From: Mario Date: Wed, 7 Jan 2015 01:47:16 +0000 (+1100) Subject: Merge branch 'master' into Mario/vehicles X-Git-Tag: xonotic-v0.8.2~2059^2~16 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=591137cbf2cbf263945e89a1421887b0a3d82a3a;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into Mario/vehicles Conflicts: qcsrc/client/Main.qc qcsrc/client/autocvars.qh qcsrc/common/notifications.qh qcsrc/common/vehicles/unit/bumblebee.qc qcsrc/server/cl_weapons.qc qcsrc/server/progs.src qcsrc/server/vehicles/racer.qc qcsrc/server/vehicles/raptor.qc qcsrc/server/vehicles/spiderbot.qc qcsrc/server/vehicles/vehicles.qc --- 591137cbf2cbf263945e89a1421887b0a3d82a3a diff --cc qcsrc/client/Main.qc index 005fad5106,d6b00ec9f5..d99c4775d5 --- a/qcsrc/client/Main.qc +++ b/qcsrc/client/Main.qc @@@ -128,7 -105,7 +106,6 @@@ void CSQC_Init(void Hook_Precache(); GibSplash_Precache(); Casings_Precache(); - DamageInfo_Precache(); - Vehicles_Precache(); turrets_precache(); Tuba_Precache(); CSQCPlayer_Precache(); diff --cc qcsrc/client/View.qc index fb1dc9025f,220e44260d..bef2442e0e --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@@ -365,7 -365,10 +365,8 @@@ float camera_mode const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; float reticle_type; + string reticle_image; string NextFrameCommand; -void CSQC_SPIDER_HUD(); -void CSQC_RAPTOR_HUD(); vector freeze_org, freeze_ang; entity nightvision_noise, nightvision_noise2; diff --cc qcsrc/client/autocvars.qh index 4b7baa0346,f06c5bfb3b..0fee671a4c --- a/qcsrc/client/autocvars.qh +++ b/qcsrc/client/autocvars.qh @@@ -73,7 -74,11 +74,8 @@@ var float autocvar_cl_spawnzoom = 1 var float autocvar_cl_spawnzoom_speed = 1; var float autocvar_cl_spawnzoom_factor = 2; float autocvar_cl_stripcolorcodes; - float autocvar_cl_velocityzoom; -var float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6; -var float autocvar_cl_vehicle_spiderbot_cross_size = 1; -var float autocvar_cl_vehicles_hud_tactical = 1; + float autocvar_cl_velocityzoom_enabled; + float autocvar_cl_velocityzoom_factor; var float autocvar_cl_velocityzoom_type = 3; float autocvar_cl_velocityzoom_speed; float autocvar_cl_velocityzoom_time; diff --cc qcsrc/common/notifications.qh index 84e52c7b3d,0bfd2e5f30..3f1ed8ad88 --- a/qcsrc/common/notifications.qh +++ b/qcsrc/common/notifications.qh @@@ -682,8 -699,13 +699,13 @@@ void Send_Notification_WOCOVA MSG_CENTER_NOTIF(1, CENTER_NIX_COUNTDOWN, 0, 2, "item_wepname", CPID_NIX, "1 f2", _("^F2^COUNT^BG until weapon change...\nNext weapon: ^F1%s"), "") \ MSG_CENTER_NOTIF(1, CENTER_NIX_NEWWEAPON, 0, 1, "item_wepname", CPID_NIX, "0 0", _("^F2Active weapon: ^F1%s"), "") \ MSG_CENTER_NOTIF(1, CENTER_NADE, 0, 0, "", NO_CPID, "0 0", _("^BGPress ^F2DROPWEAPON^BG again to toss the grenade!"), "") \ + MSG_CENTER_NOTIF(1, CENTER_ONS_NOTSHIELDED, 0, 0, "", CPID_ONSLAUGHT, "0 0", _("^K1Your generator is NOT shielded!\n^BGRe-capture controlpoints to shield it!"), "") \ MSG_CENTER_NOTIF(1, CENTER_OVERTIME_FRAG, 0, 0, "", CPID_OVERTIME, "0 0", _("^F2Now playing ^F4OVERTIME^F2!\nKeep fragging until we have a winner!"), _("^F2Now playing ^F4OVERTIME^F2!\nKeep scoring until we have a winner!")) \ + MSG_CENTER_NOTIF(1, CENTER_OVERTIME_CONTROLPOINT, 0, 0, "", CPID_OVERTIME, "5 0", _("^F2Now playing ^F4OVERTIME^F2!\n\nGenerators are now decaying.\nThe more control points your team holds,\nthe faster the enemy generator decays"), "") \ MSG_CENTER_NOTIF(1, CENTER_OVERTIME_TIME, 0, 1, "f1time", CPID_OVERTIME, "0 0", _("^F2Now playing ^F4OVERTIME^F2!\n^BGAdded ^F4%s^BG to the game!"), "") \ + MSG_CENTER_NOTIF(1, CENTER_PORTO_CREATED_IN, 0, 0, "", NO_CPID, "0 0", _("^K1In^BG-portal created"), "") \ + MSG_CENTER_NOTIF(1, CENTER_PORTO_CREATED_OUT, 0, 0, "", NO_CPID, "0 0", _("^F3Out^BG-portal created"), "") \ - MSG_CENTER_NOTIF(1, CENTER_PORTO_FAILED, 0, 0, "", NO_CPID, "0 0", _("^K1Portal deployment failed.\n\n^F2Catch it to try again!"), "") \ ++ MSG_CENTER_NOTIF(1, CENTER_PORTO_FAILED, 0, 0, "", NO_CPID, "0 0", _("^F1Portal creation failed"), "") \ MSG_CENTER_NOTIF(1, CENTER_POWERDOWN_INVISIBILITY, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Invisibility has worn off"), "") \ MSG_CENTER_NOTIF(1, CENTER_POWERDOWN_SHIELD, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Shield has worn off"), "") \ MSG_CENTER_NOTIF(1, CENTER_POWERDOWN_SPEED, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Speed has worn off"), "") \ @@@ -705,11 -728,7 +728,12 @@@ MSG_CENTER_NOTIF(1, CENTER_TEAMCHANGE_SUICIDE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Suicide in ^COUNT"), "") \ MSG_CENTER_NOTIF(1, CENTER_TIMEOUT_BEGINNING, 0, 1, "", CPID_TIMEOUT, "1 f1", _("^F4Timeout begins in ^COUNT"), "") \ MSG_CENTER_NOTIF(1, CENTER_TIMEOUT_ENDING, 0, 1, "", CPID_TIMEOUT, "1 f1", _("^F4Timeout ends in ^COUNT"), "") \ + MSG_CENTER_NOTIF(1, CENTER_VEHICLE_ENTER, 0, 0, "pass_key", CPID_VEHICLES, "0 0", _("^BGPress ^F2DROPFLAG%s^BG to enter/exit the vehicle"), "") \ + MSG_CENTER_NOTIF(1, CENTER_VEHICLE_ENTER_GUNNER, 0, 0, "pass_key", CPID_VEHICLES, "0 0", _("^BGPress ^F2DROPFLAG%s^BG to enter the vehicle gunner"), "") \ + MSG_CENTER_NOTIF(1, CENTER_VEHICLE_ENTER_STEAL, 0, 0, "pass_key", CPID_VEHICLES, "0 0", _("^BGPress ^F2DROPFLAG%s^BG to steal this vehicle"), "") \ + MSG_CENTER_NOTIF(1, CENTER_VEHICLE_STEAL, 0, 0, "", CPID_VEHICLES_OTHER, "0 0", _("^F2The enemy is stealing one of your vehicles!\n^F4Stop them!"), "") \ - MSG_CENTER_NOTIF(1, CENTER_VEHICLE_STEAL_SELF, 0, 0, "", CPID_VEHICLES_OTHER, "4 0", _("^F2You have stolen the enemy's vehicle, you are now visible on their radar!"), "") ++ MSG_CENTER_NOTIF(1, CENTER_VEHICLE_STEAL_SELF, 0, 0, "", CPID_VEHICLES_OTHER, "4 0", _("^F2You have stolen the enemy's vehicle, you are now visible on their radar!"), "") \ + MSG_CENTER_NOTIF(1, CENTER_WEAPON_MINELAYER_LIMIT, 0, 1, "f1", NO_CPID, "0 0", _("^BGYou cannot place more than ^F2%s^BG mines at a time"), "") #define MULTITEAM_MULTI2(default,prefix,anncepre,infopre,centerpre) \ MSG_MULTI_NOTIF(default, prefix##RED, anncepre##RED, infopre##RED, centerpre##RED) \ diff --cc qcsrc/common/vehicles/sv_vehicles.qc index bcfbf88752,0000000000..d5bba034fc mode 100644,000000..100644 --- a/qcsrc/common/vehicles/sv_vehicles.qc +++ b/qcsrc/common/vehicles/sv_vehicles.qc @@@ -1,1260 -1,0 +1,1261 @@@ +// ========================= +// SVQC Vehicle Properties +// ========================= + + +float SendAuxiliaryXhair(entity to, float sf) +{ + + WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR); + + WriteByte(MSG_ENTITY, self.cnt); + + WriteCoord(MSG_ENTITY, self.origin_x); + WriteCoord(MSG_ENTITY, self.origin_y); + WriteCoord(MSG_ENTITY, self.origin_z); + + WriteByte(MSG_ENTITY, rint(self.colormod_x * 255)); + WriteByte(MSG_ENTITY, rint(self.colormod_y * 255)); + WriteByte(MSG_ENTITY, rint(self.colormod_z * 255)); + + return TRUE; +} + +void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id) +{ + if(!IS_REAL_CLIENT(own)) + return; + + entity axh; + + axh_id = bound(0, axh_id, MAX_AXH); + axh = own.(AuxiliaryXhair[axh_id]); + + if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?) + { + axh = spawn(); + axh.cnt = axh_id; + axh.drawonlytoclient = own; + axh.owner = own; + Net_LinkEntity(axh, FALSE, 0, SendAuxiliaryXhair); + } + + setorigin(axh, loc); + axh.colormod = clr; + axh.SendFlags = 0x01; + own.(AuxiliaryXhair[axh_id]) = axh; +} + +void CSQCVehicleSetup(entity own, float vehicle_id) +{ + if(!IS_REAL_CLIENT(own)) + return; + + msg_entity = own; + + WriteByte(MSG_ONE, SVC_TEMPENTITY); + WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP); + WriteByte(MSG_ONE, vehicle_id); +} + +vector targetdrone_getnewspot() +{ + vector spot; + float i; + for(i = 0; i < 100; ++i) + { + spot = self.origin + randomvec() * 1024; + tracebox(spot, self.mins, self.maxs, spot, MOVE_NORMAL, self); + if(trace_fraction == 1.0 && trace_startsolid == 0 && trace_allsolid == 0) + return spot; + } + return self.origin; +} + +void vehicles_locktarget(float incr, float decr, float _lock_time) +{ + if(self.lock_target && self.lock_target.deadflag != DEAD_NO) + { + self.lock_target = world; + self.lock_strength = 0; + self.lock_time = 0; + } + + if(self.lock_time > time) + { + if(self.lock_target) + if(self.lock_soundtime < time) + { + self.lock_soundtime = time + 0.5; + play2(self.owner, "vehicles/locked.wav"); + } + + return; + } + + if(trace_ent != world) + { + if(SAME_TEAM(trace_ent, self)) + trace_ent = world; + + if(trace_ent.deadflag != DEAD_NO) + trace_ent = world; + + if(!((trace_ent.vehicle_flags & VHF_ISVEHICLE) || (trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET))) + trace_ent = world; + - if(trace_ent.alpha <= 0.5 && trace_ent.alpha) ++ if(trace_ent.alpha <= 0.5 && trace_ent.alpha != 0) + trace_ent = world; // invisible + } + + if(self.lock_target == world && trace_ent != world) + self.lock_target = trace_ent; + + if(self.lock_target && trace_ent == self.lock_target) + { + if(self.lock_strength != 1 && self.lock_strength + incr >= 1) + { + play2(self.owner, "vehicles/lock.wav"); + self.lock_soundtime = time + 0.8; + } + else if (self.lock_strength != 1 && self.lock_soundtime < time) + { + play2(self.owner, "vehicles/locking.wav"); + self.lock_soundtime = time + 0.3; + } + } + + // Have a locking target + // Trace hit current target + if(trace_ent == self.lock_target && trace_ent != world) + { + self.lock_strength = min(self.lock_strength + incr, 1); + if(self.lock_strength == 1) + self.lock_time = time + _lock_time; + } + else + { + if(trace_ent) + self.lock_strength = max(self.lock_strength - decr * 2, 0); + else + self.lock_strength = max(self.lock_strength - decr, 0); + + if(self.lock_strength == 0) + self.lock_target = world; + } +} + +vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float max_power) +{ + force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name)); + v_forward = normalize(v_forward) * -1; + traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self); + + force_fromtag_power = (1 - trace_fraction) * max_power; + force_fromtag_normpower = force_fromtag_power / max_power; + + return v_forward * force_fromtag_power; +} + +vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power) +{ + + force_fromtag_origin = gettaginfo(self, gettagindex(self, tag_name)); + v_forward = normalize(v_forward) * -1; + traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, self); + + // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier) + if(trace_fraction == 1.0) + { + force_fromtag_normpower = -0.25; + return '0 0 -200'; + } + + force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power; + force_fromtag_normpower = force_fromtag_power / max_power; + + return v_forward * force_fromtag_power; +} + +// projectile handling +void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +{ + // Ignore damage from oterh projectiles from my owner (dont mess up volly's) + if(inflictor.owner == self.owner) + return; + + self.health -= damage; + self.velocity += force; + if(self.health < 1) + { + self.takedamage = DAMAGE_NO; + self.event_damage = func_null; + self.think = self.use; + self.nextthink = time; + } +} + +void vehicles_projectile_explode() +{ + if(self.owner && other != world) + { + if(other == self.owner.vehicle) + return; + + if(other == self.owner.vehicle.tur_head) + return; + } + + PROJECTILE_TOUCH; + + self.event_damage = func_null; - RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other); ++ RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other); + + remove (self); +} + +entity vehicles_projectile(string _mzlfx, string _mzlsound, + vector _org, vector _vel, + float _dmg, float _radi, float _force, float _size, + float _deahtype, float _projtype, float _health, + float _cull, float _clianim, entity _owner) +{ + entity proj; + + proj = spawn(); + + PROJECTILE_MAKETRIGGER(proj); + setorigin(proj, _org); + + proj.shot_dmg = _dmg; + proj.shot_radius = _radi; + proj.shot_force = _force; + proj.totalfrags = _deahtype; + proj.solid = SOLID_BBOX; + proj.movetype = MOVETYPE_FLYMISSILE; + proj.flags = FL_PROJECTILE; + proj.bot_dodge = TRUE; + proj.bot_dodgerating = _dmg; + proj.velocity = _vel; + proj.touch = vehicles_projectile_explode; + proj.use = vehicles_projectile_explode; + proj.owner = self; + proj.realowner = _owner; + proj.think = SUB_Remove; + proj.nextthink = time + 30; + + if(_health) + { + proj.takedamage = DAMAGE_AIM; + proj.event_damage = vehicles_projectile_damage; + proj.health = _health; + } + else + proj.flags = FL_PROJECTILE | FL_NOTARGET; + + if(_mzlsound) + sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM); + + if(_mzlfx) + pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1); + + + setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size); + + CSQCProjectile(proj, _clianim, _projtype, _cull); + + return proj; +} + +void vehicles_gib_explode() +{ + sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); + pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); + remove(self); +} + +void vehicles_gib_think() +{ + self.alpha -= 0.1; + if(self.cnt >= time) + remove(self); + else + self.nextthink = time + 0.1; +} + +entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime, vector _rot) +{ + entity _gib = spawn(); + setmodel(_gib, _template.model); + setorigin(_gib, gettaginfo(self, gettagindex(self, _tag))); + _gib.velocity = _vel; + _gib.movetype = MOVETYPE_TOSS; + _gib.solid = SOLID_CORPSE; + _gib.colormod = '-0.5 -0.5 -0.5'; + _gib.effects = EF_LOWPRECISION; + _gib.avelocity = _rot; + + if(_burn) + _gib.effects |= EF_FLAME; + + if(_explode) + { + _gib.think = vehicles_gib_explode; + _gib.nextthink = time + random() * _explode; + _gib.touch = vehicles_gib_explode; + } + else + { + _gib.cnt = time + _maxtime; + _gib.think = vehicles_gib_think; + _gib.nextthink = time + _maxtime - 1; + _gib.alpha = 1; + } + return _gib; +} + +float vehicle_addplayerslot( entity _owner, + entity _slot, + float _hud, + string _hud_model, + float() _framefunc, + void(float) _exitfunc, float() _enterfunc) +{ + if(!(_owner.vehicle_flags & VHF_MULTISLOT)) + _owner.vehicle_flags |= VHF_MULTISLOT; + + _slot.PlayerPhysplug = _framefunc; + _slot.vehicle_exit = _exitfunc; + _slot.vehicle_enter = _enterfunc; + _slot.hud = _hud; + _slot.vehicle_flags = VHF_PLAYERSLOT; + _slot.vehicle_viewport = spawn(); + _slot.vehicle_hudmodel = spawn(); + _slot.vehicle_hudmodel.viewmodelforclient = _slot; + _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT); + + setmodel(_slot.vehicle_hudmodel, _hud_model); + setmodel(_slot.vehicle_viewport, "null"); + + setattachment(_slot.vehicle_hudmodel, _slot, ""); + setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, ""); + + return TRUE; +} + +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) +{ + vector vtmp, vtag; + float ftmp; + vtag = gettaginfo(_turrret, gettagindex(_turrret, _tagname)); + vtmp = vectoangles(normalize(_target - vtag)); + vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles; + vtmp = AnglesTransform_Normalize(vtmp, TRUE); + ftmp = _aimspeed * frametime; + vtmp_y = bound(-ftmp, vtmp_y, ftmp); + vtmp_x = bound(-ftmp, vtmp_x, ftmp); + _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max); + _turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max); + return vtag; +} + +void vehicles_reset_colors() +{ + entity e; + float _effects = 0, _colormap; + vector _glowmod, _colormod; + + if(autocvar_g_nodepthtestplayers) + _effects |= EF_NODEPTHTEST; + + if(autocvar_g_fullbrightplayers) + _effects |= EF_FULLBRIGHT; + + if(self.team) + _colormap = 1024 + (self.team - 1) * 17; + else + _colormap = 1024; + + _glowmod = '0 0 0'; + _colormod = '0 0 0'; + + // Find all ents attacked to main model and setup effects, colormod etc. + e = findchainentity(tag_entity, self); + while(e) + { + if(e != self.vehicle_shieldent) + { + e.effects = _effects; // | EF_LOWPRECISION; + e.colormod = _colormod; + e.colormap = _colormap; + e.alpha = 1; + } + e = e.chain; + } + // Also check head tags + e = findchainentity(tag_entity, self.tur_head); + while(e) + { + if(e != self.vehicle_shieldent) + { + e.effects = _effects; // | EF_LOWPRECISION; + e.colormod = _colormod; + e.colormap = _colormap; + e.alpha = 1; + } + e = e.chain; + } + + self.vehicle_hudmodel.effects = self.effects = _effects; // | EF_LOWPRECISION; + self.vehicle_hudmodel.colormod = self.colormod = _colormod; + self.vehicle_hudmodel.colormap = self.colormap = _colormap; + self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT); + + self.alpha = 1; + self.avelocity = '0 0 0'; + self.velocity = '0 0 0'; + self.effects = _effects; +} + +void vehicles_clearreturn(entity veh) +{ + entity ret; + // Remove "return helper", if any. + ret = findchain(classname, "vehicle_return"); + while(ret) + { + if(ret.wp00 == veh) + { + ret.classname = ""; + ret.think = SUB_Remove; + ret.nextthink = time + 0.1; + + if(ret.waypointsprite_attached) + WaypointSprite_Kill(ret.waypointsprite_attached); + + return; + } + ret = ret.chain; + } +} + +void vehicles_spawn(); +void vehicles_return() +{ + pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1); + + self.wp00.think = vehicles_spawn; + self.wp00.nextthink = time; + + if(self.waypointsprite_attached) + WaypointSprite_Kill(self.waypointsprite_attached); + + remove(self); +} + +void vehicles_showwp_goaway() +{ + if(self.waypointsprite_attached) + WaypointSprite_Kill(self.waypointsprite_attached); + + remove(self); + +} + +void vehicles_showwp() +{ + entity oldself = world; + vector rgb; + + if(self.cnt) + { + self.think = vehicles_return; + self.nextthink = self.cnt; + } + else + { + self.think = vehicles_return; + self.nextthink = time +1; + + oldself = self; + self = spawn(); + setmodel(self, "null"); + self.team = oldself.wp00.team; + self.wp00 = oldself.wp00; + setorigin(self, oldself.wp00.pos1); + + self.nextthink = time + 5; + self.think = vehicles_showwp_goaway; + } + + if(teamplay && self.team) + rgb = Team_ColorRGB(self.team); + else + rgb = '1 1 1'; + WaypointSprite_Spawn("vehicle", 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb); + if(self.waypointsprite_attached) + { + WaypointSprite_UpdateRule(self.waypointsprite_attached, self.wp00.team, SPRITERULE_DEFAULT); + if(oldself == world) + WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, self.nextthink); + WaypointSprite_Ping(self.waypointsprite_attached); + } + + if(oldself != world) + self = oldself; +} + +void vehicles_setreturn(entity veh) +{ + entity ret; + + vehicles_clearreturn(veh); + + ret = spawn(); + ret.classname = "vehicle_return"; + ret.wp00 = veh; + ret.team = veh.team; + ret.think = vehicles_showwp; + + if(veh.deadflag != DEAD_NO) + { + ret.cnt = time + veh.respawntime; + ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 5); + } + else + { + ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1); + } + + setmodel(ret, "null"); + setorigin(ret, veh.pos1 + '0 0 96'); + +} + +void vehicle_use() +{ + dprint("vehicle ",self.netname, " used by ", activator.classname, "\n"); + + self.tur_head.team = activator.team; + + if(self.tur_head.team == 0) + self.active = ACTIVE_NOT; + else + self.active = ACTIVE_ACTIVE; + + if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO && !gameover) + { + dprint("Respawning vehicle: ", self.netname, "\n"); + if(self.effects & EF_NODRAW) + { + self.think = vehicles_spawn; + self.nextthink = time + 3; + } + else + { + vehicles_setreturn(self); + vehicles_reset_colors(); + } + } +} + +void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale) +{ + if(self.regen_field < field_max) + if(timer + rpause < time) + { + if(_healthscale) + regen = regen * (self.vehicle_health / self.max_health); + + self.regen_field = min(self.regen_field + regen * delta_time, field_max); + + if(self.owner) + self.owner.regen_field = (self.regen_field / field_max) * 100; + } +} + +void shieldhit_think() +{ + self.alpha -= 0.1; + if (self.alpha <= 0) + { + //setmodel(self, ""); + self.alpha = -1; + self.effects |= EF_NODRAW; + } + else + { + self.nextthink = time + 0.1; + } +} + +void vehicles_painframe() +{ + if(self.owner.vehicle_health <= 50) + if(self.pain_frame < time) + { + float _ftmp; + _ftmp = self.owner.vehicle_health / 50; + self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp); + pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1); + + if(self.vehicle_flags & VHF_DMGSHAKE) + self.velocity += randomvec() * 30; + + if(self.vehicle_flags & VHF_DMGROLL) + if(self.vehicle_flags & VHF_DMGHEADROLL) + self.tur_head.angles += randomvec(); + else + self.angles += randomvec(); + + } +} + +void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +{ + self.dmg_time = time; + - if(DEATH_ISWEAPON(deathtype, WEP_NEX)) - damage *= autocvar_g_vehicles_nex_damagerate; ++ // WEAPONTODO ++ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX)) ++ damage *= autocvar_g_vehicles_vortex_damagerate; + - if(DEATH_ISWEAPON(deathtype, WEP_UZI)) - damage *= autocvar_g_vehicles_uzi_damagerate; ++ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN)) ++ damage *= autocvar_g_vehicles_machinegun_damagerate; + + if(DEATH_ISWEAPON(deathtype, WEP_RIFLE)) + damage *= autocvar_g_vehicles_rifle_damagerate; + - if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX)) - damage *= autocvar_g_vehicles_minstanex_damagerate; ++ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER)) ++ damage *= autocvar_g_vehicles_vaporizer_damagerate; + + if(DEATH_ISWEAPON(deathtype, WEP_SEEKER)) + damage *= autocvar_g_vehicles_tag_damagerate; + + self.enemy = attacker; + + self.pain_finished = time; + + if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0)) + { + if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world) + { + self.vehicle_shieldent = spawn(); + self.vehicle_shieldent.effects = EF_LOWPRECISION; + + setmodel(self.vehicle_shieldent, "models/vhshield.md3"); + setattachment(self.vehicle_shieldent, self, ""); + setorigin(self.vehicle_shieldent, real_origin(self) - self.origin); + self.vehicle_shieldent.scale = 256 / vlen(self.maxs - self.mins); + self.vehicle_shieldent.think = shieldhit_think; + } + + self.vehicle_shieldent.colormod = '1 1 1'; + self.vehicle_shieldent.alpha = 0.45; + self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles; + self.vehicle_shieldent.nextthink = time; + self.vehicle_shieldent.effects &= ~EF_NODRAW; + + self.vehicle_shield -= damage; + + if(self.vehicle_shield < 0) + { + self.vehicle_health -= fabs(self.vehicle_shield); + self.vehicle_shieldent.colormod = '2 0 0'; + self.vehicle_shield = 0; + self.vehicle_shieldent.alpha = 0.75; + + if(sound_allowed(MSG_BROADCAST, attacker)) + spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER + } + else + if(sound_allowed(MSG_BROADCAST, attacker)) + spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER + + } + else + { + self.vehicle_health -= damage; + + if(sound_allowed(MSG_BROADCAST, attacker)) + spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER + } + + if(self.damageforcescale < 1 && self.damageforcescale > 0) + self.velocity += force * self.damageforcescale; + else + self.velocity += force; + + if(self.vehicle_health <= 0) + { + if(self.owner) + if(self.vehicle_flags & VHF_DEATHEJECT) + vehicles_exit(VHEF_EJECT); + else + vehicles_exit(VHEF_RELEASE); + + + antilag_clear(self); + + VEH_ACTION(self.vehicleid, VR_DEATH); + vehicles_setreturn(self); + } +} + +float vehicles_crushable(entity e) +{ + if(IS_PLAYER(e)) + return TRUE; + + if(e.flags & FL_MONSTER) + return TRUE; + + return FALSE; +} + +void vehicles_impact(float _minspeed, float _speedfac, float _maxpain) +{ + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + return; + + if(self.play_time < time) + { + float wc = vlen(self.velocity - self.oldvelocity); + //dprint("oldvel: ", vtos(self.oldvelocity), "\n"); + //dprint("vel: ", vtos(self.velocity), "\n"); + if(_minspeed < wc) + { + float take = min(_speedfac * wc, _maxpain); + Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0'); + self.play_time = time + 0.25; + + //dprint("wc: ", ftos(wc), "\n"); + //dprint("take: ", ftos(take), "\n"); + } + } +} + +// vehicle enter/exit handling +vector vehicles_findgoodexit(vector prefer_spot) +{ + //vector exitspot; + float mysize; + + tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, self.owner); + if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) + return prefer_spot; + + mysize = 1.5 * vlen(self.maxs - self.mins); + float i; + vector v, v2; + v2 = 0.5 * (self.absmin + self.absmax); + for(i = 0; i < 100; ++i) + { + v = randomvec(); + v_z = 0; + v = v2 + normalize(v) * mysize; + tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, self.owner); + if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) + return v; + } + + /* + exitspot = (self.origin + '0 0 48') + v_forward * mysize; + tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); + if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) + return exitspot; + + exitspot = (self.origin + '0 0 48') - v_forward * mysize; + tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); + if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) + return exitspot; + + exitspot = (self.origin + '0 0 48') + v_right * mysize; + tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); + if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) + return exitspot; + + exitspot = (self.origin + '0 0 48') - v_right * mysize; + tracebox(self.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, self.owner); + if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) + return exitspot; + */ + + return self.origin; +} + +void vehicles_exit(float eject) +{ + entity _vehicle; + entity _player; + entity _oldself = self; + + if(vehicles_exit_running) + { + dprint("^1vehicles_exit allready running! this is not good..