2019-03-13 19:20:07 +00:00
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/*
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2020-06-04 21:01:28 +00:00
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===========================================================================
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2019-03-13 19:20:07 +00:00
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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2020-06-04 21:01:28 +00:00
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This file is part of Lazarus Quake 2 Mod source code.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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2019-03-13 19:20:07 +00:00
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2020-06-04 21:01:28 +00:00
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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2019-03-13 19:20:07 +00:00
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You should have received a copy of the GNU General Public License
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2020-06-04 21:01:28 +00:00
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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2019-03-13 19:20:07 +00:00
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*/
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#include "g_local.h"
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#define RFAST -3
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#define RMEDIUM -2
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#define RSLOW -1
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#define STOP 0
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#define SLOW 1
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#define MEDIUM 2
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#define FAST 3
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#define VEHICLE_BLOCK_STOPS 4
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void func_vehicle_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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vec3_t origin;
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vec3_t chunkorigin;
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vec3_t size;
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int count;
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int mass;
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2020-04-20 07:17:27 +00:00
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if (self->deathtarget)
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2019-03-13 19:20:07 +00:00
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{
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self->target = self->deathtarget;
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G_UseTargets (self, attacker);
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}
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// bmodel origins are (0 0 0), we need to adjust that here
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VectorScale (self->size, 0.5, size);
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VectorAdd (self->absmin, size, origin);
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VectorCopy (origin, self->s.origin);
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self->takedamage = DAMAGE_NO;
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if (self->dmg)
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T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE, -0.5);
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VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
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VectorNormalize (self->velocity);
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VectorScale (self->velocity, 150, self->velocity);
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// start chunks towards the center
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VectorScale (size, 0.5, size);
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mass = self->mass;
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// big chunks
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if (mass >= 100)
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{
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count = mass / 100;
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if (count > 8)
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count = 8;
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2020-04-20 07:17:27 +00:00
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while (count--)
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2019-03-13 19:20:07 +00:00
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{
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chunkorigin[0] = origin[0] + crandom() * size[0];
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chunkorigin[1] = origin[1] + crandom() * size[1];
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chunkorigin[2] = origin[2] + crandom() * size[2];
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ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin, 0, 0);
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}
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}
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// small chunks
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count = mass / 25;
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if (count > 16)
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count = 16;
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2020-04-20 07:17:27 +00:00
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while (count--)
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2019-03-13 19:20:07 +00:00
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{
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chunkorigin[0] = origin[0] + crandom() * size[0];
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chunkorigin[1] = origin[1] + crandom() * size[1];
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chunkorigin[2] = origin[2] + crandom() * size[2];
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ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin, 0, 0);
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}
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if (self->dmg)
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BecomeExplosion1 (self);
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else
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G_FreeEdict (self);
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}
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void vehicle_blocked (edict_t *self, edict_t *other)
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{
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edict_t *attacker;
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2020-04-20 07:17:27 +00:00
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if ((self->spawnflags & VEHICLE_BLOCK_STOPS) || (other == world))
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2019-03-13 19:20:07 +00:00
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{
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VectorClear(self->velocity);
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VectorClear(self->avelocity);
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self->moveinfo.current_speed = 0;
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gi.linkentity(self);
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return;
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}
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if (other->takedamage)
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{
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if (self->teammaster->owner)
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attacker = self->teammaster->owner;
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else
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attacker = self->owner;
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T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
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}
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else
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{
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VectorClear(self->velocity);
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VectorClear(self->avelocity);
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self->moveinfo.current_speed = 0;
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self->moveinfo.state = STOP;
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gi.linkentity(self);
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}
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if (!(other->svflags & SVF_MONSTER) && (!other->client))
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{
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T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
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if (other)
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BecomeExplosion1 (other);
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return;
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}
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}
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// Not needed, because collisions are effectively prevented by the vehicle physics in
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// g_phys.c.
