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racer working (but dirty / hakky) in csqc
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1 #define RACER_MIN '-120 -120 -40'
2 #define RACER_MAX '120 120 40'
3
4 #ifdef SVQC
5 void racer_exit(float eject);
6 void racer_enter();
7
8 // Auto cvars
9 float autocvar_g_vehicle_racer_speed_afterburn;
10 float autocvar_g_vehicle_racer_afterburn_cost;
11
12 float autocvar_g_vehicle_racer_anglestabilizer;
13 float autocvar_g_vehicle_racer_downforce;
14
15 float autocvar_g_vehicle_racer_speed_forward;
16 float autocvar_g_vehicle_racer_speed_strafe;
17 float autocvar_g_vehicle_racer_springlength;
18 float autocvar_g_vehicle_racer_upforcedamper;
19 float autocvar_g_vehicle_racer_friction;
20
21 float autocvar_g_vehicle_racer_hovertype;
22 float autocvar_g_vehicle_racer_hoverpower;
23
24 float autocvar_g_vehicle_racer_turnroll;
25 float autocvar_g_vehicle_racer_turnspeed;
26 float autocvar_g_vehicle_racer_pitchspeed;
27
28 float autocvar_g_vehicle_racer_energy;
29 float autocvar_g_vehicle_racer_energy_regen;
30 float autocvar_g_vehicle_racer_energy_regen_pause;
31
32 float autocvar_g_vehicle_racer_health;
33 float autocvar_g_vehicle_racer_health_regen;
34 float autocvar_g_vehicle_racer_health_regen_pause;
35
36 float autocvar_g_vehicle_racer_shield;
37 float autocvar_g_vehicle_racer_shield_regen;
38 float autocvar_g_vehicle_racer_shield_regen_pause;
39
40 float autocvar_g_vehicle_racer_cannon_cost;
41 float autocvar_g_vehicle_racer_cannon_damage;
42 float autocvar_g_vehicle_racer_cannon_radius;
43 float autocvar_g_vehicle_racer_cannon_refire;
44 float autocvar_g_vehicle_racer_cannon_speed;
45 float autocvar_g_vehicle_racer_cannon_spread;
46 float autocvar_g_vehicle_racer_cannon_force;
47
48 float autocvar_g_vehicle_racer_rocket_accel;
49 float autocvar_g_vehicle_racer_rocket_damage;
50 float autocvar_g_vehicle_racer_rocket_radius;
51 float autocvar_g_vehicle_racer_rocket_force;
52 float autocvar_g_vehicle_racer_rocket_refire;
53 float autocvar_g_vehicle_racer_rocket_speed;
54 float autocvar_g_vehicle_racer_rocket_turnrate;
55
56 float autocvar_g_vehicle_racer_rocket_locktarget;
57 float autocvar_g_vehicle_racer_rocket_locking_time;
58 float autocvar_g_vehicle_racer_rocket_locking_releasetime;
59 float autocvar_g_vehicle_racer_rocket_locked_time;
60 float autocvar_g_vehicle_racer_rocket_locked_maxangle;
61
62 float autocvar_g_vehicle_racer_respawntime;
63
64 float autocvar_g_vehicle_racer_blowup_radius;
65 float autocvar_g_vehicle_racer_blowup_coredamage;
66 float autocvar_g_vehicle_racer_blowup_edgedamage;
67 float autocvar_g_vehicle_racer_blowup_forceintensity;
68
69 var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
70
71 void racer_align4point()
72 {
73     vector push_vector, v_add;
74     float fl_push, fr_push, bl_push, br_push;
75
76
77     push_vector  = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
78     fr_push      = force_fromtag_normpower;
79     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
80
81     push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
82     fl_push      = force_fromtag_normpower;
83     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
84
85     push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
86     br_push      = force_fromtag_normpower;
87     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
88
89     push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
90     bl_push      = force_fromtag_normpower;
91     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
92
93     self.velocity += (push_vector * frametime);
94
95     // Anti ocilation
96     if(self.velocity_z  > 0)
97         self.velocity_z *= 1 - (autocvar_g_vehicle_racer_upforcedamper * frametime);
98
99     self.velocity   += v_add;
100     //self.velocity_z -= autocvar_sv_gravity * frametime;
101
102     push_vector_x =  (fl_push - bl_push);
103     push_vector_x += (fr_push - br_push);
104     push_vector_x *= 360;
105
106     push_vector_z = (fr_push - fl_push);
107     push_vector_z += (br_push - bl_push);
108     push_vector_z *= 360;
109
110     // Apply angle diffrance
111     self.angles_z += push_vector_z * frametime;
112     self.angles_x += push_vector_x * frametime;
113
114     // Apply stabilizer
115     self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
116     self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
117 }
118
119 void racer_fire_cannon(string tagname)
120 {
121     vector v;
122     entity bolt;
123