\n"); + return; + } + + vehicles_exit_running = TRUE; + if(IS_CLIENT(self)) + { + _vehicle = self.vehicle; + + if (_vehicle.vehicle_flags & VHF_PLAYERSLOT) + { + _vehicle.vehicle_exit(eject); + self = _oldself; + vehicles_exit_running = FALSE; + return; + } + } + else + _vehicle = self; + + _player = _vehicle.owner; + + self = _vehicle; + + if (_player) + { + if (IS_REAL_CLIENT(_player)) + { + msg_entity = _player; + WriteByte (MSG_ONE, SVC_SETVIEWPORT); + WriteEntity( MSG_ONE, _player); + + WriteByte (MSG_ONE, SVC_SETVIEWANGLES); + WriteAngle(MSG_ONE, 0); + WriteAngle(MSG_ONE, _vehicle.angles_y); + WriteAngle(MSG_ONE, 0); + } + + setsize(_player, PL_MIN,PL_MAX); + + _player.takedamage = DAMAGE_AIM; + _player.solid = SOLID_SLIDEBOX; + _player.movetype = MOVETYPE_WALK; + _player.effects &= ~EF_NODRAW; + _player.teleportable = TELEPORT_NORMAL; + _player.alpha = 1; + _player.PlayerPhysplug = func_null; + _player.vehicle = world; + _player.view_ofs = PL_VIEW_OFS; + _player.event_damage = PlayerDamage; + _player.hud = HUD_NORMAL; + _player.switchweapon = _vehicle.switchweapon; + _player.last_vehiclecheck = time + 3; + + CSQCVehicleSetup(_player, HUD_NORMAL); + } + _vehicle.flags |= FL_NOTARGET; + + if(_vehicle.deadflag == DEAD_NO) + _vehicle.avelocity = '0 0 0'; + + _vehicle.tur_head.nodrawtoclient = world; + + if(!teamplay) + _vehicle.team = 0; + + Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES); + Kill_Notification(NOTIF_ONE, _player, MSG_CENTER_CPID, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle? + + WaypointSprite_Kill(_vehicle.wps_intruder); + + vh_player = _player; + vh_vehicle = _vehicle; + MUTATOR_CALLHOOK(VehicleExit); + _player = vh_player; + _vehicle = vh_vehicle; + + _vehicle.team = _vehicle.tur_head.team; + + sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM); + _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle; + _vehicle.phase = time + 1; + + _vehicle.vehicle_exit(eject); + + vehicles_setreturn(_vehicle); + vehicles_reset_colors(); + _vehicle.owner = world; + + CSQCMODEL_AUTOINIT(); + + self = _oldself; + + vehicles_exit_running = FALSE; +} + +void vehicles_touch() +{ + if(MUTATOR_CALLHOOK(VehicleTouch)) + return; + + // Vehicle currently in use + if(self.owner) + { + if(!forbidWeaponUse(self.owner)) + if(other != world) + if((self.origin_z + self.maxs_z) > (other.origin_z)) + if(vehicles_crushable(other)) + { + if(vlen(self.velocity) != 0) + Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force); + + return; // Dont do selfdamage when hitting "soft targets". + } + + if(self.play_time < time) + VEH_ACTION(self.vehicleid, VR_IMPACT); + + return; + } + + if(autocvar_g_vehicles_enter) + return; + + vehicles_enter(other, self); +} + +void vehicles_enter(entity pl, entity veh) +{ + // Remove this when bots know how to use vehicles + if (IS_BOT_CLIENT(pl)) + if (autocvar_g_vehicles_allow_bots) + dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe() + else + return; + + if(!IS_PLAYER(pl)) + return; + + if(veh.phase > time) + return; + + if(pl.frozen) + return; + + if(pl.deadflag != DEAD_NO) + return; + + if(pl.vehicle) + return; + + if(autocvar_g_vehicles_enter) // skip if we're using regular touch code + if(veh.vehicle_flags & VHF_MULTISLOT) + if(veh.owner) + { + entity oldself = self; + self = veh; + other = pl; // TODO: fix + + if(!veh.gunner1) + if(veh.gun1.phase <= time) + if(veh.gun1.vehicle_enter) + if(veh.gun1.vehicle_enter()) + { + self = oldself; + return; + } + + if(!veh.gunner2) + if(veh.gun2.phase <= time) + if(veh.gun2.vehicle_enter) + if(veh.gun2.vehicle_enter()) + { + self = oldself; + return; + } + + self = oldself; + } + + if(teamplay) + if(veh.team) + if(DIFF_TEAM(pl, veh)) + if(autocvar_g_vehicles_steal) + { + entity head; + FOR_EACH_PLAYER(head) if(SAME_TEAM(head, veh)) + Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_VEHICLE_STEAL); + + Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_STEAL_SELF); + + if(autocvar_g_vehicles_steal_show_waypoint) + WaypointSprite_Spawn("intruder", 0, 0, pl, '0 0 68', world, veh.team, veh, wps_intruder, TRUE, RADARICON_DANGER, Team_ColorRGB(pl.team)); + } + else return; + + RemoveGrapplingHook(pl); + + veh.vehicle_ammo1 = 0; + veh.vehicle_ammo2 = 0; + veh.vehicle_reload1 = 0; + veh.vehicle_reload2 = 0; + veh.vehicle_energy = 0; + + veh.owner = pl; + pl.vehicle = veh; + + // .viewmodelforclient works better. + //veh.vehicle_hudmodel.drawonlytoclient = veh.owner; + + veh.vehicle_hudmodel.viewmodelforclient = pl; + + tracebox(pl.origin, PL_MIN, PL_MAX, pl.origin, FALSE, pl); + pl.crouch = FALSE; + pl.view_ofs = PL_VIEW_OFS; + setsize (pl, PL_MIN, PL_MAX); + + veh.event_damage = vehicles_damage; + veh.nextthink = 0; + pl.angles = veh.angles; + pl.takedamage = DAMAGE_NO; + pl.solid = SOLID_NOT; + pl.movetype = MOVETYPE_NOCLIP; + pl.teleportable = FALSE; + pl.alpha = -1; + pl.event_damage = func_null; + pl.view_ofs = '0 0 0'; + veh.colormap = pl.colormap; + if(veh.tur_head) + veh.tur_head.colormap = pl.colormap; + veh.switchweapon = pl.switchweapon; + pl.hud = veh.vehicleid; + pl.PlayerPhysplug = veh.PlayerPhysplug; + + pl.vehicle_ammo1 = veh.vehicle_ammo1; + pl.vehicle_ammo2 = veh.vehicle_ammo2; + pl.vehicle_reload1 = veh.vehicle_reload1; + pl.vehicle_reload2 = veh.vehicle_reload2; + + // Cant do this, hides attached objects too. + //veh.exteriormodeltoclient = veh.owner; + //veh.tur_head.exteriormodeltoclient = veh.owner; + + pl.flags &= ~FL_ONGROUND; + veh.flags &= ~FL_ONGROUND; + + veh.team = pl.team; + veh.flags -= FL_NOTARGET; + + if (IS_REAL_CLIENT(pl)) + { + Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_VEHICLE_ENTER); + + msg_entity = pl; + WriteByte (MSG_ONE, SVC_SETVIEWPORT); + WriteEntity(MSG_ONE, veh.vehicle_viewport); + + WriteByte (MSG_ONE, SVC_SETVIEWANGLES); + if(veh.tur_head) + { + WriteAngle(MSG_ONE, veh.tur_head.angles_x + veh.angles_x); // tilt + WriteAngle(MSG_ONE, veh.tur_head.angles_y + veh.angles_y); // yaw + WriteAngle(MSG_ONE, 0); // roll + } + else + { + WriteAngle(MSG_ONE, veh.angles_x * -1); // tilt + WriteAngle(MSG_ONE, veh.angles_y); // yaw + WriteAngle(MSG_ONE, 0); // roll + } + } + + vehicles_clearreturn(veh); + + CSQCVehicleSetup(pl, veh.vehicleid); + + vh_player = pl; + vh_vehicle = veh; + MUTATOR_CALLHOOK(VehicleEnter); + + entity oldself = self; + self = veh; + CSQCModel_UnlinkEntity(); + VEH_ACTION(veh.vehicleid, VR_ENTER); + self = oldself; + + antilag_clear(pl); +} + +void vehicles_think() +{ + self.nextthink = time; + + if(self.owner) + self.owner.vehicle_weapon2mode = self.vehicle_weapon2mode; + + VEH_ACTION(self.vehicleid, VR_THINK); + + CSQCMODEL_AUTOUPDATE(); +} + +// initialization +void vehicles_spawn() +{ + dprint("Spawning vehicle: ", self.classname, "\n"); + + // disown & reset + self.vehicle_hudmodel.viewmodelforclient = self; + + self.owner = world; + self.touch = vehicles_touch; + self.event_damage = vehicles_damage; + self.iscreature = TRUE; + self.teleportable = FALSE; // no teleporting for vehicles, too buggy + self.damagedbycontents = TRUE; + self.movetype = MOVETYPE_WALK; + self.solid = SOLID_SLIDEBOX; + self.takedamage = DAMAGE_AIM; + self.deadflag = DEAD_NO; + self.bot_attack = TRUE; + self.flags = FL_NOTARGET; + self.avelocity = '0 0 0'; + self.velocity = '0 0 0'; + self.think = vehicles_think; + self.nextthink = time; + + // Reset locking + self.lock_strength = 0; + self.lock_target = world; + self.misc_bulletcounter = 0; + + // Return to spawn + self.angles = self.pos2; + setorigin(self, self.pos1); + // Show it + pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1); + + if(self.vehicle_controller) + self.team = self.vehicle_controller.team; + + entity head; // remove hooks (if any) + FOR_EACH_PLAYER(head) + if(head.hook.aiment == self) + RemoveGrapplingHook(head); + + vehicles_reset_colors(); + + VEH_ACTION(self.vehicleid, VR_SPAWN); + + CSQCMODEL_AUTOINIT(); +} + +float vehicle_initialize(float vehicle_id, float nodrop) +{ + if(!autocvar_g_vehicles) + return FALSE; + + entity veh = get_vehicleinfo(vehicle_id); + + if(!veh.vehicleid) + return FALSE; + + if(!veh.tur_head) { VEH_ACTION(vehicle_id, VR_PRECACHE); } + + if(self.targetname && self.targetname != "") + { + self.vehicle_controller = find(world, target, self.targetname); + if(!self.vehicle_controller) + { + bprint("^1WARNING: ^7Vehicle with invalid .targetname\n"); + self.active = ACTIVE_ACTIVE; + } + else + { + self.team = self.vehicle_controller.team; + self.use = vehicle_use; + + if(teamplay) + { + if(self.vehicle_controller.team == 0) + self.active = ACTIVE_NOT; + else + self.active = ACTIVE_ACTIVE; + } + } + } + else { self.active = ACTIVE_ACTIVE; } + + if(self.team && (!teamplay || !autocvar_g_vehicles_teams)) + self.team = 0; + + self.vehicle_flags |= VHF_ISVEHICLE; + + setmodel(self, veh.model); + + self.vehicle_viewport = spawn(); + self.vehicle_hudmodel = spawn(); + self.tur_head = spawn(); + self.tur_head.owner = self; + self.takedamage = DAMAGE_NO; + self.bot_attack = TRUE; + self.iscreature = TRUE; + self.teleportable = FALSE; // no teleporting for vehicles, too buggy + self.damagedbycontents = TRUE; + self.vehicleid = vehicle_id; + self.PlayerPhysplug = veh.PlayerPhysplug; + self.event_damage = func_null; + self.touch = vehicles_touch; + self.think = vehicles_spawn; + self.nextthink = time; + self.effects = EF_NODRAW; + self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; + + if(autocvar_g_playerclip_collisions) + self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; + + if(autocvar_g_nodepthtestplayers) + self.effects |= EF_NODEPTHTEST; + + if(autocvar_g_fullbrightplayers) + self.effects |= EF_FULLBRIGHT; + + setmodel(self.vehicle_hudmodel, veh.hud_model); + setmodel(self.vehicle_viewport, "null"); + + if(veh.head_model != "") + { + setmodel(self.tur_head, veh.head_model); + setattachment(self.tur_head, self, veh.tag_head); + setattachment(self.vehicle_hudmodel, self.tur_head, veh.tag_hud); + setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view); + } + else + { + setattachment(self.tur_head, self, ""); + setattachment(self.vehicle_hudmodel, self, veh.tag_hud); + setattachment(self.vehicle_viewport, self.vehicle_hudmodel, veh.tag_view); + } + + setsize(self, veh.mins, veh.maxs); + + if(!nodrop) + { + setorigin(self, self.origin); + tracebox(self.origin + '0 0 100', veh.mins, veh.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self); + setorigin(self, trace_endpos); + } + + self.pos1 = self.origin; + self.pos2 = self.angles; + self.tur_head.team = self.team; + + VEH_ACTION(vehicle_id, VR_SETUP); + + if(self.active == ACTIVE_NOT) + self.nextthink = 0; // wait until activated + else if(autocvar_g_vehicles_delayspawn) + self.nextthink = time + self.respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter); + else + self.nextthink = time + game_starttime; + + if(MUTATOR_CALLHOOK(VehicleSpawn)) + return FALSE; + + return TRUE; +} diff --cc qcsrc/common/vehicles/sv_vehicles.qh index 2e8fb4b566,0000000000..bbb2bed32b mode 100644,000000..100644 --- a/qcsrc/common/vehicles/sv_vehicles.qh +++ b/qcsrc/common/vehicles/sv_vehicles.qh @@@ -1,103 -1,0 +1,103 @@@ +// #define VEHICLES_USE_ODE + +// vehicle cvars +float autocvar_g_vehicles; +float autocvar_g_vehicles_enter; +float autocvar_g_vehicles_enter_radius; +float autocvar_g_vehicles_steal; +float autocvar_g_vehicles_steal_show_waypoint; +float autocvar_g_vehicles_crush_dmg; +float autocvar_g_vehicles_crush_force; +float autocvar_g_vehicles_delayspawn; +float autocvar_g_vehicles_delayspawn_jitter; +float autocvar_g_vehicles_allow_bots; +float autocvar_g_vehicles_teams; - //float autocvar_g_vehicles_teleportable; - var float autocvar_g_vehicles_nex_damagerate = 0.5; - var float autocvar_g_vehicles_uzi_damagerate = 0.5; ++float autocvar_g_vehicles_teleportable; ++var float autocvar_g_vehicles_vortex_damagerate = 0.5; ++var float autocvar_g_vehicles_machinegun_damagerate = 0.5; +var float autocvar_g_vehicles_rifle_damagerate = 0.75; - var float autocvar_g_vehicles_minstanex_damagerate = 0.001; ++var float autocvar_g_vehicles_vaporizer_damagerate = 0.001; +var float autocvar_g_vehicles_tag_damagerate = 5; + +// vehicle definitions +.entity gun1; +.entity gun2; +.entity gun3; +.entity vehicle_shieldent; /// Entity to disply the shild effect on damage +.entity vehicle; +.entity vehicle_viewport; +.entity vehicle_hudmodel; +.entity vehicle_controller; + +.entity gunner1; +.entity gunner2; + +.float vehicle_health; /// If self is player this is 0..100 indicating precentage of health left on vehicle. If self is vehile, this is the real health value. +.float vehicle_energy; /// If self is player this is 0..100 indicating precentage of energy left on vehicle. If self is vehile, this is the real energy value. +.float vehicle_shield; /// If self is player this is 0..100 indicating precentage of shield left on vehicle. If self is vehile, this is the real shield value. + +.float vehicle_ammo1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo1 value. +.float vehicle_reload1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload1 value. +.float vehicle_ammo2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo2 value. +.float vehicle_reload2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload2 value. + +.float sound_nexttime; +#define VOL_VEHICLEENGINE 1 + +const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 +const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A +const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 + +#define VHSF_NORMAL 0 +#define VHSF_FACTORY 2 + +.float hud; +.float dmg_time; + +.float volly_counter; + +const float MAX_AXH = 4; +.entity AuxiliaryXhair[MAX_AXH]; + +.entity wps_intruder; + +.entity lock_target; +.float lock_strength; +.float lock_time; +.float lock_soundtime; +const float DAMAGE_TARGETDRONE = 10; + +float force_fromtag_power; +float force_fromtag_normpower; +vector force_fromtag_origin; + +float vehicles_exit_running; + +#ifdef VEHICLES_USE_ODE +void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object +void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force +void(entity e, vector torque) physics_addtorque = #542; // add relative torque +#endif // VEHICLES_USE_ODE + +// functions used outside the vehicle code +void vehicles_exit(float eject); +void vehicles_enter(entity pl, entity veh); + +// vehicle functions +.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns +.float(float _imp) vehicles_impulse; +.float vehicle_weapon2mode; +.void(float exit_flags) vehicle_exit; +.float() vehicle_enter; +const float VHEF_NORMAL = 0; /// User pressed exit key +const float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying +const float VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented) + +// macros +#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \ + ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 + +#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \ + traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \ + if(trace_fraction != 1) \ + acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult) diff --cc qcsrc/common/vehicles/unit/bumblebee.qc index d994c35906,0000000000..d01d192d3f mode 100644,000000..100644 --- a/qcsrc/common/vehicles/unit/bumblebee.qc +++ b/qcsrc/common/vehicles/unit/bumblebee.qc @@@ -1,1388 -1,0 +1,1388 @@@ +#ifdef REGISTER_VEHICLE +REGISTER_VEHICLE( +/* VEH_##id */ BUMBLEBEE, +/* function */ v_bumblebee, +/* spawnflags */ VHF_DMGSHAKE, +/* mins,maxs */ '-245 -130 -130', '230 130 130', +/* model */ "models/vehicles/bumblebee_body.dpm", +/* head_model */ "", +/* hud_model */ "models/vehicles/spiderbot_cockpit.dpm", +/* tags */ "", "", "tag_viewport", +/* netname */ "bumblebee", +/* fullname */ _("Bumblebee") +); +#else + +const float BRG_SETUP = 2; +const float BRG_START = 4; +const float BRG_END = 8; + +#ifdef SVQC +float autocvar_g_vehicle_bumblebee_speed_forward; +float autocvar_g_vehicle_bumblebee_speed_strafe; +float autocvar_g_vehicle_bumblebee_speed_up; +float autocvar_g_vehicle_bumblebee_speed_down; +float autocvar_g_vehicle_bumblebee_turnspeed; +float autocvar_g_vehicle_bumblebee_pitchspeed; +float autocvar_g_vehicle_bumblebee_pitchlimit; +float autocvar_g_vehicle_bumblebee_friction; + +float autocvar_g_vehicle_bumblebee_energy; +float autocvar_g_vehicle_bumblebee_energy_regen; +float autocvar_g_vehicle_bumblebee_energy_regen_pause; + +float autocvar_g_vehicle_bumblebee_health; +float autocvar_g_vehicle_bumblebee_health_regen; +float autocvar_g_vehicle_bumblebee_health_regen_pause; + +float autocvar_g_vehicle_bumblebee_shield; +float autocvar_g_vehicle_bumblebee_shield_regen; +float autocvar_g_vehicle_bumblebee_shield_regen_pause; + +float autocvar_g_vehicle_bumblebee_cannon_cost; +float autocvar_g_vehicle_bumblebee_cannon_damage; +float autocvar_g_vehicle_bumblebee_cannon_radius; +float autocvar_g_vehicle_bumblebee_cannon_refire; +float autocvar_g_vehicle_bumblebee_cannon_speed; +float autocvar_g_vehicle_bumblebee_cannon_spread; +float autocvar_g_vehicle_bumblebee_cannon_force; + +float autocvar_g_vehicle_bumblebee_cannon_ammo; +float autocvar_g_vehicle_bumblebee_cannon_ammo_regen; +float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause; + +var float autocvar_g_vehicle_bumblebee_cannon_lock = 0; + +float autocvar_g_vehicle_bumblebee_cannon_turnspeed; +float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down; +float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up; +float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; +float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out; + + +float autocvar_g_vehicle_bumblebee_raygun_turnspeed; +float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down; +float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up; +float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides; + +float autocvar_g_vehicle_bumblebee_raygun_range; +float autocvar_g_vehicle_bumblebee_raygun_dps; +float autocvar_g_vehicle_bumblebee_raygun_aps; +float autocvar_g_vehicle_bumblebee_raygun_fps; + +float autocvar_g_vehicle_bumblebee_raygun; +float autocvar_g_vehicle_bumblebee_healgun_hps; +float autocvar_g_vehicle_bumblebee_healgun_hmax; +float autocvar_g_vehicle_bumblebee_healgun_aps; +float autocvar_g_vehicle_bumblebee_healgun_amax; +float autocvar_g_vehicle_bumblebee_healgun_sps; +float autocvar_g_vehicle_bumblebee_healgun_locktime; + +float autocvar_g_vehicle_bumblebee_respawntime; + +float autocvar_g_vehicle_bumblebee_blowup_radius; +float autocvar_g_vehicle_bumblebee_blowup_coredamage; +float autocvar_g_vehicle_bumblebee_blowup_edgedamage; +float autocvar_g_vehicle_bumblebee_blowup_forceintensity; +var vector autocvar_g_vehicle_bumblebee_bouncepain; + +var float autocvar_g_vehicle_bumblebee = 0; + + +float bumble_raygun_send(entity to, float sf); + +void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner) +{ + vector v = gettaginfo(_gun, gettagindex(_gun, _tagname)); + vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav", + v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed, + autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0, + DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner); +} + +float bumblebee_gunner_frame() +{ + entity vehic = self.vehicle.owner; + entity gun = self.vehicle; + entity gunner = self; + self = vehic; + + vehic.solid = SOLID_NOT; + //setorigin(gunner, vehic.origin); + gunner.velocity = vehic.velocity; + + float _in, _out; + vehic.angles_x *= -1; + makevectors(vehic.angles); + vehic.angles_x *= -1; + if((gun == vehic.gun1)) + { + _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; + _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out; + setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128); + } + else + { + _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out; + _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; + setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128); + } + + crosshair_trace(gunner); + vector _ct = trace_endpos; + vector ad; + + if(autocvar_g_vehicle_bumblebee_cannon_lock) + { + if(gun.lock_time < time) + gun.enemy = world; + + if(trace_ent) + if(trace_ent.movetype) + if(trace_ent.takedamage) + if(!trace_ent.deadflag) + { + if(teamplay) + { + if(trace_ent.team != gunner.team) + { + gun.enemy = trace_ent; + gun.lock_time = time + 5; + } + } + else + { + gun.enemy = trace_ent; + gun.lock_time = time + 5; + } + } + } + + if(gun.enemy) + { + float distance, impact_time; + + vector vf = real_origin(gun.enemy); + vector _vel = gun.enemy.velocity; + if(gun.enemy.movetype == MOVETYPE_WALK) + _vel_z *= 0.1; + + + ad = vf; + distance = vlen(ad - gunner.origin); + impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed; + ad = vf + _vel * impact_time; + trace_endpos = ad; + + + UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1); + vehicle_aimturret(vehic, trace_endpos, gun, "fire", + autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, + _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed); + + } + else + vehicle_aimturret(vehic, _ct, gun, "fire", + autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, + _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed); + + if(!forbidWeaponUse(gunner)) + if(gunner.BUTTON_ATCK) + if(time > gun.attack_finished_single) + if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost) + { + gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost; + bumblebee_fire_cannon(gun, "fire", gunner); + gun.delay = time; + gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire; + } + + VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee); + + if(vehic.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee); + + ad = gettaginfo(gun, gettagindex(gun, "fire")); + traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun); + + UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0); + + if(vehic.owner) + UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2)); + + vehic.solid = SOLID_BBOX; + gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0; + gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; + + self = gunner; + return 1; +} + +void bumblebee_gunner_exit(float _exitflag) +{ + if(IS_REAL_CLIENT(self)) + { + msg_entity = self; + WriteByte(MSG_ONE, SVC_SETVIEWPORT); + WriteEntity(MSG_ONE, self); + + WriteByte(MSG_ONE, SVC_SETVIEWANGLES); + WriteAngle(MSG_ONE, 0); + WriteAngle(MSG_ONE, self.vehicle.angles_y); + WriteAngle(MSG_ONE, 0); + } + + CSQCVehicleSetup(self, HUD_NORMAL); + setsize(self, PL_MIN, PL_MAX); + + self.takedamage = DAMAGE_AIM; + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_WALK; + self.effects &= ~EF_NODRAW; + self.alpha = 1; + self.PlayerPhysplug = func_null; + self.view_ofs = PL_VIEW_OFS; + self.event_damage = PlayerDamage; + self.hud = HUD_NORMAL; + self.teleportable = TELEPORT_NORMAL; + self.switchweapon = self.vehicle.switchweapon; + + vh_player = self; + vh_vehicle = self.vehicle; + MUTATOR_CALLHOOK(VehicleExit); + self = vh_player; + self.vehicle = vh_vehicle; + + self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle; + + fixedmakevectors(self.vehicle.owner.angles); + + if(self == self.vehicle.owner.gunner1) + { + self.vehicle.owner.gunner1 = world; + } + else if(self == self.vehicle.owner.gunner2) + { + self.vehicle.owner.gunner2 = world; + v_right *= -1; + } + else + dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n"); + + vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300; + spot = vehicles_findgoodexit(spot); + //setorigin(self , spot); + + self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200; + self.velocity_z += 10; + + self.vehicle.phase = time + 5; + self.vehicle = world; +} + +float bumblebee_gunner_enter() +{ + RemoveGrapplingHook(other); + entity _gun, _gunner; + if(!self.gunner1) + { + _gun = self.gun1; + _gunner = self.gunner1; + self.gunner1 = other; + } + else if(!self.gunner2) + { + _gun = self.gun2; + _gunner = self.gunner2; + self.gunner2 = other; + } + else + { + dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n"); + return FALSE; + } + + _gunner = other; + _gunner.vehicle = _gun; + _gun.switchweapon = other.switchweapon; + _gun.vehicle_exit = bumblebee_gunner_exit; + + other.angles = self.angles; + other.takedamage = DAMAGE_NO; + other.solid = SOLID_NOT; + other.movetype = MOVETYPE_NOCLIP; + other.alpha = -1; + other.event_damage = func_null; + other.view_ofs = '0 0 0'; + other.hud = _gun.hud; + other.teleportable = FALSE; + other.PlayerPhysplug = _gun.PlayerPhysplug; + other.vehicle_ammo1 = self.vehicle_ammo1; + other.vehicle_ammo2 = self.vehicle_ammo2; + other.vehicle_reload1 = self.vehicle_reload1; + other.vehicle_reload2 = self.vehicle_reload2; + other.vehicle_energy = self.vehicle_energy; + other.PlayerPhysplug = bumblebee_gunner_frame; + other.flags &= ~FL_ONGROUND; + + if(IS_REAL_CLIENT(other)) + { + msg_entity = other; + WriteByte(MSG_ONE, SVC_SETVIEWPORT); + WriteEntity(MSG_ONE, _gun.vehicle_viewport); + WriteByte(MSG_ONE, SVC_SETVIEWANGLES); + WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x); // tilt + WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y); // yaw + WriteAngle(MSG_ONE, 0); // roll + } + + _gun.vehicle_hudmodel.viewmodelforclient = other; + + CSQCVehicleSetup(other, other.hud); + + vh_player = other; + vh_vehicle = _gun; + MUTATOR_CALLHOOK(VehicleEnter); + other = vh_player; + _gun = vh_vehicle; + + return TRUE; +} + +float vehicles_valid_pilot() +{ + if (!IS_PLAYER(other)) + return FALSE; + + if(other.deadflag != DEAD_NO) + return FALSE; + + if(other.vehicle != world) + return FALSE; + + if (!IS_REAL_CLIENT(other)) + if(!autocvar_g_vehicles_allow_bots) + return FALSE; + + if(teamplay && other.team != self.team) + return FALSE; + + return TRUE; +} + +void bumblebee_touch() +{ + if(autocvar_g_vehicles_enter) { return; } + + if(self.gunner1 != world && self.gunner2 != world) + { + vehicles_touch(); + return; + } + + if(vehicles_valid_pilot()) + { + if(self.gun1.phase <= time) + if(bumblebee_gunner_enter()) + return; + + if(self.gun2.phase <= time) + if(bumblebee_gunner_enter()) + return; + } + + vehicles_touch(); +} + +void bumblebee_regen() +{ + if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) + self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, + self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime); + + if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) + self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, + self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime); + + if(self.vehicle_flags & VHF_SHIELDREGEN) + vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, TRUE); + + if(self.vehicle_flags & VHF_HEALTHREGEN) + vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, FALSE); + + if(self.vehicle_flags & VHF_ENERGYREGEN) + vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, FALSE); + +} + +float bumblebee_pilot_frame() +{ + entity pilot, vehic; + vector newvel; + + if(intermission_running) + { + self.vehicle.velocity = '0 0 0'; + self.vehicle.avelocity = '0 0 0'; + return 1; + } + + pilot = self; + vehic = self.vehicle; + self = vehic; + + if(vehic.deadflag != DEAD_NO) + { + self = pilot; + pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0; + return 1; + } + + bumblebee_regen(); + + crosshair_trace(pilot); + + vector vang; + float ftmp; + + vang = vehic.angles; + newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); + vang_x *= -1; + newvel_x *= -1; + if(newvel_x > 180) newvel_x -= 360; + if(newvel_x < -180) newvel_x += 360; + if(newvel_y > 180) newvel_y -= 360; + if(newvel_y < -180) newvel_y += 360; + + ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y); + if(ftmp > 180) ftmp -= 360; + if(ftmp < -180) ftmp += 360; + vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed); + + // Pitch + ftmp = 0; + if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) + ftmp = 4; + else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) + ftmp = -8; + + newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit); + ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit); + vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed); + + vehic.angles_x = anglemods(vehic.angles_x); + vehic.angles_y = anglemods(vehic.angles_y); + vehic.angles_z = anglemods(vehic.angles_z); + + makevectors('0 1 0' * vehic.angles_y); + newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction; + + if(pilot.movement_x != 0) + { + if(pilot.movement_x > 0) + newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward; + else if(pilot.movement_x < 0) + newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward; + } + + if(pilot.movement_y != 0) + { + if(pilot.movement_y < 0) + newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe; + else if(pilot.movement_y > 0) + newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe; + ftmp = newvel * v_right; + ftmp *= frametime * 0.1; + vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15); + } + else + { + vehic.angles_z *= 0.95; + if(vehic.angles_z >= -1 && vehic.angles_z <= -1) + vehic.angles_z = 0; + } + + if(pilot.BUTTON_CROUCH) + newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down; + else if(pilot.BUTTON_JUMP) + newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up; + + vehic.velocity += newvel * frametime; + pilot.velocity = pilot.movement = vehic.velocity; + + + if(autocvar_g_vehicle_bumblebee_healgun_locktime) + { + if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag) + vehic.tur_head.enemy = world; + + if(trace_ent) + if(trace_ent.movetype) + if(trace_ent.takedamage) + if(!trace_ent.deadflag) + { + if(teamplay) + { + if(trace_ent.team == pilot.team) + { + vehic.tur_head.enemy = trace_ent; + vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime; + } + } + else + { + vehic.tur_head.enemy = trace_ent; + vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime; + } + } + + if(vehic.tur_head.enemy) + { + trace_endpos = real_origin(vehic.tur_head.enemy); + UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0); + } + } + + vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire", + autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up, + autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed); + + if(!forbidWeaponUse(pilot)) + if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0)) + { + vehic.gun3.enemy.realowner = pilot; + vehic.gun3.enemy.effects &= ~EF_NODRAW; + + vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire")); + vehic.gun3.enemy.SendFlags |= BRG_START; + + traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic); + + if(trace_ent) + { + if(autocvar_g_vehicle_bumblebee_raygun) + { + Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime); + vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime; + } + else + { + if(trace_ent.deadflag == DEAD_NO) + if((teamplay && trace_ent.team == pilot.team) || !teamplay) + { + + if(trace_ent.vehicle_flags & VHF_ISVEHICLE) + { + if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health) + trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health); + + if(autocvar_g_vehicle_bumblebee_healgun_hps) + trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health); + } + else if(IS_CLIENT(trace_ent)) + { + if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps) + trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax); + + if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps) + trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax); + + trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax); + } + else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET) + { + if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps) + trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health); + //else ..hmmm what? ammo? + + trace_ent.SendFlags |= TNSF_STATUS; + } + } + } + } + + vehic.gun3.enemy.hook_end = trace_endpos; + setorigin(vehic.gun3.enemy, trace_endpos); + vehic.gun3.enemy.SendFlags |= BRG_END; + + vehic.wait = time + 1; + } + else + vehic.gun3.enemy.effects |= EF_NODRAW; + /*{ + if(vehic.gun3.enemy) + remove(vehic.gun3.enemy); + + vehic.gun3.enemy = world; + } + */ + + VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee); + VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee); + + pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; + pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; + + if(vehic.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee); + + vehic.angles_x *= -1; + makevectors(vehic.angles); + vehic.angles_x *= -1; + setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160); + + pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0; + self = pilot; + + return 1; +} + +void bumblebee_land() +{ + float hgt; + + hgt = raptor_altitude(512); + self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); + self.angles_x *= 0.95; + self.angles_z *= 0.95; + + if(hgt < 16) + self.think = vehicles_think; + + self.nextthink = time; + + CSQCMODEL_AUTOUPDATE(); +} + +void bumblebee_exit(float eject) +{ + if(self.owner.vehicleid == VEH_BUMBLEBEE) + { + bumblebee_gunner_exit(eject); + return; + } + + self.touch = vehicles_touch; + + if(self.deadflag == DEAD_NO) + { + self.think = bumblebee_land; + self.nextthink = time; + } + + self.movetype = MOVETYPE_TOSS; + + if(!self.owner) + return; + + fixedmakevectors(self.angles); + vector spot; + if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5) + spot = self.origin + v_up * 128 + v_forward * 300; + else + spot = self.origin + v_up * 128 - v_forward * 300; + + spot = vehicles_findgoodexit(spot); + + // Hide beam + if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) { + self.gun3.enemy.effects |= EF_NODRAW; + } + + self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200; + self.owner.velocity_z += 10; + setorigin(self.owner, spot); + + antilag_clear(self.owner); + self.owner = world; +} + +void bumblebee_blowup() +{ + RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage, + autocvar_g_vehicle_bumblebee_blowup_edgedamage, - autocvar_g_vehicle_bumblebee_blowup_radius, self, ++ autocvar_g_vehicle_bumblebee_blowup_radius, self, world, + autocvar_g_vehicle_bumblebee_blowup_forceintensity, + DEATH_VH_BUMB_DEATH, world); + + sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); + pointparticles(particleeffectnum("explosion_big"), (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1); + + if(self.owner.deadflag == DEAD_DYING) + self.owner.deadflag = DEAD_DEAD; + + remove(self); +} + +void bumblebee_diethink() +{ + if(time >= self.wait) + self.think = bumblebee_blowup; + + if(random() < 0.1) + { + sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); + pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); + } + + self.nextthink = time + 0.1; +} + +float bumble_raygun_send(entity to, float sf) +{ + WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN); + + WriteByte(MSG_ENTITY, sf); + if(sf & BRG_SETUP) + { + WriteByte(MSG_ENTITY, num_for_edict(self.realowner)); + WriteByte(MSG_ENTITY, self.realowner.team); + WriteByte(MSG_ENTITY, self.cnt); + } + + if(sf & BRG_START) + { + WriteCoord(MSG_ENTITY, self.hook_start_x); + WriteCoord(MSG_ENTITY, self.hook_start_y); + WriteCoord(MSG_ENTITY, self.hook_start_z); + } + + if(sf & BRG_END) + { + WriteCoord(MSG_ENTITY, self.hook_end_x); + WriteCoord(MSG_ENTITY, self.hook_end_y); + WriteCoord(MSG_ENTITY, self.hook_end_z); + } + + return TRUE; +} + +void spawnfunc_vehicle_bumblebee() +{ + if(!autocvar_g_vehicle_bumblebee) { remove(self); return; } + if(!vehicle_initialize(VEH_BUMBLEBEE, FALSE)) { remove(self); return; } +} + +float v_bumblebee(float req) +{ + switch(req) + { + case VR_IMPACT: + { + if(autocvar_g_vehicle_bumblebee_bouncepain) + vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z); + + return TRUE; + } + case VR_ENTER: + { + self.touch = bumblebee_touch; + self.nextthink = 0; + self.movetype = MOVETYPE_BOUNCEMISSILE; + return TRUE; + } + case VR_THINK: + { + self.angles_z *= 0.8; + self.angles_x *= 0.8; + + self.nextthink = time; + + if(!self.owner) + { + entity oldself = self; + if(self.gunner1) + { + self = self.gunner1; + oldself.gun1.vehicle_exit(VHEF_EJECT); + entity oldother = other; + other = self; + self = oldself; + self.phase = 0; + self.touch(); + other = oldother; + return TRUE; + } + + if(self.gunner2) + { + self = self.gunner2; + oldself.gun2.vehicle_exit(VHEF_EJECT); + entity oldother = other; + other = self; + self = oldself; + self.phase = 0; + self.touch(); + other = oldother; + return TRUE; + } + } + + return TRUE; + } + case VR_DEATH: + { + entity oldself = self; + + CSQCModel_UnlinkEntity(); + + // Hide beam + if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) + self.gun3.enemy.effects |= EF_NODRAW; + + if(self.gunner1) + { + self = self.gunner1; + oldself.gun1.vehicle_exit(VHEF_EJECT); + self = oldself; + } + + if(self.gunner2) + { + self = self.gunner2; + oldself.gun2.vehicle_exit(VHEF_EJECT); + self = oldself; + } + + self.vehicle_exit(VHEF_EJECT); + + fixedmakevectors(self.angles); + vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200); + vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200); + vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300); + + entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100); + + if(random() > 0.5) + _body.touch = bumblebee_blowup; + else + _body.touch = func_null; + + _body.think = bumblebee_diethink; + _body.nextthink = time; + _body.wait = time + 2 + (random() * 8); + _body.owner = self; + _body.enemy = self.enemy; + _body.scale = 1.5; + _body.angles = self.angles; + + pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1); + + self.health = 0; + self.event_damage = func_null; + self.solid = SOLID_NOT; + self.takedamage = DAMAGE_NO; + self.deadflag = DEAD_DYING; + self.movetype = MOVETYPE_NONE; + self.effects = EF_NODRAW; + self.colormod = '0 0 0'; + self.avelocity = '0 0 0'; + self.velocity = '0 0 0'; + self.touch = func_null; + self.nextthink = 0; + + setorigin(self, self.pos1); + return TRUE; + } + case VR_SPAWN: + { + if(!self.gun1) + { + // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance. + self.vehicle_shieldent = spawn(); + self.vehicle_shieldent.effects = EF_LOWPRECISION; + setmodel(self.vehicle_shieldent, "models/vhshield.md3"); + setattachment(self.vehicle_shieldent, self, ""); + setorigin(self.vehicle_shieldent, real_origin(self) - self.origin); + self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins); + self.vehicle_shieldent.think = shieldhit_think; + self.vehicle_shieldent.alpha = -1; + self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW; + + self.gun1 = spawn(); + self.gun2 = spawn(); + self.gun3 = spawn(); + + self.vehicle_flags |= VHF_MULTISLOT; + + self.gun1.owner = self; + self.gun2.owner = self; + self.gun3.owner = self; + + setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm"); + setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm"); + setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm"); + + setattachment(self.gun1, self, "cannon_right"); + setattachment(self.gun2, self, "cannon_left"); + + // Angled bones are no fun, messes up gun-aim; so work arround it. + self.gun3.pos1 = self.angles; + self.angles = '0 0 0'; + vector ofs = gettaginfo(self, gettagindex(self, "raygun")); + ofs -= self.origin; + setattachment(self.gun3, self, ""); + setorigin(self.gun3, ofs); + self.angles = self.gun3.pos1; + + vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); + vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); + + setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down. + setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up + + //fixme-model-bones + setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23'); + setorigin(self.gun1.vehicle_viewport, '-85 0 50'); + //fixme-model-bones + setorigin(self.gun2.vehicle_hudmodel, '90 27 -23'); + setorigin(self.gun2.vehicle_viewport, '-85 0 50'); + + self.scale = 1.5; + + // Raygun beam + if(self.gun3.enemy == world) + { + self.gun3.enemy = spawn(); + Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send); + self.gun3.enemy.SendFlags = BRG_SETUP; + self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun; + self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION; + } + } + + self.vehicle_health = autocvar_g_vehicle_bumblebee_health; + self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; + self.solid = SOLID_BBOX; + self.movetype = MOVETYPE_TOSS; + self.damageforcescale = 0.025; + + self.PlayerPhysplug = bumblebee_pilot_frame; + + setorigin(self, self.origin + '0 0 25'); + return TRUE; + } + case VR_SETUP: + { + if(autocvar_g_vehicle_bumblebee_energy) + if(autocvar_g_vehicle_bumblebee_energy_regen) + self.vehicle_flags |= VHF_ENERGYREGEN; + + if(autocvar_g_vehicle_bumblebee_shield) + self.vehicle_flags |= VHF_HASSHIELD; + + if(autocvar_g_vehicle_bumblebee_shield_regen) + self.vehicle_flags |= VHF_SHIELDREGEN; + + if(autocvar_g_vehicle_bumblebee_health_regen) + self.vehicle_flags |= VHF_HEALTHREGEN; + + self.vehicle_exit = bumblebee_exit; + self.respawntime = autocvar_g_vehicle_bumblebee_respawntime; + self.vehicle_health = autocvar_g_vehicle_bumblebee_health; + self.max_health = self.vehicle_health; + self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; + + return TRUE; + } + case VR_PRECACHE: + { + precache_model("models/vehicles/bumblebee_body.dpm"); + precache_model("models/vehicles/bumblebee_plasma_left.dpm"); + precache_model("models/vehicles/bumblebee_plasma_right.dpm"); + precache_model("models/vehicles/bumblebee_ray.dpm"); + precache_model("models/vehicles/wakizashi_cockpit.dpm"); + precache_model("models/vehicles/spiderbot_cockpit.dpm"); + precache_model("models/vehicles/raptor_cockpit.dpm"); + return TRUE; + } + } + + return TRUE; +} + +#endif // SVQC +#ifdef CSQC + +#define bumb_ico "gfx/vehicles/bumb.tga" +#define bumb_lgun "gfx/vehicles/bumb_lgun.tga" +#define bumb_rgun "gfx/vehicles/bumb_rgun.tga" + +#define bumb_gun_ico "gfx/vehicles/bumb_side.tga" +#define bumb_gun_gun "gfx/vehicles/bumb_side_gun.tga" + +void CSQC_BUMBLE_GUN_HUD() +{ + + if(autocvar_r_letterbox) + return; + + vector picsize, hudloc = '0 0 0', pic2size, picloc; + + // Fetch health & ammo stats + HUD_GETVEHICLESTATS + + picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale; + hudloc_y = vid_conheight - picsize_y; + hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5; + + drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL); + + shield *= 0.01; + vh_health *= 0.01; + energy *= 0.01; + reload1 *= 0.01; + + pic2size = draw_getimagesize(bumb_gun_ico) * (autocvar_cl_vehicles_hudscale * 0.8); + picloc = picsize * 0.5 - pic2size * 0.5; + + if(vh_health < 0.25) + drawpic(hudloc + picloc, bumb_gun_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, bumb_gun_ico, pic2size, '1 1 1' * vh_health + '1 0 0' * (1 - vh_health), 1, DRAWFLAG_NORMAL); + + drawpic(hudloc + picloc, bumb_gun_gun, pic2size, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, hud_sh, pic2size, '1 1 1', shield, DRAWFLAG_NORMAL); + +// Health bar + picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL); + drawresetcliparea(); +// .. and icon + picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale; + picloc = '37 65 0' * autocvar_cl_vehicles_hudscale; + if(vh_health < 0.25) + { + if(alarm1time < time) + { + alarm1time = time + 2; + vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav"); + } + + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm1time) + { + vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav"); + alarm1time = 0; + } + } + +// Shield bar + picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); +// .. and icon + picloc = '40 136 0' * autocvar_cl_vehicles_hudscale; + picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale; + if(shield < 0.25) + { + if(alarm2time < time) + { + alarm2time = time + 1; + vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav"); + } + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm2time) + { + vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav"); + alarm2time = 0; + } + } + +// Gun bar + picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight); + drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + +// .. and icon + picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale; + picloc = '664 60 0' * autocvar_cl_vehicles_hudscale; + if(energy < 0.2) + drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + + if (scoreboard_showscores) + HUD_DrawScoreboard(); + /* + else + { + picsize = draw_getimagesize(waki_xhair); + picsize_x *= 0.5; + picsize_y *= 0.5; + + + drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + } + */ +} + +void bumble_raygun_draw() +{ + float _len; + vector _dir; + vector _vtmp1, _vtmp2; + + _len = vlen(self.origin - self.move_origin); + _dir = normalize(self.move_origin - self.origin); + + if(self.total_damages < time) + { + boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA); + boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA); + self.total_damages = time + 0.1; + } + + float i, df, sz, al; + for(i = -0.1; i < 0.2; i += 0.1) + { + df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN); + sz = 5 + random() * 5; + al = 0.25 + random() * 0.5; + _vtmp1 = self.origin + _dir * _len * (0.25 + i); + _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1; + Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); + + _vtmp2 = self.origin + _dir * _len * (0.5 + i); + _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2; + Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); + + _vtmp1 = self.origin + _dir * _len * (0.75 + i); + _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3; + Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); + + Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); + } +} + +void bumble_raygun_read(float bIsNew) +{ + float sf = ReadByte(); + + if(sf & BRG_SETUP) + { + self.cnt = ReadByte(); + self.team = ReadByte(); + self.cnt = ReadByte(); + + if(self.cnt) + self.colormod = '1 0 0'; + else + self.colormod = '0 1 0'; + + self.traileffect = particleeffectnum("healray_muzzleflash"); + self.lip = particleeffectnum("healray_impact"); + + self.draw = bumble_raygun_draw; + } + + + if(sf & BRG_START) + { + self.origin_x = ReadCoord(); + self.origin_y = ReadCoord(); + self.origin_z = ReadCoord(); + setorigin(self, self.origin); + } + + if(sf & BRG_END) + { + self.move_origin_x = ReadCoord(); + self.move_origin_y = ReadCoord(); + self.move_origin_z = ReadCoord(); + } +} + +float v_bumblebee(float req) +{ + switch(req) + { + case VR_HUD: + { + if(autocvar_r_letterbox) + return TRUE; + + vector picsize, hudloc = '0 0 0', pic2size, picloc; + + // Fetch health & ammo stats + HUD_GETVEHICLESTATS + + picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale; + hudloc_y = vid_conheight - picsize_y; + hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5; + + drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL); + + shield *= 0.01; + vh_health *= 0.01; + energy *= 0.01; + reload1 *= 0.01; + + pic2size = draw_getimagesize(bumb_ico) * (autocvar_cl_vehicles_hudscale * 0.8); + picloc = picsize * 0.5 - pic2size * 0.5; + + if(vh_health < 0.25) + drawpic(hudloc + picloc, bumb_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, bumb_ico, pic2size, '1 1 1' * vh_health + '1 0 0' * (1 - vh_health), 1, DRAWFLAG_NORMAL); + + drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, hud_sh, pic2size, '1 1 1', shield, DRAWFLAG_NORMAL); + + // Health bar + picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale; + picloc = '37 65 0' * autocvar_cl_vehicles_hudscale; + if(vh_health < 0.25) + { + if(alarm1time < time) + { + alarm1time = time + 2; + vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav"); + } + + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm1time) + { + vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav"); + alarm1time = 0; + } + } + + // Shield bar + picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picloc = '40 136 0' * autocvar_cl_vehicles_hudscale; + picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale; + if(shield < 0.25) + { + if(alarm2time < time) + { + alarm2time = time + 1; + vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav"); + } + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm2time) + { + vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav"); + alarm2time = 0; + } + } + + ammo1 *= 0.01; + ammo2 *= 0.01; + + // Gunner1 bar + picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight); + drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + + // Right gunner slot occupied? + if(!AuxiliaryXhair[1].draw2d) + { + shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y)); + drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL); + drawstring(hudloc + picloc + '1 0 0' * shield, _("No right gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL); + } + + // .. and icon + picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale; + picloc = '664 60 0' * autocvar_cl_vehicles_hudscale; + if(ammo1 < 0.2) + drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + + // Gunner2 bar + picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo2, vid_conheight); + drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // Left gunner slot occupied? + if(!AuxiliaryXhair[2].draw2d) + { + shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y)); + drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL); + drawstring(hudloc + picloc + '1 0 0' * shield, _("No left gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL); + } + + // .. and icon + picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale; + picloc = '664 130 0' * autocvar_cl_vehicles_hudscale; + if(ammo2 < 0.2) + drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + + if (scoreboard_showscores) + HUD_DrawScoreboard(); + else + { + picsize = draw_getimagesize(waki_xhair); + picsize_x *= 0.5; + picsize_y *= 0.5; + drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + } + return TRUE; + } + case VR_SETUP: + { + // raygun-locked + AuxiliaryXhair[0].axh_image = "gfx/vehicles/axh-bracket.tga"; + AuxiliaryXhair[0].axh_scale = 0.5; + + // Gunner1 + AuxiliaryXhair[1].axh_image = "gfx/vehicles/axh-target.tga"; + AuxiliaryXhair[1].axh_scale = 0.75; + + // Gunner2 + AuxiliaryXhair[2].axh_image = "gfx/vehicles/axh-target.tga"; + AuxiliaryXhair[2].axh_scale = 0.75; + return TRUE; + } + case VR_PRECACHE: + { + return TRUE; + } + } + + return TRUE; +} + +#endif // CSQC +#endif // REGISTER_VEHICLE diff --cc qcsrc/common/vehicles/unit/racer.qc index b70121c7ce,0000000000..89d5f30275 mode 100644,000000..100644 --- a/qcsrc/common/vehicles/unit/racer.qc +++ b/qcsrc/common/vehicles/unit/racer.qc @@@ -1,909 -1,0 +1,909 @@@ +#ifdef REGISTER_VEHICLE +REGISTER_VEHICLE( +/* VEH_##id */ RACER, +/* function */ v_racer, +/* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL, +/* mins,maxs */ '-120 -120 -40' * 0.5, '120 120 40' * 0.5, +/* model */ "models/vehicles/wakizashi.dpm", +/* head_model */ "null", +/* hud_model */ "models/vehicles/wakizashi_cockpit.dpm", +/* tags */ "", "", "tag_viewport", +/* netname */ "racer", +/* fullname */ _("Racer") +); +#else +#ifdef SVQC +float autocvar_g_vehicle_racer; + +float autocvar_g_vehicle_racer_speed_afterburn; +float autocvar_g_vehicle_racer_afterburn_cost; + +float autocvar_g_vehicle_racer_waterburn_cost; +float autocvar_g_vehicle_racer_waterburn_speed; + +float autocvar_g_vehicle_racer_water_speed_forward; +float autocvar_g_vehicle_racer_water_speed_strafe; + +float autocvar_g_vehicle_racer_anglestabilizer; +float autocvar_g_vehicle_racer_downforce; + +float autocvar_g_vehicle_racer_speed_forward; +float autocvar_g_vehicle_racer_speed_strafe; +float autocvar_g_vehicle_racer_springlength; +float autocvar_g_vehicle_racer_upforcedamper; +float autocvar_g_vehicle_racer_friction; + +var float autocvar_g_vehicle_racer_water_time = 5; + +float autocvar_g_vehicle_racer_hovertype; +float autocvar_g_vehicle_racer_hoverpower; + +float autocvar_g_vehicle_racer_turnroll; +float autocvar_g_vehicle_racer_turnspeed; +float autocvar_g_vehicle_racer_pitchspeed; + +float autocvar_g_vehicle_racer_energy; +float autocvar_g_vehicle_racer_energy_regen; +float autocvar_g_vehicle_racer_energy_regen_pause; + +float autocvar_g_vehicle_racer_health; +float autocvar_g_vehicle_racer_health_regen; +float autocvar_g_vehicle_racer_health_regen_pause; + +float autocvar_g_vehicle_racer_shield; +float autocvar_g_vehicle_racer_shield_regen; +float autocvar_g_vehicle_racer_shield_regen_pause; + +float autocvar_g_vehicle_racer_cannon_cost; +float autocvar_g_vehicle_racer_cannon_damage; +float autocvar_g_vehicle_racer_cannon_radius; +float autocvar_g_vehicle_racer_cannon_refire; +float autocvar_g_vehicle_racer_cannon_speed; +float autocvar_g_vehicle_racer_cannon_spread; +float autocvar_g_vehicle_racer_cannon_force; + +float autocvar_g_vehicle_racer_rocket_accel; +float autocvar_g_vehicle_racer_rocket_damage; +float autocvar_g_vehicle_racer_rocket_radius; +float autocvar_g_vehicle_racer_rocket_force; +float autocvar_g_vehicle_racer_rocket_refire; +float autocvar_g_vehicle_racer_rocket_speed; +float autocvar_g_vehicle_racer_rocket_turnrate; + +float autocvar_g_vehicle_racer_rocket_locktarget; +float autocvar_g_vehicle_racer_rocket_locking_time; +float autocvar_g_vehicle_racer_rocket_locking_releasetime; +float autocvar_g_vehicle_racer_rocket_locked_time; +float autocvar_g_vehicle_racer_rocket_locked_maxangle; +float autocvar_g_vehicle_racer_rocket_climbspeed; + +float autocvar_g_vehicle_racer_respawntime; + +float autocvar_g_vehicle_racer_blowup_radius; +float autocvar_g_vehicle_racer_blowup_coredamage; +float autocvar_g_vehicle_racer_blowup_edgedamage; +float autocvar_g_vehicle_racer_blowup_forceintensity; + +float autocvar_g_vehicle_racer_bouncefactor; +float autocvar_g_vehicle_racer_bouncestop; +vector autocvar_g_vehicle_racer_bouncepain; + +var vector racer_force_from_tag(string tag_name, float spring_length, float max_power); + +void racer_align4point(float _delta) +{ + vector push_vector; + float fl_push, fr_push, bl_push, br_push; + + push_vector = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); + fr_push = force_fromtag_normpower; + //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); + + push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); + fl_push = force_fromtag_normpower; + //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); + + push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); + br_push = force_fromtag_normpower; + //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); + + push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); + bl_push = force_fromtag_normpower; + //vehicles_sweap_collision(force_fromtag_origin, self.