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Fix rpojectile models/shader for vehicles, disable upforce case in racer_frame as...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / racer.qc
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
74     push_vector  = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
75     fr_push      = force_fromtag_normpower;
76     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
77
78     push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
79     fl_push      = force_fromtag_normpower;
80     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
81
82     push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
83     br_push      = force_fromtag_normpower;
84     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
85
86     push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
87     bl_push      = force_fromtag_normpower;
88     //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
89
90     self.velocity += (push_vector * frametime);
91
92     // Anti ocilation
93     if(self.velocity_z  > 0)
94         self.velocity_z *= 1 - (autocvar_g_vehicle_racer_upforcedamper * frametime);
95
96     self.velocity   += v_add;
97     self.velocity_z -= autocvar_sv_gravity * frametime;
98
99     push_vector_x =  (fl_push - bl_push);
100     push_vector_x += (fr_push - br_push);
101     push_vector_x *= 360;
102
103     push_vector_z = (fr_push - fl_push);
104     push_vector_z += (br_push - bl_push);
105     push_vector_z *= 360;
106
107     // Apply angle diffrance
108     self.angles_z += push_vector_z * frametime;
109     self.angles_x += push_vector_x * frametime;
110
111     // Apply stabilizer
112     self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
113     self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
114 }
115
116 void racer_rocket_explode()
117 {
118         PROJECTILE_TOUCH;
119     if(other.owner == self.owner)
120         return;
121
122         self.event_damage = SUB_Null;
123
124     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
125     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
126     RadiusDamage (self, self.realowner ,autocvar_g_vehicle_racer_rocket_damage, 0, autocvar_g_vehicle_racer_rocket_radius, world, 150, DEATH_WAKIROCKET, world);
127
128     remove (self);
129 }
130
131 void racer_bolt_explode()
132 {
133         PROJECTILE_TOUCH;
134     pointparticles(particleeffectnum("wakizashi_gun_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
135     RadiusDamage (self, self.realowner, autocvar_g_vehicle_racer_laser_damage, 0, autocvar_g_vehicle_racer_laser_radius, world, 150, DEATH_WAKIGUN, world);
136     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
137     remove (self);
138 }
139
140 void racer_fire_cannon(string tagname)
141 {
142     entity bolt;
143     vector v;
144
145     bolt = spawn();
146     sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
147
148     setorigin(bolt, gettaginfo(self, gettagindex(self, tagname)));
149     PROJECTILE_MAKETRIGGER(bolt);
150
151     bolt.movetype        = MOVETYPE_FLYMISSILE;
152     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
153     bolt.owner           = self;
154     bolt.realowner       = self.owner;
155     bolt.touch           = racer_bolt_explode;
156     bolt.think           = racer_bolt_explode;
157     bolt.nextthink       = time + 9;
158
159     bolt.bot_dodge       = TRUE;
160     bolt.bot_dodgerating = autocvar_g_vehicle_racer_laser_damage;
161
162         // Fix z-aim (for chase mode)
163     v = normalize(trace_endpos - bolt.origin);
164     v_forward_z = v_z * 0.5;
165
166     bolt.velocity = v_forward * autocvar_g_vehicle_racer_laser_speed;
167
168     pointparticles(particleeffectnum("wakizashi_gun_muzzleflash"), bolt.origin, bolt.velocity, 1);
169
170     CSQCProjectile(bolt, TRUE, PROJECTILE_WAKICANNON, TRUE);
171 }
172
173 void racer_rocket_groundhugger()
174 {
175     vector olddir, newdir;
176     float oldvel, newvel;
177
178     self.nextthink  = time;
179
180     if ((self.owner.deadflag != DEAD_NO) || (self.cnt < time))
181     {
182         racer_rocket_explode();
183         return;
184     }
185
186     if not (self.realowner.vehicle)
187     {
188         UpdateCSQCProjectile(self);
189         return;
190     }
191
192     olddir = normalize(self.velocity);
193     oldvel = vlen(self.velocity);
194     newvel = oldvel + self.lip;
195
196     tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
197     if(trace_fraction <= 0.5)
198     {
199         // Hitting somethign soon, just speed ahead
200         self.velocity = olddir * newvel;
201         UpdateCSQCProjectile(self);
202         return;
203     }
204
205     traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
206     if(trace_fraction != 1.0)
207     {
208         newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
209         self.velocity = normalize(olddir + newdir) * newvel;
210     }
211     else
212     {
213         self.velocity = olddir * newvel;
214         self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
215     }
216
217     UpdateCSQCProjectile(self);
218     return;
219 }
220
221 void racer_rocket_tracker()
222 {
223     vector olddir, newdir;
