return TRUE;
if(e.flags & FL_MONSTER)
- return TRUE; // more bitflags for everyone!
+ return TRUE;
return FALSE;
}
.void() vehicle_impact;
void vehicles_touch()
{
+ if(MUTATOR_CALLHOOK(VehicleTouch))
+ return;
+
// Vehicle currently in use
if(self.owner)
{
if(!teamplay)
_vehicle.team = 0;
- else
vh_player = _player;
vh_vehicle = _vehicle;
self.vehicle_respawntime = _respawntime;
self.vehicle_spawn = spawnproc;
self.effects = EF_NODRAW;
+ self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
if(!autocvar_g_vehicles_delayspawn)
- self.nextthink = time + 0.5;
+ self.nextthink = time + game_starttime;
else
self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
+ if(autocvar_g_playerclip_collisions)
+ self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
if(autocvar_g_nodepthtestplayers)
self.effects = self.effects | EF_NODEPTHTEST;