jedi-academy/code/game/g_vehicles.h

626 lines
26 KiB
C
Raw Normal View History

2013-04-19 02:52:48 +00:00
#ifndef __G_VEHICLES_H
#define __G_VEHICLES_H
#include "q_shared.h"
#include "g_public.h"
typedef enum
{
VH_NONE = 0,
VH_WALKER, //something you ride inside of, it walks like you, like an AT-ST
VH_FIGHTER, //something you fly inside of, like an X-Wing or TIE fighter
VH_SPEEDER, //something you ride on that hovers, like a speeder or swoop
VH_ANIMAL, //animal you ride on top of that walks, like a tauntaun
VH_FLIER, //animal you ride on top of that flies, like a giant mynoc?
VH_NUM_VEHICLES
} vehicleType_t;
enum EWeaponPose
{
WPOSE_NONE = 0,
WPOSE_BLASTER,
WPOSE_SABERLEFT,
WPOSE_SABERRIGHT,
};
extern stringID_table_t VehicleTable[VH_NUM_VEHICLES+1];
#define NO_PILOT_DIE_TIME 10000
//===========================================================================================================
//START VEHICLE WEAPONS
//===========================================================================================================
typedef struct
{
//*** IMPORTANT!!! *** the number of variables in the vehWeaponStats_t struct (including all elements of arrays) must be reflected by NUM_VWEAP_PARMS!!!
//*** IMPORTANT!!! *** vWeapFields table correponds to this structure!
char *name;
qboolean bIsProjectile; //traceline or entity?
qboolean bHasGravity; //if a projectile, drops
qboolean bIonWeapon;//disables ship shields and sends them out of control
qboolean bSaberBlockable;//lightsabers can deflect this projectile
int iMuzzleFX; //index of Muzzle Effect
int iModel; //handle to the model used by this projectile
int iShotFX; //index of Shot Effect
int iImpactFX; //index of Impact Effect
int iG2MarkShaderHandle; //index of shader to use for G2 marks made on other models when hit by this projectile
float fG2MarkSize;//size (diameter) of the ghoul2 mark
int iLoopSound; //index of loopSound
float fSpeed; //speed of projectile/range of traceline
float fHoming; //0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ
float fHomingFOV;
int iLockOnTime; //0 = no lock time needed, else # of ms needed to lock on
int iDamage; //damage done when traceline or projectile directly hits target
int iSplashDamage;//damage done to ents in splashRadius of end of traceline or projectile origin on impact
float fSplashRadius;//radius that ent must be in to take splashDamage (linear fall-off)
int iAmmoPerShot; //how much "ammo" each shot takes
int iHealth; //if non-zero, projectile can be shot, takes this much damage before being destroyed
float fWidth; //width of traceline or bounding box of projecile (non-rotating!)
float fHeight; //height of traceline or bounding box of projecile (non-rotating!)
int iLifeTime; //removes itself after this amount of time
qboolean bExplodeOnExpire; //when iLifeTime is up, explodes rather than simply removing itself
} vehWeaponInfo_t;
//NOTE: this MUST stay up to date with the number of variables in the vehFields table!!!
#define NUM_VWEAP_PARMS 25
2013-04-20 06:19:40 +00:00
#define VWFOFS(x) ((size_t)&(((vehWeaponInfo_t *)0)->x))
2013-04-19 02:52:48 +00:00
#define MAX_VEH_WEAPONS 16 //sigh... no more than 16 different vehicle weapons
#define VEH_WEAPON_BASE 0
#define VEH_WEAPON_NONE -1
extern vehWeaponInfo_t g_vehWeaponInfo[MAX_VEH_WEAPONS];
extern int numVehicleWeapons;
//===========================================================================================================
//END VEHICLE WEAPONS
//===========================================================================================================
// The maximum number of muzzles a vehicle may have.
#define MAX_VEHICLE_MUZZLES 10
// The maximum number of exhausts a vehicle may have.
#define MAX_VEHICLE_EXHAUSTS 4
// The maxiumum number of different weapons a vehicle may have
#define MAX_VEHICLE_WEAPONS 2
#define MAX_VEHICLE_TURRETS 2
#define MAX_VEHICLE_TURRET_MUZZLES 2
typedef struct
{
int iWeapon; //what vehWeaponInfo index to use
int iDelay; //delay between turret muzzle shots
int iAmmoMax; //how much ammo it has
int iAmmoRechargeMS; //how many MS between every point of recharged ammo
char *yawBone; //bone on ship that this turret uses to yaw
char *pitchBone; //bone on ship that this turret uses to pitch
int yawAxis; //axis on yawBone to which we should to apply the yaw angles
int pitchAxis; //axis on pitchBone to which we should to apply the pitch angles
float yawClampLeft; //how far the turret is allowed to turn left
float yawClampRight; //how far the turret is allowed to turn right
float pitchClampUp; //how far the turret is allowed to title up
float pitchClampDown; //how far the turret is allowed to tilt down
int iMuzzle[MAX_VEHICLE_TURRET_MUZZLES];//iMuzzle-1 = index of ship's muzzle to fire this turret's 1st and 2nd shots from
char *gunnerViewTag;//Where to put the view origin of the gunner (name)
float fTurnSpeed; //how quickly the turret can turn
qboolean bAI; //whether or not the turret auto-targets enemies when it's not manned
qboolean bAILead;//whether
float fAIRange; //how far away the AI will look for enemies
int passengerNum;//which passenger, if any, has control of this turret (overrides AI)
} turretStats_t;
typedef struct
{
//*** IMPORTANT!!! *** See note at top of next structure!!! ***
// Weapon stuff.
int ID;//index into the weapon data
// The delay between shots for each weapon.
int delay;
// Whether or not all the muzzles for each weapon can be linked together (linked delay = weapon delay * number of muzzles linked!)
int linkable;
// Whether or not to auto-aim the projectiles/tracelines at the thing under the crosshair when we fire
qboolean aimCorrect;
//maximum ammo
int ammoMax;
//ammo recharge rate - milliseconds per unit (minimum of 100, which is 10 ammo per second)
int ammoRechargeMS;
//sound to play when out of ammo (plays default "no ammo" sound if none specified)
int soundNoAmmo;
} vehWeaponStats_t;
// Compiler pre-define.
struct Vehicle_t;
typedef struct
{
//*** IMPORTANT!!! *** vehFields table correponds to this structure!
char *name; //unique name of the vehicle
//general data
vehicleType_t type; //what kind of vehicle
int numHands; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
float lookPitch; //How far you can look up and down off the forward of the vehicle
float lookYaw; //How far you can look left and right off the forward of the vehicle
float length; //how long it is - used for body length traces when turning/moving?
float width; //how wide it is - used for body length traces when turning/moving?
float height; //how tall it is - used for body length traces when turning/moving?
vec3_t centerOfGravity;//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
//speed stats
float speedMax; //top speed
float turboSpeed; //turbo speed
float speedMin; //if < 0, can go in reverse
float speedIdle; //what speed it drifts to when no accel/decel input is given
float accelIdle; //if speedIdle > 0, how quickly it goes up to that speed
float acceleration; //when pressing on accelerator
float decelIdle; //when giving no input, how quickly it drops to speedIdle
float throttleSticks; //if true, speed stays at whatever you accel/decel to, unless you turbo or brake
float strafePerc; //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
//handling stats
float bankingSpeed; //how quickly it pitches and rolls (not under player control)
float rollLimit; //how far it can roll to either side
float pitchLimit; //how far it can roll forward or backward
float braking; //when pressing on decelerator
float mouseYaw; // The mouse yaw override.
float mousePitch; // The mouse pitch override.
