void vehicles_remove(entity this)
{
- Vehicle info = this.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
- info.vr_death(info, this);
-
// to avoid weird entity assignments to other stuff like projectiles
+ this.deadflag = DEAD_DEAD;
this.active = ACTIVE_NOT;
vehicles_reset(this);
this.classname = "";
this.avelocity = '0 0 0';
this.velocity = '0 0 0';
if (this.optional_setup)
- this.effects = EF_DIMLIGHT;
+ this.effects |= EF_DIMLIGHT;
else
this.effects = eff;
{
if (veh.cannot_respawn)
{
+ Vehicle info = veh.vehicledef; //REGISTRY_GET(Vehicles, this.vehicleid);
+ info.vr_death(info, veh);
+
RadiusDamage (veh, veh.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_CRUSH.m_id, DMG_NOWEP, NULL);
sound (veh, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_EXPLOSION_BIG, veh.origin + '0 0 100', '0 0 0', 1);