#pragma once CLASS(Vehicle, Object) ATTRIB(Vehicle, vehicleid, int, 0); /** hud icon */ ATTRIB(Vehicle, m_icon, string); /** 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); /** hud model tag */ ATTRIB(Vehicle, tag_hud, string); /** cockpit model tag */ ATTRIB(Vehicle, tag_view, string); /** player physics mod */ ATTRIB(Vehicle, PlayerPhysplug, bool(entity,float)); /** */ ATTRIB(Vehicle, spawnflags, int, 0); /** vehicle hitbox size */ ATTRIB(Vehicle, m_mins, vector, '-0 -0 -0'); /** vehicle hitbox size */ ATTRIB(Vehicle, m_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 a player enters this vehicle while occupied */ METHOD(Vehicle, vr_gunner_enter, void(Vehicle this, entity instance, entity actor)) { } /** (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)) { } /** (SERVER) called when a vehicle's colors are being reset, so modules can be updated */ METHOD(Vehicle, vr_setcolors, 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 = BIT(1); /// Indicates vehicle const int VHF_HASSHIELD = BIT(2); /// Vehicle has shileding const int VHF_SHIELDREGEN = BIT(3); /// Vehicles shield regenerates const int VHF_HEALTHREGEN = BIT(4); /// Vehicles health regenerates const int VHF_ENERGYREGEN = BIT(5); /// Vehicles energy regenerates const int VHF_DEATHEJECT = BIT(6); /// Vehicle ejects pilot upon fatal damage const int VHF_MOVE_GROUND = BIT(7); /// Vehicle moves on gound const int VHF_MOVE_HOVER = BIT(8); /// Vehicle hover close to gound const int VHF_MOVE_FLY = BIT(9); /// Vehicle is airborn const int VHF_DMGSHAKE = BIT(10); /// Add random velocity each frame if health < 50% const int VHF_DMGROLL = BIT(11); /// Add random angles each frame if health < 50% const int VHF_DMGHEADROLL = BIT(12); /// Add random head angles each frame if health < 50% const int VHF_MULTISLOT = BIT(13); /// Vehicle has multiple player slots const int VHF_PLAYERSLOT = BIT(14); /// This ent is a player slot on a multi-person vehicle // fields: .entity tur_head; .entity vehicledef;