4 #include <common/mapobjects/trigger/impulse.qh>
6 bool autocvar_g_vehicle_racer = true;
8 float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
10 float autocvar_g_vehicle_racer_speed_afterburn = 3000;
11 // energy consumed per second
12 float autocvar_g_vehicle_racer_afterburn_cost = 130;
14 float autocvar_g_vehicle_racer_waterburn_cost = 5;
15 float autocvar_g_vehicle_racer_waterburn_speed = 750;
17 float autocvar_g_vehicle_racer_water_speed_forward = 600;
18 float autocvar_g_vehicle_racer_water_speed_strafe = 600;
20 float autocvar_g_vehicle_racer_pitchlimit = 30;
22 float autocvar_g_vehicle_racer_water_downforce = 0.03;
23 float autocvar_g_vehicle_racer_water_upforcedamper = 15;
25 float autocvar_g_vehicle_racer_anglestabilizer = 1.75;
26 float autocvar_g_vehicle_racer_downforce = 0.01;
28 float autocvar_g_vehicle_racer_speed_forward = 650;
29 float autocvar_g_vehicle_racer_speed_strafe = 650;
30 float autocvar_g_vehicle_racer_springlength = 90;
31 float autocvar_g_vehicle_racer_upforcedamper = 2;
32 float autocvar_g_vehicle_racer_friction = 0.45;
34 float autocvar_g_vehicle_racer_water_time = 5;
36 //float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
38 // 0 = hover, != 0 = maglev
39 int autocvar_g_vehicle_racer_hovertype = 0;
40 // NOTE!! x 4 (4 engines)
41 float autocvar_g_vehicle_racer_hoverpower = 8000;
43 float autocvar_g_vehicle_racer_turnroll = 30;
44 float autocvar_g_vehicle_racer_turnspeed = 220;
45 float autocvar_g_vehicle_racer_pitchspeed = 125;
47 float autocvar_g_vehicle_racer_energy = 100;
48 float autocvar_g_vehicle_racer_energy_regen = 90;
49 float autocvar_g_vehicle_racer_energy_regen_pause = 0.35;
51 float autocvar_g_vehicle_racer_health = 200;
52 float autocvar_g_vehicle_racer_health_regen = 0;
53 float autocvar_g_vehicle_racer_health_regen_pause = 0;
55 float autocvar_g_vehicle_racer_shield = 100;
56 float autocvar_g_vehicle_racer_shield_regen = 30;
57 float autocvar_g_vehicle_racer_shield_regen_pause = 1;
59 bool autocvar_g_vehicle_racer_rocket_locktarget = true;
60 float autocvar_g_vehicle_racer_rocket_locking_time = 0.35;
61 float autocvar_g_vehicle_racer_rocket_locking_releasetime = 0.5;
62 float autocvar_g_vehicle_racer_rocket_locked_time = 4;
64 float autocvar_g_vehicle_racer_respawntime = 35;
66 float autocvar_g_vehicle_racer_blowup_radius = 250;
67 float autocvar_g_vehicle_racer_blowup_coredamage = 250;
68 float autocvar_g_vehicle_racer_blowup_edgedamage = 15;
69 float autocvar_g_vehicle_racer_blowup_forceintensity = 250;
71 // Factor of old velocity to keep after collision
72 float autocvar_g_vehicle_racer_bouncefactor = 0.25;
73 // if != 0, New veloctiy after bounce = 0 if new velocity < this
74 float autocvar_g_vehicle_racer_bouncestop = 0;
75 // "minspeed_for_pain speedchange_to_pain_factor max_damage"
76 vector autocvar_g_vehicle_racer_bouncepain = '200 0.15 150';
78 .float racer_watertime;
80 var vector racer_force_from_tag(entity this, string tag_name, float spring_length, float max_power);
82 void racer_align4point(entity this, float _delta)
85 float fl_push, fr_push, bl_push, br_push;
87 push_vector = racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
88 fr_push = force_fromtag_normpower;
89 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
91 push_vector += racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
92 fl_push = force_fromtag_normpower;
93 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
95 push_vector += racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
96 br_push = force_fromtag_normpower;
97 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
99 push_vector += racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
100 bl_push = force_fromtag_normpower;
101 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
103 this.velocity += push_vector * _delta;
105 float uforce = autocvar_g_vehicle_racer_upforcedamper;
107 int cont = pointcontents(this.origin - '0 0 64');
108 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
110 uforce = autocvar_g_vehicle_racer_water_upforcedamper;
112 if(PHYS_INPUT_BUTTON_CROUCH(this.owner) && time < this.air_finished)
113 this.velocity_z += 30;
115 this.velocity_z += 200;
120 if(this.velocity_z > 0)
121 this.velocity_z *= 1 - uforce * _delta;
123 push_vector_x = (fl_push - bl_push);