224     float oldvel, newvel;
225
226     self.nextthink  = time;
227
228     if ((self.owner.deadflag != DEAD_NO) || (self.cnt < time))
229     {
230         racer_rocket_explode();
231         return;
232     }
233
234     if not (self.realowner.vehicle)
235     {
236         UpdateCSQCProjectile(self);
237         return;
238     }
239
240     olddir = normalize(self.velocity);
241     oldvel = vlen(self.velocity);
242     newvel = oldvel + self.lip;
243     makevectors(vectoangles(olddir));
244
245     traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
246     newdir = normalize(self.enemy.origin - self.origin);
247
248     if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
249     {
250         //bprint("Target lost!\n");
251         //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
252         self.think = racer_rocket_groundhugger;
253         return;
254     }
255
256     if(trace_fraction != 1.0)
257         newdir_z += 16 * sys_frametime;
258
259     self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
260     self.velocity_z -= 800 * sys_frametime;
261
262     UpdateCSQCProjectile(self);
263     return;
264 }
265
266 void racer_fire_rocket(string tagname, entity trg)
267 {
268     entity rocket;
269
270     sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);
271
272     rocket = spawn();
273     setsize (rocket, '-1 -1 -1', '1 1 1');
274     setorigin(rocket, gettaginfo(self, gettagindex(self, tagname)));
275
276     rocket.lip              = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
277     rocket.wait             = autocvar_g_vehicle_racer_rocket_turnrate;
278     rocket.solid            = SOLID_BBOX;
279     rocket.movetype         = MOVETYPE_FLYMISSILE;
280     rocket.flags            = FL_PROJECTILE;
281     rocket.owner            = self;
282     rocket.realowner        = self.owner;
283     rocket.touch            = racer_rocket_explode;
284     rocket.bot_dodge        = TRUE;
285     rocket.bot_dodgerating  = autocvar_g_vehicle_racer_rocket_damage;
286     rocket.cnt              = time + 9;
287     rocket.velocity         = v_forward * autocvar_g_vehicle_racer_rocket_speed;
288
289     if(trg)
290         rocket.think            = racer_rocket_tracker;
291     else
292         rocket.think            = racer_rocket_groundhugger;
293
294     rocket.nextthink        = time;
295     rocket.enemy            = trg;
296
297     CSQCProjectile(rocket, TRUE, PROJECTILE_WAKIROCKET, TRUE);
298 }
299
300 .float fire1_waspressed;
301 .float fire2_waspressed;
302 float racer_frame()
303 {
304     entity player, racer;
305     vector df;
306     float ftmp, ftmp2;
307
308     player          = self;
309     racer           = self.vehicle;
310
311     player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
312
313     self = racer;
314
315     if(player.BUTTON_USE)
316     {
317         vehicles_exit(VHEF_NORMAL);
318         self = player;
319         return 0;
320     }
321
322     if(racer.deadflag != DEAD_NO)
323     {
324         self = player;
325         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
326         return 1;
327     }
328
329     racer_align4point();
330
331     crosshair_trace(player);
332
333 #if VEHICLES_VIEWROTATE_CROSSHAIR
334     // Move abt crosshir insted of v_angle. this allows custom chase camera.
335     racer.angles_x *= -1;
336     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
337     if(df_x > 180)  df_x -= 360;
338     if(df_x < -180) df_x += 360;
339     if(df_y > 180)  df_y -= 360;
340     if(df_y < -180) df_y += 360;
341
342     // Yaw
343     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
344     ftmp2 = ftmp * -1;
345
346     ftmp = bound(ftmp2, shortangle_f(df_y - racer.angles_y, racer.angles_y), ftmp);
347     ftmp2 = anglemods(racer.angles_y + ftmp);
348
349     // Roll
350     ftmp = bound(-45, shortangle_f(df_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45);
351     ftmp = anglemods(racer.angles_z + ftmp) * frametime;
352     racer.angles_z = bound(-65, racer.angles_z + ftmp, 65);
353
354     // Turn
355     racer.angles_y = ftmp2;
356
357     // Pitch
358     ftmp = autocvar_g_vehicle_racer_pitchspeed * frametime;
359     ftmp2 = ftmp * -1;
360
361     ftmp = bound(ftmp2, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
362     racer.angles_x = anglemods(racer.angles_x + ftmp);
363
364     makevectors(racer.angles);
365     racer.angles_x *= -1;
366 #else
367     racer.angles_x *= -1;
368
369     // Yaw
370     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
371     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
372     racer.angles_y = anglemods(racer.angles_y + ftmp);
373
374     // Roll
375     racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
376
377     // Pitch
378     ftmp = autocvar_g_vehicle_racer_pitchspeed  * frametime;
379     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
380     racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
381
382     makevectors(racer.angles);
383     racer.angles_x *= -1;
384 #endif
385
386     df = racer.velocity * -0.5;
387
388     if(player.movement_x != 0)
389     {
390         if(player.movement_x > 0)
391             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