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void vehicle_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t dir, v;
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vec3_t new_origin, new_velocity;
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vec_t points;
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vec_t vspeed, mspeed;
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vec_t knockback;
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vec3_t end;
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trace_t tr;
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if (other == world || (self->spawnflags & VEHICLE_BLOCK_STOPS) )
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{
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VectorClear(self->velocity);
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VectorClear(self->avelocity);
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self->moveinfo.current_speed = 0;
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gi.linkentity(self);
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}
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if (!self->owner) return; // if vehicle isn't being driven, it can't hurt anybody
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if (other == self->owner) return; // can't hurt the driver
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if (other->takedamage == DAMAGE_NO) return;
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// we damage func_explosives elsewhere. About all that's left to hurt are
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// players and monsters
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if (!other->client && !(other->svflags & SVF_MONSTER)) return;
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vspeed = VectorLength(self->velocity);
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2020-04-20 07:17:27 +00:00
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if (!vspeed) return;
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2019-03-13 19:20:07 +00:00
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VectorSubtract(other->s.origin,self->s.origin,dir);
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dir[2] = 0;
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VectorNormalize(dir);
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VectorCopy(self->velocity,v);
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VectorNormalize(v);
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// damage and knockback are proportional to square of velocity * mass of vehicle.
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// Lessee... with a mass=2000 vehicle traveling 400 units/sec, give 100 points
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// damage and a velocity of 160 to a 200 mass monster.
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vspeed *= DotProduct(dir,v);
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mspeed = VectorLength(other->velocity) * DotProduct(dir,v);
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vspeed -= mspeed;
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2020-04-20 07:17:27 +00:00
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if (vspeed <= 0.0) return;
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2019-03-13 19:20:07 +00:00
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// for speed < 200, don't do damage but move monster
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2020-04-20 07:17:27 +00:00
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if (vspeed < 200) {
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if (other->mass > self->mass) vspeed *= (float)self->mass/other->mass;
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2019-03-13 19:20:07 +00:00
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VectorMA(other->velocity,vspeed,dir,new_velocity);
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VectorMA(other->s.origin,FRAMETIME,new_velocity,new_origin);
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new_origin[2] += 2;
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// if the move would place the monster in a solid, make him go splat
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VectorCopy(new_origin,end);
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end[2] -= 1;
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tr = gi.trace(new_origin,other->mins,other->maxs,end,self,CONTENTS_SOLID);
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2020-04-20 07:17:27 +00:00
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if (tr.startsolid)
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2019-03-13 19:20:07 +00:00
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// splat
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T_Damage (other, self, self->owner, dir, self->s.origin, vec3_origin,
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other->health - other->gib_health + 1, 0, 0, MOD_VEHICLE);
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else
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{
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// go ahead and move the bastard
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VectorCopy(new_velocity,other->velocity);
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VectorCopy(new_origin,other->s.origin);
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gi.linkentity(other);
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}
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return;
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}
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if (other->damage_debounce_time > level.time) return;
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other->damage_debounce_time = level.time + 0.2;
