]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/vehicles_def.qh
Rename defs to qh
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles_def.qh
index 7d5a787d0061d914ca9159d1ebe6a42108057690..cd1abb8c5910865708f1be7cfc5a2c494bbf9693 100644 (file)
@@ -1,22 +1,78 @@
+#ifndef VEHICLES_DEF_H
+#define VEHICLES_DEF_H
+
+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+    #include "../../common/util-pre.qh"
+    #include "../sys-pre.qh"
+    #include "../../dpdefs/progsdefs.qh"
+    #include "../../dpdefs/dpextensions.qh"
+    #include "../sys-post.qh"
+    #include "../../warpzonelib/anglestransform.qh"
+    #include "../../warpzonelib/mathlib.qh"
+    #include "../../warpzonelib/common.qh"
+    #include "../../warpzonelib/util_server.qh"
+    #include "../../warpzonelib/server.qh"
+    #include "../../common/constants.qh"
+    #include "../../common/stats.qh"
+    #include "../../common/teams.qh"
+    #include "../../common/util.qh"
+    #include "../../common/nades.qh"
+    #include "../../common/buffs.qh"
+    #include "../../common/test.qh"
+    #include "../../common/counting.qh"
+    #include "../../common/urllib.qh"
+    #include "../../common/command/markup.qh"
+    #include "../../common/command/rpn.qh"
+    #include "../../common/command/generic.qh"
+    #include "../../common/command/shared_defs.qh"
+    #include "../../common/net_notice.qh"
+    #include "../../common/animdecide.qh"
+    #include "../../common/monsters/monsters.qh"
+    #include "../../common/monsters/sv_monsters.qh"
+    #include "../../common/monsters/spawn.qh"
+    #include "../../common/weapons/config.qh"
+    #include "../../common/weapons/weapons.qh"
+    #include "../weapons/accuracy.qh"
+    #include "../weapons/common.qh"
+    #include "../weapons/csqcprojectile.qh"
+    #include "../weapons/hitplot.qh"
+    #include "../weapons/selection.qh"
+    #include "../weapons/spawning.qh"
+    #include "../weapons/throwing.qh"
+    #include "../weapons/tracing.qh"
+    #include "../weapons/weaponstats.qh"
+    #include "../weapons/weaponsystem.qh"
+    #include "../t_items.qh"
+    #include "../autocvars.qh"
+    #include "../constants.qh"
+    #include "../defs.qh"
+    #include "../../common/notifications.qh"
+    #include "../../common/deathtypes.qh"
+    #include "../mutators/mutators_include.qh"
+    #include "../tturrets/include/turrets_early.qh"
+#endif
+
 // #define VEHICLES_USE_ODE
 #define VEHICLES_ENABLED
 #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;
@@ -40,7 +96,7 @@ float VHF_PLAYERSLOT    = 16384;    /// This ent is a player slot on a multi-per
 .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;
-#define VOL_VEHICLEENGINE 1
+const float VOL_VEHICLEENGINE = 1;
 
 .float hud;
 .float dmg_time;
@@ -49,27 +105,26 @@ float VHF_PLAYERSLOT    = 16384;    /// This ent is a player slot on a multi-per
 
 void vehicles_exit(float eject);
 .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)
+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
 
 .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
+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_impusle;
+.float(float _imp) vehicles_impulse;
 .float vehicle_weapon2mode = volly_counter;
 
-//ยง .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
+#endif
\ No newline at end of file