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1 #define RACER_MIN '-120 -120 -40'
2 #define RACER_MAX '120 120 40'
3 #define RACER_TICRATE 0.05
4
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
20 float autocvar_g_vehicle_racer_hovertype;
21 float autocvar_g_vehicle_racer_hoverpower;
22
23 float autocvar_g_vehicle_racer_turnroll;
24 float autocvar_g_vehicle_racer_turnspeed;
25 float autocvar_g_vehicle_racer_pitchspeed;
26
27 float autocvar_g_vehicle_racer_energy;
28 float autocvar_g_vehicle_racer_energy_regen;
29 float autocvar_g_vehicle_racer_energy_regen_pause;
30
31 float autocvar_g_vehicle_racer_health;
32 float autocvar_g_vehicle_racer_health_regen;
33 float autocvar_g_vehicle_racer_health_regen_pause;
34
35 float autocvar_g_vehicle_racer_shield;
36 float autocvar_g_vehicle_racer_shield_regen;
37 float autocvar_g_vehicle_racer_shield_regen_pause;
38
39 float autocvar_g_vehicle_racer_laser_cost;
40 float autocvar_g_vehicle_racer_laser_damage;
41 float autocvar_g_vehicle_racer_laser_radius;
42 float autocvar_g_vehicle_racer_laser_refire;
43 float autocvar_g_vehicle_racer_laser_speed;
44
45 float autocvar_g_vehicle_racer_rocket_accel;
46 float autocvar_g_vehicle_racer_rocket_damage;
47 float autocvar_g_vehicle_racer_rocket_radius;
48 float autocvar_g_vehicle_racer_rocket_refire;
49 float autocvar_g_vehicle_racer_rocket_speed;
50 float autocvar_g_vehicle_racer_rocket_turnrate;
51
52 float autocvar_g_vehicle_racer_rocket_locktarget;
53 float autocvar_g_vehicle_racer_rocket_locking_time;
54 float autocvar_g_vehicle_racer_rocket_locking_releasetime;
55 float autocvar_g_vehicle_racer_rocket_locked_time;
56 float autocvar_g_vehicle_racer_rocket_locked_maxangle;
57
58 float autocvar_g_vehicle_racer_respawntime;
59 float autocvar_g_vehicle_racer_collision_multiplier;
60
61 float autocvar_g_vehicle_racer_blowup_radius;
62 float autocvar_g_vehicle_racer_blowup_coredamage;
63 float autocvar_g_vehicle_racer_blowup_edgedamage;
64 float autocvar_g_vehicle_racer_blowup_forceintensity;
65
66 var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
67
68 void racer_align4point()
69 {
70     vector push_vector, v_add;
71     float fl_push, fr_push, bl_push, br_push;
72
73     push_vector  = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
74     fr_push      = force_fromtag_normpower;
75     vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
76
77     push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
78     fl_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_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
82     br_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_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
86     bl_push      = force_fromtag_normpower;
87     vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
88
89     self.velocity += (push_vector * frametime);
90
91     // Anti ocilation
92     if(self.velocity_z  > 0)
93         self.velocity_z  *= autocvar_g_vehicle_racer_upforcedamper;
94
95     self.velocity += v_add;
96     self.velocity_z -= autocvar_sv_gravity * frametime;
97
98     push_vector_x =  (fl_push - bl_push);
99     push_vector_x += (fr_push - br_push);
100     push_vector_x *= 360;
101
102     push_vector_z = (fr_push - fl_push);
103     push_vector_z += (br_push - bl_push);
104     push_vector_z *= 360;
105
106     // Apply angle diffrance
107     self.angles_z += push_vector_z * frametime;
108     self.angles_x += push_vector_x * frametime;
109     // Apply stabilizer
110     self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
111     self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
112 }
113
114 void racer_rocket_explode()
115 {
116         PROJECTILE_TOUCH;
117     if(other.owner == self.owner)
118         return;
119
120         self.event_damage = SUB_Null;
121
122     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
123     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
124     RadiusDamage (self, self.realowner ,autocvar_g_vehicle_racer_rocket_damage, 0, autocvar_g_vehicle_racer_rocket_radius, world, 150, DEATH_WAKIROCKET, world);
125
126     remove (self);
127 }
128
129 void racer_bolt_explode()
130 {
131         PROJECTILE_TOUCH;
132     pointparticles(particleeffectnum("wakizashi_gun_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
133     RadiusDamage (self, self.realowner, autocvar_g_vehicle_racer_laser_damage, 0, autocvar_g_vehicle_racer_laser_radius, world, 150, DEATH_WAKIGUN, world);
134     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
135     remove (self);
136 }
137
138 void racer_fire_cannon(string tagname)
139 {
140     entity bolt;
141     vector v;
142
143     bolt = spawn();
144     sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
145
146     setorigin(bolt, gettaginfo(self, gettagindex(self, tagname)));
147     PROJECTILE_MAKETRIGGER(bolt);
148
149     bolt.movetype        = MOVETYPE_FLYMISSILE;
150     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
151     bolt.owner           = self;
152     bolt.realowner       = self.owner;
153     bolt.touch           = racer_bolt_explode;
154     bolt.think           = racer_bolt_explode;
