const float VHSF_NORMAL = 0;
const float VHSF_FACTORY = 2;
-.int hud = _STAT(HUD);
.float dmg_time;
+.float play_time;
+
.int volly_counter;
const int MAX_AXH = 4;
// vehicle functions
.void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
.bool(entity this, int _imp) vehicles_impulse;
-.int vehicle_weapon2mode = _STAT(VEHICLESTAT_W2MODE);
.void(entity this, int exit_flags) vehicle_exit;
.bool(entity this, entity player) vehicle_enter;
const int VHEF_NORMAL = 0; /// User pressed exit key
bool vehicle_impulse(entity this, int imp);
bool vehicles_crushable(entity e);
float vehicle_altitude(entity this, float amax);
+void vehicles_enter(entity pl, entity veh);
IntrusiveList g_vehicle_returners;
STATIC_INIT(g_vehicle_returners) { g_vehicle_returners = IL_NEW(); }