#define VEHICLES_DEF_H
#ifdef SVQC
-#include "../server/tturrets/include/turrets_early.qh"
+#include "../turrets/sv_turrets.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;
.entity gunner1;
.entity gunner2;
-.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.
-.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.
-.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.
+.float vehicle_health = _STAT(VEHICLESTAT_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.
+.float vehicle_energy = _STAT(VEHICLESTAT_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.
+.float vehicle_shield = _STAT(VEHICLESTAT_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.
-.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.
-.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.
-.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.
-.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 vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If self is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If self is vehile, this is the real ammo1 value.
+.float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If self is player this is 0..100 indicating percentage of primary reload status. If self is vehile, this is the real reload1 value.
+.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If self is player this is 0..100 indicating percentage of secondary ammo left. If self is vehile, this is the real ammo2 value.
+.float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If self is player this is 0..100 indicating percentage of secondary reload status. If self is vehile, this is the real reload2 value.
.float sound_nexttime;
const float VOL_VEHICLEENGINE = 1;
const float VHSF_NORMAL = 0;
const float VHSF_FACTORY = 2;
-.int hud;
+.int hud = _STAT(HUD);
.float dmg_time;
.int volly_counter;
// vehicle functions
.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
.bool(int _imp) vehicles_impulse;
-.int vehicle_weapon2mode;
+.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
.void(int exit_flags) vehicle_exit;
.bool() vehicle_enter;
const int VHEF_NORMAL = 0; /// User pressed exit key
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(entity vehicle, float nodrop);
+bool vehicle_impulse(int imp);
+bool vehicles_crushable(entity e);
#endif
#endif