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); + + self.velocity += push_vector * _delta; + + if(pointcontents(self.origin - '0 0 64') == CONTENT_WATER) + if(self.owner.BUTTON_CROUCH && time < self.air_finished) + self.velocity_z += 30; + else + self.velocity_z += 200; + + // Anti ocilation + if(self.velocity_z > 0) + self.velocity_z *= 1 - autocvar_g_vehicle_racer_upforcedamper * _delta; + + push_vector_x = (fl_push - bl_push); + push_vector_x += (fr_push - br_push); + push_vector_x *= 360; + + push_vector_z = (fr_push - fl_push); + push_vector_z += (br_push - bl_push); + push_vector_z *= 360; + + // Apply angle diffrance + self.angles_z += push_vector_z * _delta; + self.angles_x += push_vector_x * _delta; + + // Apply stabilizer + self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta); + self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta); +} + +void racer_fire_cannon(string tagname) +{ + vector v; + entity bolt; + + v = gettaginfo(self, gettagindex(self, tagname)); + bolt = vehicles_projectile("wakizashi_gun_muzzleflash", "weapons/lasergun_fire.wav", + v, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed, + autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0, + DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE, self.owner); + + // Fix z-aim (for chase mode) + v = normalize(trace_endpos - bolt.origin); + v_forward_z = v_z * 0.5; + bolt.velocity = v_forward * autocvar_g_vehicle_racer_cannon_speed; +} + +void racer_rocket_groundhugger() +{ + vector olddir, newdir; + float oldvel, newvel; + + self.nextthink = time; + + if(self.owner.deadflag != DEAD_NO || self.cnt < time) + { + self.use(); + return; + } + + if(!self.realowner.vehicle) + { + UpdateCSQCProjectile(self); + return; + } + + olddir = normalize(self.velocity); + oldvel = vlen(self.velocity); + newvel = oldvel + self.lip; + + tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self); + if(trace_fraction <= 0.5) + { + // Hitting somethign soon, just speed ahead + self.velocity = olddir * newvel; + UpdateCSQCProjectile(self); + return; + } + + traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self); + if(trace_fraction != 1.0) + { + newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate; + self.velocity = normalize(olddir + newdir) * newvel; + } + else + { + self.velocity = olddir * newvel; + self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one + } + + if(pointcontents(self.origin - '0 0 32') == CONTENT_WATER) + self.velocity_z += 200; + + UpdateCSQCProjectile(self); + return; +} + +void racer_rocket_tracker() +{ + vector olddir, newdir; + float oldvel, newvel; + + self.nextthink = time; + + if (self.owner.deadflag != DEAD_NO || self.cnt < time) + { + self.use(); + return; + } + + if(!self.realowner.vehicle) + { + UpdateCSQCProjectile(self); + return; + } + + olddir = normalize(self.velocity); + oldvel = vlen(self.velocity); + newvel = oldvel + self.lip; + makevectors(vectoangles(olddir)); + + float time_to_impact = min(vlen(self.enemy.origin - self.origin) / vlen(self.velocity), 1); + vector predicted_origin = self.enemy.origin + self.enemy.velocity * time_to_impact; + + traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self); + newdir = normalize(predicted_origin - self.origin); + + //vector + float height_diff = predicted_origin_z - self.origin_z; + + if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle) + { + //bprint("Target lost!\n"); + //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n"); + self.think = racer_rocket_groundhugger; + return; + } + + if(trace_fraction != 1.0 && trace_ent != self.enemy) + newdir_z += 16 * sys_frametime; + + self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel; + self.velocity_z -= 800 * sys_frametime; + self.velocity_z += max(height_diff, autocvar_g_vehicle_racer_rocket_climbspeed) * sys_frametime ; + + UpdateCSQCProjectile(self); + return; +} + +void racer_fire_rocket(string tagname, entity trg) +{ + vector v = gettaginfo(self, gettagindex(self, tagname)); + entity rocket = rocket = vehicles_projectile("wakizashi_rocket_launch", "weapons/rocket_fire.wav", + v, v_forward * autocvar_g_vehicle_racer_rocket_speed, + autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3, + DEATH_VH_WAKI_ROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE, self.owner); + + rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime; + rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate; + rocket.nextthink = time; + rocket.enemy = trg; + rocket.cnt = time + 15; + + if(trg) + rocket.think = racer_rocket_tracker; + else + rocket.think = racer_rocket_groundhugger; +} + +float racer_frame() +{ + entity player, racer; + vector df; + float ftmp; + + if(intermission_running) + { + self.vehicle.velocity = '0 0 0'; + self.vehicle.avelocity = '0 0 0'; + return 1; + } + + player = self; + racer = self.vehicle; + self = racer; + + vehicles_painframe(); + + if(pointcontents(racer.origin) != CONTENT_WATER) + racer.air_finished = time + autocvar_g_vehicle_racer_water_time; + + if(racer.deadflag != DEAD_NO) + { + self = player; + player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; + return 1; + } + + racer_align4point(frametime); + + player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0; + + crosshair_trace(player); + + racer.angles_x *= -1; + + // Yaw + ftmp = autocvar_g_vehicle_racer_turnspeed * frametime; + ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp); + racer.angles_y = anglemods(racer.angles_y + ftmp); + + // Roll + racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime; + + // Pitch + ftmp = autocvar_g_vehicle_racer_pitchspeed * frametime; + ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp); + racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30); + + makevectors(racer.angles); + racer.angles_x *= -1; + + //ftmp = racer.velocity_z; + df = racer.velocity * -autocvar_g_vehicle_racer_friction; + //racer.velocity_z = ftmp; + + if(vlen(player.movement) != 0) + { + if(pointcontents(racer.origin) == CONTENT_WATER) + { + if(player.movement_x) { df += v_forward * ((player.movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); } + if(player.movement_y) { df += v_right * ((player.movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); } + } + else + { + if(player.movement_x) { df += v_forward * ((player.movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); } + if(player.movement_y) { df += v_right * ((player.movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); } + } + + if(self.sound_nexttime < time || self.sounds != 1) + { + self.sounds = 1; + self.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav"); + sound (self, CH_TRIGGER_SINGLE, "vehicles/racer_move.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + } + } + else + { + if(self.sound_nexttime < time || self.sounds != 0) + { + self.sounds = 0; + self.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav"); + sound (self, CH_TRIGGER_SINGLE, "vehicles/racer_idle.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + } + } + + // Afterburn + if (player.BUTTON_JUMP && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime)) + { + if(time - racer.wait > 0.2) + pointparticles(particleeffectnum("wakizashi_booster_smoke"), self.origin - v_forward * 32, v_forward * vlen(self.velocity), 1); + + racer.wait = time; + + if(pointcontents(racer.origin) == CONTENT_WATER) + { + racer.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * frametime; + df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed); + } + else + { + racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime; + df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn); + } + + if(racer.invincible_finished < time) + { + traceline(racer.origin, racer.origin - '0 0 256', MOVE_NORMAL, self); + if(trace_fraction != 1.0) + pointparticles(particleeffectnum("smoke_small"), trace_endpos, '0 0 0', 1); + + racer.invincible_finished = time + 0.1 + (random() * 0.1); + } + + if(racer.strength_finished < time) + { + racer.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav"); + sound (racer.tur_head, CH_TRIGGER_SINGLE, "vehicles/racer_boost.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + } + } + else + { + racer.strength_finished = 0; + sound (racer.tur_head, CH_TRIGGER_SINGLE, "misc/null.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + } + + df -= v_up * (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce); + player.movement = racer.velocity += df * frametime; + + if(!forbidWeaponUse(player)) + if(player.BUTTON_ATCK) + if(time > racer.attack_finished_single) + if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost) + { + racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost; + racer.wait = time; + + crosshair_trace(player); + if(racer.cnt) + { + racer_fire_cannon("tag_fire1"); + racer.cnt = 0; + } + else + { + racer_fire_cannon("tag_fire2"); + racer.cnt = 1; + } + racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire; + } + + if(autocvar_g_vehicle_racer_rocket_locktarget) + { + vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime, + (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime, + autocvar_g_vehicle_racer_rocket_locked_time); + + if(self.lock_target) + { + if(racer.lock_strength == 1) + UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0); + else if(self.lock_strength > 0.5) + UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0); + else if(self.lock_strength < 0.5) + UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0); + } + } + + if(!forbidWeaponUse(player)) + if(time > racer.delay) + if(player.BUTTON_ATCK2) + { + racer.misc_bulletcounter += 1; + racer.delay = time + 0.3; + + if(racer.misc_bulletcounter == 1) + racer_fire_rocket("tag_rocket_r", (racer.lock_strength == 1 && racer.lock_target) ? racer.lock_target : world); + else if(racer.misc_bulletcounter == 2) + { + racer_fire_rocket("tag_rocket_l", (racer.lock_strength == 1 && racer.lock_target) ? racer.lock_target : world); + racer.lock_strength = 0; + racer.lock_target = world; + racer.misc_bulletcounter = 0; + + racer.delay = time + autocvar_g_vehicle_racer_rocket_refire; + racer.lip = time; + } + } + player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100); + + if(racer.vehicle_flags & VHF_SHIELDREGEN) + vehicles_regen(racer.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, frametime, TRUE); + + if(racer.vehicle_flags & VHF_HEALTHREGEN) + vehicles_regen(racer.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, frametime, FALSE); + + if(racer.vehicle_flags & VHF_ENERGYREGEN) + vehicles_regen(racer.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime, FALSE); + + + VEHICLE_UPDATE_PLAYER(player, health, racer); + VEHICLE_UPDATE_PLAYER(player, energy, racer); + + if(racer.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(player, shield, racer); + + player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; + setorigin(player,racer.origin + '0 0 32'); + player.velocity = racer.velocity; + + self = player; + return 1; +} + +void racer_think() +{ + self.nextthink = time; + + float pushdeltatime = time - self.lastpushtime; + if (pushdeltatime > 0.15) pushdeltatime = 0; + self.lastpushtime = time; + if(!pushdeltatime) return; + + tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, self); + + vector df = self.velocity * -autocvar_g_vehicle_racer_friction; + df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2); + + if(pointcontents(self.origin - '0 0 64') == CONTENT_WATER) + self.velocity_z += 200; + + self.velocity += df * pushdeltatime; + if(self.velocity_z > 0) + self.velocity_z *= 1 - autocvar_g_vehicle_racer_upforcedamper * pushdeltatime; + + self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * pushdeltatime); + self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * pushdeltatime); + + CSQCMODEL_AUTOUPDATE(); +} + +void racer_exit(float eject) +{ + vector spot; + + self.think = racer_think; + self.nextthink = time; + self.movetype = MOVETYPE_BOUNCE; + sound (self.tur_head, CH_TRIGGER_SINGLE, "misc/null.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + + if(!self.owner) + return; + + makevectors(self.angles); + if(eject) + { + spot = self.origin + v_forward * 100 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + setorigin(self.owner , spot); + self.owner.velocity = (v_up + v_forward * 0.25) * 750; + self.owner.oldvelocity = self.owner.velocity; + } + else + { + if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed) + { + self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2; + self.owner.velocity_z += 200; + spot = self.origin + v_forward * 32 + '0 0 32'; + spot = vehicles_findgoodexit(spot); + } + else + { + self.owner.velocity = self.velocity * 0.5; + self.owner.velocity_z += 10; + spot = self.origin - v_forward * 200 + '0 0 32'; + spot = vehicles_findgoodexit(spot); + } + self.owner.oldvelocity = self.owner.velocity; + setorigin(self.owner , spot); + } + antilag_clear(self.owner); + self.owner = world; +} + +void racer_blowup() +{ + self.deadflag = DEAD_DEAD; + self.vehicle_exit(VHEF_NORMAL); + + RadiusDamage (self, self.enemy, autocvar_g_vehicle_racer_blowup_coredamage, + autocvar_g_vehicle_racer_blowup_edgedamage, - autocvar_g_vehicle_racer_blowup_radius, world, ++ autocvar_g_vehicle_racer_blowup_radius, world, world, + autocvar_g_vehicle_racer_blowup_forceintensity, + DEATH_VH_WAKI_DEATH, world); + + self.nextthink = time + autocvar_g_vehicle_racer_respawntime; + self.think = vehicles_spawn; + self.movetype = MOVETYPE_NONE; + self.effects = EF_NODRAW; + + self.colormod = '0 0 0'; + self.avelocity = '0 0 0'; + self.velocity = '0 0 0'; + + setorigin(self, self.pos1); +} + +void racer_blowup_think() +{ + self.nextthink = time; + + if(time >= self.delay) + racer_blowup(); + + CSQCMODEL_AUTOUPDATE(); +} + +void racer_deadtouch() +{ + self.avelocity_x *= 0.7; + self.cnt -= 1; + if(self.cnt <= 0) + racer_blowup(); +} + +void spawnfunc_vehicle_racer() +{ + if(!autocvar_g_vehicle_racer) { remove(self); return; } + if(!vehicle_initialize(VEH_RACER, FALSE)) { remove(self); return; } +} + +float v_racer(float req) +{ + switch(req) + { + case VR_IMPACT: + { + if(autocvar_g_vehicle_racer_bouncepain) + vehicles_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z); + return TRUE; + } + case VR_ENTER: + { + self.movetype = MOVETYPE_BOUNCE; + self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health) * 100; + self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100; + + if(self.owner.flagcarried) + setorigin(self.owner.flagcarried, '-190 0 96'); + + return TRUE; + } + case VR_THINK: + { + return TRUE; + } + case VR_DEATH: + { + self.health = 0; + self.event_damage = func_null; + self.solid = SOLID_CORPSE; + self.takedamage = DAMAGE_NO; + self.deadflag = DEAD_DYING; + self.movetype = MOVETYPE_BOUNCE; + self.wait = time; + self.delay = 2 + time + random() * 3; + self.cnt = 1 + random() * 2; + self.touch = racer_deadtouch; + + pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1); + + if(random() < 0.5) + self.avelocity_z = 32; + else + self.avelocity_z = -32; + + self.avelocity_x = -vlen(self.velocity) * 0.2; + self.velocity += '0 0 700'; + self.colormod = '-0.5 -0.5 -0.5'; + + self.think = racer_blowup_think; + self.nextthink = time; + + return TRUE; + } + case VR_SPAWN: + { + if(self.scale != 0.5) + { + if(autocvar_g_vehicle_racer_hovertype != 0) + racer_force_from_tag = vehicles_force_fromtag_maglev; + else + racer_force_from_tag = vehicles_force_fromtag_hover; + + // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel). + self.scale = 0.5; + setattachment(self.vehicle_hudmodel, self, ""); + setattachment(self.vehicle_viewport, self, "tag_viewport"); + + self.mass = 900; + } + + self.think = racer_think; + self.nextthink = time; + self.vehicle_health = autocvar_g_vehicle_racer_health; + self.vehicle_shield = autocvar_g_vehicle_racer_shield; + + self.movetype = MOVETYPE_TOSS; + self.solid = SOLID_SLIDEBOX; + self.delay = time; + self.scale = 0.5; + + self.PlayerPhysplug = racer_frame; + + self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor; + self.bouncestop = autocvar_g_vehicle_racer_bouncestop; + self.damageforcescale = 0.5; + self.vehicle_health = autocvar_g_vehicle_racer_health; + self.vehicle_shield = autocvar_g_vehicle_racer_shield; + + return TRUE; + } + case VR_SETUP: + { + if(autocvar_g_vehicle_racer_energy) + if(autocvar_g_vehicle_racer_energy_regen) + self.vehicle_flags |= VHF_ENERGYREGEN; + + if(autocvar_g_vehicle_racer_shield) + self.vehicle_flags |= VHF_HASSHIELD; + + if(autocvar_g_vehicle_racer_shield_regen) + self.vehicle_flags |= VHF_SHIELDREGEN; + + if(autocvar_g_vehicle_racer_health_regen) + self.vehicle_flags |= VHF_HEALTHREGEN; + + self.vehicle_exit = racer_exit; + self.respawntime = autocvar_g_vehicle_racer_respawntime; + self.vehicle_health = autocvar_g_vehicle_racer_health; + self.vehicle_shield = autocvar_g_vehicle_racer_shield; + self.max_health = self.vehicle_health; + + return TRUE; + } + case VR_PRECACHE: + { + precache_sound ("weapons/lasergun_fire.wav"); + precache_sound ("weapons/rocket_fire.wav"); + + precache_sound ("vehicles/racer_idle.wav"); + precache_sound ("vehicles/racer_move.wav"); + precache_sound ("vehicles/racer_boost.wav"); + + precache_model ("models/vhshield.md3"); + precache_model ("models/vehicles/wakizashi.dpm"); + precache_model ("models/vehicles/wakizashi_cockpit.dpm"); + return TRUE; + } + } + + return TRUE; +} + +#endif // SVQC +#ifdef CSQC + +#define waki_ico "gfx/vehicles/waki.tga" +#define waki_eng "gfx/vehicles/waki_e.tga" +#define waki_gun "gfx/vehicles/waki_guns.tga" +#define waki_rkt "gfx/vehicles/waki_rockets.tga" +#define waki_xhair "gfx/vehicles/axh-special1.tga" + +float v_racer(float req) +{ + switch(req) + { + case VR_HUD: + { + if(autocvar_r_letterbox) + return TRUE; + + vector picsize, hudloc = '0 0 0', pic2size, picloc; + + // Fetch health & ammo stats + HUD_GETVEHICLESTATS + + picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale; + hudloc_y = vid_conheight - picsize_y; + hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5; + + drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL); + + shield *= 0.01; + vh_health *= 0.01; + energy *= 0.01; + reload1 *= 0.01; + + pic2size = draw_getimagesize(waki_ico) * (autocvar_cl_vehicles_hudscale * 0.8); + picloc = picsize * 0.5 - pic2size * 0.5; + if(vh_health < 0.25) + drawpic(hudloc + picloc, waki_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, waki_ico, pic2size, '1 1 1' * vh_health + '1 0 0' * (1 - vh_health), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, waki_eng, pic2size, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, waki_gun, pic2size, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, waki_rkt, pic2size, '1 1 1' * reload1 + '1 0 0' * (1 - reload1), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, hud_sh, pic2size, '1 1 1', shield, DRAWFLAG_NORMAL); + + // Health bar + picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale; + picloc = '37 65 0' * autocvar_cl_vehicles_hudscale; + if(vh_health < 0.25) + { + if(alarm1time < time) + { + alarm1time = time + 2; + vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav"); + } + + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm1time) + { + vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav"); + alarm1time = 0; + } + } + + + // Shield bar + picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picloc = '40 136 0' * autocvar_cl_vehicles_hudscale; + picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale; + if(shield < 0.25) + { + if(alarm2time < time) + { + alarm2time = time + 1; + vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav"); + } + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm2time) + { + vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav"); + alarm2time = 0; + } + } + + // Gun bar + picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight); + drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picsize = draw_getimagesize(hud_ammo1_ico) * autocvar_cl_vehicles_hudscale; + picloc = '664 60 0' * autocvar_cl_vehicles_hudscale; + if(energy < 0.2) + drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + + // Bomb bar + picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, hudloc_y + picloc_y, picsize_x * reload1, vid_conheight); + drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + pic2size = draw_getimagesize(hud_ammo2_ico) * autocvar_cl_vehicles_hudscale; + picloc = '664 130 0' * autocvar_cl_vehicles_hudscale; + if(reload1 != 1) + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 1 1', 1, DRAWFLAG_NORMAL); + + if (scoreboard_showscores) + HUD_DrawScoreboard(); + else + { + picsize = draw_getimagesize(waki_xhair); + picsize_x *= 0.5; + picsize_y *= 0.5; + + + drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + } + return TRUE; + } + case VR_SETUP: + { + AuxiliaryXhair[0].axh_image = "gfx/vehicles/axh-bracket.tga"; + AuxiliaryXhair[0].axh_scale = 0.25; + return TRUE; + } + case VR_PRECACHE: + { + return TRUE; + } + } + + return TRUE; +} + +#endif // CSQC +#endif // REGISTER_VEHICLE diff --cc qcsrc/common/vehicles/unit/raptor.qc index 0a9b92167e,0000000000..fde519fe74 mode 100644,000000..100644 --- a/qcsrc/common/vehicles/unit/raptor.qc +++ b/qcsrc/common/vehicles/unit/raptor.qc @@@ -1,1222 -1,0 +1,1222 @@@ +#ifdef REGISTER_VEHICLE +REGISTER_VEHICLE( +/* VEH_##id */ RAPTOR, +/* function */ v_raptor, +/* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL, +/* mins,maxs */ '-80 -80 0', '80 80 70', +/* model */ "models/vehicles/raptor.dpm", +/* head_model */ "", +/* hud_model */ "models/vehicles/raptor_cockpit.dpm", +/* tags */ "", "tag_hud", "tag_camera", +/* netname */ "raptor", +/* fullname */ _("Raptor") +); +#else + +const float RSM_FIRST = 1; +const float RSM_BOMB = 1; +const float RSM_FLARE = 2; +const float RSM_LAST = 2; + +#ifdef SVQC +float autocvar_g_vehicle_raptor; + +float autocvar_g_vehicle_raptor_respawntime; +float autocvar_g_vehicle_raptor_takeofftime; + +float autocvar_g_vehicle_raptor_movestyle; +float autocvar_g_vehicle_raptor_turnspeed; +float autocvar_g_vehicle_raptor_pitchspeed; +float autocvar_g_vehicle_raptor_pitchlimit; + +float autocvar_g_vehicle_raptor_speed_forward; +float autocvar_g_vehicle_raptor_speed_strafe; +float autocvar_g_vehicle_raptor_speed_up; +float autocvar_g_vehicle_raptor_speed_down; +float autocvar_g_vehicle_raptor_friction; + +float autocvar_g_vehicle_raptor_bomblets; +float autocvar_g_vehicle_raptor_bomblet_alt; +float autocvar_g_vehicle_raptor_bomblet_time; +float autocvar_g_vehicle_raptor_bomblet_damage; +float autocvar_g_vehicle_raptor_bomblet_spread; +float autocvar_g_vehicle_raptor_bomblet_edgedamage; +float autocvar_g_vehicle_raptor_bomblet_radius; +float autocvar_g_vehicle_raptor_bomblet_force; +float autocvar_g_vehicle_raptor_bomblet_explode_delay; +float autocvar_g_vehicle_raptor_bombs_refire; + +float autocvar_g_vehicle_raptor_flare_refire; +float autocvar_g_vehicle_raptor_flare_lifetime; +float autocvar_g_vehicle_raptor_flare_chase; +float autocvar_g_vehicle_raptor_flare_range; + +float autocvar_g_vehicle_raptor_cannon_turnspeed; +float autocvar_g_vehicle_raptor_cannon_turnlimit; +float autocvar_g_vehicle_raptor_cannon_pitchlimit_up; +float autocvar_g_vehicle_raptor_cannon_pitchlimit_down; + +float autocvar_g_vehicle_raptor_cannon_locktarget; +float autocvar_g_vehicle_raptor_cannon_locking_time; +float autocvar_g_vehicle_raptor_cannon_locking_releasetime; +float autocvar_g_vehicle_raptor_cannon_locked_time; +float autocvar_g_vehicle_raptor_cannon_predicttarget; + +float autocvar_g_vehicle_raptor_cannon_cost; +float autocvar_g_vehicle_raptor_cannon_damage; +float autocvar_g_vehicle_raptor_cannon_radius; +float autocvar_g_vehicle_raptor_cannon_refire; +float autocvar_g_vehicle_raptor_cannon_speed; +float autocvar_g_vehicle_raptor_cannon_spread; +float autocvar_g_vehicle_raptor_cannon_force; + +float autocvar_g_vehicle_raptor_energy; +float autocvar_g_vehicle_raptor_energy_regen; +float autocvar_g_vehicle_raptor_energy_regen_pause; + +float autocvar_g_vehicle_raptor_health; +float autocvar_g_vehicle_raptor_health_regen; +float autocvar_g_vehicle_raptor_health_regen_pause; + +float autocvar_g_vehicle_raptor_shield; +float autocvar_g_vehicle_raptor_shield_regen; +float autocvar_g_vehicle_raptor_shield_regen_pause; + +float autocvar_g_vehicle_raptor_bouncefactor; +float autocvar_g_vehicle_raptor_bouncestop; +vector autocvar_g_vehicle_raptor_bouncepain; + +.entity bomb1; +.entity bomb2; + +float raptor_altitude(float amax) +{ + tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self); + return vlen(self.origin - trace_endpos); +} + +void raptor_bomblet_boom() +{ + RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage, + autocvar_g_vehicle_raptor_bomblet_edgedamage, - autocvar_g_vehicle_raptor_bomblet_radius, world, ++ autocvar_g_vehicle_raptor_bomblet_radius, world, world, + autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world); + remove(self); +} + +void raptor_bomblet_touch() +{ + if(other == self.owner) + return; + + PROJECTILE_TOUCH; + self.think = raptor_bomblet_boom; + self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay; +} + +void