#ifndef VEHICLES_DEF_H #define VEHICLES_DEF_H // #define VEHICLES_USE_ODE #define VEHICLES_ENABLED #ifdef VEHICLES_ENABLED .int vehicle_flags; 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 .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; /// 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_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. .float sound_nexttime; const float VOL_VEHICLEENGINE = 1; .float hud; .float dmg_time; .float vehicle_respawntime; //.void() vehicle_spawn; .float volly_counter; .float tur_health; void vehicles_exit(float eject); .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) const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 .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 const float VHSF_NORMAL = 0; const float VHSF_FACTORY = 2; .void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns .float(float _imp) vehicles_impulse; .float vehicle_weapon2mode = volly_counter; #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 #endif