float autocvar_g_vehicles_crush_dmg;
float autocvar_g_vehicles_crush_force;
float autocvar_g_vehicles_delayspawn;
+float autocvar_g_vehicles_delayspawn_jitter;
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
void vehicles_return();
self.PlayerPhysplug = physproc;
self.event_damage = vehicles_damage;
self.touch = vehicles_touch;
- self.think = vehicles_spawn;
-
- if(autocvar_g_vehicles_delayspawn)
- self.nextthink = time + _respawntime;
- else
- self.nextthink = time;
-
+ self.think = vehicles_spawn;
+ self.nextthink = time;
self.vehicle_respawntime = _respawntime;
self.vehicle_spawn = spawnproc;