void vehicles_think(entity this)
{
- this.nextthink = time;
+ this.nextthink = time + autocvar_g_vehicles_thinkrate;
if(this.owner)
this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
float autocvar_g_vehicles_delayspawn_jitter = 10;
float autocvar_g_vehicles_allow_bots;
int autocvar_g_vehicles_exit_attempts = 25;
+float autocvar_g_vehicles_thinkrate = 0.1;
AUTOCVAR(g_vehicles_teams, bool, true, "allow team specific vehicles");
float autocvar_g_vehicles_teleportable;
vehic.sound_nexttime = time + 7.955812;
//sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
- vehic.wait = ftmp;
+ vehic.wait = 0;
}
/*
else if(fabs(ftmp - vehic.wait) > 0.2)