//========= Copyright Valve Corporation, All rights reserved. ============// // // Spawn custom vehicles here // //===========================================================================// #include "cbase.h" //#include "const.h" #include "baseplayer_shared.h" #include "basecombatweapon.h" #include "iservervehicle.h" //#include "movevars_shared.h" #include "vcollide_parse.h" #include "player_command.h" #include "vehicle_base.h" static void CreateSnowMob( CBasePlayer *pPlayer ) { Vector vecForward; AngleVectors( pPlayer->EyeAngles(), &vecForward ); CBaseEntity *pSnowMob = (CBaseEntity *)CreateEntityByName( "prop_vehicle_snowmobile" ); if ( pSnowMob ) { Vector vecOrigin = pPlayer->GetAbsOrigin() + vecForward * 256 + Vector(0,0,64); QAngle vecAngles( 0, pPlayer->GetAbsAngles().y - 90, 0 ); pSnowMob->SetAbsOrigin( vecOrigin ); pSnowMob->SetAbsAngles( vecAngles ); pSnowMob->KeyValue( "model", "models/snowmobile_remaster.mdl" ); pSnowMob->KeyValue( "solid", "6" ); pSnowMob->KeyValue( "targetname", "veh_snow" ); //jeep pSnowMob->KeyValue( "vehiclescript", "scripts/vehicles/snowmobile.txt" ); pSnowMob->KeyValue( "skin", RandomInt(0, 5)); DispatchSpawn( pSnowMob ); pSnowMob->Activate(); pSnowMob->Teleport( &vecOrigin, &vecAngles, NULL ); } } void CC_CH_CreateSnowMob( void ) { CBasePlayer *pPlayer = UTIL_GetCommandClient(); if ( !pPlayer ) return; CreateSnowMob( pPlayer ); } static ConCommand ch_createsnowmobile("ch_createsnowmobile", CC_CH_CreateSnowMob, "Spawn a snowmobile vehicle in front of the player.", FCVAR_CHEAT);