#define VEHICLES_ENABLED #ifdef VEHICLES_ENABLED //#define VEHICLES_VIEWROTATE_CROSSHAIR #message "with tZork vehicles (experimental)" float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05 float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80 .float vehicle_flags; #define VHF_ISVEHICLE 2 #define VHF_HASSHIELD 4 #define VHF_SHIELDREGEN 8 #define VHF_HEALTHREGEN 16 #define VHF_ENERGYREGEN 32 #define VHF_DEATHEJECT 64 #define VHF_MOVE_GROUND 128 #define VHF_MOVE_HOVER 256 #define VHF_MOVE_FLY 512 .float hud; .entity gun1; .entity gun2; .entity vehicle_shieldent; .float vehicle_health; .float vehicle_shield; .float vehicle_energy; .float vehicle_ammo1; .float vehicle_reload1; .float vehicle_ammo2; .float vehicle_reload2; .entity vehicle; .entity vehicle_viewport; .entity vehicle_hudmodel; .float dmg_time; .float vehicle_respawntime; .void() vehicle_spawn; var .void(float exit_flags) vehicle_exit; #define VHEF_NORMAL 0 #define VHEF_EJECT 1 #define VHEF_RELESE 2 var .void() vehicle_enter; var .void() vehicle_die; var .void() vehicle_spawn; #endif 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