392         else if(player.movement_x < 0)
393             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
394     }
395
396     if(player.movement_y != 0)
397     {
398         if(player.movement_y < 0)
399             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
400         else if(player.movement_y > 0)
401             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
402     }
403
404     // limit _z to avoid flying on normal thrust
405     //if(df_z > 0)
406     //    df_z = min(df_z, 700);
407
408     // Afterburn
409     if (player.BUTTON_JUMP)
410     if(racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
411     {
412         racer.wait = time;
413         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
414         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
415         self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
416     }
417
418     racer.velocity  += df * frametime;
419
420     df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
421     racer.velocity  = racer.velocity - df;
422     player.movement = racer.velocity;
423
424     if(player.BUTTON_ATCK)
425     if(time > racer.attack_finished_single)
426     if(racer.vehicle_energy >= autocvar_g_vehicle_racer_laser_cost)
427     {
428         racer.vehicle_energy -= autocvar_g_vehicle_racer_laser_cost;
429         racer.wait = time;
430
431         crosshair_trace(player);
432         if(racer.cnt)
433         {
434             racer_fire_cannon("tag_fire1");
435             racer.cnt = 0;
436         }
437         else
438         {
439             racer_fire_cannon("tag_fire2");
440             racer.cnt = 1;
441         }
442         racer.attack_finished_single = time + autocvar_g_vehicle_racer_laser_refire;
443         self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
444     }
445
446     if(autocvar_g_vehicle_racer_rocket_locktarget)
447     {
448         vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
449                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
450                          autocvar_g_vehicle_racer_rocket_locked_time);
451
452         if(self.lock_target)
453         {
454             if(racer.lock_strength == 1)
455                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
456             else if(self.lock_strength > 0.5)
457                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
458             else if(self.lock_strength < 0.5)
459                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
460         }
461     }
462
463     if(time > racer.delay)
464     if(player.BUTTON_ATCK2)
465     {
466         self.misc_bulletcounter += 1;
467         racer.delay = time + 0.2;
468         if(self.misc_bulletcounter == 1)
469             racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
470         else if(self.misc_bulletcounter == 2)
471         {
472             racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
473             self.lock_strength  = 0;
474             self.lock_target    = world;
475             self.misc_bulletcounter = 0;
476
477             racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
478             racer.lip = time;
479         }
480     }
481
482     player.fire2_waspressed = player.BUTTON_ATCK2;
483
484     player.vehicle_reload1 = (time - racer.lip) / (racer.delay - racer.lip);
485
486     if(self.vehicle_flags  & VHF_SHIELDREGEN)
487         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);
488
489     if(self.vehicle_flags  & VHF_HEALTHREGEN)
490         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);
491
492     if(self.vehicle_flags  & VHF_ENERGYREGEN)
493         vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
494
495
496     VEHICLE_UPDATE_PLAYER(health, racer);
497
498     if(self.vehicle_flags & VHF_HASSHIELD)
499         VEHICLE_UPDATE_PLAYER(shield, racer);
500
501
502     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
503     setorigin(player,racer.origin + '0 0 32');
504     player.velocity = racer.velocity;
505
506     self = player;
507     return 1;
508 }
509
510 void racer_think()
511 {
512     float a, b, c;
513
514     a = autocvar_g_vehicle_racer_anglestabilizer;
515     b = autocvar_g_vehicle_racer_springlength;
516     c = autocvar_g_vehicle_racer_hoverpower;
517
518     autocvar_g_vehicle_racer_anglestabilizer = 36;
519     autocvar_g_vehicle_racer_springlength = 96;
520     autocvar_g_vehicle_racer_hoverpower = 300;
521
522     racer_align4point(); //time - self.nextthink);
523
524     //if(self.velocity_z > 0)
525     //    self.velocity_z *= 0.95;
526
527     autocvar_g_vehicle_racer_anglestabilizer = a;
528     autocvar_g_vehicle_racer_springlength = b;
529     autocvar_g_vehicle_racer_hoverpower = c;
530
531     self.velocity_x *= 0.95;
532     self.velocity_y *= 0.95;
533
534     self.nextthink = time + 0.05;
535 }
536
537 void racer_enter()
538 {
539     self.movetype = MOVETYPE_BOUNCE; //MISSILE;
540     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
541     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
542 }
543
544 void racer_exit(float eject)
545 {
546     self.think      = racer_think;
547     self.nextthink  = time;
548     self.movetype   = MOVETYPE_BOUNCEMISSILE;
