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Merge branch 'master' into Mario/arc_bolt_bounce
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / racer.qc
1 #include "racer.qh"
2
3 #if defined(SVQC)
4         #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
5         #include <common/mapobjects/trigger/impulse.qh>
6 #endif
7
8 #ifdef GAMEQC
9
10 #ifdef SVQC
11 bool autocvar_g_vehicle_racer = true;
12
13 float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
14
15 float autocvar_g_vehicle_racer_speed_afterburn = 3000;
16 // energy consumed per second
17 float autocvar_g_vehicle_racer_afterburn_cost = 130;
18
19 float autocvar_g_vehicle_racer_waterburn_cost = 5;
20 float autocvar_g_vehicle_racer_waterburn_speed = 750;
21
22 float autocvar_g_vehicle_racer_water_speed_forward = 600;
23 float autocvar_g_vehicle_racer_water_speed_strafe = 600;
24
25 float autocvar_g_vehicle_racer_pitchlimit = 30;
26
27 float autocvar_g_vehicle_racer_water_downforce = 0.03;
28 float autocvar_g_vehicle_racer_water_upforcedamper = 15;
29
30 float autocvar_g_vehicle_racer_anglestabilizer = 1.75;
31 float autocvar_g_vehicle_racer_downforce = 0.01;
32
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;
38
39 float autocvar_g_vehicle_racer_water_time = 5;
40
41 //float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
42
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;
47
48 float autocvar_g_vehicle_racer_turnroll = 30;
49 float autocvar_g_vehicle_racer_turnspeed = 220;
50 float autocvar_g_vehicle_racer_pitchspeed = 125;
51
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;
55
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;
59
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;
63
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;
68
69 float autocvar_g_vehicle_racer_respawntime = 35;
70
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;
75
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';
82
83 .float racer_watertime;
84 .float racer_air_finished; // TODO: use a standard air meter for entities
85
86 var .vector(entity this, string tag_name, float spring_length, float max_power) racer_force_from_tag;
87
88 void racer_align4point(entity this, entity player, float _delta)
89 {
90         vector push_vector;
91         float fl_push, fr_push, bl_push, br_push;
92
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);
96
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);
100
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);
104
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);
108
109         this.velocity += push_vector * _delta;
110
111         float uforce = autocvar_g_vehicle_racer_upforcedamper;
112
113         int cont = pointcontents(this.origin - '0 0 64');
114         if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
115         {
116                 uforce = autocvar_g_vehicle_racer_water_upforcedamper;
117
118                 if(PHYS_INPUT_BUTTON_CROUCH(player) && time < this.racer_air_finished)
119                         this.velocity_z += 30;
120                 else
121                         this.velocity_z += 200;
122         }
123
124
125         // Anti ocilation
126         if(this.velocity_z > 0)
127                 this.velocity_z *= 1 - uforce * _delta;
128
129         push_vector_x =  (fl_push - bl_push);
130         push_vector_x += (fr_push - br_push);
131         push_vector_x *= 360;
132
133         push_vector_z = (fr_push - fl_push);
134         push_vector_z += (br_push - bl_push);
135         push_vector_z *= 360;
136
137         // Apply angle diffrance
138         this.angles_z += push_vector_z * _delta;
139         this.angles_x += push_vector_x * _delta;
140
141         // Apply stabilizer
142         this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
143         this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
144 }
145
146 void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
147 {
148         vector v = gettaginfo(this, gettagindex(this, tagname));
149         racer_fire_rocket(this, player, v, v_forward, trg);
150 }
151
152 bool racer_frame(entity this, float dt)
153 {
154         entity player = this;
155         entity vehic = player.vehicle;
156         return = true;
157
158         if(game_stopped)
159         {
160                 vehic.solid = SOLID_NOT;
161                 vehic.takedamage = DAMAGE_NO;
162                 set_movetype(vehic, MOVETYPE_NONE);
163                 return;
164         }
165
166         vehicles_frame(vehic, player);
167
168         int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
169         if(!(cont & DPCONTENTS_WATER))
170                 vehic.racer_air_finished = 0;
171         else if (!vehic.racer_air_finished)
172                 vehic.racer_air_finished = time + autocvar_g_vehicle_racer_water_time;
173
174         if(IS_DEAD(vehic))
175         {
176                 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
177                 return;
178         }
179
180         racer_align4point(vehic, player, dt);
181
182         PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
183
184         vehic.angles_x *= -1;
185
186         // Yaw
187         float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
188         ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
189         vehic.angles_y = anglemods(vehic.angles_y + ftmp);
190
191         // Roll
192         vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
193
194         // Pitch
195         ftmp = autocvar_g_vehicle_racer_pitchspeed  * dt;
