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Stop player from dropping flag on vehicle exit
[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_ENGINE "sound/vehicles/racer.wav"
4
5 #ifdef SVQC
6 void racer_exit(float eject);
7 void racer_enter();
8
9 // Auto cvars
10 float autocvar_g_vehicle_racer_speed_afterburn;
11 float autocvar_g_vehicle_racer_afterburn_cost;
12
13 float autocvar_g_vehicle_racer_anglestabilizer;
14 float autocvar_g_vehicle_racer_downforce;
15
16 float autocvar_g_vehicle_racer_speed_forward;
17 float autocvar_g_vehicle_racer_speed_strafe;
18 float autocvar_g_vehicle_racer_springlength;
19 float autocvar_g_vehicle_racer_upforcedamper;
20 float autocvar_g_vehicle_racer_friction;
21
22 float autocvar_g_vehicle_racer_hovertype;
23 float autocvar_g_vehicle_racer_hoverpower;
24
25 float autocvar_g_vehicle_racer_turnroll;
26 float autocvar_g_vehicle_racer_turnspeed;
27 float autocvar_g_vehicle_racer_pitchspeed;
28
29 float autocvar_g_vehicle_racer_energy;
30 float autocvar_g_vehicle_racer_energy_regen;
31 float autocvar_g_vehicle_racer_energy_regen_pause;
32
33 float autocvar_g_vehicle_racer_health;
34 float autocvar_g_vehicle_racer_health_regen;
35 float autocvar_g_vehicle_racer_health_regen_pause;
36
37 float autocvar_g_vehicle_racer_shield;
38 float autocvar_g_vehicle_racer_shield_regen;
39 float autocvar_g_vehicle_racer_shield_regen_pause;
40
41 float autocvar_g_vehicle_racer_cannon_cost;
42 float autocvar_g_vehicle_racer_cannon_damage;
43 float autocvar_g_vehicle_racer_cannon_radius;
44 float autocvar_g_vehicle_racer_cannon_refire;
45 float autocvar_g_vehicle_racer_cannon_speed;
46 float autocvar_g_vehicle_racer_cannon_spread;
47 float autocvar_g_vehicle_racer_cannon_force;
48
49 float autocvar_g_vehicle_racer_rocket_accel;
50 float autocvar_g_vehicle_racer_rocket_damage;
51 float autocvar_g_vehicle_racer_rocket_radius;
52 float autocvar_g_vehicle_racer_rocket_force;
53 float autocvar_g_vehicle_racer_rocket_refire;
54 float autocvar_g_vehicle_racer_rocket_speed;
55 float autocvar_g_vehicle_racer_rocket_turnrate;
56
57 float autocvar_g_vehicle_racer_rocket_locktarget;
58 float autocvar_g_vehicle_racer_rocket_locking_time;
59 float autocvar_g_vehicle_racer_rocket_locking_releasetime;
60 float autocvar_g_vehicle_racer_rocket_locked_time;
61 float autocvar_g_vehicle_racer_rocket_locked_maxangle;
62
63 float autocvar_g_vehicle_racer_respawntime;
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_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, TRUE, TRUE);
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("wakizashi_rocket_launch", "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, FALSE, FALSE);
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     /*
267     if(player.BUTTON_USE)
268     {
269         vehicles_exit(VHEF_NORMAL);
270         self = player;
271         return 0;
272     }
273     */
274     
275     if(racer.deadflag != DEAD_NO)
276     {
277         self = player;
278         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
279         return 1;
280     }
281
282     racer_align4point();
283
284     crosshair_trace(player);
285
286     racer.angles_x *= -1;
287
288     // Yaw
289     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
290     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
291     racer.angles_y = anglemods(racer.angles_y + ftmp);
292
293     // Roll
294     racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
295
296     // Pitch
297     ftmp = autocvar_g_vehicle_racer_pitchspeed  * frametime;
298     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
299     racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
300
301     makevectors(racer.angles);
302     racer.angles_x *= -1;
303
304
305     ftmp = racer.velocity_z;
306     df = racer.velocity * -autocvar_g_vehicle_racer_friction;
307     racer.velocity_z = ftmp;
308
309     if(player.movement_x != 0)
310     {
311         if(player.movement_x > 0)
312             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
313         else if(player.movement_x < 0)
314             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
315     }
316
317     if(player.movement_y != 0)
318     {
319         if(player.movement_y < 0)
320             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
321         else if(player.movement_y > 0)
322             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
323     }
324     
325     if(vlen(player.movement) != 0)
326     {
