6 #include <common/triggers/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 = 100;
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 = 70;
33 float autocvar_g_vehicle_racer_upforcedamper = 10;
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 = 50;
51 float autocvar_g_vehicle_racer_energy_regen_pause = 1;
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 = 0.9;
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 = '60 0.75 300';
80 .float racer_watertime;
82 var vector racer_force_from_tag(entity this, string tag_name, float spring_length, float max_power);
84 void racer_align4point(entity this, float _delta)
87 float fl_push, fr_push, bl_push, br_push;
89 push_vector = 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 += 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 += 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 += 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(this.owner) && 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 player, string tagname, entity trg)
144 entity racer = player.vehicle;
145 vector v = gettaginfo(racer, gettagindex(racer, tagname));
146 racer_fire_rocket(player, v, v_forward, trg);
149 bool racer_frame(entity this, float dt)
151 entity vehic = this.vehicle;
156 vehic.solid = SOLID_NOT;
157 vehic.takedamage = DAMAGE_NO;
158 set_movetype(vehic, MOVETYPE_NONE);
162 vehicles_frame(vehic, this);
164 traceline(vehic.origin, vehic.origin + '0 0 1', MOVE_NOMONSTERS, this);
165 int cont = trace_dpstartcontents;
166 if(!(cont & DPCONTENTS_WATER))
167 vehic.air_finished = time + autocvar_g_vehicle_racer_water_time;
171 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
175 racer_align4point(vehic, dt);
177 PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
179 vehic.angles_x *= -1;
182 float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
183 ftmp = bound(-ftmp, shortangle_f(this.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
184 vehic.angles_y = anglemods(vehic.angles_y + ftmp);
187 vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
190 ftmp = autocvar_g_vehicle_racer_pitchspeed * dt;
191 ftmp = bound(-ftmp, shortangle_f(this.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
192 vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit);
194 makevectors(vehic.angles);
195 vehic.angles_x *= -1;
197 //ftmp = vehic.velocity_z;
198 vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
199 //vehic.velocity_z = ftmp;
203 if(cont & DPCONTENTS_LIQUIDSMASK)
205 if(this.movement_x) { df += v_forward * ((this.movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
206 if(this.movement_y) { df += v_right * ((this.movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
210 if(this.movement_x) { df += v_forward * ((this.movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
211 if(this.movement_y) { df += v_right * ((this.movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
215 if(vehic.sound_nexttime < time || vehic.sounds != 1)
218 vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
219 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
226 if(vehic.sound_nexttime < time || vehic.sounds != 0)
229 vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
230 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
236 if (PHYS_INPUT_BUTTON_JUMP(this) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
239 if(time - vehic.wait > 0.2)
240 pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1);
245 if(cont & DPCONTENTS_LIQUIDSMASK)
247 vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
248 df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed);
252 vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
253 df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
257 if(vehic.invincible_finished < time)
259 traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
260 if(trace_fraction != 1.0)
261 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
263 vehic.invincible_finished = time + 0.1 + (random() * 0.1);
266 if(vehic.strength_finished < time)
268 vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
269 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
275 vehic.strength_finished = 0;
276 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
279 if(cont & DPCONTENTS_LIQUIDSMASK)
280 vehic.racer_watertime = time;
282 float dforce = autocvar_g_vehicle_racer_downforce;
283 if(time - vehic.racer_watertime <= 3)
284 dforce = autocvar_g_vehicle_racer_water_downforce;
286 df -= v_up * (vlen(vehic.velocity) * dforce);
287 this.movement = vehic.velocity += df * dt;
291 Weapon wep1 = WEP_RACER;
292 if (!forbidWeaponUse(this))
293 if (PHYS_INPUT_BUTTON_ATCK(this))