155     bolt.nextthink       = time + 9;
156
157     bolt.bot_dodge       = TRUE;
158     bolt.bot_dodgerating = autocvar_g_vehicle_racer_laser_damage;
159
160         // Fix z-aim (for chase mode)
161     v = normalize(trace_endpos - bolt.origin);
162     v_forward_z = v_z * 0.5;
163
164     bolt.velocity = v_forward * autocvar_g_vehicle_racer_laser_speed;
165
166     pointparticles(particleeffectnum("wakizashi_gun_muzzleflash"), bolt.origin, bolt.velocity, 1);
167
168     CSQCProjectile(bolt, TRUE, PROJECTILE_LASER, TRUE);
169 }
170
171 void racer_rocket_groundhugger()
172 {
173     vector olddir, newdir;
174     float oldvel, newvel;
175
176     self.nextthink  = time;
177
178     if ((self.owner.deadflag != DEAD_NO) || (self.cnt < time))
179     {
180         racer_rocket_explode();
181         return;
182     }
183
184     if not (self.realowner.vehicle)
185     {
186         UpdateCSQCProjectile(self);
187         return;
188     }
189
190     olddir = normalize(self.velocity);
191     oldvel = vlen(self.velocity);
192     newvel = oldvel + self.lip;
193
194     tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
195     if(trace_fraction <= 0.5)
196     {
197         // Hitting somethign soon, just speed ahead
198         self.velocity = olddir * newvel;
199         UpdateCSQCProjectile(self);
200         return;
201     }
202
203     traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
204     if(trace_fraction != 1.0)
205     {
206         newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
207         self.velocity = normalize(olddir + newdir) * newvel;
208     }
209     else
210     {
211         self.velocity = olddir * newvel;
212         self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
213     }
214
215     UpdateCSQCProjectile(self);
216     return;
217 }
218
219 void racer_rocket_tracker()
220 {
221     vector olddir, newdir;
222     float oldvel, newvel;
223
224     self.nextthink  = time;
225
226     if ((self.owner.deadflag != DEAD_NO) || (self.cnt < time))
227     {
228         racer_rocket_explode();
229         return;
230     }
231
232     if not (self.realowner.vehicle)
233     {
234         UpdateCSQCProjectile(self);
235         return;
236     }
237
238     olddir = normalize(self.velocity);
239     oldvel = vlen(self.velocity);
240     newvel = oldvel + self.lip;
241     makevectors(vectoangles(olddir));
242
243     traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
244     newdir = normalize(self.enemy.origin - self.origin);
245
246     if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
247     {
248         //bprint("Target lost!\n");
249         //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
250         self.think = racer_rocket_groundhugger;
251         return;
252     }
253
254     if(trace_fraction != 1.0)
255         newdir_z += 16 * sys_frametime;
256
257     self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
258     self.velocity_z -= 800 * sys_frametime;
259
260     UpdateCSQCProjectile(self);
261     return;
262 }
263
264 void racer_fire_rocket(string tagname, entity trg)
265 {
266     entity rocket;
267
268     sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);
269
270     rocket = spawn();
271     setsize (rocket, '-1 -1 -1', '1 1 1');
272     setorigin(rocket, gettaginfo(self, gettagindex(self, tagname)));
273
274     rocket.lip              = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
275     rocket.wait             = autocvar_g_vehicle_racer_rocket_turnrate;
276     rocket.solid            = SOLID_BBOX;
277     rocket.movetype         = MOVETYPE_FLYMISSILE;
278     rocket.flags            = FL_PROJECTILE;
279     rocket.owner            = self;
280     rocket.realowner        = self.owner;
281     rocket.touch            = racer_rocket_explode;
282     rocket.bot_dodge        = TRUE;
283     rocket.bot_dodgerating  = autocvar_g_vehicle_racer_rocket_damage;
284     rocket.cnt              = time + 9;
285     rocket.velocity         = v_forward * autocvar_g_vehicle_racer_rocket_speed;
286
287     if(trg)
288         rocket.think            = racer_rocket_tracker;
289     else
290         rocket.think            = racer_rocket_groundhugger;
291
292     rocket.nextthink        = time;
293     rocket.enemy            = trg;
294
295     CSQCProjectile(rocket, TRUE, PROJECTILE_ROCKET, TRUE);
296 }
297
298 .float fire1_waspressed;
299 .float fire2_waspressed;
300 float racer_frame()
301 {
302     entity player, racer;
303     vector df;
304     float ftmp, ftmp2;
305
306     player          = self;
307     racer           = self.vehicle;
308
309     player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
310
311     self = racer;
312
313     if(player.BUTTON_USE)
314     {
315         vehicles_exit(VHEF_NORMAL);
316         self = player;
317         return 0;
318     }
319
320     if(racer.deadflag != DEAD_NO)
321     {
322         self = player;
323         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
324         return 1;
325     }
326
327     racer_align4point();
328     // Move abt crosshir insted of v_angle. this allows custom chase camera.
