// Vehicle currently in use
if(this.owner)
{
- if(!weaponLocked(this.owner))
if(toucher != NULL)
if((this.origin_z + this.maxs_z) > (toucher.origin_z))
if(vehicles_crushable(toucher))
+ if(!weaponLocked(this.owner))
{
- if(vdist(this.velocity, >=, 30))
+ if(vdist(this.velocity, >=, autocvar_g_vehicles_crush_minspeed))
Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, DMG_NOWEP, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
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;
set g_vehicles_teleportable 0
set g_vehicles_crush_dmg 70
set g_vehicles_crush_force 50
+set g_vehicles_crush_minspeed 100
set g_vehicles_allow_bots 0
set g_vehicles_exit_attempts 25
set g_vehicles_thinkrate 0.1