5 #include "../../server/tturrets/include/turrets_early.qh"
7 // #define VEHICLES_USE_ODE
10 float autocvar_g_vehicles;
11 float autocvar_g_vehicles_enter;
12 float autocvar_g_vehicles_enter_radius;
13 float autocvar_g_vehicles_steal;
14 float autocvar_g_vehicles_steal_show_waypoint;
15 float autocvar_g_vehicles_crush_dmg;
16 float autocvar_g_vehicles_crush_force;
17 float autocvar_g_vehicles_delayspawn;
18 float autocvar_g_vehicles_delayspawn_jitter;
19 float autocvar_g_vehicles_allow_bots;
20 float autocvar_g_vehicles_teams;
21 float autocvar_g_vehicles_teleportable;
22 float autocvar_g_vehicles_vortex_damagerate = 0.5;
23 float autocvar_g_vehicles_machinegun_damagerate = 0.5;
24 float autocvar_g_vehicles_rifle_damagerate = 0.75;
25 float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
26 float autocvar_g_vehicles_tag_damagerate = 5;
27 float autocvar_g_vehicles_weapon_damagerate = 1;
32 // vehicle definitions
36 .entity vehicle_shieldent; /// Entity to disply the shild effect on damage
38 .entity vehicle_viewport;
39 .entity vehicle_hudmodel;
40 .entity vehicle_controller;
45 .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.
46 .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.
47 .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.
49 .float vehicle_ammo1; /// If self is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If self is vehile, this is the real ammo1 value.
50 .float vehicle_reload1; /// If self is player this is 0..100 indicating percentage of primary reload status. If self is vehile, this is the real reload1 value.
51 .float vehicle_ammo2; /// If self is player this is 0..100 indicating percentage of secondary ammo left. If self is vehile, this is the real ammo2 value.
52 .float vehicle_reload2; /// If self is player this is 0..100 indicating percentage of secondary reload status. If self is vehile, this is the real reload2 value.
54 .float sound_nexttime;
55 const float VOL_VEHICLEENGINE = 1;
57 const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
58 const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
59 const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
61 const float VHSF_NORMAL = 0;
62 const float VHSF_FACTORY = 2;
69 const int MAX_AXH = 4;
70 .entity AuxiliaryXhair[MAX_AXH];
77 .float lock_soundtime;
78 const float DAMAGE_TARGETDRONE = 10;
81 .void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
82 .bool(int _imp) vehicles_impulse;
83 .int vehicle_weapon2mode;
84 .void(int exit_flags) vehicle_exit;
85 .bool() vehicle_enter;
86 const int VHEF_NORMAL = 0; /// User pressed exit key
87 const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
88 const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
90 float force_fromtag_power;
91 float force_fromtag_normpower;
92 vector force_fromtag_origin;
94 float vehicles_exit_running;
97 #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
98 ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
100 .float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
102 void vehicles_exit(float eject);
103 float vehicle_initialize(entity vehicle, float nodrop);
104 bool vehicle_impulse(int imp);
105 bool vehicles_crushable(entity e);