4 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
5 #include <common/mapobjects/trigger/impulse.qh>
11 bool autocvar_g_vehicle_racer = true;
13 float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
15 float autocvar_g_vehicle_racer_speed_afterburn = 3000;
16 // energy consumed per second
17 float autocvar_g_vehicle_racer_afterburn_cost = 130;
19 float autocvar_g_vehicle_racer_waterburn_cost = 5;
20 float autocvar_g_vehicle_racer_waterburn_speed = 750;
22 float autocvar_g_vehicle_racer_water_speed_forward = 600;
23 float autocvar_g_vehicle_racer_water_speed_strafe = 600;
25 float autocvar_g_vehicle_racer_pitchlimit = 30;
27 float autocvar_g_vehicle_racer_water_downforce = 0.03;
28 float autocvar_g_vehicle_racer_water_upforcedamper = 15;
30 float autocvar_g_vehicle_racer_anglestabilizer = 1.75;
31 float autocvar_g_vehicle_racer_downforce = 0.01;
33 float autocvar_g_vehicle_racer_speed_forward = 650;
34 float autocvar_g_vehicle_racer_speed_strafe = 650;
35 float autocvar_g_vehicle_racer_springlength = 90;
36 float autocvar_g_vehicle_racer_upforcedamper = 2;
37 float autocvar_g_vehicle_racer_friction = 0.45;
39 float autocvar_g_vehicle_racer_water_time = 5;
41 //float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
43 // 0 = hover, != 0 = maglev
44 int autocvar_g_vehicle_racer_hovertype = 0;
45 // NOTE!! x 4 (4 engines)
46 float autocvar_g_vehicle_racer_hoverpower = 8000;
48 float autocvar_g_vehicle_racer_turnroll = 30;
49 float autocvar_g_vehicle_racer_turnspeed = 220;
50 float autocvar_g_vehicle_racer_pitchspeed = 125;
52 float autocvar_g_vehicle_racer_energy = 100;
53 float autocvar_g_vehicle_racer_energy_regen = 90;
54 float autocvar_g_vehicle_racer_energy_regen_pause = 0.35;
56 float autocvar_g_vehicle_racer_health = 200;
57 float autocvar_g_vehicle_racer_health_regen = 0;
58 float autocvar_g_vehicle_racer_health_regen_pause = 0;
60 float autocvar_g_vehicle_racer_shield = 100;
61 float autocvar_g_vehicle_racer_shield_regen = 30;
62 float autocvar_g_vehicle_racer_shield_regen_pause = 1;
64 bool autocvar_g_vehicle_racer_rocket_locktarget = true;
65 float autocvar_g_vehicle_racer_rocket_locking_time = 0.35;
66 float autocvar_g_vehicle_racer_rocket_locking_releasetime = 0.5;
67 float autocvar_g_vehicle_racer_rocket_locked_time = 4;
69 float autocvar_g_vehicle_racer_respawntime = 35;
71 float autocvar_g_vehicle_racer_blowup_radius = 250;
72 float autocvar_g_vehicle_racer_blowup_coredamage = 250;
73 float autocvar_g_vehicle_racer_blowup_edgedamage = 15;
74 float autocvar_g_vehicle_racer_blowup_forceintensity = 250;
76 // Factor of old velocity to keep after collision
77 float autocvar_g_vehicle_racer_bouncefactor = 0.25;
78 // if != 0, New veloctiy after bounce = 0 if new velocity < this
79 float autocvar_g_vehicle_racer_bouncestop = 0;
80 // "minspeed_for_pain speedchange_to_pain_factor max_damage"
81 vector autocvar_g_vehicle_racer_bouncepain = '200 0.15 150';
83 .float racer_watertime;
84 .float racer_air_finished; // TODO: use a standard air meter for entities
86 var .vector(entity this, string tag_name, float spring_length, float max_power) racer_force_from_tag;
88 void racer_align4point(entity this, entity player, float _delta)
91 float fl_push, fr_push, bl_push, br_push;
93 push_vector = this.racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
94 fr_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_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
98 fl_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_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
102 br_push = force_fromtag_normpower;
103 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
105 push_vector += this.racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
106 bl_push = force_fromtag_normpower;
107 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
109 this.velocity += push_vector * _delta;
111 float uforce = autocvar_g_vehicle_racer_upforcedamper;
113 int cont = pointcontents(this.origin - '0 0 64');
114 if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
116 uforce = autocvar_g_vehicle_racer_water_upforcedamper;
118 if(PHYS_INPUT_BUTTON_CROUCH(player) && time < this.racer_air_finished)
119 this.velocity_z += 30;
121 this.velocity_z += 200;
126 if(this.velocity_z > 0)
127 this.velocity_z *= 1 - uforce * _delta;
129 push_vector_x = (fl_push - bl_push);
130 push_vector_x += (fr_push - br_push);
131 push_vector_x *= 360;
