]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/sv_vehicles.qc
Minor cleanup to vehicle code: make hover tags common code and exclude model data...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / sv_vehicles.qc
index 1fbd80210475debd33e63fc5823ca4dd114214bb..bbecb83da6efe8b9cb65641dc66e6f38977e3cab 100644 (file)
@@ -1,5 +1,17 @@
 #include "sv_vehicles.qh"
 
+#include <common/items/_mod.qh>
+#include <common/mapobjects/defs.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/triggers.qh>
+#include <common/vehicles/vehicles.qh>
+#include <server/bot/api.qh>
+#include <server/client.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/weapons/common.qh>
+#include <server/world.qh>
+
 bool SendAuxiliaryXhair(entity this, entity to, int sf)
 {
        WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
@@ -9,9 +21,7 @@ bool SendAuxiliaryXhair(entity this, entity to, int sf)
 
        if(sf & 2)
        {
-               WriteCoord(MSG_ENTITY, this.origin_x);
-               WriteCoord(MSG_ENTITY, this.origin_y);
-               WriteCoord(MSG_ENTITY, this.origin_z);
+               WriteVector(MSG_ENTITY, this.origin);
        }
 
        if(sf & 4)
@@ -26,8 +36,8 @@ bool SendAuxiliaryXhair(entity this, entity to, int sf)
 
 bool AuxiliaryXhair_customize(entity this, entity client)
 {
-       //entity e = WaypointSprite_getviewentity(client);
-       entity axh = client.(AuxiliaryXhair[this.cnt]);
+       entity e = WaypointSprite_getviewentity(client);
+       entity axh = e.(AuxiliaryXhair[this.cnt]);
        return axh.owner == this.owner; // cheaply check if the client's axh owner is the same as our real owner
 }
 
@@ -163,53 +173,16 @@ void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
        }
 }
 
-float vehicle_altitude(entity this, float amax)
-{
-       tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
-       return vlen(this.origin - trace_endpos);
-}
-
-vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
-{
-       force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
-       v_forward  = normalize(v_forward) * -1;
-       traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, this);
-
-       force_fromtag_power = (1 - trace_fraction) * max_power;
-       force_fromtag_normpower = force_fromtag_power / max_power;
-
-       return v_forward  * force_fromtag_power;
-}
-
-vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
-{
-       force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
-       v_forward  = normalize(v_forward) * -1;
-       traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, this);
-
-       // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
-       if(trace_fraction == 1.0)
-       {
-               force_fromtag_normpower = -0.25;
-               return '0 0 -200';
-       }
-
-       force_fromtag_power = ((1 - trace_fraction) - trace_fraction) * max_power;
-       force_fromtag_normpower = force_fromtag_power / max_power;
-
-       return v_forward  * force_fromtag_power;
-}
-
 // projectile handling
-void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
        if(inflictor.owner == this.owner)
                return;
 
-       this.health -= damage;
+       TakeResource(this, RES_HEALTH, damage);
        this.velocity += force;
-       if(this.health < 1)
+       if(GetResource(this, RES_HEALTH) < 1)
        {
                this.takedamage = DAMAGE_NO;
                this.event_damage = func_null;
@@ -232,7 +205,7 @@ void vehicles_projectile_explode(entity this, entity toucher)
        PROJECTILE_TOUCH(this, toucher);
 
        this.event_damage = func_null;
-       RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
+       RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.projectiledeathtype, DMG_NOWEP, toucher);
 
        delete(this);
 }
@@ -247,16 +220,14 @@ void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
        vehicles_projectile_explode(this, trigger);
 }
 
-entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
+entity vehicles_projectile(entity this, entity _mzlfx, Sound _mzlsound,
                                                   vector _org, vector _vel,
                                                   float _dmg, float _radi, float _force,  float _size,
                                                   int _deahtype, float _projtype, float _health,
                                                   bool _cull, bool _clianim, entity _owner)
 {
     TC(Sound, _mzlsound);
-       entity proj;
-
-       proj = spawn();
+       entity proj = new(vehicles_projectile);
 
