- #if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qh"
- #include "defs.qh"
- #include "../common/constants.qh"
- #include "../common/util.qh"
- #include "../common/weapons/weapons.qh"
- #include "autocvars.qh"
- #include "../common/deathtypes.qh"
- #include "damage.qh"
- #include "movetypes.qh"
- #include "prandom.qh"
- #include "../common/vehicles/cl_vehicles.qh"
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #endif
+ #include "damage.qh"
+ #include "_all.qh"
+
+ #include "gibs.qh"
+ #include "movetypes.qh"
+ #include "prandom.qh"
+
-#include "vehicles/all.qh"
++#include "../common/vehicles/cl_vehicles.qh"
+
+ #include "../common/constants.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/util.qh"
+
+ #include "../common/weapons/all.qh"
+
+ .entity tag_entity;
+
+ .float cnt;
+ .int state;
+ .bool isplayermodel;
void DamageEffect_Think()
{
#include "wall.qh"
#include "waypointsprites.qh"
-#include "vehicles/bumblebee.qh"
-#include "vehicles/all.qh"
+#include "../common/vehicles/unit/bumblebee.qh"
+#include "../common/vehicles/cl_vehicles.qh"
+#include "../common/vehicles/vehicles.qh"
+ #include "weapons/projectile.qh"
+
+ #include "../common/buffs.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/monsters/all.qh"
+ #include "../common/nades.qh"
#include "../common/net_notice.qh"
+ #include "../common/notifications.qh"
+ #include "../common/stats.qh"
+ #include "../common/teams.qh"
+
+ #include "../common/items/all.qh"
+
+ #include "../common/weapons/all.qh"
- #include "../common/monsters/monsters.qh"
+ #include "../csqcmodellib/cl_model.qh"
+ #include "../csqcmodellib/interpolate.qh"
#include "../warpzonelib/client.qh"
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
+ CALL_ACCUMULATED_FUNCTION(RegisterItems);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
wall.qc
waypointsprites.qc
- command/cl_cmd.qc
+ command/all.qc
-vehicles/bumblebee.qc
-vehicles/all.qc
-
weapons/projectile.qc // TODO
../common/animdecide.qc
../csqcmodellib/cl_player.qc
../csqcmodellib/interpolate.qc
- ../server/movelib.qc
- ../server/t_items.qc
+../common/vehicles/vehicles_include.qc
+
../warpzonelib/anglestransform.qc
../warpzonelib/client.qc
../warpzonelib/common.qc
- #if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qh"
- #include "defs.qh"
- #include "../common/constants.qh"
- #include "../common/stats.qh"
- #include "../warpzonelib/mathlib.qh"
- #include "../warpzonelib/common.qh"
- #include "../warpzonelib/client.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/nades.qh"
- #include "../common/weapons/weapons.qh"
- #include "../common/mapinfo.qh"
- #include "autocvars.qh"
- #include "hud.qh"
- #include "scoreboard.qh"
- #include "noise.qh"
- #include "main.qh"
- #include "../csqcmodellib/cl_player.qh"
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #endif
+ #include "_all.qh"
+
+ #include "announcer.qh"
+ #include "hook.qh"
+ #include "hud.qh"
+ #include "hud_config.qh"
+ #include "mapvoting.qh"
+ #include "noise.qh"
+ #include "scoreboard.qh"
+ #include "shownames.qh"
+ #include "target_music.qh"
-#include "vehicles/all.qh"
+ #include "waypointsprites.qh"
+
+ #include "../common/constants.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/nades.qh"
+ #include "../common/stats.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+
+ #include "../common/weapons/all.qh"
+
++#include "../common/vehicles/cl_vehicles.qh"
++
+ #include "../csqcmodellib/cl_player.qh"
+
+ #include "../warpzonelib/client.qh"
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/mathlib.qh"
entity porto;
vector polyline[16];
--- /dev/null
- #ifdef VEHICLES_USE_ODE
- void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
- void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force
- void(entity e, vector torque) physics_addtorque = #542; // add relative torque
- #endif // VEHICLES_USE_ODE
-
+#ifndef VEHICLES_DEF_H
+#define VEHICLES_DEF_H
+#ifdef SVQC
+
+#include "../server/tturrets/include/turrets_early.qh"
+#include "sv_vehicles.qh"
+
+// #define VEHICLES_USE_ODE
+
+// vehicle cvars
+float autocvar_g_vehicles;
+float autocvar_g_vehicles_enter;
+float autocvar_g_vehicles_enter_radius;
+float autocvar_g_vehicles_steal;
+float autocvar_g_vehicles_steal_show_waypoint;
+float autocvar_g_vehicles_crush_dmg;
+float autocvar_g_vehicles_crush_force;
+float autocvar_g_vehicles_delayspawn;
+float autocvar_g_vehicles_delayspawn_jitter;
+float autocvar_g_vehicles_allow_bots;
+float autocvar_g_vehicles_teams;
+float autocvar_g_vehicles_teleportable;
+float autocvar_g_vehicles_vortex_damagerate = 0.5;
+float autocvar_g_vehicles_machinegun_damagerate = 0.5;
+float autocvar_g_vehicles_rifle_damagerate = 0.75;
+float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
+float autocvar_g_vehicles_tag_damagerate = 5;
+float autocvar_g_vehicles_weapon_damagerate = 1;
+
+// flags:
+.int vehicle_flags;
+
+// vehicle definitions
+.entity gun1;
+.entity gun2;
+.entity gun3;
+.entity vehicle_shieldent; /// Entity to disply the shild effect on damage
+.entity vehicle;
+.entity vehicle_viewport;
+.entity vehicle_hudmodel;
+.entity vehicle_controller;
+
+.entity gunner1;
+.entity gunner2;
+
+.float vehicle_health; /// If self is player this is 0..100 indicating precentage of health left on vehicle. If self is vehile, this is the real health value.
