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Merge branch 'terencehill/match_end_restore_status' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / racer.qc
1 #include "racer.qh"
2
3 #if defined(SVQC)
4         #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
5         #include <common/mapobjects/trigger/impulse.qh>
6 #endif
7
8 #ifdef GAMEQC
9
10 #ifdef SVQC
11 bool autocvar_g_vehicle_racer = true;
12
13 float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
14
15 float autocvar_g_vehicle_racer_speed_afterburn = 3000;
16 // energy consumed per second
17 float autocvar_g_vehicle_racer_afterburn_cost = 130;
18
19 float autocvar_g_vehicle_racer_waterburn_cost = 5;
20 float autocvar_g_vehicle_racer_waterburn_speed = 750;
21
22 float autocvar_g_vehicle_racer_water_speed_forward = 600;
23 float autocvar_g_vehicle_racer_water_speed_strafe = 600;
24
25 float autocvar_g_vehicle_racer_pitchlimit = 30;
26
27 float autocvar_g_vehicle_racer_water_downforce = 0.03;
28 float autocvar_g_vehicle_racer_water_upforcedamper = 15;
29
30 float autocvar_g_vehicle_racer_anglestabilizer = 1.75;
31 float autocvar_g_vehicle_racer_downforce = 0.01;
32
33 float autocvar_g_vehicle_racer_speed_forward = 650;
34 float autocvar_g_vehicle_racer_speed_strafe = 650;
35 float autocvar_g_vehicle_racer_springlength = 90;
36 float autocvar_g_vehicle_racer_upforcedamper = 2;
37 float autocvar_g_vehicle_racer_friction = 0.45;
38
39 float autocvar_g_vehicle_racer_water_time = 5;
40
41 //float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
42
43 // 0 = hover, != 0 = maglev
44 int autocvar_g_vehicle_racer_hovertype = 0;
45 // NOTE!! x 4 (4 engines)
46 float autocvar_g_vehicle_racer_hoverpower = 8000;
47
48 float autocvar_g_vehicle_racer_turnroll = 30;
49 float autocvar_g_vehicle_racer_turnspeed = 220;
50 float autocvar_g_vehicle_racer_pitchspeed = 125;
51
52 float autocvar_g_vehicle_racer_energy = 100;
53 float autocvar_g_vehicle_racer_energy_regen = 90;
54 float autocvar_g_vehicle_racer_energy_regen_pause = 0.35;
55
56 float autocvar_g_vehicle_racer_health = 200;
57 float autocvar_g_vehicle_racer_health_regen = 0;
58 float autocvar_g_vehicle_racer_health_regen_pause = 0;
59
60 float autocvar_g_vehicle_racer_shield = 100;
61 float autocvar_g_vehicle_racer_shield_regen = 30;
62 float autocvar_g_vehicle_racer_shield_regen_pause = 1;
63
64 bool autocvar_g_vehicle_racer_rocket_locktarget = true;
65 float autocvar_g_vehicle_racer_rocket_locking_time = 0.35;
66 float autocvar_g_vehicle_racer_rocket_locking_releasetime = 0.5;
67 float autocvar_g_vehicle_racer_rocket_locked_time = 4;
68
69 float autocvar_g_vehicle_racer_respawntime = 35;
70
71 float autocvar_g_vehicle_racer_blowup_radius = 250;
72 float autocvar_g_vehicle_racer_blowup_coredamage = 250;
73 float autocvar_g_vehicle_racer_blowup_edgedamage = 15;
74 float autocvar_g_vehicle_racer_blowup_forceintensity = 250;
75
76 // Factor of old velocity to keep after collision
77 float autocvar_g_vehicle_racer_bouncefactor = 0.25;
78 // if != 0, New veloctiy after bounce = 0 if new velocity < this
79 float autocvar_g_vehicle_racer_bouncestop = 0;
80 // "minspeed_for_pain speedchange_to_pain_factor max_damage"
81 vector autocvar_g_vehicle_racer_bouncepain = '200 0.15 150';
82
83 .float racer_watertime;
84 .float racer_air_finished; // TODO: use a standard air meter for entities
85
86 var .vector(entity this, string tag_name, float spring_length, float max_power) racer_force_from_tag;
87
88 void racer_align4point(entity this, entity player, float _delta)
89 {
90         vector push_vector;
91         float fl_push, fr_push, bl_push, br_push;
92
93         push_vector  = this.racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
94         fr_push   = force_fromtag_normpower;
95         //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
96
97         push_vector += this.racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
98         fl_push   = force_fromtag_normpower;
99         //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
100
101         push_vector += this.racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
102         br_push   = force_fromtag_normpower;
103         //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
104
105         push_vector += this.racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
106         bl_push   = force_fromtag_normpower;
107         //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
108
109         this.velocity += push_vector * _delta;
110
111         float uforce = autocvar_g_vehicle_racer_upforcedamper;
112
113         int cont = pointcontents(this.origin - '0 0 64');
114         if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
115         {
116                 uforce = autocvar_g_vehicle_racer_water_upforcedamper;
117
118                 if(PHYS_INPUT_BUTTON_CROUCH(player) && time < this.racer_air_finished)
119                         this.velocity_z += 30;
120                 else
