-//#define VEHICLES_CSQC
// #define VEHICLES_USE_ODE
#define VEHICLES_ENABLED
#ifdef VEHICLES_ENABLED
-//#define VEHICLES_VIEWROTATE_CROSSHAIR
//#message "with tZork vehicles (experimental)"
.float vehicle_flags;
float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
float VHF_MOVE_FLY = 512; /// Vehicle is airborn
+float VHF_DMGSHAKE = 1024;
+float VHF_DMGROLL = 2048;
+float VHF_DMGHEADROLL = 4096;
.entity gun1;
.entity gun2;
.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.
.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.
-#ifdef SVQC
.entity vehicle;
.entity vehicle_viewport;
.entity vehicle_hudmodel;
+.float sound_nexttime;
+#define VOL_VEHICLEENGINE 1
+
.float hud;
.float dmg_time;
.float vehicle_respawntime;
.void() vehicle_spawn;
+void vehicles_exit(float eject);
var .void(float exit_flags) vehicle_exit;
float VHEF_NORMAL = 0; /// User pressed exit key
float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
var .void() vehicle_die; /// Vehicles custom function to be executed when vehile die
var .void() vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-#ifdef VEHICLES_CSQC
-.float framecounter; /// Used to count server frames, so that we may send soem updates less often
-var .void(entity to, float sflags) vehile_send_exta; /// Vehicles custom send func
-void net_link_vehile(); /// Initiates csqc networking for vehicle
-#endif //VEHICLES_CSQC
-#endif //SVQC
-
-#ifdef CSQC
-#ifdef VEHICLES_CSQC
-.float vehicle_hud;
-
-entity vehicle;
-entity vehicle_viewport;
-entity vehicle_hudmodel;
-
-void vehicle_spiderbot_assemble();
-void vehicle_racer_assemble();
-void vehicle_raptor_assemble();
-void vehicle_bumblebee_assemble();
-void read_vehicle(float bIsNew);
-var .void (float sf)vehile_read_exta;
-#endif //VEHICLES_CSQC
-#endif //CSQC
-
#ifdef VEHICLES_USE_ODE
void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
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