-#ifndef VEHICLES_ALL_H
-#define VEHICLES_ALL_H
+#pragma once
+
+#include "vehicle.qh"
+
+REGISTRY(Vehicles, BITS(4))
+#define Vehicles_from(i) _Vehicles_from(i, VEH_Null)
+REGISTER_REGISTRY(Vehicles)
+REGISTRY_CHECK(Vehicles)
+
+const int VEH_FIRST = 1;
+#define VEH_LAST (Vehicles_COUNT - 1)
+
+#define REGISTER_VEHICLE(id, inst) REGISTER(Vehicles, VEH, id, vehicleid, inst)
#if defined(SVQC)
#include "sv_vehicles.qh"
#include "cl_vehicles.qh"
#endif
+REGISTER_VEHICLE(Null, NEW(Vehicle));
-// vehicle requests
-const int VR_SETUP = 1; // (BOTH) setup vehicle data
-const int VR_THINK = 2; // (SERVER) logic to run every frame
-const int VR_DEATH = 3; // (SERVER) called when vehicle dies
-const int VR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this vehicle
-const int VR_ENTER = 5; // (SERVER) called when a player enters this vehicle
-const int VR_SPAWN = 6; // (SERVER) called when the vehicle re-spawns
-const int VR_IMPACT = 7; // (SERVER) called when a vehicle hits something
-const int VR_HUD = 8; // (CLIENT) logic to run every frame
-
-// vehicle spawn flags (need them here for common registrations)
-const int VHF_ISVEHICLE = 2; /// Indicates vehicle
-const int VHF_HASSHIELD = 4; /// Vehicle has shileding
-const int VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
-const int VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
-const int VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
-const int VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
-const int VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
-const int VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
-const int VHF_MOVE_FLY = 512; /// Vehicle is airborn
-const int VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
-const int VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
-const int VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
-const int VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
-const int VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
-
-// functions:
-entity get_vehicleinfo(float id);
-
-// fields:
-.entity tur_head;
-
-
-// other useful macros
-#define VEH_ACTION(vehicletype,mrequest) (get_vehicleinfo(vehicletype)).vehicle_func(mrequest)
-#define VEH_NAME(vehicletype) (get_vehicleinfo(vehicletype)).vehicle_name
-
-// =====================
-// Vehicle Registration
-// =====================
-
-void RegisterVehicles();
-const int VEH_MAXCOUNT = 24;
-entity vehicle_info[VEH_MAXCOUNT], vehicle_info_first, vehicle_info_last;
-int VEH_COUNT;
-const int VEH_FIRST = 1;
-#define VEH_LAST (VEH_FIRST + VEH_COUNT - 1)
-/** If you register a new vehicle, make sure to add it to all.inc */
-#define REGISTER_VEHICLE(id, class) REGISTER(RegisterVehicles, VEH, vehicle_info, VEH_COUNT, id, vehicleid, NEW(class))
-#include "vehicle.qh"
-#define REGISTER_VEHICLE_SIMPLE(id, vehicleflags, min_s, max_s, modelname, headmodelname, hudmodelname, headtag, hudtag, viewtag, shortname, vname) \
- REGISTER_VEHICLE(id, Vehicle) { \
- this.netname = shortname; \
- this.vehicle_name = vname; \
- this.mdl = modelname; \
- this.spawnflags = vehicleflags; \
- this.mins = min_s; \
- this.maxs = max_s; \
- this.model = modelname; \
- this.head_model = headmodelname; \
- this.hud_model = hudmodelname; \
- this.tag_head = headtag; \
- this.tag_hud = hudtag; \
- this.tag_view = viewtag; \
- } \
- REGISTER_INIT(VEH, id)
-REGISTER_REGISTRY(RegisterVehicles)
-
-REGISTER_VEHICLE(NULL, Vehicle);
-
-#include "all.inc"
-
-#endif
+#include "vehicle/_mod.inc"