X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fvehicles%2Fvehicles_def.qh;h=7d5a787d0061d914ca9159d1ebe6a42108057690;hb=0ddc37cf03d809916b949eb50fe6a482977e07b0;hp=dcb1854f368b45803f828bab8a12bfa0e73e86c0;hpb=add5162c2c034ff0e9eda824d3bf2b82e627be6c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/vehicles/vehicles_def.qh b/qcsrc/server/vehicles/vehicles_def.qh index dcb1854f3..7d5a787d0 100644 --- a/qcsrc/server/vehicles/vehicles_def.qh +++ b/qcsrc/server/vehicles/vehicles_def.qh @@ -2,8 +2,6 @@ #define VEHICLES_ENABLED #ifdef VEHICLES_ENABLED -//#message "with tZork vehicles (experimental)" - .float vehicle_flags; float VHF_ISVEHICLE = 2; /// Indicates vehicle float VHF_HASSHIELD = 4; /// Vehicle has shileding @@ -14,37 +12,43 @@ float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage 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; +float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50% +float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50% +float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50% +float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots +float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle .entity gun1; .entity gun2; +.entity gun3; +.entity vehicle_shieldent; /// Entity to disply the shild effect on damage +.entity vehicle; +.entity vehicle_viewport; +.entity vehicle_hudmodel; +.entity vehicle_controller; + +.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. -.entity vehicle_shieldent; /// Entity to disply the shild effect on damage .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. -.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() vehicle_spawn; void vehicles_exit(float eject); -var .void(float exit_flags) vehicle_exit; +.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 float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented) @@ -53,9 +57,15 @@ float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 -var .void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it -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 +.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 +.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns +.float(float _imp) vehicles_impusle; +.float vehicle_weapon2mode = volly_counter; + +//ยง .void() vehicle_factory() #ifdef VEHICLES_USE_ODE void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object