124     v = gettaginfo(self, gettagindex(self, tagname));
125     bolt = vehicles_projectile("wakizashi_gun_muzzleflash", "weapons/lasergun_fire.wav",
126                            v, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
127                            autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force,  0,
128                            DEATH_WAKIGUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE);
129
130         // Fix z-aim (for chase mode)
131     v = normalize(trace_endpos - bolt.origin);
132     v_forward_z = v_z * 0.5;
133     bolt.velocity = v_forward * autocvar_g_vehicle_racer_cannon_speed;
134 }
135
136 void racer_rocket_groundhugger()
137 {
138     vector olddir, newdir;
139     float oldvel, newvel;
140
141     self.nextthink  = time;
142
143     if(self.owner.deadflag != DEAD_NO || self.cnt < time)
144     {
145         self.use();
146         return;
147     }
148
149     if not (self.realowner.vehicle)
150     {
151         UpdateCSQCProjectile(self);
152         return;
153     }
154
155     olddir = normalize(self.velocity);
156     oldvel = vlen(self.velocity);
157     newvel = oldvel + self.lip;
158
159     tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
160     if(trace_fraction <= 0.5)
161     {
162         // Hitting somethign soon, just speed ahead
163         self.velocity = olddir * newvel;
164         UpdateCSQCProjectile(self);
165         return;
166     }
167
168     traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
169     if(trace_fraction != 1.0)
170     {
171         newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
172         self.velocity = normalize(olddir + newdir) * newvel;
173     }
174     else
175     {
176         self.velocity = olddir * newvel;
177         self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
178     }
179
180     UpdateCSQCProjectile(self);
181     return;
182 }
183
184 void racer_rocket_tracker()
185 {
186     vector olddir, newdir;
187     float oldvel, newvel;
188
189     self.nextthink  = time;
190
191     if (self.owner.deadflag != DEAD_NO || self.cnt < time)
192     {
193         self.use();
194         return;
195     }
196
197     if not (self.realowner.vehicle)
198     {
199         UpdateCSQCProjectile(self);
200         return;
201     }
202
203     olddir = normalize(self.velocity);
204     oldvel = vlen(self.velocity);
205     newvel = oldvel + self.lip;
206     makevectors(vectoangles(olddir));
207
208     traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
209     newdir = normalize(self.enemy.origin - self.origin);
210
211     if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
212     {
213         //bprint("Target lost!\n");
214         //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
215         self.think = racer_rocket_groundhugger;
216         return;
217     }
218
219     if(trace_fraction != 1.0)
220         newdir_z += 16 * sys_frametime;
221
222     self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
223     self.velocity_z -= 800 * sys_frametime;
224
225     UpdateCSQCProjectile(self);
226     return;
227 }
228
229 void racer_fire_rocket(string tagname, entity trg)
230 {
231     vector v;
232     entity rocket;
233
234     v = gettaginfo(self, gettagindex(self, tagname));
235     rocket = vehicles_projectile("wakizashi_rocket_launch", "weapons/rocket_fire.wav",
236                            v, v_forward * autocvar_g_vehicle_racer_rocket_speed,
237                            autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
238                            DEATH_WAKIROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE);
239
240     rocket.lip              = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
241     rocket.wait             = autocvar_g_vehicle_racer_rocket_turnrate;
242     rocket.nextthink        = time;
243     rocket.enemy            = trg;
244     rocket.cnt              = time + 15;
245
246     if(trg)
247         rocket.think            = racer_rocket_tracker;
248     else
249         rocket.think            = racer_rocket_groundhugger;
250 }
251
252 float racer_frame()
253 {
254     entity player, racer;
255     vector df;
256     float ftmp;
257
258     player          = self;
259     racer           = self.vehicle;
260
261     player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
262
263     self = racer;
264
265 #ifdef VEHICLES_CSQC
266     racer.SendFlags |= VSF_MOVEMENT;
267
268     // Send a origin update every 10'th serevr frame.