327         if(self.sound_nexttime < time || self.sounds != 1)
328         {        
329             self.sounds = 1;
330             self.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
331             sound (self, CHAN_TRIGGER, "vehicles/racer_move.wav", VOL_VEHICLEENGINE, ATTN_NORM);
332         }
333     }
334     else
335     {        
336         if(self.sound_nexttime < time || self.sounds != 0)
337         {        
338             self.sounds = 0;
339             self.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
340             sound (self, CHAN_TRIGGER, "vehicles/racer_idle.wav", VOL_VEHICLEENGINE, ATTN_NORM);
341         }        
342     }
343     
344     // Afterburn
345     if (player.BUTTON_JUMP && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
346     {
347         racer.wait = time;
348         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
349         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
350         
351         if(self.strength_finished < time)
352         {        
353             //self.sounds = 2;
354             self.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
355             sound (self, CHAN_PAIN, "vehicles/racer_boost.wav", VOL_VEHICLEENGINE, ATTN_NORM);
356         }        
357     }
358     else
359     {
360         self.strength_finished = 0;
361         sound (self, CHAN_PAIN, "misc/null.wav", VOL_VEHICLEENGINE, ATTN_NORM);
362     }
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 + 0.3;
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 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
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     VEHICLE_UPDATE_PLAYER(energy, racer);
442
443     if(self.vehicle_flags & VHF_HASSHIELD)
444         VEHICLE_UPDATE_PLAYER(shield, racer);
445
446
447     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
448     setorigin(player,racer.origin + '0 0 32');
449     player.velocity = racer.velocity;
450
451     self = player;
452     return 1;
453 }
454
455 void racer_think()
456 {
457     /*
458     float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
459     b = autocvar_g_vehicle_racer_springlength;
460     c = autocvar_g_vehicle_racer_hoverpower;
461
462     autocvar_g_vehicle_racer_anglestabilizer = 36;
463     autocvar_g_vehicle_racer_springlength = 96;
464     autocvar_g_vehicle_racer_hoverpower = 300;
465     */
466
467     racer_align4point(); //time - self.nextthink);
468
469     /*
470     //if(self.velocity_z > 0)
471     //    self.velocity_z *= 0.95;
472
473     autocvar_g_vehicle_racer_anglestabilizer = a;
474     autocvar_g_vehicle_racer_springlength = b;
475     autocvar_g_vehicle_racer_hoverpower = c;
476     */
477
478     self.velocity_x *= 0.9;
479     self.velocity_y *= 0.9;
480     self.velocity_z *= 0.8;
481     self.velocity_z += sin(time * 2) * 16;
482     self.nextthink = time; // + 0.05;
483 }
484
485 void racer_enter()
486 {
487     self.movetype = MOVETYPE_BOUNCE;
488     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
489     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
490 }
491
492 void racer_exit(float eject)
493 {
494     vector spot;
495     
496     self.think      = racer_think;
497     self.nextthink  = time;
498     self.movetype   = MOVETYPE_TOSS;
499
500     if not (self.owner)
501         return;
502
503         makevectors(self.angles);
504         if(eject)
505         {
506             spot = self.origin + v_forward * 100 + '0 0 64';
507             spot = vehicles_findgoodexit(spot);
508             setorigin(self.owner , spot);
509             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
510         }
511         else
512         {
513             spot = self.origin - v_forward * 200 + '0 0 64';
514             spot = vehicles_findgoodexit(spot);
515             setorigin(self.owner , spot);
516         }
517         
518     self.owner = world;
519 }
520
521 void racer_spawn()
522 {
523     self.think          = racer_think;
524     self.nextthink      = time;
525     self.vehicle_health = autocvar_g_vehicle_racer_health;
526     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
527
528     self.movetype       = MOVETYPE_TOSS;
529     self.solid          = SOLID_SLIDEBOX;
530     self.delay          = time;
531     self.scale          = 0.5;
532
533     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
534 }
535
536
537 void racer_blowup()
538 {
539     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
