veh.angles.x); // tilt
1057 WriteAngle(MSG_ONE, veh.tur_head.angles.y + veh.angles.y); // yaw
1058 WriteAngle(MSG_ONE, 0); // roll
1059 }
1060 else
1061 {
1062 WriteAngle(MSG_ONE, -veh.angles.x); // tilt
1063 WriteAngle(MSG_ONE, veh.angles.y); // yaw
1064 WriteAngle(MSG_ONE, 0); // roll
1065 }
1066 }
1067
1069
1070 CSQCVehicleSetup(pl, veh.vehicleid);
1071
1072 MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
1073
1075 info.vr_enter(info, veh);
1076
1077 antilag_clear(pl, CS(pl));
1078}
virtual void vr_gunner_enter()
(SERVER) called when a player enters this vehicle while occupied
Definition vehicle.qh:77
virtual void vr_enter()
(SERVER) called when a player enters this vehicle
Definition vehicle.qh:75
const int IT_USING_JETPACK
Definition item.qh:27
#define UNSET_DUCKED(s)
Definition player.qh:214
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:139
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:52
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
Definition utils.qh:15
const int VHF_SHIELDREGEN
Vehicles shield regenerates.
Definition vehicle.qh:96
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 775 of file sv_vehicles.qc.

776{
777 entity player = vehic.owner;
778
780 {
781 LOG_TRACE("^1vehicles_exit already running! this is not good...");
782 return;
783 }
784
786
787 if (vehic.vehicle_flags & VHF_PLAYERSLOT)
788 {
789 vehic.vehicle_exit(vehic, eject);
790 vehicles_exit_running = false;
791 return;
792 }
793
794 if (player)
795 {
796 if (IS_REAL_CLIENT(player))
797 {
798 msg_entity = player;
800 WriteEntity(MSG_ONE, player);
801
802 // NOTE: engine networked
805 WriteAngle(MSG_ONE, vehic.angles.y);
807 }
808
809 player.takedamage = DAMAGE_AIM;
810 player.solid = SOLID_SLIDEBOX;
812 player.effects &= ~EF_NODRAW;
813 player.teleportable = TELEPORT_NORMAL;
814 player.alpha = default_player_alpha;
815 player.PlayerPhysplug = func_null;
816 player.vehicle = NULL;
817 player.view_ofs = STAT(PL_VIEW_OFS, player);
818 player.event_damage = PlayerDamage;
819 STAT(HUD, player) = HUD_NORMAL;
820 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
821 {
822 .entity weaponentity = weaponentities[slot];
823 player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon;
824 delete(vehic.(weaponentity)); // no longer needed
825 }
826 player.last_vehiclecheck = time + 3;
827 player.vehicle_enter_delay = time + 2;
828 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
829
831
832 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
833 Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?
834 }
835
836 vehic.flags |= FL_NOTARGET;
837
838 if (!IS_DEAD(vehic))
839 vehic.avelocity = '0 0 0';
840
841 vehic.tur_head.nodrawtoclient = NULL;
842
843 if (!teamplay)
844 vehic.team = 0;
845
846 WaypointSprite_Kill(vehic.wps_intruder);
847
848 MUTATOR_CALLHOOK(VehicleExit, player, vehic);
849
850 vehic.team = vehic.tur_head.team;
851
852 if (vehic.old_vehicle_flags & VHF_SHIELDREGEN)
853 vehic.vehicle_flags |= VHF_SHIELDREGEN;
854 vehic.old_vehicle_flags = 0;
855
856 sound(vehic, CH_TRIGGER_SINGLE, SND_Null, 1, ATTEN_NORM);
857 vehic.vehicle_hudmodel.viewmodelforclient = vehic;
858 vehic.phase = time + 1;
859
860 vehic.vehicle_exit(vehic, eject);
861
862 vehicles_setreturn(vehic);
864 vehic.owner = NULL;
865
866 CSQCMODEL_AUTOINIT(vehic);
867
868 if (player)
869 player.oldorigin = player.origin; // player's location is set by the exit functions, so we need to do this after everything
870
871 vehicles_exit_running = false;
872}
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
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 751 of file sv_vehicles.qc.