196         ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
197         vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
198
199         makevectors(vehic.angles);
200         vehic.angles_x *= -1;
201
202         //ftmp = vehic.velocity_z;
203         vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
204         //vehic.velocity_z = ftmp;
205
206         if(CS(player).movement)
207         {
208                 if(cont & DPCONTENTS_LIQUIDSMASK)
209                 {
210                         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); }
211                         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); }
212                 }
213                 else
214                 {
215                         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); }
216                         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); }
217                 }
218
219 #ifdef SVQC
220                 if(vehic.sound_nexttime < time || vehic.sounds != 1)
221                 {
222                         vehic.sounds = 1;
223                         vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
224                         sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
225                 }
226 #endif
227         }
228 #ifdef SVQC
229         else
230         {
231                 if(vehic.sound_nexttime < time || vehic.sounds != 0)
232                 {
233                         vehic.sounds = 0;
234                         vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
235                         sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
236                 }
237         }
238 #endif
239
240         // Afterburn
241         if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
242         {
243 #ifdef SVQC
244                 if(time - vehic.wait > 0.2)
245                         pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward  * vlen(vehic.velocity), 1);
246 #endif
247
248                 vehic.wait = time;
249
250                 if(cont & DPCONTENTS_LIQUIDSMASK)
251                 {
252                         vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
253                         df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
254                 }
255                 else
256                 {
257                         vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
258                         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
259                 }
260
261 #ifdef SVQC
262                 // NOTE: reusing .invincible_finished here as delay counter for the smoke effect
263                 if(vehic.invincible_finished < time)
264                 {
265                         traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
266                         if(trace_fraction != 1.0)
267                                 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
268
269                         vehic.invincible_finished = time + 0.1 + (random() * 0.1);
270                 }
271
272                 // NOTE: reusing .strength_finished here as a sound delay counter
273                 if(vehic.strength_finished < time)
274                 {
275                         vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
276                         sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
277                 }
278 #endif
279         }
280         else
281         {
282                 vehic.strength_finished = 0;
283                 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
284         }
285
286         if(cont & DPCONTENTS_LIQUIDSMASK)
287                 vehic.racer_watertime = time;
288
289         float dforce = autocvar_g_vehicle_racer_downforce;
290         if(time - vehic.racer_watertime <= 3)
291                 dforce = autocvar_g_vehicle_racer_water_downforce;
292
293         df -= v_up * (vlen(vehic.velocity) * dforce);
294         CS(player).movement = vehic.velocity += df * dt;
295
296 #ifdef SVQC
297
298         Weapon wep1 = WEP_RACER;
299         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
300         if (!weaponLocked(player) && !weaponUseForbidden(player))
301         if (PHYS_INPUT_BUTTON_ATCK(player))
302         if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
303         {
304                 wep1.wr_think(wep1, vehic, weaponentity, 1);
305         }
306
307         if(autocvar_g_vehicle_racer_rocket_locktarget)
308         {
309                 if(time >= vehic.vehicle_last_trace)
310                 {
311                         crosshair_trace(player);
312
313                         vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
314                                                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
315                                                          autocvar_g_vehicle_racer_rocket_locked_time);
316
317                         vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
318                 }
319
320                 if(vehic.lock_target)
321                 {
322                         if(vehic.lock_strength == 1)
323                                 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
324                         else if(vehic.lock_strength > 0.5)
325                                 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
326                         else if(vehic.lock_strength < 0.5)
327                                 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
328                 }
329         }
