//! A particular version of the deferred loop used to not damage players inside vehicles class AreaDamageLoopedDeferred_NoVehicle: AreaDamageLoopedDeferred { override bool OnEvaluateDamageEx( TriggerInsider insider, float deltaTime ) { // For case where player is inside vehicle if ( insider.GetObject().IsMan() ) { PlayerBase playerInsider = PlayerBase.Cast( insider.GetObject() ); if ( playerInsider.GetCommand_Vehicle() ) return false; } return super.OnEvaluateDamageEx( insider, deltaTime ); } }