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