1 #define RACER_MIN '-120 -120 -40'
2 #define RACER_MAX '120 120 40'
5 void racer_exit(float eject);
9 float autocvar_g_vehicle_racer_speed_afterburn;
10 float autocvar_g_vehicle_racer_afterburn_cost;
12 float autocvar_g_vehicle_racer_anglestabilizer;
13 float autocvar_g_vehicle_racer_downforce;
15 float autocvar_g_vehicle_racer_speed_forward;
16 float autocvar_g_vehicle_racer_speed_strafe;
17 float autocvar_g_vehicle_racer_springlength;
18 float autocvar_g_vehicle_racer_upforcedamper;
19 float autocvar_g_vehicle_racer_friction;
21 float autocvar_g_vehicle_racer_hovertype;
22 float autocvar_g_vehicle_racer_hoverpower;
24 float autocvar_g_vehicle_racer_turnroll;
25 float autocvar_g_vehicle_racer_turnspeed;
26 float autocvar_g_vehicle_racer_pitchspeed;
28 float autocvar_g_vehicle_racer_energy;
29 float autocvar_g_vehicle_racer_energy_regen;
30 float autocvar_g_vehicle_racer_energy_regen_pause;
32 float autocvar_g_vehicle_racer_health;
33 float autocvar_g_vehicle_racer_health_regen;
34 float autocvar_g_vehicle_racer_health_regen_pause;
36 float autocvar_g_vehicle_racer_shield;
37 float autocvar_g_vehicle_racer_shield_regen;
38 float autocvar_g_vehicle_racer_shield_regen_pause;
40 float autocvar_g_vehicle_racer_cannon_cost;
41 float autocvar_g_vehicle_racer_cannon_damage;
42 float autocvar_g_vehicle_racer_cannon_radius;
43 float autocvar_g_vehicle_racer_cannon_refire;
44 float autocvar_g_vehicle_racer_cannon_speed;
45 float autocvar_g_vehicle_racer_cannon_spread;
46 float autocvar_g_vehicle_racer_cannon_force;
48 float autocvar_g_vehicle_racer_rocket_accel;
49 float autocvar_g_vehicle_racer_rocket_damage;
50 float autocvar_g_vehicle_racer_rocket_radius;
51 float autocvar_g_vehicle_racer_rocket_force;
52 float autocvar_g_vehicle_racer_rocket_refire;
53 float autocvar_g_vehicle_racer_rocket_speed;
54 float autocvar_g_vehicle_racer_rocket_turnrate;
56 float autocvar_g_vehicle_racer_rocket_locktarget;
57 float autocvar_g_vehicle_racer_rocket_locking_time;
58 float autocvar_g_vehicle_racer_rocket_locking_releasetime;
59 float autocvar_g_vehicle_racer_rocket_locked_time;
60 float autocvar_g_vehicle_racer_rocket_locked_maxangle;
62 float autocvar_g_vehicle_racer_respawntime;
64 float autocvar_g_vehicle_racer_blowup_radius;
65 float autocvar_g_vehicle_racer_blowup_coredamage;
66 float autocvar_g_vehicle_racer_blowup_edgedamage;
67 float autocvar_g_vehicle_racer_blowup_forceintensity;
69 float autocvar_g_vehicle_racer_bouncefactor;
70 float autocvar_g_vehicle_racer_bouncestop;
71 vector autocvar_g_vehicle_racer_bouncepain;
73 var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
75 void racer_align4point()
77 vector push_vector, v_add;
78 float fl_push, fr_push, bl_push, br_push;
81 push_vector = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
82 fr_push = force_fromtag_normpower;
83 //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
85 push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
86 fl_push = force_fromtag_normpower;
87 //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
89 push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
90 br_push = force_fromtag_normpower;
91 //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
93 push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
94 bl_push = force_fromtag_normpower;
95 //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
97 self.velocity += (push_vector * frametime);
100 if(self.velocity_z > 0)
101 self.velocity_z *= 1 - (autocvar_g_vehicle_racer_upforcedamper * frametime);
103 self.velocity += v_add;
104 //self.velocity_z -= autocvar_sv_gravity * frametime;
106 push_vector_x = (fl_push - bl_push);
107 push_vector_x += (fr_push - br_push);
108 push_vector_x *= 360;
110 push_vector_z = (fr_push - fl_push);
111 push_vector_z += (br_push - bl_push);
112 push_vector_z *= 360;
114 // Apply angle diffrance
115 self.angles_z += push_vector_z * frametime;
116 self.angles_x += push_vector_x * frametime;
119 self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
120 self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
123 void racer_fire_cannon(string tagname)
128 v = gettaginfo(self, gettagindex(self, tagname));
129 bolt = vehicles_projectile("wakizashi_gun_muzzleflash", "weapons/lasergun_fire.wav",
130 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
131 autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
