]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/vehicles/racer.qc
Remove some stale code, very basic racer tough csqc (disabled) new models for raptor...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / racer.qc
1 #define RACER_MIN '-120 -120 -40'
2 #define RACER_MAX '120 120 40'
3 #define RACER_TICRATE 0.05
4
5 void racer_exit(float eject);
6 void racer_enter();
7
8 // Auto cvars
9 float autocvar_g_vehicle_racer_speed_afterburn;
10 float autocvar_g_vehicle_racer_afterburn_cost;
11
12 float autocvar_g_vehicle_racer_anglestabilizer;
13 float autocvar_g_vehicle_racer_downforce;
14
15 float autocvar_g_vehicle_racer_speed_forward;
16 float autocvar_g_vehicle_racer_speed_strafe;
17 float autocvar_g_vehicle_racer_springlength;
18 float autocvar_g_vehicle_racer_upforcedamper;
19 float autocvar_g_vehicle_racer_friction;
20
21 float autocvar_g_vehicle_racer_hovertype;
22 float autocvar_g_vehicle_racer_hoverpower;
23
24 float autocvar_g_vehicle_racer_turnroll;
25 float autocvar_g_vehicle_racer_turnspeed;
26 float autocvar_g_vehicle_racer_pitchspeed;
27
28 float autocvar_g_vehicle_racer_energy;
29 float autocvar_g_vehicle_racer_energy_regen;
30 float autocvar_g_vehicle_racer_energy_regen_pause;
31
32 float autocvar_g_vehicle_racer_health;
33 float autocvar_g_vehicle_racer_health_regen;
34 float autocvar_g_vehicle_racer_health_regen_pause;
35
36 float autocvar_g_vehicle_racer_shield;
37 float autocvar_g_vehicle_racer_shield_regen;
38 float autocvar_g_vehicle_racer_shield_regen_pause;
39
40 float autocvar_g_vehicle_racer_cannon_cost;
41 float autocvar_g_vehicle_racer_cannon_damage;
42 float autocvar_g_vehicle_racer_cannon_radius;
43 float autocvar_g_vehicle_racer_cannon_refire;
44 float autocvar_g_vehicle_racer_cannon_speed;
45 float autocvar_g_vehicle_racer_cannon_spread;
46 float autocvar_g_vehicle_racer_cannon_force;
47
48 float autocvar_g_vehicle_racer_rocket_accel;
49 float autocvar_g_vehicle_racer_rocket_damage;
50 float autocvar_g_vehicle_racer_rocket_radius;
51 float autocvar_g_vehicle_racer_rocket_force;
52 float autocvar_g_vehicle_racer_rocket_refire;
53 float autocvar_g_vehicle_racer_rocket_speed;
54 float autocvar_g_vehicle_racer_rocket_turnrate;
55
56 float autocvar_g_vehicle_racer_rocket_locktarget;
57 float autocvar_g_vehicle_racer_rocket_locking_time;
58 float autocvar_g_vehicle_racer_rocket_locking_releasetime;
59 float autocvar_g_vehicle_racer_rocket_locked_time;
60 float autocvar_g_vehicle_racer_rocket_locked_maxangle;
61
62 float autocvar_g_vehicle_racer_respawntime;
63 float autocvar_g_vehicle_racer_collision_multiplier;
64
65 float autocvar_g_vehicle_racer_blowup_radius;
66 float autocvar_g_vehicle_racer_blowup_coredamage;
67 float autocvar_g_vehicle_racer_blowup_edgedamage;
68 float autocvar_g_vehicle_racer_blowup_forceintensity;
69
70 var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
71
72 void racer_align4point()
73 {
74     vector push_vector, v_add;
75     float fl_push, fr_push, bl_push, br_push;
76
77
78     push_vector  = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
79     fr_push      = force_fromtag_normpower;
80     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
81
82     push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
83     fl_push      = force_fromtag_normpower;
84     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
85
86     push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
87     br_push      = force_fromtag_normpower;
88     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
89
90     push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
91     bl_push      = force_fromtag_normpower;
92     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
93
94     self.velocity += (push_vector * frametime);
95
96     // Anti ocilation
97     if(self.velocity_z  > 0)
98         self.velocity_z *= 1 - (autocvar_g_vehicle_racer_upforcedamper * frametime);
99
100     self.velocity   += v_add;
101     //self.velocity_z -= autocvar_sv_gravity * frametime;
102
103     push_vector_x =  (fl_push - bl_push);
104     push_vector_x += (fr_push - br_push);
105     push_vector_x *= 360;
106
107     push_vector_z = (fr_push - fl_push);
108     push_vector_z += (br_push - bl_push);
109     push_vector_z *= 360;
110
111     // Apply angle diffrance
112     self.angles_z += push_vector_z * frametime;
113     self.angles_x += push_vector_x * frametime;