float turningSpeed; //how quickly you can turn
qboolean turnWhenStopped;//whether or not you can turn when not moving
float traction; //how much your command input affects velocity
float friction; //how much velocity is cut on its own
float maxSlope; //the max slope that it can go up with control
qboolean speedDependantTurning;//vehicle turns faster the faster it's going
//durability stats
int mass; //for momentum and impact force (player mass is 10)
int armor; //total points of damage it can take
int shields; //energy shield damage points
int shieldRechargeMS;//energy shield milliseconds per point recharged
float toughness; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
int malfunctionArmorLevel;//when armor drops to or below this point, start malfunctioning
int surfDestruction; //can parts of this thing be torn off on impact? -rww
//individual "area" health -rww
int health_front;
int health_back;
int health_right;
int health_left;
//visuals & sounds
char *model; //what model to use - if make it an NPC's primary model, don't need this?
char *skin; //what skin to use - if make it an NPC's primary model, don't need this?
int g2radius; //render radius for the ghoul2 model
int riderAnim; //what animation the rider uses
int radarIconHandle;//what icon to show on radar in MP
char *droidNPC; //NPC to attach to *droidunit tag (if it exists in the model)
int soundOn; //sound to play when get on it
int soundOff; //sound to play when get off
int soundLoop; //sound to loop while riding it
int soundTakeOff; //sound to play when ship takes off
int soundEngineStart;//sound to play when ship's thrusters first activate
int soundSpin; //sound to loop while spiraling out of control
int soundTurbo; //sound to play when turbo/afterburner kicks in
int soundHyper; //sound to play when ship lands
int soundLand; //sound to play when ship lands
int soundFlyBy; //sound to play when they buzz you
int soundFlyBy2; //alternate sound to play when they buzz you
int soundShift1; //sound to play when accelerating
int soundShift2; //sound to play when accelerating
int soundShift3; //sound to play when decelerating
int soundShift4; //sound to play when decelerating
int iExhaustFX; //exhaust effect, played from "*exhaust" bolt(s)
int iTurboFX; //turbo exhaust effect, played from "*exhaust" bolt(s) when ship is in "turbo" mode
int iTurboStartFX; //turbo begin effect, played from "*exhaust" bolts when "turbo" mode begins
int iTrailFX; //trail effect, played from "*trail" bolt(s)
int iImpactFX; //impact effect, for when it bumps into something
int iExplodeFX; //explosion effect, for when it blows up (should have the sound built into explosion effect)
int iWakeFX; //effect it makes when going across water
int iDmgFX; //effect to play on damage from a weapon or something
int iArmorLowFX; //played when armor is less than 30% of full
int iArmorGoneFX; //played when on armor is completely gone
//Weapon stats
vehWeaponStats_t weapon[MAX_VEHICLE_WEAPONS];
// Which weapon a muzzle fires (has to match one of the weapons this vehicle has). So 1 would be weapon 1,
// 2 would be weapon 2 and so on.
int weapMuzzle[MAX_VEHICLE_MUZZLES];
//turrets (if any) on the vehicle
turretStats_t turret[MAX_VEHICLE_TURRETS];
// The max height before this ship (?) starts (auto)landing.
float landingHeight;
//other misc stats
int gravity; //normal is 800
float hoverHeight; //if 0, it's a ground vehicle
float hoverStrength; //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
qboolean waterProof; //can drive underwater if it has to
float bouyancy; //when in water, how high it floats (1 is neutral bouyancy)
int fuelMax; //how much fuel it can hold (capacity)
int fuelRate; //how quickly is uses up fuel
int turboDuration; //how long turbo lasts
int turboRecharge; //how long turbo takes to recharge
int visibility; //for sight alerts
int loudness; //for sound alerts
float explosionRadius;//range of explosion
int explosionDamage;//damage of explosion
int maxPassengers; // The max number of passengers this vehicle may have (Default = 0).
