#ifndef VEHICLE_H #define VEHICLE_H CLASS(Vehicle, Object) ATTRIB(Vehicle, vehicleid, int, 0) /** hud icon */ ATTRIB(Vehicle, m_icon, string, string_null) /** short name */ ATTRIB(Vehicle, netname, string, "") /** human readable name */ ATTRIB(Vehicle, vehicle_name, string, "Vehicle") /** full name of model */ ATTRIB(Vehicle, model, string, "") /** currently a copy of the model */ ATTRIB(Vehicle, mdl, string, "") /** full name of tur_head model */ ATTRIB(Vehicle, head_model, string, "") /** cockpit model */ ATTRIB(Vehicle, hud_model, string, "") /** tur_head model tag */ ATTRIB(Vehicle, tag_head, string, string_null) /** hud model tag */ ATTRIB(Vehicle, tag_hud, string, string_null) /** cockpit model tag */ ATTRIB(Vehicle, tag_view, string, string_null) /** player physics mod */ ATTRIB(Vehicle, PlayerPhysplug, bool(entity), func_null) /** */ ATTRIB(Vehicle, spawnflags, int, 0) /** vehicle hitbox size */ ATTRIB(Vehicle, mins, vector, '-0 -0 -0') /** vehicle hitbox size */ ATTRIB(Vehicle, maxs, vector, '0 0 0') /** vehicle 3rd person view offset */ ATTRIB(Vehicle, view_ofs, vector, '0 0 0') /** vehicle 3rd person view distance */ ATTRIB(Vehicle, height, float, 0) /** (BOTH) setup vehicle data */ METHOD(Vehicle, vr_setup, void(Vehicle this, entity instance)) { } /** (SERVER) logic to run every frame */ METHOD(Vehicle, vr_think, void(Vehicle this, entity instance)) { } /** (SERVER) called when vehicle dies */ METHOD(Vehicle, vr_death, void(Vehicle this, entity instance)) { } /** (BOTH) precaches models/sounds used by this vehicle */ METHOD(Vehicle, vr_precache, void(Vehicle this)) { } /** (SERVER) called when a player enters this vehicle */ METHOD(Vehicle, vr_enter, void(Vehicle this, entity instance)) { } /** (SERVER) called when the vehicle re-spawns */ METHOD(Vehicle, vr_spawn, void(Vehicle this, entity instance)) { } /** (SERVER) called when a vehicle hits something */ METHOD(Vehicle, vr_impact, void(Vehicle this, entity instance)) { } /** (CLIENT) logic to run every frame */ METHOD(Vehicle, vr_hud, void(Vehicle this)) { } /** (CLIENT) logic to run every frame */ METHOD(Vehicle, vr_crosshair, void(Vehicle thisveh, entity player)) { } ENDCLASS(Vehicle) // vehicle spawn flags (need them here for common registrations) const int VHF_ISVEHICLE = 2; /// Indicates vehicle const int VHF_HASSHIELD = 4; /// Vehicle has shileding const int VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates const int VHF_HEALTHREGEN = 16; /// Vehicles health regenerates const int VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates const int VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage const int VHF_MOVE_GROUND = 128; /// Vehicle moves on gound const int VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound const int VHF_MOVE_FLY = 512; /// Vehicle is airborn const int VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50% const int VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50% const int VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50% const int VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots const int VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle // fields: .entity tur_head; #endif