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;
var float autocvar_g_vehicles_nex_damagerate = 0.5;
var float autocvar_g_vehicles_uzi_damagerate = 0.5;
var float autocvar_g_vehicles_rifle_damagerate = 0.75;
// vehicle functions
.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
.float(float _imp) vehicles_impulse;
-.float vehicle_weapon2mode = volly_counter;
+.float vehicle_weapon2mode;
.void(float exit_flags) vehicle_exit;
+.float() vehicle_enter;
const float VHEF_NORMAL = 0; /// User pressed exit key
const float VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
-const float VHEF_RELESE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
+const float VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
// macros
#define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
#define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
if(trace_fraction != 1) \
- acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
\ No newline at end of file
+ acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)