121                         this.velocity_z += 200;
122         }
123
124
125         // Anti ocilation
126         if(this.velocity_z > 0)
127                 this.velocity_z *= 1 - uforce * _delta;
128
129         push_vector_x =  (fl_push - bl_push);
130         push_vector_x += (fr_push - br_push);
131         push_vector_x *= 360;
132
133         push_vector_z = (fr_push - fl_push);
134         push_vector_z += (br_push - bl_push);
135         push_vector_z *= 360;
136
137         // Apply angle diffrance
138         this.angles_z += push_vector_z * _delta;
139         this.angles_x += push_vector_x * _delta;
140
141         // Apply stabilizer
142         this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
143         this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
144 }
145
146 void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
147 {
148         vector v = gettaginfo(this, gettagindex(this, tagname));
149         racer_fire_rocket(this, player, v, v_forward, trg);
150 }
151
152 bool racer_frame(entity this, float dt)
153 {
154         entity player = this;
155         entity vehic = player.vehicle;
156         return = true;
157
158 #ifdef SVQC
159         if(game_stopped)
160         {
161                 vehic.solid = SOLID_NOT;
162                 vehic.takedamage = DAMAGE_NO;
163                 set_movetype(vehic, MOVETYPE_NONE);
164                 return;
165         }
166 #endif
167
168         vehicles_frame(vehic, player);
169
170         int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
171         if(!(cont & DPCONTENTS_WATER))
172                 vehic.racer_air_finished = 0;
173         else if (!vehic.racer_air_finished)
174                 vehic.racer_air_finished = time + autocvar_g_vehicle_racer_water_time;
175
176 #ifdef SVQC
177         if(IS_DEAD(vehic))
178         {
179                 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
180                 return;
181         }
182 #endif
183
184         racer_align4point(vehic, player, dt);
185
186 #ifdef SVQC
187         PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
188 #endif
189
190         vehic.angles_x *= -1;
191
192         // Yaw
193         float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
194         ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
195         vehic.angles_y = anglemods(vehic.angles_y + ftmp);
196
197         // Roll
198         vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
199
200         // Pitch
201         ftmp = autocvar_g_vehicle_racer_pitchspeed  * dt;
202         ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
203         vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
204
205         makevectors(vehic.angles);
206         vehic.angles_x *= -1;
207
208         //ftmp = vehic.velocity_z;
209         vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
210         //vehic.velocity_z = ftmp;
211
212         if(PHYS_CS(player).movement)
213         {
214                 if(cont & DPCONTENTS_LIQUIDSMASK)
215                 {
216                         if(PHYS_CS(player).movement_x) { df += v_forward * ((PHYS_CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
217                         if(PHYS_CS(player).movement_y) { df += v_right * ((PHYS_CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
218                 }
219                 else
220                 {
221                         if(PHYS_CS(player).movement_x) { df += v_forward * ((PHYS_CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
222                         if(PHYS_CS(player).movement_y) { df += v_right * ((PHYS_CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
223                 }
224
225 #ifdef SVQC
226                 if(vehic.sound_nexttime < time || vehic.sounds != 1)
227                 {
228                         vehic.sounds = 1;
229                         vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
230                         sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
231                 }
232 #endif
233         }
234 #ifdef SVQC
235         else
236         {
237                 if(vehic.sound_nexttime < time || vehic.sounds != 0)
238                 {
239                         vehic.sounds = 0;
240                         vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
241                         sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
242                 }
243         }
244 #endif
245
246         // Afterburn
247         if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
248         {
249 #ifdef SVQC
250                 if(time - vehic.wait > 0.2)
251                         pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward  * vlen(vehic.velocity), 1);
252 #endif
253
254                 vehic.wait = time;
255
256                 if(cont & DPCONTENTS_LIQUIDSMASK)
257                 {
258                         vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
