X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fsv_vehicles.qh;h=6cc322ef9ca610a8ead5dcd8543723d5a059aa4a;hb=a07691e754aa071189c034693af3476777d86720;hp=a3349b86e47ff408042fd40ebae48cbc58eb4dc2;hpb=23ab6599859e8a4b53501c8635b987bc1c33b771;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/vehicles/sv_vehicles.qh b/qcsrc/common/vehicles/sv_vehicles.qh index a3349b86e..6cc322ef9 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qh +++ b/qcsrc/common/vehicles/sv_vehicles.qh @@ -1,20 +1,33 @@ -// #define VEHICLES_USE_ODE +#ifndef VEHICLES_DEF_H +#define VEHICLES_DEF_H +#ifdef SVQC + +#include +#include "vehicle.qh" // vehicle cvars -float autocvar_g_vehicles; -float autocvar_g_vehicles_enter; -float autocvar_g_vehicles_enter_radius; -float autocvar_g_vehicles_steal; -float autocvar_g_vehicles_crush_dmg; -float autocvar_g_vehicles_crush_force; -float autocvar_g_vehicles_delayspawn; -float autocvar_g_vehicles_delayspawn_jitter; +bool autocvar_g_vehicles = true; +AUTOCVAR(g_vehicles_enter, bool, false, "require pressing use key to enter a vehicle"); +float autocvar_g_vehicles_enter_radius = 250; +AUTOCVAR(g_vehicles_steal, bool, true, "allow stealing enemy vehicles in teamplay modes"); +AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief"); +float autocvar_g_vehicles_crush_dmg = 70; +float autocvar_g_vehicles_crush_force = 50; +bool autocvar_g_vehicles_delayspawn = true; +float autocvar_g_vehicles_delayspawn_jitter = 10; float autocvar_g_vehicles_allow_bots; -var float autocvar_g_vehicles_nex_damagerate = 0.5; -var float autocvar_g_vehicles_uzi_damagerate = 0.5; -var float autocvar_g_vehicles_rifle_damagerate = 0.75; -var float autocvar_g_vehicles_minstanex_damagerate = 0.001; -var float autocvar_g_vehicles_tag_damagerate = 5; + +AUTOCVAR(g_vehicles_teams, bool, true, "allow team specific vehicles"); +float autocvar_g_vehicles_teleportable; +float autocvar_g_vehicles_vortex_damagerate = 0.5; +float autocvar_g_vehicles_machinegun_damagerate = 0.5; +float autocvar_g_vehicles_rifle_damagerate = 0.75; +float autocvar_g_vehicles_vaporizer_damagerate = 0.001; +float autocvar_g_vehicles_tag_damagerate = 5; +float autocvar_g_vehicles_weapon_damagerate = 1; + +// flags: +.int vehicle_flags; // vehicle definitions .entity gun1; @@ -29,31 +42,31 @@ var float autocvar_g_vehicles_tag_damagerate = 5; .entity gunner1; .entity gunner2; -.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. -.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. -.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. +.float vehicle_health = _STAT(VEHICLESTAT_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. +.float vehicle_energy = _STAT(VEHICLESTAT_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. +.float vehicle_shield = _STAT(VEHICLESTAT_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. -.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. -.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. -.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. +.float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If self is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If self is vehile, this is the real ammo1 value. +.float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If self is player this is 0..100 indicating percentage of primary reload status. If self is vehile, this is the real reload1 value. +.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If self is player this is 0..100 indicating percentage of secondary ammo left. If self is vehile, this is the real ammo2 value. +.float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If self is player this is 0..100 indicating percentage of secondary reload status. If self is vehile, this is the real reload2 value. .float sound_nexttime; -#define VOL_VEHICLEENGINE 1 +const float VOL_VEHICLEENGINE = 1; const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 -#define VHSF_NORMAL 0 -#define VHSF_FACTORY 2 +const float VHSF_NORMAL = 0; +const float VHSF_FACTORY = 2; -.float hud; +.int hud = _STAT(HUD); .float dmg_time; -.float volly_counter; +.int volly_counter; -const float MAX_AXH = 4; +const int MAX_AXH = 4; .entity AuxiliaryXhair[MAX_AXH]; .entity wps_intruder; @@ -64,36 +77,32 @@ const float MAX_AXH = 4; .float lock_soundtime; const float DAMAGE_TARGETDRONE = 10; +// vehicle functions +.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns +.bool(int _imp) vehicles_impulse; +.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE); +.void(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) + float force_fromtag_power; float force_fromtag_normpower; vector force_fromtag_origin; float vehicles_exit_running; -#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 -void(entity e, vector torque) physics_addtorque = #542; // add relative torque -#endif // VEHICLES_USE_ODE - -// functions used outside the vehicle code -void vehicles_exit(float eject); -void vehicles_enter(entity pl, entity veh); +// macros +#define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \ + ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 -// vehicle functions -.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(float exit_flags) vehicle_exit; -const float VHEF_NORMAL = 0; /// User pressed exit key -const float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying -const float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented) +.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly -// macros -#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \ - ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 +void vehicles_exit(float eject); +bool vehicle_initialize(entity this, Vehicle info, float nodrop); +bool vehicle_impulse(entity this, int imp); +bool vehicles_crushable(entity e); -#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \ - traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \ - if(trace_fraction != 1) \ - acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult) \ No newline at end of file +#endif +#endif