VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
469 lines
10 KiB
C++
469 lines
10 KiB
C++
/*
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* Copyright (c) 2016-2024 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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ncVehicle::ncVehicle(void)
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{
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m_iVehicleFlags = 0i;
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m_iMoveButtons = 0i;
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m_vecMoveValues = [0.0f, 0.0f, 0.0f];
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m_eDriver = __NULL__;
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m_eDriverLast = __NULL__;
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m_vecPlayerPos = [0.0f, 0.0f, 0.0f];
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m_vecExitPos = [0.0f, 0.0f, 0.0f];
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}
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#ifdef SERVER
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void
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ncVehicle::Save(float handle)
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{
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super::Save(handle);
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SaveInt(handle, "m_iVehicleFlags", m_iVehicleFlags);
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SaveInt(handle, "m_iMoveButtons", m_iMoveButtons);
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SaveVector(handle, "m_vecMoveValues", m_vecMoveValues);
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SaveEntity(handle, "m_eDriver", m_eDriver);
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SaveEntity(handle, "m_eDriverLast", m_eDriverLast);
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SaveVector(handle, "m_vecPlayerPos", m_vecPlayerPos);
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SaveVector(handle, "m_vecExitPos", m_vecExitPos);
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}
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void
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ncVehicle::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_iVehicleFlags":
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m_iVehicleFlags = ReadInt(strValue);
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break;
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case "m_iMoveButtons":
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m_iMoveButtons = ReadInt(strValue);
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break;
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case "m_vecMoveValues":
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m_vecMoveValues = ReadVector(strValue);
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break;
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case "m_eDriver":
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m_eDriver = (ncEntity)ReadEntity(strValue);
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break;
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case "m_eDriverLast":
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m_eDriverLast = (ncEntity)ReadEntity(strValue);
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break;
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case "m_vecPlayerPos":
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m_vecPlayerPos = ReadVector(strValue);
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break;
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case "m_vecExitPos":
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m_vecExitPos = ReadVector(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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#endif
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bool
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ncVehicle::CanDriverCrouch(void)
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{
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return (false);
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}
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bool
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ncVehicle::PreventPlayerMovement(void)
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{
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return (true);
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}
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bool
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ncVehicle::PreventPlayerFire(void)
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{
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return (true);
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}
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float
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ncVehicle::DriverAnimation(void)
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{
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return (-1);
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}
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entity
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ncVehicle::GetDriver(void)
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{
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return (m_eDriver);
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}
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#ifdef CLIENT
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bool
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ncVehicle::HideViewWeapon(void)
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{
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return (false);
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}
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bool
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ncVehicle::HideCrosshair(void)
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{
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return (true);
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}
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bool
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ncVehicle::HidePlayermodel(void)
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{
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return (true);
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}
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void
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ncVehicle::DriverRelink(void)
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{
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if (!driver_entnum)
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m_eDriver = __NULL__;
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else {
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ncPlayer pl;
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m_eDriver = (ncEntity)findentity(world, ::entnum, driver_entnum);
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pl = (ncPlayer)m_eDriver;
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pl.vehicle = this;
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}
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}
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bool
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ncVehicle::IsLocalDriver(void)
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{
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DriverRelink();
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if (m_eDriver == pSeat->m_ePlayer)
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return (true);
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else
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return (false);
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}
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void
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ncVehicle::UpdateView(void)
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{
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}
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void
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ncVehicle::PredictPreFrame(void)
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{
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SAVE_STATE(angles)
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SAVE_STATE(origin)
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SAVE_STATE(velocity)
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SAVE_STATE(size)
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SAVE_STATE(modelindex)
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SAVE_STATE(solid)
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SAVE_STATE(movetype)
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SAVE_STATE(m_eDriver)
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}
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void
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ncVehicle::PredictPostFrame(void)
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{
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ROLL_BACK(angles)
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ROLL_BACK(origin)
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ROLL_BACK(velocity)
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ROLL_BACK(size)
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ROLL_BACK(modelindex)
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ROLL_BACK(solid)
