ID:147928
 
verb/Get_Out()
set src in view(0)
if(usr.transformed == 1)
if(src.driver == usr)
usr.vehicle = null
usr.invehicle = 0
src.driver = null
walk_rand(usr,2)
sleep(2)
walk(usr,0)
usr.invisibility = 0
sleep(50)
flick("frostexplode",src)
sleep(1)
var/A = src
del(A)
world.Repop()

Yes, it's based off of Hanns' car system. But beside that, it flicks the explosion state as it should, and also deletes the vehicle, but the repop command doesn't repop the car. Can anyone tell me why?
world.Repop() doesn't restore anything that wasn't on the original map, or at least restores it only to its original spot.

However it will also restore everything else. Clearly it is not the way to go here.

I think the solution you need is to create a new instance of the car.

Lummox JR
usr.vehicle = null
usr.invehicle = 0

This doesn't answer your question, but if you have a "usr.vehicle" variable, you can just use "if(usr.vehicle)" to check to see if the user is inside a vehicle -- no need to use another variable.

...Unless, of course, the usr.vehicle var is set even when the user isn't inside his or her car; in that case, you can ignore what I just said. =)