        PROJECTILE_MAKETRIGGER(proj);
        setorigin(proj, _org);
@@ -264,7 +235,7 @@ entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
        proj.shot_dmg            = _dmg;
        proj.shot_radius          = _radi;
        proj.shot_force    = _force;
-       proj.totalfrags    = _deahtype;
+       proj.projectiledeathtype           = _deahtype;
        proj.solid                      = SOLID_BBOX;
        set_movetype(proj, MOVETYPE_FLYMISSILE);
        proj.flags = FL_PROJECTILE;
@@ -284,7 +255,7 @@ entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
        {
                proj.takedamage    = DAMAGE_AIM;
                proj.event_damage        = vehicles_projectile_damage;
-               proj.health                = _health;
+               SetResourceExplicit(proj, RES_HEALTH, _health);
        }
        else
                proj.flags |= FL_NOTARGET;
@@ -292,8 +263,8 @@ entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
        if(_mzlsound != SND_Null)
                sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
 
-       if(_mzlfx)
-               Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
+       if(_mzlfx != EFFECT_Null)
+               Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
 
        setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
 
@@ -326,7 +297,7 @@ void vehicles_gib_think(entity this)
 
 entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
 {
-       entity _gib = spawn();
+       entity _gib = new(vehicle_gib);
        _setmodel(_gib, _template.model);
        vector org = gettaginfo(this, gettagindex(this, _tag));
        setorigin(_gib, org);
@@ -369,10 +340,10 @@ bool vehicle_addplayerslot(       entity _owner,
        _slot.PlayerPhysplug = _framefunc;
        _slot.vehicle_exit = _exitfunc;
        _slot.vehicle_enter = _enterfunc;
-       _slot.hud = _hud;
+       STAT(HUD, _slot) = _hud;
        _slot.vehicle_flags = VHF_PLAYERSLOT;
-       _slot.vehicle_viewport = spawn();
-       _slot.vehicle_hudmodel = spawn();
+       _slot.vehicle_viewport = new(vehicle_viewport);
+       _slot.vehicle_hudmodel = new(vehicle_hudmodel);
        _slot.vehicle_hudmodel.viewmodelforclient = _slot;
        _slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
 
@@ -387,7 +358,7 @@ bool vehicle_addplayerslot( entity _owner,
 
 vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
                                                 float _pichlimit_min, float _pichlimit_max,
-                                                float _rotlimit_min, float _rotlimit_max, float _aimspeed)
+                                                float _rotlimit_min, float _rotlimit_max, float _aimspeed, float dt)
 {
        vector vtmp, vtag;
        float ftmp;
@@ -395,7 +366,7 @@ vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string
        vtmp = vectoangles(normalize(_target - vtag));
        vtmp = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(_vehic.angles), AnglesTransform_FromAngles(vtmp))) - _turrret.angles;
        vtmp = AnglesTransform_Normalize(vtmp, true);
-       ftmp = _aimspeed * frametime;
+       ftmp = _aimspeed * dt;
        vtmp_y = bound(-ftmp, vtmp_y, ftmp);
        vtmp_x = bound(-ftmp, vtmp_x, ftmp);
        _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
@@ -452,7 +423,7 @@ void vehicles_reset_colors(entity this, entity player)
        this.velocity  = '0 0 0';
        this.effects   = eff;
 
-       Vehicle info = Vehicles_from(this.vehicleid);
+       Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
        info.vr_setcolors(info, this);
 }
 