752{
753 // TODO: we actually want the player's size here
754 tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, player);
756 return prefer_spot;
757
758 float mysize = 1.5 * vlen(this.maxs - this.mins);
759 vector v;
760 vector v2 = 0.5 * (this.absmin + this.absmax);
761 for (int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
762 {
763 v = randomvec();
764 v.z = 0;
765 v = v2 + normalize(v) * mysize;
766 tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, player);
768 return v;
769 }
770
771 return this.origin;
772}
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 620 of file sv_vehicles.qc.

621{
622 vehicles_painframe(this);
623}
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 274 of file sv_vehicles.qc.

275{
276 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
277 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
278 Send_Effect(EFFECT_EXPLOSION_SMALL, this.wp00.origin + '0 0 64', '0 0 0', 1);
279 delete(this);
280}
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:120
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 287 of file sv_vehicles.qc.

288{
289 this.alpha -= 0.1;
290 if (this.cnt >= time)
291 delete(this);
292 else
293 this.nextthink = time + 0.1;
294}

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 282 of file sv_vehicles.qc.

283{
285}

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 708 of file sv_vehicles.qc.

709{
710 float true_limit = (limit != RES_LIMIT_NONE) ? limit : targ.max_health;
711 if (GetResource(targ, RES_HEALTH) <= 0
712 || GetResource(targ, RES_HEALTH) >= true_limit)
713 return false;
714
715 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
716 if (targ.owner)
717 targ.owner.vehicle_health = (GetResource(targ, RES_HEALTH) / targ.max_health) * 100;
718 return true;
719}
float max_health
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 731 of file sv_vehicles.qc.

732{
734 return;
735
736 if (this.play_time < time
737 && vdist(this.velocity - this.oldvelocity, >, _minspeed))
738 {
739 Damage(this, NULL, NULL,
740 min(_speedfac * vlen(this.velocity - this.oldvelocity), _maxpain),
741 DEATH_FALL.m_id,
742 DMG_NOWEP,
743 this.origin,
744 '0 0 0'
745 );
746 this.play_time = time + 0.25;
747 }
748}
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:493
#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 99 of file sv_vehicles.qc.

100{
101 if (this.lock_target && IS_DEAD(this.lock_target))
102 {
103 this.lock_target = NULL;
104 this.lock_strength = 0;
105 this.lock_time = 0;
106 }
107
108 if (this.lock_time > time)
109 {
110 if (this.lock_target
111 && this.lock_soundtime < time)
112 {
113 this.lock_soundtime = time + 0.5;
114 play2(this.owner, "vehicles/locked.wav");
115 }
116
117 return;
118 }
119
120 if (trace_ent != NULL)
121 if (SAME_TEAM(trace_ent, this)
124 || (trace_ent.alpha <= 0.5 && trace_ent.alpha != 0)) // invisible
125 trace_ent = NULL;
126
127 if (this.lock_target == NULL && trace_ent != NULL)
128 this.lock_target = trace_ent;
129
130 if (this.lock_target && trace_ent == this.lock_target)
131 {
132 if (this.lock_strength != 1 && this.lock_strength + incr >= 1)
133 {
134 play2(this.owner, "vehicles/lock.wav");
135 this.lock_soundtime = time + 0.8;
136 }
137 else if (this.lock_strength != 1 && this.lock_soundtime < time)
138 {
139 play2(this.owner, "vehicles/locking.wav");
140 this.lock_soundtime = time + 0.3;
141 }
142 }
143
144 // Have a locking target
145 // Trace hit current target
146 if (trace_ent == this.lock_target && trace_ent != NULL)
147 {
148 this.lock_strength = min(this.lock_strength + incr, 1);
149 if (this.lock_strength == 1)
150 this.lock_time = time + _lock_time;
151 }
152 else
153 {
154 if (trace_ent)
155 this.lock_strength = max(this.lock_strength - decr * 2, 0);
156 else
157 this.lock_strength = max(this.lock_strength - decr, 0);
158
159 if (this.lock_strength == 0)
160 this.lock_target = NULL;
161 }
162}
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:25
#define IS_VEHICLE(v)
Definition utils.qh:24

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 594 of file sv_vehicles.qc.

595{
596 int myhealth = (this.owner)
597 ? this.owner.vehicle_health
598 : ((GetResource(this, RES_HEALTH) / this.max_health) * 100);
599
600 if (myhealth <= 50
601 && this.pain_frame < time)
602 {
603 float _ftmp = myhealth / 50;
604 this.pain_frame = time + max(0.1, 0.1 + (random() * 0.5 * _ftmp));
605 Send_Effect(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
606
607 if (this.vehicle_flags & VHF_DMGSHAKE)
608 this.velocity += randomvec() * 30;
609
610 if (this.vehicle_flags & VHF_DMGROLL)
611 {
613 this.tur_head.angles += randomvec();
614 else
615 this.angles += randomvec();
616 }
617 }
618}
entity this
Definition self.qh:72
float pain_frame
const int VHF_DMGSHAKE
Add random velocity each frame if health < 50%.
Definition vehicle.qh:103
const int VHF_DMGHEADROLL
Add random head angles each frame if health < 50%.
Definition vehicle.qh:105
const int VHF_DMGROLL
Add random angles each frame if health < 50%.
Definition vehicle.qh:104
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 221 of file sv_vehicles.qc.

226{
227 TC(Sound, _mzlsound);
228 entity proj = new(vehicles_projectile);
229
231 setorigin(proj, _org);
232
233 proj.shot_dmg = _dmg;
234 proj.shot_radius = _radi;
235 proj.shot_force = _force;
236 proj.projectiledeathtype = _deahtype;
237 proj.solid = SOLID_BBOX;
239 proj.flags = FL_PROJECTILE;
240 IL_PUSH(g_projectiles, proj);
241 IL_PUSH(g_bot_dodge, proj);
242 proj.bot_dodge = true;
243 proj.bot_dodgerating = _dmg;
244 proj.velocity = _vel;
247 proj.owner = this;
248 proj.realowner = _owner;
249 setthink(proj, SUB_Remove);
250 proj.nextthink = time + 30;
251
252 if (_health)
253 {
254 proj.takedamage = DAMAGE_AIM;
255 proj.event_damage = vehicles_projectile_damage;
256 SetResourceExplicit(proj, RES_HEALTH, _health);
257 }
258 else
259 proj.flags |= FL_NOTARGET;
260
261 if (_mzlsound != SND_Null)
262 sound(this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
263
264 if (_mzlfx != EFFECT_Null)
265 Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
266
267 setsize(proj, '-1 -1 -1' * _size, '1 1 1' * _size);
268
269 CSQCProjectile(proj, _clianim, _projtype, _cull);
270
271 return proj;
272}
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 165 of file sv_vehicles.qc.

166{
167 // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
168 if (inflictor.owner == this.owner)
169 return;
170
171 TakeResource(this, RES_HEALTH, damage);
172 this.velocity += force;
173 if (GetResource(this, RES_HEALTH) < 1)
174 {
175 this.takedamage = DAMAGE_NO;
176 this.event_damage = func_null;
177 setthink(this, adaptor_think2use);
178 this.nextthink = time;
179 }
180}

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 182 of file sv_vehicles.qc.

183{
184 if (this.owner && toucher != NULL)
185 {
186 if (toucher == this.owner.vehicle)
187 return;
188
189 if (toucher == this.owner.vehicle.tur_head)
190 return;
191 }
192
194
195 this.event_damage = func_null;
196 RadiusDamage(this, this.realowner,
197 this.shot_dmg,
198 0,
199 this.shot_radius,
200 this,
201 NULL,
202 this.shot_force,
204 DMG_NOWEP,
205 toucher
206 );
207
208 delete(this);
209}
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:943
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 211 of file sv_vehicles.qc.

212{
214}

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 216 of file sv_vehicles.qc.

217{
218 vehicles_projectile_explode(this, trigger);
219}

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 549 of file sv_vehicles.qc.

