#endif
#endif
- METHOD(Racer, vr_impact, void(Racer thisveh))
+ METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
{
#ifdef SVQC
if(autocvar_g_vehicle_racer_bouncepain)
#endif
}
- METHOD(Racer, vr_enter, void(Racer thisveh))
+ METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
{
#ifdef SVQC
self.movetype = MOVETYPE_BOUNCE;
#endif
}
- METHOD(Racer, vr_spawn, void(Racer thisveh))
+ METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
{
#ifdef SVQC
if(self.scale != 0.5)
#endif
}
- METHOD(Racer, vr_death, void(Racer thisveh))
+ METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
{
#ifdef SVQC
self.SendEntity = func_null; // stop networking this racer (for now)
Vehicles_drawCrosshair(vCROSS_GUIDE);
}
#endif
- METHOD(Racer, vr_setup, void(Racer thisveh))
+ METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
{
#ifdef SVQC
self.vehicle_exit = racer_exit;