132 DEATH_WAKIGUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE);
134 // Fix z-aim (for chase mode)
135 v = normalize(trace_endpos - bolt.origin);
136 v_forward_z = v_z * 0.5;
137 bolt.velocity = v_forward * autocvar_g_vehicle_racer_cannon_speed;
140 void racer_rocket_groundhugger()
142 vector olddir, newdir;
143 float oldvel, newvel;
145 self.nextthink = time;
147 if(self.owner.deadflag != DEAD_NO || self.cnt < time)
153 if not (self.realowner.vehicle)
155 UpdateCSQCProjectile(self);
159 olddir = normalize(self.velocity);
160 oldvel = vlen(self.velocity);
161 newvel = oldvel + self.lip;
163 tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
164 if(trace_fraction <= 0.5)
166 // Hitting somethign soon, just speed ahead
167 self.velocity = olddir * newvel;
168 UpdateCSQCProjectile(self);
172 traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
173 if(trace_fraction != 1.0)
175 newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
176 self.velocity = normalize(olddir + newdir) * newvel;
180 self.velocity = olddir * newvel;
181 self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
184 UpdateCSQCProjectile(self);
188 void racer_rocket_tracker()
190 vector olddir, newdir;
191 float oldvel, newvel;
193 self.nextthink = time;
195 if (self.owner.deadflag != DEAD_NO || self.cnt < time)
201 if not (self.realowner.vehicle)
203 UpdateCSQCProjectile(self);
207 olddir = normalize(self.velocity);
208 oldvel = vlen(self.velocity);
209 newvel = oldvel + self.lip;
210 makevectors(vectoangles(olddir));
212 traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
213 newdir = normalize(self.enemy.origin - self.origin);
215 if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
217 //bprint("Target lost!\n");
218 //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
219 self.think = racer_rocket_groundhugger;
223 if(trace_fraction != 1.0)
224 newdir_z += 16 * sys_frametime;
226 self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
227 self.velocity_z -= 800 * sys_frametime;
229 UpdateCSQCProjectile(self);
233 void racer_fire_rocket(string tagname, entity trg)
238 v = gettaginfo(self, gettagindex(self, tagname));
239 rocket = vehicles_projectile("wakizashi_rocket_launch", "weapons/rocket_fire.wav",
240 v, v_forward * autocvar_g_vehicle_racer_rocket_speed,
241 autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
242 DEATH_WAKIROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE);
244 rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
245 rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
246 rocket.nextthink = time;
248 rocket.cnt = time + 15;
251 rocket.think = racer_rocket_tracker;
253 rocket.think = racer_rocket_groundhugger;
258 entity player, racer;
262 if(intermission_running)
266 racer = self.vehicle;
269 player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
271 vehicles_painframe();
273 if(racer.deadflag != DEAD_NO)
276 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
282 crosshair_trace(player);
284 racer.angles_x *= -1;
287 ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
288 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
289 racer.angles_y = anglemods(racer.angles_y + ftmp);
292 racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
295 ftmp = autocvar_g_vehicle_racer_pitchspeed * frametime;
296 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
297 racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
299 makevectors(racer.angles);
300 racer.angles_x *= -1;
303 ftmp = racer.velocity_z;
304 df = racer.velocity * -autocvar_g_vehicle_racer_friction;
305 racer.velocity_z = ftmp;
307 if(player.movement_x != 0)
309 if(player.movement_x > 0)
310 df += v_forward * autocvar_g_vehicle_racer_speed_forward;
311 else if(player.movement_x < 0)
312 df -= v_forward * autocvar_g_vehicle_racer_speed_forward;
315 if(player.movement_y != 0)
317 if(player.movement_y < 0)
318 df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
319 else if(player.movement_y > 0)
320 df += v_right * autocvar_g_vehicle_racer_speed_strafe;
323 if(vlen(player.movement) != 0)
325 if(self.sound_nexttime < time || self.sounds != 1)
328 self.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
329 sound (self, CH_TRIGGER_SINGLE, "vehicles/racer_move.wav", VOL_VEHICLEENGINE, ATTN_NORM);
334 if(self.sound_nexttime < time || self.sounds != 0)
337 self.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
338 sound (self, CH_TRIGGER_SINGLE, "vehicles/racer_idle.wav", VOL_VEHICLEENGINE, ATTN_NORM);
343 if (player.BUTTON_JUMP && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
345 if(time - racer.wait > 0.2)
346 pointparticles(particleeffectnum("wakizashi_booster_smoke"), self.origin, '0 0 0', 1);
349 racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
350 df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
352 if(self.invincible_finished < time)
354 traceline(self.origin, self.origin - '0 0 256', MOVE_NORMAL, self);
355 if(trace_fraction != 1.0)
356 pointparticles(particleeffectnum("smoke_small"), trace_endpos, '0 0 0', 1);
358 self.invincible_finished = time + 0.1 + (random() * 0.1);
361 if(self.strength_finished < time)
364 self.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
365 sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/racer_boost.wav", VOL_VEHICLEENGINE, ATTN_NORM);
370 self.strength_finished = 0;
371 sound (self.tur_head, CH_TRIGGER_SINGLE, "misc/null.wav", VOL_VEHICLEENGINE, ATTN_NORM);
375 racer.velocity += df * frametime;
377 df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
378 racer.velocity = racer.velocity - df;
379 player.movement = racer.velocity;
381 if(player.BUTTON_ATCK)
382 if(time > racer.attack_finished_single)
383 if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost)
385 racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
388 crosshair_trace(player);
391 racer_fire_cannon("tag_fire1");
396 racer_fire_cannon("tag_fire2");
399 racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire;
400 //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
403 if(autocvar_g_vehicle_racer_rocket_locktarget)
405 vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
406 (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
407 autocvar_g_vehicle_racer_rocket_locked_time);
411 if(racer.lock_strength == 1)
412 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
413 else if(self.lock_strength > 0.5)
414 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
415 else if(self.lock_strength < 0.5)
416 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
420 if(time > racer.delay)
421 if(player.BUTTON_ATCK2)
423 self.misc_bulletcounter += 1;
424 racer.delay = time + 0.3;
425 if(self.misc_bulletcounter == 1)
426 racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
427 else if(self.misc_bulletcounter == 2)
429 racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
430 self.lock_strength = 0;
431 self.lock_target = world;
432 self.misc_bulletcounter = 0;
434 racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
438 player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
440 if(self.vehicle_flags & VHF_SHIELDREGEN)
441 vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, frametime);
443 if(self.vehicle_flags & VHF_HEALTHREGEN)
444 vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, frametime);
446 if(self.vehicle_flags & VHF_ENERGYREGEN)
447 vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
450 VEHICLE_UPDATE_PLAYER(health, racer);
451 VEHICLE_UPDATE_PLAYER(energy, racer);
453 if(self.vehicle_flags & VHF_HASSHIELD)
454 VEHICLE_UPDATE_PLAYER(shield, racer);
457 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
458 setorigin(player,racer.origin + '0 0 32');
459 player.velocity = racer.velocity;
468 float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
469 b = autocvar_g_vehicle_racer_springlength;
470 c = autocvar_g_vehicle_racer_hoverpower;
472 autocvar_g_vehicle_racer_anglestabilizer = 36;
473 autocvar_g_vehicle_racer_springlength = 96;
474 autocvar_g_vehicle_racer_hoverpower = 300;
477 racer_align4point(); //time - self.nextthink);
480 //if(self.velocity_z > 0)
481 // self.velocity_z *= 0.95;
483 autocvar_g_vehicle_racer_anglestabilizer = a;
484 autocvar_g_vehicle_racer_springlength = b;
485 autocvar_g_vehicle_racer_hoverpower = c;
488 self.velocity_x *= 0.9;
489 self.velocity_y *= 0.9;
490 self.velocity_z *= 0.8;
491 self.velocity_z += sin(time * 2) * 16;
492 self.nextthink = time; // + 0.05;
497 self.movetype = MOVETYPE_BOUNCE;
498 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
499 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
501 if(self.owner.flagcarried)
502 setorigin(self.owner.flagcarried, '-190 0 96');
505 void racer_exit(float eject)