124 push_vector_x += (fr_push - br_push);
125 push_vector_x *= 360;
127 push_vector_z = (fr_push - fl_push);
128 push_vector_z += (br_push - bl_push);
129 push_vector_z *= 360;
131 // Apply angle diffrance
132 this.angles_z += push_vector_z * _delta;
133 this.angles_x += push_vector_x * _delta;
136 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
137 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
140 void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
142 vector v = gettaginfo(this, gettagindex(this, tagname));
143 racer_fire_rocket(player, v, v_forward, trg);
146 bool racer_frame(entity this, float dt)
148 entity player = this;
149 entity vehic = player.vehicle;
154 vehic.solid = SOLID_NOT;
155 vehic.takedamage = DAMAGE_NO;
156 set_movetype(vehic, MOVETYPE_NONE);
160 vehicles_frame(vehic, player);
162 int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
163 if(!(cont & DPCONTENTS_WATER))
164 vehic.air_finished = time + autocvar_g_vehicle_racer_water_time;
168 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
172 racer_align4point(vehic, dt);
174 PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
176 vehic.angles_x *= -1;
179 float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
180 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
181 vehic.angles_y = anglemods(vehic.angles_y + ftmp);
184 vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
187 ftmp = autocvar_g_vehicle_racer_pitchspeed * dt;
188 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
189 vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
191 makevectors(vehic.angles);
192 vehic.angles_x *= -1;
194 //ftmp = vehic.velocity_z;
195 vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
196 //vehic.velocity_z = ftmp;
198 if(CS(player).movement)
200 if(cont & DPCONTENTS_LIQUIDSMASK)
202 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); }
203 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); }
207 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); }
208 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); }
212 if(vehic.sound_nexttime < time || vehic.sounds != 1)
215 vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
216 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
223 if(vehic.sound_nexttime < time || vehic.sounds != 0)
226 vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
227 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
233 if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
236 if(time - vehic.wait > 0.2)
237 pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1);
242 if(cont & DPCONTENTS_LIQUIDSMASK)
244 vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
245 df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
249 vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
250 df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
254 if(vehic.invincible_finished < time)
256 traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
257 if(trace_fraction != 1.0)
258 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
260 vehic.invincible_finished = time + 0.1 + (random() * 0.1);
263 if(vehic.strength_finished < time)
265 vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
266 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
272 vehic.strength_finished = 0;
273 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
276 if(cont & DPCONTENTS_LIQUIDSMASK)
277 vehic.racer_watertime = time;
279 float dforce = autocvar_g_vehicle_racer_downforce;
280 if(time - vehic.racer_watertime <= 3)
281 dforce = autocvar_g_vehicle_racer_water_downforce;
283 df -= v_up * (vlen(vehic.velocity) * dforce);
284 CS(player).movement = vehic.velocity += df * dt;
288 Weapon wep1 = WEP_RACER;
289 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
290 if (!weaponLocked(player) && !weaponUseForbidden(player))
291 if (PHYS_INPUT_BUTTON_ATCK(player))
292 if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
294 wep1.wr_think(wep1, vehic, weaponentity, 1);
297 if(autocvar_g_vehicle_racer_rocket_locktarget)
299 if(time >= vehic.vehicle_last_trace)
301 crosshair_trace(player);
303 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
304 (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
305 autocvar_g_vehicle_racer_rocket_locked_time);
307 vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