+.float vehicle_energy; /// If self is player this is 0..100 indicating precentage of energy left on vehicle. If self is vehile, this is the real energy value.
+.float vehicle_shield; /// If self is player this is 0..100 indicating precentage of shield left on vehicle. If self is vehile, this is the real shield value.
+
+.float vehicle_ammo1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo1 value.
+.float vehicle_reload1; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload1 value.
+.float vehicle_ammo2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real ammo2 value.
+.float vehicle_reload2; /// If self is player this field's use depends on the individual vehile. If self is vehile, this is the real reload2 value.
+
+.float sound_nexttime;
+const float VOL_VEHICLEENGINE = 1;
+
+const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
+const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
+const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
+
+const float VHSF_NORMAL = 0;
+const float VHSF_FACTORY = 2;
+
+.int hud;
+.float dmg_time;
+
+.int volly_counter;
+
+const int MAX_AXH = 4;
+.entity AuxiliaryXhair[MAX_AXH];
+
+.entity wps_intruder;
+
+.entity lock_target;
+.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
+.bool(int _imp) vehicles_impulse;
+.int vehicle_weapon2mode;
+.void(int exit_flags) vehicle_exit;
+.bool() 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_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
+
+float force_fromtag_power;
+float force_fromtag_normpower;
+vector force_fromtag_origin;
+
+float vehicles_exit_running;
+
+// macros
+#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
+ ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
+
+.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
+
+void vehicles_exit(float eject);
+float vehicle_initialize(float vehicle_id, float nodrop);
+
+#endif
+
+#endif
#include "bot/bot.qh"
#include "bot/navigation.qh"
-#include "vehicles/vehicle.qh"
++#include "../common/vehicles/sv_vehicles.qh"
+
#include "weapons/hitplot.qh"
#include "weapons/weaponsystem.qh"
#include "bot/waypoints.qh"
#include "weapons/throwing.qh"
-#include "vehicles/vehicle.qh"
+ #include "command/common.qh"
+ #include "cheats.qh"
+ #include "bot/navigation.qh"
+ #include "weapons/selection.qh"
+ #include "weapons/tracing.qh"
+ #include "weapons/weaponsystem.qh"
++#include "../common/vehicles/sv_vehicles.qh"
+ #include "waypointsprites.qh"
- #include "../common/weapons/weapons.qh"
+ #include "../common/weapons/all.qh"
/*
* Impulse map:
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../../dpdefs/progsdefs.qh"
- #include "../../dpdefs/dpextensions.qh"
- #include "../../warpzonelib/common.qh"
- #include "../../common/constants.qh"
- #include "../../common/teams.qh"
- #include "../../common/util.qh"
- #include "../../common/command/shared_defs.qh"
- #include "../../common/monsters/monsters.qh"
- #include "../../common/monsters/sv_monsters.qh"
- #include "../../common/monsters/spawn.qh"
- #include "../autocvars.qh"
- #include "../defs.qh"
- #include "../../common/notifications.qh"
- #include "../../common/deathtypes.qh"
- #include "../mutators/mutators_include.qh"
- #include "../../common/vehicles/sv_vehicles.qh"
- #include "../campaign.qh"
- #include "../../common/mapinfo.qh"
- #include "common.qh"
- #include "vote.qh"
- #include "cmd.qh"
- #include "../cheats.qh"
- #include "../scores.qh"
- #include "../ipban.qh"
+ #include "../../common/command/command.qh"
+ #include "cmd.qh"
+ #include "../_all.qh"
+
+ #include "common.qh"
+ #include "vote.qh"
+
+ #include "../campaign.qh"
+ #include "../cheats.qh"
+ #include "../cl_player.qh"
+ #include "../g_triggers.qh"
+ #include "../ipban.qh"
+ #include "../mapvoting.qh"
+ #include "../scores.qh"
+ #include "../teamplay.qh"
+
+ #include "../mutators/mutators_include.qh"
+
+ #ifdef SVQC
- #include "../vehicles/vehicle.qh"
++ #include "../../common/vehicles/sv_vehicles.qh"
#endif
+ #include "../../common/constants.qh"
+ #include "../../common/deathtypes.qh"
+ #include "../../common/mapinfo.qh"
+ #include "../../common/notifications.qh"
+ #include "../../common/teams.qh"
+ #include "../../common/util.qh"
+
+ #include "../../common/monsters/all.qh"
+ #include "../../common/monsters/spawn.qh"
+ #include "../../common/monsters/sv_monsters.qh"
+