114
115     // Apply stabilizer
116     self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
117     self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
118 }
119
120 void racer_fire_cannon(string tagname)
121 {
122     vector v;
123     entity bolt;
124
125     v = gettaginfo(self, gettagindex(self, tagname));
126     bolt = vehicles_projectile("wakizashi_gun_impact", "weapons/laserimpact.wav", "wakizashi_gun_muzzleflash", "weapons/lasergun_fire.wav",
127                            v, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
128                            autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force,  0,
129                            DEATH_WAKIGUN, PROJECTILE_WAKICANNON, 0);
130
131         // Fix z-aim (for chase mode)
132     v = normalize(trace_endpos - bolt.origin);
133     v_forward_z = v_z * 0.5;
134     bolt.velocity = v_forward * autocvar_g_vehicle_racer_cannon_speed;
135 }
136
137 void racer_rocket_groundhugger()
138 {
139     vector olddir, newdir;
140     float oldvel, newvel;
141
142     self.nextthink  = time;
143
144     if(self.owner.deadflag != DEAD_NO || self.cnt < time)
145     {
146         self.use();
147         return;
148     }
149
150     if not (self.realowner.vehicle)
151     {
152         UpdateCSQCProjectile(self);
153         return;
154     }
155
156     olddir = normalize(self.velocity);
157     oldvel = vlen(self.velocity);
158     newvel = oldvel + self.lip;
159
160     tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
161     if(trace_fraction <= 0.5)
162     {
163         // Hitting somethign soon, just speed ahead
164         self.velocity = olddir * newvel;
165         UpdateCSQCProjectile(self);
166         return;
167     }
168
169     traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
170     if(trace_fraction != 1.0)
171     {
172         newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
173         self.velocity = normalize(olddir + newdir) * newvel;
174     }
175     else
176     {
177         self.velocity = olddir * newvel;
178         self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
179     }
180
181     UpdateCSQCProjectile(self);
182     return;
183 }
184
185 void racer_rocket_tracker()
186 {
187     vector olddir, newdir;
188     float oldvel, newvel;
189
190     self.nextthink  = time;
191
192     if (self.owner.deadflag != DEAD_NO || self.cnt < time)
193     {
194         self.use();
195         return;
196     }
197
198     if not (self.realowner.vehicle)
199     {
200         UpdateCSQCProjectile(self);
201         return;
202     }
203
204     olddir = normalize(self.velocity);
205     oldvel = vlen(self.velocity);
206     newvel = oldvel + self.lip;
207     makevectors(vectoangles(olddir));
208
209     traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
210     newdir = normalize(self.enemy.origin - self.origin);
211
212     if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
213     {
214         //bprint("Target lost!\n");
215         //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
216         self.think = racer_rocket_groundhugger;
217         return;
218     }
219
220     if(trace_fraction != 1.0)
221         newdir_z += 16 * sys_frametime;
222
223     self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
224     self.velocity_z -= 800 * sys_frametime;
225
226     UpdateCSQCProjectile(self);
227     return;
228 }
229
230 void racer_fire_rocket(string tagname, entity trg)
231 {
232     vector v;
233     entity rocket;
234
235     v = gettaginfo(self, gettagindex(self, tagname));
236     rocket = vehicles_projectile("rocket_explode", "weapons/rocket_impact.wav", "", "weapons/rocket_fire.wav",
237                            v, v_forward * autocvar_g_vehicle_racer_rocket_speed,
238                            autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
239                            DEATH_WAKIROCKET, PROJECTILE_WAKIROCKET, 20);
240
241     rocket.lip              = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
242     rocket.wait             = autocvar_g_vehicle_racer_rocket_turnrate;
243     rocket.nextthink        = time;
244     rocket.enemy            = trg;
245     rocket.cnt              = time + 15;
246
247     if(trg)
248         rocket.think            = racer_rocket_tracker;
249     else
250         rocket.think            = racer_rocket_groundhugger;
