9AUTOCVAR(g_vehicles_enter,
bool,
false,
"require pressing use key to enter a vehicle");
11AUTOCVAR(g_vehicles_steal,
bool,
true,
"allow stealing enemy vehicles in teamplay modes");
12AUTOCVAR(g_vehicles_steal_show_waypoint,
bool,
true,
"show a waypoint above the thief");
22AUTOCVAR(g_vehicles_teams,
bool,
true,
"allow team specific vehicles");
87.void(
int _spawnflag) vehicle_spawn;
88.bool(
entity this,
int _imp) vehicles_impulse;
89.void(
entity this,
int exit_flags) vehicle_exit;
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
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
entity AuxiliaryXhair[MAX_AXH]
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
#define STATIC_INIT(func)
during worldspawn
void vehicles_enter(entity pl, entity veh)
const float vehicle_shield
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
const float vehicle_reload2
If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehicle,...
const float vehicle_ammo1
If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehicle,...
const float SVC_SETVIEWANGLES
float autocvar_g_vehicles_delayspawn_jitter
const float vehicle_health
float vehicle_enter_delay
const float vehicle_energy
If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is t...
float autocvar_g_vehicles_vaporizer_damagerate
const float SVC_SETVIEWPORT
const int VHEF_EJECT
User pressed exit key.
bool autocvar_g_vehicles_delayspawn
const float VOL_VEHICLEENGINE
float vehicles_exit_running
Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (n...
const int VHEF_RELEASE
User pressed exit key 3 times fast (not implemented) or vehicle is dying.
float autocvar_g_vehicles_weapon_damagerate
entity vehicle_controller
float autocvar_g_vehicles_crush_force
float autocvar_g_vehicles_crush_minspeed
bool vehicle_impulse(entity this, int imp)
bool vehicle_initialize(entity this, Vehicle info, float nodrop)
entity vehicle
Entity to disply the shild effect on damage.
float autocvar_g_vehicles_allow_bots
float autocvar_g_vehicles_machinegun_damagerate
const float SVC_UPDATEENTITY
float autocvar_g_vehicles_tag_damagerate
int autocvar_g_vehicles_exit_attempts
float autocvar_g_vehicles_thinkrate
float autocvar_g_vehicles_teleportable
float sound_nexttime
If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehicle,...
bool vehicles_crushable(entity e)
float autocvar_g_vehicles_rifle_damagerate
IntrusiveList g_vehicle_returners
float autocvar_g_vehicles_vortex_damagerate
const float vehicle_ammo2
If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehicle,...
void vehicles_exit(entity vehic, int eject)
float autocvar_g_vehicles_enter_radius
float autocvar_g_vehicles_crush_dmg
const float vehicle_reload1
If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already st...