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;
-float VHF_DMGROLL = 2048;
-float VHF_DMGHEADROLL = 4096;
+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.
-.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;
void vehicles_exit(float eject);
-var .void(float exit_flags) vehicle_exit;
+.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
-const var .float(float _imp) vehicles_impusle_null;
-var .float(float _imp) vehicles_impusle;
+.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;
+//ยง .void() vehicle_factory()
+
#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