251 }
252
253 float racer_frame()
254 {
255     entity player, racer;
256     vector df;
257     float ftmp;
258
259     player          = self;
260     racer           = self.vehicle;
261
262     player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
263
264     self = racer;
265
266     if(player.BUTTON_USE)
267     {
268         vehicles_exit(VHEF_NORMAL);
269         self = player;
270         return 0;
271     }
272
273     if(racer.deadflag != DEAD_NO)
274     {
275         self = player;
276         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
277         return 1;
278     }
279
280     racer_align4point();
281
282     crosshair_trace(player);
283
284 #if VEHICLES_VIEWROTATE_CROSSHAIR
285     float ftmp2;
286     racer.angles_x *= -1;
287     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
288     if(df_x > 180)  df_x -= 360;
289     if(df_x < -180) df_x += 360;
290     if(df_y > 180)  df_y -= 360;
291     if(df_y < -180) df_y += 360;
292
293     // Yaw
294     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
295     ftmp2 = ftmp * -1;
296
297     ftmp = bound(ftmp2, shortangle_f(df_y - racer.angles_y, racer.angles_y), ftmp);
298     ftmp2 = anglemods(racer.angles_y + ftmp);
299
300     // Roll
301     ftmp = bound(-45, shortangle_f(df_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45);
302     ftmp = anglemods(racer.angles_z + ftmp) * frametime;
303     racer.angles_z = bound(-65, racer.angles_z + ftmp, 65);
304
305     // Turn
306     racer.angles_y = ftmp2;
307
308     // Pitch
309     ftmp = autocvar_g_vehicle_racer_pitchspeed * frametime;
310     ftmp2 = ftmp * -1;
311
312     ftmp = bound(ftmp2, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
313     racer.angles_x = anglemods(racer.angles_x + ftmp);
314
315     makevectors(racer.angles);
316     racer.angles_x *= -1;
317 #else
318     racer.angles_x *= -1;
319
320     // Yaw
321     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
322     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
323     racer.angles_y = anglemods(racer.angles_y + ftmp);
324
325     // Roll
326     racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
327
328     // Pitch
329     ftmp = autocvar_g_vehicle_racer_pitchspeed  * frametime;
330     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
331     racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
332
333     makevectors(racer.angles);
334     racer.angles_x *= -1;
335 #endif
336
337     df = racer.velocity * -autocvar_g_vehicle_racer_friction;
338
339     if(player.movement_x != 0)
340     {
341         if(player.movement_x > 0)
342             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
343         else if(player.movement_x < 0)
344             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
345     }
346
347     if(player.movement_y != 0)
348     {
349         if(player.movement_y < 0)
350             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
351         else if(player.movement_y > 0)
352             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
353     }
354
355     // Afterburn
356     if (player.BUTTON_JUMP)
357     if(racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
358     {
359         racer.wait = time;
360         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
361         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
362         self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
363     }
364
365     racer.velocity  += df * frametime;
366
367     df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
368     racer.velocity  = racer.velocity - df;
369     player.movement = racer.velocity;
370
371     if(player.BUTTON_ATCK)
372     if(time > racer.attack_finished_single)
373     if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost)
374     {
375         racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
376         racer.wait = time;
377
378         crosshair_trace(player);
379         if(racer.cnt)
380         {
381             racer_fire_cannon("tag_fire1");
382             racer.cnt = 0;
383         }
384         else
385         {
386             racer_fire_cannon("tag_fire2");
387             racer.cnt = 1;
388         }
389         racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire;
390         self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