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points = 100. * (self->mass/2000.0f * vspeed*vspeed/160000);
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// knockback takes too long to take effect. If we can move him w/o throwing him
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// into a solid, do so NOW
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dir[2] = 0.2; // make knockback slightly upward
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VectorMA(other->velocity,vspeed,dir,new_velocity);
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VectorMA(other->s.origin,FRAMETIME,new_velocity,new_origin);
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2020-04-20 07:17:27 +00:00
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if (gi.pointcontents(new_origin) & CONTENTS_SOLID)
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2019-03-13 19:20:07 +00:00
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knockback = (160.0f/500.0f) * 200.0f * (self->mass/2000.0f * vspeed*vspeed/160000);
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else {
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knockback = 0;
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VectorCopy(new_velocity,other->velocity);
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VectorCopy(new_origin, other->s.origin);
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}
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T_Damage (other, self, self->owner, dir, self->s.origin, vec3_origin,
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(int)points, (int)knockback, 0, MOD_VEHICLE);
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gi.linkentity(other);
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}
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void vehicle_disengage (edict_t *vehicle)
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{
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edict_t *driver;
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vec3_t forward, left, f1, l1;
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driver = vehicle->owner;
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2020-04-20 07:17:27 +00:00
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if (!driver) return;
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2019-03-13 19:20:07 +00:00
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AngleVectors(vehicle->s.angles, forward, left, NULL);
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VectorCopy(vehicle->velocity,driver->velocity);
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VectorScale(forward,vehicle->move_origin[0],f1);
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VectorScale(left,-vehicle->move_origin[1],l1);
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VectorAdd(vehicle->s.origin,f1,driver->s.origin);
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VectorAdd(driver->s.origin,l1,driver->s.origin);
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driver->s.origin[2] += vehicle->move_origin[2];
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driver->vehicle = NULL;
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driver->client->vehicle_framenum = level.framenum;
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driver->movetype = MOVETYPE_WALK;
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driver->gravity = 1;
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// turn ON client side prediction for this player
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driver->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
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vehicle->s.sound = 0;
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gi.linkentity (driver);
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vehicle->owner = NULL;
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}
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void vehicle_think (edict_t *self)
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{
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float aspeed, speed, newspeed;
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vec3_t forward, left, f1, l1, v;
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self->nextthink = level.time + FRAMETIME;
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VectorCopy(self->oldvelocity,v);
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v[2] = 0;
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speed = VectorLength(v);
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2020-04-20 07:17:27 +00:00
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if (speed > 0)
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2019-03-13 19:20:07 +00:00
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self->s.effects |= EF_ANIM_ALL;
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else
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self->s.effects &= ~EF_ANIM_ALL;
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AngleVectors(self->s.angles, forward, left, NULL);
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2020-04-20 07:17:27 +00:00
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if (DotProduct(forward,self->oldvelocity) < 0) speed = -speed;
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2019-03-13 19:20:07 +00:00
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self->moveinfo.current_speed = speed;
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if (self->owner)
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{
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// ... then we have a driver
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if (self->owner->health <= 0)
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{
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vehicle_disengage(self);
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return;
