+ 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)) { }