-#define VEHICLES_CSQC
// #define VEHICLES_USE_ODE
#define VEHICLES_ENABLED
#ifdef VEHICLES_ENABLED
-//#define VEHICLES_VIEWROTATE_CROSSHAIR
-//#message "with tZork vehicles (experimental)"
-
.float vehicle_flags;
float VHF_ISVEHICLE = 2; /// Indicates vehicle
float VHF_HASSHIELD = 4; /// Vehicle has shileding
float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
float VHF_MOVE_FLY = 512; /// Vehicle is airborn
+float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
+float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
+float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
+float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
+float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
.entity gun1;
.entity gun2;
+.entity gun3;
+.entity vehicle_shieldent; /// Entity to disply the shild effect on damage
+.entity vehicle;
+.entity vehicle_viewport;
+.entity vehicle_hudmodel;
+.entity vehicle_controller;
+
+.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.
-.entity vehicle_shieldent; /// Entity to disply the shild effect on damage
.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.
-#ifdef SVQC
-.entity vehicle;
-.entity vehicle_viewport;
-.entity vehicle_hudmodel;
+.float sound_nexttime;
+#define VOL_VEHICLEENGINE 1
.float hud;
.float dmg_time;
.float vehicle_respawntime;
-.void() vehicle_spawn;
+//.void() vehicle_spawn;
-var .void(float exit_flags) vehicle_exit;
+void vehicles_exit(float eject);
+.void(float exit_flags) vehicle_exit;
float VHEF_NORMAL = 0; /// User pressed exit key
float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
-var .void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it
-var .void() vehicle_die; /// Vehicles custom function to be executed when vehile die
-var .void() vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-
-#ifdef VEHICLES_CSQC
-.float framecounter; /// Used to count server frames, so that we may send soem updates less often
-var .void(entity to, float sflags) vehile_send_exta; /// Vehicles custom send func
-void net_link_vehile(); /// Initiates csqc networking for vehicle
-#endif //VEHICLES_CSQC
-#endif //SVQC
-
-#ifdef CSQC
-#ifdef VEHICLES_CSQC
-.float vehicle_hud;
-
-entity vehicle;
-entity vehicle_viewport;
-entity vehicle_hudmodel;
+.void() vehicle_enter; /// Vehicles custom funciton to be executed when owner exit it
+.void() vehicle_die; /// Vehicles custom function to be executed when vehile die
+#define VHSF_NORMAL 0
+#define VHSF_FACTORY 2
+.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
+.float(float _imp) vehicles_impusle;
+.float vehicle_weapon2mode = volly_counter;
-void vehicle_spiderbot_assemble();
-void vehicle_racer_assemble();
-void vehicle_raptor_assemble();
-void vehicle_bumblebee_assemble();
-void read_vehicle(float bIsNew);
-var .void (float sf)vehile_read_exta;
-#endif //VEHICLES_CSQC
-#endif //CSQC
+//ยง .void() vehicle_factory()
#ifdef VEHICLES_USE_ODE
void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object