qboolean hideRider; // rider (and passengers?) should not be drawn
qboolean killRiderOnDeath;//if rider is on vehicle when it dies, they should die
qboolean flammable; //whether or not the vehicle should catch on fire before it explodes
int explosionDelay; //how long the vehicle should be on fire/dying before it explodes
//camera stuff
qboolean cameraOverride; //whether or not to use all of the following 3rd person camera override values
float cameraRange; //how far back the camera should be - normal is 80
float cameraVertOffset;//how high over the vehicle origin the camera should be - normal is 16
float cameraHorzOffset;//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
float cameraPitchOffset;//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
float cameraFOV; //third person camera FOV, default is 80
float cameraAlpha; //fade out the vehicle to this alpha (0.1-1.0f) if it's in the way of the crosshair
qboolean cameraPitchDependantVertOffset;//use the hacky AT-ST pitch dependant vertical offset
//NOTE: some info on what vehicle weapon to use? Like ATST or TIE bomber or TIE fighter or X-Wing...?
//===VEH_PARM_MAX========================================================================
//*** IMPORTANT!!! *** vehFields table correponds to this structure!
//THE FOLLOWING FIELDS are not in the vehFields table because they are internal variables, not read in from the .veh file
int modelIndex; //set internally, not until this vehicle is spawned into the level
// NOTE: Please note that most of this stuff has been converted from C++ classes to generic C.
// This part of the structure is used to simulate inheritance for vehicles. The basic idea is that all vehicle use
// this vehicle interface since they declare their own functions and assign the function pointer to the
// corresponding function. Meanwhile, the base logic can still call the appropriate functions. In C++ talk all
// of these functions (pointers) are pure virtuals and this is an abstract base class (although it cannot be
// inherited from, only contained and reimplemented (through an object and a setup function respectively)). -AReis
// Makes sure that the vehicle is properly animated.
void (*AnimateVehicle)( Vehicle_t *pVeh );
// Makes sure that the rider's in this vehicle are properly animated.
void (*AnimateRiders)( Vehicle_t *pVeh );
// Determine whether this entity is able to board this vehicle or not.
bool (*ValidateBoard)( Vehicle_t *pVeh, gentity_t *pEnt );
// Set the parent entity of this Vehicle NPC.
void (*SetParent)( Vehicle_t *pVeh, gentity_t *pParentEntity );
// Add a pilot to the vehicle.
void (*SetPilot)( Vehicle_t *pVeh, gentity_t *pPilot );
// Add a passenger to the vehicle (false if we're full).
bool (*AddPassenger)( Vehicle_t *pVeh );
// Animate the vehicle and it's riders.
void (*Animate)( Vehicle_t *pVeh );
// Board this Vehicle (get on). The first entity to board an empty vehicle becomes the Pilot.
bool (*Board)( Vehicle_t *pVeh, gentity_t *pEnt );
// Eject an entity from the vehicle.
bool (*Eject)( Vehicle_t *pVeh, gentity_t *pEnt, qboolean forceEject );
// Eject all the inhabitants of this vehicle.
bool (*EjectAll)( Vehicle_t *pVeh );
// Start a delay until the vehicle dies.
void (*StartDeathDelay)( Vehicle_t *pVeh, int iDelayTime );
// Update death sequence.
void (*DeathUpdate)( Vehicle_t *pVeh );
// Register all the assets used by this vehicle.
void (*RegisterAssets)( Vehicle_t *pVeh );
// Initialize the vehicle (should be called by Spawn?).
bool (*Initialize)( Vehicle_t *pVeh );
// Like a think or move command, this updates various vehicle properties.
bool (*Update)( Vehicle_t *pVeh, const usercmd_t *pUcmd );
// Update the properties of a Rider (that may reflect what happens to the vehicle).
//
// [return] bool True if still in vehicle, false if otherwise.
bool (*UpdateRider)( Vehicle_t *pVeh, gentity_t *pRider, usercmd_t *pUcmd );
// ProcessMoveCommands the Vehicle.
void (*ProcessMoveCommands)( Vehicle_t *pVeh );
// ProcessOrientCommands the Vehicle.
void (*ProcessOrientCommands)( Vehicle_t *pVeh );
// Attachs all the riders of this vehicle to their appropriate position/tag (*driver, *pass1, *pass2, whatever...).
void (*AttachRiders)( Vehicle_t *pVeh );
// Make someone invisible and un-collidable.
