#include <common/items/_mod.qh>
#include <common/mapobjects/defs.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/triggers.qh>
#include <common/items/_mod.qh>
#include <common/mapobjects/defs.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/triggers.qh>
int _deahtype, float _projtype, float _health,
bool _cull, bool _clianim, entity _owner)
{
int _deahtype, float _projtype, float _health,
bool _cull, bool _clianim, entity _owner)
{
entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
{
entity vehicle_tossgib(entity this, entity _template, vector _vel, string _tag, bool _burn, bool _explode, float _maxtime, vector _rot)
{
_setmodel(_gib, _template.model);
vector org = gettaginfo(this, gettagindex(this, _tag));
setorigin(_gib, org);
_setmodel(_gib, _template.model);
vector org = gettaginfo(this, gettagindex(this, _tag));
setorigin(_gib, org);
_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);
_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);
this.vehicle_shieldent.effects = EF_LOWPRECISION;
setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);
this.vehicle_shieldent.effects = EF_LOWPRECISION;
setmodel(this.vehicle_shieldent, MDL_VEH_SHIELD);