X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fsv_vehicles.qh;h=9870814d30e4e3287c39adf4f8fd3938b9b2bd6f;hp=8c53724b578525c50b0fd70337a53c42b8de624e;hb=25f7a4a5f137ffb344c47107636fcfc7cdfa2045;hpb=df2fe9b28cb6210b671bec6d5ae834ff4eb2e2db diff --git a/qcsrc/common/vehicles/sv_vehicles.qh b/qcsrc/common/vehicles/sv_vehicles.qh index 8c53724b5..9870814d3 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qh +++ b/qcsrc/common/vehicles/sv_vehicles.qh @@ -1,5 +1,4 @@ -#ifndef VEHICLES_DEF_H -#define VEHICLES_DEF_H +#pragma once #ifdef SVQC #include @@ -16,15 +15,17 @@ 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 = 0.5; -float autocvar_g_vehicles_machinegun_damagerate = 0.5; +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 = 0.001; +float autocvar_g_vehicles_vaporizer_damagerate = 0.5; float autocvar_g_vehicles_tag_damagerate = 5; -float autocvar_g_vehicles_weapon_damagerate = 1; +float autocvar_g_vehicles_weapon_damagerate = 2; .float vehicle_last_trace; @@ -44,14 +45,14 @@ float autocvar_g_vehicles_weapon_damagerate = 1; .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 vehile, 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 vehile, 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 vehile, this is the real shield value. +const .float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is the health resource +const .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. +const .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 vehile, 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 vehile, 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 vehile, 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 vehile, this is the real reload2 value. +const .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. +const .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. +const .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. +const .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; @@ -63,9 +64,10 @@ const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 const float VHSF_NORMAL = 0; const float VHSF_FACTORY = 2; -.int hud = _STAT(HUD); .float dmg_time; +.float play_time; + .int volly_counter; const int MAX_AXH = 4; @@ -77,16 +79,14 @@ const int MAX_AXH = 4; .float lock_strength; .float lock_time; .float lock_soundtime; -const float DAMAGE_TARGETDRONE = 10; // vehicle functions .void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns .bool(entity this, int _imp) vehicles_impulse; -.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE); .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 vehile is dying +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; @@ -99,12 +99,19 @@ float vehicles_exit_running; #define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \ ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 +#define VEHICLE_UPDATE_PLAYER_RESOURCE(ply,vehi,fld,vhname,res) \ + ply.vehicle_##fld = (GetResource(vehi, res) / 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 #endif