509 self.think = racer_think;
510 self.nextthink = time;
511 self.movetype = MOVETYPE_TOSS;
512 sound (self.tur_head, CH_TRIGGER_SINGLE, "misc/null.wav", VOL_VEHICLEENGINE, ATTN_NORM);
517 makevectors(self.angles);
520 spot = self.origin + v_forward * 100 + '0 0 64';
521 spot = vehicles_findgoodexit(spot);
522 setorigin(self.owner , spot);
523 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
527 spot = self.origin - v_forward * 200 + '0 0 64';
528 spot = vehicles_findgoodexit(spot);
529 setorigin(self.owner , spot);
534 void racer_worldimpact()
536 if(self.play_time < time)
537 if(autocvar_g_vehicle_racer_bouncepain_x)
538 vehilces_worldimpact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
544 self.think = racer_think;
545 self.nextthink = time;
546 self.vehicle_health = autocvar_g_vehicle_racer_health;
547 self.vehicle_shield = autocvar_g_vehicle_racer_shield;
549 self.movetype = MOVETYPE_TOSS;
550 self.solid = SOLID_SLIDEBOX;
554 setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
555 self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
556 self.bouncestop = autocvar_g_vehicle_racer_bouncestop;
557 self.vehicle_worldimpact = racer_worldimpact;
558 //self.destvec = autocvar_g_vehicle_racer_bouncepain;
564 self.deadflag = DEAD_DEAD;
565 self.vehicle_exit(VHEF_NORMAL);
567 RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
568 autocvar_g_vehicle_racer_blowup_edgedamage,
569 autocvar_g_vehicle_racer_blowup_radius, world,
570 autocvar_g_vehicle_racer_blowup_forceintensity,
571 DEATH_WAKIBLOWUP, world);
573 self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
574 self.think = racer_spawn;
575 self.movetype = MOVETYPE_NONE;
576 self.effects = EF_NODRAW;
578 self.colormod = '0 0 0';
579 self.avelocity = '0 0 0';
580 self.velocity = '0 0 0';
582 setorigin(self, self.pos1);
583 self.think = racer_spawn;
584 self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
587 void racer_deadtouch()
589 self.avelocity_x *= 0.7;
598 self.event_damage = SUB_Null;
599 self.solid = SOLID_CORPSE;
600 self.takedamage = DAMAGE_NO;
601 self.deadflag = DEAD_DYING;
602 self.movetype = MOVETYPE_BOUNCE;
604 self.cnt = 1 + random() * 2;
605 self.touch = racer_deadtouch;
607 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
610 self.avelocity_z = 32;
612 self.avelocity_z = -32;
614 self.avelocity_x = -vlen(self.velocity) * 0.2;
615 self.velocity += '0 0 700';
616 self.colormod = '-0.5 -0.5 -0.5';
618 self.think = racer_blowup;
619 self.nextthink = 2 + time + random() * 3;
624 if not (vehicle_initialize(
626 "models/vehicles/wakizashi.dpm",
627 "null", // we need this so tur_head is networked and usable for sounds
628 "models/vehicles/wakizashi_cockpit.dpm",
629 "", "", "tag_viewport",
631 0.5 * RACER_MIN, 0.5 * RACER_MAX,
633 racer_spawn, autocvar_g_vehicle_racer_respawntime,
635 racer_enter, racer_exit,
636 racer_die, racer_think,
643 if(autocvar_g_vehicle_racer_hovertype != 0)
644 racer_force_from_tag = vehicles_force_fromtag_maglev;
646 racer_force_from_tag = vehicles_force_fromtag_hover;
648 // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
650 setattachment(self.vehicle_hudmodel, self, "");
651 setattachment(self.vehicle_viewport, self, "tag_viewport");
656 void spawnfunc_vehicle_racer()
658 self.vehicle_flags |= VHF_DMGSHAKE;
659 self.vehicle_flags |= VHF_DMGROLL;
661 precache_sound ("weapons/lasergun_fire.wav");
662 precache_sound ("weapons/rocket_fire.wav");
664 precache_sound ("vehicles/racer_idle.wav");
665 precache_sound ("vehicles/racer_move.wav");
666 precache_sound ("vehicles/racer_boost.wav");
668 precache_model ("models/vhshield.md3");
669 precache_model ("models/vehicles/wakizashi.dpm");
670 precache_model ("models/vehicles/wakizashi_cockpit.dpm");
672 vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
673 if(autocvar_g_vehicle_racer_energy)
674 if(autocvar_g_vehicle_racer_energy_regen)
675 self.vehicle_flags |= VHF_ENERGYREGEN;
677 if(autocvar_g_vehicle_racer_shield)
678 self.vehicle_flags |= VHF_HASSHIELD;
680 if(autocvar_g_vehicle_racer_shield_regen)
681 self.vehicle_flags |= VHF_SHIELDREGEN;
683 if(autocvar_g_vehicle_racer_health_regen)
684 self.vehicle_flags |= VHF_HEALTHREGEN;
686 self.think = racer_dinit;
689 self.nextthink = time + 0.5;
691 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_racer_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);