+// #define VEHICLES_USE_ODE
#define VEHICLES_ENABLED
#ifdef VEHICLES_ENABLED
-//#define VEHICLES_VIEWROTATE_CROSSHAIR
-
-#message "with tZork vehicles (experimental)"
-
-float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
-float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
-float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
-
.float vehicle_flags;
-#define VHF_ISVEHICLE 2
-#define VHF_HASSHIELD 4
-#define VHF_SHIELDREGEN 8
-#define VHF_HEALTHREGEN 16
-#define VHF_ENERGYREGEN 32
-#define VHF_DEATHEJECT 64
-#define VHF_MOVE_GROUND 128
-#define VHF_MOVE_HOVER 256
-#define VHF_MOVE_FLY 512
-
-.float hud;
+float VHF_ISVEHICLE = 2; /// Indicates vehicle
+float VHF_HASSHIELD = 4; /// Vehicle has shileding
+float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
+float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
+float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
+float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
+float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
+float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
+float VHF_MOVE_FLY = 512; /// Vehicle is airborn
+float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
+float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
+float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
+float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
+float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
.entity gun1;
.entity gun2;
+.entity gun3;
+.entity vehicle_shieldent; /// Entity to disply the shild effect on damage
+.entity vehicle;
+.entity vehicle_viewport;
+.entity vehicle_hudmodel;
+.entity vehicle_controller;
-//.entity shield;
-
-.float vehicle_health;
-.float vehicle_shield;
-.float vehicle_energy;
+.entity gunner1;
+.entity gunner2;
-.float vehicle_ammo1;
-.float vehicle_reload1;
+.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.
+.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.
+.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.
-.float vehicle_ammo2;
-.float vehicle_reload2;
+.float vehicle_ammo1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo1 value.
+.float vehicle_reload1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload1 value.
+.float vehicle_ammo2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo2 value.
+.float vehicle_reload2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload2 value.
-.entity vehicle;
-.entity vehicle_viewport;
-.entity vehicle_hudmodel;
+.float sound_nexttime;
+#define VOL_VEHICLEENGINE 1
+.float hud;
.float dmg_time;
-
.float vehicle_respawntime;
-.void() vehicle_spawn;
+//.void() vehicle_spawn;
+void vehicles_exit(float eject);
var .void(float exit_flags) vehicle_exit;
-#define VHEF_NORMAL 0
-#define VHEF_EJECT 1
-#define VHEF_RELESE 2
+float VHEF_NORMAL = 0; /// User pressed exit key
+float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
+float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
+
+float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
+float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
+float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
-var .void() vehicle_enter;
-var .void() vehicle_die;
-var .void() vehicle_spawn;
+var .void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it
+var .void() vehicle_die; /// Vehicles custom function to be executed when vehile die
+#define VHSF_NORMAL 0
+#define VHSF_FACTORY 2
+var .void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
+var .float(float _imp) vehicles_impusle;
+.float vehicle_weapon2mode = volly_counter;
-#endif
+//ยง var .void() vehicle_factory()
+#ifdef VEHICLES_USE_ODE
void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
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
void(entity e, vector torque) physics_addtorque = #542; // add relative torque
+#endif // VEHICLES_USE_ODE
+#endif // VEHICLES_ENABLED