- _setmodel(self, self.mdl);
-
- self.vehicle_flags |= VHF_ISVEHICLE;
-
- self.vehicle_viewport = new(vehicle_viewport);
- self.vehicle_hudmodel = new(vehicle_hudmodel);
- self.tur_head = new(tur_head);
- self.tur_head.owner = self;
- self.takedamage = DAMAGE_NO;
- self.bot_attack = true;
- self.iscreature = true;
- self.teleportable = false; // no teleporting for vehicles, too buggy
- self.damagedbycontents = true;
- self.vehicleid = veh.vehicleid;
- self.PlayerPhysplug = veh.PlayerPhysplug;
- self.event_damage = func_null;
- self.touch = vehicles_touch;
- self.think = vehicles_spawn;
- self.nextthink = time;
- self.effects = EF_NODRAW;
- self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
+ _setmodel(this, this.mdl);
+
+ this.vehicle_flags |= VHF_ISVEHICLE;
+
+ this.vehicle_viewport = new(vehicle_viewport);
+ this.vehicle_hudmodel = new(vehicle_hudmodel);
+ this.tur_head = new(tur_head);
+ this.tur_head.owner = this;
+ this.takedamage = DAMAGE_NO;
+ this.bot_attack = true;
+ this.iscreature = true;
+ this.teleportable = false; // no teleporting for vehicles, too buggy
+ this.damagedbycontents = true;
+ this.vehicleid = info.vehicleid;
+ this.PlayerPhysplug = info.PlayerPhysplug;
+ this.event_damage = func_null;
+ this.touch = vehicles_touch;
+ this.think = vehicles_spawn;
+ this.nextthink = time;
+ this.effects = EF_NODRAW;
+ this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;