133 push_vector_z = (fr_push - fl_push);
134 push_vector_z += (br_push - bl_push);
135 push_vector_z *= 360;
137 // Apply angle diffrance
138 this.angles_z += push_vector_z * _delta;
139 this.angles_x += push_vector_x * _delta;
142 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
143 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
146 void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
148 vector v = gettaginfo(this, gettagindex(this, tagname));
149 racer_fire_rocket(this, player, v, v_forward, trg);
152 bool racer_frame(entity this, float dt)
154 entity player = this;
155 entity vehic = player.vehicle;
161 vehic.solid = SOLID_NOT;
162 vehic.takedamage = DAMAGE_NO;
163 set_movetype(vehic, MOVETYPE_NONE);
168 vehicles_frame(vehic, player);
170 int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
171 if(!(cont & DPCONTENTS_WATER))
172 vehic.racer_air_finished = 0;
173 else if (!vehic.racer_air_finished)
174 vehic.racer_air_finished = time + autocvar_g_vehicle_racer_water_time;
179 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
184 racer_align4point(vehic, player, dt);
187 PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
190 vehic.angles_x *= -1;
193 float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
194 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
195 vehic.angles_y = anglemods(vehic.angles_y + ftmp);
198 vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
201 ftmp = autocvar_g_vehicle_racer_pitchspeed * dt;
202 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
203 vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
205 makevectors(vehic.angles);
206 vehic.angles_x *= -1;
208 //ftmp = vehic.velocity_z;
209 vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
210 //vehic.velocity_z = ftmp;
212 if(PHYS_CS(player).movement)
214 if(cont & DPCONTENTS_LIQUIDSMASK)
216 if(PHYS_CS(player).movement_x) { df += v_forward * ((PHYS_CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
217 if(PHYS_CS(player).movement_y) { df += v_right * ((PHYS_CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
221 if(PHYS_CS(player).movement_x) { df += v_forward * ((PHYS_CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
222 if(PHYS_CS(player).movement_y) { df += v_right * ((PHYS_CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
226 if(vehic.sound_nexttime < time || vehic.sounds != 1)
229 vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
230 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
237 if(vehic.sound_nexttime < time || vehic.sounds != 0)
240 vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
241 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
247 if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
250 if(time - vehic.wait > 0.2)
251 pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1);
256 if(cont & DPCONTENTS_LIQUIDSMASK)
258 vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
259 df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
263 vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
264 df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
268 // NOTE: reusing .invincible_finished here as delay counter for the smoke effect
269 if(vehic.invincible_finished < time)
271 traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
272 if(trace_fraction != 1.0)
273 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
275 vehic.invincible_finished = time + 0.1 + (random() * 0.1);
278 // NOTE: reusing .strength_finished here as a sound delay counter
279 if(vehic.strength_finished < time)
281 vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
282 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
288 vehic.strength_finished = 0;
289 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
292 if(cont & DPCONTENTS_LIQUIDSMASK)
293 vehic.racer_watertime = time;
295 float dforce = autocvar_g_vehicle_racer_downforce;
296 if(time - vehic.racer_watertime <= 3)
297 dforce = autocvar_g_vehicle_racer_water_downforce;
299 df -= v_up * (vlen(vehic.velocity) * dforce);
300 PHYS_CS(player).movement = vehic.velocity += df * dt;
304 Weapon wep1 = WEP_RACER;
305 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
306 if (!weaponLocked(player) && !weaponUseForbidden(player))
307 if (PHYS_INPUT_BUTTON_ATCK(player))
308 if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
310 wep1.wr_think(wep1, vehic, weaponentity, 1);
313 if(autocvar_g_vehicle_racer_rocket_locktarget)