+ #include "../../warpzonelib/common.qh"
+
+ void ClientKill_TeamChange (float targetteam); // 0 = don't change, -1 = auto, -2 = spec
+
// =========================================================
// Server side networked commands code, reworked by Samual
// Last updated: December 28th, 2011
#include "g_damage.qh"
-
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../warpzonelib/common.qh"
- #include "../common/constants.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/accuracy.qh"
- #include "weapons/csqcprojectile.qh"
- #include "weapons/selection.qh"
- #include "t_items.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "tturrets/include/turrets_early.qh"
- #include "../common/vehicles/sv_vehicles.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "../common/playerstats.qh"
- #include "g_hook.qh"
- #include "scores.qh"
- #include "spawnpoints.qh"
- #endif
-
- float Damage_DamageInfo_SendEntity(entity to, float sf)
+ #include "_all.qh"
+
+ #include "g_hook.qh"
+ #include "mutators/mutators_include.qh"
+ #include "scores.qh"
+ #include "waypointsprites.qh"
+ #include "spawnpoints.qh"
+ #include "tturrets/include/turrets_early.qh"
+ #include "t_items.qh"
-#include "vehicles/vehicle.qh"
++#include "../common/vehicles/sv_vehicles.qh"
+ #include "weapons/accuracy.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "weapons/selection.qh"
+ #include "../common/constants.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/notifications.qh"
+ #include "../common/playerstats.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include "../common/weapons/all.qh"
+ #include "../csqcmodellib/sv_model.qh"
+ #include "../warpzonelib/common.qh"
+
+ float Damage_DamageInfo_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
WriteShort(MSG_ENTITY, self.projectiledeathtype);
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../warpzonelib/common.qh"
- #include "../warpzonelib/server.qh"
- #include "../common/constants.qh"
- #include "../common/util.qh"
- #include "../common/weapons/weapons.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/vehicles/sv_vehicles.qh"
- #include "command/common.qh"
- #include "g_hook.qh"
- #include "round_handler.qh"
- #endif
+ #include "g_hook.qh"
+ #include "_all.qh"
+
+ #include "weapons/common.qh"
+ #include "weapons/weaponsystem.qh"
+ #include "weapons/selection.qh"
+ #include "weapons/tracing.qh"
+ #include "cl_player.qh"
+ #include "t_teleporters.qh"
+ #include "command/common.qh"
+ #include "round_handler.qh"
-#include "vehicles/vehicle.qh"
++#include "../common/vehicles/sv_vehicles.qh"
+ #include "../common/constants.qh"
+ #include "../common/util.qh"
+ #include "../common/weapons/all.qh"
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/server.qh"
/*============================================
{
entity missile;
vector org;
- float s;
vector vs;
- if(forbidWeaponUse()) return;
+ if(forbidWeaponUse(self)) return;
if(self.vehicle) return;
makevectors(self.v_angle);
#include "g_world.qh"
-
+ #include "_all.qh"
+
+ #include "anticheat.qh"
+ #include "antilag.qh"
+ #include "bot/bot.qh"
+ #include "campaign.qh"
+ #include "cheats.qh"
+ #include "cl_client.qh"
+ #include "command/common.qh"
+ #include "command/getreplies.qh"
+ #include "command/sv_cmd.qh"
+ #include "command/vote.qh"
+ #include "g_hook.qh"
+ #include "ipban.qh"
+ #include "mapvoting.qh"
+ #include "mutators/mutators_include.qh"
+ #include "race.qh"
+ #include "scores.qh"
+ #include "secret.qh"
+ #include "teamplay.qh"
+ #include "waypointsprites.qh"
+ #include "weapons/weaponstats.qh"
#include "../common/buffs.qh"
-
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../common/constants.qh"
- #include "../common/stats.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/monsters/sv_monsters.qh"
- #include "../common/vehicles/vehicles.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/weaponstats.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "mutators/mutators_include.qh"
- #include "campaign.qh"
- #include "../common/mapinfo.qh"
- #include "command/common.qh"
- #include "command/vote.qh"
- #include "command/getreplies.qh"
- #include "command/sv_cmd.qh"
- #include "anticheat.qh"
- #include "cheats.qh"
- #include "../common/playerstats.qh"
- #include "g_hook.qh"
- #include "scores.qh"
- #include "mapvoting.qh"
- #include "ipban.qh"
- #include "race.qh"