void (*Ghost)( Vehicle_t *pVeh, gentity_t *pEnt );
// Make someone visible and collidable.
void (*UnGhost)( Vehicle_t *pVeh, gentity_t *pEnt );
// Get the pilot of this vehicle.
const gentity_t *(*GetPilot)( Vehicle_t *pVeh );
// Whether this vehicle is currently inhabited (by anyone) or not.
bool (*Inhabited)( Vehicle_t *pVeh );
} vehicleInfo_t;
2013-04-20 06:19:40 +00:00
#define VFOFS(x) ((size_t)&(((vehicleInfo_t *)0)->x))
2013-04-19 02:52:48 +00:00
#define MAX_VEHICLES 16 //sigh... no more than 64 individual vehicles
extern vehicleInfo_t g_vehicleInfo[MAX_VEHICLES];
extern int numVehicles;
// Load the function pointers for a vehicle into this shared vehicle info structure.
extern void G_SetSpeederVehicleFunctions( vehicleInfo_t *pVehInfo );
extern void G_SetAnimalVehicleFunctions( vehicleInfo_t *pVehInfo );
extern void G_SetFighterVehicleFunctions( vehicleInfo_t *pVehInfo );
extern void G_SetWalkerVehicleFunctions( vehicleInfo_t *pVehInfo );
// Setup the shared functions (one's that all vehicles would generally use).
extern void G_SetSharedVehicleFunctions( vehicleInfo_t *pVehInfo );
// Create/Allocate a new Animal Vehicle (initializing it as well).
extern void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType );
extern void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strType );
extern void G_CreateFighterNPC( Vehicle_t **pVeh, const char *strType );
extern void G_CreateWalkerNPC( Vehicle_t **pVeh, const char *strType );
#define VEH_DEFAULT_SPEED_MAX 800.0f
#define VEH_DEFAULT_ACCEL 10.0f
#define VEH_DEFAULT_DECEL 10.0f
#define VEH_DEFAULT_STRAFE_PERC 0.5f
#define VEH_DEFAULT_BANKING_SPEED 0.5f
#define VEH_DEFAULT_ROLL_LIMIT 60.0f
#define VEH_DEFAULT_PITCH_LIMIT 90.0f
#define VEH_DEFAULT_BRAKING 10.0f
#define VEH_DEFAULT_TURNING_SPEED 1.0f
#define VEH_DEFAULT_TRACTION 8.0f
#define VEH_DEFAULT_FRICTION 1.0f
#define VEH_DEFAULT_MAX_SLOPE 0.85f
#define VEH_DEFAULT_MASS 200
#define VEH_DEFAULT_MAX_ARMOR 200
#define VEH_DEFAULT_TOUGHNESS 2.5f
#define VEH_DEFAULT_GRAVITY 800
#define VEH_DEFAULT_HOVER_HEIGHT 64.0f
#define VEH_DEFAULT_HOVER_STRENGTH 10.0f
#define VEH_DEFAULT_VISIBILITY 0
#define VEH_DEFAULT_LOUDNESS 0
#define VEH_DEFAULT_EXP_RAD 400.0f
#define VEH_DEFAULT_EXP_DMG 1000
#define VEH_MAX_PASSENGERS 10
#define VEH_MOUNT_THROW_LEFT -5
#define VEH_MOUNT_THROW_RIGHT -6
#define MAX_STRAFE_TIME 2000.0f//FIXME: extern?