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}
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if (self->owner->client->use)
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{
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// if he's pressing the use key, and he didn't just
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// get on or off, disengage
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2020-04-20 07:17:27 +00:00
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if (level.framenum - self->owner->client->vehicle_framenum > 2)
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2019-03-13 19:20:07 +00:00
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{
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VectorCopy(self->velocity,self->oldvelocity);
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vehicle_disengage(self);
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return;
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}
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}
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if (self->owner->client->ucmd.forwardmove != 0 && level.time > self->moveinfo.wait)
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{
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2020-04-20 07:17:27 +00:00
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if (self->owner->client->ucmd.forwardmove > 0)
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2019-03-13 19:20:07 +00:00
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{
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2020-04-20 07:17:27 +00:00
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if (self->moveinfo.state < FAST)
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2019-03-13 19:20:07 +00:00
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{
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self->moveinfo.state++;
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self->moveinfo.next_speed = self->moveinfo.state * self->speed/3;
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self->moveinfo.wait = level.time + FRAMETIME;
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}
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}
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else
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{
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2020-04-20 07:17:27 +00:00
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if (self->moveinfo.state > RFAST)
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2019-03-13 19:20:07 +00:00
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{
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self->moveinfo.state--;
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self->moveinfo.next_speed = self->moveinfo.state * self->speed/3;
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self->moveinfo.wait = level.time + FRAMETIME;
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}
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}
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}
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2020-04-20 07:17:27 +00:00
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if (self->moveinfo.current_speed < self->moveinfo.next_speed)
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2019-03-13 19:20:07 +00:00
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{
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speed = self->moveinfo.current_speed + self->accel/10;
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2020-04-20 07:17:27 +00:00
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if (speed > self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
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2019-03-13 19:20:07 +00:00
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}
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2020-04-20 07:17:27 +00:00
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else if (self->moveinfo.current_speed > self->moveinfo.next_speed)
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2019-03-13 19:20:07 +00:00
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{
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speed = self->moveinfo.current_speed - self->decel/10;
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2020-04-20 07:17:27 +00:00
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if (speed < self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
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2019-03-13 19:20:07 +00:00
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}
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VectorScale(forward,speed,self->velocity);
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if (self->owner->client->ucmd.sidemove != 0 && speed != 0 )
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{
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aspeed = 180.*speed/(M_PI*self->radius);
|
2020-04-20 07:17:27 +00:00
|
|
|
if (self->owner->client->ucmd.sidemove > 0) aspeed = -aspeed;
|
2019-03-13 19:20:07 +00:00
|
|
|
self->avelocity[1] = aspeed;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
self->avelocity[1] = 0;
|
|
|
|
|
2020-04-20 07:17:27 +00:00
|
|
|
if (speed != 0)
|
2019-03-13 19:20:07 +00:00
|
|
|
self->s.sound = self->noise_index;
|
|
|
|
else
|
|
|
|
self->s.sound = self->noise_index2;
|
|
|
|
#ifdef LOOP_SOUND_ATTENUATION
|
|
|
|
self->s.attenuation = self->attenuation;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
gi.linkentity(self);
|
|
|
|
|
|
|
|
// Copy velocities and set position of driver
|
|
|
|
VectorCopy(self->velocity,self->owner->velocity);
|
|
|
|
VectorScale(forward,self->move_origin[0],f1);
|
|
|
|
VectorScale(left,-self->move_origin[1],l1);
|
|
|
|
VectorAdd(self->s.origin,f1,self->owner->s.origin);