269     racer.framecounter += 1;
270     if(racer.framecounter >= 600)
271     {
272         racer.SendFlags |= VSF_ORIGIN;
273         racer.framecounter = 0;
274     }
275 #endif
276
277     if(player.BUTTON_USE)
278     {
279         vehicles_exit(VHEF_NORMAL);
280         self = player;
281         return 0;
282     }
283
284     if(racer.deadflag != DEAD_NO)
285     {
286         self = player;
287         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
288         return 1;
289     }
290
291     racer_align4point();
292
293     crosshair_trace(player);
294
295 #if VEHICLES_VIEWROTATE_CROSSHAIR
296     float ftmp2;
297     racer.angles_x *= -1;
298     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
299     if(df_x > 180)  df_x -= 360;
300     if(df_x < -180) df_x += 360;
301     if(df_y > 180)  df_y -= 360;
302     if(df_y < -180) df_y += 360;
303
304     // Yaw
305     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
306     ftmp2 = ftmp * -1;
307
308     ftmp = bound(ftmp2, shortangle_f(df_y - racer.angles_y, racer.angles_y), ftmp);
309     ftmp2 = anglemods(racer.angles_y + ftmp);
310
311     // Roll
312     ftmp = bound(-45, shortangle_f(df_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45);
313     ftmp = anglemods(racer.angles_z + ftmp) * frametime;
314     racer.angles_z = bound(-65, racer.angles_z + ftmp, 65);
315
316     // Turn
317     racer.angles_y = ftmp2;
318
319     // Pitch
320     ftmp = autocvar_g_vehicle_racer_pitchspeed * frametime;
321     ftmp2 = ftmp * -1;
322
323     ftmp = bound(ftmp2, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
324     racer.angles_x = anglemods(racer.angles_x + ftmp);
325
326     makevectors(racer.angles);
327     racer.angles_x *= -1;
328 #else
329     racer.angles_x *= -1;
330
331     // Yaw
332     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
333     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
334     racer.angles_y = anglemods(racer.angles_y + ftmp);
335
336     // Roll
337     racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
338
339     // Pitch
340     ftmp = autocvar_g_vehicle_racer_pitchspeed  * frametime;
341     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
342     racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
343
344     makevectors(racer.angles);
345     racer.angles_x *= -1;
346 #endif
347
348     ftmp = racer.velocity_z;
349     df = racer.velocity * -autocvar_g_vehicle_racer_friction;
350     racer.velocity_z = ftmp;
351
352     if(player.movement_x != 0)
353     {
354         if(player.movement_x > 0)
355             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
356         else if(player.movement_x < 0)
357             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
358     }
359
360     if(player.movement_y != 0)
361     {
362         if(player.movement_y < 0)
363             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
364         else if(player.movement_y > 0)
365             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
366     }
367
368     // Afterburn
369     if (player.BUTTON_JUMP)
370     if(racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
371     {
372         racer.wait = time;
373         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
374         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
375         //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
376     }
377
378     racer.velocity  += df * frametime;
379
380     df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
381     racer.velocity  = racer.velocity - df;