259                         df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
260                 }
261                 else
262                 {
263                         vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
264                         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
265                 }
266
267 #ifdef SVQC
268                 // TODO: move these to the client side where they belong
269                 // NOTE: reusing .invincible_finished here as delay counter for the smoke effect
270                 if(vehic.invincible_finished < time)
271                 {
272                         traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
273                         if(trace_fraction != 1.0)
274                                 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
275
276                         vehic.invincible_finished = time + 0.1 + (random() * 0.1);
277                 }
278
279                 // NOTE: reusing .strength_finished here as a sound delay counter
280                 if(vehic.strength_finished < time)
281                 {
282                         vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
283                         sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
284                 }
285 #endif
286         }
287         else
288         {
289                 vehic.strength_finished = 0;
290                 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
291         }
292
293         if(cont & DPCONTENTS_LIQUIDSMASK)
294                 vehic.racer_watertime = time;
295
296         float dforce = autocvar_g_vehicle_racer_downforce;
297         if(time - vehic.racer_watertime <= 3)
298                 dforce = autocvar_g_vehicle_racer_water_downforce;
299
300         df -= v_up * (vlen(vehic.velocity) * dforce);
301         PHYS_CS(player).movement = vehic.velocity += df * dt;
302
303 #ifdef SVQC
304
305         Weapon wep1 = WEP_RACER;
306         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
307         if (!weaponLocked(player) && !weaponUseForbidden(player))
308         if (PHYS_INPUT_BUTTON_ATCK(player))
309         if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
310         {
311                 wep1.wr_think(wep1, vehic, weaponentity, 1);
312         }
313
314         if(autocvar_g_vehicle_racer_rocket_locktarget)
315         {
316                 if(time >= vehic.vehicle_last_trace)
317                 {
318                         crosshair_trace(player);
319
320                         vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
321                                                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
322                                                          autocvar_g_vehicle_racer_rocket_locked_time);
323
324                         vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
325                 }
326
327                 if(vehic.lock_target)
328                 {
329                         if(vehic.lock_strength == 1)
330                                 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
331                         else if(vehic.lock_strength > 0.5)
332                                 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
333                         else if(vehic.lock_strength < 0.5)
334                                 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
335                 }
336         }
337
338         if (!weaponLocked(player) && !weaponUseForbidden(player))
339         if(time > vehic.delay)
340         if(PHYS_INPUT_BUTTON_ATCK2(player))
341         {
342                 vehic.misc_bulletcounter += 1;
343                 vehic.delay = time + 0.3;
344
345                 if(vehic.misc_bulletcounter == 1)
346                 {
347                         racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
348                         player.vehicle_ammo2 = 50;
349                 }
350                 else if(vehic.misc_bulletcounter == 2)
351                 {
352                         racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
353                         vehic.lock_strength  = 0;
354                         vehic.lock_target       = NULL;
355                         vehic.misc_bulletcounter = 0;
356                         vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire;
357                         vehic.lip = time;
358                         player.vehicle_ammo2 = 0;
359                 }
360         }
361         else if(vehic.misc_bulletcounter == 0)
362                 player.vehicle_ammo2 = 100;
363
364         player.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
365
366         if(vehic.vehicle_flags & VHF_SHIELDREGEN)
367                 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);
368
369         if(vehic.vehicle_flags & VHF_HEALTHREGEN)
