4 #include <common/triggers/trigger/impulse.qh>
6 bool autocvar_g_vehicle_racer = true;
8 float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
10 float autocvar_g_vehicle_racer_speed_afterburn = 3000;
11 // energy consumed per second
12 float autocvar_g_vehicle_racer_afterburn_cost = 130;
14 float autocvar_g_vehicle_racer_waterburn_cost = 5;
15 float autocvar_g_vehicle_racer_waterburn_speed = 750;
17 float autocvar_g_vehicle_racer_water_speed_forward = 600;
18 float autocvar_g_vehicle_racer_water_speed_strafe = 600;
20 float autocvar_g_vehicle_racer_pitchlimit = 30;
22 float autocvar_g_vehicle_racer_water_downforce = 0.03;
23 float autocvar_g_vehicle_racer_water_upforcedamper = 15;
25 float autocvar_g_vehicle_racer_anglestabilizer = 1.75;
26 float autocvar_g_vehicle_racer_downforce = 0.01;
28 float autocvar_g_vehicle_racer_speed_forward = 650;
29 float autocvar_g_vehicle_racer_speed_strafe = 650;
30 float autocvar_g_vehicle_racer_springlength = 90;
31 float autocvar_g_vehicle_racer_upforcedamper = 2;
32 float autocvar_g_vehicle_racer_friction = 0.45;
34 float autocvar_g_vehicle_racer_water_time = 5;
36 //float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
38 // 0 = hover, != 0 = maglev
39 int autocvar_g_vehicle_racer_hovertype = 0;
40 // NOTE!! x 4 (4 engines)
41 float autocvar_g_vehicle_racer_hoverpower = 8000;
43 float autocvar_g_vehicle_racer_turnroll = 30;
44 float autocvar_g_vehicle_racer_turnspeed = 220;
45 float autocvar_g_vehicle_racer_pitchspeed = 125;
47 float autocvar_g_vehicle_racer_energy = 100;
48 float autocvar_g_vehicle_racer_energy_regen = 90;
49 float autocvar_g_vehicle_racer_energy_regen_pause = 0.35;
51 float autocvar_g_vehicle_racer_health = 200;
52 float autocvar_g_vehicle_racer_health_regen = 0;
53 float autocvar_g_vehicle_racer_health_regen_pause = 0;
55 float autocvar_g_vehicle_racer_shield = 100;
56 float autocvar_g_vehicle_racer_shield_regen = 30;
57 float autocvar_g_vehicle_racer_shield_regen_pause = 1;
59 bool autocvar_g_vehicle_racer_rocket_locktarget = true;
60 float autocvar_g_vehicle_racer_rocket_locking_time = 0.35;
61 float autocvar_g_vehicle_racer_rocket_locking_releasetime = 0.5;
62 float autocvar_g_vehicle_racer_rocket_locked_time = 4;
64 float autocvar_g_vehicle_racer_respawntime = 35;
66 float autocvar_g_vehicle_racer_blowup_radius = 250;
67 float autocvar_g_vehicle_racer_blowup_coredamage = 250;
68 float autocvar_g_vehicle_racer_blowup_edgedamage = 15;
69 float autocvar_g_vehicle_racer_blowup_forceintensity = 250;
71 // Factor of old velocity to keep after collision
72 float autocvar_g_vehicle_racer_bouncefactor = 0.25;
73 // if != 0, New veloctiy after bounce = 0 if new velocity < this
74 float autocvar_g_vehicle_racer_bouncestop = 0;
75 // "minspeed_for_pain speedchange_to_pain_factor max_damage"
76 vector autocvar_g_vehicle_racer_bouncepain = '200 0.15 150';
78 .float racer_watertime;
80 var vector racer_force_from_tag(entity this, string tag_name, float spring_length, float max_power);
82 void racer_align4point(entity this, float _delta)
85 float fl_push, fr_push, bl_push, br_push;
87 push_vector = racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
88 fr_push = force_fromtag_normpower;
89 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
91 push_vector += racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
92 fl_push = force_fromtag_normpower;
93 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
95 push_vector += racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
96 br_push = force_fromtag_normpower;
97 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
99 push_vector += racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
100 bl_push = force_fromtag_normpower;
101 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
103 this.velocity += push_vector * _delta;
105 float uforce = autocvar_g_vehicle_racer_upforcedamper;
107 int cont = pointcontents(this.origin - '0 0 64');
108 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
110 uforce = autocvar_g_vehicle_racer_water_upforcedamper;
112 if(PHYS_INPUT_BUTTON_CROUCH(this.owner) && time < this.air_finished)
113 this.velocity_z += 30;
115 this.velocity_z += 200;
120 if(this.velocity_z > 0)
121 this.velocity_z *= 1 - uforce * _delta;
123 push_vector_x = (fl_push - bl_push);
124 push_vector_x += (fr_push - br_push);
125 push_vector_x *= 360;
127 push_vector_z = (fr_push - fl_push);
128 push_vector_z += (br_push - bl_push);