#define MIN_LANDING_SPEED 200//equal to or less than this and close to ground = auto-slow-down to land
#define MIN_LANDING_SLOPE 0.8f//must be pretty flat to land on the surf
#define VEHICLE_BASE 0
#define VEHICLE_NONE -1
enum
{
VEH_EJECT_LEFT,
VEH_EJECT_RIGHT,
VEH_EJECT_FRONT,
VEH_EJECT_REAR,
VEH_EJECT_TOP,
VEH_EJECT_BOTTOM
};
// Vehicle flags.
enum
{
VEH_NONE = 0, VEH_FLYING = 0x00000001, VEH_CRASHING = 0x00000002,
VEH_LANDING = 0x00000004, VEH_BUCKING = 0x00000010, VEH_WINGSOPEN = 0x00000020,
VEH_GEARSOPEN = 0x00000040, VEH_SLIDEBREAKING = 0x00000080, VEH_SPINNING = 0x00000100,
VEH_OUTOFCONTROL = 0x00000200,
VEH_SABERINLEFTHAND = 0x00000400,
VEH_STRAFERAM = 0x00000800,
VEH_ACCELERATORON = 0x00001000,
VEH_ARMORLOW = 0x00002000,
VEH_ARMORGONE = 0x00004000
};
//externed functions
//extern void G_DriveVehicle( gentity_t *ent, gentity_t *vehEnt, char *vehicleName );
/*extern void G_VehicleStartExplosionDelay( gentity_t *self );
extern void VehicleExplosionDelay( gentity_t *self );
extern void G_VehicleRegisterAssets( int vehicleIndex );
extern void G_DriveATST( gentity_t *ent, gentity_t *atst );
extern void G_VehicleInitialize( gentity_t *vehEnt );*/
extern void G_VehicleSpawn( gentity_t *self );
// A vehicle weapon muzzle.
struct Muzzle
{
// These are updated every frame and represent the current position and direction for the specific muzzle.
vec3_t m_vMuzzlePos;
vec3_t m_vMuzzleDir;
// This is how long to wait before being able to fire a specific muzzle again. This is based on the firing rate
// so that a firing rate of 10 rounds/sec would make this value initially 100 miliseconds.
int m_iMuzzleWait;
// whether this Muzzle was just fired or not (reset at muzzle flash code).
bool m_bFired;
};
//defines for impact damage surface stuff
#define SHIPSURF_FRONT 1
#define SHIPSURF_BACK 2
#define SHIPSURF_RIGHT 3
#define SHIPSURF_LEFT 4
#define SHIPSURF_DAMAGE_FRONT_LIGHT 1
#define SHIPSURF_DAMAGE_BACK_LIGHT 2
#define SHIPSURF_DAMAGE_RIGHT_LIGHT 3
#define SHIPSURF_DAMAGE_LEFT_LIGHT 4
#define SHIPSURF_DAMAGE_FRONT_HEAVY 5
#define SHIPSURF_DAMAGE_BACK_HEAVY 6
#define SHIPSURF_DAMAGE_RIGHT_HEAVY 7
#define SHIPSURF_DAMAGE_LEFT_HEAVY 8
//generic part bits
#define SHIPSURF_BROKEN_A (1<<0) //gear 1
#define SHIPSURF_BROKEN_B (1<<1) //gear 1
#define SHIPSURF_BROKEN_C (1<<2) //wing 1
#define SHIPSURF_BROKEN_D (1<<3) //wing 2
#define SHIPSURF_BROKEN_E (1<<4) //wing 3
#define SHIPSURF_BROKEN_F (1<<5) //wing 4
typedef struct
{
//linked firing mode
qboolean linked;//weapon 1's muzzles are in linked firing mode
//current weapon ammo
int ammo;
//debouncer for ammo recharge
int lastAmmoInc;
//which muzzle will fire next
int nextMuzzle;
} vehWeaponStatus_t;
typedef struct
{
//current weapon ammo
int ammo;
//debouncer for ammo recharge
int lastAmmoInc;
//which muzzle will fire next
int nextMuzzle;
//which entity they're after
int enemyEntNum;
//how long to hold on to our current enemy
int enemyHoldTime;
} vehTurretStatus_t;
// This is the implementation of the vehicle interface and any of the other variables needed. This
// is what actually represents a vehicle. -AReis.
// !!!!!!!!!!!!!!!!!! loadsave affecting structure !!!!!!!!!!!!!!!!!!!!!!!
struct Vehicle_t
{
// The entity who pilots/drives this vehicle.