315 if(time >= vehic.vehicle_last_trace)
317 crosshair_trace(player);
319 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
320 (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
321 autocvar_g_vehicle_racer_rocket_locked_time);
323 vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
326 if(vehic.lock_target)
328 if(vehic.lock_strength == 1)
329 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
330 else if(vehic.lock_strength > 0.5)
331 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
332 else if(vehic.lock_strength < 0.5)
333 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
337 if (!weaponLocked(player) && !weaponUseForbidden(player))
338 if(time > vehic.delay)
339 if(PHYS_INPUT_BUTTON_ATCK2(player))
341 vehic.misc_bulletcounter += 1;
342 vehic.delay = time + 0.3;
344 if(vehic.misc_bulletcounter == 1)
346 racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
347 player.vehicle_ammo2 = 50;
349 else if(vehic.misc_bulletcounter == 2)
351 racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
352 vehic.lock_strength = 0;
353 vehic.lock_target = NULL;
354 vehic.misc_bulletcounter = 0;
355 vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire;
357 player.vehicle_ammo2 = 0;
360 else if(vehic.misc_bulletcounter == 0)
361 player.vehicle_ammo2 = 100;
363 player.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
365 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
366 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);
368 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
369 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);
371 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
372 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);
374 VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
375 VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
377 if(vehic.vehicle_flags & VHF_HASSHIELD)
378 VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
380 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
383 setorigin(player, vehic.origin + '0 0 32');
385 player.oldorigin = player.origin; // negate fall damage
387 player.velocity = vehic.velocity;
392 void racer_think(entity this)
394 float dt = autocvar_g_vehicle_racer_thinkrate;
396 this.nextthink = time + dt;
398 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
400 vector df = this.velocity * -autocvar_g_vehicle_racer_friction;
401 df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
403 float forced = autocvar_g_vehicle_racer_upforcedamper;
405 //int cont = pointcontents(this.origin - '0 0 64');
406 traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
407 //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
408 if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
410 forced = autocvar_g_vehicle_racer_water_upforcedamper;
411 this.velocity_z += 200;
414 this.velocity += df * dt;
415 if(this.velocity_z > 0)
416 this.velocity_z *= 1 - forced * dt;
418 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
419 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
421 CSQCMODEL_AUTOUPDATE(this);
424 void racer_exit(entity this, int eject)
428 setthink(this, racer_think);
429 this.nextthink = time;
430 set_movetype(this, MOVETYPE_BOUNCE);
431 sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
436 makevectors(this.angles);
439 spot = this.origin + v_forward * 100 + '0 0 64';
440 spot = vehicles_findgoodexit(this, this.owner, spot);
441 setorigin(this.owner, spot);
442 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
443 this.owner.oldvelocity = this.owner.velocity;
447 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
449 this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
450 this.owner.velocity_z += 200;
451 spot = this.origin + v_forward * 32 + '0 0 32';
452 spot = vehicles_findgoodexit(this, this.owner, spot);
456 this.owner.velocity = this.velocity * 0.5;
457 this.owner.velocity_z += 10;
458 spot = this.origin - v_forward * 200 + '0 0 32';
459 spot = vehicles_findgoodexit(this, this.owner, spot);
461 this.owner.oldvelocity = this.owner.velocity;
462 setorigin(this.owner , spot);
464 antilag_clear(this.owner, CS(this.owner));
468 void racer_blowup(entity this)
470 this.deadflag = DEAD_DEAD;
471 this.vehicle_exit(this, VHEF_NORMAL);
473 RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
474 autocvar_g_vehicle_racer_blowup_edgedamage,
