1 //#define VEHICLES_CSQC
2 // #define VEHICLES_USE_ODE
3 #define VEHICLES_ENABLED
4 #ifdef VEHICLES_ENABLED
6 //#define VEHICLES_VIEWROTATE_CROSSHAIR
7 //#message "with tZork vehicles (experimental)"
10 float VHF_ISVEHICLE = 2; /// Indicates vehicle
11 float VHF_HASSHIELD = 4; /// Vehicle has shileding
12 float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
13 float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
14 float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
15 float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
16 float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
17 float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
18 float VHF_MOVE_FLY = 512; /// Vehicle is airborn
23 .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.
24 .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.
25 .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.
26 .entity vehicle_shieldent; /// Entity to disply the shild effect on damage
28 .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.
29 .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.
30 .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.
31 .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.
35 .entity vehicle_viewport;
36 .entity vehicle_hudmodel;
38 .float sound_nexttime;
42 .float vehicle_respawntime;
43 .void() vehicle_spawn;
45 var .void(float exit_flags) vehicle_exit;
46 float VHEF_NORMAL = 0; /// User pressed exit key
47 float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
48 float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
50 float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
51 float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
52 float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
54 var .void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it
55 var .void() vehicle_die; /// Vehicles custom function to be executed when vehile die
56 var .void() vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
59 .float framecounter; /// Used to count server frames, so that we may send soem updates less often
60 var .void(entity to, float sflags) vehile_send_exta; /// Vehicles custom send func
61 void net_link_vehile(); /// Initiates csqc networking for vehicle
62 #endif //VEHICLES_CSQC
70 entity vehicle_viewport;
71 entity vehicle_hudmodel;
73 void vehicle_spiderbot_assemble();
74 void vehicle_racer_assemble();
75 void vehicle_raptor_assemble();
76 void vehicle_bumblebee_assemble();
77 void read_vehicle(float bIsNew);
78 var .void (float sf)vehile_read_exta;
79 #endif //VEHICLES_CSQC
82 #ifdef VEHICLES_USE_ODE
83 void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
84 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
85 void(entity e, vector torque) physics_addtorque = #542; // add relative torque
86 #endif // VEHICLES_USE_ODE
87 #endif // VEHICLES_ENABLED