You'd need to port all the vehicle physics over to the player entity for 
a start, then refactor huge chunks of code that assume there's a player 
ent sitting in the driver's seat firing the weapons, then change the 
conditions when NPCs can see the player to reflect its new oblong size 
then, then...

Matt Hoffman wrote:
> Why not replacing the player with a vehicle, and making him fast? Wouldn't
> that cut an unnecessary segment out of the loop and make life more
> peaceful/less "effin source physics grr"?
>
> Depends on what he's trying to accomplish.
>
> On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards <t_edwa...@btinternet.com>wrote:
>
>   
>> I was going to compliment you on your use of the English language, but
>> then I realised that you should have said /effect/. :-P
>>
>> The player model can be defined anywhere you see fit, but it's normally
>> done either in the player ent's Spawn() function or the GameRules'
>> FinshPutClientInServer() - or whatever its precise name is.
>>
>> That's going to be a tricky way of doing things however. It could be
>> considered a hack, but spawning the existing player ent inside a vehicle
>> and making sure he can never leave would be much more effective.
>>
>> Shawn Somers wrote:
>>     
>>> I'm relatively new to Source modding, and I need some help getting off
>>> the ground,
>>>
>>> I'm trying to create a mod that replaces the player with a vehicle, bu
>>> am having trouble determining what all I need to do in order to affect
>>> these changes. I already have the vehicle model, (static with no anims
>>> yet) and am capable of placing the model in a map as a static prop.
>>>
>>> What code do I need to change, to replace the player model with the
>>> vehicle, and use the weapon/weapons on the vehicle?
>>>
>>> Where do I start?
>>>
>>> can someone point me in the right direction?
>>>
>>> Shawn
>>>
>>> I
>>>
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