6 #include <common/mapobjects/trigger/impulse.qh>
8 bool autocvar_g_vehicle_racer = true;
10 float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
12 float autocvar_g_vehicle_racer_speed_afterburn = 3000;
13 // energy consumed per second
14 float autocvar_g_vehicle_racer_afterburn_cost = 130;
16 float autocvar_g_vehicle_racer_waterburn_cost = 5;
17 float autocvar_g_vehicle_racer_waterburn_speed = 750;
19 float autocvar_g_vehicle_racer_water_speed_forward = 600;
20 float autocvar_g_vehicle_racer_water_speed_strafe = 600;
22 float autocvar_g_vehicle_racer_pitchlimit = 30;
24 float autocvar_g_vehicle_racer_water_downforce = 0.03;
25 float autocvar_g_vehicle_racer_water_upforcedamper = 15;
27 float autocvar_g_vehicle_racer_anglestabilizer = 1.75;
28 float autocvar_g_vehicle_racer_downforce = 0.01;
30 float autocvar_g_vehicle_racer_speed_forward = 650;
31 float autocvar_g_vehicle_racer_speed_strafe = 650;
32 float autocvar_g_vehicle_racer_springlength = 90;
33 float autocvar_g_vehicle_racer_upforcedamper = 2;
34 float autocvar_g_vehicle_racer_friction = 0.45;
36 float autocvar_g_vehicle_racer_water_time = 5;
38 //float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
40 // 0 = hover, != 0 = maglev
41 int autocvar_g_vehicle_racer_hovertype = 0;
42 // NOTE!! x 4 (4 engines)
43 float autocvar_g_vehicle_racer_hoverpower = 8000;
45 float autocvar_g_vehicle_racer_turnroll = 30;
46 float autocvar_g_vehicle_racer_turnspeed = 220;
47 float autocvar_g_vehicle_racer_pitchspeed = 125;
49 float autocvar_g_vehicle_racer_energy = 100;
50 float autocvar_g_vehicle_racer_energy_regen = 90;
51 float autocvar_g_vehicle_racer_energy_regen_pause = 0.35;
53 float autocvar_g_vehicle_racer_health = 200;
54 float autocvar_g_vehicle_racer_health_regen = 0;
55 float autocvar_g_vehicle_racer_health_regen_pause = 0;
57 float autocvar_g_vehicle_racer_shield = 100;
58 float autocvar_g_vehicle_racer_shield_regen = 30;
59 float autocvar_g_vehicle_racer_shield_regen_pause = 1;
61 bool autocvar_g_vehicle_racer_rocket_locktarget = true;
62 float autocvar_g_vehicle_racer_rocket_locking_time = 0.35;
63 float autocvar_g_vehicle_racer_rocket_locking_releasetime = 0.5;
64 float autocvar_g_vehicle_racer_rocket_locked_time = 4;
66 float autocvar_g_vehicle_racer_respawntime = 35;
68 float autocvar_g_vehicle_racer_blowup_radius = 250;
69 float autocvar_g_vehicle_racer_blowup_coredamage = 250;
70 float autocvar_g_vehicle_racer_blowup_edgedamage = 15;
71 float autocvar_g_vehicle_racer_blowup_forceintensity = 250;
73 // Factor of old velocity to keep after collision
74 float autocvar_g_vehicle_racer_bouncefactor = 0.25;
75 // if != 0, New veloctiy after bounce = 0 if new velocity < this
76 float autocvar_g_vehicle_racer_bouncestop = 0;
77 // "minspeed_for_pain speedchange_to_pain_factor max_damage"
78 vector autocvar_g_vehicle_racer_bouncepain = '200 0.15 150';
80 .float racer_watertime;
82 var .vector(entity this, string tag_name, float spring_length, float max_power) racer_force_from_tag;
84 void racer_align4point(entity this, entity player, float _delta)
87 float fl_push, fr_push, bl_push, br_push;
89 push_vector = this.racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
90 fr_push = force_fromtag_normpower;
91 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
93 push_vector += this.racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
94 fl_push = force_fromtag_normpower;
95 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
97 push_vector += this.racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
98 br_push = force_fromtag_normpower;
99 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
101 push_vector += this.racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
102 bl_push = force_fromtag_normpower;
103 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
105 this.velocity += push_vector * _delta;
107 float uforce = autocvar_g_vehicle_racer_upforcedamper;
109 int cont = pointcontents(this.origin - '0 0 64');
110 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
112 uforce = autocvar_g_vehicle_racer_water_upforcedamper;
114 if(PHYS_INPUT_BUTTON_CROUCH(player) && time < this.air_finished)
115 this.velocity_z += 30;
117 this.velocity_z += 200;
122 if(this.velocity_z > 0)
123 this.velocity_z *= 1 - uforce * _delta;
125 push_vector_x = (fl_push - bl_push);
126 push_vector_x += (fr_push - br_push);
127 push_vector_x *= 360;
129 push_vector_z = (fr_push - fl_push);
130 push_vector_z += (br_push - bl_push);
131 push_vector_z *= 360;
133 // Apply angle diffrance
134 this.angles_z += push_vector_z * _delta;
135 this.angles_x += push_vector_x * _delta;
138 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
139 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
142 void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
144 vector v = gettaginfo(this, gettagindex(this, tagname));
145 racer_fire_rocket(player, v, v_forward, trg);
148 bool racer_frame(entity this, float dt)
150 entity player = this;
151 entity vehic = player.vehicle;
156 vehic.solid = SOLID_NOT;
157 vehic.takedamage = DAMAGE_NO;
158 set_movetype(vehic, MOVETYPE_NONE);
162 vehicles_frame(vehic, player);
164 int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
165 if(!(cont & DPCONTENTS_WATER))
166 vehic.air_finished = time + autocvar_g_vehicle_racer_water_time;
170 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
174 racer_align4point(vehic, player, dt);
176 PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
178 vehic.angles_x *= -1;
181 float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
182 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
183 vehic.angles_y = anglemods(vehic.angles_y + ftmp);
186 vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
189 ftmp = autocvar_g_vehicle_racer_pitchspeed * dt;
190 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
191 vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
193 makevectors(vehic.angles);
194 vehic.angles_x *= -1;
196 //ftmp = vehic.velocity_z;
197 vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
198 //vehic.velocity_z = ftmp;
200 if(CS(player).movement)
202 if(cont & DPCONTENTS_LIQUIDSMASK)
204 if(CS(player).movement_x) { df += v_forward * ((CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
205 if(CS(player).movement_y) { df += v_right * ((CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
209 if(CS(player).movement_x) { df += v_forward * ((CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
210 if(CS(player).movement_y) { df += v_right * ((CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
214 if(vehic.sound_nexttime < time || vehic.sounds != 1)
217 vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
218 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
225 if(vehic.sound_nexttime < time || vehic.sounds != 0)
228 vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
229 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
235 if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
238 if(time - vehic.wait > 0.2)
239 pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1);
244 if(cont & DPCONTENTS_LIQUIDSMASK)
246 vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
247 df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
251 vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
252 df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
256 if(vehic.invincible_finished < time)
258 traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
259 if(trace_fraction != 1.0)
260 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
262 vehic.invincible_finished = time + 0.1 + (random() * 0.1);
265 if(vehic.strength_finished < time)
267 vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
268 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
274 vehic.strength_finished = 0;
275 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
278 if(cont & DPCONTENTS_LIQUIDSMASK)
279 vehic.racer_watertime = time;
281 float dforce = autocvar_g_vehicle_racer_downforce;
282 if(time - vehic.racer_watertime <= 3)
283 dforce = autocvar_g_vehicle_racer_water_downforce;
285 df -= v_up * (vlen(vehic.velocity) * dforce);
286 CS(player).movement = vehic.velocity += df * dt;
290 Weapon wep1 = WEP_RACER;
291 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
292 if (!weaponLocked(player) && !weaponUseForbidden(player))
293 if (PHYS_INPUT_BUTTON_ATCK(player))
294 if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
296 wep1.wr_think(wep1, vehic, weaponentity, 1);
299 if(autocvar_g_vehicle_racer_rocket_locktarget)
301 if(time >= vehic.vehicle_last_trace)
303 crosshair_trace(player);
305 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
