//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void __MsgFunc_UpdateJalopyRadar(bf_read &msg) 
{
	// Radar code here!
	if( !GetHudRadar() )
		return;

	// Sometimes we update more quickly when we need to track something in high resolution.
	// Usually we do not, so default to false.
	GetHudRadar()->m_bUseFastUpdate = false;

	for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ )
	{
		if( g_pJalopy->m_iRadarContactType[i] == RADAR_CONTACT_DOG )
		{
			GetHudRadar()->m_bUseFastUpdate = true;
			break;
		}
	}

	float flContactTimeToLive;

	if( GetHudRadar()->m_bUseFastUpdate )
	{
		flContactTimeToLive = RADAR_UPDATE_FREQUENCY_FAST;
	}
	else
	{
		flContactTimeToLive = RADAR_UPDATE_FREQUENCY;
	}

	for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ )
	{
		GetHudRadar()->AddRadarContact( g_pJalopy->m_vecRadarContactPos[i], g_pJalopy->m_iRadarContactType[i], flContactTimeToLive );	
	}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeepEpisodic::Simulate( void )
{
    // Keep trying to hook to the radar.
    if( GetHudRadar() != NULL )
    {
        // This is not our ideal long-term solution. This will only work if you only have
        // one jalopy in a given level. The Jalopy and the Radar Screen are currently both
        // assumed to be singletons. This is appropriate for EP2, however. (sjb)
        GetHudRadar()->SetVehicle( this );
    }

    BaseClass::Simulate();
}