129 push_vector_z *= 360;
131 // Apply angle diffrance
132 this.angles_z += push_vector_z * _delta;
133 this.angles_x += push_vector_x * _delta;
136 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
137 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
140 void racer_fire_rocket_aim(entity player, string tagname, entity trg)
142 entity racer = player.vehicle;
143 vector v = gettaginfo(racer, gettagindex(racer, tagname));
144 racer_fire_rocket(player, v, v_forward, trg);
147 bool racer_frame(entity this, float dt)
149 entity vehic = this.vehicle;
154 vehic.solid = SOLID_NOT;
155 vehic.takedamage = DAMAGE_NO;
156 set_movetype(vehic, MOVETYPE_NONE);
160 vehicles_frame(vehic, this);
162 traceline(vehic.origin, vehic.origin + '0 0 1', MOVE_NOMONSTERS, this);
163 int cont = trace_dpstartcontents;
164 if(!(cont & DPCONTENTS_WATER))
165 vehic.air_finished = time + autocvar_g_vehicle_racer_water_time;
169 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
173 racer_align4point(vehic, dt);
175 PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
177 vehic.angles_x *= -1;
180 float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
181 ftmp = bound(-ftmp, shortangle_f(this.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
182 vehic.angles_y = anglemods(vehic.angles_y + ftmp);
185 vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
188 ftmp = autocvar_g_vehicle_racer_pitchspeed * dt;
189 ftmp = bound(-ftmp, shortangle_f(this.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
190 vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
192 makevectors(vehic.angles);
193 vehic.angles_x *= -1;
195 //ftmp = vehic.velocity_z;
196 vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
197 //vehic.velocity_z = ftmp;
199 if(CS(this).movement)
201 if(cont & DPCONTENTS_LIQUIDSMASK)
203 if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
204 if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
208 if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
209 if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
213 if(vehic.sound_nexttime < time || vehic.sounds != 1)
216 vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
217 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
224 if(vehic.sound_nexttime < time || vehic.sounds != 0)
227 vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
228 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
234 if (PHYS_INPUT_BUTTON_JUMP(this) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
237 if(time - vehic.wait > 0.2)
238 pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1);
243 if(cont & DPCONTENTS_LIQUIDSMASK)
245 vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
246 df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
250 vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
251 df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
255 if(vehic.invincible_finished < time)
257 traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
258 if(trace_fraction != 1.0)
259 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
261 vehic.invincible_finished = time + 0.1 + (random() * 0.1);
264 if(vehic.strength_finished < time)
266 vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
267 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
273 vehic.strength_finished = 0;
274 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
277 if(cont & DPCONTENTS_LIQUIDSMASK)
278 vehic.racer_watertime = time;
280 float dforce = autocvar_g_vehicle_racer_downforce;
281 if(time - vehic.racer_watertime <= 3)
282 dforce = autocvar_g_vehicle_racer_water_downforce;
284 df -= v_up * (vlen(vehic.velocity) * dforce);
285 CS(this).movement = vehic.velocity += df * dt;
289 Weapon wep1 = WEP_RACER;
290 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
291 if (!forbidWeaponUse(this))
292 if (PHYS_INPUT_BUTTON_ATCK(this))
293 if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
295 string tagname = (vehic.cnt)
296 ? (vehic.cnt = 0, "tag_fire1")
297 : (vehic.cnt = 1, "tag_fire2");
298 vector org = gettaginfo(vehic, gettagindex(vehic, tagname));
300 w_shotdir = v_forward;
301 // Fix z-aim (for chase mode)
302 crosshair_trace(this);
303 w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
304 wep1.wr_think(wep1, vehic, weaponentity, 1);
307 if(autocvar_g_vehicle_racer_rocket_locktarget)
309 if(time >= vehic.vehicle_last_trace)
311 crosshair_trace(this);
313 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
314 (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
315 autocvar_g_vehicle_racer_rocket_locked_time);
317 vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
320 if(vehic.lock_target)
322 if(vehic.lock_strength == 1)
323 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 0);
324 else if(vehic.lock_strength > 0.5)
325 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 0);
326 else if(vehic.lock_strength < 0.5)
327 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 0);
331 if(!forbidWeaponUse(this))
332 if(time > vehic.delay)
333 if(PHYS_INPUT_BUTTON_ATCK2(this))
335 vehic.misc_bulletcounter += 1;
336 vehic.delay = time + 0.3;
338 if(vehic.misc_bulletcounter == 1)
340 racer_fire_rocket_aim(this, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
341 this.vehicle_ammo2 = 50;
343 else if(vehic.misc_bulletcounter == 2)
345 racer_fire_rocket_aim(this, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
346 vehic.lock_strength = 0;
347 vehic.lock_target = NULL;
348 vehic.misc_bulletcounter = 0;
349 vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire;
351 this.vehicle_ammo2 = 0;
354 else if(vehic.misc_bulletcounter == 0)
355 this.vehicle_ammo2 = 100;
357 this.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
359 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
360 vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, dt, true);
362 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
363 vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, dt, false);
365 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
366 vehicles_regen(vehic, vehic.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, dt, false);
368 VEHICLE_UPDATE_PLAYER(this, vehic, health, racer);
369 VEHICLE_UPDATE_PLAYER(this, vehic, energy, racer);
371 if(vehic.vehicle_flags & VHF_HASSHIELD)
372 VEHICLE_UPDATE_PLAYER(this, vehic, shield, racer);
374 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
377 setorigin(this, vehic.origin + '0 0 32');
378 this.oldorigin = this.origin; // negate fall damage
379 this.velocity = vehic.velocity;
382 void racer_think(entity this)
384 this.nextthink = time + autocvar_g_vehicle_racer_thinkrate;
386 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
388 vector df = this.velocity * -autocvar_g_vehicle_racer_friction;
389 df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
391 float forced = autocvar_g_vehicle_racer_upforcedamper;
393 //int cont = pointcontents(this.origin - '0 0 64');
394 traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
395 //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
396 if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
398 forced = autocvar_g_vehicle_racer_water_upforcedamper;
399 this.velocity_z += 200;
402 this.velocity += df * autocvar_g_vehicle_racer_thinkrate;
403 if(this.velocity_z > 0)
404 this.velocity_z *= 1 - forced * autocvar_g_vehicle_racer_thinkrate;
406 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate);
407 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate);
409 CSQCMODEL_AUTOUPDATE(this);
412 void racer_exit(entity this, int eject)
416 setthink(this, racer_think);
417 this.nextthink = time;
418 set_movetype(this, MOVETYPE_BOUNCE);
419 sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
424 makevectors(this.angles);
427 spot = this.origin + v_forward * 100 + '0 0 64';
428 spot = vehicles_findgoodexit(this, this.owner, spot);
429 setorigin(this.owner, spot);
430 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
431 this.owner.oldvelocity = this.owner.velocity;
435 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
437 this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
438 this.owner.velocity_z += 200;
439 spot = this.origin + v_forward * 32 + '0 0 32';
440 spot = vehicles_findgoodexit(this, this.owner, spot);
444 this.owner.velocity = this.velocity * 0.5;
445 this.owner.velocity_z += 10;
446 spot = this.origin - v_forward * 200 + '0 0 32';
447 spot = vehicles_findgoodexit(this, this.owner, spot);
449 this.owner.oldvelocity = this.owner.velocity;
450 setorigin(this.owner , spot);
452 antilag_clear(this.owner, CS(this.owner));
456 void racer_blowup(entity this)
458 this.deadflag = DEAD_DEAD;
459 this.vehicle_exit(this, VHEF_NORMAL);
461 RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
462 autocvar_g_vehicle_racer_blowup_edgedamage,
463 autocvar_g_vehicle_racer_blowup_radius, NULL, NULL,
