// #define VEHICLES_USE_ODE #define VEHICLES_ENABLED #ifdef VEHICLES_ENABLED .float vehicle_flags; float VHF_ISVEHICLE = 2; /// Indicates vehicle float VHF_HASSHIELD = 4; /// Vehicle has shileding float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates 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_FLY = 512; /// Vehicle is airborn float VHF_DMGSHAKE = 1024; float VHF_DMGROLL = 2048; float VHF_DMGHEADROLL = 4096; .entity gun1; .entity gun2; .entity gun3; .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 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 float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented) float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 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; .float vehicle_weapon2mode = volly_counter; #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