// NOTE: This is redundant (since m_pParentEntity->owner _should_ be the pilot). This makes things clearer though.
gentity_t *m_pPilot;
int m_iPilotTime; //if spawnflag to die without pilot and this < level.time then die.
qboolean m_bHasHadPilot; //qtrue once the vehicle gets its first pilot
//the droid unit NPC for this vehicle, if any
gentity_t *m_pDroidUnit;
// The entity from which this NPC comes from.
gentity_t *m_pParentEntity;
// If not zero, how long to wait before we can do anything with the vehicle (we're getting on still).
// -1 = board from left, -2 = board from right, -3 = jump/quick board. -4 & -5 = throw off existing pilot
int m_iBoarding;
// Used to check if we've just started the boarding process
bool m_bWasBoarding;
// The speed the vehicle maintains while boarding occurs (often zero)
vec3_t m_vBoardingVelocity;
// Time modifier (must only be used in ProcessMoveCommands() and ProcessOrientCommands() and is updated in Update()).
float m_fTimeModifier;
// Ghoul2 Animation info.
// NOTE: Since each vehicle has their own model instance, these bolts must be local to each vehicle as well.
int m_iLeftWingBone;
int m_iRightWingBone;
//int m_iDriverTag;
int m_iExhaustTag[MAX_VEHICLE_EXHAUSTS];
int m_iMuzzleTag[MAX_VEHICLE_MUZZLES];
int m_iDroidUnitTag;
int m_iGunnerViewTag[MAX_VEHICLE_TURRETS];//Where to put the view origin of the gunner (index)
// This vehicles weapon muzzles.
Muzzle m_Muzzles[MAX_VEHICLE_MUZZLES];
// The user commands structure.
usercmd_t m_ucmd;
// The direction an entity will eject from the vehicle towards.
int m_EjectDir;
// Flags that describe the vehicles behavior.
unsigned long m_ulFlags;
// NOTE: Vehicle Type ID, Orientation, and Armor MUST be transmitted over the net.
// Current angles of this vehicle.
vec3_t m_vOrientation;
// How long you have strafed left or right (increments every frame that you strafe to right, decrements every frame you strafe left)
int m_fStrafeTime;
// Previous angles of this vehicle.
vec3_t m_vPrevOrientation;
// When control is lost on a speeder, current angular velocity is stored here and applied until landing
float m_vAngularVelocity;
vec3_t m_vFullAngleVelocity;
// Current armor and shields of your vehicle (explodes if armor to 0).
int m_iArmor; //hull strength - STAT_HEALTH on NPC
int m_iShields; //energy shielding - STAT_ARMOR on NPC
// Timer for all cgame-FX...? ex: exhaust?
int m_iLastFXTime;
// When to die.
int m_iDieTime;
// This pointer is to a valid VehicleInfo (which could be an animal, speeder, fighter, whatever). This
// contains the functions actually used to do things to this specific kind of vehicle as well as shared
// information (max speed, type, etc...).
vehicleInfo_t *m_pVehicleInfo;
// This trace tells us if we're within landing height.
trace_t m_LandTrace;
//bitflag of surfaces that have broken off
int m_iRemovedSurfaces;
// the last time this vehicle fired a turbo burst
int m_iTurboTime;
//how long it should drop like a rock for after freed from SUSPEND
int m_iDropTime;
int m_iSoundDebounceTimer;
//last time we incremented the shields
int lastShieldInc;
//so we don't hold it down and toggle it back and forth
qboolean linkWeaponToggleHeld;
//info about our weapons (linked, ammo, etc.)
vehWeaponStatus_t weaponStatus[MAX_VEHICLE_WEAPONS];
vehTurretStatus_t turretStatus[MAX_VEHICLE_TURRETS];
//the guy who was previously the pilot
gentity_t* m_pOldPilot;
// don't need these in mp
int m_safeJumpMountTime;
float m_safeJumpMountRightDot;
};
extern int BG_VehicleGetIndex( const char *vehicleName );
#endif // __G_VEHICLES_H