X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fvehicles%2Fvehicles_def.qh;h=393563f18b51a0aced50c1734498493273d027f8;hb=a7794afc2db05650096d9c22e55cb1ca6d82aa9b;hp=834e6516787ba0411677ea34075cf769adb1bda3;hpb=8a000d27bdf428db93e0304c4fdee5a26b89e9e8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/vehicles/vehicles_def.qh b/qcsrc/server/vehicles/vehicles_def.qh index 834e65167..393563f18 100644 --- a/qcsrc/server/vehicles/vehicles_def.qh +++ b/qcsrc/server/vehicles/vehicles_def.qh @@ -3,20 +3,20 @@ #ifdef VEHICLES_ENABLED .float vehicle_flags; -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 +const float VHF_ISVEHICLE = 2; /// Indicates vehicle +const float VHF_HASSHIELD = 4; /// Vehicle has shileding +const float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates +const float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates +const float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates +const float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage +const float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound +const float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound +const float VHF_MOVE_FLY = 512; /// Vehicle is airborn +const float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50% +const float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50% +const float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50% +const float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots +const float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle .entity gun1; .entity gun2; @@ -48,25 +48,24 @@ float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-per //.void() vehicle_spawn; void vehicles_exit(float eject); -var .void(float exit_flags) vehicle_exit; -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) +.void(float exit_flags) vehicle_exit; +const float VHEF_NORMAL = 0; /// User pressed exit key +const float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying +const 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 +const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 +const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A +const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 -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 +.void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it +.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 -const var .float(float _imp) vehicles_impusle_null; -var .float(float _imp) vehicles_impusle; +.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns +.float(float _imp) vehicles_impusle; .float vehicle_weapon2mode = volly_counter; -//§ var .void() vehicle_factory() +//§ .void() vehicle_factory() #ifdef VEHICLES_USE_ODE void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object