|
|
|
|
VectorAdd(self->owner->s.origin,l1,self->owner->s.origin);
|
|
|
|
self->owner->s.origin[2] += self->move_origin[2];
|
|
|
|
// If moving, turn driver
|
2020-04-20 07:17:27 +00:00
|
|
|
if (speed != 0)
|
2019-03-13 19:20:07 +00:00
|
|
|
{
|
|
|
|
float yaw;
|
|
|
|
yaw = self->avelocity[1]*FRAMETIME;
|
|
|
|
self->owner->s.angles[YAW] += yaw;
|
|
|
|
self->owner->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(yaw);
|
|
|
|
self->owner->client->ps.pmove.pm_type = PM_FREEZE;
|
|
|
|
}
|
|
|
|
VectorCopy(self->velocity,self->oldvelocity);
|
|
|
|
gi.linkentity(self->owner);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
edict_t *ent;
|
|
|
|
vec3_t dir, drive;
|
|
|
|
//
|
|
|
|
// No driver
|
|
|
|
//
|
|
|
|
// if vehicle has stopped, drop it to ground.
|
|
|
|
// otherwise slow it down
|
2020-04-20 07:17:27 +00:00
|
|
|
if (speed==0)
|
2019-03-13 19:20:07 +00:00
|
|
|
{
|
2020-04-20 07:17:27 +00:00
|
|
|
if (!self->groundentity)
|
2019-03-13 19:20:07 +00:00
|
|
|
SV_AddGravity (self);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// no driver... slow to an eventual stop in no more than 5 sec.
|
|
|
|
self->moveinfo.next_speed = 0;
|
|
|
|
self->moveinfo.state = STOP;
|
2020-04-20 07:17:27 +00:00
|
|
|
if (speed > 0)
|
2019-03-13 19:20:07 +00:00
|
|
|
newspeed = max(0.,speed - self->speed/50);
|
|
|
|
else
|
|
|
|
newspeed = min(0.,speed + self->speed/50);
|
|
|
|
VectorScale(forward,newspeed,self->velocity);
|
|
|
|
VectorScale(self->avelocity,newspeed/speed,self->avelocity);
|
|
|
|
VectorCopy(self->velocity,self->oldvelocity);
|
|
|
|
gi.linkentity(self);
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if a player has mounted the vehicle
|
|
|
|
// first get driving position
|
|
|
|
VectorScale(forward,self->move_origin[0],f1);
|
|
|
|
VectorScale(left,-self->move_origin[1],l1);
|
|
|
|
VectorAdd(self->s.origin,f1,drive);
|
|
|
|
VectorAdd(drive,l1,drive);
|
|
|
|
drive[2] += self->move_origin[2];
|
|
|
|
// find a player
|
|
|
|
for (i=1, ent=&g_edicts[1] ; i<=maxclients->value ; i++, ent++) {
|
|
|
|
if (!ent->inuse) continue;
|
|
|
|
if (ent->movetype == MOVETYPE_NOCLIP) continue;
|
|
|
|
if (!ent->client->use) continue;
|
|
|
|
if (level.framenum - ent->client->vehicle_framenum <= 2) continue;
|
|
|
|
|
|
|
|
// determine distance from vehicle "move_origin"
|
|
|
|
VectorSubtract(drive,ent->s.origin,dir);
|
|
|
|
if (fabs(dir[2]) < 64)
|
|
|
|
dir[2] = 0;
|
|
|
|
|
|
|
|
if (VectorLength(dir) < 16) {
|
|
|
|
ent->client->vehicle_framenum = level.framenum;
|
|
|
|
// player has taken control of vehicle
|
|
|
|
// move vehicle up slightly to avoid roundoff collisions
|
|
|
|
self->s.origin[2] += 1;
|
|
|
|
gi.linkentity(self);
|
|
|
|
|
2020-04-20 07:17:27 +00:00
|
|
|
if (self->message)
|
2019-03-13 19:20:07 +00:00
|
|
|
safe_centerprintf(ent,self->message);
|
|
|
|
self->owner = ent;
|
|
|
|
ent->movetype = MOVETYPE_PUSH;
|
|
|
|
ent->gravity = 0;
|
|
|
|
ent->vehicle = self;
|
|
|
|
// turn off client side prediction for this player
|
|
|
|
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
|
|
|
|
// force a good driving position
|
|
|
|
VectorCopy(drive,self->owner->s.origin);
|
|
|
|
gi.linkentity(ent);
|
|
|
|
// vehicle idle noise
|
|
|
|
self->s.sound = self->noise_index2;
|
|
|
|
#ifdef LOOP_SOUND_ATTENUATION
|
|
|
|
self->s.attenuation = self->attenuation;
|
|
|
|
#endif
|
|
|
|
// reset wait time so we can start accelerating
|
|
|
|
self->moveinfo.wait = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-04-20 07:17:27 +00:00
|
|
|
if (self->movewith_next && (self->movewith_next->movewith_ent == self))
|
2019-03-13 19:20:07 +00:00
|
|
|
set_child_movement(self);
|
|
|
|
}
|
|
|
|
|
|
|
|
void turn_vehicle (edict_t *self)
|
|
|
|
{
|
|
|
|
self->s.angles[YAW] = self->ideal_yaw;
|
|
|
|
gi.linkentity(self);
|
|
|
|
self->prethink = NULL;
|
|
|
|
}
|
|
|
|
void SP_func_vehicle (edict_t *self)
|
|
|
|
{
|
|
|
|
self->ideal_yaw = self->s.angles[YAW];
|
|
|
|
VectorClear (self->s.angles);
|
|
|
|
self->solid = SOLID_BSP;
|
|
|
|
gi.setmodel (self, self->model);
|
|
|
|
|
|
|
|
// usermodel (for alias model vehicles) goes on modelindex2
|
|
|
|
if (self->usermodel && strlen(self->usermodel)) {
|
|
|
|
char modelname[256];
|
|
|
|
// check for "models/" already in path
|
|
|
|
if ( !strncmp(self->usermodel, "models/", 7) )
|
|
|
|
Com_sprintf(modelname, sizeof(modelname), "%s", self->usermodel);
|
|
|
|
else
|
|
|
|
Com_sprintf(modelname, sizeof(modelname), "models/%s", self->usermodel);
|
|
|
|
self->s.modelindex2 = gi.modelindex (modelname);
|
|
|
|
}
|
|
|
|
|
|
|
|
self->movetype = MOVETYPE_VEHICLE;
|
|
|
|
|
|
|
|
if (!self->speed)
|
|
|
|
self->speed = 200;
|
|
|
|
if (!self->accel)
|
|
|
|
self->accel = self->speed; // accelerates to full speed in 1 second (approximate).
|
|
|
|
if (!self->decel)
|
|
|
|
self->decel = self->accel;
|
|
|
|
if (!self->mass)
|
|
|
|
self->mass = 2000;
|
|
|
|
if (!self->radius)
|
|
|
|
self->radius = 256;
|
|
|
|
self->blocked = vehicle_blocked;
|
|
|
|
self->touch = vehicle_touch;
|
|
|
|
self->think = vehicle_think;
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
self->noise_index = gi.soundindex("engine/engine.wav");
|
|
|
|
self->noise_index2 = gi.soundindex("engine/idle.wav");
|
|
|
|
|
|
|
|
#ifdef LOOP_SOUND_ATTENUATION
|
|
|
|
if (self->attenuation <= 0)
|
|
|
|
self->attenuation = ATTN_IDLE;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
VectorClear(self->velocity);
|
|
|
|
VectorClear(self->avelocity);
|
|
|
|
self->moveinfo.current_speed = 0;
|
|
|
|
self->moveinfo.state = STOP;
|
|
|
|
gi.linkentity (self);
|
|
|
|
VectorCopy(self->size,self->org_size);
|
|
|
|
|
|
|
|
if (self->ideal_yaw != 0)
|
|
|
|
self->prethink = turn_vehicle;
|
|
|
|
if (self->health) {
|
|
|
|
self->die = func_vehicle_explode;
|
|
|
|
self->takedamage = DAMAGE_YES;
|
|
|
|
} else
|
|
|
|
self->takedamage = DAMAGE_NO;
|
|
|
|
}
|