329     crosshair_trace(player);
330 #if VEHICLES_VIEWROTATE_CROSSHAIR
331     racer.angles_x *= -1;
332     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
333     if(df_x > 180)  df_x -= 360;
334     if(df_x < -180) df_x += 360;
335     if(df_y > 180)  df_y -= 360;
336     if(df_y < -180) df_y += 360;
337
338     // Yaw
339     ftmp = autocvar_g_vehicle_racer_turnspeed * sys_frametime;
340     ftmp2 = ftmp * -1;
341
342     ftmp = bound(ftmp2, shortangle_f(df_y - racer.angles_y, racer.angles_y), ftmp);
343     ftmp2 = anglemods(racer.angles_y + ftmp);
344
345     // Roll
346     ftmp = bound(-45, shortangle_f(df_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45);
347     ftmp = anglemods(racer.angles_z + ftmp) * frametime;
348     racer.angles_z = bound(-65, racer.angles_z + ftmp, 65);
349
350     // Turn
351     racer.angles_y = ftmp2;
352
353     // Pitch
354     ftmp = autocvar_g_vehicle_racer_pitchspeed * sys_frametime;
355     ftmp2 = ftmp * -1;
356
357     ftmp = bound(ftmp2, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
358     racer.angles_x = anglemods(racer.angles_x + ftmp);
359
360     makevectors(racer.angles);
361     racer.angles_x *= -1;
362 #else
363     racer.angles_x *= -1;
364
365     // Yaw
366     ftmp = autocvar_g_vehicle_racer_turnspeed * sys_frametime;
367     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
368     racer.angles_y = anglemods(racer.angles_y + ftmp);
369
370     // Roll
371     racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * sys_frametime;
372
373     // Pitch
374     ftmp = autocvar_g_vehicle_racer_pitchspeed  * sys_frametime;
375     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
376     racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
377
378     makevectors(racer.angles);
379     racer.angles_x *= -1;
380 #endif
381
382     df = racer.velocity * -0.5;
383
384     if(player.movement_x != 0)
385     {
386         if(player.movement_x > 0)
387             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
388         else if(player.movement_x < 0)
389             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
390     }
391
392     if(player.movement_y != 0)
393     {
394         if(player.movement_y < 0)
395             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
396         else if(player.movement_y > 0)
397             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
398     }
399
400     // limit _z to avoid flying on normal thrust
401     if(df_z > 0)
402         df_z = min(df_z, 700);
403
404     // Afterburn
405     if (player.BUTTON_JUMP)
406     if(racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
407     {
408         racer.wait = time;
409         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
410         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
411         self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
412     }
413
414     racer.velocity  += df * frametime;
415
416     df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
417     racer.velocity  = racer.velocity - df;
418     player.movement = racer.velocity;
419
420     if(player.BUTTON_ATCK)
421     if(time > racer.attack_finished_single)
422     if(racer.vehicle_energy >= autocvar_g_vehicle_racer_laser_cost)
423     {
424         racer.vehicle_energy -= autocvar_g_vehicle_racer_laser_cost;
425         racer.wait = time;
426
427         crosshair_trace(player);
428         if(racer.cnt)
429         {
430             racer_fire_cannon("tag_fire1");
431             racer.cnt = 0;
432         }
433         else
434         {
435             racer_fire_cannon("tag_fire2");
436             racer.cnt = 1;
437         }
438         racer.attack_finished_single = time + autocvar_g_vehicle_racer_laser_refire;
439         self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
440     }
441
442     if(autocvar_g_vehicle_racer_rocket_locktarget)
443     {
444         vehicles_locktarget2((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
445                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
446                          autocvar_g_vehicle_racer_rocket_locked_time);
447
448         if(self.lock_target)
449         {
450             if(racer.lock_strength == 1)
451                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
452             else if(self.lock_strength > 0.5)