330
331         if (!weaponLocked(player) && !weaponUseForbidden(player))
332         if(time > vehic.delay)
333         if(PHYS_INPUT_BUTTON_ATCK2(player))
334         {
335                 vehic.misc_bulletcounter += 1;
336                 vehic.delay = time + 0.3;
337
338                 if(vehic.misc_bulletcounter == 1)
339                 {
340                         racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
341                         player.vehicle_ammo2 = 50;
342                 }
343                 else if(vehic.misc_bulletcounter == 2)
344                 {
345                         racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
346                         vehic.lock_strength  = 0;
347                         vehic.lock_target       = NULL;
348                         vehic.misc_bulletcounter = 0;
349                         vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire;
350                         vehic.lip = time;
351                         player.vehicle_ammo2 = 0;
352                 }
353         }
354         else if(vehic.misc_bulletcounter == 0)
355                 player.vehicle_ammo2 = 100;
356
357         player.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
358
359         if(vehic.vehicle_flags & VHF_SHIELDREGEN)
360                 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);
361
362         if(vehic.vehicle_flags & VHF_HEALTHREGEN)
363                 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);
364
365         if(vehic.vehicle_flags & VHF_ENERGYREGEN)
366                 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);
367
368         VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
369         VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
370
371         if(vehic.vehicle_flags & VHF_HASSHIELD)
372                 VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
373
374         PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
375 #endif
376
377         setorigin(player, vehic.origin + '0 0 32');
378         player.oldorigin = player.origin; // negate fall damage
379         player.velocity = vehic.velocity;
380 }
381
382 void racer_think(entity this)
383 {
384         float dt = autocvar_g_vehicle_racer_thinkrate;
385
386         this.nextthink = time + dt;
387
388         tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
389
390         vector df = this.velocity * -autocvar_g_vehicle_racer_friction;
391         df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
392
393         float forced = autocvar_g_vehicle_racer_upforcedamper;
394
395         //int cont = pointcontents(this.origin - '0 0 64');
396         traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
397         //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
398         if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
399         {
400                 forced = autocvar_g_vehicle_racer_water_upforcedamper;
401                 this.velocity_z += 200;
402         }
403
404         this.velocity += df * dt;
405         if(this.velocity_z > 0)
406                 this.velocity_z *= 1 - forced * dt;
407
408         this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
409         this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * dt);
410
411         CSQCMODEL_AUTOUPDATE(this);
412 }
413
414 void racer_exit(entity this, int eject)
415 {
416         vector spot;
417
418         setthink(this, racer_think);
419         this.nextthink  = time;
420         set_movetype(this, MOVETYPE_BOUNCE);
421         sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
422
423         if(!this.owner)
424                 return;
425
426         makevectors(this.angles);
427         if(eject)
428         {
429                 spot = this.origin + v_forward * 100 + '0 0 64';
430                 spot = vehicles_findgoodexit(this, this.owner, spot);
431                 setorigin(this.owner, spot);
432                 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
433                 this.owner.oldvelocity = this.owner.velocity;
434         }
435         else
436         {
437                 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
438                 {
439                         this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
440                         this.owner.velocity_z += 200;
441                         spot = this.origin + v_forward * 32 + '0 0 32';
442                         spot = vehicles_findgoodexit(this, this.owner, spot);
443                 }
444                 else
445                 {
446                         this.owner.velocity = this.velocity * 0.5;
447                         this.owner.velocity_z += 10;
448                         spot = this.origin - v_forward * 200 + '0 0 32';
449                         spot = vehicles_findgoodexit(this, this.owner, spot);
450                 }
451                 this.owner.oldvelocity = this.owner.velocity;
452                 setorigin(this.owner , spot);
453         }
454         antilag_clear(this.owner, CS(this.owner));
455         this.owner = NULL;
456 }
457
458 void racer_blowup(entity this)
459 {
460         this.deadflag = DEAD_DEAD;
461         this.vehicle_exit(this, VHEF_NORMAL);
462
463         RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
464                                         autocvar_g_vehicle_racer_blowup_edgedamage,
465                                         autocvar_g_vehicle_racer_blowup_radius, NULL, NULL,
466                                         autocvar_g_vehicle_racer_blowup_forceintensity,
