vector autocvar_g_vehicle_racer_bouncepain;
var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
-void racer_spawn(float _spawnflag);
+void racer_spawn_default();
void racer_align4point(float _delta)
{
bolt = vehicles_projectile("wakizashi_gun_muzzleflash", "weapons/lasergun_fire.wav",
v, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
- DEATH_WAKIGUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE, self.owner);
+ DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE, self.owner);
// Fix z-aim (for chase mode)
v = normalize(trace_endpos - bolt.origin);
entity rocket = rocket = vehicles_projectile("wakizashi_rocket_launch", "weapons/rocket_fire.wav",
v, v_forward * autocvar_g_vehicle_racer_rocket_speed,
autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
- DEATH_WAKIROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE, self.owner);
+ DEATH_VH_WAKI_ROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE, self.owner);
rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
autocvar_g_vehicle_racer_blowup_edgedamage,
autocvar_g_vehicle_racer_blowup_radius, world, world,
autocvar_g_vehicle_racer_blowup_forceintensity,
- DEATH_WAKIBLOWUP, world);
+ DEATH_VH_WAKI_DEATH, world);
self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
- self.think = racer_spawn;
+ self.think = racer_spawn_default;
self.movetype = MOVETYPE_NONE;
self.effects = EF_NODRAW;
self.velocity = '0 0 0';
setorigin(self, self.pos1);
- self.think = racer_spawn;
- self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
}
void racer_deadtouch()
void racer_die()
{
self.health = 0;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.solid = SOLID_CORPSE;
self.takedamage = DAMAGE_NO;
self.deadflag = DEAD_DYING;
self.damageforcescale = 0.5;
//self.destvec = autocvar_g_vehicle_racer_bouncepain;
}
+void racer_spawn_default()
+{
+ racer_spawn(0);
+}