#ifdef VEHICLES_ENABLED
.float vehicle_flags;
-float VHF_ISVEHICLE = 2; /// Indicates vehicle
-float VHF_HASSHIELD = 4; /// Vehicle has shileding
-float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
-float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
-float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
-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; /// 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
+const float VHF_ISVEHICLE = 2; /// Indicates vehicle
+const float VHF_HASSHIELD = 4; /// Vehicle has shileding
+const float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
+const float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
+const float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
+const float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
+const float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
+const float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
+const float VHF_MOVE_FLY = 512; /// Vehicle is airborn
+const float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
+const float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
+const float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
+const float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
+const float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
.entity gun1;
.entity gun2;
.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.
.float vehicle_respawntime;
//.void() vehicle_spawn;
+.float volly_counter;
+
+.float tur_health;
+
void vehicles_exit(float eject);
-var .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)
+.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 SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
-float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
-float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
+const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
+const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
+const 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
+.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
-var .void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-const var .float(float _imp) vehicles_impusle_null;
-var .float(float _imp) vehicles_impusle;
+.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;
-//ยง var .void() vehicle_factory()
-
#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