raptor_bomb_burst() +{ + if(self.cnt > time) + if(autocvar_g_vehicle_raptor_bomblet_alt) + { + self.nextthink = time; + traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self); + if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)) + { + UpdateCSQCProjectile(self); + return; + } + } + + entity bomblet; + float i; + + Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self); + + for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i) + { + bomblet = spawn(); + setorigin(bomblet, self.origin); + + bomblet.movetype = MOVETYPE_TOSS; + bomblet.touch = raptor_bomblet_touch; + bomblet.think = raptor_bomblet_boom; + bomblet.nextthink = time + 5; + bomblet.owner = self.owner; + bomblet.realowner = self.realowner; + bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity); + + PROJECTILE_MAKETRIGGER(bomblet); + CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE); + } + + remove(self); +} + +void raptor_bombdrop() +{ + entity bomb_1, bomb_2; + + bomb_1 = spawn(); + bomb_2 = spawn(); + + setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left"))); + setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right"))); + + bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE; + bomb_1.velocity = bomb_2.velocity = self.velocity; + bomb_1.touch = bomb_2.touch = raptor_bomb_burst; + bomb_1.think = bomb_2.think = raptor_bomb_burst; + bomb_1.cnt = bomb_2.cnt = time + 10; + + if(autocvar_g_vehicle_raptor_bomblet_alt) + bomb_1.nextthink = bomb_2.nextthink = time; + else + bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time; + + bomb_1.owner = bomb_2.owner = self; + bomb_1.realowner = bomb_2.realowner = self.owner; + bomb_1.solid = bomb_2.solid = SOLID_BBOX; + bomb_1.gravity = bomb_2.gravity = 1; + + PROJECTILE_MAKETRIGGER(bomb_1); + PROJECTILE_MAKETRIGGER(bomb_2); + + CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE); + CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE); +} + + +void raptor_fire_cannon(entity gun, string tagname) +{ + vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav", + gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed, + autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0, + DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner); +} + +void raptor_land() +{ + float hgt; + + hgt = raptor_altitude(512); + self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); + self.angles_x *= 0.95; + self.angles_z *= 0.95; + + if(hgt < 128) + if(hgt > 0) + self.frame = (hgt / 128) * 25; + + self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000); + self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; + + if(hgt < 16) + { + self.movetype = MOVETYPE_TOSS; + self.think = vehicles_think; + self.frame = 0; + } + + self.nextthink = time; + + CSQCMODEL_AUTOUPDATE(); +} + +void raptor_exit(float eject) +{ + vector spot; + self.tur_head.exteriormodeltoclient = world; + + if(self.deadflag == DEAD_NO) + { + self.think = raptor_land; + self.nextthink = time; + } + + if(!self.owner) + return; + + makevectors(self.angles); + if(eject) + { + spot = self.origin + v_forward * 100 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + setorigin(self.owner , spot); + self.owner.velocity = (v_up + v_forward * 0.25) * 750; + self.owner.oldvelocity = self.owner.velocity; + } + else + { + if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed) + { + self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2; + self.owner.velocity_z += 200; + spot = self.origin + v_forward * 32 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + } + else + { + self.owner.velocity = self.velocity * 0.5; + self.owner.velocity_z += 10; + spot = self.origin - v_forward * 200 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + } + self.owner.oldvelocity = self.owner.velocity; + setorigin(self.owner , spot); + } + + antilag_clear(self.owner); + self.owner = world; +} + +void raptor_flare_touch() +{ + remove(self); +} + +void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +{ + self.health -= damage; + if(self.health <= 0) + remove(self); +} + +void raptor_flare_think() +{ + self.nextthink = time + 0.1; + entity _missile = findchainentity(enemy, self.owner); + while(_missile) + { + if(_missile.flags & FL_PROJECTILE) + if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range) + if(random() > autocvar_g_vehicle_raptor_flare_chase) + _missile.enemy = self; + _missile = _missile.chain; + } + + if(self.tur_impacttime < time) + remove(self); +} + +float raptor_frame() +{ + entity player, raptor; + float ftmp = 0; + vector df; + + if(intermission_running) + { + self.vehicle.velocity = '0 0 0'; + self.vehicle.avelocity = '0 0 0'; + return 1; + } + + player = self; + raptor = self.vehicle; + self = raptor; + + vehicles_painframe(); + /* + ftmp = vlen(self.velocity); + if(ftmp > autocvar_g_vehicle_raptor_speed_forward) + ftmp = 1; + else + ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward; + */ + + if(self.sound_nexttime < time) + { + self.sound_nexttime = time + 7.955812; + //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTEN_NORM ); + sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM); + self.wait = ftmp; + } + /* + else if(fabs(ftmp - self.wait) > 0.2) + { + sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM ); + sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM); + self.wait = ftmp; + } + */ + + if(raptor.deadflag != DEAD_NO) + { + self = player; + player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; + return 1; + } + crosshair_trace(player); + + vector vang; + vang = raptor.angles; + df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); + vang_x *= -1; + df_x *= -1; + if(df_x > 180) df_x -= 360; + if(df_x < -180) df_x += 360; + if(df_y > 180) df_y -= 360; + if(df_y < -180) df_y += 360; + + ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y); + if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360; + raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed); + + // Pitch + ftmp = 0; + if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5; + else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20; + + df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit); + ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit); + raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed); + + raptor.angles_x = anglemods(raptor.angles_x); + raptor.angles_y = anglemods(raptor.angles_y); + raptor.angles_z = anglemods(raptor.angles_z); + + if(autocvar_g_vehicle_raptor_movestyle == 1) + makevectors('0 1 0' * raptor.angles_y); + else + makevectors(player.v_angle); + + df = raptor.velocity * -autocvar_g_vehicle_raptor_friction; + + if(player.movement_x != 0) + { + if(player.movement_x > 0) + df += v_forward * autocvar_g_vehicle_raptor_speed_forward; + else if(player.movement_x < 0) + df -= v_forward * autocvar_g_vehicle_raptor_speed_forward; + } + + if(player.movement_y != 0) + { + if(player.movement_y < 0) + df -= v_right * autocvar_g_vehicle_raptor_speed_strafe; + else if(player.movement_y > 0) + df += v_right * autocvar_g_vehicle_raptor_speed_strafe; + + raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30); + } + else + { + raptor.angles_z *= 0.95; + if(raptor.angles_z >= -1 && raptor.angles_z <= -1) + raptor.angles_z = 0; + } + + if(player.BUTTON_CROUCH) + df -= v_up * autocvar_g_vehicle_raptor_speed_down; + else if (player.BUTTON_JUMP) + df += v_up * autocvar_g_vehicle_raptor_speed_up; + + raptor.velocity += df * frametime; + player.velocity = player.movement = raptor.velocity; + setorigin(player, raptor.origin + '0 0 32'); + + player.vehicle_weapon2mode = raptor.vehicle_weapon2mode; + + vector vf, ad; + // Target lock & predict + if(autocvar_g_vehicle_raptor_cannon_locktarget == 2) + { + if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag) + raptor.gun1.enemy = world; + + if(trace_ent) + if(trace_ent.movetype) + if(trace_ent.takedamage) + if(!trace_ent.deadflag) + { + if(teamplay) + { + if(trace_ent.team != player.team) + { + raptor.gun1.enemy = trace_ent; + raptor.gun1.lock_time = time + 5; + } + } + else + { + raptor.gun1.enemy = trace_ent; + raptor.gun1.lock_time = time + 0.5; + } + } + + if(raptor.gun1.enemy) + { + float distance, impact_time; + + vf = real_origin(raptor.gun1.enemy); + UpdateAuxiliaryXhair(player, vf, '1 0 0', 1); + vector _vel = raptor.gun1.enemy.velocity; + if(raptor.gun1.enemy.movetype == MOVETYPE_WALK) + _vel_z *= 0.1; + + if(autocvar_g_vehicle_raptor_cannon_predicttarget) + { + ad = vf; + distance = vlen(ad - player.origin); + impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; + ad = vf + _vel * impact_time; + trace_endpos = ad; + } + else + trace_endpos = vf; + } + } + else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1) + { + + vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime, + (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime, + autocvar_g_vehicle_raptor_cannon_locked_time); + + if(self.lock_target != world) + if(autocvar_g_vehicle_raptor_cannon_predicttarget) + if(self.lock_strength == 1) + { + float i, distance, impact_time; + + vf = real_origin(raptor.lock_target); + ad = vf; + for(i = 0; i < 4; ++i) + { + distance = vlen(ad - raptor.origin); + impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; + ad = vf + raptor.lock_target.velocity * impact_time; + } + trace_endpos = ad; + } + + if(self.lock_target) + { + if(raptor.lock_strength == 1) + UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1); + else if(self.lock_strength > 0.5) + UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1); + else if(self.lock_strength < 0.5) + UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1); + } + } + + + vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1", + autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, + autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); + + vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1", + autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, + autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); + + /* + ad = ad * 0.5; + v_forward = vf * 0.5; + traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor); + UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0); + */ + + if(!forbidWeaponUse(player)) + if(player.BUTTON_ATCK) + if(raptor.attack_finished_single <= time) + if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost) + { + raptor.misc_bulletcounter += 1; + raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire; + if(raptor.misc_bulletcounter <= 2) + raptor_fire_cannon(self.gun1, "fire1"); + else if(raptor.misc_bulletcounter == 3) + raptor_fire_cannon(self.gun2, "fire1"); + else + { + raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2; + raptor_fire_cannon(self.gun2, "fire1"); + raptor.misc_bulletcounter = 0; + } + raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost; + self.cnt = time; + } + + if(self.vehicle_flags & VHF_SHIELDREGEN) + vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE); + + if(self.vehicle_flags & VHF_HEALTHREGEN) + vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE); + + if(self.vehicle_flags & VHF_ENERGYREGEN) + vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE); + + if(!forbidWeaponUse(player)) + if(raptor.vehicle_weapon2mode == RSM_BOMB) + { + if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire) + if(player.BUTTON_ATCK2) + { + raptor_bombdrop(); + raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire; + raptor.lip = time; + } + } + else + { + if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire) + if(player.BUTTON_ATCK2) + { + float i; + entity _flare; + + for(i = 0; i < 3; ++i) + { + _flare = spawn(); + setmodel(_flare, "models/runematch/rune.mdl"); + _flare.effects = EF_LOWPRECISION | EF_FLAME; + _flare.scale = 0.5; + setorigin(_flare, self.origin - '0 0 16'); + _flare.movetype = MOVETYPE_TOSS; + _flare.gravity = 0.15; + _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500; + _flare.think = raptor_flare_think; + _flare.nextthink = time; + _flare.owner = raptor; + _flare.solid = SOLID_CORPSE; + _flare.takedamage = DAMAGE_YES; + _flare.event_damage = raptor_flare_damage; + _flare.health = 20; + _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime; + _flare.touch = raptor_flare_touch; + } + raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire; + raptor.lip = time; + } + } + + raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip); + player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100); + + if(self.bomb1.cnt < time) + { + entity _missile = findchainentity(enemy, raptor); + float _incomming = 0; + while(_missile) + { + if(_missile.flags & FL_PROJECTILE) + if(MISSILE_IS_TRACKING(_missile)) + if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range) + ++_incomming; + + _missile = _missile.chain; + } + + if(_incomming) + sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE); + + self.bomb1.cnt = time + 1; + } + + + VEHICLE_UPDATE_PLAYER(player, health, raptor); + VEHICLE_UPDATE_PLAYER(player, energy, raptor); + if(self.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(player, shield, raptor); + + player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; + + self = player; + return 1; +} + +float raptor_takeoff() +{ + entity player, raptor; + + player = self; + raptor = self.vehicle; + self = raptor; + + self.nextthink = time; + CSQCMODEL_AUTOUPDATE(); + self.nextthink = 0; // will this work? + + if(self.sound_nexttime < time) + { + self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav"); + sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + } + + // Takeoff sequense + if(raptor.frame < 25) + { + raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime); + raptor.velocity_z = min(raptor.velocity_z * 1.5, 256); + self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000); + self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; + player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; + + setorigin(player, raptor.origin + '0 0 32'); + } + else + player.PlayerPhysplug = raptor_frame; + + if(self.vehicle_flags & VHF_SHIELDREGEN) + vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE); + + if(self.vehicle_flags & VHF_HEALTHREGEN) + vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE); + + if(self.vehicle_flags & VHF_ENERGYREGEN) + vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE); + + + raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip); + player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100); + + VEHICLE_UPDATE_PLAYER(player, health, raptor); + VEHICLE_UPDATE_PLAYER(player, energy, raptor); + if(self.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(player, shield, raptor); + + player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; + self = player; + return 1; +} + +void raptor_blowup() +{ + self.deadflag = DEAD_DEAD; + self.vehicle_exit(VHEF_NORMAL); - RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_RAPT_DEATH, world); ++ RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world); + + self.alpha = -1; + self.movetype = MOVETYPE_NONE; + self.effects = EF_NODRAW; + self.colormod = '0 0 0'; + self.avelocity = '0 0 0'; + self.velocity = '0 0 0'; + + setorigin(self, self.pos1); + self.touch = func_null; + self.nextthink = 0; +} + +void raptor_diethink() +{ + if(time >= self.wait) + self.think = raptor_blowup; + + if(random() < 0.05) + { + sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); + pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); + } + self.nextthink = time; + + CSQCMODEL_AUTOUPDATE(); +} + +// If we dont do this ever now and then, the raptors rotors +// stop working, presumably due to angle overflow. cute. +void raptor_rotor_anglefix() +{ + self.gun1.angles_y = anglemods(self.gun1.angles_y); + self.gun2.angles_y = anglemods(self.gun2.angles_y); + self.nextthink = time + 15; +} + +float raptor_impulse(float _imp) +{ + switch(_imp) + { + case 10: + case 15: + case 18: + self.vehicle.vehicle_weapon2mode += 1; + if(self.vehicle.vehicle_weapon2mode > RSM_LAST) + self.vehicle.vehicle_weapon2mode = RSM_FIRST; + + CSQCVehicleSetup(self, 0); + return TRUE; + case 12: + case 16: + case 19: + self.vehicle.vehicle_weapon2mode -= 1; + if(self.vehicle.vehicle_weapon2mode < RSM_FIRST) + self.vehicle.vehicle_weapon2mode = RSM_LAST; + + CSQCVehicleSetup(self, 0); + return TRUE; + + /* + case 17: // toss gun, could be used to exit? + break; + case 20: // Manual minigun reload? + break; + */ + } + return FALSE; +} + +void spawnfunc_vehicle_raptor() +{ + if(!autocvar_g_vehicle_raptor) { remove(self); return; } + if(!vehicle_initialize(VEH_RAPTOR, FALSE)) { remove(self); return; } +} + +float v_raptor(float req) +{ + switch(req) + { + case VR_IMPACT: + { + if(autocvar_g_vehicle_raptor_bouncepain) + vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z); + + return TRUE; + } + case VR_ENTER: + { + self.vehicle_weapon2mode = RSM_BOMB; + self.owner.PlayerPhysplug = raptor_takeoff; + self.movetype = MOVETYPE_BOUNCEMISSILE; + self.solid = SOLID_SLIDEBOX; + self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100; + self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100; + self.velocity_z = 1; // Nudge upwards to takeoff sequense can work. + self.tur_head.exteriormodeltoclient = self.owner; + + self.delay = time + autocvar_g_vehicle_raptor_bombs_refire; + self.lip = time; + + if(self.owner.flagcarried) + setorigin(self.owner.flagcarried, '-20 0 96'); + + CSQCVehicleSetup(self.owner, 0); + return TRUE; + } + case VR_THINK: + { + return TRUE; + } + case VR_DEATH: + { + self.health = 0; + self.event_damage = func_null; + self.solid = SOLID_CORPSE; + self.takedamage = DAMAGE_NO; + self.deadflag = DEAD_DYING; + self.movetype = MOVETYPE_BOUNCE; + self.think = raptor_diethink; + self.nextthink = time; + self.wait = time + 5 + (random() * 5); + + pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1); + + self.velocity_z += 600; + + self.avelocity = '0 0.5 1' * (random() * 400); + self.avelocity -= '0 0.5 1' * (random() * 400); + + self.colormod = '-0.5 -0.5 -0.5'; + self.touch = raptor_blowup; + return TRUE; + } + case VR_SPAWN: + { + if(!self.gun1) + { + entity spinner; + vector ofs; + + //FIXME: Camera is in a bad place in HUD model. + //setorigin(self.vehicle_viewport, '25 0 5'); + + self.vehicles_impulse = raptor_impulse; + + self.frame = 0; + + self.bomb1 = spawn(); + self.bomb2 = spawn(); + self.gun1 = spawn(); + self.gun2 = spawn(); + + setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3"); + setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3"); + setmodel(self.gun1, "models/vehicles/raptor_gun.dpm"); + setmodel(self.gun2, "models/vehicles/raptor_gun.dpm"); + setmodel(self.tur_head, "models/vehicles/raptor_body.dpm"); + + setattachment(self.bomb1, self, "bombmount_left"); + setattachment(self.bomb2, self, "bombmount_right"); + setattachment(self.tur_head, self,"root"); + + // FIXMODEL Guns mounts to angled bones + self.bomb1.angles = self.angles; + self.angles = '0 0 0'; + // This messes up gun-aim, so work arround it. + //setattachment(self.gun1, self, "gunmount_left"); + ofs = gettaginfo(self, gettagindex(self, "gunmount_left")); + ofs -= self.origin; + setattachment(self.gun1, self, ""); + setorigin(self.gun1, ofs); + + //setattachment(self.gun2, self, "gunmount_right"); + ofs = gettaginfo(self, gettagindex(self, "gunmount_right")); + ofs -= self.origin; + setattachment(self.gun2, self, ""); + setorigin(self.gun2, ofs); + + self.angles = self.bomb1.angles; + self.bomb1.angles = '0 0 0'; + + spinner = spawn(); + spinner.owner = self; + setmodel(spinner,"models/vehicles/spinner.dpm"); + setattachment(spinner, self, "engine_left"); + spinner.movetype = MOVETYPE_NOCLIP; + spinner.avelocity = '0 90 0'; + self.bomb1.gun1 = spinner; + + spinner = spawn(); + spinner.owner = self; + setmodel(spinner,"models/vehicles/spinner.dpm"); + setattachment(spinner, self, "engine_right"); + spinner.movetype = MOVETYPE_NOCLIP; + spinner.avelocity = '0 -90 0'; + self.bomb1.gun2 = spinner; + + // Sigh. + self.bomb1.think = raptor_rotor_anglefix; + self.bomb1.nextthink = time; + + self.mass = 1 ; + } + + self.frame = 0; + self.vehicle_health = autocvar_g_vehicle_raptor_health; + self.vehicle_shield = autocvar_g_vehicle_raptor_shield; + self.movetype = MOVETYPE_TOSS; + self.solid = SOLID_SLIDEBOX; + self.vehicle_energy = 1; + + self.PlayerPhysplug = raptor_frame; + + self.bomb1.gun1.avelocity_y = 90; + self.bomb1.gun2.avelocity_y = -90; + + self.delay = time; + + self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor; + self.bouncestop = autocvar_g_vehicle_raptor_bouncestop; + self.damageforcescale = 0.25; + self.vehicle_health = autocvar_g_vehicle_raptor_health; + self.vehicle_shield = autocvar_g_vehicle_raptor_shield; + return TRUE; + } + case VR_SETUP: + { + if(autocvar_g_vehicle_raptor_shield) + self.vehicle_flags |= VHF_HASSHIELD; + + if(autocvar_g_vehicle_raptor_shield_regen) + self.vehicle_flags |= VHF_SHIELDREGEN; + + if(autocvar_g_vehicle_raptor_health_regen) + self.vehicle_flags |= VHF_HEALTHREGEN; + + if(autocvar_g_vehicle_raptor_energy_regen) + self.vehicle_flags |= VHF_ENERGYREGEN; + + self.vehicle_exit = raptor_exit; + self.respawntime = autocvar_g_vehicle_raptor_respawntime; + self.vehicle_health = autocvar_g_vehicle_raptor_health; + self.vehicle_shield = autocvar_g_vehicle_raptor_shield; + self.max_health = self.vehicle_health; + + return TRUE; + } + case VR_PRECACHE: + { + precache_model ("models/vehicles/raptor.dpm"); + precache_model ("models/vehicles/raptor_gun.dpm"); + precache_model ("models/vehicles/spinner.dpm"); + precache_model ("models/vehicles/raptor_cockpit.dpm"); + precache_model ("models/vehicles/clusterbomb_folded.md3"); + precache_model ("models/vehicles/raptor_body.dpm"); + + precache_sound ("vehicles/raptor_fly.wav"); + precache_sound ("vehicles/raptor_speed.wav"); + precache_sound ("vehicles/missile_alarm.wav"); + + return TRUE; + } + } + + return TRUE; +} + +#endif // SVQC +#ifdef CSQC +#define raptor_ico "gfx/vehicles/raptor.tga" +#define raptor_gun "gfx/vehicles/raptor_guns.tga" +#define raptor_bomb "gfx/vehicles/raptor_bombs.tga" +#define raptor_drop "gfx/vehicles/axh-dropcross.tga" + +void RaptorCBShellfragDraw() +{ + if(wasfreed(self)) + return; + + Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy); + self.move_avelocity += randomvec() * 15; + self.renderflags = 0; + + if(self.cnt < time) + self.alpha = bound(0, self.nextthink - time, 1); + + if(self.alpha < ALPHA_MIN_VISIBLE) + remove(self); +} + +void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang) +{ + entity sfrag; + + sfrag = spawn(); + setmodel(sfrag, "models/vehicles/clusterbomb_fragment.md3"); + setorigin(sfrag, _org); + + sfrag.move_movetype = MOVETYPE_BOUNCE; + sfrag.gravity = 0.15; + sfrag.solid = SOLID_CORPSE; + + sfrag.draw = RaptorCBShellfragDraw; + + sfrag.move_origin = sfrag.origin = _org; + sfrag.move_velocity = _vel; + sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity); + sfrag.angles = self.move_angles = _ang; + + sfrag.move_time = time; + sfrag.damageforcescale = 4; + + sfrag.nextthink = time + 3; + sfrag.cnt = time + 2; + sfrag.alpha = 1; + sfrag.drawmask = MASK_NORMAL; +} + +float v_raptor(float req) +{ + switch(req) + { + case VR_HUD: + { + if(autocvar_r_letterbox) + return TRUE; + + vector picsize, hudloc = '0 0 0', pic2size, picloc; + string raptor_xhair; + + // Fetch health & ammo stats + HUD_GETVEHICLESTATS + + picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale; + hudloc_y = vid_conheight - picsize_y; + hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5; + + drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL); + + ammo1 *= 0.01; + ammo2 *= 0.01; + shield *= 0.01; + vh_health *= 0.01; + energy *= 0.01; + reload1 = reload2 * 0.01; + //reload2 *= 0.01; + + pic2size = draw_getimagesize(raptor_ico) * (autocvar_cl_vehicles_hudscale * 0.8); + picloc = picsize * 0.5 - pic2size * 0.5; + if(vh_health < 0.25) + drawpic(hudloc + picloc, raptor_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, raptor_ico, pic2size, '1 1 1' * vh_health + '1 0 0' * (1 - vh_health), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, raptor_bomb, pic2size, '1 1 1' * reload1 + '1 0 0' * (1 - reload1), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, raptor_gun, pic2size, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, hud_sh, pic2size, '1 1 1', shield, DRAWFLAG_NORMAL); + + // Health bar + picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale; + picloc = '37 65 0' * autocvar_cl_vehicles_hudscale; + if(vh_health < 0.25) + { + if(alarm1time < time) + { + alarm1time = time + 2; + vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav"); + } + + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm1time) + { + vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav"); + alarm1time = 0; + } + } + + // Shield bar + picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picloc = '40 136 0' * autocvar_cl_vehicles_hudscale; + picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale; + if(shield < 0.25) + { + if(alarm2time < time) + { + alarm2time = time + 1; + vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav"); + } + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm2time) + { + vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav"); + alarm2time = 0; + } + } + + // Gun bar + picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight); + drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picsize = draw_getimagesize(hud_ammo1_ico) * autocvar_cl_vehicles_hudscale; + picloc = '664 60 0' * autocvar_cl_vehicles_hudscale; + if(energy < 0.2) + drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + + // Bomb bar + picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, hudloc_y + picloc_y, picsize_x * reload1, vid_conheight); + drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + pic2size = draw_getimagesize(hud_ammo2_ico) * autocvar_cl_vehicles_hudscale; + picloc = '664 130 0' * autocvar_cl_vehicles_hudscale; + if(reload1 != 1) + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 1 1', 1, DRAWFLAG_NORMAL); + + if(getstati(STAT_VEHICLESTAT_W2MODE) == RSM_FLARE) + { + raptor_xhair = "gfx/vehicles/axh-bracket.tga"; + } + else + { + raptor_xhair = "gfx/vehicles/axh-ring.tga"; + + // Bombing crosshair + if(!dropmark) + { + dropmark = spawn(); + dropmark.owner = self; + dropmark.gravity = 1; + } + + if(reload2 == 100) + { + vector where; + + setorigin(dropmark, pmove_org); + dropmark.velocity = pmove_vel; + tracetoss(dropmark, self); + + where = project_3d_to_2d(trace_endpos); + + setorigin(dropmark, trace_endpos); + picsize = draw_getimagesize(raptor_drop) * 0.2; + + if(!