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ROLL_BACK(movetype)
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ROLL_BACK(m_eDriver)
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}
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void
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ncVehicle::ReceiveEntity(float new, float fChanged)
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{
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if (fChanged & VEHFL_CHANGED_ORIGIN) {
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origin[0] = readcoord();
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origin[1] = readcoord();
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origin[2] = readcoord();
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}
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if (fChanged & VEHFL_CHANGED_ANGLES) {
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angles[0] = readshort() / (32767 / 360);
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angles[1] = readshort() / (32767 / 360);
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angles[2] = readshort() / (32767 / 360);
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}
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if (fChanged & VEHFL_CHANGED_MODELINDEX) {
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setmodelindex(this, readshort());
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}
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if (fChanged & VEHFL_CHANGED_SOLID) {
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solid = readbyte();
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}
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if (fChanged & VEHFL_CHANGED_MOVETYPE) {
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movetype = readbyte();
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}
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if (fChanged & VEHFL_CHANGED_SIZE) {
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mins[0] = readcoord();
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mins[1] = readcoord();
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mins[2] = readcoord();
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maxs[0] = readcoord();
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maxs[1] = readcoord();
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maxs[2] = readcoord();
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}
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if (fChanged & VEHFL_CHANGED_VELOCITY) {
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velocity[0] = readfloat();
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velocity[1] = readfloat();
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velocity[2] = readfloat();
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}
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if (fChanged & VEHFL_CHANGED_DRIVER) {
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m_eDriver = (ncEntity)findfloat(world, ::entnum, readentitynum());
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}
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if (new)
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drawmask = MASK_ENGINE;
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}
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#else
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vector
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ncVehicle::GetExitPos(void)
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{
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vector vecOut;
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makevectors(angles);
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vecOut = origin;
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vecOut += v_forward * m_vecExitPos[0];
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vecOut += v_right * m_vecExitPos[1];
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vecOut += v_up * m_vecExitPos[2];
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/* check if we get stuck inside a wall */
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tracebox(vecOut, VEC_HULL_MIN, VEC_HULL_MAX, vecOut, MOVE_NORMAL, this);
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/* we're inside a wall... */
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if (trace_startsolid) {
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float test_distance = 256.0f;
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float start_distance = 128.0f;
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vector test;
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vector startpos = origin + [0,0,48];
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/* see how far we have to go in each dir */
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makevectors(angles);
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/* let's try left /right */
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for (float i = 128; i < test_distance; i += 16) {
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test = startpos + (v_right * i);
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tracebox(startpos, VEC_HULL_MIN, VEC_HULL_MAX, test, MOVE_NOMONSTERS, m_eDriverLast);
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if (!trace_startsolid)
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return trace_endpos;
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}
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for (float i = 128; i < test_distance; i += 16) {
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test = startpos - (v_right * i);
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tracebox(startpos, VEC_HULL_MIN, VEC_HULL_MAX, test, MOVE_NOMONSTERS, m_eDriverLast);
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if (!trace_startsolid)
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return trace_endpos;
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}
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/* forward / back */
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for (float i = 164; i < test_distance; i += 16) {
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test = startpos + (v_forward * i);
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tracebox(startpos, VEC_HULL_MIN, VEC_HULL_MAX, test, MOVE_NOMONSTERS, m_eDriverLast);
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if (!trace_startsolid)
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return trace_endpos;
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}
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for (float i = 164; i < test_distance; i += 16) {
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test = startpos + (v_forward * -i);
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tracebox(startpos, VEC_HULL_MIN, VEC_HULL_MAX, test, MOVE_NOMONSTERS, m_eDriverLast);
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if (!trace_startsolid)
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return trace_endpos;
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}
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/* up */
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for (float i = 128; i < test_distance; i += 16) {
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test = startpos + (v_up * i);
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tracebox(startpos, VEC_HULL_MIN, VEC_HULL_MAX, test, MOVE_NOMONSTERS, m_eDriverLast);
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if (!trace_startsolid)
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return trace_endpos;
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}
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print("Warning: vehicle exit position is not OK.\n");
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return origin;
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} else {
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return vecOut;
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}
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}
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void
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ncVehicle::EvaluateEntity(void)
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{
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/* while the engine is still handling physics for these, we can't
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* predict when origin/angle might change */
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if (ATTR_CHANGED(origin))
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SetSendFlags(VEHFL_CHANGED_ORIGIN);
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if (ATTR_CHANGED(angles)) {
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SetSendFlags(VEHFL_CHANGED_ANGLES);
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}
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if (ATTR_CHANGED(velocity))
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SetSendFlags(VEHFL_CHANGED_VELOCITY);
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if (ATTR_CHANGED(modelindex))
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SetSendFlags(VEHFL_CHANGED_MODELINDEX);
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if (ATTR_CHANGED(solid))
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SetSendFlags(VEHFL_CHANGED_SOLID);
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if (ATTR_CHANGED(movetype))
