VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
ad = gettaginfo(gun, gettagindex(gun, "fire"));
- traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
+ traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
entity vehic = this.vehicle;
return = true;
- if(gameover)
+ if(game_stopped)
{
vehic.solid = SOLID_NOT;
vehic.takedamage = DAMAGE_NO;
else
spot = this.origin + v_up * 128 - v_forward * 300;
- spot = vehicles_findgoodexit(this, spot);
+ spot = vehicles_findgoodexit(this, this.owner, spot);
// Hide beam
if(this.gun3.enemy || !wasfreed(this.gun3.enemy))