// vehicle functions
.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-.bool(int _imp) vehicles_impulse;
+.bool(entity this, int _imp) vehicles_impulse;
.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
-.void(int exit_flags) vehicle_exit;
+.void(entity this, int exit_flags) vehicle_exit;
.bool(entity this, entity player) vehicle_enter;
const int VHEF_NORMAL = 0; /// User pressed exit key
const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
-void vehicles_exit(float eject);
+void vehicles_exit(entity vehic, int eject);
bool vehicle_initialize(entity this, Vehicle info, float nodrop);
bool vehicle_impulse(entity this, int imp);
bool vehicles_crushable(entity e);