382     player.movement = racer.velocity;
383
384     if(player.BUTTON_ATCK)
385     if(time > racer.attack_finished_single)
386     if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost)
387     {
388         racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
389         racer.wait = time;
390
391         crosshair_trace(player);
392         if(racer.cnt)
393         {
394             racer_fire_cannon("tag_fire1");
395             racer.cnt = 0;
396         }
397         else
398         {
399             racer_fire_cannon("tag_fire2");
400             racer.cnt = 1;
401         }
402         racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire;
403         //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
404     }
405
406     if(autocvar_g_vehicle_racer_rocket_locktarget)
407     {
408         vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
409                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
410                          autocvar_g_vehicle_racer_rocket_locked_time);
411
412         if(self.lock_target)
413         {
414             if(racer.lock_strength == 1)
415                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
416             else if(self.lock_strength > 0.5)
417                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
418             else if(self.lock_strength < 0.5)
419                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
420         }
421     }
422
423     if(time > racer.delay)
424     if(player.BUTTON_ATCK2)
425     {
426         self.misc_bulletcounter += 1;
427         racer.delay = time + 0.2;
428         if(self.misc_bulletcounter == 1)
429             racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
430         else if(self.misc_bulletcounter == 2)
431         {
432             racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
433             self.lock_strength  = 0;
434             self.lock_target    = world;
435             self.misc_bulletcounter = 0;
436
437             racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
438             racer.lip = time;
439         }
440     }
441     player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
442
443     if(self.vehicle_flags  & VHF_SHIELDREGEN)
444         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);
445
446     if(self.vehicle_flags  & VHF_HEALTHREGEN)
447         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);
448
449     if(self.vehicle_flags  & VHF_ENERGYREGEN)
450         vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
451
452
453     VEHICLE_UPDATE_PLAYER(health, racer);
454     VEHICLE_UPDATE_PLAYER(energy, racer);
455
456     if(self.vehicle_flags & VHF_HASSHIELD)
457         VEHICLE_UPDATE_PLAYER(shield, racer);
458
459
460     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
461     setorigin(player,racer.origin + '0 0 32');
462     player.velocity = racer.velocity;
463
464     self = player;
465     return 1;
466 }
467
468 void racer_think()
469 {
470     /*
471     float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
472     b = autocvar_g_vehicle_racer_springlength;
473     c = autocvar_g_vehicle_racer_hoverpower;
474
475     autocvar_g_vehicle_racer_anglestabilizer = 36;
476     autocvar_g_vehicle_racer_springlength = 96;
477     autocvar_g_vehicle_racer_hoverpower = 300;
478     */
479
480     racer_align4point(); //time - self.nextthink);
481 #ifdef VEHICLES_CSQC
482     self.SendFlags |= VSF_MOVEMENT;
483
484     // Send a origin update every 10'th serevr frame.