475 autocvar_g_vehicle_racer_blowup_radius, NULL, NULL,
476 autocvar_g_vehicle_racer_blowup_forceintensity,
477 DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL);
479 this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
480 setthink(this, vehicles_spawn);
481 set_movetype(this, MOVETYPE_NONE);
482 this.effects = EF_NODRAW;
483 this.solid = SOLID_NOT;
485 this.colormod = '0 0 0';
486 this.avelocity = '0 0 0';
487 this.velocity = '0 0 0';
489 setorigin(this, this.pos1);
492 void racer_blowup_think(entity this)
494 this.nextthink = time;
496 if(time >= this.delay)
499 //CSQCMODEL_AUTOUPDATE(this);
502 void racer_deadtouch(entity this, entity toucher)
504 this.avelocity_x *= 0.7;
510 spawnfunc(vehicle_racer)
512 if(!autocvar_g_vehicle_racer) { delete(this); return; }
513 if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
518 METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
521 if(autocvar_g_vehicle_racer_bouncepain)
522 vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
526 METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
528 set_movetype(instance, MOVETYPE_BOUNCE);
530 instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health) * 100;
531 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
533 if(instance.owner.flagcarried)
534 setorigin(instance.owner.flagcarried, '-190 0 96');
538 METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
541 if(autocvar_g_vehicle_racer_hovertype != 0)
542 instance.racer_force_from_tag = vehicles_force_fromtag_maglev;
544 instance.racer_force_from_tag = vehicles_force_fromtag_hover;
546 setthink(instance, racer_think);
547 instance.nextthink = time;
548 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
549 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
551 set_movetype(instance, MOVETYPE_TOSS);
552 instance.solid = SOLID_SLIDEBOX;
553 instance.delay = time;
554 instance.scale = 0.5; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
557 setattachment(instance.vehicle_hudmodel, instance, "");
558 setattachment(instance.vehicle_viewport, instance, "tag_viewport");
560 instance.PlayerPhysplug = racer_frame;
562 instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
563 instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
564 instance.damageforcescale = 0.5;
565 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
566 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
570 METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
573 setSendEntity(instance, func_null); // stop networking this racer (for now)
574 SetResourceExplicit(instance, RES_HEALTH, 0);
575 instance.event_damage = func_null;
576 instance.solid = SOLID_CORPSE;
577 instance.takedamage = DAMAGE_NO;
578 instance.deadflag = DEAD_DYING;
579 set_movetype(instance, MOVETYPE_BOUNCE);
580 instance.wait = time;
581 instance.delay = 2 + time + random() * 3;
582 instance.cnt = 1 + random() * 2;
583 settouch(instance, racer_deadtouch);
585 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
588 instance.avelocity_z = 32;
590 instance.avelocity_z = -32;
592 instance.avelocity_x = -vlen(instance.velocity) * 0.2;
593 instance.velocity += '0 0 700';
594 instance.colormod = '-0.5 -0.5 -0.5';
596 setthink(instance, racer_blowup_think);
597 instance.nextthink = time;
602 METHOD(Racer, vr_hud, void(Racer thisveh))
604 Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
605 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
606 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
608 METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
610 Vehicles_drawCrosshair(vCROSS_GUIDE);
613 METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
616 instance.vehicle_exit = racer_exit;
618 // we have no need to network energy
619 if(autocvar_g_vehicle_racer_energy && autocvar_g_vehicle_racer_energy_regen)
620 instance.vehicle_flags |= VHF_ENERGYREGEN;
622 if(autocvar_g_vehicle_racer_shield)
623 instance.vehicle_flags |= VHF_HASSHIELD;
625 if(autocvar_g_vehicle_racer_shield_regen)
626 instance.vehicle_flags |= VHF_SHIELDREGEN;
628 if(autocvar_g_vehicle_racer_health_regen)
629 instance.vehicle_flags |= VHF_HEALTHREGEN;
631 instance.respawntime = autocvar_g_vehicle_racer_respawntime;
632 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
633 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
634 instance.max_health = GetResource(instance, RES_HEALTH);
638 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket