1 #define RACER_MIN '-120 -120 -40'
2 #define RACER_MAX '120 120 40'
3 #define RACER_ENGINE "sound/vehicles/racer.wav"
6 void racer_exit(float eject);
10 float autocvar_g_vehicle_racer_speed_afterburn;
11 float autocvar_g_vehicle_racer_afterburn_cost;
13 float autocvar_g_vehicle_racer_anglestabilizer;
14 float autocvar_g_vehicle_racer_downforce;
16 float autocvar_g_vehicle_racer_speed_forward;
17 float autocvar_g_vehicle_racer_speed_strafe;
18 float autocvar_g_vehicle_racer_springlength;
19 float autocvar_g_vehicle_racer_upforcedamper;
20 float autocvar_g_vehicle_racer_friction;
22 float autocvar_g_vehicle_racer_hovertype;
23 float autocvar_g_vehicle_racer_hoverpower;
25 float autocvar_g_vehicle_racer_turnroll;
26 float autocvar_g_vehicle_racer_turnspeed;
27 float autocvar_g_vehicle_racer_pitchspeed;
29 float autocvar_g_vehicle_racer_energy;
30 float autocvar_g_vehicle_racer_energy_regen;
31 float autocvar_g_vehicle_racer_energy_regen_pause;
33 float autocvar_g_vehicle_racer_health;
34 float autocvar_g_vehicle_racer_health_regen;
35 float autocvar_g_vehicle_racer_health_regen_pause;
37 float autocvar_g_vehicle_racer_shield;
38 float autocvar_g_vehicle_racer_shield_regen;
39 float autocvar_g_vehicle_racer_shield_regen_pause;
41 float autocvar_g_vehicle_racer_cannon_cost;
42 float autocvar_g_vehicle_racer_cannon_damage;
43 float autocvar_g_vehicle_racer_cannon_radius;
44 float autocvar_g_vehicle_racer_cannon_refire;
45 float autocvar_g_vehicle_racer_cannon_speed;
46 float autocvar_g_vehicle_racer_cannon_spread;
47 float autocvar_g_vehicle_racer_cannon_force;
49 float autocvar_g_vehicle_racer_rocket_accel;
50 float autocvar_g_vehicle_racer_rocket_damage;
51 float autocvar_g_vehicle_racer_rocket_radius;
52 float autocvar_g_vehicle_racer_rocket_force;
53 float autocvar_g_vehicle_racer_rocket_refire;
54 float autocvar_g_vehicle_racer_rocket_speed;
55 float autocvar_g_vehicle_racer_rocket_turnrate;
57 float autocvar_g_vehicle_racer_rocket_locktarget;
58 float autocvar_g_vehicle_racer_rocket_locking_time;
59 float autocvar_g_vehicle_racer_rocket_locking_releasetime;
60 float autocvar_g_vehicle_racer_rocket_locked_time;
61 float autocvar_g_vehicle_racer_rocket_locked_maxangle;
63 float autocvar_g_vehicle_racer_respawntime;
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;
70 var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
72 void racer_align4point()
74 vector push_vector, v_add;
75 float fl_push, fr_push, bl_push, br_push;
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);
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);
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);
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);
94 self.velocity += (push_vector * frametime);
97 if(self.velocity_z > 0)
98 self.velocity_z *= 1 - (autocvar_g_vehicle_racer_upforcedamper * frametime);
100 self.velocity += v_add;
101 //self.velocity_z -= autocvar_sv_gravity * frametime;
103 push_vector_x = (fl_push - bl_push);
104 push_vector_x += (fr_push - br_push);
105 push_vector_x *= 360;
107 push_vector_z = (fr_push - fl_push);
108 push_vector_z += (br_push - bl_push);
109 push_vector_z *= 360;
111 // Apply angle diffrance
112 self.angles_z += push_vector_z * frametime;
113 self.angles_x += push_vector_x * frametime;
116 self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
117 self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
120 void racer_fire_cannon(string tagname)
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);
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;
137 void racer_rocket_groundhugger()
139 vector olddir, newdir;
140 float oldvel, newvel;
142 self.nextthink = time;
144 if(self.owner.deadflag != DEAD_NO || self.cnt < time)
150 if not (self.realowner.vehicle)
152 UpdateCSQCProjectile(self);
156 olddir = normalize(self.velocity);
157 oldvel = vlen(self.velocity);
158 newvel = oldvel + self.lip;
160 tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
161 if(trace_fraction <= 0.5)
163 // Hitting somethign soon, just speed ahead
164 self.velocity = olddir * newvel;
165 UpdateCSQCProjectile(self);
169 traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
170 if(trace_fraction != 1.0)
172 newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
173 self.velocity = normalize(olddir + newdir) * newvel;
177 self.velocity = olddir * newvel;
178 self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
181 UpdateCSQCProjectile(self);
185 void racer_rocket_tracker()
187 vector olddir, newdir;
188 float oldvel, newvel;
190 self.nextthink = time;
192 if (self.owner.deadflag != DEAD_NO || self.cnt < time)
198 if not (self.realowner.vehicle)
200 UpdateCSQCProjectile(self);
204 olddir = normalize(self.velocity);
205 oldvel = vlen(self.velocity);
206 newvel = oldvel + self.lip;
207 makevectors(vectoangles(olddir));
209 traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
210 newdir = normalize(self.enemy.origin - self.origin);
212 if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
214 //bprint("Target lost!\n");
215 //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
216 self.think = racer_rocket_groundhugger;
220 if(trace_fraction != 1.0)
221 newdir_z += 16 * sys_frametime;
223 self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
224 self.velocity_z -= 800 * sys_frametime;
226 UpdateCSQCProjectile(self);
230 void racer_fire_rocket(string tagname, entity trg)
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);
241 rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
242 rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
243 rocket.nextthink = time;
245 rocket.cnt = time + 15;
248 rocket.think = racer_rocket_tracker;
250 rocket.think = racer_rocket_groundhugger;
255 entity player, racer;
260 racer = self.vehicle;
262 player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
266 if(player.BUTTON_USE)
268 vehicles_exit(VHEF_NORMAL);
273 if(racer.deadflag != DEAD_NO)
276 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
282 crosshair_trace(player);
284 racer.angles_x *= -1;
287 ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
288 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
289 racer.angles_y = anglemods(racer.angles_y + ftmp);
292 racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
295 ftmp = autocvar_g_vehicle_racer_pitchspeed * frametime;
296 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
297 racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
299 makevectors(racer.angles);
300 racer.angles_x *= -1;
303 ftmp = racer.velocity_z;
304 df = racer.velocity * -autocvar_g_vehicle_racer_friction;
305 racer.velocity_z = ftmp;
307 if(player.movement_x != 0)
309 if(player.movement_x > 0)
310 df += v_forward * autocvar_g_vehicle_racer_speed_forward;
311 else if(player.movement_x < 0)
312 df -= v_forward * autocvar_g_vehicle_racer_speed_forward;
315 if(player.movement_y != 0)
317 if(player.movement_y < 0)
318 df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
319 else if(player.movement_y > 0)
320 df += v_right * autocvar_g_vehicle_racer_speed_strafe;
323 if(vlen(player.movement) != 0)
325 if(self.sound_nexttime < time || self.sounds != 1)
328 self.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
329 sound (self, CHAN_TRIGGER, "vehicles/racer_move.wav", VOL_VEHICLEENGINE, ATTN_NORM);
334 if(self.sound_nexttime < time || self.sounds != 0)
337 self.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
338 sound (self, CHAN_TRIGGER, "vehicles/racer_idle.wav", VOL_VEHICLEENGINE, ATTN_NORM);
343 if (player.BUTTON_JUMP && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
346 racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
347 df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
349 if(self.strength_finished < time)
352 self.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
353 sound (self, CHAN_PAIN, "vehicles/racer_boost.wav", VOL_VEHICLEENGINE, ATTN_NORM);
358 self.strength_finished = 0;
359 sound (self, CHAN_PAIN, "misc/null.wav", VOL_VEHICLEENGINE, ATTN_NORM);
363 racer.velocity += df * frametime;
365 df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
366 racer.velocity = racer.velocity - df;
367 player.movement = racer.velocity;
369 if(player.BUTTON_ATCK)
370 if(time > racer.attack_finished_single)
371 if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost)
373 racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
376 crosshair_trace(player);
379 racer_fire_cannon("tag_fire1");
384 racer_fire_cannon("tag_fire2");
387 racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire;
388 //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
391 if(autocvar_g_vehicle_racer_rocket_locktarget)
393 vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
394 (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
395 autocvar_g_vehicle_racer_rocket_locked_time);
399 if(racer.lock_strength == 1)
400 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
401 else if(self.lock_strength > 0.5)
402 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
403 else if(self.lock_strength < 0.5)
404 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
408 if(time > racer.delay)
409 if(player.BUTTON_ATCK2)
411 self.misc_bulletcounter += 1;
412 racer.delay = time + 0.3;
413 if(self.misc_bulletcounter == 1)
414 racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
415 else if(self.misc_bulletcounter == 2)
417 racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
418 self.lock_strength = 0;
419 self.lock_target = world;
420 self.misc_bulletcounter = 0;
422 racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
426 player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
428 if(self.vehicle_flags & VHF_SHIELDREGEN)
429 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);
431 if(self.vehicle_flags & VHF_HEALTHREGEN)
432 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);
434 if(self.vehicle_flags & VHF_ENERGYREGEN)
435 vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
438 VEHICLE_UPDATE_PLAYER(health, racer);
439 VEHICLE_UPDATE_PLAYER(energy, racer);
441 if(self.vehicle_flags & VHF_HASSHIELD)
442 VEHICLE_UPDATE_PLAYER(shield, racer);
445 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
446 setorigin(player,racer.origin + '0 0 32');
447 player.velocity = racer.velocity;
456 float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
457 b = autocvar_g_vehicle_racer_springlength;
458 c = autocvar_g_vehicle_racer_hoverpower;
460 autocvar_g_vehicle_racer_anglestabilizer = 36;
461 autocvar_g_vehicle_racer_springlength = 96;
462 autocvar_g_vehicle_racer_hoverpower = 300;
465 racer_align4point(); //time - self.nextthink);
468 //if(self.velocity_z > 0)
469 // self.velocity_z *= 0.95;
471 autocvar_g_vehicle_racer_anglestabilizer = a;
472 autocvar_g_vehicle_racer_springlength = b;
473 autocvar_g_vehicle_racer_hoverpower = c;
476 self.velocity_x *= 0.9;
477 self.velocity_y *= 0.9;
478 self.velocity_z *= 0.8;
479 self.velocity_z += sin(time * 2) * 16;
480 self.nextthink = time; // + 0.05;
485 self.movetype = MOVETYPE_BOUNCE;
486 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
487 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
490 void racer_exit(float eject)
494 self.think = racer_think;
495 self.nextthink = time;
496 self.movetype = MOVETYPE_TOSS;
501 makevectors(self.angles);
504 spot = self.origin + v_forward * 100 + '0 0 64';
505 spot = vehicles_findgoodexit(spot);
506 setorigin(self.owner , spot);
507 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
511 spot = self.origin - v_forward * 200 + '0 0 64';
512 spot = vehicles_findgoodexit(spot);
513 setorigin(self.owner , spot);
521 self.think = racer_think;
522 self.nextthink = time;
523 self.vehicle_health = autocvar_g_vehicle_racer_health;
524 self.vehicle_shield = autocvar_g_vehicle_racer_shield;
526 self.movetype = MOVETYPE_TOSS;
527 self.solid = SOLID_SLIDEBOX;
531 setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
537 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
538 pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
540 self.deadflag = DEAD_DEAD;
541 self.vehicle_exit(VHEF_NORMAL);
543 RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
544 autocvar_g_vehicle_racer_blowup_edgedamage,
545 autocvar_g_vehicle_racer_blowup_radius, world,
546 autocvar_g_vehicle_racer_blowup_forceintensity,
547 DEATH_WAKIBLOWUP, world);
550 self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
551 self.think = racer_spawn;
552 self.movetype = MOVETYPE_NONE;
553 self.effects = EF_NODRAW;
555 self.colormod = '0 0 0';
556 self.avelocity = '0 0 0';
557 self.velocity = '0 0 0';
559 setorigin(self, self.pos1);
560 self.think = racer_spawn;
561 self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
564 void racer_deadtouch()
567 self.avelocity_x *= 0.7;
576 self.event_damage = SUB_Null;
577 self.iscreature = FALSE;
578 self.solid = SOLID_CORPSE;
579 self.takedamage = DAMAGE_NO;
580 self.deadflag = DEAD_DYING;
581 self.movetype = MOVETYPE_BOUNCE;
583 self.cnt = 1 + random() * 2;
584 self.touch = racer_deadtouch;
586 pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
589 self.avelocity_z = 32;
591 self.avelocity_z = -32;
593 self.avelocity_x = -vlen(self.velocity) * 0.2;
594 self.velocity += '0 0 700';
595 self.colormod = '-0.5 -0.5 -0.5';
597 self.think = racer_blowup;
598 self.nextthink = 2 + time + random() * 3;
603 if not (vehicle_initialize(
605 "models/vehicles/wakizashi.dpm",
607 "models/vehicles/wakizashi_cockpit.dpm",
608 "", "", "tag_viewport",
610 0.5 * RACER_MIN, 0.5 * RACER_MAX,
612 racer_spawn, autocvar_g_vehicle_racer_respawntime,
614 racer_enter, racer_exit,
615 racer_die, racer_think,
622 if(autocvar_g_vehicle_racer_hovertype != 0)
623 racer_force_from_tag = vehicles_force_fromtag_maglev;
625 racer_force_from_tag = vehicles_force_fromtag_hover;
627 // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
629 setattachment(self.vehicle_hudmodel, self, "");
630 setattachment(self.vehicle_viewport, self, "tag_viewport");
635 void spawnfunc_vehicle_racer()
638 precache_sound ("weapons/laserimpact.wav");
639 precache_sound ("weapons/lasergun_fire.wav");
640 precache_sound ("weapons/rocket_fire.wav");
641 precache_sound ("weapons/rocket_impact.wav");
643 precache_sound ("vehicles/racer_idle.wav");
644 precache_sound ("vehicles/racer_move.wav");
645 precache_sound ("vehicles/racer_boost.wav");
647 precache_model ("models/vhshield.md3");
648 precache_model ("models/vehicles/wakizashi.dpm");
649 precache_model ("models/vehicles/wakizashi_cockpit.dpm");
651 vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
652 if(autocvar_g_vehicle_racer_energy)
653 if(autocvar_g_vehicle_racer_energy_regen)
654 self.vehicle_flags |= VHF_ENERGYREGEN;
656 if(autocvar_g_vehicle_racer_shield)
657 self.vehicle_flags |= VHF_HASSHIELD;
659 if(autocvar_g_vehicle_racer_shield_regen)
660 self.vehicle_flags |= VHF_SHIELDREGEN;
662 if(autocvar_g_vehicle_racer_health_regen)
663 self.vehicle_flags |= VHF_HEALTHREGEN;
665 self.think = racer_dinit;
666 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_racer_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);