485     self.framecounter += 1;
486     if(self.framecounter >= 10)
487     {
488         self.SendFlags |= VSF_ORIGIN;
489         self.framecounter = 0;
490     }
491 #endif
492     /*
493     //if(self.velocity_z > 0)
494     //    self.velocity_z *= 0.95;
495
496     autocvar_g_vehicle_racer_anglestabilizer = a;
497     autocvar_g_vehicle_racer_springlength = b;
498     autocvar_g_vehicle_racer_hoverpower = c;
499     */
500
501     self.velocity_x *= 0.9;
502     self.velocity_y *= 0.9;
503     self.velocity_z *= 0.8;
504     self.velocity_z += sin(time * 2) * 16;
505     self.nextthink = time; // + 0.05;
506 }
507
508 void racer_enter()
509 {
510     self.movetype = MOVETYPE_BOUNCE;
511     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
512     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
513     if(self.SendEntity)
514         self.SendFlags |= VSF_SETUP;
515 }
516
517 void racer_exit(float eject)
518 {
519     self.think      = racer_think;
520     self.nextthink  = time;
521     self.movetype   = MOVETYPE_TOSS;
522
523     if not (self.owner)
524         return;
525
526         makevectors(self.angles);
527         if(eject)
528         {
529             setorigin(self.owner, self.origin + v_forward * 100 + v_up * 32);
530             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
531         }
532         else
533         {
534             setorigin(self.owner, self.origin - v_forward * 100 + v_up * 32);
535             self.owner.velocity = v_forward * -150;
536         }
537     self.owner = world;
538 }
539
540 void racer_spawn()
541 {
542     self.think          = racer_think;
543     self.nextthink      = time;
544     self.vehicle_health = autocvar_g_vehicle_racer_health;
545     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
546
547     self.movetype       = MOVETYPE_TOSS;
548     self.solid          = SOLID_SLIDEBOX;
549     self.delay          = time;
550     self.scale          = 0.5;
551
552     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
553 }
554
555
556 void racer_blowup()
557 {
558     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
559     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
560
561     self.deadflag    = DEAD_DEAD;
562     self.vehicle_exit(VHEF_NORMAL);
563
564     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
565                                         autocvar_g_vehicle_racer_blowup_edgedamage,
566                                         autocvar_g_vehicle_racer_blowup_radius, world,
567                                         autocvar_g_vehicle_racer_blowup_forceintensity,
568                                         DEATH_WAKIBLOWUP, world);
569
570     self.alpha = -1;
571     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
572     self.think      = racer_spawn;
573     self.movetype   = MOVETYPE_NONE;
574     self.effects    = EF_NODRAW;
575
576     self.colormod  = '0 0 0';
577     self.avelocity = '0 0 0';
578     self.velocity  = '0 0 0';
579
580     setorigin(self, self.pos1);
581         self.think     = racer_spawn;
582         self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
583 }
584
585 void racer_deadtouch()
586 {
587     self.avelocity_x *= 0.7;
588     self.cnt -= 1;
589     if(self.cnt <= 0)
590         racer_blowup();
591 }
592
593 void racer_die()
594 {
595     self.health       = 0;
596     self.event_damage = SUB_Null;
597     self.iscreature   = FALSE;
598     self.solid        = SOLID_CORPSE;
599     self.takedamage   = DAMAGE_NO;
600     self.deadflag     = DEAD_DYING;
601     self.movetype     = MOVETYPE_BOUNCE;
602     self.wait         = time;
603     self.cnt          = 1 + random() * 3;
604     self.touch        = racer_deadtouch;
605
606     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
607
608     if(random() < 0.5)
609         self.avelocity_z  = 16;
610     else
611         self.avelocity_z  = -16;
612
613     self.avelocity_x = -vlen(self.velocity) * 0.2;
614     self.velocity   += '0 0 700';
615     self.colormod    = '-0.5 -0.5 -0.5';
616