- #include "antilag.qh"
- #include "secret.qh"
- #endif
+ #include "../common/constants.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/monsters/all.qh"
+ #include "../common/monsters/sv_monsters.qh"
++#include "../common/vehicles/vehicles.qh"
+ #include "../common/notifications.qh"
+ #include "../common/playerstats.qh"
+ #include "../common/stats.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include "../common/items/all.qh"
+ #include "../common/weapons/all.qh"
const float LATENCY_THINKRATE = 10;
.float latency_sum;
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
+ CALL_ACCUMULATED_FUNCTION(RegisterItems);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
+ CALL_ACCUMULATED_FUNCTION(RegisterItems);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
-#include "../vehicles/vehicle.qh"
+ #include "gamemode_ctf.qh"
+ #include "../_all.qh"
+
+ #include "gamemode.qh"
+
+ #ifdef SVQC
++#include "../../common/vehicles/sv_vehicles.qh"
+ #endif
+
+ #include "../../warpzonelib/common.qh"
+ #include "../../warpzonelib/mathlib.qh"
+
// ================================================================
// Official capture the flag game mode coding, reworked by Samual
// Last updated: September, 2012
mutators/mutators_include.qc
mutators/mutators.qc
-vehicles/all.qc
-
+ pathlib/costs.qc
+ pathlib/expandnode.qc
+ pathlib/main.qc
+ pathlib/movenode.qc
+ pathlib/path_waypoint.qc
+ pathlib/utility.qc
+
weapons/accuracy.qc
weapons/common.qc
weapons/csqcprojectile.qc // TODO
../common/test.qc
../common/urllib.qc
../common/util.qc
+../common/vehicles/vehicles_include.qc
+
+ ../common/items/all.qc
+
../common/weapons/config.qc
- ../common/weapons/weapons.qc // TODO
+ ../common/weapons/all.qc // TODO
../csqcmodellib/sv_model.qc
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../warpzonelib/common.qh"
- #include "../warpzonelib/server.qh"
- #include "../common/constants.qh"
- #include "../common/util.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/csqcprojectile.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "../common/vehicles/sv_vehicles.qh"
- #include "../common/mapinfo.qh"
- #include "command/common.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "anticheat.qh"
- #include "g_hook.qh"
- #endif
+ #include "_all.qh"
+
+ #include "anticheat.qh"
+ #include "g_hook.qh"
+ #include "g_world.qh"
+
+ #include "bot/bot.qh"
+ #include "bot/waypoints.qh"
+
+ #include "command/common.qh"
+
+ #include "mutators/mutators_include.qh"
-#include "vehicles/vehicle.qh"
+ #include "weapons/csqcprojectile.qh"
+
+ #include "../common/constants.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/util.qh"
+
++#include "../common/vehicles/sv_vehicles.qh"
+ #include "../common/weapons/all.qh"
+
+ #include "../csqcmodellib/sv_model.qh"
+
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/server.qh"
+
+ .float lastground;
void CreatureFrame (void)
{
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../warpzonelib/util_server.qh"
- #include "defs.qh"
- #include "../common/vehicles/sv_vehicles.qh"
- #endif
+ #include "_all.qh"
+
+ #include "../warpzonelib/util_server.qh"
-#include "vehicles/vehicle.qh"
++#include "../common/vehicles/sv_vehicles.qh"
+
+ .float ladder_time;
+ .entity ladder_entity;
.float roomtype;
.float radius;
#include "t_teleporters.qh"
+ #include "_all.qh"
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../warpzonelib/common.qh"
- #include "../warpzonelib/util_server.qh"
- #include "../warpzonelib/server.qh"
- #include "../common/constants.qh"
- #include "../common/util.qh"
- #include "weapons/csqcprojectile.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/deathtypes.qh"
- #include "tturrets/include/turrets_early.qh"
- #include "../common/vehicles/sv_vehicles.qh"
- #include "../common/mapinfo.qh"
- #include "anticheat.qh"
- #endif
+ #include "anticheat.qh"
+ #include "cl_player.qh"
+ #include "g_hook.qh"
+ #include "bot/waypoints.qh"
+ #include "tturrets/include/turrets_early.qh"
-#include "vehicles/vehicle.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "../common/constants.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/util.qh"
++#include "../common/vehicles/sv_vehicles.qh"
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/server.qh"
+ #include "../warpzonelib/util_server.qh"
+
+ .float lastteleporttime;
void trigger_teleport_use()
{