294 if (wep1.wr_checkammo1(wep1, vehic))
296 string tagname = (vehic.cnt)
297 ? (vehic.cnt = 0, "tag_fire1")
298 : (vehic.cnt = 1, "tag_fire2");
299 vector org = gettaginfo(vehic, gettagindex(vehic, tagname));
301 w_shotdir = v_forward;
302 // Fix z-aim (for chase mode)
303 crosshair_trace(this);
304 w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
305 .entity weaponentity = weaponentities[0];
306 wep1.wr_think(wep1, vehic, weaponentity, 1);
309 if(autocvar_g_vehicle_racer_rocket_locktarget)
311 if(time >= vehic.vehicle_last_trace)
313 crosshair_trace(this);
315 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
316 (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
317 autocvar_g_vehicle_racer_rocket_locked_time);
319 vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
322 if(vehic.lock_target)
324 if(vehic.lock_strength == 1)
325 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 0);
326 else if(vehic.lock_strength > 0.5)
327 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 0);
328 else if(vehic.lock_strength < 0.5)
329 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 0);
333 if(!forbidWeaponUse(this))
334 if(time > vehic.delay)
335 if(PHYS_INPUT_BUTTON_ATCK2(this))
337 vehic.misc_bulletcounter += 1;
338 vehic.delay = time + 0.3;
340 if(vehic.misc_bulletcounter == 1)
342 racer_fire_rocket_aim(this, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
343 this.vehicle_ammo2 = 50;
345 else if(vehic.misc_bulletcounter == 2)
347 racer_fire_rocket_aim(this, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
348 vehic.lock_strength = 0;
349 vehic.lock_target = NULL;
350 vehic.misc_bulletcounter = 0;
351 vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire;
353 this.vehicle_ammo2 = 0;
356 else if(vehic.misc_bulletcounter == 0)
357 this.vehicle_ammo2 = 100;
359 this.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
361 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
362 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);
364 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
365 vehicles_regen(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);
367 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
368 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);
370 VEHICLE_UPDATE_PLAYER(this, vehic, health, racer);
371 VEHICLE_UPDATE_PLAYER(this, vehic, energy, racer);
373 if(vehic.vehicle_flags & VHF_HASSHIELD)
374 VEHICLE_UPDATE_PLAYER(this, vehic, shield, racer);
376 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
379 setorigin(this, vehic.origin + '0 0 32');
380 this.velocity = vehic.velocity;
383 void racer_think(entity this)
385 this.nextthink = time + autocvar_g_vehicle_racer_thinkrate;
387 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
389 vector df = this.velocity * -autocvar_g_vehicle_racer_friction;
390 df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2);
392 float forced = autocvar_g_vehicle_racer_upforcedamper;
394 //int cont = pointcontents(this.origin - '0 0 64');
395 traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
396 //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
397 if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
399 forced = autocvar_g_vehicle_racer_water_upforcedamper;
400 this.velocity_z += 200;
403 this.velocity += df * autocvar_g_vehicle_racer_thinkrate;
404 if(this.velocity_z > 0)
405 this.velocity_z *= 1 - forced * autocvar_g_vehicle_racer_thinkrate;
407 this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate);
408 this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate);
410 CSQCMODEL_AUTOUPDATE(this);
413 void racer_exit(entity this, int eject)
417 setthink(this, racer_think);
418 this.nextthink = time;
419 set_movetype(this, MOVETYPE_BOUNCE);
420 sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
425 makevectors(this.angles);
428 spot = this.origin + v_forward * 100 + '0 0 64';
429 spot = vehicles_findgoodexit(this, spot);
430 setorigin(this.owner, spot);
431 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
432 this.owner.oldvelocity = this.owner.velocity;
436 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
438 this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
439 this.owner.velocity_z += 200;
440 spot = this.origin + v_forward * 32 + '0 0 32';
441 spot = vehicles_findgoodexit(this, spot);
445 this.owner.velocity = this.velocity * 0.5;
446 this.owner.velocity_z += 10;
447 spot = this.origin - v_forward * 200 + '0 0 32';
448 spot = vehicles_findgoodexit(this, spot);
450 this.owner.oldvelocity = this.owner.velocity;
451 setorigin(this.owner , spot);
453 antilag_clear(this.owner, CS(this.owner));