310 if(vehic.lock_target)
312 if(vehic.lock_strength == 1)
313 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
314 else if(vehic.lock_strength > 0.5)
315 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
316 else if(vehic.lock_strength < 0.5)
317 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
321 if(!weaponLocked(player))
322 if(time > vehic.delay)
323 if(PHYS_INPUT_BUTTON_ATCK2(player))
325 vehic.misc_bulletcounter += 1;
326 vehic.delay = time + 0.3;
328 if(vehic.misc_bulletcounter == 1)
330 racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
331 player.vehicle_ammo2 = 50;
333 else if(vehic.misc_bulletcounter == 2)
335 racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
336 vehic.lock_strength = 0;
337 vehic.lock_target = NULL;
338 vehic.misc_bulletcounter = 0;
339 vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire;
341 player.vehicle_ammo2 = 0;
344 else if(vehic.misc_bulletcounter == 0)
345 player.vehicle_ammo2 = 100;
347 player.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
349 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
350 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);
352 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
353 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);
355 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
356 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);
358 VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
359 VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
361 if(vehic.vehicle_flags & VHF_HASSHIELD)
362 VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
364 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
367 setorigin(player, vehic.origin + '0 0 32');
368 player.oldorigin = player.origin; // negate fall damage
369 player.velocity = vehic.velocity;
372 void racer_think(entity this)
374 this.nextthink = time + autocvar_g_vehicle_racer_thinkrate;
376 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
378 vector df = this.velocity * -autocvar_g_vehicle_racer_friction;
379 df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
381 float forced = autocvar_g_vehicle_racer_upforcedamper;
383 //int cont = pointcontents(this.origin - '0 0 64');
384 traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
385 //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
386 if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
388 forced = autocvar_g_vehicle_racer_water_upforcedamper;
389 this.velocity_z += 200;
392 this.velocity += df * autocvar_g_vehicle_racer_thinkrate;
393 if(this.velocity_z > 0)
394 this.velocity_z *= 1 - forced * autocvar_g_vehicle_racer_thinkrate;
396 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate);
397 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate);
399 CSQCMODEL_AUTOUPDATE(this);
402 void racer_exit(entity this, int eject)
406 setthink(this, racer_think);
407 this.nextthink = time;
408 set_movetype(this, MOVETYPE_BOUNCE);
409 sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
414 makevectors(this.angles);
417 spot = this.origin + v_forward * 100 + '0 0 64';
418 spot = vehicles_findgoodexit(this, this.owner, spot);
419 setorigin(this.owner, spot);
420 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
421 this.owner.oldvelocity = this.owner.velocity;
425 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
427 this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
428 this.owner.velocity_z += 200;
429 spot = this.origin + v_forward * 32 + '0 0 32';
430 spot = vehicles_findgoodexit(this, this.owner, spot);
434 this.owner.velocity = this.velocity * 0.5;
435 this.owner.velocity_z += 10;
436 spot = this.origin - v_forward * 200 + '0 0 32';
437 spot = vehicles_findgoodexit(this, this.owner, spot);
439 this.owner.oldvelocity = this.owner.velocity;
440 setorigin(this.owner , spot);
442 antilag_clear(this.owner, CS(this.owner));
446 void racer_blowup(entity this)
448 this.deadflag = DEAD_DEAD;
449 this.vehicle_exit(this, VHEF_NORMAL);
451 RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
452 autocvar_g_vehicle_racer_blowup_edgedamage,
453 autocvar_g_vehicle_racer_blowup_radius, NULL, NULL,
454 autocvar_g_vehicle_racer_blowup_forceintensity,
455 DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL);
457 this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
