.entity gun1;
.entity gun2;
.entity gun3;
-.entity vehicle_shieldent; /// Entity to disply the shild effect on damage
+.entity vehicle_shieldent; /// Entity to disply the shild effect on damage
.entity vehicle;
.entity vehicle_viewport;
.entity vehicle_hudmodel;
.entity gunner1;
.entity gunner2;
-.float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. If ent is vehile, this is the real health value.
-.float vehicle_energy = _STAT(VEHICLESTAT_ENERGY); /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehile, this is the real energy value.
-.float vehicle_shield = _STAT(VEHICLESTAT_SHIELD); /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehile, this is the real shield value.
+.float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. If ent is vehile, this is the real health value.
+.float vehicle_energy = _STAT(VEHICLESTAT_ENERGY); /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehile, this is the real energy value.
+.float vehicle_shield = _STAT(VEHICLESTAT_SHIELD); /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehile, this is the real shield value.
-.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 vehile, this is the real ammo1 value.
+.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 vehile, this is the real ammo1 value.
.float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehile, this is the real reload1 value.
-.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehile, this is the real ammo2 value.
+.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehile, this is the real ammo2 value.
.float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehile, this is the real reload2 value.
.float sound_nexttime;
.float lock_strength;
.float lock_time;
.float lock_soundtime;
-const float DAMAGE_TARGETDRONE = 10;
+const float DAMAGE_TARGETDRONE = 10;
// vehicle functions
-.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
+.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re) spawns
.bool(entity this, int _imp) vehicles_impulse;
.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
.void(entity this, int exit_flags) vehicle_exit;
.bool(entity this, entity player) vehicle_enter;
const int VHEF_NORMAL = 0; /// User pressed exit key
const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
-const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
+const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
float force_fromtag_power;
float force_fromtag_normpower;
float vehicles_exit_running;
// macros
-#define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \
+#define VEHICLE_UPDATE_PLAYER(ply, vehi, fld, vhname) \
ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
float vehicle_altitude(entity this, float amax);
IntrusiveList g_vehicle_returners;
-STATIC_INIT(g_vehicle_returners) { g_vehicle_returners = IL_NEW(); }
+STATIC_INIT(g_vehicle_returners)
+{
+ g_vehicle_returners = IL_NEW();
+}
#endif