#pragma once #ifdef SVQC #include #include "vehicle.qh" // vehicle cvars bool autocvar_g_vehicles = true; AUTOCVAR(g_vehicles_enter, bool, false, "require pressing use key to enter a vehicle"); float autocvar_g_vehicles_enter_radius = 250; AUTOCVAR(g_vehicles_steal, bool, true, "allow stealing enemy vehicles in teamplay modes"); AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief"); float autocvar_g_vehicles_crush_dmg = 70; float autocvar_g_vehicles_crush_force = 50; bool autocvar_g_vehicles_delayspawn = true; float autocvar_g_vehicles_delayspawn_jitter = 10; float autocvar_g_vehicles_allow_bots; int autocvar_g_vehicles_exit_attempts = 25; float autocvar_g_vehicles_thinkrate = 0.1; AUTOCVAR(g_vehicles_teams, bool, true, "allow team specific vehicles"); float autocvar_g_vehicles_teleportable; float autocvar_g_vehicles_vortex_damagerate = 0.75; float autocvar_g_vehicles_machinegun_damagerate = 0.75; float autocvar_g_vehicles_rifle_damagerate = 0.75; float autocvar_g_vehicles_vaporizer_damagerate = 0.5; float autocvar_g_vehicles_tag_damagerate = 5; float autocvar_g_vehicles_weapon_damagerate = 2; .float vehicle_last_trace; // flags: .int vehicle_flags; // vehicle definitions .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 gunner1; .entity gunner2; .float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. If ent is vehicle, this is the real health value. .float vehicle_energy = _STAT(VEHICLESTAT_ENERGY); /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle, this is the real energy value. .float vehicle_shield = _STAT(VEHICLESTAT_SHIELD); /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehicle, this is the real shield value. .float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If ent is vehicle, this is the real ammo1 value. .float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehicle, this is the real reload1 value. .float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehicle, this is the real ammo2 value. .float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehicle, this is the real reload2 value. .float sound_nexttime; const float VOL_VEHICLEENGINE = 1; const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 const float VHSF_NORMAL = 0; const float VHSF_FACTORY = 2; .float dmg_time; .float play_time; .int volly_counter; const int MAX_AXH = 4; .entity AuxiliaryXhair[MAX_AXH]; .entity wps_intruder; .entity lock_target; .float lock_strength; .float lock_time; .float lock_soundtime; // vehicle functions .void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns .bool(entity this, int _imp) vehicles_impulse; .void(entity this, int exit_flags) vehicle_exit; .bool(entity this, entity player) vehicle_enter; const int VHEF_NORMAL = 0; /// User pressed exit key const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehicle is dying const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented) float force_fromtag_power; float force_fromtag_normpower; vector force_fromtag_origin; float vehicles_exit_running; // macros #define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \ ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 .float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly void vehicles_exit(entity vehic, int eject); bool vehicle_initialize(entity this, Vehicle info, float nodrop); bool vehicle_impulse(entity this, int imp); bool vehicles_crushable(entity e); float vehicle_altitude(entity this, float amax); void vehicles_enter(entity pl, entity veh); IntrusiveList g_vehicle_returners; STATIC_INIT(g_vehicle_returners) { g_vehicle_returners = IL_NEW(); } #endif