+#ifndef VEHICLES_DEF_H
+#define VEHICLES_DEF_H
+
+#include "../tturrets/include/turrets_early.qh"
+
// #define VEHICLES_USE_ODE
#define VEHICLES_ENABLED
#ifdef VEHICLES_ENABLED
.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.
.float sound_nexttime;
-#define VOL_VEHICLEENGINE 1
+const float VOL_VEHICLEENGINE = 1;
.float hud;
.float dmg_time;
.void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it
.void() vehicle_die; /// Vehicles custom function to be executed when vehile die
-#define VHSF_NORMAL 0
-#define VHSF_FACTORY 2
+const float VHSF_NORMAL = 0;
+const float VHSF_FACTORY = 2;
.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
.float(float _imp) vehicles_impulse;
.float vehicle_weapon2mode = volly_counter;
void(entity e, vector torque) physics_addtorque = #542; // add relative torque
#endif // VEHICLES_USE_ODE
#endif // VEHICLES_ENABLED
+#endif
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