AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief");
float autocvar_g_vehicles_crush_dmg = 70;
float autocvar_g_vehicles_crush_force = 50;
+float autocvar_g_vehicles_crush_minspeed = 100;
bool autocvar_g_vehicles_delayspawn = true;
float autocvar_g_vehicles_delayspawn_jitter = 10;
float autocvar_g_vehicles_allow_bots;
.float dmg_time;
+.float pain_frame;
+
.float play_time;
.int volly_counter;
const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehicle 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
bool vehicle_initialize(entity this, Vehicle info, float nodrop);
bool vehicle_impulse(entity this, int imp);
bool vehicles_crushable(entity e);
-float vehicle_altitude(entity this, float amax);
void vehicles_enter(entity pl, entity veh);
IntrusiveList g_vehicle_returners;