this.velocity = '0 0 0';
this.effects = eff;
- Vehicle info = REGISTRY_GET(Vehicles, this.vehicleid);
+ Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
info.vr_setcolors(info, this);
}
antilag_clear(this, this);
- Vehicle info = REGISTRY_GET(Vehicles, this.vehicleid);
+ Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
info.vr_death(info, this);
vehicles_setreturn(this);
}
}
if(this.play_time < time) {
- Vehicle info = REGISTRY_GET(Vehicles, this.vehicleid);
+ Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
info.vr_impact(info, this);
}
|| (pl.vehicle)
) { return; }
- Vehicle info = REGISTRY_GET(Vehicles, veh.vehicleid);
+ Vehicle info = veh.vehicledef; //REGISTRY_GET(Vehicles, veh.vehicleid);
if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
if(veh.vehicle_flags & VHF_MULTISLOT)
if(this.owner)
STAT(VEHICLESTAT_W2MODE, this.owner) = STAT(VEHICLESTAT_W2MODE, this);
- Vehicle info = REGISTRY_GET(Vehicles, this.vehicleid);
+ Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
info.vr_think(info, this);
vehicles_painframe(this);
});
- Vehicle info = REGISTRY_GET(Vehicles, this.vehicleid);
+ Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
info.vr_spawn(info, this);
vehicles_reset_colors(this, NULL);
this.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, this);
this.vehicleid = info.vehicleid;
+ this.vehicledef = info;
this.PlayerPhysplug = info.PlayerPhysplug;
this.event_damage = func_null;
this.event_heal = func_null;