5 const int VR_SETUP = 1; // (BOTH) setup vehicle data
6 const int VR_THINK = 2; // (SERVER) logic to run every frame
7 const int VR_DEATH = 3; // (SERVER) called when vehicle dies
8 const int VR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this vehicle
9 const int VR_ENTER = 5; // (SERVER) called when a player enters this vehicle
10 const int VR_SPAWN = 6; // (SERVER) called when the vehicle re-spawns
11 const int VR_IMPACT = 7; // (SERVER) called when a vehicle hits something
12 const int VR_HUD = 8; // (CLIENT) logic to run every frame
14 // vehicle spawn flags (need them here for common registrations)
15 const int VHF_ISVEHICLE = 2; /// Indicates vehicle
16 const int VHF_HASSHIELD = 4; /// Vehicle has shileding
17 const int VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
18 const int VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
19 const int VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
20 const int VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
21 const int VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
22 const int VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
23 const int VHF_MOVE_FLY = 512; /// Vehicle is airborn
24 const int VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
25 const int VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
26 const int VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
27 const int VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
28 const int VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
31 entity get_vehicleinfo(float id);
37 // entity properties of vehicleinfo:
38 .int vehicleid; // VEH_...
39 .string netname; // short name
40 .string vehicle_name; // human readable name
41 .int(int) vehicle_func; // v_...
42 .string mdl; // currently a copy of the model
43 .string model; // full name of model
44 .string head_model; // full name of tur_head model
45 .string hud_model; // cockpit model
46 .string tag_head; // tur_head model tag
47 .string tag_hud; // hud model tag
48 .string tag_view; // cockpit model tag
49 .int() PlayerPhysplug; // player physics mod
51 .vector mins, maxs; // vehicle hitbox size
53 // other useful macros
54 #define VEH_ACTION(vehicletype,mrequest) (get_vehicleinfo(vehicletype)).vehicle_func(mrequest)
55 #define VEH_NAME(vehicletype) (get_vehicleinfo(vehicletype)).vehicle_name
57 // =====================
58 // Vehicle Registration
59 // =====================
61 int v_null(int dummy);
62 void register_vehicle(int id, int(int) func, float vehicleflags, vector min_s, vector max_s, string modelname, string headmodelname, string hudmodelname, string headtag, string hudtag, string viewtag, string shortname, string vname);
63 void register_vehicles_done();
65 const int VEH_MAXCOUNT = 24;
70 #define REGISTER_VEHICLE_2(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname) \
73 void RegisterVehicles_##id() \
75 VEH_LAST = (id = VEH_FIRST + VEH_COUNT); \
77 register_vehicle(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname); \
79 ACCUMULATE_FUNCTION(RegisterVehicles, RegisterVehicles_##id)
81 #define REGISTER_VEHICLE(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname) \
82 REGISTER_VEHICLE_2(VEH_##id,v_null,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname)
84 #define REGISTER_VEHICLE(id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname) \
85 REGISTER_VEHICLE_2(VEH_##id,func,vehicleflags,min_s,max_s,modelname,headmodelname,hudmodelname,headtag,hudtag,viewtag,shortname,vname)
90 #undef REGISTER_VEHICLE
91 ACCUMULATE_FUNCTION(RegisterVehicles, register_vehicles_done);