entity vehic = this.vehicle;
return = true;
- if(gameover)
+ if(game_stopped)
{
vehic.solid = SOLID_NOT;
vehic.takedamage = DAMAGE_NO;
#ifdef SVQC
Weapon wep1 = WEP_RACER;
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if (!forbidWeaponUse(this))
if (PHYS_INPUT_BUTTON_ATCK(this))
- if (wep1.wr_checkammo1(wep1, vehic))
+ if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
{
string tagname = (vehic.cnt)
? (vehic.cnt = 0, "tag_fire1")
// Fix z-aim (for chase mode)
crosshair_trace(this);
w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
- .entity weaponentity = weaponentities[0];
wep1.wr_think(wep1, vehic, weaponentity, 1);
}
if(eject)
{
spot = this.origin + v_forward * 100 + '0 0 64';
- spot = vehicles_findgoodexit(this, spot);
+ spot = vehicles_findgoodexit(this, this.owner, spot);
setorigin(this.owner, spot);
this.owner.velocity = (v_up + v_forward * 0.25) * 750;
this.owner.oldvelocity = this.owner.velocity;
this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
this.owner.velocity_z += 200;
spot = this.origin + v_forward * 32 + '0 0 32';
- spot = vehicles_findgoodexit(this, spot);
+ spot = vehicles_findgoodexit(this, this.owner, spot);
}
else
{
this.owner.velocity = this.velocity * 0.5;
this.owner.velocity_z += 10;
spot = this.origin - v_forward * 200 + '0 0 32';
- spot = vehicles_findgoodexit(this, spot);
+ spot = vehicles_findgoodexit(this, this.owner, spot);
}
this.owner.oldvelocity = this.owner.velocity;
setorigin(this.owner , spot);