453                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
454             else if(self.lock_strength < 0.5)
455                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
456         }
457     }
458
459     if(time > racer.delay)
460     if(player.BUTTON_ATCK2)
461     {
462         racer_fire_rocket("tag_rocket_r", ((self.lock_strength == 1 && self.lock_target) ? self.lock_target : world));
463         racer_fire_rocket("tag_rocket_l", ((self.lock_strength == 1 && self.lock_target) ? self.lock_target : world));
464
465         self.lock_strength  = 0;
466         self.lock_target    = world;
467
468         racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
469         racer.lip = time;
470     }
471
472     player.fire2_waspressed = player.BUTTON_ATCK2;
473
474     player.vehicle_reload1 = (time - racer.lip) / (racer.delay - racer.lip);
475
476     if(self.vehicle_flags  & VHF_SHIELDREGEN)
477         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);
478
479     if(self.vehicle_flags  & VHF_HEALTHREGEN)
480         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);
481
482     if(self.vehicle_flags  & VHF_ENERGYREGEN)
483         vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
484
485
486     VEHICLE_UPDATE_PLAYER(health, racer);
487
488     if(self.vehicle_flags & VHF_HASSHIELD)
489         VEHICLE_UPDATE_PLAYER(shield, racer);
490
491
492     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
493     setorigin(player,racer.origin + '0 0 32');
494     player.velocity = racer.velocity;
495
496     self = player;
497     return 1;
498 }
499
500 void racer_think()
501 {
502     float a, b, c;
503
504     self.nextthink = time;
505
506     a = autocvar_g_vehicle_racer_anglestabilizer;
507     b = autocvar_g_vehicle_racer_springlength;
508     c = autocvar_g_vehicle_racer_hoverpower;
509
510     autocvar_g_vehicle_racer_anglestabilizer = 36;
511     autocvar_g_vehicle_racer_springlength = 96;
512     autocvar_g_vehicle_racer_hoverpower = 300;
513
514     racer_align4point();
515
516     if(self.velocity_z < 0)
517         self.velocity_z *= 0.95;
518
519     autocvar_g_vehicle_racer_anglestabilizer = a;
520     autocvar_g_vehicle_racer_springlength = b;
521     autocvar_g_vehicle_racer_hoverpower = c;
522
523     self.velocity_x *= 0.95;
524     self.velocity_y *= 0.95;
525 }
526
527 void racer_enter()
528 {
529     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
530     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
531 }
532
533 void racer_spawn();
534
535 void racer_exit(float eject)
536 {
537     vehicles_setreturn(autocvar_g_vehicle_racer_respawntime, racer_spawn);
538
539     self.think      = racer_think;
540     self.nextthink  = time;
541
542     if not (self.owner)
543         return;
544
545         makevectors(self.angles);
546         if(eject)
547         {
548             setorigin(self.owner, self.origin + v_forward * 100 + v_up * 32);
549             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
550         }
551         else
552         {
553             setorigin(self.owner, self.origin - v_forward * 100 + v_up * 32);
554             self.owner.velocity = v_forward * -150;
555         }
556     self.owner = world;
557 }
558
559 void racer_touch()
560 {
561     if(self.owner)
562     {
563         //self.velocity = 0.999 * self.velocity;
564         // TO-DO Impact reaction (crush players, damage self on high speed impact etc)
565         return;
566     }
567
568     if(other.classname != "player")
569         return;
570
571     if(other.deadflag != DEAD_NO)
572         return;
573
574     if(other.vehicle != world)
575         return;
576
577     vehicles_enter();
578 }
579
580 void racer_spawn()
581 {
582     self.think = racer_think;
583     self.nextthink = time;
584
585     self.flags      = FL_NOTARGET;
586     self.effects   = 0;
587
588     self.vehicle_health = autocvar_g_vehicle_racer_health;
589     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
590
591     self.event_damage = vehicles_damage;
592     self.touch      = racer_touch;
593
594     self.iscreature = TRUE;
595     self.scale      = 0.5;
596     self.movetype   = MOVETYPE_BOUNCEMISSILE;
597     self.solid      = SOLID_SLIDEBOX;
598     self.takedamage = DAMAGE_AIM;
599
600     self.alpha      = 1;
601         self.colormap   = 1024;
602         self.deadflag   = DEAD_NO;
603     self.bot_attack = TRUE;
604
