1 #define VEHICLES_ENABLED
2 #ifdef VEHICLES_ENABLED
4 //#define VEHICLES_VIEWROTATE_CROSSHAIR
6 #message "with tZork vehicles (experimental)"
8 float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
9 float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
10 float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
13 #define VHF_ISVEHICLE 2
14 #define VHF_HASSHIELD 4
15 #define VHF_SHIELDREGEN 8
16 #define VHF_HEALTHREGEN 16
17 #define VHF_ENERGYREGEN 32
18 #define VHF_DEATHEJECT 64
19 #define VHF_MOVE_GROUND 128
20 #define VHF_MOVE_HOVER 256
21 #define VHF_MOVE_FLY 512
30 .float vehicle_health;
31 .float vehicle_shield;
32 .float vehicle_energy;
35 .float vehicle_reload1;
38 .float vehicle_reload2;
41 .entity vehicle_viewport;
42 .entity vehicle_hudmodel;
46 .float vehicle_respawntime;
47 .void() vehicle_spawn;
49 var .void(float exit_flags) vehicle_exit;
54 var .void() vehicle_enter;
55 var .void() vehicle_die;
56 var .void() vehicle_spawn;
60 void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
61 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
62 void(entity e, vector torque) physics_addtorque = #542; // add relative torque