<commit_before>/obj/vehicle
	name = "generic vehicle"
	desc = "Yell at coderbus."
	icon = 'icons/obj/vehicles.dmi'
	icon_state = "fuckyou"
	max_integrity = 300
	armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
	density = TRUE
	anchored = FALSE
	blocks_emissive = EMISSIVE_BLOCK_GENERIC
	COOLDOWN_DECLARE(cooldown_vehicle_move)
	var/list/mob/occupants //mob = bitflags of their control level.
	///Maximum amount of passengers plus drivers
	var/max_occupants = 1
	////Maximum amount of drivers
	var/max_drivers = 1
	var/movedelay = 2
	var/lastmove = 0
	/**
	  * If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on their riding component subtype
	  * [/datum/component/riding/var/keytype] variable because only a few specific checks are handled here with this var, and the majority of it is on the riding component
	  * Eventually the remaining checks should be moved to the component and this var removed.
	  */
	var/key_type
	///The inserted key, needed on some vehicles to start the engine
	var/obj/item/key/inserted_key<commit_msg>fixes inextinguishable vehicles (#61793)<commit_after>/obj/vehicle
	name = "generic vehicle"
	desc = "Yell at coderbus."
	icon = 'icons/obj/vehicles.dmi'
	icon_state = "fuckyou"
	max_integrity = 300
	armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
	density = TRUE
	anchored = FALSE
	blocks_emissive = EMISSIVE_BLOCK_GENERIC
	pass_flags_self = PASSMACHINE
	COOLDOWN_DECLARE(cooldown_vehicle_move)
	var/list/mob/occupants //mob = bitflags of their control level.
	///Maximum amount of passengers plus drivers
	var/max_occupants = 1
	////Maximum amount of drivers
	var/max_drivers = 1
	var/movedelay = 2
	var/lastmove = 0
	/**
	  * If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on their riding component subtype
	  * [/datum/component/riding/var/keytype] variable because only a few specific checks are handled here with this var, and the majority of it is on the riding component
	  * Eventually the remaining checks should be moved to the component and this var removed.
	  */
	var/key_type
	///The inserted key, needed on some vehicles to start the engine
	var/obj/item/key/inserted_key
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