if(vehicles_crushable(other))
{
if(vlen(self.velocity) != 0)
- Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+ Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
}
self.vehicle_exit = exitfunc;
self.vehicle_enter = enterproc;
self.PlayerPhysplug = physproc;
- self.event_damage = vehicles_damage;
+ self.event_damage = func_null;
self.touch = vehicles_touch;
self.think = vehicles_spawn;
self.nextthink = time;