-// #define VEHICLES_CSQC
// #define VEHICLES_USE_ODE
#define VEHICLES_ENABLED
#ifdef VEHICLES_ENABLED
-//#define VEHICLES_VIEWROTATE_CROSSHAIR
-#message "with tZork vehicles (experimental)"
+//#message "with tZork vehicles (experimental)"
.float vehicle_flags;
float VHF_ISVEHICLE = 2; /// Indicates vehicle
float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
-float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
+float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
float VHF_MOVE_FLY = 512; /// Vehicle is airborn
-
-.float hud;
+float VHF_DMGSHAKE = 1024;
+float VHF_DMGROLL = 2048;
+float VHF_DMGHEADROLL = 4096;
.entity gun1;
.entity gun2;
-.float vehicle_health; /// If self is player this is 0..1 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..1 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..1 indicating precentage of shield left on vehicle. If self is vehile, this is the real shield value.
+.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.
.entity vehicle_viewport;
.entity vehicle_hudmodel;
-#ifdef SVQC
+.float sound_nexttime;
+#define VOL_VEHICLEENGINE 1
+
+.float hud;
.float dmg_time;
.float vehicle_respawntime;
.void() vehicle_spawn;
+void vehicles_exit(float eject);
var .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
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
-var .void(entity to) vehile_send_exta; /// Vehicles custom send code (for extra bits, stats and whatnot)
-void net_link_vehile(); /// Initiates csqc networking for vehicle
-#endif //VEHICLES_CSQC
-#endif //SVQC
-
#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
-#endif // VEHICLES_ENABLED
\ No newline at end of file
+#endif // VEHICLES_ENABLED