8 bool autocvar_g_vehicles =
true;
9 AUTOCVAR(g_vehicles_enter,
bool,
false,
"require pressing use key to enter a vehicle");
10 float autocvar_g_vehicles_enter_radius = 250;
11 AUTOCVAR(g_vehicles_steal,
bool,
true,
"allow stealing enemy vehicles in teamplay modes");
12 AUTOCVAR(g_vehicles_steal_show_waypoint,
bool,
true,
"show a waypoint above the thief");
13 float autocvar_g_vehicles_crush_dmg = 70;
14 float autocvar_g_vehicles_crush_force = 50;
15 float autocvar_g_vehicles_crush_minspeed = 100;
16 bool autocvar_g_vehicles_delayspawn =
true;
17 float autocvar_g_vehicles_delayspawn_jitter = 10;
18 float autocvar_g_vehicles_allow_bots;
19 int autocvar_g_vehicles_exit_attempts = 25;
20 float autocvar_g_vehicles_thinkrate = 0.1;
22 AUTOCVAR(g_vehicles_teams,
bool,
true,
"allow team specific vehicles");
23 float autocvar_g_vehicles_teleportable;
24 float autocvar_g_vehicles_vortex_damagerate = 0.75;
25 float autocvar_g_vehicles_machinegun_damagerate = 0.75;
26 float autocvar_g_vehicles_rifle_damagerate = 0.75;
27 float autocvar_g_vehicles_vaporizer_damagerate = 0.5;
28 float autocvar_g_vehicles_tag_damagerate = 5;
29 float autocvar_g_vehicles_weapon_damagerate = 2;
31 .float vehicle_last_trace;
40 .entity vehicle_shieldent;
42 .entity vehicle_viewport;
43 .entity vehicle_hudmodel;
44 .entity vehicle_controller;
49 const .float vehicle_health = _STAT(VEHICLESTAT_HEALTH);
50 const .float vehicle_energy = _STAT(VEHICLESTAT_ENERGY);
51 const .float vehicle_shield = _STAT(VEHICLESTAT_SHIELD);
53 const .float vehicle_ammo1 = _STAT(VEHICLESTAT_AMMO1);
54 const .float vehicle_reload1 = _STAT(VEHICLESTAT_RELOAD1);
55 const .float vehicle_ammo2 = _STAT(VEHICLESTAT_AMMO2);
56 const .float vehicle_reload2 = _STAT(VEHICLESTAT_RELOAD2);
58 .float sound_nexttime;
59 const float VOL_VEHICLEENGINE = 1;
61 const float SVC_SETVIEWPORT = 5;
62 const float SVC_SETVIEWANGLES = 10;
63 const float SVC_UPDATEENTITY = 128;
65 const float VHSF_NORMAL = 0;
66 const float VHSF_FACTORY = 2;
84 .float lock_soundtime;
87 .void(
int _spawnflag) vehicle_spawn;
88 .bool(
entity this,
int _imp) vehicles_impulse;
89 .void(
entity this,
int exit_flags) vehicle_exit;
91 const int VHEF_NORMAL = 0;
92 const int VHEF_EJECT = 1;
93 const int VHEF_RELEASE = 2;
95 float vehicles_exit_running;
98 #define VEHICLE_UPDATE_PLAYER(ply,vehi,fld,vhname) \ 99 ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100 101 #define VEHICLE_UPDATE_PLAYER_RESOURCE(ply,vehi,fld,vhname,res) \ 102 ply.vehicle_##fld = (GetResource(vehi, res) / autocvar_g_vehicle_##vhname##_##fld) * 100 104 .float vehicle_enter_delay;
bool vehicles_crushable(entity e)
bool vehicle_impulse(entity this, int imp)
#define STATIC_INIT(func)
during worldspawn
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
void vehicles_enter(entity pl, entity veh)
entity AuxiliaryXhair[MAX_AXH]
void vehicles_exit(entity vehic, bool eject)
bool vehicle_initialize(entity this, Vehicle info, bool nodrop)