540     pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
541
542     self.deadflag    = DEAD_DEAD;
543     self.vehicle_exit(VHEF_NORMAL);
544
545     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
546                                         autocvar_g_vehicle_racer_blowup_edgedamage,
547                                         autocvar_g_vehicle_racer_blowup_radius, world,
548                                         autocvar_g_vehicle_racer_blowup_forceintensity,
549                                         DEATH_WAKIBLOWUP, world);
550
551     self.alpha = -1;
552     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
553     self.think      = racer_spawn;
554     self.movetype   = MOVETYPE_NONE;
555     self.effects    = EF_NODRAW;
556
557     self.colormod  = '0 0 0';
558     self.avelocity = '0 0 0';
559     self.velocity  = '0 0 0';
560
561     setorigin(self, self.pos1);
562         self.think     = racer_spawn;
563         self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
564 }
565
566 void racer_deadtouch()
567 {
568     dprint("Boink!\n");
569     self.avelocity_x *= 0.7;
570     self.cnt -= 1;
571     if(self.cnt <= 0)
572         racer_blowup();
573 }
574
575 void racer_die()
576 {
577     self.health       = 0;
578     self.event_damage = SUB_Null;
579     self.iscreature   = FALSE;
580     self.solid        = SOLID_CORPSE;
581     self.takedamage   = DAMAGE_NO;
582     self.deadflag     = DEAD_DYING;
583     self.movetype     = MOVETYPE_BOUNCE;
584     self.wait         = time;
585     self.cnt          = 1 + random() * 2;
586     self.touch        = racer_deadtouch;
587     
588     pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);    
589
590     if(random() < 0.5)
591         self.avelocity_z  = 32;
592     else
593         self.avelocity_z  = -32;
594
595     self.avelocity_x = -vlen(self.velocity) * 0.2;
596     self.velocity   += '0 0 700';
597     self.colormod    = '-0.5 -0.5 -0.5';
598
599         self.think     = racer_blowup;
600         self.nextthink = 2 + time + random() * 3;
601 }
602
603 void racer_dinit()
604 {
605     if not (vehicle_initialize(
606              "Wakizashi",
607              "models/vehicles/wakizashi.dpm",
608              "",
609              "models/vehicles/wakizashi_cockpit.dpm",
610              "", "", "tag_viewport",
611              HUD_WAKIZASHI,
612              0.5 * RACER_MIN, 0.5 * RACER_MAX,
613              FALSE,
614              racer_spawn, autocvar_g_vehicle_racer_respawntime,
615              racer_frame,
616              racer_enter, racer_exit,
617              racer_die,   racer_think,
618              TRUE))
619     {
620         remove(self);
621         return;
622     }
623
624     if(autocvar_g_vehicle_racer_hovertype != 0)
625         racer_force_from_tag = vehicles_force_fromtag_maglev;
626     else
627         racer_force_from_tag = vehicles_force_fromtag_hover;
628
629     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
630     self.scale = 0.5;
631     setattachment(self.vehicle_hudmodel, self, "");
632     setattachment(self.vehicle_viewport, self, "tag_viewport");
633
634     self.mass               = 900;
635 }
636
637 void spawnfunc_vehicle_racer()
638 {
639
640     precache_sound ("weapons/laserimpact.wav");
641     precache_sound ("weapons/lasergun_fire.wav");
642     precache_sound ("weapons/rocket_fire.wav");
643     precache_sound ("weapons/rocket_impact.wav");
644     
645     precache_sound ("vehicles/racer_idle.wav");
646     precache_sound ("vehicles/racer_move.wav");
647     precache_sound ("vehicles/racer_boost.wav");
648
649     precache_model ("models/vhshield.md3");
650     precache_model ("models/vehicles/wakizashi.dpm");
651     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
652
653     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
654     if(autocvar_g_vehicle_racer_energy)
655         if(autocvar_g_vehicle_racer_energy_regen)
656             self.vehicle_flags |= VHF_ENERGYREGEN;
657
658     if(autocvar_g_vehicle_racer_shield)
659         self.vehicle_flags |= VHF_HASSHIELD;
660
661     if(autocvar_g_vehicle_racer_shield_regen)
662         self.vehicle_flags |= VHF_SHIELDREGEN;
663
664     if(autocvar_g_vehicle_racer_health_regen)
665         self.vehicle_flags |= VHF_HEALTHREGEN;
666
667     self.think = racer_dinit;
668     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_racer_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
669 }
670 #endif // SVQC