AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief");
float autocvar_g_vehicles_crush_dmg = 70;
float autocvar_g_vehicles_crush_force = 50;
+float autocvar_g_vehicles_crush_minspeed = 100;
bool autocvar_g_vehicles_delayspawn = true;
float autocvar_g_vehicles_delayspawn_jitter = 10;
float autocvar_g_vehicles_allow_bots;
ply.vehicle_##fld = (vehi.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
#define VEHICLE_UPDATE_PLAYER_RESOURCE(ply,vehi,fld,vhname,res) \
- ply.vehicle_##fld = (GetResourceAmount(vehi, res) / autocvar_g_vehicle_##vhname##_##fld) * 100
+ ply.vehicle_##fld = (GetResource(vehi, res) / autocvar_g_vehicle_##vhname##_##fld) * 100
.float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly