+#include "vehicles.qh"
+
+#include "../cl_player.qh"
+#include "../waypointsprites.qh"
+
+#include "../bot/waypoints.qh"
+
+.float() PlayerPhysplug;
+
float autocvar_g_vehicles_crush_dmg;
float autocvar_g_vehicles_crush_force;
float autocvar_g_vehicles_delayspawn;
const float MAX_AXH = 4;
.entity AuxiliaryXhair[MAX_AXH];
-float SendAuxiliaryXhair(entity to, float sf)
+float SendAuxiliaryXhair(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
return true;
}
-void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
+void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
{
if (!IS_REAL_CLIENT(own))
return;
void vehicles_regen(float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
{
- if(self.regen_field < field_max)
- if(timer + rpause < time)
+ if (self.(regen_field) < field_max)
+ if (timer + rpause < time)
{
- if(_healthscale)
+ if (_healthscale)
regen = regen * (self.vehicle_health / self.tur_health);
- self.regen_field = min(self.regen_field + regen * delta_time, field_max);
+ self.(regen_field) = min(self.(regen_field) + regen * delta_time, field_max);
- if(self.owner)
- self.owner.regen_field = (self.regen_field / field_max) * 100;
+ if (self.owner)
+ self.owner.(regen_field) = (self.(regen_field) / field_max) * 100;
}
}