From a7dff627b52395632f3b83739fa2c7208d9fbbf1 Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Tue, 23 Aug 2022 21:26:18 +0200 Subject: [PATCH] Fix death logic of spawned vehicles --- qcsrc/common/vehicles/sv_vehicles.qc | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/qcsrc/common/vehicles/sv_vehicles.qc b/qcsrc/common/vehicles/sv_vehicles.qc index c96595533a..652a9d5d84 100644 --- a/qcsrc/common/vehicles/sv_vehicles.qc +++ b/qcsrc/common/vehicles/sv_vehicles.qc @@ -376,10 +376,8 @@ vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string 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 = ""; @@ -451,7 +449,7 @@ void vehicles_reset_colors(entity this, entity player) 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; @@ -550,6 +548,9 @@ void vehicles_setreturn(entity veh) { 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); -- 2.39.2