370                 vehicles_regen_resource(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, RES_HEALTH);
371
372         if(vehic.vehicle_flags & VHF_ENERGYREGEN)
373                 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);
374
375         VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
376         VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
377
378         if(vehic.vehicle_flags & VHF_HASSHIELD)
379                 VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
380
381         PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
382 #endif
383
384         setorigin(player, vehic.origin + '0 0 32');
385 #ifdef SVQC
386         player.oldorigin = player.origin; // negate fall damage
387 #endif
388         player.velocity = vehic.velocity;
389 }
390 #endif
391
392 #ifdef SVQC
393 void racer_think(entity this)
394 {
395         float dt = autocvar_g_vehicle_racer_thinkrate;
396
397         this.nextthink = time + dt;
398
399         tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
400
401         vector df = this.velocity * -autocvar_g_vehicle_racer_friction;
402         df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
403
404         float forced = autocvar_g_vehicle_racer_upforcedamper;
405
406         //int cont = pointcontents(this.origin - '0 0 64');
407         traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
408         //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
409         if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
410         {
411                 forced = autocvar_g_vehicle_racer_water_upforcedamper;
412                 this.velocity_z += 200;
413         }
414
415         this.velocity += df * dt;
416         if(this.velocity_z > 0)
417                 this.velocity_z *= 1 - forced * dt;
418
419         this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
420         this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
421
422         CSQCMODEL_AUTOUPDATE(this);
423 }
424
425 void racer_exit(entity this, int eject)
426 {
427         vector spot;
428
429         setthink(this, racer_think);
430         this.nextthink  = time;
431         set_movetype(this, MOVETYPE_BOUNCE);
432         sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
433
434         if(!this.owner)
435                 return;
436
437         makevectors(this.angles);
438         if(eject)
439         {
440                 spot = this.origin + v_forward * 100 + '0 0 64';
441                 spot = vehicles_findgoodexit(this, this.owner, spot);
442                 setorigin(this.owner, spot);
443                 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
444                 this.owner.oldvelocity = this.owner.velocity;
445         }
446         else
447         {
448                 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
449                 {
450                         this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
451                         this.owner.velocity_z += 200;
452                         spot = this.origin + v_forward * 32 + '0 0 32';
453                         spot = vehicles_findgoodexit(this, this.owner, spot);
454                 }
455                 else
456                 {
457                         this.owner.velocity = this.velocity * 0.5;
458                         this.owner.velocity_z += 10;
459                         spot = this.origin - v_forward * 200 + '0 0 32';
460                         spot = vehicles_findgoodexit(this, this.owner, spot);
461                 }
462                 this.owner.oldvelocity = this.owner.velocity;
463                 setorigin(this.owner , spot);
464         }
465         antilag_clear(this.owner, CS(this.owner));
466         this.owner = NULL;
467 }
468
469 void racer_blowup(entity this)
470 {
471         this.deadflag = DEAD_DEAD;
472         this.vehicle_exit(this, VHEF_NORMAL);
473
474         RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
475                                         autocvar_g_vehicle_racer_blowup_edgedamage,
476                                         autocvar_g_vehicle_racer_blowup_radius, NULL, NULL,
477                                         autocvar_g_vehicle_racer_blowup_forceintensity,
478                                         DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL);
479
480         this.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
481         setthink(this, vehicles_spawn);
482         set_movetype(this, MOVETYPE_NONE);
483         this.effects    = EF_NODRAW;
484         this.solid = SOLID_NOT;
485
486         this.colormod  = '0 0 0';
487         this.avelocity = '0 0 0';
488         this.velocity  = '0 0 0';
489
490         setorigin(this, this.pos1);
491 }
492
493 void racer_blowup_think(entity this)
494 {
495         this.nextthink = time;
496
497         if(time >= this.delay)
498                 racer_blowup(this);
499
500         //CSQCMODEL_AUTOUPDATE(this);