@@ -522,6 +493,7 @@ void vehicles_showwp(entity this)
        else
                rgb = '1 1 1';
        entity wp = WaypointSprite_Spawn(WP_Vehicle, 0, 0, ent, '0 0 64', NULL, 0, ent, waypointsprite_attached, true, RADARICON_Vehicle);
+       wp.wp_extra = ent.wp00.vehicleid;
        wp.colormod = rgb;
        if(ent.waypointsprite_attached)
        {
@@ -588,7 +560,7 @@ void vehicles_regen(entity this, float timer, .float regen_field, float field_ma
        if(timer + rpause < time)
        {
                if(_healthscale)
-                       regen = regen * (this.vehicle_health / this.max_health);
+                       regen = regen * (GetResource(this, RES_HEALTH) / this.max_health);
 
                this.(regen_field) = min(this.(regen_field) + regen * delta_time, field_max);
 
@@ -597,6 +569,23 @@ void vehicles_regen(entity this, float timer, .float regen_field, float field_ma
        }
 }
 
+void vehicles_regen_resource(entity this, float timer, .float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale, int resource)
+{
+       float resource_amount = GetResource(this, resource);
+
+       if(resource_amount < field_max)
+       if(timer + rpause < time)
+       {
+               if(_healthscale)
+                       regen = regen * (resource_amount / this.max_health);
+
+               SetResource(this, resource, min(resource_amount + regen * delta_time, field_max));
+
+               if(this.owner)
+                       this.owner.(regen_field) = (GetResource(this, resource) / field_max) * 100;
+       }
+}
+
 void shieldhit_think(entity this)
 {
        this.alpha -= 0.1;
@@ -614,7 +603,7 @@ void shieldhit_think(entity this)
 
 void vehicles_painframe(entity this)
 {
-       int myhealth = ((this.owner) ? this.owner.vehicle_health : ((this.vehicle_health / this.max_health) * 100));
+       int myhealth = ((this.owner) ? this.owner.vehicle_health : ((GetResource(this, RES_HEALTH) / this.max_health) * 100));
 
        if(myhealth <= 50)
        if(this.pain_frame < time)
@@ -627,10 +616,12 @@ void vehicles_painframe(entity this)
                        this.velocity += randomvec() * 30;
 
                if(this.vehicle_flags & VHF_DMGROLL)
+               {
                        if(this.vehicle_flags & VHF_DMGHEADROLL)
                                this.tur_head.angles += randomvec();
                        else
                                this.angles += randomvec();
+               }
        }
 }
 
@@ -639,7 +630,7 @@ void vehicles_frame(entity this, entity actor)
        vehicles_painframe(this);
 }
 
-void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        this.dmg_time = time;
 
@@ -665,7 +656,7 @@ void vehicles_damage(entity this, entity inflictor, entity attacker, float damag
        {
                if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
                {
-                       this.vehicle_shieldent = spawn();
+                       this.vehicle_shieldent = new(vehicle_shieldent);
                        this.vehicle_shieldent.effects = EF_LOWPRECISION;
 
                        setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
@@ -685,7 +676,7 @@ void vehicles_damage(entity this, entity inflictor, entity attacker, float damag
 
                if(this.vehicle_shield < 0)
                {
-                       this.vehicle_health -= fabs(this.vehicle_shield);
+                       TakeResource(this, RES_HEALTH, fabs(this.vehicle_shield));
                        this.vehicle_shieldent.colormod = '2 0 0';
                        this.vehicle_shield = 0;
                        this.vehicle_shieldent.alpha = 0.75;
@@ -700,7 +691,7 @@ void vehicles_damage(entity this, entity inflictor, entity attacker, float damag
        }
        else
        {
-               this.vehicle_health -= damage;
+               TakeResource(this, RES_HEALTH, damage);
 
                if(sound_allowed(MSG_BROADCAST, attacker))
                        spamsound (this, CH_PAIN, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
@@ -711,23 +702,36 @@ void vehicles_damage(entity this, entity inflictor, entity attacker, float damag
        else
                this.velocity += force;
 
-       if(this.vehicle_health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
        {
                if(this.owner)
+               {
                        if(this.vehicle_flags & VHF_DEATHEJECT)
                                vehicles_exit(this, VHEF_EJECT);
                        else
                                vehicles_exit(this, VHEF_RELEASE);
-
+               }
 
                antilag_clear(this, this);
 