550{
551 if (this.(regen_field) < field_max
552 && timer + rpause < time)
553 {
554 if (_healthscale)
555 regen *= GetResource(this, RES_HEALTH) / this.max_health;
556
557 this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
558
559 if (this.owner)
560 this.owner.(regen_field) = (this.(regen_field) / field_max) * 100;
561 }
562}
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 564 of file sv_vehicles.qc.

565{
566 float resource_amount = GetResource(this, resource);
567
568 if (resource_amount < field_max
569 && timer + rpause < time)
570 {
571 if (_healthscale)
572 regen *= resource_amount / this.max_health;
573
574 SetResource(this, resource, min(resource_amount + regen * delta_time, field_max));
575
576 if (this.owner)
577 this.owner.(regen_field) = (GetResource(this, resource) / field_max) * 100;
578 }
579}
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 1095 of file sv_vehicles.qc.

1096{
1097 if (this.owner)
1099
1101
1102 if (this.active != ACTIVE_NOT)
1103 vehicles_spawn(this);
1104}

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 372 of file sv_vehicles.qc.

373{
374 const vector cmod = '0 0 0';
375 int cmap;
376 if (this.team && teamplay)
377 cmap = 1024 + (this.team - 1) * 17;
378 else if (player)
379 cmap = player.colormap;
380 else
381 cmap = 1024;
382 int eff = 0;
384 eff |= EF_NODEPTHTEST;
386 eff |= EF_FULLBRIGHT;
387
388 // Find all ents attacked to main model and setup effects, colormod etc.
390 {
391 if (it == this.vehicle_shieldent)
392 continue;
393
394 it.effects = eff;
395 it.colormod = cmod;
396 it.colormap = cmap;
397 it.alpha = 1;
398 });
399
400 // Also check head tags
402 {
403 if (it == this.vehicle_shieldent)
404 continue;
405
406 it.effects = eff;
407 it.colormod = cmod;
408 it.colormap = cmap;
409 it.alpha = 1;
410 });
411
412 this.vehicle_hudmodel.effects = this.effects = eff; // | EF_LOWPRECISION;
413 this.vehicle_hudmodel.colormod = this.colormod = cmod;
414 this.vehicle_hudmodel.colormap = this.colormap = cmap;
416
417 this.alpha = 1;
418 this.avelocity = '0 0 0';
419 this.velocity = '0 0 0';
420 this.effects = eff;
421
422 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
423 info.vr_setcolors(info, this);
424}
virtual void vr_setcolors()
(SERVER) called when a vehicle's colors are being reset, so modules can be updated
Definition vehicle.qh:83
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 442 of file sv_vehicles.qc.

443{
444 Send_Effect(EFFECT_TELEPORT, this.wp00.origin + '0 0 64', '0 0 0', 1);
445
447 this.wp00.nextthink = time;
448
451
452 delete(this);
453}
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 501 of file sv_vehicles.qc.

502{
504
505 entity ret = new(vehicle_return);
507 ret.wp00 = veh;
508 ret.team = veh.team;
510
511 if (IS_DEAD(veh))
512 {
513 ret.cnt = time + veh.respawntime;
514 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5);
515 }
516 else
517 ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
518
519 setorigin(ret, veh.pos1 + '0 0 96');
520}
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 463 of file sv_vehicles.qc.

464{
465 entity ent = this;
466
467 if (ent.cnt)
468 {
470 ent.nextthink = ent.cnt;
471 }
472 else
473 {
475 ent.nextthink = time + 1;
476
477 ent = spawn();
478 ent.team = this.wp00.team;
479 ent.wp00 = this.wp00;
480 setorigin(ent, this.wp00.pos1);
481
482 ent.nextthink = time + 5;
484 }
485
486 vector rgb = (teamplay && ent.team)
487 ? Team_ColorRGB(ent.team)
488 : '1 1 1';
489 entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
490 wp.wp_extra = ent.wp00.vehicleid;
491 wp.colormod = rgb;
492 if (ent.waypointsprite_attached)
493 {
494 WaypointSprite_UpdateRule(ent.waypointsprite_attached, ent.wp00.team, SPRITERULE_DEFAULT);
495 if (this == NULL)
496 WaypointSprite_UpdateBuildFinished(ent.waypointsprite_attached, ent.nextthink);
497 WaypointSprite_Ping(ent.waypointsprite_attached);
498 }
499}
#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 455 of file sv_vehicles.qc.

