-#ifndef VEHICLES_DEF_H
-#define VEHICLES_DEF_H
+#pragma once
#ifdef SVQC
#include <common/turrets/sv_turrets.qh>
+#include "vehicle.qh"
// vehicle cvars
bool autocvar_g_vehicles = true;
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_tag_damagerate = 5;
float autocvar_g_vehicles_weapon_damagerate = 1;
+.float vehicle_last_trace;
+
// flags:
.int vehicle_flags;
.entity gunner1;
.entity gunner2;
-.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_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.
-.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 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.
.float sound_nexttime;
const float VOL_VEHICLEENGINE = 1;
// vehicle functions
.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-.bool(int _imp) vehicles_impulse;
+.bool(entity this, int _imp) vehicles_impulse;
.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
-.void(int exit_flags) vehicle_exit;
-.bool() vehicle_enter;
+.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_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
-void vehicles_exit(float eject);
-float vehicle_initialize(entity vehicle, float nodrop);
+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);
+
+IntrusiveList g_vehicle_returners;
+STATIC_INIT(g_vehicle_returners) { g_vehicle_returners = IL_NEW(); }
-#endif
#endif