605     self.vehicle_energy = 1;
606     self.vehicle_hudmodel.viewmodelforclient = self;
607
608     setorigin(self, self.pos1);
609     self.angles = self.pos2;
610
611     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
612     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
613     self.delay = time;
614
615     vehicles_common_spawn();
616 }
617
618 void racer_blowup()
619 {
620
621     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
622     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
623
624     self.deadflag    = DEAD_DEAD;
625     self.vehicle_exit(VHEF_NORMAL);
626
627     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
628                                         autocvar_g_vehicle_racer_blowup_edgedamage,
629                                         autocvar_g_vehicle_racer_blowup_radius, world,
630                                         autocvar_g_vehicle_racer_blowup_forceintensity,
631                                         DEATH_WAKIBLOWUP, world);
632
633     self.alpha = -1;
634     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
635     self.think      = racer_spawn;
636     self.movetype   = MOVETYPE_NONE;
637     self.effects    = EF_NODRAW;
638
639     self.colormod  = '0 0 0';
640     self.avelocity = '0 0 0';
641     self.velocity  = '0 0 0';
642
643     setorigin(self, self.pos1);
644 }
645
646 void racer_deadtouch()
647 {
648     self.avelocity_x *= 0.7;
649     self.cnt -= 1;
650     if(self.cnt <= 0)
651         racer_blowup();
652 }
653
654 void racer_die()
655 {
656     self.health       = 0;
657     self.event_damage = SUB_Null;
658     self.iscreature   = FALSE;
659     self.solid        = SOLID_CORPSE;
660     self.takedamage   = DAMAGE_NO;
661     self.deadflag     = DEAD_DYING;
662     self.movetype     = MOVETYPE_BOUNCE;
663     self.wait         = time;
664     self.cnt          = 1 + random() * 3;
665     self.touch        = racer_deadtouch;
666
667     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
668
669     self.velocity     += '0 0 700';
670
671     if(random() < 0.5)
672         self.avelocity_z  = 16;
673     else
674         self.avelocity_z  = -16;
675
676     self.avelocity_x = -vlen(self.velocity) * 0.2;
677
678     self.colormod = '-0.5 -0.5 -0.5';
679
680         self.think     = racer_blowup;
681         self.nextthink = 2 + time + random() * 3;
682 }
683
684 void racer_dinit()
685 {
686     if not (vehicle_initialize(
687              "Wakizashi",
688              "models/vehicles/wakizashi.dpm",
689              "",
690              "models/vehicles/wakizashi_cockpit.dpm",
691              "", "", "tag_viewport",
692              HUD_WAKIZASHI,
693              0.5 * RACER_MIN, 0.5 * RACER_MAX,
694              FALSE,
695              racer_spawn, racer_frame,
696              racer_enter, racer_exit,
697              racer_die,   racer_think))
698     {
699         remove(self);
700         return;
701     }
702
703     if(autocvar_g_vehicle_racer_hovertype != 0)
704         racer_force_from_tag = vehicles_force_fromtag_maglev;
705     else
706         racer_force_from_tag = vehicles_force_fromtag_hover;
707
708     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
709     self.scale = 0.5;
710     setattachment(self.vehicle_hudmodel, self, "");
711     setattachment(self.vehicle_viewport, self, "tag_viewport");
712 }
713
714 void spawnfunc_vehicle_racer()
715 {
716
717     precache_sound ("weapons/laserimpact.wav");
718     precache_sound ("weapons/lasergun_fire.wav");
719     precache_sound ("weapons/rocket_fire.wav");
720     precache_sound ("weapons/rocket_impact.wav");
721
722     precache_model ("models/vhshield.md3");
723     precache_model ("models/vehicles/wakizashi.dpm");
724     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
725
726
727     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
728     if(autocvar_g_vehicle_racer_energy)
729         if(autocvar_g_vehicle_racer_energy_regen)
730             self.vehicle_flags |= VHF_ENERGYREGEN;
731
732     if(autocvar_g_vehicle_racer_shield)
733         self.vehicle_flags |= VHF_HASSHIELD;
734
735     if(autocvar_g_vehicle_racer_shield_regen)
736         self.vehicle_flags |= VHF_SHIELDREGEN;
737
738     if(autocvar_g_vehicle_racer_health_regen)
739         self.vehicle_flags |= VHF_HEALTHREGEN;
740
741     self.think = racer_dinit;
742     self.nextthink = time + 1;
743 }