391     }
392
393     if(autocvar_g_vehicle_racer_rocket_locktarget)
394     {
395         vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
396                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
397                          autocvar_g_vehicle_racer_rocket_locked_time);
398
399         if(self.lock_target)
400         {
401             if(racer.lock_strength == 1)
402                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
403             else if(self.lock_strength > 0.5)
404                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
405             else if(self.lock_strength < 0.5)
406                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
407         }
408     }
409
410     if(time > racer.delay)
411     if(player.BUTTON_ATCK2)
412     {
413         self.misc_bulletcounter += 1;
414         racer.delay = time + 0.2;
415         if(self.misc_bulletcounter == 1)
416             racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
417         else if(self.misc_bulletcounter == 2)
418         {
419             racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
420             self.lock_strength  = 0;
421             self.lock_target    = world;
422             self.misc_bulletcounter = 0;
423
424             racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
425             racer.lip = time;
426         }
427     }
428     player.vehicle_reload1 = (time - racer.lip) / (racer.delay - racer.lip);
429
430     if(self.vehicle_flags  & VHF_SHIELDREGEN)
431         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, frametime);
432
433     if(self.vehicle_flags  & VHF_HEALTHREGEN)
434         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, frametime);
435
436     if(self.vehicle_flags  & VHF_ENERGYREGEN)
437         vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
438
439
440     VEHICLE_UPDATE_PLAYER(health, racer);
441
442     if(self.vehicle_flags & VHF_HASSHIELD)
443         VEHICLE_UPDATE_PLAYER(shield, racer);
444
445
446     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
447     setorigin(player,racer.origin + '0 0 32');
448     player.velocity = racer.velocity;
449
450     self = player;
451     return 1;
452 }
453
454 void racer_think()
455 {
456     /*
457     float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
458     b = autocvar_g_vehicle_racer_springlength;
459     c = autocvar_g_vehicle_racer_hoverpower;
460
461     autocvar_g_vehicle_racer_anglestabilizer = 36;
462     autocvar_g_vehicle_racer_springlength = 96;
463     autocvar_g_vehicle_racer_hoverpower = 300;
464     */
465
466     racer_align4point(); //time - self.nextthink);
467
468     /*
469     //if(self.velocity_z > 0)
470     //    self.velocity_z *= 0.95;
471
472     autocvar_g_vehicle_racer_anglestabilizer = a;
473     autocvar_g_vehicle_racer_springlength = b;
474     autocvar_g_vehicle_racer_hoverpower = c;
475     */
476
477     self.velocity_x *= 0.9;
478     self.velocity_y *= 0.9;
479     self.velocity_z *= 0.8;
480     self.velocity_z += sin(time * 2) * 16;
481     self.nextthink = time + 0.05;
482 }
483
484 void racer_enter()
485 {
486     self.movetype = MOVETYPE_BOUNCE;
487     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
488     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
489 }
490
491 void racer_exit(float eject)
492 {
493     self.think      = racer_think;
494     self.nextthink  = time;
495     self.movetype   = MOVETYPE_TOSS;
496
497     if not (self.owner)
498         return;
499
500         makevectors(self.angles);
501         if(eject)
502         {
503             setorigin(self.owner, self.origin + v_forward * 100 + v_up * 32);
504             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
505         }
506         else
507         {
508             setorigin(self.owner, self.origin - v_forward * 100 + v_up * 32);
509             self.owner.velocity = v_forward * -150;
510         }
511     self.owner = world;
512 }
513
514 void racer_spawn()
515 {
516     self.think          = racer_think;
517     self.nextthink      = time;
518     self.vehicle_health = autocvar_g_vehicle_racer_health;
519     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
520
521     self.movetype       = MOVETYPE_TOSS;
522     self.solid          = SOLID_SLIDEBOX;
523     self.delay          = time;
