player.alpha = 1;
player.PlayerPhysplug = func_null;
player.vehicle = NULL;
- player.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ player.view_ofs = STAT(PL_VIEW_OFS, player);
player.event_damage = PlayerDamage;
player.hud = HUD_NORMAL;
- PS(player).m_switchweapon = vehic.m_switchweapon;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++ slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ player.(weaponentity).m_switchweapon = vehic.(weaponentity).m_switchweapon;
+ delete(vehic.(weaponentity)); // no longer needed
+ }
player.last_vehiclecheck = time + 3;
player.vehicle_enter_delay = time + 2;