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);
//vector exitspot;
float mysize;
- tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
+ tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
- mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size
+ mysize = 1.5 * vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player)); // can't use gunner's size, as they don't have a size
float i;
vector v, v2;
v2 = 0.5 * (gunner.absmin + gunner.absmax);
v = randomvec();
v_z = 0;
v = v2 + normalize(v) * mysize;
- tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
+ tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return v;
}
}
CSQCVehicleSetup(player, HUD_NORMAL);
- setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
player.effects &= ~EF_NODRAW;
player.alpha = 1;
player.PlayerPhysplug = func_null;
- player.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ player.view_ofs = STAT(PL_VIEW_OFS, player);
player.event_damage = PlayerDamage;
player.hud = HUD_NORMAL;
player.teleportable = TELEPORT_NORMAL;
entity vehic = this.vehicle;
return = true;
- if(intermission_running)
+ 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))