- setsize(_player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
-
- _player.takedamage = DAMAGE_AIM;
- _player.solid = SOLID_SLIDEBOX;
- _player.movetype = MOVETYPE_WALK;
- _player.effects &= ~EF_NODRAW;
- _player.teleportable = TELEPORT_NORMAL;
- _player.alpha = 1;
- _player.PlayerPhysplug = func_null;
- _player.vehicle = world;
- _player.view_ofs = STAT(PL_VIEW_OFS, NULL);
- _player.event_damage = PlayerDamage;
- _player.hud = HUD_NORMAL;
- PS(_player).m_switchweapon = _vehicle.m_switchweapon;
- _player.last_vehiclecheck = time + 3;
- _player.vehicle_enter_delay = time + 2;
-
- CSQCVehicleSetup(_player, HUD_NORMAL);
+ setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+
+ player.takedamage = DAMAGE_AIM;
+ player.solid = SOLID_SLIDEBOX;
+ set_movetype(player, MOVETYPE_WALK);
+ player.effects &= ~EF_NODRAW;
+ player.teleportable = TELEPORT_NORMAL;
+ player.alpha = 1;
+ player.PlayerPhysplug = func_null;
+ player.vehicle = NULL;
+ player.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ player.event_damage = PlayerDamage;
+ player.hud = HUD_NORMAL;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon;
+ delete(vehic.(weaponentity)); // no longer needed
+ }
+ player.last_vehiclecheck = time + 3;
+ player.vehicle_enter_delay = time + 2;
+
+ CSQCVehicleSetup(player, HUD_NORMAL);
+
+ Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES);
+ Kill_Notification(NOTIF_ONE, player, MSG_CENTER, CPID_VEHICLES_OTHER); // kill all vehicle notifications when exiting a vehicle?