457 void racer_blowup(entity this)
459 this.deadflag = DEAD_DEAD;
460 this.vehicle_exit(this, VHEF_NORMAL);
462 RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
463 autocvar_g_vehicle_racer_blowup_edgedamage,
464 autocvar_g_vehicle_racer_blowup_radius, NULL, NULL,
465 autocvar_g_vehicle_racer_blowup_forceintensity,
466 DEATH_VH_WAKI_DEATH.m_id, NULL);
468 this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
469 setthink(this, vehicles_spawn);
470 set_movetype(this, MOVETYPE_NONE);
471 this.effects = EF_NODRAW;
472 this.solid = SOLID_NOT;
474 this.colormod = '0 0 0';
475 this.avelocity = '0 0 0';
476 this.velocity = '0 0 0';
478 setorigin(this, this.pos1);
481 void racer_blowup_think(entity this)
483 this.nextthink = time;
485 if(time >= this.delay)
488 CSQCMODEL_AUTOUPDATE(this);
491 void racer_deadtouch(entity this, entity toucher)
493 this.avelocity_x *= 0.7;
499 spawnfunc(vehicle_racer)
501 if(!autocvar_g_vehicle_racer) { delete(this); return; }
502 if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; }
507 METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
510 if(autocvar_g_vehicle_racer_bouncepain)
511 vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
515 METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
518 set_movetype(instance, MOVETYPE_BOUNCE);
519 instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
520 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
522 if(instance.owner.flagcarried)
523 setorigin(instance.owner.flagcarried, '-190 0 96');
525 set_movetype(instance, MOVETYPE_BOUNCE);
529 METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
532 if(instance.scale != 0.5)
534 if(autocvar_g_vehicle_racer_hovertype != 0)
535 racer_force_from_tag = vehicles_force_fromtag_maglev;
537 racer_force_from_tag = vehicles_force_fromtag_hover;
539 // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
540 instance.scale = 0.5;
541 setattachment(instance.vehicle_hudmodel, instance, "");
542 setattachment(instance.vehicle_viewport, instance, "tag_viewport");
547 setthink(instance, racer_think);
548 instance.nextthink = time;
549 instance.vehicle_health = autocvar_g_vehicle_racer_health;
550 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
552 set_movetype(instance, MOVETYPE_TOSS);
553 instance.solid = SOLID_SLIDEBOX;
554 instance.delay = time;
555 instance.scale = 0.5;
557 instance.PlayerPhysplug = racer_frame;
559 instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
560 instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
561 instance.damageforcescale = 0.5;
562 instance.vehicle_health = autocvar_g_vehicle_racer_health;
563 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
567 METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
570 setSendEntity(instance, func_null); // stop networking this racer (for now)
572 instance.event_damage = func_null;
573 instance.solid = SOLID_CORPSE;
574 instance.takedamage = DAMAGE_NO;
575 instance.deadflag = DEAD_DYING;
576 set_movetype(instance, MOVETYPE_BOUNCE);
577 instance.wait = time;
578 instance.delay = 2 + time + random() * 3;
579 instance.cnt = 1 + random() * 2;
580 settouch(instance, racer_deadtouch);
582 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
585 instance.avelocity_z = 32;
587 instance.avelocity_z = -32;
589 instance.avelocity_x = -vlen(instance.velocity) * 0.2;
590 instance.velocity += '0 0 700';
591 instance.colormod = '-0.5 -0.5 -0.5';
593 setthink(instance, racer_blowup_think);
594 instance.nextthink = time;
599 METHOD(Racer, vr_hud, void(Racer thisveh))
601 Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
602 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
603 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
605 METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
607 Vehicles_drawCrosshair(vCROSS_GUIDE);
610 METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
613 instance.vehicle_exit = racer_exit;
615 // we have no need to network energy
616 if(autocvar_g_vehicle_racer_energy)
617 if(autocvar_g_vehicle_racer_energy_regen)
618 instance.vehicle_flags |= VHF_ENERGYREGEN;
620 if(autocvar_g_vehicle_racer_shield)
621 instance.vehicle_flags |= VHF_HASSHIELD;
623 if(autocvar_g_vehicle_racer_shield_regen)
624 instance.vehicle_flags |= VHF_SHIELDREGEN;
626 if(autocvar_g_vehicle_racer_health_regen)
627 instance.vehicle_flags |= VHF_HEALTHREGEN;
629 instance.respawntime = autocvar_g_vehicle_racer_respawntime;
630 instance.vehicle_health = autocvar_g_vehicle_racer_health;
631 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
632 instance.max_health = instance.vehicle_health;
636 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket