5 #include "../turrets/sv_turrets.qh"
8 float autocvar_g_vehicles;
9 float autocvar_g_vehicles_enter;
10 float autocvar_g_vehicles_enter_radius;
11 float autocvar_g_vehicles_steal;
12 float autocvar_g_vehicles_steal_show_waypoint;
13 float autocvar_g_vehicles_crush_dmg;
14 float autocvar_g_vehicles_crush_force;
15 float autocvar_g_vehicles_delayspawn;
16 float autocvar_g_vehicles_delayspawn_jitter;
17 float autocvar_g_vehicles_allow_bots;
18 float autocvar_g_vehicles_teams;
19 float autocvar_g_vehicles_teleportable;
20 float autocvar_g_vehicles_vortex_damagerate = 0.5;
21 float autocvar_g_vehicles_machinegun_damagerate = 0.5;
22 float autocvar_g_vehicles_rifle_damagerate = 0.75;
23 float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
24 float autocvar_g_vehicles_tag_damagerate = 5;
25 float autocvar_g_vehicles_weapon_damagerate = 1;
30 // vehicle definitions
34 .entity vehicle_shieldent; /// Entity to disply the shild effect on damage
36 .entity vehicle_viewport;
37 .entity vehicle_hudmodel;
38 .entity vehicle_controller;
43 .float vehicle_health = _STAT(VEHICLESTAT_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.
44 .float vehicle_energy = _STAT(VEHICLESTAT_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.
45 .float vehicle_shield = _STAT(VEHICLESTAT_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.
47 .float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If self is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If self is vehile, this is the real ammo1 value.
48 .float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If self is player this is 0..100 indicating percentage of primary reload status. If self is vehile, this is the real reload1 value.
49 .float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If self is player this is 0..100 indicating percentage of secondary ammo left. If self is vehile, this is the real ammo2 value.
50 .float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If self is player this is 0..100 indicating percentage of secondary reload status. If self is vehile, this is the real reload2 value.
52 .float sound_nexttime;
53 const float VOL_VEHICLEENGINE = 1;
55 const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
56 const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
57 const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
59 const float VHSF_NORMAL = 0;
60 const float VHSF_FACTORY = 2;
62 .int hud = _STAT(HUD);
67 const int MAX_AXH = 4;
68 .entity AuxiliaryXhair[MAX_AXH];
75 .float lock_soundtime;
76 const float DAMAGE_TARGETDRONE = 10;
79 .void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
80 .bool(int _imp) vehicles_impulse;
81 .int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
82 .void(int exit_flags) vehicle_exit;
83 .bool() vehicle_enter;
84 const int VHEF_NORMAL = 0; /// User pressed exit key
85 const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
86 const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
88 float force_fromtag_power;
89 float force_fromtag_normpower;
90 vector force_fromtag_origin;
92 float vehicles_exit_running;
95 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
96 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
98 .float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
100 void vehicles_exit(float eject);
101 float vehicle_initialize(entity vehicle, float nodrop);
102 bool vehicle_impulse(entity this, int imp);
103 bool vehicles_crushable(entity e);