464 autocvar_g_vehicle_racer_blowup_forceintensity,
465 DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL);
467 this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
468 setthink(this, vehicles_spawn);
469 set_movetype(this, MOVETYPE_NONE);
470 this.effects = EF_NODRAW;
471 this.solid = SOLID_NOT;
473 this.colormod = '0 0 0';
474 this.avelocity = '0 0 0';
475 this.velocity = '0 0 0';
477 setorigin(this, this.pos1);
480 void racer_blowup_think(entity this)
482 this.nextthink = time;
484 if(time >= this.delay)
487 CSQCMODEL_AUTOUPDATE(this);
490 void racer_deadtouch(entity this, entity toucher)
492 this.avelocity_x *= 0.7;
498 spawnfunc(vehicle_racer)
500 if(!autocvar_g_vehicle_racer) { delete(this); return; }
501 if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
506 METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
509 if(autocvar_g_vehicle_racer_bouncepain)
510 vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
514 METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
517 set_movetype(instance, MOVETYPE_BOUNCE);
518 instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
519 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
521 if(instance.owner.flagcarried)
522 setorigin(instance.owner.flagcarried, '-190 0 96');
524 set_movetype(instance, MOVETYPE_BOUNCE);
528 METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
531 if(instance.scale != 0.5)
533 if(autocvar_g_vehicle_racer_hovertype != 0)
534 racer_force_from_tag = vehicles_force_fromtag_maglev;
536 racer_force_from_tag = vehicles_force_fromtag_hover;
538 // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
539 instance.scale = 0.5;
540 setattachment(instance.vehicle_hudmodel, instance, "");
541 setattachment(instance.vehicle_viewport, instance, "tag_viewport");
546 setthink(instance, racer_think);
547 instance.nextthink = time;
548 instance.vehicle_health = autocvar_g_vehicle_racer_health;
549 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
551 set_movetype(instance, MOVETYPE_TOSS);
552 instance.solid = SOLID_SLIDEBOX;
553 instance.delay = time;
554 instance.scale = 0.5;
556 instance.PlayerPhysplug = racer_frame;
558 instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
559 instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
560 instance.damageforcescale = 0.5;
561 instance.vehicle_health = autocvar_g_vehicle_racer_health;
562 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
566 METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
569 setSendEntity(instance, func_null); // stop networking this racer (for now)
571 instance.event_damage = func_null;
572 instance.solid = SOLID_CORPSE;
573 instance.takedamage = DAMAGE_NO;
574 instance.deadflag = DEAD_DYING;
575 set_movetype(instance, MOVETYPE_BOUNCE);
576 instance.wait = time;
577 instance.delay = 2 + time + random() * 3;
578 instance.cnt = 1 + random() * 2;
579 settouch(instance, racer_deadtouch);
581 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
584 instance.avelocity_z = 32;
586 instance.avelocity_z = -32;
588 instance.avelocity_x = -vlen(instance.velocity) * 0.2;
589 instance.velocity += '0 0 700';
590 instance.colormod = '-0.5 -0.5 -0.5';
592 setthink(instance, racer_blowup_think);
593 instance.nextthink = time;
598 METHOD(Racer, vr_hud, void(Racer thisveh))
600 Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
601 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
602 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
604 METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
606 Vehicles_drawCrosshair(vCROSS_GUIDE);
609 METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
612 instance.vehicle_exit = racer_exit;
614 // we have no need to network energy
615 if(autocvar_g_vehicle_racer_energy)
616 if(autocvar_g_vehicle_racer_energy_regen)
617 instance.vehicle_flags |= VHF_ENERGYREGEN;
619 if(autocvar_g_vehicle_racer_shield)
620 instance.vehicle_flags |= VHF_HASSHIELD;
622 if(autocvar_g_vehicle_racer_shield_regen)
623 instance.vehicle_flags |= VHF_SHIELDREGEN;
625 if(autocvar_g_vehicle_racer_health_regen)
626 instance.vehicle_flags |= VHF_HEALTHREGEN;
628 instance.respawntime = autocvar_g_vehicle_racer_respawntime;
629 instance.vehicle_health = autocvar_g_vehicle_racer_health;
630 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
631 instance.max_health = instance.vehicle_health;
635 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket