float autocvar_g_vehicle_racer_water_time = 5;
-float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
+//float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
// 0 = hover, != 0 = maglev
int autocvar_g_vehicle_racer_hovertype = 0;
if(intermission_running)
{
- vehic.velocity = '0 0 0';
- vehic.avelocity = '0 0 0';
+ vehic.solid = SOLID_NOT;
+ vehic.takedamage = DAMAGE_NO;
+ set_movetype(vehic, MOVETYPE_NONE);
return;
}
#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))
+ if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
{
string tagname = (vehic.cnt)
? (vehic.cnt = 0, "tag_fire1")
// Fix z-aim (for chase mode)
crosshair_trace(this);
w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
- .entity weaponentity = weaponentities[0];
wep1.wr_think(wep1, vehic, weaponentity, 1);
}