-               Vehicle info = Vehicles_from(this.vehicleid);
+               Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
                info.vr_death(info, this);
                vehicles_setreturn(this);
        }
 }
 
+bool vehicles_heal(entity targ, entity inflictor, float amount, float limit)
+{
+       float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
+       if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
+               return false;
+
+       GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
+       if(targ.owner)
+               targ.owner.vehicle_health = (GetResource(targ, RES_HEALTH) / targ.max_health) * 100;
+       return true;
+}
+
 bool vehicles_crushable(entity e)
 {
        if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
@@ -746,17 +750,12 @@ void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpa
 
        if(this.play_time < time)
        {
-               float wc = vlen(this.velocity - this.oldvelocity);
-               //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
-               //dprint("vel: ", vtos(this.velocity), "\n");
-               if(_minspeed < wc)
+               if(vdist(this.velocity - this.oldvelocity, >, _minspeed))
                {
+                       float wc = vlen(this.velocity - this.oldvelocity);
                        float take = min(_speedfac * wc, _maxpain);
-                       Damage (this, NULL, NULL, take, DEATH_FALL.m_id, this.origin, '0 0 0');
+                       Damage(this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
                        this.play_time = time + 0.25;
-
-                       //dprint("wc: ", ftos(wc), "\n");
-                       //dprint("take: ", ftos(take), "\n");
                }
        }
 }
@@ -798,7 +797,6 @@ void vehicles_exit(entity vehic, bool eject)
 
        vehicles_exit_running = true;
 
-       // TODO: this was in an IS_CLIENT check, make sure it isn't actually needed!
        if(vehic.vehicle_flags & VHF_PLAYERSLOT)
        {
                vehic.vehicle_exit(vehic, eject);
@@ -814,6 +812,7 @@ void vehicles_exit(entity vehic, bool eject)
                        WriteByte (MSG_ONE, SVC_SETVIEWPORT);
                        WriteEntity( MSG_ONE, player);
 
+                       // NOTE: engine networked
                        WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
                        WriteAngle(MSG_ONE, 0);
                        WriteAngle(MSG_ONE, vehic.angles_y);
@@ -826,13 +825,13 @@ void vehicles_exit(entity vehic, bool eject)
                player.solid                    = SOLID_SLIDEBOX;
                set_movetype(player, MOVETYPE_WALK);
                player.effects             &= ~EF_NODRAW;
-               player.teleportable     = TELEPORT_NORMAL;
-               player.alpha                    = 1;
+               player.teleportable             = TELEPORT_NORMAL;
+               player.alpha                    = default_player_alpha;
                player.PlayerPhysplug   = func_null;
                player.vehicle                  = NULL;
-               player.view_ofs         = STAT(PL_VIEW_OFS, player);
-               player.event_damage     = PlayerDamage;
-               player.hud                              = HUD_NORMAL;
+               player.view_ofs                 = STAT(PL_VIEW_OFS, player);
+               player.event_damage             = PlayerDamage;
+               STAT(HUD, player)               = HUD_NORMAL;
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
                {
                        .entity weaponentity = weaponentities[slot];
@@ -894,19 +893,19 @@ void vehicles_touch(entity this, entity toucher)
        // Vehicle currently in use
        if(this.owner)
        {
-               if(!forbidWeaponUse(this.owner))
                if(toucher != NULL)
                if((this.origin_z + this.maxs_z) > (toucher.origin_z))
                if(vehicles_crushable(toucher))
+               if(!weaponLocked(this.owner))
                {
-                       if(vdist(this.velocity, >=, 30))
-                               Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
+                       if(vdist(this.velocity, >=, autocvar_g_vehicles_crush_minspeed))
+                               Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, DMG_NOWEP, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
 
                        return; // Dont do selfdamage when hitting "soft targets".
                }
 
                if(this.play_time < time) {
-                       Vehicle info = Vehicles_from(this.vehicleid);
+                       Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
                        info.vr_impact(info, this);
                }
 
