1 // #define VEHICLES_USE_ODE
2 #define VEHICLES_ENABLED
3 #ifdef VEHICLES_ENABLED
6 float VHF_ISVEHICLE = 2; /// Indicates vehicle
7 float VHF_HASSHIELD = 4; /// Vehicle has shileding
8 float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
9 float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
10 float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
11 float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
12 float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
13 float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
14 float VHF_MOVE_FLY = 512; /// Vehicle is airborn
15 float VHF_DMGSHAKE = 1024;
16 float VHF_DMGROLL = 2048;
17 float VHF_DMGHEADROLL = 4096;
23 .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.
24 .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.
25 .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.
26 .entity vehicle_shieldent; /// Entity to disply the shild effect on damage
28 .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.
29 .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.
30 .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.
31 .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.
34 .entity vehicle_viewport;
35 .entity vehicle_hudmodel;
37 .float sound_nexttime;
38 #define VOL_VEHICLEENGINE 1
42 .float vehicle_respawntime;
43 .void() vehicle_spawn;
45 void vehicles_exit(float eject);
46 var .void(float exit_flags) vehicle_exit;
47 float VHEF_NORMAL = 0; /// User pressed exit key
48 float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
49 float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
51 float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
52 float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
53 float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
55 var .void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it
56 var .void() vehicle_die; /// Vehicles custom function to be executed when vehile die
57 var .void() vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
58 const var .float(float _imp) vehicles_impusle_null;
59 var .float(float _imp) vehicles_impusle;
60 .float vehicle_weapon2mode = volly_counter;
62 #ifdef VEHICLES_USE_ODE
63 void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
64 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
65 void(entity e, vector torque) physics_addtorque = #542; // add relative torque
66 #endif // VEHICLES_USE_ODE
67 #endif // VEHICLES_ENABLED