467                                         DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL);
468
469         this.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
470         setthink(this, vehicles_spawn);
471         set_movetype(this, MOVETYPE_NONE);
472         this.effects    = EF_NODRAW;
473         this.solid = SOLID_NOT;
474
475         this.colormod  = '0 0 0';
476         this.avelocity = '0 0 0';
477         this.velocity  = '0 0 0';
478
479         setorigin(this, this.pos1);
480 }
481
482 void racer_blowup_think(entity this)
483 {
484         this.nextthink = time;
485
486         if(time >= this.delay)
487                 racer_blowup(this);
488
489         //CSQCMODEL_AUTOUPDATE(this);
490 }
491
492 void racer_deadtouch(entity this, entity toucher)
493 {
494         this.avelocity_x *= 0.7;
495         this.cnt -= 1;
496         if(this.cnt <= 0)
497                 racer_blowup(this);
498 }
499
500 spawnfunc(vehicle_racer)
501 {
502         if(!autocvar_g_vehicle_racer) { delete(this); return; }
503         if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
504 }
505
506 #endif // SVQC
507
508 METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
509 {
510 #ifdef SVQC
511     if(autocvar_g_vehicle_racer_bouncepain)
512         vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
513 #endif
514 }
515
516 METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
517 {
518     set_movetype(instance, MOVETYPE_BOUNCE);
519 #ifdef SVQC
520     instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health)  * 100;
521     instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield)  * 100;
522
523     if(instance.owner.flagcarried)
524        setorigin(instance.owner.flagcarried, '-190 0 96');
525 #endif
526 }
527
528 METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
529 {
530 #ifdef SVQC
531     if(autocvar_g_vehicle_racer_hovertype != 0)
532         instance.racer_force_from_tag = vehicles_force_fromtag_maglev;
533     else
534         instance.racer_force_from_tag = vehicles_force_fromtag_hover;
535
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;
540
541     set_movetype(instance, MOVETYPE_TOSS);
542     instance.solid                = SOLID_SLIDEBOX;
543     instance.delay                = time;
544     instance.scale                = 0.5; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
545     instance.mass                 = 900;
546
547     setattachment(instance.vehicle_hudmodel, instance, "");
548     setattachment(instance.vehicle_viewport, instance, "tag_viewport");
549
550     instance.PlayerPhysplug = racer_frame;
551
552     instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
553     instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
554     instance.damageforcescale = 0.5;
555     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
556     instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
557 #endif
558 }
559
560 METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
561 {
562 #ifdef SVQC
563     setSendEntity(instance, func_null); // stop networking this racer (for now)
564     SetResourceExplicit(instance, RES_HEALTH, 0);
565     instance.event_damage       = func_null;
566     instance.solid                      = SOLID_CORPSE;
567     instance.takedamage         = DAMAGE_NO;
568     instance.deadflag           = DEAD_DYING;
569     set_movetype(instance, MOVETYPE_BOUNCE);
570     instance.wait                       = time;
571     instance.delay                      = 2 + time + random() * 3;
572     instance.cnt                        = 1 + random() * 2;
573     settouch(instance, racer_deadtouch);
574
575     Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
576
577     if(random() < 0.5)
578         instance.avelocity_z = 32;
579     else
580         instance.avelocity_z = -32;
581
582     instance.avelocity_x = -vlen(instance.velocity) * 0.2;
583     instance.velocity += '0 0 700';
584     instance.colormod = '-0.5 -0.5 -0.5';
585
586     setthink(instance, racer_blowup_think);
587     instance.nextthink = time;
588 #endif
589 }
590
591 #ifdef CSQC
592 METHOD(Racer, vr_hud, void(Racer thisveh))
593 {
594     Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
595                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
596                      "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
597 }
598 METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
599 {
600     Vehicles_drawCrosshair(vCROSS_GUIDE);
601 }
602 #endif
603 METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
604 {
605 #ifdef SVQC
606     instance.vehicle_exit = racer_exit;
607
608     // we have no need to network energy
609     if(autocvar_g_vehicle_racer_energy && autocvar_g_vehicle_racer_energy_regen)
610         instance.vehicle_flags |= VHF_ENERGYREGEN;
611
612     if(autocvar_g_vehicle_racer_shield)
613         instance.vehicle_flags |= VHF_HASSHIELD;
614
615     if(autocvar_g_vehicle_racer_shield_regen)
616         instance.vehicle_flags |= VHF_SHIELDREGEN;
617
618     if(autocvar_g_vehicle_racer_health_regen)
619         instance.vehicle_flags |= VHF_HEALTHREGEN;
620
621     instance.respawntime = autocvar_g_vehicle_racer_respawntime;
622     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health);
623     instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
624     instance.max_health = GetResource(instance, RES_HEALTH);
625 #endif
626
627 #ifdef CSQC
628     AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
629 #endif
630 }
631
632 #endif