#include "sv_vehicles.qh"
-#include <server/g_damage.qh>
-#include <server/items/items.qh>
+#include <common/items/_mod.qh>
#include <common/mapobjects/defs.qh>
#include <common/mapobjects/teleporters.qh>
-#include <server/sv_main.qh>
+#include <common/mapobjects/triggers.qh>
+#include <server/bot/api.qh>
+#include <server/client.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
#include <server/weapons/common.qh>
+#include <server/world.qh>
bool SendAuxiliaryXhair(entity this, entity to, int sf)
{
int _deahtype, float _projtype, float _health,
bool _cull, bool _clianim, entity _owner)
{
- TC(Sound, _mzlsound);
- entity proj;
-
- proj = spawn();
+ TC(Sound, _mzlsound);
+ entity proj = new(vehicles_projectile);
PROJECTILE_MAKETRIGGER(proj);
setorigin(proj, _org);
entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
{
- entity _gib = spawn();
+ entity _gib = new(vehicle_gib);
_setmodel(_gib, _template.model);
vector org = gettaginfo(this, gettagindex(this, _tag));
setorigin(_gib, org);
_slot.vehicle_enter = _enterfunc;
STAT(HUD, _slot) = _hud;
_slot.vehicle_flags = VHF_PLAYERSLOT;
- _slot.vehicle_viewport = spawn();
- _slot.vehicle_hudmodel = spawn();
+ _slot.vehicle_viewport = new(vehicle_viewport);
+ _slot.vehicle_hudmodel = new(vehicle_hudmodel);
_slot.vehicle_hudmodel.viewmodelforclient = _slot;
_slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
{
if (wasfreed(this.vehicle_shieldent) || this.vehicle_shieldent == NULL)
{
- this.vehicle_shieldent = spawn();
+ this.vehicle_shieldent = new(vehicle_shieldent);
this.vehicle_shieldent.effects = EF_LOWPRECISION;
setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
return false;
if(!this.tur_head)
- {
info.vr_precache(info);
- IL_PUSH(g_vehicles, this);
- }
if(this.targetname && this.targetname != "")
{