501 }
502
503 void racer_deadtouch(entity this, entity toucher)
504 {
505         this.avelocity_x *= 0.7;
506         this.cnt -= 1;
507         if(this.cnt <= 0)
508                 racer_blowup(this);
509 }
510
511 spawnfunc(vehicle_racer)
512 {
513         if(!autocvar_g_vehicle_racer) { delete(this); return; }
514         if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
515 }
516
517 #endif // SVQC
518
519 METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
520 {
521 #ifdef SVQC
522     if(autocvar_g_vehicle_racer_bouncepain)
523         vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
524 #endif
525 }
526
527 METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
528 {
529     set_movetype(instance, MOVETYPE_BOUNCE);
530 #ifdef SVQC
531     instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health)  * 100;
532     instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield)  * 100;
533
534     if(instance.owner.flagcarried)
535        setorigin(instance.owner.flagcarried, '-190 0 96');
536 #endif
537 }
538
539 METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
540 {
541 #ifdef SVQC
542     if(autocvar_g_vehicle_racer_hovertype != 0)
543         instance.racer_force_from_tag = vehicles_force_fromtag_maglev;
544     else
545         instance.racer_force_from_tag = vehicles_force_fromtag_hover;
546
547     setthink(instance, racer_think);
548     instance.nextthink    = time;
549     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
550     instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
551
552     set_movetype(instance, MOVETYPE_TOSS);
553     instance.solid                = SOLID_SLIDEBOX;
554     instance.delay                = time;
555     instance.scale                = 0.5; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
556     instance.mass                 = 900;
557
558     setattachment(instance.vehicle_hudmodel, instance, "");
559     setattachment(instance.vehicle_viewport, instance, "tag_viewport");
560
561     instance.PlayerPhysplug = racer_frame;
562
563     instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
564     instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
565     instance.damageforcescale = 0.5;
566     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
567     instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
568 #endif
569 }
570
571 METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
572 {
573 #ifdef SVQC
574     setSendEntity(instance, func_null); // stop networking this racer (for now)
575     SetResourceExplicit(instance, RES_HEALTH, 0);
576     instance.event_damage       = func_null;
577     instance.solid                      = SOLID_CORPSE;
578     instance.takedamage         = DAMAGE_NO;
579     instance.deadflag           = DEAD_DYING;
580     set_movetype(instance, MOVETYPE_BOUNCE);
581     instance.wait                       = time;
582     instance.delay                      = 2 + time + random() * 3;
583     instance.cnt                        = 1 + random() * 2;
584     settouch(instance, racer_deadtouch);
585
586     Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
587
588     if(random() < 0.5)
589         instance.avelocity_z = 32;
590     else
591         instance.avelocity_z = -32;
592
593     instance.avelocity_x = -vlen(instance.velocity) * 0.2;
594     instance.velocity += '0 0 700';
595     instance.colormod = '-0.5 -0.5 -0.5';
596
597     setthink(instance, racer_blowup_think);
598     instance.nextthink = time;
599 #endif
600 }
601
602 #ifdef CSQC
603 METHOD(Racer, vr_hud, void(Racer thisveh))
604 {
605     Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
606                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
607                      "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
608 }
609 METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
610 {
611     Vehicles_drawCrosshair(vCROSS_GUIDE);
612 }
613 #endif
614 METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
615 {
616 #ifdef SVQC
617     instance.vehicle_exit = racer_exit;
618
619     // we have no need to network energy
620     if(autocvar_g_vehicle_racer_energy && autocvar_g_vehicle_racer_energy_regen)
621         instance.vehicle_flags |= VHF_ENERGYREGEN;
622
623     if(autocvar_g_vehicle_racer_shield)
624         instance.vehicle_flags |= VHF_HASSHIELD;
625
626     if(autocvar_g_vehicle_racer_shield_regen)
627         instance.vehicle_flags |= VHF_SHIELDREGEN;
628
629     if(autocvar_g_vehicle_racer_health_regen)
630         instance.vehicle_flags |= VHF_HEALTHREGEN;
631
632     instance.respawntime = autocvar_g_vehicle_racer_respawntime;
633     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
634     instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
635     instance.max_health = GetResource(instance, RES_HEALTH);
636 #endif
637
638 #ifdef CSQC
639     AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
640 #endif
641 }
642
643 #endif