#include "racer.qh" #ifdef SVQC #include bool autocvar_g_vehicle_racer = true; float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids float autocvar_g_vehicle_racer_speed_afterburn = 3000; // energy consumed per second float autocvar_g_vehicle_racer_afterburn_cost = 130; float autocvar_g_vehicle_racer_waterburn_cost = 5; float autocvar_g_vehicle_racer_waterburn_speed = 750; float autocvar_g_vehicle_racer_water_speed_forward = 600; float autocvar_g_vehicle_racer_water_speed_strafe = 600; float autocvar_g_vehicle_racer_pitchlimit = 30; float autocvar_g_vehicle_racer_water_downforce = 0.03; float autocvar_g_vehicle_racer_water_upforcedamper = 15; float autocvar_g_vehicle_racer_anglestabilizer = 1.75; float autocvar_g_vehicle_racer_downforce = 0.01; float autocvar_g_vehicle_racer_speed_forward = 650; float autocvar_g_vehicle_racer_speed_strafe = 650; float autocvar_g_vehicle_racer_springlength = 90; float autocvar_g_vehicle_racer_upforcedamper = 2; float autocvar_g_vehicle_racer_friction = 0.45; float autocvar_g_vehicle_racer_water_time = 5; //float autocvar_g_vehicle_racer_collision_multiplier = 0.05; // 0 = hover, != 0 = maglev int autocvar_g_vehicle_racer_hovertype = 0; // NOTE!! x 4 (4 engines) float autocvar_g_vehicle_racer_hoverpower = 8000; float autocvar_g_vehicle_racer_turnroll = 30; float autocvar_g_vehicle_racer_turnspeed = 220; float autocvar_g_vehicle_racer_pitchspeed = 125; float autocvar_g_vehicle_racer_energy = 100; float autocvar_g_vehicle_racer_energy_regen = 90; float autocvar_g_vehicle_racer_energy_regen_pause = 0.35; float autocvar_g_vehicle_racer_health = 200; float autocvar_g_vehicle_racer_health_regen = 0; float autocvar_g_vehicle_racer_health_regen_pause = 0; float autocvar_g_vehicle_racer_shield = 100; float autocvar_g_vehicle_racer_shield_regen = 30; float autocvar_g_vehicle_racer_shield_regen_pause = 1; bool autocvar_g_vehicle_racer_rocket_locktarget = true; float autocvar_g_vehicle_racer_rocket_locking_time = 0.35; float autocvar_g_vehicle_racer_rocket_locking_releasetime = 0.5; float autocvar_g_vehicle_racer_rocket_locked_time = 4; float autocvar_g_vehicle_racer_respawntime = 35; float autocvar_g_vehicle_racer_blowup_radius = 250; float autocvar_g_vehicle_racer_blowup_coredamage = 250; float autocvar_g_vehicle_racer_blowup_edgedamage = 15; float autocvar_g_vehicle_racer_blowup_forceintensity = 250; // Factor of old velocity to keep after collision float autocvar_g_vehicle_racer_bouncefactor = 0.25; // if != 0, New veloctiy after bounce = 0 if new velocity < this float autocvar_g_vehicle_racer_bouncestop = 0; // "minspeed_for_pain speedchange_to_pain_factor max_damage" vector autocvar_g_vehicle_racer_bouncepain = '200 0.15 150'; .float racer_watertime; var vector racer_force_from_tag(entity this, string tag_name, float spring_length, float max_power); void racer_align4point(entity this, float _delta) { vector push_vector; float fl_push, fr_push, bl_push, br_push; push_vector = racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); fr_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); fl_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); br_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); bl_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); this.velocity += push_vector * _delta; float uforce = autocvar_g_vehicle_racer_upforcedamper; int cont = pointcontents(this.origin - '0 0 64'); if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME) { uforce = autocvar_g_vehicle_racer_water_upforcedamper; if(PHYS_INPUT_BUTTON_CROUCH(this.owner) && time < this.air_finished) this.velocity_z += 30; else this.velocity_z += 200; } // Anti ocilation if(this.velocity_z > 0) this.velocity_z *= 1 - uforce * _delta; 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 this.angles_z += push_vector_z * _delta; this.angles_x += push_vector_x * _delta; // Apply stabilizer this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta); this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta); } void racer_fire_rocket_aim(entity player, string tagname, entity trg) { entity racer = player.vehicle; vector v = gettaginfo(racer, gettagindex(racer, tagname)); racer_fire_rocket(player, v, v_forward, trg); } bool racer_frame(entity this, float dt) { entity vehic = this.vehicle; return = true; if(game_stopped) { vehic.solid = SOLID_NOT; vehic.takedamage = DAMAGE_NO; set_movetype(vehic, MOVETYPE_NONE); return; } vehicles_frame(vehic, this); traceline(vehic.origin, vehic.origin + '0 0 1', MOVE_NOMONSTERS, this); int cont = trace_dpstartcontents; if(!