AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief");
float autocvar_g_vehicles_crush_dmg = 70;
float autocvar_g_vehicles_crush_force = 50;
+float autocvar_g_vehicles_crush_minspeed = 100;
bool autocvar_g_vehicles_delayspawn = true;
float autocvar_g_vehicles_delayspawn_jitter = 10;
float autocvar_g_vehicles_allow_bots;
.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;
.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
.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;
#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_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(); }