#include "racer_weapon.qc"
#ifdef SVQC
-#include "../../effects/effects.qh"
#include "../../triggers/trigger/impulse.qh"
bool autocvar_g_vehicle_racer;
// Fix z-aim (for chase mode)
crosshair_trace(player);
w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
- wep1.wr_think(wep1, self, true, false);
+ wep1.wr_think(wep1, self, 0, 1);
}
if(autocvar_g_vehicle_racer_rocket_locktarget)
autocvar_g_vehicle_racer_blowup_edgedamage,
autocvar_g_vehicle_racer_blowup_radius, world, world,
autocvar_g_vehicle_racer_blowup_forceintensity,
- DEATH_VH_WAKI_DEATH, world);
+ DEATH_VH_WAKI_DEATH.m_id, world);
self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
self.think = vehicles_spawn;
self.movetype = MOVETYPE_NONE;
self.effects = EF_NODRAW;
+ self.solid = SOLID_NOT;
self.colormod = '0 0 0';
self.avelocity = '0 0 0';
racer_blowup();
}
-void spawnfunc_vehicle_racer()
-{SELFPARAM();
+spawnfunc(vehicle_racer)
+{
if(!autocvar_g_vehicle_racer) { remove(self); return; }
if(!vehicle_initialize(VEH_RACER, false)) { remove(self); return; }
}
{
Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
"vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
- "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
- vCROSS_GUIDE);
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
+ }
+ METHOD(Racer, vr_crosshair, void(Racer thisveh))
+ {
+ Vehicles_drawCrosshair(vCROSS_GUIDE);
}
#endif
METHOD(Racer, vr_setup, void(Racer thisveh))