vector df;
float ftmp;
- player = self;
- racer = self.vehicle;
+ if(intermission_running)
+ return 1;
+ player = self;
+ racer = self.vehicle;
+ self = racer;
+
player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
-
- self = racer;
-
- /*
- if(player.BUTTON_USE)
- {
- vehicles_exit(VHEF_NORMAL);
- self = player;
- return 0;
- }
- */
+
+ vehicles_painframe();
if(racer.deadflag != DEAD_NO)
{
// Afterburn
if (player.BUTTON_JUMP && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
{
+ if(time - racer.wait > 0.2)
+ pointparticles(particleeffectnum("wakizashi_booster_smoke"), self.origin, '0 0 0', 1);
+
racer.wait = time;
racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
+ if(self.invincible_finished < time)
+ {
+ traceline(self.origin, self.origin - '0 0 256', MOVE_NORMAL, self);
+ if(trace_fraction != 1.0)
+ pointparticles(particleeffectnum("smoke_small"), trace_endpos, '0 0 0', 1);
+
+ self.invincible_finished = time + 0.1 + (random() * 0.1);
+ }
+
if(self.strength_finished < time)
{
//self.sounds = 2;
self.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
- sound (self, CHAN_PAIN, "vehicles/racer_boost.wav", VOL_VEHICLEENGINE, ATTN_NORM);
+ sound (self, CHAN_PAIN, "vehicles/racer_boost.wav", VOL_VEHICLEENGINE, ATTN_NORM);
}
}
else
self.movetype = MOVETYPE_BOUNCE;
self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
+
+ if(self.owner.flagcarried)
+ setorigin(self.owner.flagcarried, '-190 0 96');
}
void racer_exit(float eject)
self.think = racer_think;
self.nextthink = time;
self.movetype = MOVETYPE_TOSS;
-
+ sound (self, CHAN_PAIN, "misc/null.wav", VOL_VEHICLEENGINE, ATTN_NORM);
+
if not (self.owner)
return;
void spawnfunc_vehicle_racer()
{
+ self.vehicle_flags |= VHF_DMGSHAKE;
+ self.vehicle_flags |= VHF_DMGROLL;
precache_sound ("weapons/laserimpact.wav");
precache_sound ("weapons/lasergun_fire.wav");