#ifdef SVQC
#include "../server/tturrets/include/turrets_early.qh"
+#include "sv_vehicles.qh"
// #define VEHICLES_USE_ODE
float autocvar_g_vehicles_allow_bots;
float autocvar_g_vehicles_teams;
float autocvar_g_vehicles_teleportable;
-var float autocvar_g_vehicles_vortex_damagerate = 0.5;
-var float autocvar_g_vehicles_machinegun_damagerate = 0.5;
-var float autocvar_g_vehicles_rifle_damagerate = 0.75;
-var float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
-var float autocvar_g_vehicles_tag_damagerate = 5;
+float autocvar_g_vehicles_vortex_damagerate = 0.5;
+float autocvar_g_vehicles_machinegun_damagerate = 0.5;
+float autocvar_g_vehicles_rifle_damagerate = 0.75;
+float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
+float autocvar_g_vehicles_tag_damagerate = 5;
+float autocvar_g_vehicles_weapon_damagerate = 1;
// flags:
.int vehicle_flags;
float vehicles_exit_running;
-#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
-
-.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
-
// macros
#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
-#if 0
-#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
- traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
- if(trace_fraction != 1) \
- acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
-#endif
+.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
void vehicles_exit(float eject);
+float vehicle_initialize(float vehicle_id, float nodrop);
#endif
+
#endif