X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fsv_vehicles.qh;h=36b4f5f3e970431cda92d07acf5068382bcadc1b;hp=8ef077d73fedad56ce48bc40d99a562162b0c4ce;hb=09aa2385846362f77aa2da3f25a3a4d07f5ab1db;hpb=9bf8580627c027625e83429c671f47647a0b0bab diff --git a/qcsrc/common/vehicles/sv_vehicles.qh b/qcsrc/common/vehicles/sv_vehicles.qh index 8ef077d73f..36b4f5f3e9 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qh +++ b/qcsrc/common/vehicles/sv_vehicles.qh @@ -3,6 +3,7 @@ #ifdef SVQC #include "../server/tturrets/include/turrets_early.qh" +#include "sv_vehicles.qh" // #define VEHICLES_USE_ODE @@ -19,11 +20,12 @@ float autocvar_g_vehicles_delayspawn_jitter; float autocvar_g_vehicles_allow_bots; float autocvar_g_vehicles_teams; float autocvar_g_vehicles_teleportable; -var float autocvar_g_vehicles_vortex_damagerate = 0.5; -var float autocvar_g_vehicles_machinegun_damagerate = 0.5; -var float autocvar_g_vehicles_rifle_damagerate = 0.75; -var float autocvar_g_vehicles_vaporizer_damagerate = 0.001; -var float autocvar_g_vehicles_tag_damagerate = 5; +float autocvar_g_vehicles_vortex_damagerate = 0.5; +float autocvar_g_vehicles_machinegun_damagerate = 0.5; +float autocvar_g_vehicles_rifle_damagerate = 0.75; +float autocvar_g_vehicles_vaporizer_damagerate = 0.001; +float autocvar_g_vehicles_tag_damagerate = 5; +float autocvar_g_vehicles_weapon_damagerate = 1; // flags: .int vehicle_flags; @@ -92,6 +94,10 @@ vector force_fromtag_origin; float vehicles_exit_running; +// macros +#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \ + ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 + #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 @@ -100,18 +106,9 @@ void(entity e, vector torque) physics_addtorque = #542; // add relative torque .float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly -// macros -#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \ - ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 - -#if 0 -#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \ - traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \ - if(trace_fraction != 1) \ - acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult) -#endif - void vehicles_exit(float eject); +float vehicle_initialize(float vehicle_id, float nodrop); #endif + #endif