549
550     if not (self.owner)
551         return;
552
553         makevectors(self.angles);
554         if(eject)
555         {
556             setorigin(self.owner, self.origin + v_forward * 100 + v_up * 32);
557             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
558         }
559         else
560         {
561             setorigin(self.owner, self.origin - v_forward * 100 + v_up * 32);
562             self.owner.velocity = v_forward * -150;
563         }
564     self.owner = world;
565 }
566
567 void racer_spawn()
568 {
569     self.think          = racer_think;
570     self.nextthink      = time;
571     self.vehicle_health = autocvar_g_vehicle_racer_health;
572     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
573
574     self.movetype       = MOVETYPE_TOSS;
575     self.solid          = SOLID_SLIDEBOX;
576     self.delay          = time;
577     self.scale          = 0.5;
578
579     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
580 }
581
582
583 void racer_blowup()
584 {
585
586     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
587     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
588
589     self.deadflag    = DEAD_DEAD;
590     self.vehicle_exit(VHEF_NORMAL);
591
592     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
593                                         autocvar_g_vehicle_racer_blowup_edgedamage,
594                                         autocvar_g_vehicle_racer_blowup_radius, world,
595                                         autocvar_g_vehicle_racer_blowup_forceintensity,
596                                         DEATH_WAKIBLOWUP, world);
597
598     self.alpha = -1;
599     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
600     self.think      = racer_spawn;
601     self.movetype   = MOVETYPE_NONE;
602     self.effects    = EF_NODRAW;
603
604     self.colormod  = '0 0 0';
605     self.avelocity = '0 0 0';
606     self.velocity  = '0 0 0';
607
608     setorigin(self, self.pos1);
609         self.think     = racer_spawn;
610         self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
611 }
612
613 void racer_deadtouch()
614 {
615     self.avelocity_x *= 0.7;
616     self.cnt -= 1;
617     if(self.cnt <= 0)
618         racer_blowup();
619 }
620
621 void racer_die()
622 {
623     self.health       = 0;
624     self.event_damage = SUB_Null;
625     self.iscreature   = FALSE;
626     self.solid        = SOLID_CORPSE;
627     self.takedamage   = DAMAGE_NO;
628     self.deadflag     = DEAD_DYING;
629     self.movetype     = MOVETYPE_BOUNCE;
630     self.wait         = time;
631     self.cnt          = 1 + random() * 3;
632     self.touch        = racer_deadtouch;
633
634     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
635
636     if(random() < 0.5)
637         self.avelocity_z  = 16;
638     else
639         self.avelocity_z  = -16;
640
641     self.avelocity_x = -vlen(self.velocity) * 0.2;
642     self.velocity     += '0 0 700';
643     self.colormod = '-0.5 -0.5 -0.5';
644
645         self.think     = racer_blowup;
646         self.nextthink = 2 + time + random() * 3;
647 }
648
649 void racer_dinit()
650 {
651     if not (vehicle_initialize(
652              "Wakizashi",
653              "models/vehicles/wakizashi.dpm",
654              "",
655              "models/vehicles/wakizashi_cockpit.dpm",
656              "", "", "tag_viewport",
657              HUD_WAKIZASHI,
658              0.5 * RACER_MIN, 0.5 * RACER_MAX,
659              FALSE,
660              racer_spawn, autocvar_g_vehicle_racer_respawntime,
661              racer_frame,
662              racer_enter, racer_exit,
663              racer_die,   racer_think))
664     {
665         remove(self);
666         return;
667     }
668
669     if(autocvar_g_vehicle_racer_hovertype != 0)
670         racer_force_from_tag = vehicles_force_fromtag_maglev;
671     else
672         racer_force_from_tag = vehicles_force_fromtag_hover;
673
674     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
675     self.scale = 0.5;
676     setattachment(self.vehicle_hudmodel, self, "");
677     setattachment(self.vehicle_viewport, self, "tag_viewport");
678
679     self.mass               = 900;
680 }
681
682 void spawnfunc_vehicle_racer()
683 {
684
685     precache_sound ("weapons/laserimpact.wav");
686     precache_sound ("weapons/lasergun_fire.wav");
687     precache_sound ("weapons/rocket_fire.wav");
688     precache_sound ("weapons/rocket_impact.wav");
689
690     precache_model ("models/vhshield.md3");
691     precache_model ("models/vehicles/wakizashi.dpm");
692     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
693
694
695     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
696     if(autocvar_g_vehicle_racer_energy)
697         if(autocvar_g_vehicle_racer_energy_regen)
698             self.vehicle_flags |= VHF_ENERGYREGEN;
699
700     if(autocvar_g_vehicle_racer_shield)
701         self.vehicle_flags |= VHF_HASSHIELD;
702
703     if(autocvar_g_vehicle_racer_shield_regen)
704         self.vehicle_flags |= VHF_SHIELDREGEN;
705
706     if(autocvar_g_vehicle_racer_health_regen)
707         self.vehicle_flags |= VHF_HEALTHREGEN;
708
709     self.think = racer_dinit;
710     self.nextthink = time + 1;
711 }