458 setthink(this, vehicles_spawn);
459 set_movetype(this, MOVETYPE_NONE);
460 this.effects = EF_NODRAW;
461 this.solid = SOLID_NOT;
463 this.colormod = '0 0 0';
464 this.avelocity = '0 0 0';
465 this.velocity = '0 0 0';
467 setorigin(this, this.pos1);
470 void racer_blowup_think(entity this)
472 this.nextthink = time;
474 if(time >= this.delay)
477 CSQCMODEL_AUTOUPDATE(this);
480 void racer_deadtouch(entity this, entity toucher)
482 this.avelocity_x *= 0.7;
488 spawnfunc(vehicle_racer)
490 if(!autocvar_g_vehicle_racer) { delete(this); return; }
491 if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
496 METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
499 if(autocvar_g_vehicle_racer_bouncepain)
500 vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
504 METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
507 set_movetype(instance, MOVETYPE_BOUNCE);
508 instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health) * 100;
509 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
511 if(instance.owner.flagcarried)
512 setorigin(instance.owner.flagcarried, '-190 0 96');
514 set_movetype(instance, MOVETYPE_BOUNCE);
518 METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
521 if(instance.scale != 0.5)
523 if(autocvar_g_vehicle_racer_hovertype != 0)
524 racer_force_from_tag = vehicles_force_fromtag_maglev;
526 racer_force_from_tag = vehicles_force_fromtag_hover;
528 // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
529 instance.scale = 0.5;
530 setattachment(instance.vehicle_hudmodel, instance, "");
531 setattachment(instance.vehicle_viewport, instance, "tag_viewport");
536 setthink(instance, racer_think);
537 instance.nextthink = time;
538 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
539 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
541 set_movetype(instance, MOVETYPE_TOSS);
542 instance.solid = SOLID_SLIDEBOX;
543 instance.delay = time;
544 instance.scale = 0.5;
546 instance.PlayerPhysplug = racer_frame;
548 instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
549 instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
550 instance.damageforcescale = 0.5;
551 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
552 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
556 METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
559 setSendEntity(instance, func_null); // stop networking this racer (for now)
560 SetResourceExplicit(instance, RES_HEALTH, 0);
561 instance.event_damage = func_null;
562 instance.solid = SOLID_CORPSE;
563 instance.takedamage = DAMAGE_NO;
564 instance.deadflag = DEAD_DYING;
565 set_movetype(instance, MOVETYPE_BOUNCE);
566 instance.wait = time;
567 instance.delay = 2 + time + random() * 3;
568 instance.cnt = 1 + random() * 2;
569 settouch(instance, racer_deadtouch);
571 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
574 instance.avelocity_z = 32;
576 instance.avelocity_z = -32;
578 instance.avelocity_x = -vlen(instance.velocity) * 0.2;
579 instance.velocity += '0 0 700';
580 instance.colormod = '-0.5 -0.5 -0.5';
582 setthink(instance, racer_blowup_think);
583 instance.nextthink = time;
588 METHOD(Racer, vr_hud, void(Racer thisveh))
590 Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
591 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
592 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
594 METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
596 Vehicles_drawCrosshair(vCROSS_GUIDE);
599 METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
602 instance.vehicle_exit = racer_exit;
604 // we have no need to network energy
605 if(autocvar_g_vehicle_racer_energy)
606 if(autocvar_g_vehicle_racer_energy_regen)
607 instance.vehicle_flags |= VHF_ENERGYREGEN;
609 if(autocvar_g_vehicle_racer_shield)
610 instance.vehicle_flags |= VHF_HASSHIELD;
612 if(autocvar_g_vehicle_racer_shield_regen)
613 instance.vehicle_flags |= VHF_SHIELDREGEN;
615 if(autocvar_g_vehicle_racer_health_regen)
616 instance.vehicle_flags |= VHF_HEALTHREGEN;
618 instance.respawntime = autocvar_g_vehicle_racer_respawntime;
619 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
620 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
621 instance.max_health = GetResource(instance, RES_HEALTH);
625 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket