6 ATTRIB(Vehicle, m_icon,
string);
10 ATTRIB(Vehicle, vehicle_name,
string, "Vehicle");
16 ATTRIB(Vehicle, head_model,
string, "");
18 ATTRIB(Vehicle, hud_model,
string, "");
20 ATTRIB(Vehicle, tag_head,
string);
22 ATTRIB(Vehicle, tag_hud,
string);
24 ATTRIB(Vehicle, tag_view,
string);
32 ATTRIB(Vehicle, m_maxs, vector, '0 0 0');
39 METHOD(Vehicle, vr_setup,
void(Vehicle
this, entity instance)) { }
entity tur_head
This ent is a player slot on a multi-person vehicle.
const int VHF_HASSHIELD
Indicates vehicle.
const int VHF_PLAYERSLOT
Vehicle has multiple player slots.
const int VHF_DMGROLL
Add random velocity each frame if health < 50%.
const int VHF_MOVE_GROUND
Vehicle ejects pilot upon fatal damage.
const int VHF_DMGSHAKE
Vehicle is airborn.
#define METHOD(cname, name, prototype)
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
const int VHF_SHIELDREGEN
Vehicle has shileding.
const int VHF_MOVE_HOVER
Vehicle moves on gound.
const int VHF_MOVE_FLY
Vehicle hover close to gound.
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int VHF_MULTISLOT
Add random head angles each frame if health < 50%.
const int VHF_HEALTHREGEN
Vehicles shield regenerates.
const int VHF_ENERGYREGEN
Vehicles health regenerates.
const int VHF_DEATHEJECT
Vehicles energy regenerates.
const int VHF_DMGHEADROLL
Add random angles each frame if health < 50%.