(where_z < 0 || where_x < 0 || where_y < 0 || where_x > vid_conwidth || where_y > vid_conheight)) + { + where_x -= picsize_x * 0.5; + where_y -= picsize_y * 0.5; + where_z = 0; + drawpic(where, raptor_drop, picsize, '0 2 0', 1, DRAWFLAG_ADDITIVE); + } + dropmark.cnt = time + 5; + } + else + { + vector where; + if(dropmark.cnt > time) + { + where = project_3d_to_2d(dropmark.origin); + picsize = draw_getimagesize(raptor_drop) * 0.25; + + if(!(where_z < 0 || where_x < 0 || where_y < 0 || where_x > vid_conwidth || where_y > vid_conheight)) + { + where_x -= picsize_x * 0.5; + where_y -= picsize_y * 0.5; + where_z = 0; + drawpic(where, raptor_drop, picsize, '2 0 0', 1, DRAWFLAG_ADDITIVE); + } + } + } + } + + if (scoreboard_showscores) + HUD_DrawScoreboard(); + else + { + picsize = draw_getimagesize(raptor_xhair); + picsize_x *= 0.5; + picsize_y *= 0.5; + + drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), raptor_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + } + + return TRUE; + } + case VR_SETUP: + { + AuxiliaryXhair[0].axh_image = "gfx/vehicles/axh-special2.tga"; + AuxiliaryXhair[0].axh_scale = 0.5; + + AuxiliaryXhair[1].axh_image = "gfx/vehicles/axh-bracket.tga"; + AuxiliaryXhair[1].axh_scale = 0.25; + return TRUE; + } + case VR_PRECACHE: + { + return TRUE; + } + } + + return TRUE; +} + +#endif // CSQC +#endif // REGISTER_VEHICLE diff --cc qcsrc/common/vehicles/unit/spiderbot.qc index aaa9f6dc5a,0000000000..0a7685fc65 mode 100644,000000..100644 --- a/qcsrc/common/vehicles/unit/spiderbot.qc +++ b/qcsrc/common/vehicles/unit/spiderbot.qc @@@ -1,1079 -1,0 +1,1080 @@@ +#ifdef REGISTER_VEHICLE +REGISTER_VEHICLE( +/* VEH_##id */ SPIDERBOT, +/* function */ v_spiderbot, +/* spawnflags */ VHF_DMGSHAKE, +/* mins,maxs */ '-75 -75 10', '75 75 125', +/* model */ "models/vehicles/spiderbot.dpm", +/* head_model */ "models/vehicles/spiderbot_top.dpm", +/* hud_model */ "models/vehicles/spiderbot_cockpit.dpm", +/* tags */ "tag_head", "tag_hud", "", +/* netname */ "spiderbot", +/* fullname */ _("Spiderbot") +); +#else + +const float SBRM_FIRST = 1; +const float SBRM_VOLLY = 1; +const float SBRM_GUIDE = 2; +const float SBRM_ARTILLERY = 3; +const float SBRM_LAST = 3; + +#ifdef SVQC +float autocvar_g_vehicle_spiderbot; + +float autocvar_g_vehicle_spiderbot_respawntime; + +float autocvar_g_vehicle_spiderbot_speed_stop; +float autocvar_g_vehicle_spiderbot_speed_strafe; +float autocvar_g_vehicle_spiderbot_speed_walk; +float autocvar_g_vehicle_spiderbot_turnspeed; +float autocvar_g_vehicle_spiderbot_turnspeed_strafe; +float autocvar_g_vehicle_spiderbot_movement_inertia; + +float autocvar_g_vehicle_spiderbot_springlength; +float autocvar_g_vehicle_spiderbot_springup; +float autocvar_g_vehicle_spiderbot_springblend; +float autocvar_g_vehicle_spiderbot_tiltlimit; + +float autocvar_g_vehicle_spiderbot_head_pitchlimit_down; +float autocvar_g_vehicle_spiderbot_head_pitchlimit_up; +float autocvar_g_vehicle_spiderbot_head_turnlimit; +float autocvar_g_vehicle_spiderbot_head_turnspeed; + +float autocvar_g_vehicle_spiderbot_health; +float autocvar_g_vehicle_spiderbot_health_regen; +float autocvar_g_vehicle_spiderbot_health_regen_pause; + +float autocvar_g_vehicle_spiderbot_shield; +float autocvar_g_vehicle_spiderbot_shield_regen; +float autocvar_g_vehicle_spiderbot_shield_regen_pause; + +float autocvar_g_vehicle_spiderbot_minigun_damage; +float autocvar_g_vehicle_spiderbot_minigun_refire; +float autocvar_g_vehicle_spiderbot_minigun_spread; +float autocvar_g_vehicle_spiderbot_minigun_ammo_cost; +float autocvar_g_vehicle_spiderbot_minigun_ammo_max; +float autocvar_g_vehicle_spiderbot_minigun_ammo_regen; +float autocvar_g_vehicle_spiderbot_minigun_ammo_regen_pause; +float autocvar_g_vehicle_spiderbot_minigun_force; +float autocvar_g_vehicle_spiderbot_minigun_solidpenetration; + +float autocvar_g_vehicle_spiderbot_rocket_damage; +float autocvar_g_vehicle_spiderbot_rocket_force; +float autocvar_g_vehicle_spiderbot_rocket_radius; +float autocvar_g_vehicle_spiderbot_rocket_speed; +float autocvar_g_vehicle_spiderbot_rocket_spread; +float autocvar_g_vehicle_spiderbot_rocket_refire; +float autocvar_g_vehicle_spiderbot_rocket_refire2; +float autocvar_g_vehicle_spiderbot_rocket_reload; +float autocvar_g_vehicle_spiderbot_rocket_health; +float autocvar_g_vehicle_spiderbot_rocket_noise; +float autocvar_g_vehicle_spiderbot_rocket_turnrate; +float autocvar_g_vehicle_spiderbot_rocket_lifetime; + +vector autocvar_g_vehicle_spiderbot_bouncepain; + +void spiderbot_rocket_artillery() +{ + self.nextthink = time; + UpdateCSQCProjectile(self); +} + +void spiderbot_rocket_unguided() +{ + vector newdir, olddir; + + self.nextthink = time; + + olddir = normalize(self.velocity); + newdir = normalize(self.pos1 - self.origin) + randomvec() * autocvar_g_vehicle_spiderbot_rocket_noise; + self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_spiderbot_rocket_turnrate) * autocvar_g_vehicle_spiderbot_rocket_speed; + + UpdateCSQCProjectile(self); + + if (self.owner.deadflag != DEAD_NO || self.cnt < time || vlen(self.pos1 - self.origin) < 16) + self.use(); +} + +void spiderbot_rocket_guided() +{ + vector newdir, olddir; + + self.nextthink = time; + + if(!self.realowner.vehicle) + self.think = spiderbot_rocket_unguided; + + crosshair_trace(self.realowner); + olddir = normalize(self.velocity); + newdir = normalize(trace_endpos - self.origin) + randomvec() * autocvar_g_vehicle_spiderbot_rocket_noise; + self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_spiderbot_rocket_turnrate) * autocvar_g_vehicle_spiderbot_rocket_speed; + + UpdateCSQCProjectile(self); + + if (self.owner.deadflag != DEAD_NO || self.cnt < time) + self.use(); +} + +void spiderbot_guide_release() +{ + entity rkt; + rkt = findchainentity(realowner, self.owner); + if(!rkt) + return; + + crosshair_trace(self.owner); + while(rkt) + { + if(rkt.think == spiderbot_rocket_guided) + { + rkt.pos1 = trace_endpos; + rkt.think = spiderbot_rocket_unguided; + } + rkt = rkt.chain; + } +} + +float spiberbot_calcartillery_flighttime; +vector spiberbot_calcartillery(vector org, vector tgt, float ht) +{ + float grav, sdist, zdist, vs, vz, jumpheight; + vector sdir; + + grav = autocvar_sv_gravity; + zdist = tgt_z - org_z; + sdist = vlen(tgt - org - zdist * '0 0 1'); + sdir = normalize(tgt - org - zdist * '0 0 1'); + + // how high do we need to go? + jumpheight = fabs(ht); + if(zdist > 0) + jumpheight = jumpheight + zdist; + + // push so high... + vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)! + + // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump! + if(ht < 0) + if(zdist < 0) + vz = -vz; + + vector solution; + solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist" + // ALWAYS solvable because jumpheight >= zdist + if(!solution_z) + solution_y = solution_x; // just in case it is not solvable due to roundoff errors, assume two equal solutions at their center (this is mainly for the usual case with ht == 0) + if(zdist == 0) + solution_x = solution_y; // solution_x is 0 in this case, so don't use it, but rather use solution_y (which will be sqrt(0.5 * jumpheight / grav), actually) + + if(zdist < 0) + { + // down-jump + if(ht < 0) + { + // almost straight line type + // jump apex is before the jump + // we must take the larger one + spiberbot_calcartillery_flighttime = solution_y; + } + else + { + // regular jump + // jump apex is during the jump + // we must take the larger one too + spiberbot_calcartillery_flighttime = solution_y; + } + } + else + { + // up-jump + if(ht < 0) + { + // almost straight line type + // jump apex is after the jump + // we must take the smaller one + spiberbot_calcartillery_flighttime = solution_x; + } + else + { + // regular jump + // jump apex is during the jump + // we must take the larger one + spiberbot_calcartillery_flighttime = solution_y; + } + } + vs = sdist / spiberbot_calcartillery_flighttime; + + // finally calculate the velocity + return sdir * vs + '0 0 1' * vz; +} + +void spiderbot_rocket_do() +{ + vector v; + entity rocket = world; + + if (self.wait != -10) + { + if (self.owner.BUTTON_ATCK2 && self.vehicle_weapon2mode == SBRM_GUIDE) + { + if (self.wait == 1) + if (self.tur_head.frame == 9 || self.tur_head.frame == 1) + { + if(self.gun2.cnt < time && self.tur_head.frame == 9) + self.tur_head.frame = 1; + + return; + } + self.wait = 1; + } + else + { + if(self.wait) + spiderbot_guide_release(); + + self.wait = 0; + } + } + + if(self.gun2.cnt > time) + return; + + if (self.tur_head.frame >= 9) + { + self.tur_head.frame = 1; + self.wait = 0; + } + + if(self.wait != -10) + if(!self.owner.BUTTON_ATCK2) + return; + + if(forbidWeaponUse(self.owner)) + return; + + v = gettaginfo(self.tur_head,gettagindex(self.tur_head,"tag_fire")); + + switch(self.vehicle_weapon2mode) + { + case SBRM_VOLLY: + rocket = vehicles_projectile("spiderbot_rocket_launch", "weapons/rocket_fire.wav", + v, normalize(randomvec() * autocvar_g_vehicle_spiderbot_rocket_spread + v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed, + autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1, + DEATH_VH_SPID_ROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, TRUE, self.owner); + crosshair_trace(self.owner); + float _dist = (random() * autocvar_g_vehicle_spiderbot_rocket_radius) + vlen(v - trace_endpos); + _dist -= (random() * autocvar_g_vehicle_spiderbot_rocket_radius) ; + rocket.nextthink = time + (_dist / autocvar_g_vehicle_spiderbot_rocket_speed); + rocket.think = vehicles_projectile_explode; + + if(self.owner.BUTTON_ATCK2 && self.tur_head.frame == 1) + self.wait = -10; + break; + case SBRM_GUIDE: + rocket = vehicles_projectile("spiderbot_rocket_launch", "weapons/rocket_fire.wav", + v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed, + autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1, + DEATH_VH_SPID_ROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, FALSE, self.owner); + crosshair_trace(self.owner); + rocket.pos1 = trace_endpos; + rocket.nextthink = time; + rocket.think = spiderbot_rocket_guided; + + + break; + case SBRM_ARTILLERY: + rocket = vehicles_projectile("spiderbot_rocket_launch", "weapons/rocket_fire.wav", + v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed, + autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1, + DEATH_VH_SPID_ROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, TRUE, self.owner); + + crosshair_trace(self.owner); + + rocket.pos1 = trace_endpos + randomvec() * (0.75 * autocvar_g_vehicle_spiderbot_rocket_radius); + rocket.pos1_z = trace_endpos_z; + + traceline(v, v + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, self); + float h1 = 0.75 * vlen(v - trace_endpos); + + //v = trace_endpos; + traceline(v , rocket.pos1 + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, self); + float h2 = 0.75 * vlen(rocket.pos1 - v); + + rocket.velocity = spiberbot_calcartillery(v, rocket.pos1, ((h1 < h2) ? h1 : h2)); + rocket.movetype = MOVETYPE_TOSS; + rocket.gravity = 1; + //rocket.think = spiderbot_rocket_artillery; + break; + } + rocket.classname = "spiderbot_rocket"; + + rocket.cnt = time + autocvar_g_vehicle_spiderbot_rocket_lifetime; + + self.tur_head.frame += 1; + if (self.tur_head.frame == 9) + self.attack_finished_single = autocvar_g_vehicle_spiderbot_rocket_reload; + else + self.attack_finished_single = ((self.vehicle_weapon2mode == SBRM_VOLLY) ? autocvar_g_vehicle_spiderbot_rocket_refire2 : autocvar_g_vehicle_spiderbot_rocket_refire); + + self.gun2.cnt = time + self.attack_finished_single; +} + +float spiderbot_frame() +{ + vector ad, vf; + entity player, spider; + float ftmp; + + if(intermission_running) + { + self.vehicle.velocity = '0 0 0'; + self.vehicle.avelocity = '0 0 0'; + return 1; + } + + player = self; + spider = self.vehicle; + self = spider; + + vehicles_painframe(); + + player.BUTTON_ZOOM = 0; + player.BUTTON_CROUCH = 0; + player.switchweapon = 0; + player.vehicle_weapon2mode = spider.vehicle_weapon2mode; + + +#if 1 // 0 to enable per-gun impact aux crosshairs + // Avarage gun impact point's -> aux cross + ad = gettaginfo(spider.tur_head, gettagindex(spider.tur_head, "tag_hardpoint01")); + vf = v_forward; + ad += gettaginfo(spider.tur_head, gettagindex(spider.tur_head, "tag_hardpoint02")); + vf += v_forward; + ad = ad * 0.5; + v_forward = vf * 0.5; + traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, spider); + UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload1) + ('0 1 0' * (1 - player.vehicle_reload1)), 0); +#else + ad = gettaginfo(spider.gun1, gettagindex(spider.gun1, "barrels")); + traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, spider); + UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload1) + ('0 1 0' * (1 - player.vehicle_reload1)), 0); + vf = ad; + ad = gettaginfo(spider.gun2, gettagindex(spider.gun2, "barrels")); + traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, spider); + UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload1) + ('0 1 0' * (1 - player.vehicle_reload1)), 1); + ad = 0.5 * (ad + vf); +#endif + + crosshair_trace(player); + ad = vectoangles(normalize(trace_endpos - ad)); + ad = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(spider.angles), AnglesTransform_FromAngles(ad))) - spider.tur_head.angles; + ad = AnglesTransform_Normalize(ad, TRUE); + //UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload2) + ('0 1 0' * (1 - player.vehicle_reload2)), 2); + + // Rotate head + ftmp = autocvar_g_vehicle_spiderbot_head_turnspeed * sys_frametime; + ad_y = bound(-ftmp, ad_y, ftmp); + spider.tur_head.angles_y = bound(autocvar_g_vehicle_spiderbot_head_turnlimit * -1, spider.tur_head.angles_y + ad_y, autocvar_g_vehicle_spiderbot_head_turnlimit); + + // Pitch head + ad_x = bound(ftmp * -1, ad_x, ftmp); + spider.tur_head.angles_x = bound(autocvar_g_vehicle_spiderbot_head_pitchlimit_down, spider.tur_head.angles_x + ad_x, autocvar_g_vehicle_spiderbot_head_pitchlimit_up); + + + //fixedmakevectors(spider.angles); + makevectors(spider.angles + '-2 0 0' * spider.angles_x); + + movelib_groundalign4point(autocvar_g_vehicle_spiderbot_springlength, autocvar_g_vehicle_spiderbot_springup, autocvar_g_vehicle_spiderbot_springblend, autocvar_g_vehicle_spiderbot_tiltlimit); + + if(spider.flags & FL_ONGROUND) + { + if(spider.frame == 4 && self.tur_head.wait != 0) + { + sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_land.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + spider.frame = 5; + } + + if(player.BUTTON_JUMP && self.tur_head.wait < time) + { + sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_jump.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + //dprint("spiderbot_jump:", ftos(soundlength("vehicles/spiderbot_jump.wav")), "\n"); + self.delay = 0; + + self.tur_head.wait = time + 2; + player.BUTTON_JUMP = 0; + spider.velocity = v_forward * 700 + v_up * 600; + spider.frame = 4; + } + else + { + if(vlen(player.movement) == 0) + { + if(self.sound_nexttime < time || self.delay != 3) + { + self.delay = 3; + self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_idle.wav"); + //dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n"); + sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_idle.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + } + movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop); + spider.frame = 5; + } + else + { + // Turn Body + if(player.movement_x == 0 && player.movement_y != 0) + ftmp = autocvar_g_vehicle_spiderbot_turnspeed_strafe * sys_frametime; + else + ftmp = autocvar_g_vehicle_spiderbot_turnspeed * sys_frametime; + + ftmp = bound(-ftmp, spider.tur_head.angles_y, ftmp); + spider.angles_y = anglemods(spider.angles_y + ftmp); + spider.tur_head.angles_y -= ftmp; + + if(player.movement_x != 0) + { + if(player.movement_x > 0) + { + player.movement_x = 1; + spider.frame = 0; + } + else if(player.movement_x < 0) + { + player.movement_x = -1; + spider.frame = 1; + } + player.movement_y = 0; + movelib_move_simple(normalize(v_forward * player.movement_x),autocvar_g_vehicle_spiderbot_speed_walk,autocvar_g_vehicle_spiderbot_movement_inertia); + + if(self.sound_nexttime < time || self.delay != 1) + { + self.delay = 1; + self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_walk.wav"); + sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_walk.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + //dprint("spiderbot_walk:", ftos(soundlength("vehicles/spiderbot_walk.wav")), "\n"); + } + } + else if(player.movement_y != 0) + { + if(player.movement_y < 0) + { + player.movement_y = -1; + spider.frame = 2; + } + else if(player.movement_y > 0) + { + player.movement_y = 1; + spider.frame = 3; + } + movelib_move_simple(normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia); + if(self.sound_nexttime < time || self.delay != 2) + { + self.delay = 2; + self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_strafe.wav"); + sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_strafe.wav", VOL_VEHICLEENGINE, ATTEN_NORM); + //dprint("spiderbot_strafe:", ftos(soundlength("vehicles/spiderbot_strafe.wav")), "\n"); + } + } + } + } + } + + self.angles_x = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, self.angles_x, autocvar_g_vehicle_spiderbot_tiltlimit); + self.angles_z = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, self.angles_z, autocvar_g_vehicle_spiderbot_tiltlimit); + + if(!forbidWeaponUse(player)) + if(player.BUTTON_ATCK) + { + spider.cnt = time; + if(spider.vehicle_ammo1 >= autocvar_g_vehicle_spiderbot_minigun_ammo_cost && spider.tur_head.attack_finished_single <= time) + { + entity gun; + vector v; + spider.misc_bulletcounter += 1; + + self = player; + - mod(spider.misc_bulletcounter, 2) ? gun = spider.gun1 : gun = spider.gun2; ++ // TODO: WTF ++ ((spider.misc_bulletcounter % 2) ? gun = spider.gun1 : gun = spider.gun2); + v = gettaginfo(gun, gettagindex(gun, "barrels")); + v_forward = normalize(v_forward); + v += v_forward * 50; + + fireBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration, + autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0); + + sound (gun, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM); + //trailparticles(self, particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos); + pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), v, v_forward * 2500, 1); + + self = spider; + + spider.vehicle_ammo1 -= autocvar_g_vehicle_spiderbot_minigun_ammo_cost; + spider.tur_head.attack_finished_single = time + autocvar_g_vehicle_spiderbot_minigun_refire; + player.vehicle_ammo1 = (spider.vehicle_ammo1 / autocvar_g_vehicle_spiderbot_minigun_ammo_max) * 100; + spider.gun1.angles_z += 45; + spider.gun2.angles_z -= 45; + if(spider.gun1.angles_z >= 360) + { + spider.gun1.angles_z = 0; + spider.gun2.angles_z = 0; + } + } + } + else + vehicles_regen(spider.cnt, vehicle_ammo1, autocvar_g_vehicle_spiderbot_minigun_ammo_max, + autocvar_g_vehicle_spiderbot_minigun_ammo_regen_pause, + autocvar_g_vehicle_spiderbot_minigun_ammo_regen, frametime, FALSE); + + + spiderbot_rocket_do(); + + if(self.vehicle_flags & VHF_SHIELDREGEN) + vehicles_regen(spider.dmg_time, vehicle_shield, autocvar_g_vehicle_spiderbot_shield, autocvar_g_vehicle_spiderbot_shield_regen_pause, autocvar_g_vehicle_spiderbot_shield_regen, frametime, TRUE); + + if(self.vehicle_flags & VHF_HEALTHREGEN) + vehicles_regen(spider.dmg_time, vehicle_health, autocvar_g_vehicle_spiderbot_health, autocvar_g_vehicle_spiderbot_health_regen_pause, autocvar_g_vehicle_spiderbot_health_regen, frametime, FALSE); + + player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; + player.vehicle_ammo2 = spider.tur_head.frame; + + if(spider.gun2.cnt <= time) + player.vehicle_reload2 = 100; + else + player.vehicle_reload2 = 100 - ((spider.gun2.cnt - time) / spider.attack_finished_single) * 100; + + setorigin(player, spider.origin + '0 0 1' * spider.maxs_z); + player.velocity = spider.velocity; + + VEHICLE_UPDATE_PLAYER(player, health, spiderbot); + + if(self.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(player, shield, spiderbot); + + self = player; + return 1; +} + +void spiderbot_exit(float eject) +{ + entity e; + vector spot; + + e = findchain(classname,"spiderbot_rocket"); + while(e) + { + if(e.owner == self.owner) + { + e.realowner = self.owner; + e.owner = world; + } + e = e.chain; + } + + self.think = vehicles_think; + self.nextthink = time; + self.frame = 5; + self.movetype = MOVETYPE_WALK; + + if(!self.owner) + return; + + makevectors(self.angles); + if(eject) + { + spot = self.origin + v_forward * 100 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + setorigin(self.owner , spot); + self.owner.velocity = (v_up + v_forward * 0.25) * 750; + self.owner.oldvelocity = self.owner.velocity; + } + else + { + if(vlen(self.velocity) > autocvar_g_vehicle_spiderbot_speed_strafe) + { + self.owner.velocity = normalize(self.velocity) * vlen(self.velocity); + self.owner.velocity_z += 200; + spot = self.origin + v_forward * 128 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + } + else + { + self.owner.velocity = self.velocity * 0.5; + self.owner.velocity_z += 10; + spot = self.origin + v_forward * 256 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + } + self.owner.oldvelocity = self.owner.velocity; + setorigin(self.owner , spot); + } + + antilag_clear(self.owner); + self.owner = world; +} + +void spiderbot_headfade() +{ + self.think = spiderbot_headfade; + self.nextthink = self.fade_time; + self.alpha = 1 - (time - self.fade_time) * self.fade_rate; + + if(self.cnt < time || self.alpha < 0.1) + { + if(self.alpha > 0.1) + { + sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); + pointparticles(particleeffectnum("explosion_big"), self.origin + '0 0 100', '0 0 0', 1); + } + remove(self); + } +} + +void spiderbot_blowup() +{ + if(self.cnt > time) + { + if(random() < 0.1) + { + sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); + pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); + } + self.nextthink = time + 0.1; + return; + } + + entity h, g1, g2, b; + b = spawn(); + h = spawn(); + g1 = spawn(); + g2 = spawn(); + + setmodel(b, "models/vehicles/spiderbot.dpm"); + setmodel(h, "models/vehicles/spiderbot_top.dpm"); + setmodel(g1, "models/vehicles/spiderbot_barrels.dpm"); + setmodel(g2, "models/vehicles/spiderbot_barrels.dpm"); + + setorigin(b, self.origin); + b.frame = 11; + b.angles = self.angles; + setsize(b, self.mins, self.maxs); + + setorigin(h, gettaginfo(self, gettagindex(self, "tag_head"))); + h.movetype = MOVETYPE_BOUNCE; + h.solid = SOLID_BBOX; + h.velocity = v_up * (500 + random() * 500) + randomvec() * 128; + h.modelflags = MF_ROCKET; + h.effects = EF_FLAME | EF_LOWPRECISION; + h.avelocity = randomvec() * 360; + + h.alpha = 1; + h.cnt = time + (3.5 * random()); + h.fade_rate = 1 / min(self.respawntime, 10); + h.fade_time = time; + h.think = spiderbot_headfade; + h.nextthink = time; + + setorigin(g1, gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_hardpoint01"))); + g1.movetype = MOVETYPE_TOSS; + g1.solid = SOLID_CORPSE; + g1.velocity = v_forward * 700 + (randomvec() * 32); + g1.avelocity = randomvec() * 180; + + setorigin(g2, gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_hardpoint02"))); + g2.movetype = MOVETYPE_TOSS; + g2.solid = SOLID_CORPSE; + g2.velocity = v_forward * 700 + (randomvec() * 32); + g2.avelocity = randomvec() * 180; + + h.colormod = b.colormod = g1.colormod = g2.colormod = '-2 -2 -2'; + + SUB_SetFade(b, time + 5, min(self.respawntime, 1)); + //SUB_SetFade(h, time, min(self.respawntime, 10)); + SUB_SetFade(g1, time, min(self.respawntime, 10)); + SUB_SetFade(g2, time, min(self.respawntime, 10)); + - RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_SPID_DEATH, world); ++ RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_SPID_DEATH, world); + + self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = -1; + self.movetype = MOVETYPE_NONE; + self.deadflag = DEAD_DEAD; + self.solid = SOLID_NOT; + self.tur_head.effects &= ~EF_FLAME; + self.vehicle_hudmodel.viewmodelforclient = self; +} + +float spiderbot_impulse(float _imp) +{ + switch(_imp) + { + case 10: + case 15: + case 18: + self.vehicle.vehicle_weapon2mode += 1; + if(self.vehicle.vehicle_weapon2mode > SBRM_LAST) + self.vehicle.vehicle_weapon2mode = SBRM_FIRST; + + //centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode))); + CSQCVehicleSetup(self, 0); + return TRUE; + case 12: + case 16: + case 19: + self.vehicle.vehicle_weapon2mode -= 1; + if(self.vehicle.vehicle_weapon2mode < SBRM_FIRST) + self.vehicle.vehicle_weapon2mode = SBRM_LAST; + + //centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode))); + CSQCVehicleSetup(self, 0); + return TRUE; + + /* + case 17: // toss gun, could be used to exit? + break; + case 20: // Manual minigun reload? + break; + */ + } + return FALSE; +} + +void spawnfunc_vehicle_spiderbot() +{ + if(!autocvar_g_vehicle_spiderbot) { remove(self); return; } + if(!vehicle_initialize(VEH_SPIDERBOT, FALSE)) { remove(self); return; } +} + +float v_spiderbot(float req) +{ + switch(req) + { + case VR_IMPACT: + { + if(autocvar_g_vehicle_spiderbot_bouncepain) + vehicles_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z); + + return TRUE; + } + case VR_ENTER: + { + self.vehicle_weapon2mode = SBRM_GUIDE; + self.movetype = MOVETYPE_WALK; + CSQCVehicleSetup(self.owner, 0); + self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_spiderbot_health) * 100; + self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100; + + if(self.owner.flagcarried) + { + setattachment(self.owner.flagcarried, self.tur_head, ""); + setorigin(self.owner.flagcarried, '-20 0 120'); + } + + return TRUE; + } + case VR_THINK: + { + if(self.flags & FL_ONGROUND) + movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop); + + return TRUE; + } + case VR_DEATH: + { + self.health = 0; + self.event_damage = func_null; + self.takedamage = DAMAGE_NO; + self.touch = func_null; + self.cnt = 3.4 + time + random() * 2; + self.think = spiderbot_blowup; + self.nextthink = time; + self.deadflag = DEAD_DYING; + self.frame = 5; + self.tur_head.effects |= EF_FLAME; + self.colormod = self.tur_head.colormod = '-1 -1 -1'; + self.frame = 10; + self.movetype = MOVETYPE_TOSS; + + CSQCModel_UnlinkEntity(); // networking the death scene would be a nightmare + + return TRUE; + } + case VR_SPAWN: + { + if(!self.gun1) + { + self.vehicles_impulse = spiderbot_impulse; + self.gun1 = spawn(); + self.gun2 = spawn(); + setmodel(self.gun1, "models/vehicles/spiderbot_barrels.dpm"); + setmodel(self.gun2, "models/vehicles/spiderbot_barrels.dpm"); + setattachment(self.gun1, self.tur_head, "tag_hardpoint01"); + setattachment(self.gun2, self.tur_head, "tag_hardpoint02"); + self.gravity = 2; + self.mass = 5000; + } + + self.frame = 5; + self.tur_head.frame = 1; + self.movetype = MOVETYPE_WALK; + self.solid = SOLID_SLIDEBOX; + self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = 1; + self.tur_head.angles = '0 0 0'; + self.vehicle_exit = spiderbot_exit; + + setorigin(self, self.pos1 + '0 0 128'); + self.angles = self.pos2; + self.damageforcescale = 0.03; + self.vehicle_health = autocvar_g_vehicle_spiderbot_health; + self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield; + + self.PlayerPhysplug = spiderbot_frame; + + return TRUE; + } + case VR_SETUP: + { + if(autocvar_g_vehicle_spiderbot_shield) + self.vehicle_flags |= VHF_HASSHIELD; + + if(autocvar_g_vehicle_spiderbot_shield_regen) + self.vehicle_flags |= VHF_SHIELDREGEN; + + if(autocvar_g_vehicle_spiderbot_health_regen) + self.vehicle_flags |= VHF_HEALTHREGEN; + + self.respawntime = autocvar_g_vehicle_spiderbot_respawntime; + self.vehicle_health = autocvar_g_vehicle_spiderbot_health; + self.vehicle_shield = autocvar_g_vehicle_spiderbot_shield; + self.max_health = self.vehicle_health; + self.pushable = TRUE; // spiderbot can use jumppads + + return TRUE; + } + case VR_PRECACHE: + { + precache_model ("models/vhshield.md3"); + precache_model ("models/vehicles/spiderbot.dpm"); + precache_model ("models/vehicles/spiderbot_top.dpm"); + precache_model ("models/vehicles/spiderbot_barrels.dpm"); + precache_model ("models/vehicles/spiderbot_cockpit.dpm"); + precache_model ( "models/uziflash.md3"); + + precache_sound ("weapons/uzi_fire.wav" ); + precache_sound ("weapons/rocket_impact.wav"); + + precache_sound ("vehicles/spiderbot_die.wav"); + precache_sound ("vehicles/spiderbot_idle.wav"); + precache_sound ("vehicles/spiderbot_jump.wav"); + precache_sound ("vehicles/spiderbot_strafe.wav"); + precache_sound ("vehicles/spiderbot_walk.wav"); + precache_sound ("vehicles/spiderbot_land.wav"); + return TRUE; + } + } + + return TRUE; +} + +#endif // SVQC +#ifdef CSQC +var float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6; +var float autocvar_cl_vehicle_spiderbot_cross_size = 1; + +#define spider_ico "gfx/vehicles/sbot.tga" +#define spider_rkt "gfx/vehicles/sbot_rpods.tga" +#define spider_mgun "gfx/vehicles/sbot_mguns.tga" +string spider_xhair; // = "gfx/vehicles/axh-special1.tga"; + +float v_spiderbot(float req) +{ + switch(req) + { + case VR_HUD: + { + if(autocvar_r_letterbox) + return TRUE; + + vector picsize, hudloc = '0 0 0', pic2size, picloc; + float i; + + // Fetch health & ammo stats + HUD_GETVEHICLESTATS + + picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale; + hudloc_y = vid_conheight - picsize_y; + hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5; + + drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL); + + ammo1 *= 0.01; + shield *= 0.01; + vh_health *= 0.01; + reload2 *= 0.01; + + pic2size = draw_getimagesize(spider_ico) * (autocvar_cl_vehicles_hudscale * 0.8); + picloc = picsize * 0.5 - pic2size * 0.5; + if(vh_health < 0.25) + drawpic(hudloc + picloc, spider_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, spider_ico, pic2size, '1 1 1' * vh_health + '1 0 0' * (1 - vh_health), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, spider_rkt, pic2size, '1 1 1' * reload2 + '1 0 0' * (1 - reload2), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, spider_mgun, pic2size, '1 1 1' * ammo1 + '1 0 0' * (1 - ammo1), 1, DRAWFLAG_NORMAL); + drawpic(hudloc + picloc, hud_sh, pic2size, '1 1 1', shield, DRAWFLAG_NORMAL); + + // Health bar + picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale; + picloc = '37 65 0' * autocvar_cl_vehicles_hudscale; + if(vh_health < 0.25) + { + if(alarm1time < time) + { + alarm1time = time + 2; + vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav"); + } + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm1time) + { + vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav"); + alarm1time = 0; + } + } + // Shield bar + picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale; + picloc = '69 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight); + drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picloc = '40 136 0' * autocvar_cl_vehicles_hudscale; + picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale; + if(shield < 0.25) + { + if(alarm2time < time) + { + alarm2time = time + 1; + vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm_shield.wav"); + } + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + } + else + { + drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + if(alarm2time) + { + vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav"); + alarm2time = 0; + } + } + + // Minigun bar + picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale; + picloc = '450 69 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight); + drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + // .. and icon + picsize = draw_getimagesize(hud_ammo1_ico) * autocvar_cl_vehicles_hudscale; + picloc = '664 60 0' * autocvar_cl_vehicles_hudscale; + if(ammo1 < 0.2) + drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + + // Rocket ammo bar + picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale; + ammo1 = picsize_x / 8; + picloc = '450 140 0' * autocvar_cl_vehicles_hudscale; + drawsetcliparea(hudloc_x + picloc_x, hudloc_y + picloc_y, picsize_x * reload2, vid_conheight); + drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + drawresetcliparea(); + + // .. and icons + pic2size = 0.35 * draw_getimagesize(hud_ammo2_ico) * autocvar_cl_vehicles_hudscale; + picloc_x -= pic2size_x; + picloc_y += pic2size_y * 2.25; + if(ammo2 == 9) + { + for(i = 1; i < 9; ++i) + { + picloc_x += ammo1; + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, ((8 * reload2 <= i) ? '0 0 0' : '1 1 1'), 0.75, DRAWFLAG_NORMAL); + } + } + else + { + for(i = 1; i < 9; ++i) + { + picloc_x += ammo1; + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, ((i >= ammo2) ? '1 1 1' : '0 0 0'), 0.75, DRAWFLAG_NORMAL); + } + } + pic2size = draw_getimagesize(hud_ammo2_ico) * autocvar_cl_vehicles_hudscale; + picloc = '664 130 0' * autocvar_cl_vehicles_hudscale; + if(ammo2 == 9) + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL); + else + drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 1 1', 1, DRAWFLAG_NORMAL); + + if (scoreboard_showscores) + HUD_DrawScoreboard(); + else + { + switch(getstati(STAT_VEHICLESTAT_W2MODE)) + { + case SBRM_VOLLY: + spider_xhair = "gfx/vehicles/axh-bracket.tga"; + break; + case SBRM_GUIDE: + spider_xhair = "gfx/vehicles/axh-cross.tga"; + break; + case SBRM_ARTILLERY: + spider_xhair = "gfx/vehicles/axh-tag.tga"; + break; + default: + spider_xhair= "gfx/vehicles/axh-tag.tga"; + } + + picsize = draw_getimagesize(spider_xhair); + picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size; + picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size; + + drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), spider_xhair, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_ADDITIVE); + } + + return TRUE; + } + case VR_SETUP: + { + // Minigun1 + AuxiliaryXhair[0].axh_image = "gfx/vehicles/axh-ring.tga"; + AuxiliaryXhair[0].axh_scale = 0.25; + // Minigun2 + AuxiliaryXhair[1].axh_image = "gfx/vehicles/axh-ring.tga"; + AuxiliaryXhair[1].axh_scale = 0.25; + // Rocket + AuxiliaryXhair[2].axh_image = "gfx/vehicles/axh-special1.tga"; + AuxiliaryXhair[2].axh_scale = 0.5; + + return TRUE; + } + case VR_PRECACHE: + { + return TRUE; + } + } + + return TRUE; +} + +#endif // CSQC +#endif // REGISTER_VEHICLE diff --cc qcsrc/server/cl_impulse.qc index f2c8fba34d,7446b7022a..ce2fbc3b3c --- a/qcsrc/server/cl_impulse.qc +++ b/qcsrc/server/cl_impulse.qc @@@ -103,13 -102,13 +103,13 @@@ void ImpulseCommands (void W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE); break; case 18: - W_NextWeapon (1); + W_NextWeapon(1); break; case 19: - W_PreviousWeapon (1); + W_PreviousWeapon(1); break; case 20: - W_TriggerReload (); - if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); } ++ if(!forbidWeaponUse(self)) { WEP_ACTION(self.weapon, WR_RELOAD); } break; } } diff --cc qcsrc/server/mutators/mutator_overkill.qc index 0000000000,22cd79cff3..d0f89f228f mode 000000,100644..100644 --- a/qcsrc/server/mutators/mutator_overkill.qc +++ b/qcsrc/server/mutators/mutator_overkill.qc @@@ -1,0 -1,364 +1,364 @@@ + void ok_DecreaseCharge(entity ent, float wep) + { + if(!ent.ok_use_ammocharge) return; + + entity wepent = get_weaponinfo(wep); + + if(wepent.weapon == 0) + return; // dummy + + ent.ammo_charge[wep] -= max(0, cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname))); + } + + void ok_IncreaseCharge(entity ent, float wep) + { + entity wepent = get_weaponinfo(wep); + + if(wepent.weapon == 0) + return; // dummy + + if(ent.ok_use_ammocharge) + if(!ent.BUTTON_ATCK) // not while attacking? + ent.ammo_charge[wep] = min(autocvar_g_overkill_ammo_charge_limit, ent.ammo_charge[wep] + cvar(sprintf("g_overkill_ammo_charge_rate_%s", wepent.netname)) * frametime / W_TICSPERFRAME); + } + + float ok_CheckWeaponCharge(entity ent, float wep) + { + if(!ent.ok_use_ammocharge) return TRUE; + + entity wepent = get_weaponinfo(wep); + + if(wepent.weapon == 0) + return 0; // dummy + + return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname))); + } + + MUTATOR_HOOKFUNCTION(ok_PlayerDamage_Calculate) + { + if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target)) + if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER)) + { + frag_damage = 0; + + if(frag_attacker != frag_target) + if(frag_target.health > 0) + if(frag_target.frozen == 0) + if(frag_target.deadflag == DEAD_NO) + { + Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE); + frag_force = '0 0 0'; + } + } + + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_PlayerDamage_SplitHealthArmor) + { + if(damage_take) + self.ok_pauseregen_finished = max(self.ok_pauseregen_finished, time + 2); + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_PlayerDies) + { + entity oldself = self; + + if(self.flags & FL_MONSTER) + { + remove(other); // remove default item + other = world; + } + + self = spawn(); + self.ok_item = TRUE; + self.noalign = TRUE; + self.pickup_anyway = TRUE; + spawnfunc_item_armor_small(); + self.movetype = MOVETYPE_TOSS; + self.gravity = 1; + self.reset = SUB_Remove; + setorigin(self, frag_target.origin + '0 0 32'); + self.velocity = '0 0 200' + normalize(frag_attacker.origin - self.origin) * 500; + self.classname = "droppedweapon"; // hax + SUB_SetFade(self, time + 5, 1); + self = oldself; + + self.ok_lastwep = self.switchweapon; + + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_PlayerRegen) + { + // overkill's values are different, so use custom regen + if(!self.frozen) + { + self.armorvalue = CalcRotRegen(self.armorvalue, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 1 * frametime * (time > self.ok_pauseregen_finished), 0, 0, 1, 1 * frametime * (time > self.pauserotarmor_finished), autocvar_g_balance_armor_limit); + self.health = CalcRotRegen(self.health, autocvar_g_balance_health_regenstable, 0, 100, 1 * frametime * (time > self.ok_pauseregen_finished), 200, 0, autocvar_g_balance_health_rotlinear, 1 * frametime * (time > self.pauserothealth_finished), autocvar_g_balance_health_limit); + + float minf, maxf, limitf; + + maxf = autocvar_g_balance_fuel_rotstable; + minf = autocvar_g_balance_fuel_regenstable; + limitf = autocvar_g_balance_fuel_limit; + + self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf); + } + return TRUE; // return TRUE anyway, as frozen uses no regen + } + + MUTATOR_HOOKFUNCTION(ok_ForbidThrowCurrentWeapon) + { + return TRUE; + } + + MUTATOR_HOOKFUNCTION(ok_PlayerPreThink) + { + if(intermission_running || gameover) + return FALSE; + + if(self.deadflag != DEAD_NO || !IS_PLAYER(self) || self.frozen) + return FALSE; + + if(self.ok_lastwep) + { + self.switchweapon = self.ok_lastwep; + self.ok_lastwep = 0; + } + + ok_IncreaseCharge(self, self.weapon); + + if(self.BUTTON_ATCK2) - if(!forbidWeaponUse() || self.weapon_blocked) // allow if weapon is blocked ++ if(!forbidWeaponUse(self) || self.weapon_blocked) // allow if weapon is blocked + if(time >= self.jump_interval) + { + self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(); + makevectors(self.v_angle); + + W_Blaster_Attack( + WEP_BLASTER | HITTYPE_SECONDARY, + WEP_CVAR_SEC(vaporizer, shotangle), + WEP_CVAR_SEC(vaporizer, damage), + WEP_CVAR_SEC(vaporizer, edgedamage), + WEP_CVAR_SEC(vaporizer, radius), + WEP_CVAR_SEC(vaporizer, force), + WEP_CVAR_SEC(vaporizer, speed), + WEP_CVAR_SEC(vaporizer, spread), + WEP_CVAR_SEC(vaporizer, delay), + WEP_CVAR_SEC(vaporizer, lifetime) + ); + } + + self.weapon_blocked = FALSE; + + self.ok_ammo_charge = self.ammo_charge[self.weapon]; + + if(self.ok_use_ammocharge) + if(!ok_CheckWeaponCharge(self, self.weapon)) + { + if(autocvar_g_overkill_ammo_charge_notice && time > self.ok_notice_time && self.BUTTON_ATCK && IS_REAL_CLIENT(self) && self.weapon == self.switchweapon) + { + //Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERKILL_CHARGE); + self.ok_notice_time = time + 2; + play2(self, "weapons/dryfire.wav"); + } + if(self.weaponentity.state != WS_CLEAR) + w_ready(); + + self.weapon_blocked = TRUE; + } + + self.BUTTON_ATCK2 = 0; + + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_PlayerSpawn) + { + if(autocvar_g_overkill_ammo_charge) + { + float i; + + for(i = WEP_FIRST; i <= WEP_LAST; ++i) + self.ammo_charge[i] = autocvar_g_overkill_ammo_charge_limit; + + self.ok_use_ammocharge = 1; + self.ok_notice_time = time; + } + else + self.ok_use_ammocharge = 0; + + self.ok_pauseregen_finished = time + 2; + + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_OnEntityPreSpawn) + { + if(autocvar_g_powerups) + if(autocvar_g_overkill_powerups_replace) + { + if(self.classname == "item_strength") + { + entity wep = spawn(); + setorigin(wep, self.origin); + setmodel(wep, "models/weapons/g_ok_hmg.md3"); + wep.classname = "weapon_hmg"; + wep.ok_item = TRUE; + wep.noalign = self.noalign; + wep.cnt = self.cnt; + wep.team = self.team; + wep.respawntime = autocvar_g_overkill_superguns_respawn_time; + wep.pickup_anyway = TRUE; + wep.think = spawnfunc_weapon_hmg; + wep.nextthink = time + 0.1; + return TRUE; + } + + if(self.classname == "item_invincible") + { + entity wep = spawn(); + setorigin(wep, self.origin); + setmodel(wep, "models/weapons/g_ok_rl.md3"); + wep.classname = "weapon_rpc"; + wep.ok_item = TRUE; + wep.noalign = self.noalign; + wep.cnt = self.cnt; + wep.team = self.team; + wep.respawntime = autocvar_g_overkill_superguns_respawn_time; + wep.pickup_anyway = TRUE; + wep.think = spawnfunc_weapon_rpc; + wep.nextthink = time + 0.1; + return TRUE; + } + } + + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_ItemRemove) + { + if(self.ok_item) + return FALSE; + + switch(self.items) + { + case IT_HEALTH: return !(autocvar_g_overkill_100h_anyway); + case IT_ARMOR: return !(autocvar_g_overkill_100a_anyway); + } + + return TRUE; + } + + MUTATOR_HOOKFUNCTION(ok_SpectateCopy) + { + self.ammo_charge[self.weapon] = other.ammo_charge[other.weapon]; + self.ok_use_ammocharge = other.ok_use_ammocharge; + + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_StartItems) + { + WepSet ok_start_items = (WEPSET_MACHINEGUN | WEPSET_VORTEX | WEPSET_SHOTGUN); + + if((get_weaponinfo(WEP_RPC)).weaponstart > 0) { ok_start_items |= WEPSET_RPC; } + if((get_weaponinfo(WEP_HMG)).weaponstart > 0) { ok_start_items |= WEPSET_HMG; } + + start_items |= IT_UNLIMITED_WEAPON_AMMO; + start_weapons = warmup_start_weapons = ok_start_items; + + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_BuildMutatorsString) + { + ret_string = strcat(ret_string, ":OK"); + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_BuildMutatorsPrettyString) + { + ret_string = strcat(ret_string, ", Overkill"); + return FALSE; + } + + MUTATOR_HOOKFUNCTION(ok_SetModname) + { + modname = "Overkill"; + return TRUE; + } + + void ok_SetCvars() + { + // hack to force overkill playermodels + cvar_settemp("sv_defaultcharacter", "1"); + cvar_settemp("sv_defaultplayermodel", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm"); + cvar_settemp("sv_defaultplayermodel_red", "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm"); + cvar_settemp("sv_defaultplayermodel_blue", "models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm"); + } + + void ok_Initialize() + { + ok_SetCvars(); + + precache_all_playermodels("models/ok_player/*.dpm"); + + precache_model("models/weapons/h_ok_mg.iqm"); + precache_model("models/weapons/v_ok_mg.md3"); + precache_model("models/weapons/g_ok_mg.md3"); + + precache_model("models/weapons/h_ok_shotgun.iqm"); + precache_model("models/weapons/v_ok_shotgun.md3"); + precache_model("models/weapons/g_ok_shotgun.md3"); + + precache_model("models/weapons/h_ok_sniper.iqm"); + precache_model("models/weapons/v_ok_sniper.md3"); + precache_model("models/weapons/g_ok_sniper.md3"); + + precache_sound("weapons/dryfire.wav"); + + addstat(STAT_OK_AMMO_CHARGE, AS_FLOAT, ok_use_ammocharge); + addstat(STAT_OK_AMMO_CHARGEPOOl, AS_FLOAT, ok_ammo_charge); + + (get_weaponinfo(WEP_RPC)).spawnflags &= ~WEP_FLAG_MUTATORBLOCKED; + (get_weaponinfo(WEP_HMG)).spawnflags &= ~WEP_FLAG_MUTATORBLOCKED; + + (get_weaponinfo(WEP_SHOTGUN)).mdl = "ok_shotgun"; + (get_weaponinfo(WEP_MACHINEGUN)).mdl = "ok_mg"; + (get_weaponinfo(WEP_VORTEX)).mdl = "ok_sniper"; + } + + MUTATOR_DEFINITION(mutator_overkill) + { + MUTATOR_HOOK(ForbidThrowCurrentWeapon, ok_ForbidThrowCurrentWeapon, CBC_ORDER_ANY); + MUTATOR_HOOK(PlayerPreThink, ok_PlayerPreThink, CBC_ORDER_LAST); + MUTATOR_HOOK(PlayerSpawn, ok_PlayerSpawn, CBC_ORDER_ANY); + MUTATOR_HOOK(PlayerDamage_Calculate, ok_PlayerDamage_Calculate, CBC_ORDER_LAST); + MUTATOR_HOOK(PlayerDamage_SplitHealthArmor, ok_PlayerDamage_SplitHealthArmor, CBC_ORDER_ANY); + MUTATOR_HOOK(PlayerDies, ok_PlayerDies, CBC_ORDER_ANY); + MUTATOR_HOOK(PlayerRegen, ok_PlayerRegen, CBC_ORDER_ANY); + MUTATOR_HOOK(OnEntityPreSpawn, ok_OnEntityPreSpawn, CBC_ORDER_ANY); + MUTATOR_HOOK(FilterItem, ok_ItemRemove, CBC_ORDER_ANY); + MUTATOR_HOOK(MonsterDropItem, ok_PlayerDies, CBC_ORDER_ANY); + MUTATOR_HOOK(SpectateCopy, ok_SpectateCopy, CBC_ORDER_ANY); + MUTATOR_HOOK(SetStartItems, ok_StartItems, CBC_ORDER_ANY); + MUTATOR_HOOK(BuildMutatorsString, ok_BuildMutatorsString, CBC_ORDER_ANY); + MUTATOR_HOOK(BuildMutatorsPrettyString, ok_BuildMutatorsPrettyString, CBC_ORDER_ANY); + MUTATOR_HOOK(SetModname, ok_SetModname, CBC_ORDER_ANY); + + MUTATOR_ONADD + { + ok_Initialize(); + } + + MUTATOR_ONREMOVE + { + (get_weaponinfo(WEP_RPC)).spawnflags |= WEP_FLAG_MUTATORBLOCKED; + (get_weaponinfo(WEP_HMG)).spawnflags |= WEP_FLAG_MUTATORBLOCKED; + } + + return FALSE; + } diff --cc qcsrc/server/portals.qc index aff0652d4a,aff0652d4a..3d7fea4f36 --- a/qcsrc/server/portals.qc +++ b/qcsrc/server/portals.qc @@@ -254,6 -254,6 +254,10 @@@ void Portal_Touch( if(other.classname == "grapplinghook") return; // handled by think ++ if(!autocvar_g_vehicles_teleportable) ++ if(other.vehicle_flags & VHF_ISVEHICLE) ++ return; // no teleporting vehicles? ++ if(!self.enemy) error("Portal_Touch called for a broken portal\n"); diff --cc qcsrc/server/progs.src index 13b9c40f93,78c0b091eb..48cceca20e --- a/qcsrc/server/progs.src +++ b/qcsrc/server/progs.src @@@ -209,10 -225,6 +225,8 @@@ target_spawn.q func_breakable.qc target_music.qc - ../common/items.qc - +../common/vehicles/vehicles_include.qc + ../common/nades.qc ../common/buffs.qc diff --cc qcsrc/server/weapons/selection.qc index 0000000000,f7f3cde512..5bd2248401 mode 000000,100644..100644 --- a/qcsrc/server/weapons/selection.qc +++ b/qcsrc/server/weapons/selection.qc @@@ -1,0 -1,304 +1,304 @@@ + // switch between weapons + void Send_WeaponComplain(entity e, float wpn, float type) + { + msg_entity = e; + WriteByte(MSG_ONE, SVC_TEMPENTITY); + WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN); + WriteByte(MSG_ONE, wpn); + WriteByte(MSG_ONE, type); + } + + float client_hasweapon(entity cl, float wpn, float andammo, float complain) + { + float f; + entity oldself; + + if(time < self.hasweapon_complain_spam) + complain = 0; + + if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) + complain = 0; + + if(complain) + self.hasweapon_complain_spam = time + 0.2; + + if (wpn < WEP_FIRST || wpn > WEP_LAST) + { + if (complain) + sprint(self, "Invalid weapon\n"); + return FALSE; + } + if (cl.weapons & WepSet_FromWeapon(wpn)) + { + if (andammo) + { + if(cl.items & IT_UNLIMITED_WEAPON_AMMO) + { + f = 1; + } + else + { + oldself = self; + self = cl; + f = WEP_ACTION(wpn, WR_CHECKAMMO1); + f = f + WEP_ACTION(wpn, WR_CHECKAMMO2); + + // always allow selecting the Mine Layer if we placed mines, so that we can detonate them + entity mine; + if(wpn == WEP_MINE_LAYER) + for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) + f = 1; + + self = oldself; + } + if (!f) + { + if (complain) + if(IS_REAL_CLIENT(cl)) + { + play2(cl, "weapons/unavailable.wav"); + Send_WeaponComplain (cl, wpn, 0); + } + return FALSE; + } + } + return TRUE; + } + if (complain) + { + // DRESK - 3/16/07 + // Report Proper Weapon Status / Modified Weapon Ownership Message + if (weaponsInMap & WepSet_FromWeapon(wpn)) + { + Send_WeaponComplain(cl, wpn, 1); + + if(autocvar_g_showweaponspawns) + { + entity e; + + for(e = world; (e = findfloat(e, weapon, wpn)); ) + { + if(e.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2) + continue; + if(!(e.flags & FL_ITEM)) + continue; + WaypointSprite_Spawn( + (get_weaponinfo(wpn)).wpmodel, + 1, 0, + world, e.origin + ('0 0 1' * e.maxs_z) * 1.2, + self, 0, + world, enemy, + 0, + RADARICON_NONE, '0 0 0' + ); + } + } + } + else + { + Send_WeaponComplain (cl, wpn, 2); + } + + play2(cl, "weapons/unavailable.wav"); + } + return FALSE; + } + + float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) + { + // We cannot tokenize in this function, as GiveItems calls this + // function. Thus we must use car/cdr. + float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c; + string rest; + WepSet wepset = '0 0 0'; + switchtonext = switchtolast = 0; + first_valid = prev_valid = 0; + float weaponcur; + entity wep; + + if(skipmissing || pl.selectweapon == 0) + weaponcur = pl.switchweapon; + else + weaponcur = pl.selectweapon; + + if(dir == 0) + switchtonext = 1; + + c = 0; + + rest = weaponorder; + while(rest != "") + { + weaponwant = stof(car(rest)); rest = cdr(rest); + wep = get_weaponinfo(weaponwant); + wepset = WepSet_FromWeapon(weaponwant); + if(imp >= 0) + if(wep.impulse != imp) + continue; + + float i, have_other = FALSE; + for(i = WEP_FIRST; i <= WEP_LAST; ++i) + { + if(i != weaponwant) + if((get_weaponinfo(i)).impulse == imp || imp < 0) + if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i))) + have_other = TRUE; + } + + // skip weapons we don't own that aren't normal and aren't in the map + if(!(pl.weapons & wepset)) + if(!(weaponsInMap & wepset)) + if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) + continue; + + ++c; + + if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE)) + { + if(switchtonext) + return weaponwant; + if(!first_valid) + first_valid = weaponwant; + if(weaponwant == weaponcur) + { + if(dir >= 0) + switchtonext = 1; + else if(prev_valid) + return prev_valid; + else + switchtolast = 1; + } + prev_valid = weaponwant; + } + } + if(first_valid) + { + if(switchtolast) + return prev_valid; + else + return first_valid; + } + // complain (but only for one weapon on the button that has been pressed) + if(complain) + { + self.weaponcomplainindex += 1; + c = (self.weaponcomplainindex % c) + 1; + rest = weaponorder; + while(rest != "") + { + weaponwant = stof(car(rest)); rest = cdr(rest); + wep = get_weaponinfo(weaponwant); + wepset = WepSet_FromWeapon(weaponwant); + if(imp >= 0) + if(wep.impulse != imp) + continue; + + float i, have_other = FALSE; + for(i = WEP_FIRST; i <= WEP_LAST; ++i) + { + if(i != weaponwant) + if((get_weaponinfo(i)).impulse == imp || imp < 0) + if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i))) + have_other = TRUE; + } + + // skip weapons we don't own that aren't normal and aren't in the map + if(!(pl.weapons & wepset)) + if(!