524     self.scale          = 0.5;
525
526     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
527 }
528
529
530 void racer_blowup()
531 {
532     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
533     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
534
535     self.deadflag    = DEAD_DEAD;
536     self.vehicle_exit(VHEF_NORMAL);
537
538     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
539                                         autocvar_g_vehicle_racer_blowup_edgedamage,
540                                         autocvar_g_vehicle_racer_blowup_radius, world,
541                                         autocvar_g_vehicle_racer_blowup_forceintensity,
542                                         DEATH_WAKIBLOWUP, world);
543
544     self.alpha = -1;
545     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
546     self.think      = racer_spawn;
547     self.movetype   = MOVETYPE_NONE;
548     self.effects    = EF_NODRAW;
549
550     self.colormod  = '0 0 0';
551     self.avelocity = '0 0 0';
552     self.velocity  = '0 0 0';
553
554     setorigin(self, self.pos1);
555         self.think     = racer_spawn;
556         self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
557 }
558
559 void racer_deadtouch()
560 {
561     self.avelocity_x *= 0.7;
562     self.cnt -= 1;
563     if(self.cnt <= 0)
564         racer_blowup();
565 }
566
567 void racer_die()
568 {
569     self.health       = 0;
570     self.event_damage = SUB_Null;
571     self.iscreature   = FALSE;
572     self.solid        = SOLID_CORPSE;
573     self.takedamage   = DAMAGE_NO;
574     self.deadflag     = DEAD_DYING;
575     self.movetype     = MOVETYPE_BOUNCE;
576     self.wait         = time;
577     self.cnt          = 1 + random() * 3;
578     self.touch        = racer_deadtouch;
579
580     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
581
582     if(random() < 0.5)
583         self.avelocity_z  = 16;
584     else
585         self.avelocity_z  = -16;
586
587     self.avelocity_x = -vlen(self.velocity) * 0.2;
588     self.velocity   += '0 0 700';
589     self.colormod    = '-0.5 -0.5 -0.5';
590
591         self.think     = racer_blowup;
592         self.nextthink = 2 + time + random() * 3;
593 }
594
595 void racer_dinit()
596 {
597     if not (vehicle_initialize(
598              "Wakizashi",
599              "models/vehicles/wakizashi.dpm",
600              "",
601              "models/vehicles/wakizashi_cockpit.dpm",
602              "", "", "tag_viewport",
603              HUD_WAKIZASHI,
604              0.5 * RACER_MIN, 0.5 * RACER_MAX,
605              FALSE,
606              racer_spawn, autocvar_g_vehicle_racer_respawntime,
607              racer_frame,
608              racer_enter, racer_exit,
609              racer_die,   racer_think))
610     {
611         remove(self);
612         return;
613     }
614
615     if(autocvar_g_vehicle_racer_hovertype != 0)
616         racer_force_from_tag = vehicles_force_fromtag_maglev;
617     else
618         racer_force_from_tag = vehicles_force_fromtag_hover;
619
620     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
621     self.scale = 0.5;
622     //setattachment(self.vehicle_hudmodel, self, "");
623     //setattachment(self.vehicle_viewport, self, "tag_viewport");
624
625     self.mass               = 900;
626 }
627
628 void spawnfunc_vehicle_racer()
629 {
630
631     precache_sound ("weapons/laserimpact.wav");
632     precache_sound ("weapons/lasergun_fire.wav");
633     precache_sound ("weapons/rocket_fire.wav");
634     precache_sound ("weapons/rocket_impact.wav");
635
636     precache_model ("models/vhshield.md3");
637     precache_model ("models/vehicles/wakizashi.dpm");
638     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
639
640     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
641     if(autocvar_g_vehicle_racer_energy)
642         if(autocvar_g_vehicle_racer_energy_regen)
643             self.vehicle_flags |= VHF_ENERGYREGEN;
644
645     if(autocvar_g_vehicle_racer_shield)
646         self.vehicle_flags |= VHF_HASSHIELD;
647
648     if(autocvar_g_vehicle_racer_shield_regen)
649         self.vehicle_flags |= VHF_SHIELDREGEN;
650
651     if(autocvar_g_vehicle_racer_health_regen)
652         self.vehicle_flags |= VHF_HEALTHREGEN;
653
654     self.think = racer_dinit;
655     self.nextthink = time + 1;
656 }