+#ifndef VEHICLES_ALL_H
+#define VEHICLES_ALL_H
+
#if defined(SVQC)
#include "sv_vehicles.qh"
#elif defined(CSQC)
#include "cl_vehicles.qh"
#endif
-# ifndef VEHICLES_NO_UNSTABLE
-# include "unit/bumblebee.qh"
-# include "unit/raptor.qh"
-# endif
+
+// vehicle requests
+const int VR_SETUP = 1; // (BOTH) setup vehicle data
+const int VR_THINK = 2; // (SERVER) logic to run every frame
+const int VR_DEATH = 3; // (SERVER) called when vehicle dies
+const int VR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this vehicle
+const int VR_ENTER = 5; // (SERVER) called when a player enters this vehicle
+const int VR_SPAWN = 6; // (SERVER) called when the vehicle re-spawns
+const int VR_IMPACT = 7; // (SERVER) called when a vehicle hits something
+const int VR_HUD = 8; // (CLIENT) logic to run every frame
+
+// vehicle spawn flags (need them here for common registrations)
+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
+
+// functions:
+entity get_vehicleinfo(float id);
+
+// fields:
+.entity tur_head;
+
+
+// other useful macros
+#define VEH_ACTION(vehicletype,mrequest) (get_vehicleinfo(vehicletype)).vehicle_func(mrequest)
+#define VEH_NAME(vehicletype) (get_vehicleinfo(vehicletype)).vehicle_name
+
+// =====================
+// Vehicle Registration
+// =====================
+
+void RegisterVehicles();
+const int VEH_MAXCOUNT = 24;
+entity vehicle_info[VEH_MAXCOUNT], vehicle_info_first, vehicle_info_last;
+int VEH_COUNT;
+const int VEH_FIRST = 1;
+#define VEH_LAST (VEH_FIRST + VEH_COUNT - 1)
+/** If you register a new vehicle, make sure to add it to all.inc */
+#define REGISTER_VEHICLE(id, class) REGISTER(RegisterVehicles, VEH, vehicle_info, VEH_COUNT, id, vehicleid, NEW(class))
+#include "vehicle.qh"
+#define REGISTER_VEHICLE_SIMPLE(id, func, vehicleflags, min_s, max_s, modelname, headmodelname, hudmodelname, headtag, hudtag, viewtag, shortname, vname) \
+ REGISTER_VEHICLE(id, Vehicle) { \
+ this.netname = shortname; \
+ this.vehicle_name = vname; \
+ this.vehicle_func = func; \
+ this.mdl = modelname; \
+ this.spawnflags = vehicleflags; \
+ this.mins = min_s; \
+ this.maxs = max_s; \
+ this.model = modelname; \
+ this.head_model = headmodelname; \
+ this.hud_model = hudmodelname; \
+ this.tag_head = headtag; \
+ this.tag_hud = hudtag; \
+ this.tag_view = viewtag; \
+ } \
+ REGISTER_INIT(VEH, id)
+REGISTER_REGISTRY(RegisterVehicles)
+
+REGISTER_VEHICLE(NULL, Vehicle);
+
+#include "all.inc"
+
+#endif