617         self.think     = racer_blowup;
618         self.nextthink = 2 + time + random() * 3;
619 }
620
621 #ifdef VEHICLES_CSQC
622 void racer_send_exta(entity to)
623 {
624
625 }
626 #endif
627
628 void racer_dinit()
629 {
630     if not (vehicle_initialize(
631              "Wakizashi",
632              "models/vehicles/wakizashi.dpm",
633              "",
634              "models/vehicles/wakizashi_cockpit.dpm",
635              "", "", "tag_viewport",
636              HUD_WAKIZASHI,
637              0.5 * RACER_MIN, 0.5 * RACER_MAX,
638              FALSE,
639              racer_spawn, autocvar_g_vehicle_racer_respawntime,
640              racer_frame,
641              racer_enter, racer_exit,
642              racer_die,   racer_think,
643              TRUE))
644     {
645         remove(self);
646         return;
647     }
648 #ifdef VEHICLES_CSQC
649     self.vehile_send_exta = racer_send_exta;
650 #endif
651     if(autocvar_g_vehicle_racer_hovertype != 0)
652         racer_force_from_tag = vehicles_force_fromtag_maglev;
653     else
654         racer_force_from_tag = vehicles_force_fromtag_hover;
655
656     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
657     self.scale = 0.5;
658     setattachment(self.vehicle_hudmodel, self, "");
659     setattachment(self.vehicle_viewport, self, "tag_viewport");
660
661     self.mass               = 900;
662 }
663
664 void spawnfunc_vehicle_racer()
665 {
666
667     precache_sound ("weapons/laserimpact.wav");
668     precache_sound ("weapons/lasergun_fire.wav");
669     precache_sound ("weapons/rocket_fire.wav");
670     precache_sound ("weapons/rocket_impact.wav");
671
672     precache_model ("models/vhshield.md3");
673     precache_model ("models/vehicles/wakizashi.dpm");
674     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
675
676     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
677     if(autocvar_g_vehicle_racer_energy)
678         if(autocvar_g_vehicle_racer_energy_regen)
679             self.vehicle_flags |= VHF_ENERGYREGEN;
680
681     if(autocvar_g_vehicle_racer_shield)
682         self.vehicle_flags |= VHF_HASSHIELD;
683
684     if(autocvar_g_vehicle_racer_shield_regen)
685         self.vehicle_flags |= VHF_SHIELDREGEN;
686
687     if(autocvar_g_vehicle_racer_health_regen)
688         self.vehicle_flags |= VHF_HEALTHREGEN;
689
690     self.think = racer_dinit;
691     self.nextthink = time + 1;
692 }
693
694 #endif // SVQC
695
696 #ifdef CSQC
697 #ifdef VEHICLES_CSQC
698 void racer_draw()
699 {
700     /*float dt;
701
702     dt = time - self.lastupdate;
703     self.lastupdate = time;
704     if(dt < 0)
705         return;
706     */
707     //self.origin += dt * self.velocity;
708     //self.origin_z -= dt * getstatf(STAT_MOVEVARS_GRAVITY);
709     //setorigin(self, self.origin);
710
711     if(vehicle_hudmodel.owner  == self)
712     {
713         setorigin(vehicle_hudmodel, self.origin);
714         vehicle_hudmodel.angles = self.angles;
715     }
716
717
718 }
719
720 void racer_draw2d()
721 {
722
723 }
724
725 void racer_read_extra()
726 {
727
728 }
729
730 entity racer_hud;
731 entity racer_vp;
732 void racer_hud_draw()
733 {
734
735 }
736
737 void vehicle_racer_assemble()
738 {
739     setmodel(self, "models/vehicles/wakizashi.dpm");
740     self.scale = 0.5;
741     self.movetype = MOVETYPE_BOUNCE;
742
743     //self.entremove = VehicleRacerRemove;
744     setsize(self,  '-60 -60 -20', '60 60 20');
745     self.draw = racer_draw;
746     self.drawmask = MASK_NORMAL;
747     self.solid = SOLID_BBOX;
748     self.lastupdate = time;
749     self.vehile_read_exta = racer_read_extra;
750
751     if(racer_hud == world)
752     {
753         dprint("SpawnHUUUOOOUUUDDD\n");
754         racer_hud = spawn();
755         setmodel(racer_hud, "models/vehicles/wakizashi_cockpit.dpm");
756         racer_hud.drawmask = MASK_NORMAL;
757         racer_hud.renderflags = RF_VIEWMODEL;
758         racer_hud.scale = 0.5;
759     }
760     vehicle_hudmodel = racer_hud; // FIXME!!
761     racer_hud.draw   = racer_hud_draw;
762 }
763 #endif
764 #endif //CSQC