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SetSendFlags(VEHFL_CHANGED_MOVETYPE);
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if (ATTR_CHANGED(size))
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SetSendFlags(VEHFL_CHANGED_SIZE);
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if (ATTR_CHANGED(m_eDriver))
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SetSendFlags(VEHFL_CHANGED_DRIVER);
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SAVE_STATE(origin)
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SAVE_STATE(angles)
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SAVE_STATE(velocity)
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SAVE_STATE(modelindex)
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SAVE_STATE(solid)
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SAVE_STATE(movetype)
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SAVE_STATE(size)
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SAVE_STATE(m_eDriver)
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}
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float
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ncVehicle::SendEntity(entity ePEnt, float fChanged)
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{
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WriteByte(MSG_ENTITY, ENT_VEHICLE);
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WriteFloat(MSG_ENTITY, fChanged);
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/* really trying to get our moneys worth with 23 bits of mantissa */
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if (fChanged & VEHFL_CHANGED_ORIGIN) {
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WriteCoord(MSG_ENTITY, origin[0]);
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WriteCoord(MSG_ENTITY, origin[1]);
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WriteCoord(MSG_ENTITY, origin[2]);
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}
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if (fChanged & VEHFL_CHANGED_ANGLES) {
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WriteShort(MSG_ENTITY, angles[0] * 32767 / 360);
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WriteShort(MSG_ENTITY, angles[1] * 32767 / 360);
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WriteShort(MSG_ENTITY, angles[2] * 32767 / 360);
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}
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if (fChanged & VEHFL_CHANGED_MODELINDEX) {
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WriteShort(MSG_ENTITY, modelindex);
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}
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if (fChanged & VEHFL_CHANGED_SOLID) {
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WriteByte(MSG_ENTITY, solid);
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}
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if (fChanged & VEHFL_CHANGED_MOVETYPE) {
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WriteByte(MSG_ENTITY, movetype);
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}
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if (fChanged & VEHFL_CHANGED_SIZE) {
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WriteCoord(MSG_ENTITY, mins[0]);
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WriteCoord(MSG_ENTITY, mins[1]);
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WriteCoord(MSG_ENTITY, mins[2]);
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WriteCoord(MSG_ENTITY, maxs[0]);
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WriteCoord(MSG_ENTITY, maxs[1]);
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WriteCoord(MSG_ENTITY, maxs[2]);
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}
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if (fChanged & VEHFL_CHANGED_VELOCITY) {
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WriteFloat(MSG_ENTITY, velocity[0]);
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WriteFloat(MSG_ENTITY, velocity[1]);
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WriteFloat(MSG_ENTITY, velocity[2]);
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}
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if (fChanged & VEHFL_CHANGED_DRIVER) {
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WriteEntity(MSG_ENTITY, m_eDriver);
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}
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return (1);
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}
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#endif
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void
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ncVehicle::PlayerInput(void)
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{
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}
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void
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ncVehicle::PlayerUpdateFlags(void)
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{
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if (m_iVehicleFlags & VHF_FROZEN)
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m_eDriver.vv_flags |= VFL_FROZEN;
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/*if (m_iVehicleFlags & VHF_NOATTACK)
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m_eDriver.flags |= FL_NOATTACK;*/
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}
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void
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ncVehicle::PlayerAlign(void)
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{
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vector vecPlayerPos;
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if (!m_eDriver)
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return;
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makevectors(angles);
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vecPlayerPos = origin + v_forward * m_vecPlayerPos[0];
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vecPlayerPos += v_right * m_vecPlayerPos[1];
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vecPlayerPos += v_up * m_vecPlayerPos[2];
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setorigin(m_eDriver, vecPlayerPos);
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/* remove any player velocity to prevent fall damage or other unnicecities */
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m_eDriver.velocity = [0,0,0];
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}
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void
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ncVehicle::PlayerEnter(ncPlayer pl)
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{
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vector offs;
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if (!pl)
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return;
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/* cache the position */
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offs = pl.origin - origin;
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makevectors(angles);
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m_vecPlayerPos[0] = dotproduct(offs, v_forward);
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m_vecPlayerPos[1] = dotproduct(offs, v_right);
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m_vecPlayerPos[2] = dotproduct(offs, v_up);
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m_vecExitPos = m_vecPlayerPos;
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owner = pl;
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//pl.movetype = MOVETYPE_NOCLIP;
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m_eDriver = (ncEntity)pl;
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m_eDriverLast = m_eDriver;
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pl.vehicle = this;
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pl.vv_flags |= VFL_INVEHICLE;
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EntLog("Player %S entered this vehicle.", pl.GetInfoKey("name"));
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}
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void
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ncVehicle::PlayerLeave(ncPlayer pl)
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{
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if (!pl)
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return;
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EntLog("Player %S exits this vehicle.", pl.GetInfoKey("name"));
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owner = __NULL__;
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pl.vv_flags &= ~VFL_INVEHICLE;
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pl.ClearVelocity();
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pl.SetOriginUnstick(pl.GetOrigin());
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if (m_iVehicleFlags & VHF_FROZEN)
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pl.vv_flags &= ~VFL_FROZEN;
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/*if (m_iVehicleFlags & VHF_NOATTACK)
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pl.flags &= ~FL_NOATTACK;*/
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pl.vehicle = __NULL__;
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m_eDriver = __NULL__;
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}
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