X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fsv_vehicles.qh;h=eded4f90bf4837be143e75e6e531eb20430bb07b;hb=281f8a0e6e5e8f49bda72eeeb864da2c0fa727f2;hp=aee4bf6c6df75f60f712e1a641cb0894adf3263b;hpb=7bcb3a89b3271e018da4d92437dc5ba125ea8698;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/vehicles/sv_vehicles.qh b/qcsrc/common/vehicles/sv_vehicles.qh index aee4bf6c6..eded4f90b 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qh +++ b/qcsrc/common/vehicles/sv_vehicles.qh @@ -2,20 +2,23 @@ #define VEHICLES_DEF_H #ifdef SVQC -#include "../turrets/sv_turrets.qh" +#include +#include "vehicle.qh" // vehicle cvars -float autocvar_g_vehicles; -float autocvar_g_vehicles_enter; -float autocvar_g_vehicles_enter_radius; -float autocvar_g_vehicles_steal; -float autocvar_g_vehicles_steal_show_waypoint; -float autocvar_g_vehicles_crush_dmg; -float autocvar_g_vehicles_crush_force; -float autocvar_g_vehicles_delayspawn; -float autocvar_g_vehicles_delayspawn_jitter; +bool autocvar_g_vehicles = true; +AUTOCVAR(g_vehicles_enter, bool, false, "require pressing use key to enter a vehicle"); +float autocvar_g_vehicles_enter_radius = 250; +AUTOCVAR(g_vehicles_steal, bool, true, "allow stealing enemy vehicles in teamplay modes"); +AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief"); +float autocvar_g_vehicles_crush_dmg = 70; +float autocvar_g_vehicles_crush_force = 50; +bool autocvar_g_vehicles_delayspawn = true; +float autocvar_g_vehicles_delayspawn_jitter = 10; float autocvar_g_vehicles_allow_bots; -float autocvar_g_vehicles_teams; +int autocvar_g_vehicles_exit_attempts = 25; + +AUTOCVAR(g_vehicles_teams, bool, true, "allow team specific vehicles"); float autocvar_g_vehicles_teleportable; float autocvar_g_vehicles_vortex_damagerate = 0.5; float autocvar_g_vehicles_machinegun_damagerate = 0.5; @@ -24,6 +27,8 @@ float autocvar_g_vehicles_vaporizer_damagerate = 0.001; float autocvar_g_vehicles_tag_damagerate = 5; float autocvar_g_vehicles_weapon_damagerate = 1; +.float vehicle_last_trace; + // flags: .int vehicle_flags; @@ -40,14 +45,14 @@ float autocvar_g_vehicles_weapon_damagerate = 1; .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; @@ -77,10 +82,10 @@ const float DAMAGE_TARGETDRONE = 10; // 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) @@ -92,15 +97,16 @@ vector force_fromtag_origin; float vehicles_exit_running; // macros -#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \ - ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 +#define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \ + ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 .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); #endif #endif