]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/vehicles/racer.qc
Merge remote-tracking branch 'origin/master' into tzork/vehicles-2
[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_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     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     ftmp = racer.velocity_z;
338     df = racer.velocity * -autocvar_g_vehicle_racer_friction;
339     racer.velocity_z = ftmp;
340     
341     if(player.movement_x != 0)
342     {
343         if(player.movement_x > 0)
344             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
345         else if(player.movement_x < 0)
346             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
347     }
348
349     if(player.movement_y != 0)
350     {
351         if(player.movement_y < 0)
352             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
353         else if(player.movement_y > 0)
354             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
355     }
356     
357     // Afterburn
358     if (player.BUTTON_JUMP)
359     if(racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
360     {
361         racer.wait = time;
362         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
363         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
364         //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
365     }
366
367     racer.velocity  += df * frametime;
368
369     df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
370     racer.velocity  = racer.velocity - df;
371     player.movement = racer.velocity;
372
373     if(player.BUTTON_ATCK)
374     if(time > racer.attack_finished_single)
375     if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost)
376     {
377         racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
378         racer.wait = time;
379
380         crosshair_trace(player);
381         if(racer.cnt)
382         {
383             racer_fire_cannon("tag_fire1");
384             racer.cnt = 0;
385         }
386         else
387         {
388             racer_fire_cannon("tag_fire2");
389             racer.cnt = 1;
390         }
391         racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire;
392         //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
393     }
394
395     if(autocvar_g_vehicle_racer_rocket_locktarget)
396     {
397         vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
398                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
399                          autocvar_g_vehicle_racer_rocket_locked_time);
400
401         if(self.lock_target)
402         {
403             if(racer.lock_strength == 1)
404                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
405             else if(self.lock_strength > 0.5)
406                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
407             else if(self.lock_strength < 0.5)
408                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
409         }
410     }
411
412     if(time > racer.delay)
413     if(player.BUTTON_ATCK2)
414     {
415         self.misc_bulletcounter += 1;
416         racer.delay = time + 0.2;
417         if(self.misc_bulletcounter == 1)
418             racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
419         else if(self.misc_bulletcounter == 2)
420         {
421             racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
422             self.lock_strength  = 0;
423             self.lock_target    = world;
424             self.misc_bulletcounter = 0;
425
426             racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
427             racer.lip = time;
428         }
429     }
430     player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
431
432     if(self.vehicle_flags  & VHF_SHIELDREGEN)
433         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);
434
435     if(self.vehicle_flags  & VHF_HEALTHREGEN)
436         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);
437
438     if(self.vehicle_flags  & VHF_ENERGYREGEN)
439         vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
440
441
442     VEHICLE_UPDATE_PLAYER(health, racer);
443     VEHICLE_UPDATE_PLAYER(energy, racer);
444
445     if(self.vehicle_flags & VHF_HASSHIELD)
446         VEHICLE_UPDATE_PLAYER(shield, racer);
447
448
449     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
450     setorigin(player,racer.origin + '0 0 32');
451     player.velocity = racer.velocity;
452
453     self = player;
454     return 1;
455 }
456
457 void racer_think()
458 {
459     /*
460     float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
461     b = autocvar_g_vehicle_racer_springlength;
462     c = autocvar_g_vehicle_racer_hoverpower;
463
464     autocvar_g_vehicle_racer_anglestabilizer = 36;
465     autocvar_g_vehicle_racer_springlength = 96;
466     autocvar_g_vehicle_racer_hoverpower = 300;
467     */
468
469     racer_align4point(); //time - self.nextthink);
470
471     /*
472     //if(self.velocity_z > 0)
473     //    self.velocity_z *= 0.95;
474
475     autocvar_g_vehicle_racer_anglestabilizer = a;
476     autocvar_g_vehicle_racer_springlength = b;
477     autocvar_g_vehicle_racer_hoverpower = c;
478     */
479
480     self.velocity_x *= 0.9;
481     self.velocity_y *= 0.9;
482     self.velocity_z *= 0.8;
483     self.velocity_z += sin(time * 2) * 16;
484     self.nextthink = time + 0.05;
