#pragma once
CLASS(Vehicle, Object)
- ATTRIB(Vehicle, vehicleid, int, 0)
+ ATTRIB(Vehicle, vehicleid, int, 0);
/** hud icon */
- ATTRIB(Vehicle, m_icon, string, string_null)
+ ATTRIB(Vehicle, m_icon, string);
/** short name */
- ATTRIB(Vehicle, netname, string, "")
+ ATTRIB(Vehicle, netname, string, "");
/** human readable name */
- ATTRIB(Vehicle, vehicle_name, string, "Vehicle")
+ ATTRIB(Vehicle, vehicle_name, string, "Vehicle");
/** full name of model */
- ATTRIB(Vehicle, model, string, "")
+ ATTRIB(Vehicle, model, string, "");
/** currently a copy of the model */
- ATTRIB(Vehicle, mdl, string, "")
+ ATTRIB(Vehicle, mdl, string, "");
/** full name of tur_head model */
- ATTRIB(Vehicle, head_model, string, "")
+ ATTRIB(Vehicle, head_model, string, "");
/** cockpit model */
- ATTRIB(Vehicle, hud_model, string, "")
+ ATTRIB(Vehicle, hud_model, string, "");
/** tur_head model tag */
- ATTRIB(Vehicle, tag_head, string, string_null)
+ ATTRIB(Vehicle, tag_head, string);
/** hud model tag */
- ATTRIB(Vehicle, tag_hud, string, string_null)
+ ATTRIB(Vehicle, tag_hud, string);
/** cockpit model tag */
- ATTRIB(Vehicle, tag_view, string, string_null)
+ ATTRIB(Vehicle, tag_view, string);
/** player physics mod */
- ATTRIB(Vehicle, PlayerPhysplug, bool(entity,float), func_null)
+ ATTRIB(Vehicle, PlayerPhysplug, bool(entity,float));
/** */
- ATTRIB(Vehicle, spawnflags, int, 0)
+ ATTRIB(Vehicle, spawnflags, int, 0);
/** vehicle hitbox size */
- ATTRIB(Vehicle, mins, vector, '-0 -0 -0')
+ ATTRIB(Vehicle, m_mins, vector, '-0 -0 -0');
/** vehicle hitbox size */
- ATTRIB(Vehicle, maxs, vector, '0 0 0')
+ ATTRIB(Vehicle, m_maxs, vector, '0 0 0');
/** vehicle 3rd person view offset */
- ATTRIB(Vehicle, view_ofs, vector, '0 0 0')
+ ATTRIB(Vehicle, view_ofs, vector, '0 0 0');
/** vehicle 3rd person view distance */
- ATTRIB(Vehicle, height, float, 0)
+ ATTRIB(Vehicle, height, float, 0);
/** (BOTH) setup vehicle data */
METHOD(Vehicle, vr_setup, void(Vehicle this, entity instance)) { }
METHOD(Vehicle, vr_spawn, void(Vehicle this, entity instance)) { }
/** (SERVER) called when a vehicle hits something */
METHOD(Vehicle, vr_impact, void(Vehicle this, entity instance)) { }
+ /** (SERVER) called when a vehicle's colors are being reset, so modules can be updated */
+ METHOD(Vehicle, vr_setcolors, void(Vehicle this, entity instance)) { }
/** (CLIENT) logic to run every frame */
METHOD(Vehicle, vr_hud, void(Vehicle this)) { }
/** (CLIENT) logic to run every frame */