#define RACER_MIN '-120 -120 -40'
#define RACER_MAX '120 120 40'
-#define RACER_ENGINE "sound/vehicles/racer.wav"
#ifdef SVQC
void racer_exit(float eject);
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;
-
+
+ vehicles_painframe();
+
if(racer.deadflag != DEAD_NO)
{
self = player;
{
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);
+ pointparticles(particleeffectnum("smoke_small"), trace_endpos, '0 0 0', 1);
self.invincible_finished = time + 0.1 + (random() * 0.1);
}
-
if(self.strength_finished < time)
{
void racer_blowup()
{
- sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
-
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
autocvar_g_vehicle_racer_blowup_forceintensity,
DEATH_WAKIBLOWUP, world);
- self.alpha = -1;
self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
self.think = racer_spawn;
self.movetype = MOVETYPE_NONE;
void racer_deadtouch()
{
- dprint("Boink!\n");
self.avelocity_x *= 0.7;
self.cnt -= 1;
if(self.cnt <= 0)
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");
precache_sound ("weapons/rocket_fire.wav");
- precache_sound ("weapons/rocket_impact.wav");
precache_sound ("vehicles/racer_idle.wav");
precache_sound ("vehicles/racer_move.wav");