player.PlayerPhysplug = func_null;
player.view_ofs = STAT(PL_VIEW_OFS, player);
player.event_damage = PlayerDamage;
- player.hud = HUD_NORMAL;
+ STAT(HUD, player) = HUD_NORMAL;
player.teleportable = TELEPORT_NORMAL;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
set_movetype(player, MOVETYPE_NOCLIP);
player.event_damage = func_null;
player.view_ofs = '0 0 0';
- player.hud = gunner.hud;
+ STAT(HUD, player) = STAT(HUD, gunner);
player.teleportable = false;
player.PlayerPhysplug = gunner.PlayerPhysplug;
player.vehicle_ammo1 = vehic.vehicle_ammo1;
WriteAngle(MSG_ONE, 0); // roll
}
- CSQCVehicleSetup(player, player.hud);
+ CSQCVehicleSetup(player, STAT(HUD, player));
MUTATOR_CALLHOOK(VehicleEnter, player, gunner);