306 (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
307 autocvar_g_vehicle_racer_rocket_locked_time);
309 vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
312 if(vehic.lock_target)
314 if(vehic.lock_strength == 1)
315 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
316 else if(vehic.lock_strength > 0.5)
317 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
318 else if(vehic.lock_strength < 0.5)
319 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
323 if(!weaponLocked(player))
324 if(time > vehic.delay)
325 if(PHYS_INPUT_BUTTON_ATCK2(player))
327 vehic.misc_bulletcounter += 1;
328 vehic.delay = time + 0.3;
330 if(vehic.misc_bulletcounter == 1)
332 racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
333 player.vehicle_ammo2 = 50;
335 else if(vehic.misc_bulletcounter == 2)
337 racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
338 vehic.lock_strength = 0;
339 vehic.lock_target = NULL;
340 vehic.misc_bulletcounter = 0;
341 vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire;
343 player.vehicle_ammo2 = 0;
346 else if(vehic.misc_bulletcounter == 0)
347 player.vehicle_ammo2 = 100;
349 player.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
351 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
352 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);
354 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
355 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);
357 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
358 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);
360 VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
361 VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
363 if(vehic.vehicle_flags & VHF_HASSHIELD)
364 VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
366 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
369 setorigin(player, vehic.origin + '0 0 32');
370 player.oldorigin = player.origin; // negate fall damage
371 player.velocity = vehic.velocity;
374 void racer_think(entity this)
376 float dt = autocvar_g_vehicle_racer_thinkrate;
378 this.nextthink = time + dt;
380 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
382 vector df = this.velocity * -autocvar_g_vehicle_racer_friction;
383 df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
385 float forced = autocvar_g_vehicle_racer_upforcedamper;
387 //int cont = pointcontents(this.origin - '0 0 64');
388 traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
389 //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
390 if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
392 forced = autocvar_g_vehicle_racer_water_upforcedamper;
393 this.velocity_z += 200;
396 this.velocity += df * dt;
397 if(this.velocity_z > 0)
398 this.velocity_z *= 1 - forced * dt;
400 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
401 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
403 CSQCMODEL_AUTOUPDATE(this);
406 void racer_exit(entity this, int eject)
410 setthink(this, racer_think);
411 this.nextthink = time;
412 set_movetype(this, MOVETYPE_BOUNCE);
413 sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
418 makevectors(this.angles);
421 spot = this.origin + v_forward * 100 + '0 0 64';
422 spot = vehicles_findgoodexit(this, this.owner, spot);
423 setorigin(this.owner, spot);
424 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
425 this.owner.oldvelocity = this.owner.velocity;
429 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
431 this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
432 this.owner.velocity_z += 200;
433 spot = this.origin + v_forward * 32 + '0 0 32';
434 spot = vehicles_findgoodexit(this, this.owner, spot);
438 this.owner.velocity = this.velocity * 0.5;
439 this.owner.velocity_z += 10;
440 spot = this.origin - v_forward * 200 + '0 0 32';
441 spot = vehicles_findgoodexit(this, this.owner, spot);
443 this.owner.oldvelocity = this.owner.velocity;
444 setorigin(this.owner , spot);
446 antilag_clear(this.owner, CS(this.owner));
450 void racer_blowup(entity this)
452 this.deadflag = DEAD_DEAD;
453 this.vehicle_exit(this, VHEF_NORMAL);
455 RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
456 autocvar_g_vehicle_racer_blowup_edgedamage,
457 autocvar_g_vehicle_racer_blowup_radius, NULL, NULL,
458 autocvar_g_vehicle_racer_blowup_forceintensity,