@@ -939,7 +938,7 @@ bool vehicle_impulse(entity this, int imp)
 
 void vehicles_enter(entity pl, entity veh)
 {
-   // Remove this when bots know how to use vehicles
+       // Remove this when bots know how to use vehicles
        if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
                return;
 
@@ -951,7 +950,7 @@ void vehicles_enter(entity pl, entity veh)
        || (pl.vehicle)
        ) { return; }
 
-       Vehicle info = Vehicles_from(veh.vehicleid);
+       Vehicle info = veh.vehicledef; //REGISTRY_GET(Vehicles, veh.vehicleid);
 
        if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
        if(veh.vehicle_flags & VHF_MULTISLOT)
@@ -1001,11 +1000,12 @@ void vehicles_enter(entity pl, entity veh)
 
        veh.vehicle_hudmodel.viewmodelforclient = pl;
 
-       pl.crouch = false;
+       UNSET_DUCKED(pl);
        pl.view_ofs = STAT(PL_VIEW_OFS, pl);
        setsize(pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
 
        veh.event_damage        = vehicles_damage;
+       veh.event_heal          = vehicles_heal;
        veh.nextthink           = 0;
        pl.items &= ~IT_USING_JETPACK;
        pl.angles                       = veh.angles;
@@ -1026,7 +1026,7 @@ void vehicles_enter(entity pl, entity veh)
                veh.(weaponentity) = new(temp_wepent);
                veh.(weaponentity).m_switchweapon = pl.(weaponentity).m_switchweapon;
        }
-       pl.hud = veh.vehicleid;
+       STAT(HUD, pl) = veh.vehicleid;
        pl.PlayerPhysplug = veh.PlayerPhysplug;
 
        pl.vehicle_ammo1 = veh.vehicle_ammo1;
@@ -1055,6 +1055,7 @@ void vehicles_enter(entity pl, entity veh)
                WriteByte (MSG_ONE, SVC_SETVIEWPORT);
                WriteEntity(MSG_ONE, veh.vehicle_viewport);
 
+               // NOTE: engine networked
                WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
                if(veh.tur_head)
                {
@@ -1087,9 +1088,9 @@ void vehicles_think(entity this)
        this.nextthink = time + autocvar_g_vehicles_thinkrate;
 
        if(this.owner)
-               this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
+               STAT(VEHICLESTAT_W2MODE, this.owner) = STAT(VEHICLESTAT_W2MODE, this);
 
-       Vehicle info = Vehicles_from(this.vehicleid);
+       Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
        info.vr_think(info, this);
 
        vehicles_painframe(this);
@@ -1119,6 +1120,7 @@ void vehicles_spawn(entity this)
        this.owner                              = NULL;
        settouch(this, vehicles_touch);
        this.event_damage               = vehicles_damage;
+       this.event_heal                 = vehicles_heal;
        this.reset                              = vehicles_reset;
        this.iscreature                 = true;
        this.teleportable               = false; // no teleporting for vehicles, too buggy
@@ -1161,7 +1163,7 @@ void vehicles_spawn(entity this)
        });
 
 
-       Vehicle info = Vehicles_from(this.vehicleid);
+       Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
        info.vr_spawn(info, this);
 
        vehicles_reset_colors(this, NULL);
@@ -1178,10 +1180,7 @@ bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
                return false;
 
        if(!this.tur_head)
-       {
                info.vr_precache(info);
-               IL_PUSH(g_vehicles, this);
-       }
 
        if(this.targetname && this.targetname != "")
        {
@@ -1229,8 +1228,10 @@ bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
        this.damagedbycontents          = true;
        IL_PUSH(g_damagedbycontents, this);
        this.vehicleid                          = info.vehicleid;
+       this.vehicledef                         = info;
        this.PlayerPhysplug                     = info.PlayerPhysplug;
        this.event_damage                       = func_null;
+       this.event_heal                         = func_null;
        settouch(this, vehicles_touch);
        setthink(this, vehicles_spawn);
        this.nextthink                          = time;