(weaponsInMap & wepset)) + if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) + continue; + + --c; + if(c == 0) + { + client_hasweapon(pl, weaponwant, TRUE, TRUE); + break; + } + } + } + return 0; + } + + void W_SwitchWeapon_Force(entity e, float w) + { + e.cnt = e.switchweapon; + e.switchweapon = w; + e.selectweapon = w; + } + + // perform weapon to attack (weaponstate and attack_finished check is here) + void W_SwitchToOtherWeapon(entity pl) + { + // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) + float w, ww; + w = pl.weapon; + if(pl.weapons & WepSet_FromWeapon(w)) + { + pl.weapons &= ~WepSet_FromWeapon(w); + ww = w_getbestweapon(pl); + pl.weapons |= WepSet_FromWeapon(w); + } + else + ww = w_getbestweapon(pl); + if(ww) + W_SwitchWeapon_Force(pl, ww); + } + + void W_SwitchWeapon(float imp) + { + if (self.switchweapon != imp) + { + if (client_hasweapon(self, imp, TRUE, TRUE)) + W_SwitchWeapon_Force(self, imp); + else + self.selectweapon = imp; // update selectweapon ANYWAY + } - else if(!forbidWeaponUse()) { WEP_ACTION(self.weapon, WR_RELOAD); } ++ else if(!forbidWeaponUse(self)) { WEP_ACTION(self.weapon, WR_RELOAD); } + } + + void W_CycleWeapon(string weaponorder, float dir) + { + float w; + w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE); + if(w > 0) + W_SwitchWeapon(w); + } + + void W_NextWeaponOnImpulse(float imp) + { + float w; + w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0)); + if(w > 0) + W_SwitchWeapon(w); + } + + // next weapon + void W_NextWeapon(float list) + { + if(list == 0) + W_CycleWeapon(weaponorder_byid, -1); + else if(list == 1) + W_CycleWeapon(self.weaponorder_byimpulse, -1); + else if(list == 2) + W_CycleWeapon(self.cvar_cl_weaponpriority, -1); + } + + // prev weapon + void W_PreviousWeapon(float list) + { + if(list == 0) + W_CycleWeapon(weaponorder_byid, +1); + else if(list == 1) + W_CycleWeapon(self.weaponorder_byimpulse, +1); + else if(list == 2) + W_CycleWeapon(self.cvar_cl_weaponpriority, +1); + } + + // previously used if exists and has ammo, (second) best otherwise + void W_LastWeapon(void) + { + if(client_hasweapon(self, self.cnt, TRUE, FALSE)) + W_SwitchWeapon(self.cnt); + else + W_SwitchToOtherWeapon(self); + } diff --cc qcsrc/server/weapons/weaponsystem.qc index 0000000000,25fce59a15..2f7d0c5748 mode 000000,100644..100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@@ -1,0 -1,968 +1,968 @@@ + /* + =========================================================================== + + CLIENT WEAPONSYSTEM CODE + Bring back W_Weaponframe + + =========================================================================== + */ + + .float weapon_frametime; + + float W_WeaponRateFactor() + { + float t; + t = 1.0 / g_weaponratefactor; + + weapon_rate = t; + MUTATOR_CALLHOOK(WeaponRateFactor); + t = weapon_rate; + + return t; + } + + // VorteX: static frame globals + const float WFRAME_DONTCHANGE = -1; + const float WFRAME_FIRE1 = 0; + const float WFRAME_FIRE2 = 1; + const float WFRAME_IDLE = 2; + const float WFRAME_RELOAD = 3; + .float wframe; + + void(float fr, float t, void() func) weapon_thinkf; + + float CL_Weaponentity_CustomizeEntityForClient() + { + self.viewmodelforclient = self.owner; + if(IS_SPEC(other)) + if(other.enemy == self.owner) + self.viewmodelforclient = other; + return TRUE; + } + + /* + * supported formats: + * + * 1. simple animated model, muzzle flash handling on h_ model: + * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation + * tags: + * shot = muzzle end (shot origin, also used for muzzle flashes) + * shell = casings ejection point (must be on the right hand side of the gun) + * weapon = attachment for v_tuba.md3 + * v_tuba.md3 - first and third person model + * g_tuba.md3 - pickup model + * + * 2. simple animated model, muzzle flash handling on v_ model: + * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation + * tags: + * weapon = attachment for v_tuba.md3 + * v_tuba.md3 - first and third person model + * tags: + * shot = muzzle end (shot origin, also used for muzzle flashes) + * shell = casings ejection point (must be on the right hand side of the gun) + * g_tuba.md3 - pickup model + * + * 3. fully animated model, muzzle flash handling on h_ model: + * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model + * tags: + * shot = muzzle end (shot origin, also used for muzzle flashes) + * shell = casings ejection point (must be on the right hand side of the gun) + * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) + * v_tuba.md3 - third person model + * g_tuba.md3 - pickup model + * + * 4. fully animated model, muzzle flash handling on v_ model: + * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model + * tags: + * shot = muzzle end (shot origin) + * shell = casings ejection point (must be on the right hand side of the gun) + * v_tuba.md3 - third person model + * tags: + * shot = muzzle end (for muzzle flashes) + * g_tuba.md3 - pickup model + */ + + // writes: + // self.origin, self.angles + // self.weaponentity + // self.movedir, self.view_ofs + // attachment stuff + // anim stuff + // to free: + // call again with "" + // remove the ent + void CL_WeaponEntity_SetModel(string name) + { + float v_shot_idx; + if (name != "") + { + // if there is a child entity, hide it until we're sure we use it + if (self.weaponentity) + self.weaponentity.model = ""; + setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below + v_shot_idx = gettagindex(self, "shot"); // used later + if(!v_shot_idx) + v_shot_idx = gettagindex(self, "tag_shot"); + + setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below + // preset some defaults that work great for renamed zym files (which don't need an animinfo) + self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0'); + self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0'); + self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0'); + self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0'); + + // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model) + // if we don't, this is a "real" animated model + if(gettagindex(self, "weapon")) + { + if (!self.weaponentity) + self.weaponentity = spawn(); + setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter + setattachment(self.weaponentity, self, "weapon"); + } + else if(gettagindex(self, "tag_weapon")) + { + if (!self.weaponentity) + self.weaponentity = spawn(); + setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter + setattachment(self.weaponentity, self, "tag_weapon"); + } + else + { + if(self.weaponentity) + remove(self.weaponentity); + self.weaponentity = world; + } + + setorigin(self,'0 0 0'); + self.angles = '0 0 0'; + self.frame = 0; + self.viewmodelforclient = world; + + float idx; + + if(v_shot_idx) // v_ model attached to invisible h_ model + { + self.movedir = gettaginfo(self.weaponentity, v_shot_idx); + } + else + { + idx = gettagindex(self, "shot"); + if(!idx) + idx = gettagindex(self, "tag_shot"); + if(idx) + self.movedir = gettaginfo(self, idx); + else + { + print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n"); + self.movedir = '0 0 0'; + } + } + + if(self.weaponentity) // v_ model attached to invisible h_ model + { + idx = gettagindex(self.weaponentity, "shell"); + if(!idx) + idx = gettagindex(self.weaponentity, "tag_shell"); + if(idx) + self.spawnorigin = gettaginfo(self.weaponentity, idx); + } + else + idx = 0; + if(!idx) + { + idx = gettagindex(self, "shell"); + if(!idx) + idx = gettagindex(self, "tag_shell"); + if(idx) + self.spawnorigin = gettaginfo(self, idx); + else + { + print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n"); + self.spawnorigin = self.movedir; + } + } + + if(v_shot_idx) + { + self.oldorigin = '0 0 0'; // use regular attachment + } + else + { + if(self.weaponentity) + { + idx = gettagindex(self, "weapon"); + if(!idx) + idx = gettagindex(self, "tag_weapon"); + } + else + { + idx = gettagindex(self, "handle"); + if(!idx) + idx = gettagindex(self, "tag_handle"); + } + if(idx) + { + self.oldorigin = self.movedir - gettaginfo(self, idx); + } + else + { + print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n"); + self.oldorigin = '0 0 0'; // there is no way to recover from this + } + } + + self.viewmodelforclient = self.owner; + } + else + { + self.model = ""; + if(self.weaponentity) + remove(self.weaponentity); + self.weaponentity = world; + self.movedir = '0 0 0'; + self.spawnorigin = '0 0 0'; + self.oldorigin = '0 0 0'; + self.anim_fire1 = '0 1 0.01'; + self.anim_fire2 = '0 1 0.01'; + self.anim_idle = '0 1 0.01'; + self.anim_reload = '0 1 0.01'; + } + + self.view_ofs = '0 0 0'; + + if(self.movedir_x >= 0) + { + vector v0; + v0 = self.movedir; + self.movedir = shotorg_adjust(v0, FALSE, FALSE); + self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0; + } + self.owner.stat_shotorg = compressShotOrigin(self.movedir); + self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly + + self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount + + // check if an instant weapon switch occurred + setorigin(self, self.view_ofs); + // reset animstate now + self.wframe = WFRAME_IDLE; + setanim(self, self.anim_idle, TRUE, FALSE, TRUE); + } + + vector CL_Weapon_GetShotOrg(float wpn) + { + entity wi, oldself; + vector ret; + wi = get_weaponinfo(wpn); + oldself = self; + self = spawn(); + CL_WeaponEntity_SetModel(wi.mdl); + ret = self.movedir; + CL_WeaponEntity_SetModel(""); + remove(self); + self = oldself; + return ret; + } + + void CL_Weaponentity_Think() + { + float tb; + self.nextthink = time; + if (intermission_running) + self.frame = self.anim_idle_x; + if (self.owner.weaponentity != self) + { + if (self.weaponentity) + remove(self.weaponentity); + remove(self); + return; + } + if (self.owner.deadflag != DEAD_NO) + { + self.model = ""; + if (self.weaponentity) + self.weaponentity.model = ""; + return; + } + if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag) + { + self.weaponname = self.owner.weaponname; + self.dmg = self.owner.modelindex; + self.deadflag = self.owner.deadflag; + + CL_WeaponEntity_SetModel(self.owner.weaponname); + } + + tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT)); + self.effects = self.owner.effects & EFMASK_CHEAP; + self.effects &= ~EF_LOWPRECISION; + self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it + self.effects &= ~EF_TELEPORT_BIT; + self.effects &= ~EF_RESTARTANIM_BIT; + self.effects |= tb; + + if(self.owner.alpha == default_player_alpha) + self.alpha = default_weapon_alpha; + else if(self.owner.alpha != 0) + self.alpha = self.owner.alpha; + else + self.alpha = 1; + + self.glowmod = self.owner.weaponentity_glowmod; + self.colormap = self.owner.colormap; + if (self.weaponentity) + { + self.weaponentity.effects = self.effects; + self.weaponentity.alpha = self.alpha; + self.weaponentity.colormap = self.colormap; + self.weaponentity.glowmod = self.glowmod; + } + + self.angles = '0 0 0'; + + float f = (self.owner.weapon_nextthink - time); + if (self.state == WS_RAISE && !intermission_running) + { + entity newwep = get_weaponinfo(self.owner.switchweapon); + f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise); + self.angles_x = -90 * f * f; + } + else if (self.state == WS_DROP && !intermission_running) + { + entity oldwep = get_weaponinfo(self.owner.weapon); + f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop); + self.angles_x = -90 * f * f; + } + else if (self.state == WS_CLEAR) + { + f = 1; + self.angles_x = -90 * f * f; + } + } + + void CL_ExteriorWeaponentity_Think() + { + float tag_found; + self.nextthink = time; + if (self.owner.exteriorweaponentity != self) + { + remove(self); + return; + } + if (self.owner.deadflag != DEAD_NO) + { + self.model = ""; + return; + } + if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag) + { + self.weaponname = self.owner.weaponname; + self.dmg = self.owner.modelindex; + self.deadflag = self.owner.deadflag; + if (self.owner.weaponname != "") + setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below + else + self.model = ""; + + if((tag_found = gettagindex(self.owner, "tag_weapon"))) + { + self.tag_index = tag_found; + self.tag_entity = self.owner; + } + else + setattachment(self, self.owner, "bip01 r hand"); + } + self.effects = self.owner.effects; + self.effects |= EF_LOWPRECISION; + self.effects = self.effects & EFMASK_CHEAP; // eat performance + if(self.owner.alpha == default_player_alpha) + self.alpha = default_weapon_alpha; + else if(self.owner.alpha != 0) + self.alpha = self.owner.alpha; + else + self.alpha = 1; + + self.glowmod = self.owner.weaponentity_glowmod; + self.colormap = self.owner.colormap; + + CSQCMODEL_AUTOUPDATE(); + } + + // spawning weaponentity for client + void CL_SpawnWeaponentity() + { + self.weaponentity = spawn(); + self.weaponentity.classname = "weaponentity"; + self.weaponentity.solid = SOLID_NOT; + self.weaponentity.owner = self; + setmodel(self.weaponentity, ""); // precision set when changed + setorigin(self.weaponentity, '0 0 0'); + self.weaponentity.angles = '0 0 0'; + self.weaponentity.viewmodelforclient = self; + self.weaponentity.flags = 0; + self.weaponentity.think = CL_Weaponentity_Think; + self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient; + self.weaponentity.nextthink = time; + + self.exteriorweaponentity = spawn(); + self.exteriorweaponentity.classname = "exteriorweaponentity"; + self.exteriorweaponentity.solid = SOLID_NOT; + self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity; + self.exteriorweaponentity.owner = self; + setorigin(self.exteriorweaponentity, '0 0 0'); + self.exteriorweaponentity.angles = '0 0 0'; + self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think; + self.exteriorweaponentity.nextthink = time; + + { + entity oldself = self; + self = self.exteriorweaponentity; + CSQCMODEL_AUTOINIT(); + self = oldself; + } + } + + // Weapon subs + void w_clear() + { + if (self.weapon != -1) + { + self.weapon = 0; + self.switchingweapon = 0; + } + if (self.weaponentity) + { + self.weaponentity.state = WS_CLEAR; + self.weaponentity.effects = 0; + } + } + + void w_ready() + { + if (self.weaponentity) + self.weaponentity.state = WS_READY; + weapon_thinkf(WFRAME_IDLE, 1000000, w_ready); + } + + .float prevdryfire; + .float prevwarntime; + float weapon_prepareattack_checkammo(float secondary) + { + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary)) + { + // always keep the Mine Layer if we placed mines, so that we can detonate them + entity mine; + if(self.weapon == WEP_MINE_LAYER) + for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) + return FALSE; + + if(self.weapon == WEP_SHOTGUN) + if(!secondary && WEP_CVAR(shotgun, secondary) == 1) + return FALSE; // no clicking, just allow + + if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons + { + sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM); + self.prevdryfire = time; + } + + if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo + { + if(time - self.prevwarntime > 1) + { + Send_Notification( + NOTIF_ONE, + self, + MSG_MULTI, + ITEM_WEAPON_PRIMORSEC, + self.weapon, + secondary, + (1 - secondary) + ); + } + self.prevwarntime = time; + } + else // this weapon is totally unable to fire, switch to another one + { + W_SwitchToOtherWeapon(self); + } + + return FALSE; + } + return TRUE; + } + .float race_penalty; + float weapon_prepareattack_check(float secondary, float attacktime) + { + if(!weapon_prepareattack_checkammo(secondary)) + return FALSE; + + //if sv_ready_restart_after_countdown is set, don't allow the player to shoot + //if all players readied up and the countdown is running + if(time < game_starttime || time < self.race_penalty) { + return FALSE; + } + + if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused + return FALSE; + + // do not even think about shooting if switching + if(self.switchweapon != self.weapon) + return FALSE; + + if(attacktime >= 0) + { + // don't fire if previous attack is not finished + if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5) + return FALSE; + // don't fire while changing weapon + if (self.weaponentity.state != WS_READY) + return FALSE; + } + + return TRUE; + } + float weapon_prepareattack_do(float secondary, float attacktime) + { + self.weaponentity.state = WS_INUSE; + + self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire + + // if the weapon hasn't been firing continuously, reset the timer + if(attacktime >= 0) + { + if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5) + { + ATTACK_FINISHED(self) = time; + //dprint("resetting attack finished to ", ftos(time), "\n"); + } + ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor(); + } + self.bulletcounter += 1; + //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n"); + return TRUE; + } + float weapon_prepareattack(float secondary, float attacktime) + { + if(weapon_prepareattack_check(secondary, attacktime)) + { + weapon_prepareattack_do(secondary, attacktime); + return TRUE; + } + else + return FALSE; + } + + void weapon_thinkf(float fr, float t, void() func) + { + vector a; + vector of, or, ou; + float restartanim; + + if(fr == WFRAME_DONTCHANGE) + { + fr = self.weaponentity.wframe; + restartanim = FALSE; + } + else if (fr == WFRAME_IDLE) + restartanim = FALSE; + else + restartanim = TRUE; + + of = v_forward; + or = v_right; + ou = v_up; + + if (self.weaponentity) + { + self.weaponentity.wframe = fr; + a = '0 0 0'; + if (fr == WFRAME_IDLE) + a = self.weaponentity.anim_idle; + else if (fr == WFRAME_FIRE1) + a = self.weaponentity.anim_fire1; + else if (fr == WFRAME_FIRE2) + a = self.weaponentity.anim_fire2; + else // if (fr == WFRAME_RELOAD) + a = self.weaponentity.anim_reload; + a_z *= g_weaponratefactor; + setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim); + } + + v_forward = of; + v_right = or; + v_up = ou; + + if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE) + { + backtrace("Tried to override initial weapon think function - should this really happen?"); + } + + t *= W_WeaponRateFactor(); + + // VorteX: haste can be added here + if (self.weapon_think == w_ready) + { + self.weapon_nextthink = time; + //dprint("started firing at ", ftos(time), "\n"); + } + if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5) + { + self.weapon_nextthink = time; + //dprint("reset weapon animation timer at ", ftos(time), "\n"); + } + self.weapon_nextthink = self.weapon_nextthink + t; + self.weapon_think = func; + //dprint("next ", ftos(self.weapon_nextthink), "\n"); + + if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t) + { + if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && fr == WFRAME_FIRE2) + animdecide_setaction(self, ANIMACTION_MELEE, restartanim); + else + animdecide_setaction(self, ANIMACTION_SHOOT, restartanim); + } + else + { + if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE) + self.anim_upper_action = 0; + } + } + -float forbidWeaponUse() ++float forbidWeaponUse(entity player) + { + if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown) + return 1; + if(round_handler_IsActive() && !round_handler_IsRoundStarted()) + return 1; - if(self.player_blocked) ++ if(player.player_blocked) + return 1; - if(self.frozen) ++ if(player.frozen) + return 1; - if(self.weapon_blocked) ++ if(player.weapon_blocked) + return 1; + return 0; + } + + void W_WeaponFrame() + { + vector fo, ri, up; + + if (frametime) + self.weapon_frametime = frametime; + + if (!self.weaponentity || self.health < 1) + return; // Dead player can't use weapons and injure impulse commands + - if(forbidWeaponUse()) ++ if(forbidWeaponUse(self)) + if(self.weaponentity.state != WS_CLEAR) + { + w_ready(); + return; + } + + if(!self.switchweapon) + { + self.weapon = 0; + self.switchingweapon = 0; + self.weaponentity.state = WS_CLEAR; + self.weaponname = ""; + //self.items &= ~IT_AMMO; + return; + } + + makevectors(self.v_angle); + fo = v_forward; // save them in case the weapon think functions change it + ri = v_right; + up = v_up; + + // Change weapon + if (self.weapon != self.switchweapon) + { + if (self.weaponentity.state == WS_CLEAR) + { + // end switching! + self.switchingweapon = self.switchweapon; + entity newwep = get_weaponinfo(self.switchweapon); + + // the two weapon entities will notice this has changed and update their models + self.weapon = self.switchweapon; + self.weaponname = newwep.mdl; + self.bulletcounter = 0; + self.ammo_field = newwep.ammo_field; + WEP_ACTION(self.switchweapon, WR_SETUP); + self.weaponentity.state = WS_RAISE; + + // set our clip load to the load of the weapon we switched to, if it's reloadable + if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars + { + self.clip_load = self.(weapon_load[self.switchweapon]); + self.clip_size = newwep.reloading_ammo; + } + else + self.clip_load = self.clip_size = 0; + + weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready); + } + else if (self.weaponentity.state == WS_DROP) + { + // in dropping phase we can switch at any time + self.switchingweapon = self.switchweapon; + } + else if (self.weaponentity.state == WS_READY) + { + // start switching! + self.switchingweapon = self.switchweapon; + entity oldwep = get_weaponinfo(self.weapon); + + // set up weapon switch think in the future, and start drop anim + #ifndef INDEPENDENT_ATTACK_FINISHED + if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) + { + #endif + sound(self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); + self.weaponentity.state = WS_DROP; + weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); + #ifndef INDEPENDENT_ATTACK_FINISHED + } + #endif + } + } + + // LordHavoc: network timing test code + //if (self.button0) + // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n"); + + float w; + w = self.weapon; + + // call the think code which may fire the weapon + // and do so multiple times to resolve framerate dependency issues if the + // server framerate is very low and the weapon fire rate very high + float c; + c = 0; + while (c < W_TICSPERFRAME) + { + c = c + 1; + if(w && !(self.weapons & WepSet_FromWeapon(w))) + { + if(self.weapon == self.switchweapon) + W_SwitchWeapon_Force(self, w_getbestweapon(self)); + w = 0; + } + + v_forward = fo; + v_right = ri; + v_up = up; + + if(w) + WEP_ACTION(self.weapon, WR_THINK); + else + WEP_ACTION(self.weapon, WR_GONETHINK); + + if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink) + { + if(self.weapon_think) + { + v_forward = fo; + v_right = ri; + v_up = up; + self.weapon_think(); + } + else + bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n"); + } + } + } + + void W_AttachToShotorg(entity flash, vector offset) + { + entity xflash; + flash.owner = self; + flash.angles_z = random() * 360; + + if(gettagindex(self.weaponentity, "shot")) + setattachment(flash, self.weaponentity, "shot"); + else + setattachment(flash, self.weaponentity, "tag_shot"); + setorigin(flash, offset); + + xflash = spawn(); + copyentity(flash, xflash); + + flash.viewmodelforclient = self; + + if(self.weaponentity.oldorigin_x > 0) + { + setattachment(xflash, self.exteriorweaponentity, ""); + setorigin(xflash, self.weaponentity.oldorigin + offset); + } + else + { + if(gettagindex(self.exteriorweaponentity, "shot")) + setattachment(xflash, self.exteriorweaponentity, "shot"); + else + setattachment(xflash, self.exteriorweaponentity, "tag_shot"); + setorigin(xflash, offset); + } + } + + void W_DecreaseAmmo(float ammo_use) + { + entity wep = get_weaponinfo(self.weapon); + + if(cvar("g_overkill")) + if(self.ok_use_ammocharge) + { + ok_DecreaseCharge(self, self.weapon); + return; // TODO + } + + if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) + return; + + // if this weapon is reloadable, decrease its load. Else decrease the player's ammo + if(wep.reloading_ammo) + { + self.clip_load -= ammo_use; + self.(weapon_load[self.weapon]) = self.clip_load; + } + else if(wep.ammo_field != ammo_none) + { + self.(wep.ammo_field) -= ammo_use; + if(self.(wep.ammo_field) < 0) + { + backtrace(sprintf( + "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... " + "Please notify Samual immediately with a copy of this backtrace!\n", + ammo_use, + wep.netname, + GetAmmoPicture(wep.ammo_field), + self.netname, + self.(wep.ammo_field) + )); + } + } + } + + // weapon reloading code + + .float reload_ammo_amount, reload_ammo_min, reload_time; + .float reload_complain; + .string reload_sound; + + void W_ReloadedAndReady() + { + // finish the reloading process, and do the ammo transfer + + self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading + + // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load + if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO || self.ammo_field == ammo_none) + self.clip_load = self.reload_ammo_amount; + else + { + // make sure we don't add more ammo than we have + float load = min(self.reload_ammo_amount - self.clip_load, self.(self.ammo_field)); + self.clip_load += load; + self.(self.ammo_field) -= load; + } + self.(weapon_load[self.weapon]) = self.clip_load; + + // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, + // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, + // so your weapon is disabled for a few seconds without reason + + //ATTACK_FINISHED(self) -= self.reload_time - 1; + + w_ready(); + } + + void W_Reload(float sent_ammo_min, string sent_sound) + { + // set global values to work with + entity e; + e = get_weaponinfo(self.weapon); + + if(cvar("g_overkill")) + if(self.ok_use_ammocharge) + return; // TODO + + self.reload_ammo_min = sent_ammo_min; + self.reload_ammo_amount = e.reloading_ammo; + self.reload_time = e.reloading_time; + self.reload_sound = sent_sound; + + // don't reload weapons that don't have the RELOADABLE flag + if (!(e.spawnflags & WEP_FLAG_RELOADABLE)) + { + dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n"); + return; + } + + // return if reloading is disabled for this weapon + if(!self.reload_ammo_amount) + return; + + // our weapon is fully loaded, no need to reload + if (self.clip_load >= self.reload_ammo_amount) + return; + + // no ammo, so nothing to load + if(self.ammo_field != ammo_none) + if(!self.(self.ammo_field) && self.reload_ammo_min) + if (!(self.items & IT_UNLIMITED_WEAPON_AMMO)) + { + if(IS_REAL_CLIENT(self) && self.reload_complain < time) + { + play2(self, "weapons/unavailable.wav"); + sprint(self, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(self.weapon), "\n")); + self.reload_complain = time + 1; + } + // switch away if the amount of ammo is not enough to keep using this weapon + if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))) + { + self.clip_load = -1; // reload later + W_SwitchToOtherWeapon(self); + } + return; + } + + if (self.weaponentity) + { + if (self.weaponentity.wframe == WFRAME_RELOAD) + return; + + // allow switching away while reloading, but this will cause a new reload! + self.weaponentity.state = WS_READY; + } + + // now begin the reloading process + + sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM); + + // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, + // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there, + // so your weapon is disabled for a few seconds without reason + + //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1; + + weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady); + + if(self.clip_load < 0) + self.clip_load = 0; + self.old_clip_load = self.clip_load; + self.clip_load = self.(weapon_load[self.weapon]) = -1; + } + + entity weapon_dropevent_item; + void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item) + { + entity oldself = self; + self = player; + weapon_dropevent_item = weapon_item; + WEP_ACTION(weapon_type, event); + self = oldself; + } diff --cc qcsrc/server/weapons/weaponsystem.qh index 0000000000,ddb1ee6958..03dd69bbeb mode 000000,100644..100644 --- a/qcsrc/server/weapons/weaponsystem.qh +++ b/qcsrc/server/weapons/weaponsystem.qh @@@ -1,0 -1,6 +1,6 @@@ + float weaponswapping; + float internalteam; + + void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item); + -float forbidWeaponUse(); ++float forbidWeaponUse(entity player);