vector autocvar_g_vehicle_racer_bouncepain;
var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
-void racer_spawn_default();
void racer_align4point(float _delta)
{
autocvar_g_vehicle_racer_blowup_forceintensity,
DEATH_VH_WAKI_DEATH, world);
- self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
- self.think = racer_spawn_default;
+ self.alpha = -1;
self.movetype = MOVETYPE_NONE;
self.effects = EF_NODRAW;
-
self.colormod = '0 0 0';
self.avelocity = '0 0 0';
self.velocity = '0 0 0';
setorigin(self, self.pos1);
+ self.touch = func_null;
+ self.nextthink = 0;
}
void racer_deadtouch()
self.damageforcescale = 0.5;
//self.destvec = autocvar_g_vehicle_racer_bouncepain;
}
-void racer_spawn_default()
-{
- racer_spawn(0);
-}
-
-
void spawnfunc_vehicle_racer()
{