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=9870814d30e4e3287c39adf4f8fd3938b9b2bd6f;hp=d0f63c96a3d77258d25ff5d80ed98208b6ddd677;hb=e0012447bfce1b551df3dc01b043655aa93dafad;hpb=ec98f5c9d50f267779fed871c9eb094a52064219 diff --git a/qcsrc/common/vehicles/sv_vehicles.qh b/qcsrc/common/vehicles/sv_vehicles.qh index d0f63c96a..9870814d3 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qh +++ b/qcsrc/common/vehicles/sv_vehicles.qh @@ -45,14 +45,14 @@ float autocvar_g_vehicles_weapon_damagerate = 2; .entity gunner1; .entity gunner2; -.float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. If ent is vehile, this is the real health value. -.float vehicle_energy = _STAT(VEHICLESTAT_ENERGY); /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehile, this is the real energy value. -.float vehicle_shield = _STAT(VEHICLESTAT_SHIELD); /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehile, this is the real shield value. +const .float vehicle_health = _STAT(VEHICLESTAT_HEALTH); /// If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is the health resource +const .float vehicle_energy = _STAT(VEHICLESTAT_ENERGY); /// If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle, this is the real energy value. +const .float vehicle_shield = _STAT(VEHICLESTAT_SHIELD); /// If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehicle, this is the real shield value. -.float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If ent is vehile, this is the real ammo1 value. -.float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehile, this is the real reload1 value. -.float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehile, this is the real ammo2 value. -.float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehile, this is the real reload2 value. +const .float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1); /// If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If ent is vehicle, this is the real ammo1 value. +const .float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1); /// If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehicle, this is the real reload1 value. +const .float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2); /// If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehicle, this is the real ammo2 value. +const .float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2); /// If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehicle, this is the real reload2 value. .float sound_nexttime; const float VOL_VEHICLEENGINE = 1; @@ -79,7 +79,6 @@ const int MAX_AXH = 4; .float lock_strength; .float lock_time; .float lock_soundtime; -const float DAMAGE_TARGETDRONE = 10; // vehicle functions .void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns @@ -87,7 +86,7 @@ const float DAMAGE_TARGETDRONE = 10; .void(entity this, int exit_flags) vehicle_exit; .bool(entity this, entity player) vehicle_enter; const int VHEF_NORMAL = 0; /// User pressed exit key -const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying +const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehicle is dying const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented) float force_fromtag_power; @@ -100,6 +99,9 @@ float vehicles_exit_running; #define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \ ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 +#define VEHICLE_UPDATE_PLAYER_RESOURCE(ply,vehi,fld,vhname,res) \ + ply.vehicle_##fld = (GetResource(vehi, res) / autocvar_g_vehicle_##vhname##_##fld) * 100 + .float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly void vehicles_exit(entity vehic, int eject);