X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fsv_vehicles.qh;h=bfa33f83655db537c3561393e066b2dbf0aca289;hb=cf41044c9d897080866da6e0ca39d807e094e23e;hp=948427db33e0923c8c28af0ddbf61845a2369e32;hpb=29fae4d9d59e5ec8afbdd6ef0ebcc5dcdc1bfa3f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/vehicles/sv_vehicles.qh b/qcsrc/common/vehicles/sv_vehicles.qh index 948427db3..bfa33f836 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qh +++ b/qcsrc/common/vehicles/sv_vehicles.qh @@ -20,12 +20,12 @@ float autocvar_g_vehicles_thinkrate = 0.1; 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_vortex_damagerate = 0.75; +float autocvar_g_vehicles_machinegun_damagerate = 0.75; float autocvar_g_vehicles_rifle_damagerate = 0.75; -float autocvar_g_vehicles_vaporizer_damagerate = 0.001; +float autocvar_g_vehicles_vaporizer_damagerate = 0.5; float autocvar_g_vehicles_tag_damagerate = 5; -float autocvar_g_vehicles_weapon_damagerate = 1; +float autocvar_g_vehicles_weapon_damagerate = 2; .float vehicle_last_trace; @@ -36,7 +36,7 @@ float autocvar_g_vehicles_weapon_damagerate = 1; .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; @@ -45,13 +45,13 @@ float autocvar_g_vehicles_weapon_damagerate = 1; .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; @@ -67,6 +67,8 @@ const float VHSF_FACTORY = 2; .int hud = _STAT(HUD); .float dmg_time; +.float play_time; + .int volly_counter; const int MAX_AXH = 4; @@ -78,17 +80,17 @@ const int MAX_AXH = 4; .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; @@ -97,7 +99,7 @@ vector force_fromtag_origin; 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 @@ -109,6 +111,9 @@ bool vehicles_crushable(entity e); 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