CSQCMODEL_AUTOUPDATE(this);
}
+void vehicles_reset(entity this)
+{
+ if(this.owner)
+ vehicles_exit(this, VHEF_RELEASE);
+
+ vehicles_clearreturn(this);
+
+ if(this.active != ACTIVE_NOT)
+ vehicles_spawn(this);
+}
+
// initialization
void vehicles_spawn(entity this)
{
this.owner = NULL;
settouch(this, vehicles_touch);
this.event_damage = vehicles_damage;
+ this.reset = vehicles_reset;
this.iscreature = true;
this.teleportable = false; // no teleporting for vehicles, too buggy
this.damagedbycontents = true;
if (IS_OBSERVER(this)) {
PutObserverInServer(this);
} else if (IS_PLAYER(this)) {
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+
PlayerState_attach(this);
accuracy_resend(this);