485 }
486
487 void racer_enter()
488 {
489     self.movetype = MOVETYPE_BOUNCE;
490     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
491     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
492 }
493
494 void racer_exit(float eject)
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             setorigin(self.owner, self.origin + v_forward * 100 + v_up * 32);
507             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
508         }
509         else
510         {
511             setorigin(self.owner, self.origin - v_forward * 100 + v_up * 32);
512             self.owner.velocity = v_forward * -150;
513         }
514     self.owner = world;
515 }
516
517 void racer_spawn()
518 {
519     self.think          = racer_think;
520     self.nextthink      = time;
521     self.vehicle_health = autocvar_g_vehicle_racer_health;
522     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
523
524     self.movetype       = MOVETYPE_TOSS;
525     self.solid          = SOLID_SLIDEBOX;
526     self.delay          = time;
527     self.scale          = 0.5;
528
529     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
530 }
531
532
533 void racer_blowup()
534 {
535     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
536     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
537
538     self.deadflag    = DEAD_DEAD;
539     self.vehicle_exit(VHEF_NORMAL);
540
541     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
542                                         autocvar_g_vehicle_racer_blowup_edgedamage,
543                                         autocvar_g_vehicle_racer_blowup_radius, world,
544                                         autocvar_g_vehicle_racer_blowup_forceintensity,
545                                         DEATH_WAKIBLOWUP, world);
546
547     self.alpha = -1;
548     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
549     self.think      = racer_spawn;
550     self.movetype   = MOVETYPE_NONE;
551     self.effects    = EF_NODRAW;
552
553     self.colormod  = '0 0 0';
554     self.avelocity = '0 0 0';
555     self.velocity  = '0 0 0';
556
557     setorigin(self, self.pos1);
558         self.think     = racer_spawn;
559         self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
560 }
561
562 void racer_deadtouch()
563 {
564     self.avelocity_x *= 0.7;
565     self.cnt -= 1;
566     if(self.cnt <= 0)
567         racer_blowup();
568 }
569
570 void racer_die()
571 {
572     self.health       = 0;
573     self.event_damage = SUB_Null;
574     self.iscreature   = FALSE;
575     self.solid        = SOLID_CORPSE;
576     self.takedamage   = DAMAGE_NO;
577     self.deadflag     = DEAD_DYING;
578     self.movetype     = MOVETYPE_BOUNCE;
579     self.wait         = time;
580     self.cnt          = 1 + random() * 3;
581     self.touch        = racer_deadtouch;
582
583     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
584
585     if(random() < 0.5)
586         self.avelocity_z  = 16;
587     else
588         self.avelocity_z  = -16;
589
590     self.avelocity_x = -vlen(self.velocity) * 0.2;
591     self.velocity   += '0 0 700';
592     self.colormod    = '-0.5 -0.5 -0.5';
593
594         self.think     = racer_blowup;
595         self.nextthink = 2 + time + random() * 3;
596 }
597
598 void racer_dinit()
599 {
600     if not (vehicle_initialize(
601              "Wakizashi",
602              "models/vehicles/wakizashi.dpm",
603              "",
604              "models/vehicles/wakizashi_cockpit.dpm",
605              "", "", "tag_viewport",
606              HUD_WAKIZASHI,
607              0.5 * RACER_MIN, 0.5 * RACER_MAX,
608              FALSE,
609              racer_spawn, autocvar_g_vehicle_racer_respawntime,
610              racer_frame,
611              racer_enter, racer_exit,
612              racer_die,   racer_think))
613     {
614         remove(self);
615         return;
616     }
617
618     if(autocvar_g_vehicle_racer_hovertype != 0)
619         racer_force_from_tag = vehicles_force_fromtag_maglev;
620     else
621         racer_force_from_tag = vehicles_force_fromtag_hover;
622
623     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
624     self.scale = 0.5;
625     setattachment(self.vehicle_hudmodel, self, "");
626     setattachment(self.vehicle_viewport, self, "tag_viewport");
627
628     self.mass               = 900;
629 }
630
631 void spawnfunc_vehicle_racer()
632 {
633
634     precache_sound ("weapons/laserimpact.wav");
635     precache_sound ("weapons/lasergun_fire.wav");
636     precache_sound ("weapons/rocket_fire.wav");
637     precache_sound ("weapons/rocket_impact.wav");
638
639     precache_model ("models/vhshield.md3");
640     precache_model ("models/vehicles/wakizashi.dpm");
641     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
642
643     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
644     if(autocvar_g_vehicle_racer_energy)
645         if(autocvar_g_vehicle_racer_energy_regen)
646             self.vehicle_flags |= VHF_ENERGYREGEN;
647
648     if(autocvar_g_vehicle_racer_shield)
649         self.vehicle_flags |= VHF_HASSHIELD;
650
651     if(autocvar_g_vehicle_racer_shield_regen)
652         self.vehicle_flags |= VHF_SHIELDREGEN;
653
654     if(autocvar_g_vehicle_racer_health_regen)
655         self.vehicle_flags |= VHF_HEALTHREGEN;
656
657     self.think = racer_dinit;
658     self.nextthink = time + 1;
659 }