459 DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL);
461 this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
462 setthink(this, vehicles_spawn);
463 set_movetype(this, MOVETYPE_NONE);
464 this.effects = EF_NODRAW;
465 this.solid = SOLID_NOT;
467 this.colormod = '0 0 0';
468 this.avelocity = '0 0 0';
469 this.velocity = '0 0 0';
471 setorigin(this, this.pos1);
474 void racer_blowup_think(entity this)
476 this.nextthink = time;
478 if(time >= this.delay)
481 //CSQCMODEL_AUTOUPDATE(this);
484 void racer_deadtouch(entity this, entity toucher)
486 this.avelocity_x *= 0.7;
492 spawnfunc(vehicle_racer)
494 if(!autocvar_g_vehicle_racer) { delete(this); return; }
495 if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
500 METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
503 if(autocvar_g_vehicle_racer_bouncepain)
504 vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
508 METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
510 set_movetype(instance, MOVETYPE_BOUNCE);
512 instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health) * 100;
513 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
515 if(instance.owner.flagcarried)
516 setorigin(instance.owner.flagcarried, '-190 0 96');
520 METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
523 if(autocvar_g_vehicle_racer_hovertype != 0)
524 instance.racer_force_from_tag = vehicles_force_fromtag_maglev;
526 instance.racer_force_from_tag = vehicles_force_fromtag_hover;
528 setthink(instance, racer_think);
529 instance.nextthink = time;
530 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
531 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
533 set_movetype(instance, MOVETYPE_TOSS);
534 instance.solid = SOLID_SLIDEBOX;
535 instance.delay = time;
536 instance.scale = 0.5; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
539 setattachment(instance.vehicle_hudmodel, instance, "");
540 setattachment(instance.vehicle_viewport, instance, "tag_viewport");
542 instance.PlayerPhysplug = racer_frame;
544 instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
545 instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
546 instance.damageforcescale = 0.5;
547 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
548 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
552 METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
555 setSendEntity(instance, func_null); // stop networking this racer (for now)
556 SetResourceExplicit(instance, RES_HEALTH, 0);
557 instance.event_damage = func_null;
558 instance.solid = SOLID_CORPSE;
559 instance.takedamage = DAMAGE_NO;
560 instance.deadflag = DEAD_DYING;
561 set_movetype(instance, MOVETYPE_BOUNCE);
562 instance.wait = time;
563 instance.delay = 2 + time + random() * 3;
564 instance.cnt = 1 + random() * 2;
565 settouch(instance, racer_deadtouch);
567 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
570 instance.avelocity_z = 32;
572 instance.avelocity_z = -32;
574 instance.avelocity_x = -vlen(instance.velocity) * 0.2;
575 instance.velocity += '0 0 700';
576 instance.colormod = '-0.5 -0.5 -0.5';
578 setthink(instance, racer_blowup_think);
579 instance.nextthink = time;
584 METHOD(Racer, vr_hud, void(Racer thisveh))
586 Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
587 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
588 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
590 METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
592 Vehicles_drawCrosshair(vCROSS_GUIDE);
595 METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
598 instance.vehicle_exit = racer_exit;
600 // we have no need to network energy
601 if(autocvar_g_vehicle_racer_energy && autocvar_g_vehicle_racer_energy_regen)
602 instance.vehicle_flags |= VHF_ENERGYREGEN;
604 if(autocvar_g_vehicle_racer_shield)
605 instance.vehicle_flags |= VHF_HASSHIELD;
607 if(autocvar_g_vehicle_racer_shield_regen)
608 instance.vehicle_flags |= VHF_SHIELDREGEN;
610 if(autocvar_g_vehicle_racer_health_regen)
611 instance.vehicle_flags |= VHF_HEALTHREGEN;
613 instance.respawntime = autocvar_g_vehicle_racer_respawntime;
614 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
615 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
616 instance.max_health = GetResource(instance, RES_HEALTH);
620 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket