// vehicle enter/exit handling
vector vehicles_findgoodexit(entity this, vector prefer_spot)
{
- tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
+ // TODO: we actually want the player's size here
+ tracebox(this.origin + '0 0 32', PL_MIN_CONST, PL_MAX_CONST, prefer_spot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
v = randomvec();
v_z = 0;
v = v2 + normalize(v) * mysize;
- tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, this.owner);
+ tracebox(v2, PL_MIN_CONST, PL_MAX_CONST, v, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return v;
}
WriteAngle(MSG_ONE, 0);
}
- setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ setsize(player, STAT(PL_MIN,player), STAT(PL_MAX, player));
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
player.alpha = 1;
player.PlayerPhysplug = func_null;
player.vehicle = NULL;
- player.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ player.view_ofs = STAT(PL_VIEW_OFS, player);
player.event_damage = PlayerDamage;
player.hud = HUD_NORMAL;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
veh.vehicle_hudmodel.viewmodelforclient = pl;
pl.crouch = false;
- pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
- setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ pl.view_ofs = STAT(PL_VIEW_OFS, pl);
+ setsize (pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
veh.event_damage = vehicles_damage;
veh.nextthink = 0;