-#ifndef VEHICLE_H
-#define VEHICLE_H
+#pragma once
CLASS(Vehicle, Object)
- ATTRIB(Vehicle, vehicleid, int, 0)
+ ATTRIB(Vehicle, vehicleid, int, 0);
/** hud icon */
- ATTRIB(Vehicle, m_icon, string, string_null)
+ ATTRIB(Vehicle, m_icon, string);
/** short name */
- ATTRIB(Vehicle, netname, string, "")
+ ATTRIB(Vehicle, netname, string, "");
/** human readable name */
- ATTRIB(Vehicle, vehicle_name, string, "Vehicle")
+ ATTRIB(Vehicle, vehicle_name, string, "Vehicle");
/** full name of model */
- ATTRIB(Vehicle, model, string, "")
+ ATTRIB(Vehicle, model, string, "");
/** currently a copy of the model */
- ATTRIB(Vehicle, mdl, string, "")
+ ATTRIB(Vehicle, mdl, string, "");
/** full name of tur_head model */
- ATTRIB(Vehicle, head_model, string, "")
+ ATTRIB(Vehicle, head_model, string, "");
/** cockpit model */
- ATTRIB(Vehicle, hud_model, string, "")
+ ATTRIB(Vehicle, hud_model, string, "");
/** tur_head model tag */
- ATTRIB(Vehicle, tag_head, string, string_null)
+ ATTRIB(Vehicle, tag_head, string);
/** hud model tag */
- ATTRIB(Vehicle, tag_hud, string, string_null)
+ ATTRIB(Vehicle, tag_hud, string);
/** cockpit model tag */
- ATTRIB(Vehicle, tag_view, string, string_null)
+ ATTRIB(Vehicle, tag_view, string);
/** player physics mod */
- ATTRIB(Vehicle, PlayerPhysplug, int(), func_null)
+ ATTRIB(Vehicle, PlayerPhysplug, bool(entity,float));
/** */
- ATTRIB(Vehicle, spawnflags, int, 0)
+ ATTRIB(Vehicle, spawnflags, int, 0);
/** vehicle hitbox size */
- ATTRIB(Vehicle, mins, vector, '-0 -0 -0')
+ ATTRIB(Vehicle, m_mins, vector, '-0 -0 -0');
/** vehicle hitbox size */
- ATTRIB(Vehicle, maxs, vector, '0 0 0')
+ ATTRIB(Vehicle, m_maxs, vector, '0 0 0');
+ /** vehicle 3rd person view offset */
+ ATTRIB(Vehicle, view_ofs, vector, '0 0 0');
+ /** vehicle 3rd person view distance */
+ ATTRIB(Vehicle, height, float, 0);
/** (BOTH) setup vehicle data */
- METHOD(Vehicle, vr_setup, void(Vehicle)) { }
+ METHOD(Vehicle, vr_setup, void(Vehicle this, entity instance)) { }
/** (SERVER) logic to run every frame */
- METHOD(Vehicle, vr_think, void(Vehicle)) { }
+ METHOD(Vehicle, vr_think, void(Vehicle this, entity instance)) { }
/** (SERVER) called when vehicle dies */
- METHOD(Vehicle, vr_death, void(Vehicle)) { }
+ METHOD(Vehicle, vr_death, void(Vehicle this, entity instance)) { }
/** (BOTH) precaches models/sounds used by this vehicle */
- METHOD(Vehicle, vr_precache, void(Vehicle)) { }
+ METHOD(Vehicle, vr_precache, void(Vehicle this)) { }
/** (SERVER) called when a player enters this vehicle */
- METHOD(Vehicle, vr_enter, void(Vehicle)) { }
+ METHOD(Vehicle, vr_enter, void(Vehicle this, entity instance)) { }
+ /** (SERVER) called when a player enters this vehicle while occupied */
+ METHOD(Vehicle, vr_gunner_enter, void(Vehicle this, entity instance, entity actor)) { }
/** (SERVER) called when the vehicle re-spawns */
- METHOD(Vehicle, vr_spawn, void(Vehicle)) { }
+ METHOD(Vehicle, vr_spawn, void(Vehicle this, entity instance)) { }
/** (SERVER) called when a vehicle hits something */
- METHOD(Vehicle, vr_impact, void(Vehicle)) { }
+ METHOD(Vehicle, vr_impact, void(Vehicle this, entity instance)) { }
+ /** (SERVER) called when a vehicle's colors are being reset, so modules can be updated */
+ METHOD(Vehicle, vr_setcolors, void(Vehicle this, entity instance)) { }
/** (CLIENT) logic to run every frame */
- METHOD(Vehicle, vr_hud, void(Vehicle)) { }
+ METHOD(Vehicle, vr_hud, void(Vehicle this)) { }
/** (CLIENT) logic to run every frame */
- METHOD(Vehicle, vr_crosshair, void(Vehicle)) { }
+ METHOD(Vehicle, vr_crosshair, void(Vehicle thisveh, entity player)) { }
ENDCLASS(Vehicle)
// vehicle spawn flags (need them here for common registrations)
-const int VHF_ISVEHICLE = 2; /// Indicates vehicle
-const int VHF_HASSHIELD = 4; /// Vehicle has shileding
-const int VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
-const int VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
-const int VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
-const int VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
-const int VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
-const int VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
-const int VHF_MOVE_FLY = 512; /// Vehicle is airborn
-const int VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
-const int VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
-const int VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
-const int VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
-const int VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
+const int VHF_ISVEHICLE = BIT(1); /// Indicates vehicle
+const int VHF_HASSHIELD = BIT(2); /// Vehicle has shileding
+const int VHF_SHIELDREGEN = BIT(3); /// Vehicles shield regenerates
+const int VHF_HEALTHREGEN = BIT(4); /// Vehicles health regenerates
+const int VHF_ENERGYREGEN = BIT(5); /// Vehicles energy regenerates
+const int VHF_DEATHEJECT = BIT(6); /// Vehicle ejects pilot upon fatal damage
+const int VHF_MOVE_GROUND = BIT(7); /// Vehicle moves on gound
+const int VHF_MOVE_HOVER = BIT(8); /// Vehicle hover close to gound
+const int VHF_MOVE_FLY = BIT(9); /// Vehicle is airborn
+const int VHF_DMGSHAKE = BIT(10); /// Add random velocity each frame if health < 50%
+const int VHF_DMGROLL = BIT(11); /// Add random angles each frame if health < 50%
+const int VHF_DMGHEADROLL = BIT(12); /// Add random head angles each frame if health < 50%
+const int VHF_MULTISLOT = BIT(13); /// Vehicle has multiple player slots
+const int VHF_PLAYERSLOT = BIT(14); /// This ent is a player slot on a multi-person vehicle
// fields:
.entity tur_head;
-
-#endif
+.entity vehicledef;