// De-own & reset
self.vehicle_hudmodel.viewmodelforclient = self;
+
self.owner = world;
self.touch = vehicles_touch;
self.event_damage = vehicles_damage;
self.owner = other;
self.switchweapon = other.switchweapon;
+
+ // .viewmodelforclient works better.
+ //self.vehicle_hudmodel.drawonlytoclient = self.owner;
- self.vehicle_hudmodel.viewmodelforclient = self.owner;
+ self.vehicle_hudmodel.viewmodelforclient = self.owner;
+
self.event_damage = vehicles_damage;
self.nextthink = 0;
self.owner.angles = self.angles;
self.avelocity = '0 0 0';
self.vehicle_hudmodel.viewmodelforclient = self;
- self.tur_head.nodrawtoclient = self;
+ self.tur_head.nodrawtoclient = world;
vehicles_setreturn();
self.phase = time + 1;
self.iscreature = TRUE;
self.hud = vhud;
- self.customizeentityforclient = vehicles_customizeentityforclient;
+ //self.customizeentityforclient = vehicles_customizeentityforclient;
self.vehicle_die = dieproc;
self.vehicle_exit = exitfunc;
self.vehicle_enter = enterproc;
tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self, trace_endpos);
}
-
+
+ //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
self.pos1 = self.origin;
self.pos2 = self.angles;