4 #include <common/turrets/sv_turrets.qh>
8 bool autocvar_g_vehicles = true;
9 AUTOCVAR(g_vehicles_enter, bool, false, "require pressing use key to enter a vehicle");
10 float autocvar_g_vehicles_enter_radius = 250;
11 AUTOCVAR(g_vehicles_steal, bool, true, "allow stealing enemy vehicles in teamplay modes");
12 AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief");
13 float autocvar_g_vehicles_crush_dmg = 70;
14 float autocvar_g_vehicles_crush_force = 50;
15 float autocvar_g_vehicles_crush_minspeed = 100;
16 bool autocvar_g_vehicles_delayspawn = true;
17 float autocvar_g_vehicles_delayspawn_jitter = 10;
18 float autocvar_g_vehicles_allow_bots;
19 int autocvar_g_vehicles_exit_attempts = 25;
20 float autocvar_g_vehicles_thinkrate = 0.1;
22 AUTOCVAR(g_vehicles_teams, bool, true, "allow team specific vehicles");
23 float autocvar_g_vehicles_teleportable;
24 float autocvar_g_vehicles_vortex_damagerate = 0.75;
25 float autocvar_g_vehicles_machinegun_damagerate = 0.75;
26 float autocvar_g_vehicles_rifle_damagerate = 0.75;
27 float autocvar_g_vehicles_vaporizer_damagerate = 0.5;
28 float autocvar_g_vehicles_tag_damagerate = 5;
29 float autocvar_g_vehicles_weapon_damagerate = 2;
31 .float vehicle_last_trace;
36 // vehicle definitions
40 .entity vehicle_shieldent; /// Entity to disply the shild effect on damage
42 .entity vehicle_viewport;
43 .entity vehicle_hudmodel;
44 .entity vehicle_controller;
49 const .float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is the health resource
50 const .float vehicle_energy = _STAT(VEHICLESTAT_ENERGY); /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle, this is the real energy value.
51 const .float vehicle_shield = _STAT(VEHICLESTAT_SHIELD); /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehicle, this is the real shield value.
53 const .float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If ent is vehicle, this is the real ammo1 value.
54 const .float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehicle, this is the real reload1 value.
55 const .float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehicle, this is the real ammo2 value.
56 const .float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehicle, this is the real reload2 value.
58 .float sound_nexttime;
59 const float VOL_VEHICLEENGINE = 1;
61 const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
62 const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
63 const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
65 const float VHSF_NORMAL = 0;
66 const float VHSF_FACTORY = 2;
74 const int MAX_AXH = 4;
75 .entity AuxiliaryXhair[MAX_AXH];
82 .float lock_soundtime;
85 .void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
86 .bool(entity this, int _imp) vehicles_impulse;
87 .void(entity this, int exit_flags) vehicle_exit;
88 .bool(entity this, entity player) vehicle_enter;
89 const int VHEF_NORMAL = 0; /// User pressed exit key
90 const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehicle is dying
91 const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
93 float force_fromtag_power;
94 float force_fromtag_normpower;
95 vector force_fromtag_origin;
97 float vehicles_exit_running;
100 #define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \
101 ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
103 #define VEHICLE_UPDATE_PLAYER_RESOURCE(ply,vehi,fld,vhname,res) \
104 ply.vehicle_##fld = (GetResource(vehi, res) / autocvar_g_vehicle_##vhname##_##fld) * 100
106 .float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
108 void vehicles_exit(entity vehic, int eject);
109 bool vehicle_initialize(entity this, Vehicle info, float nodrop);
110 bool vehicle_impulse(entity this, int imp);
111 bool vehicles_crushable(entity e);
112 float vehicle_altitude(entity this, float amax);
113 void vehicles_enter(entity pl, entity veh);
115 IntrusiveList g_vehicle_returners;
116 STATIC_INIT(g_vehicle_returners) { g_vehicle_returners = IL_NEW(); }