(cont & DPCONTENTS_WATER)) vehic.air_finished = time + autocvar_g_vehicle_racer_water_time; if(IS_DEAD(vehic)) { PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; return; } racer_align4point(vehic, dt); PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; vehic.angles_x *= -1; // Yaw float ftmp = autocvar_g_vehicle_racer_turnspeed * dt; ftmp = bound(-ftmp, shortangle_f(this.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp); vehic.angles_y = anglemods(vehic.angles_y + ftmp); // Roll vehic.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt; // Pitch ftmp = autocvar_g_vehicle_racer_pitchspeed * dt; ftmp = bound(-ftmp, shortangle_f(this.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp); vehic.angles_x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles_x + ftmp), autocvar_g_vehicle_racer_pitchlimit); makevectors(vehic.angles); vehic.angles_x *= -1; //ftmp = vehic.velocity_z; vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction; //vehic.velocity_z = ftmp; if(CS(this).movement) { if(cont & DPCONTENTS_LIQUIDSMASK) { if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); } if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); } } else { if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); } if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); } } #ifdef SVQC if(vehic.sound_nexttime < time || vehic.sounds != 1) { vehic.sounds = 1; vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav"); sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM); } #endif } #ifdef SVQC else { if(vehic.sound_nexttime < time || vehic.sounds != 0) { vehic.sounds = 0; vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav"); sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM); } } #endif // Afterburn if (PHYS_INPUT_BUTTON_JUMP(this) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt)) { #ifdef SVQC if(time - vehic.wait > 0.2) pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1); #endif vehic.wait = time; if(cont & DPCONTENTS_LIQUIDSMASK) { vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt; df += (v_forward * autocvar_g_vehicle_racer_waterburn_speed); } else { vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt; df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn); } #ifdef SVQC if(vehic.invincible_finished < time) { traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic); if(trace_fraction != 1.0) pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1); vehic.invincible_finished = time + 0.1 + (random() * 0.1); } if(vehic.strength_finished < time) { vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav"); sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM); } #endif } else { vehic.strength_finished = 0; sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM); } if(cont & DPCONTENTS_LIQUIDSMASK) vehic.racer_watertime = time; float dforce = autocvar_g_vehicle_racer_downforce; if(time - vehic.racer_watertime <= 3) dforce = autocvar_g_vehicle_racer_water_downforce; df -= v_up * (vlen(vehic.velocity) * dforce); CS(this).movement = vehic.velocity += df * dt; #ifdef SVQC Weapon wep1 = WEP_RACER; .entity weaponentity = weaponentities[0]; // TODO: unhardcode if (!forbidWeaponUse(this)) if (PHYS_INPUT_BUTTON_ATCK(this)) if (wep1.wr_checkammo1(wep1, vehic, weaponentity)) { string tagname = (vehic.cnt) ? (vehic.cnt = 0, "tag_fire1") : (vehic.cnt = 1, "tag_fire2"); vector org = gettaginfo(vehic, gettagindex(vehic, tagname)); w_shotorg = org; w_shotdir = v_forward; // Fix z-aim (for chase mode) crosshair_trace(this); w_shotdir.z = normalize(trace_endpos - org).z * 0.5; wep1.wr_think(wep1, vehic, weaponentity, 1); } if(autocvar_g_vehicle_racer_rocket_locktarget) { if(time >= vehic.vehicle_last_trace) { crosshair_trace(this); vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt, (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt, autocvar_g_vehicle_racer_rocket_locked_time); vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate; } if(vehic.lock_target) { if(vehic.lock_strength == 1) UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 0); else if(vehic.lock_strength > 0.5) UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 0); else if(vehic.lock_strength < 0.5) UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 0); } } if(!forbidWeaponUse(this)) if(time > vehic.delay) if(PHYS_INPUT_BUTTON_ATCK2(this)) { vehic.misc_bulletcounter += 1; vehic.delay = time + 0.3; if(vehic.misc_bulletcounter == 1) { racer_fire_rocket_aim(this, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL); this.vehicle_ammo2 = 50; } else if(vehic.misc_bulletcounter == 2) { racer_fire_rocket_aim(this, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL); vehic.lock_strength = 0; vehic.lock_target = NULL; vehic.misc_bulletcounter = 0; vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire; vehic.lip = time; this.vehicle_ammo2 = 0; } } else if(vehic.misc_bulletcounter == 0) this.vehicle_ammo2 = 100; this.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100); if(vehic.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, dt, true); if(vehic.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, dt, false); if(vehic.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(vehic, vehic.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, dt, false); VEHICLE_UPDATE_PLAYER(this, vehic, health, racer); VEHICLE_UPDATE_PLAYER(this, vehic, energy, racer); if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, racer); PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; #endif setorigin(this, vehic.origin + '0 0 32'); this.oldorigin = this.origin; // negate fall damage this.velocity = vehic.velocity; } void racer_think(entity this) { this.nextthink = time + autocvar_g_vehicle_racer_thinkrate; tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this); vector df = this.velocity * -autocvar_g_vehicle_racer_friction; df_z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * (autocvar_g_vehicle_racer_springlength * 2); float forced = autocvar_g_vehicle_racer_upforcedamper; //int cont = pointcontents(this.origin - '0 0 64'); traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this); //if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME) if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK) { forced = autocvar_g_vehicle_racer_water_upforcedamper; this.velocity_z += 200; } this.velocity += df * autocvar_g_vehicle_racer_thinkrate; if(this.velocity_z > 0) this.velocity_z *= 1 - forced * autocvar_g_vehicle_racer_thinkrate; this.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate); this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * autocvar_g_vehicle_racer_thinkrate); CSQCMODEL_AUTOUPDATE(this); } void racer_exit(entity this, int eject) { vector spot; setthink(this, racer_think); this.nextthink = time; set_movetype(this, MOVETYPE_BOUNCE); sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM); if(!this.owner) return; makevectors(this.angles); if(eject) { spot = this.origin + v_forward * 100 + '0 0 64'; spot = vehicles_findgoodexit(this, this.owner, spot); setorigin(this.owner, spot); this.owner.velocity = (v_up + v_forward * 0.25) * 750; this.owner.oldvelocity = this.owner.velocity; } else { if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed)) { this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2; this.owner.velocity_z += 200; spot = this.origin + v_forward * 32 + '0 0 32'; spot = vehicles_findgoodexit(this, this.owner, spot); } else { this.owner.velocity = this.velocity * 0.5; this.owner.velocity_z += 10; spot = this.origin - v_forward * 200 + '0 0 32'; spot = vehicles_findgoodexit(this, this.owner, spot); } this.owner.oldvelocity = this.owner.velocity; setorigin(this.owner , spot); } antilag_clear(this.owner, CS(this.owner)); this.owner = NULL; } void racer_blowup(entity this) { this.deadflag = DEAD_DEAD; this.vehicle_exit(this, VHEF_NORMAL); RadiusDamage (this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage, autocvar_g_vehicle_racer_blowup_edgedamage, autocvar_g_vehicle_racer_blowup_radius, NULL, NULL, autocvar_g_vehicle_racer_blowup_forceintensity, DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL); this.nextthink = time + autocvar_g_vehicle_racer_respawntime; setthink(this, vehicles_spawn); set_movetype(this, MOVETYPE_NONE); this.effects = EF_NODRAW; this.solid = SOLID_NOT; this.colormod = '0 0 0'; this.avelocity = '0 0 0'; this.velocity = '0 0 0'; setorigin(this, this.pos1); } void racer_blowup_think(entity this) { this.nextthink = time; if(time >= this.delay) racer_blowup(this); CSQCMODEL_AUTOUPDATE(this); } void racer_deadtouch(entity this, entity toucher) { this.avelocity_x *= 0.7; this.cnt -= 1; if(this.cnt <= 0) racer_blowup(this); } spawnfunc(vehicle_racer) { if(!autocvar_g_vehicle_racer) { delete(this); return; } if(!vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; } } #endif // SVQC METHOD(Racer, vr_impact, void(Racer thisveh, entity instance)) { #ifdef SVQC if(autocvar_g_vehicle_racer_bouncepain) vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z); #endif } METHOD(Racer, vr_enter, void(Racer thisveh, entity instance)) { #ifdef SVQC set_movetype(instance, MOVETYPE_BOUNCE); instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_racer_health) * 100; instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100; if(instance.owner.flagcarried) setorigin(instance.owner.flagcarried, '-190 0 96'); #elif defined(CSQC) set_movetype(instance, MOVETYPE_BOUNCE); #endif } METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance)) { #ifdef SVQC if(instance.scale != 0.5) { 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). instance.scale = 0.5; setattachment(instance.vehicle_hudmodel, instance, ""); setattachment(instance.vehicle_viewport, instance, "tag_viewport"); instance.mass = 900; } setthink(instance, racer_think); instance.nextthink = time; instance.vehicle_health = autocvar_g_vehicle_racer_health; instance.vehicle_shield = autocvar_g_vehicle_racer_shield; set_movetype(instance, MOVETYPE_TOSS); instance.solid = SOLID_SLIDEBOX; instance.delay = time; instance.scale = 0.5; instance.PlayerPhysplug = racer_frame; instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor; instance.bouncestop = autocvar_g_vehicle_racer_bouncestop; instance.damageforcescale = 0.5; instance.vehicle_health = autocvar_g_vehicle_racer_health; instance.vehicle_shield = autocvar_g_vehicle_racer_shield; #endif } METHOD(Racer, vr_death, void(Racer thisveh, entity instance)) { #ifdef SVQC setSendEntity(instance, func_null); // stop networking this racer (for now) instance.health = 0; instance.event_damage = func_null; instance.solid = SOLID_CORPSE; instance.takedamage = DAMAGE_NO; instance.deadflag = DEAD_DYING; set_movetype(instance, MOVETYPE_BOUNCE); instance.wait = time; instance.delay = 2 + time + random() * 3; instance.cnt = 1 + random() * 2; settouch(instance, racer_deadtouch); Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1); if(random() < 0.5) instance.avelocity_z = 32; else instance.avelocity_z = -32; instance.avelocity_x = -vlen(instance.velocity) * 0.2; instance.velocity += '0 0 700'; instance.colormod = '-0.5 -0.5 -0.5'; setthink(instance, racer_blowup_think); instance.nextthink = time; #endif } #ifdef CSQC METHOD(Racer, vr_hud, void(Racer thisveh)) { 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); } METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player)) { Vehicles_drawCrosshair(vCROSS_GUIDE); } #endif METHOD(Racer, vr_setup, void(Racer thisveh, entity instance)) { #ifdef SVQC instance.vehicle_exit = racer_exit; // we have no need to network energy if(autocvar_g_vehicle_racer_energy) if(autocvar_g_vehicle_racer_energy_regen) instance.vehicle_flags |= VHF_ENERGYREGEN; if(autocvar_g_vehicle_racer_shield) instance.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_racer_shield_regen) instance.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_racer_health_regen) instance.vehicle_flags |= VHF_HEALTHREGEN; instance.respawntime = autocvar_g_vehicle_racer_respawntime; instance.vehicle_health = autocvar_g_vehicle_racer_health; instance.vehicle_shield = autocvar_g_vehicle_racer_shield; instance.max_health = instance.vehicle_health; #endif #ifdef CSQC AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket #endif }