#define RACER_MIN '-120 -120 -40' #define RACER_MAX '120 120 40' #define RACER_TICRATE 0.05 void racer_exit(float eject); void racer_enter(); // Auto cvars float autocvar_g_vehicle_racer_speed_afterburn; float autocvar_g_vehicle_racer_afterburn_cost; float autocvar_g_vehicle_racer_anglestabilizer; float autocvar_g_vehicle_racer_downforce; float autocvar_g_vehicle_racer_speed_forward; float autocvar_g_vehicle_racer_speed_strafe; float autocvar_g_vehicle_racer_springlength; float autocvar_g_vehicle_racer_upforcedamper; float autocvar_g_vehicle_racer_hovertype; float autocvar_g_vehicle_racer_hoverpower; float autocvar_g_vehicle_racer_turnroll; float autocvar_g_vehicle_racer_turnspeed; float autocvar_g_vehicle_racer_pitchspeed; float autocvar_g_vehicle_racer_energy; float autocvar_g_vehicle_racer_energy_regen; float autocvar_g_vehicle_racer_energy_regen_pause; float autocvar_g_vehicle_racer_health; float autocvar_g_vehicle_racer_health_regen; float autocvar_g_vehicle_racer_health_regen_pause; float autocvar_g_vehicle_racer_shield; float autocvar_g_vehicle_racer_shield_regen; float autocvar_g_vehicle_racer_shield_regen_pause; float autocvar_g_vehicle_racer_laser_cost; float autocvar_g_vehicle_racer_laser_damage; float autocvar_g_vehicle_racer_laser_radius; float autocvar_g_vehicle_racer_laser_refire; float autocvar_g_vehicle_racer_laser_speed; float autocvar_g_vehicle_racer_rocket_accel; float autocvar_g_vehicle_racer_rocket_damage; float autocvar_g_vehicle_racer_rocket_radius; float autocvar_g_vehicle_racer_rocket_refire; float autocvar_g_vehicle_racer_rocket_speed; float autocvar_g_vehicle_racer_rocket_turnrate; float autocvar_g_vehicle_racer_rocket_locktarget; float autocvar_g_vehicle_racer_rocket_locking_time; float autocvar_g_vehicle_racer_rocket_locking_releasetime; float autocvar_g_vehicle_racer_rocket_locked_time; float autocvar_g_vehicle_racer_respawntime; float autocvar_g_vehicle_racer_collision_multiplier; var vector racer_force_from_tag(string tag_name, float spring_length, float max_power); void racer_align4point() { vector push_vector, v_add; float fl_push, fr_push, bl_push, br_push; push_vector = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); fr_push = force_fromtag_normpower; vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); fl_push = force_fromtag_normpower; vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); br_push = force_fromtag_normpower; vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); bl_push = force_fromtag_normpower; vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier); self.velocity += (push_vector * frametime); // Anti ocilation if(self.velocity_z > 0) self.velocity_z *= autocvar_g_vehicle_racer_upforcedamper; self.velocity += v_add; self.velocity_z -= autocvar_sv_gravity * frametime; push_vector_x = (fl_push - bl_push); push_vector_x += (fr_push - br_push); push_vector_x *= 360; push_vector_z = (fr_push - fl_push); push_vector_z += (br_push - bl_push); push_vector_z *= 360; // Apply angle diffrance self.angles_z += push_vector_z * frametime; self.angles_x += push_vector_x * frametime; // Apply stabilizer self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime); self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime); } void racer_rocket_explode() { PROJECTILE_TOUCH; if(other.owner == self.owner) return; self.event_damage = SUB_Null; sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1); RadiusDamage (self, self.realowner ,autocvar_g_vehicle_racer_rocket_damage, 0, autocvar_g_vehicle_racer_rocket_radius, world, 150, DEATH_WAKIROCKET, world); remove (self); } void racer_bolt_explode() { PROJECTILE_TOUCH; pointparticles(particleeffectnum("wakizashi_gun_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1); RadiusDamage (self, self.realowner, autocvar_g_vehicle_racer_laser_damage, 0, autocvar_g_vehicle_racer_laser_radius, world, 150, DEATH_WAKIGUN, world); sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); remove (self); } void racer_fire_cannon(string tagname) { entity bolt; vector v; bolt = spawn(); sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM); setorigin(bolt, gettaginfo(self, gettagindex(self, tagname))); PROJECTILE_MAKETRIGGER(bolt); bolt.movetype = MOVETYPE_FLYMISSILE; bolt.flags = FL_PROJECTILE | FL_NOTARGET; bolt.owner = self; bolt.realowner = self.owner; bolt.touch = racer_bolt_explode; bolt.think = racer_bolt_explode; bolt.nextthink = time + 9; bolt.bot_dodge = TRUE; bolt.bot_dodgerating = autocvar_g_vehicle_racer_laser_damage; // Fix z-aim (for chase mode) v = normalize(trace_endpos - bolt.origin); v_forward_z = v_z * 0.5; bolt.velocity = v_forward * autocvar_g_vehicle_racer_laser_speed; pointparticles(particleeffectnum("wakizashi_gun_muzzleflash"), bolt.origin, bolt.velocity, 1); CSQCProjectile(bolt, TRUE, PROJECTILE_LASER, TRUE); } void racer_rocket_groundhugger() { vector olddir, newdir; float oldvel, newvel; self.nextthink = time; if ((self.owner.deadflag != DEAD_NO) || (self.cnt < time)) { racer_rocket_explode(); return; } if not (self.realowner.vehicle) { UpdateCSQCProjectile(self); return; } olddir = normalize(self.velocity); oldvel = vlen(self.velocity); newvel = oldvel + self.lip; tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self); if(trace_fraction <= 0.5) { // Hitting somethign soon, just speed ahead self.velocity = olddir * newvel; UpdateCSQCProjectile(self); return; } if(self.enemy != world) newdir = normalize(self.enemy.origin - self.origin); traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self); if(trace_fraction != 1.0) { newdir += normalize(trace_endpos + '0 0 64' - self.origin); self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel; } else { self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel; self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one } UpdateCSQCProjectile(self); return; } void racer_fire_rocket(string tagname, entity trg) { entity rocket; sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM); rocket = spawn(); setsize (rocket, '-1 -1 -1', '1 1 1'); setorigin(rocket, gettaginfo(self, gettagindex(self, tagname))); rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime; rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate; rocket.solid = SOLID_BBOX; rocket.movetype = MOVETYPE_FLYMISSILE; rocket.flags = FL_PROJECTILE; rocket.owner = self; rocket.realowner = self.owner; rocket.touch = racer_rocket_explode; rocket.bot_dodge = TRUE; rocket.bot_dodgerating = autocvar_g_vehicle_racer_rocket_damage; rocket.cnt = time + 9; rocket.velocity = v_forward * autocvar_g_vehicle_racer_rocket_speed; rocket.think = racer_rocket_groundhugger; rocket.nextthink = time + 0.5; rocket.enemy = trg; CSQCProjectile(rocket, TRUE, PROJECTILE_ROCKET, TRUE); } .float fire1_waspressed; .float fire2_waspressed; float racer_frame() { entity player, racer; float ftmp, ftmp2; vector df; player = self; racer = self.vehicle; player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0; self = racer; if(player.BUTTON_USE) { vehicles_exit(VHEF_NORMAL); self = player; return 0; } if(racer.deadflag != DEAD_NO) { self = player; player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; return 1; } racer_align4point(); // Move abt crosshir insted of v_angle. this allows custom chase camera. crosshair_trace(player); racer.angles_x *= -1; df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); if(df_x > 180) df_x -= 360; if(df_x < -180) df_x += 360; if(df_y > 180) df_y -= 360; if(df_y < -180) df_y += 360; // Yaw ftmp = autocvar_g_vehicle_racer_turnspeed * sys_frametime; ftmp2 = ftmp * -1; ftmp = bound(ftmp2, shortangle_f(df_y - racer.angles_y, racer.angles_y), ftmp); ftmp2 = anglemods(racer.angles_y + ftmp); // Roll ftmp = bound(-45, shortangle_f(df_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45); ftmp = anglemods(racer.angles_z + ftmp) * frametime; racer.angles_z = bound(-65, racer.angles_z + ftmp, 65); // Turn racer.angles_y = ftmp2; // Pitch Body ftmp = autocvar_g_vehicle_racer_pitchspeed * sys_frametime; ftmp2 = ftmp * -1; ftmp = bound(ftmp2, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp); racer.angles_x = anglemods(racer.angles_x + ftmp); makevectors(racer.angles); racer.angles_x *= -1; df = racer.velocity * -0.5; if(player.movement_x != 0) { if(player.movement_x > 0) df += v_forward * autocvar_g_vehicle_racer_speed_forward; else if(player.movement_x < 0) df -= v_forward * autocvar_g_vehicle_racer_speed_forward; } if(player.movement_y != 0) { if(player.movement_y < 0) df -= v_right * autocvar_g_vehicle_racer_speed_strafe; else if(player.movement_y > 0) df += v_right * autocvar_g_vehicle_racer_speed_strafe; } // limit _z to avoid flying on normal thrust if(df_z > 0) df_z = min(df_z, 700); // Afterburn if (player.BUTTON_JUMP) if(racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime)) { racer.wait = time; racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime; df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn); self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy; } racer.velocity += df * frametime; df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime; racer.velocity = racer.velocity - df; player.movement = racer.velocity; if(player.BUTTON_ATCK) if(time > racer.attack_finished_single) if(racer.vehicle_energy >= autocvar_g_vehicle_racer_laser_cost) { racer.vehicle_energy -= autocvar_g_vehicle_racer_laser_cost; racer.wait = time; crosshair_trace(player); if(racer.cnt) { racer_fire_cannon("tag_fire1"); racer.cnt = 0; } else { racer_fire_cannon("tag_fire2"); racer.cnt = 1; } racer.attack_finished_single = time + autocvar_g_vehicle_racer_laser_refire; self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy; } if(autocvar_g_vehicle_racer_rocket_locktarget) { vehicles_locktarget2((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime, (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime, autocvar_g_vehicle_racer_rocket_locked_time); if(self.lock_target) { if(racer.lock_strength == 1) UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0); else if(self.lock_strength > 0.5) UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0); else if(self.lock_strength < 0.5) UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0); } } if(time > racer.delay) if(player.BUTTON_ATCK2) { racer_fire_rocket("tag_rocket_r", ((self.lock_strength == 1 && self.lock_target) ? self.lock_target : world)); racer_fire_rocket("tag_rocket_l", ((self.lock_strength == 1 && self.lock_target) ? self.lock_target : world)); self.lock_strength = 0; self.lock_target = world; racer.delay = time + autocvar_g_vehicle_racer_rocket_refire; racer.lip = time; } player.fire2_waspressed = player.BUTTON_ATCK2; player.vehicle_reload1 = (time - racer.lip) / (racer.delay - racer.lip); if(self.vehicle_flags & VHF_SHIELDREGEN) 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); if(self.vehicle_flags & VHF_HEALTHREGEN) 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); if(self.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime); VEHICLE_UPDATE_PLAYER(health, racer); if(self.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(shield, racer); player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; setorigin(player,racer.origin + '0 0 32'); player.velocity = racer.velocity; self = player; return 1; } void racer_think() { float a, b, c; self.nextthink = time; a = autocvar_g_vehicle_racer_anglestabilizer; b = autocvar_g_vehicle_racer_springlength; c = autocvar_g_vehicle_racer_hoverpower; autocvar_g_vehicle_racer_anglestabilizer = 36; autocvar_g_vehicle_racer_springlength = 96; autocvar_g_vehicle_racer_hoverpower = 300; racer_align4point(); if(self.velocity_z < 0) self.velocity_z *= 0.95; autocvar_g_vehicle_racer_anglestabilizer = a; autocvar_g_vehicle_racer_springlength = b; autocvar_g_vehicle_racer_hoverpower = c; self.velocity_x *= 0.95; self.velocity_y *= 0.95; } void racer_enter() { self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health); self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield); } void racer_spawn(); void racer_exit(float eject) { vehicles_setreturn(autocvar_g_vehicle_racer_respawntime, racer_spawn); self.think = racer_think; self.nextthink = time; if not (self.owner) return; makevectors(self.angles); if(eject) { setorigin(self.owner, self.origin + v_forward * 100 + v_up * 32); self.owner.velocity = (v_up + v_forward * 0.25) * 750; } else { setorigin(self.owner, self.origin - v_forward * 100 + v_up * 32); self.owner.velocity = v_forward * -150; } self.owner = world; } void racer_touch() { if(self.owner) { //self.velocity = 0.999 * self.velocity; // TO-DO Impact reaction (crush players, damage self on high speed impact etc) return; } if(other.classname != "player") return; if(other.deadflag != DEAD_NO) return; if(other.vehicle != world) return; vehicles_enter(); } void racer_spawn() { self.think = racer_think; self.nextthink = time; self.flags = FL_NOTARGET; self.effects = 0; self.vehicle_health = autocvar_g_vehicle_racer_health; self.vehicle_shield = autocvar_g_vehicle_racer_shield; self.event_damage = vehicles_damage; self.touch = racer_touch; self.iscreature = TRUE; self.scale = 0.5; self.movetype = MOVETYPE_BOUNCEMISSILE; self.solid = SOLID_SLIDEBOX; self.takedamage = DAMAGE_AIM; self.alpha = 1; self.colormap = 1024; self.deadflag = DEAD_NO; self.bot_attack = TRUE; self.vehicle_energy = 1; self.vehicle_hudmodel.viewmodelforclient = self; setorigin(self, self.pos1); self.angles = self.pos2; setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5); pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1); self.delay = time; vehicles_common_spawn(); } void racer_blowup() { sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1); self.deadflag = DEAD_DEAD; self.vehicle_exit(VHEF_NORMAL); // FIXME dont use hardcoded damage/force RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world); self.alpha = -1; self.nextthink = time + autocvar_g_vehicle_racer_respawntime; self.think = racer_spawn; self.movetype = MOVETYPE_NONE; self.effects = EF_NODRAW; self.colormod = '0 0 0'; self.avelocity = '0 0 0'; self.velocity = '0 0 0'; setorigin(self, self.pos1); } void racer_deadtouch() { self.avelocity_x *= 0.7; self.cnt -= 1; if(self.cnt <= 0) racer_blowup(); } void racer_die() { self.health = 0; self.event_damage = SUB_Null; self.iscreature = FALSE; self.solid = SOLID_CORPSE; self.takedamage = DAMAGE_NO; self.deadflag = DEAD_DYING; self.movetype = MOVETYPE_BOUNCE; self.wait = time; self.cnt = 1 + random() * 3; self.touch = racer_deadtouch; pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1); self.velocity += '0 0 700'; if(random() < 0.5) self.avelocity_z = 16; else self.avelocity_z = -16; self.avelocity_x = -vlen(self.velocity) * 0.2; self.colormod = '-0.5 -0.5 -0.5'; self.think = racer_blowup; self.nextthink = 2 + time + random() * 3; } void racer_dinit() { if not (vehicle_initialize( "Wakizashi", "models/vehicles/wakizashi.dpm", "", "models/vehicles/wakizashi_cockpit.dpm", "", "", "tag_viewport", HUD_WAKIZASHI, 0.5 * RACER_MIN, 0.5 * RACER_MAX, FALSE, racer_spawn, racer_frame, racer_enter, racer_exit, racer_die, racer_think)) { remove(self); return; } if(autocvar_g_vehicle_racer_hovertype != 0) racer_force_from_tag = vehicles_force_fromtag_maglev; else racer_force_from_tag = vehicles_force_fromtag_hover; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel). self.scale = 0.5; setattachment(self.vehicle_hudmodel, self, ""); setattachment(self.vehicle_viewport, self, "tag_viewport"); } void spawnfunc_vehicle_racer() { precache_sound ("weapons/laserimpact.wav"); precache_sound ("weapons/lasergun_fire.wav"); precache_sound ("weapons/rocket_fire.wav"); precache_sound ("weapons/rocket_impact.wav"); precache_model ("models/vhshield.md3"); precache_model ("models/vehicles/wakizashi.dpm"); precache_model ("models/vehicles/wakizashi_cockpit.dpm"); vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health); if(autocvar_g_vehicle_racer_energy) if(autocvar_g_vehicle_racer_energy_regen) self.vehicle_flags |= VHF_ENERGYREGEN; if(autocvar_g_vehicle_racer_shield) self.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_racer_shield_regen) self.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_racer_health_regen) self.vehicle_flags |= VHF_HEALTHREGEN; self.think = racer_dinit; self.nextthink = time + 1; }