456{
459
460 delete(this);
461}

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

Referenced by vehicles_showwp().

◆ vehicles_spawn()

void vehicles_spawn ( entity this)

Definition at line 1107 of file sv_vehicles.qc.

1108{
1109 LOG_DEBUG("Spawning vehicle: ", this.classname);
1110
1111 // disown & reset
1112 this.vehicle_hudmodel.viewmodelforclient = this;
1113
1114 this.owner = NULL;
1115 settouch(this, vehicles_touch);
1116 this.event_damage = vehicles_damage;
1117 this.event_heal = vehicles_heal;
1118 this.reset = vehicles_reset;
1119 this.iscreature = true;
1120 this.teleportable = false; // no teleporting for vehicles, too buggy
1121 this.damagedbycontents = true;
1123 this.solid = SOLID_SLIDEBOX;
1124 this.takedamage = DAMAGE_AIM;
1125 this.deadflag = DEAD_NO;
1126 if (!this.bot_attack)
1127 IL_PUSH(g_bot_targets, this);
1128 this.bot_attack = true;
1129 this.flags = FL_NOTARGET;
1130 this.avelocity = '0 0 0';
1131 this.velocity = '0 0 0';
1132 setthink(this, vehicles_think);
1133 this.nextthink = time;
1134
1135 // Reset locking
1136 this.lock_strength = 0;
1137 this.lock_target = NULL;
1138 this.misc_bulletcounter = 0;
1139
1140 // Return to spawn
1141 this.angles = this.pos2;
1142 setorigin(this, this.pos1);
1143 // Show it
1144 Send_Effect(EFFECT_TELEPORT, this.origin + '0 0 64', '0 0 0', 1);
1145
1146 if (this.vehicle_controller)
1147 this.team = this.vehicle_controller.team;
1148
1150 {
1151 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1152 {
1153 .entity weaponentity = weaponentities[slot];
1154 if (it.(weaponentity).hook.aiment == this)
1155 RemoveHook(it.(weaponentity).hook);
1156 }
1157 });
1158
1159
1160 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
1161 info.vr_spawn(info, this);
1162
1164
1165 CSQCMODEL_AUTOINIT(this);
1166}
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 1080 of file sv_vehicles.qc.

1081{
1083
1084 if (this.owner)
1085 STAT(VEHICLESTAT_W2MODE, this.owner) = STAT(VEHICLESTAT_W2MODE, this);
1086
1087 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
1088 info.vr_think(info, this);
1089
1090 vehicles_painframe(this);
1091
1093}
virtual void vr_think()
(SERVER) logic to run every frame
Definition vehicle.qh:71
#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 874 of file sv_vehicles.qc.

875{
876 if (MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
877 return;
878
879 // Vehicle currently in use
880 if (this.owner)
881 {
882 if (toucher != NULL
883 && this.origin.z + this.maxs.z > toucher.origin.z
885 && !weaponLocked(this.owner))
886 {
888 Damage(toucher, this, this.owner,
890 DEATH_VH_CRUSH.m_id,
891 DMG_NOWEP,
892 '0 0 0',
894 );
895
896 return; // Dont do selfdamage when hitting "soft targets".
897 }
898
899 if (this.play_time < time)
900 {
901 Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
902 info.vr_impact(info, this);
903 }
904
905 return;
906 }
907
908 if (!autocvar_g_vehicles_enter)
909 vehicles_enter(toucher, this);
910}
virtual void vr_impact()
(SERVER) called when a vehicle hits something
Definition vehicle.qh:81
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, origin, 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 43 of file sv_vehicles.qc.

◆ axh_prevorigin

vector axh_prevorigin

Definition at line 42 of file sv_vehicles.qc.

◆ old_vehicle_flags

int old_vehicle_flags

Definition at line 774 of file sv_vehicles.qc.