#include "vehicle.qh"
-#include "../_.qh"
+#include "../_all.qh"
#include "../cl_player.qh"
#include "../../common/constants.qh"
#include "../waypointsprites.qh"
Send additional points of interest to be drawn, to vehicle owner
**/
const float MAX_AXH = 4;
-.entity AuxiliaryXhair[MAX_AXH];
+.entity AuxiliaryXhairs[MAX_AXH];
float SendAuxiliaryXhair(entity to, int sf)
{
entity axh;
axh_id = bound(0, axh_id, MAX_AXH);
- axh = own.(AuxiliaryXhair[axh_id]);
+ axh = own.(AuxiliaryXhairs[axh_id]);
if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
{
setorigin(axh, loc);
axh.colormod = clr;
axh.SendFlags = 0x01;
- own.(AuxiliaryXhair[axh_id]) = axh;
+ own.(AuxiliaryXhairs[axh_id]) = axh;
}
/*
self.owner.vehicle_ammo2 = self.vehicle_ammo2;
self.owner.vehicle_reload1 = self.vehicle_reload1;
self.owner.vehicle_reload2 = self.vehicle_reload2;
+ self.owner.vehicle_energy = self.vehicle_energy;
// Cant do this, hides attached objects too.
//self.exteriormodeltoclient = self.owner;
self.dmg_time = time;
// WEAPONTODO
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id))
damage *= autocvar_g_vehicles_vortex_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id))
damage *= autocvar_g_vehicles_machinegun_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
+ if(DEATH_ISWEAPON(deathtype, WEP_RIFLE.m_id))
damage *= autocvar_g_vehicles_rifle_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
damage *= autocvar_g_vehicles_vaporizer_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
+ if(DEATH_ISWEAPON(deathtype, WEP_SEEKER.m_id))
damage *= autocvar_g_vehicles_tag_damagerate;
self.enemy = attacker;