#include "vehicles.qh"
+
+#ifdef GAMEQC
+float vehicle_altitude(entity this, float amax)
+{
+ tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
+ return vlen(this.origin - trace_endpos);
+}
+
+vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
+{
+ force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
+ v_forward = normalize(v_forward) * -1;
+ traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
+
+ force_fromtag_power = (1 - trace_fraction) * max_power;
+ force_fromtag_normpower = force_fromtag_power / max_power;
+
+ return v_forward * force_fromtag_power;
+}
+
+vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
+{
+ force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
+ v_forward = normalize(v_forward) * -1;
+ traceline(force_fromtag_origin, force_fromtag_origin - (v_forward * spring_length), MOVE_NORMAL, this);
+
+ // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
+ if(trace_fraction == 1.0)
+ {
+ force_fromtag_normpower = -0.25;
+ return '0 0 -200';
+ }
+
+ force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
+ force_fromtag_normpower = force_fromtag_power / max_power;
+
+ return v_forward * force_fromtag_power;
+}
+#endif