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Make vehicles_exit smater (no oldself junk required arroubd it)
[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_ENGINE "sound/vehicles/racer.wav"
4
5 #ifdef SVQC
6 void racer_exit(float eject);
7 void racer_enter();
8
9 // Auto cvars
10 float autocvar_g_vehicle_racer_speed_afterburn;
11 float autocvar_g_vehicle_racer_afterburn_cost;
12
13 float autocvar_g_vehicle_racer_anglestabilizer;
14 float autocvar_g_vehicle_racer_downforce;
15
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;
21
22 float autocvar_g_vehicle_racer_hovertype;
23 float autocvar_g_vehicle_racer_hoverpower;
24
25 float autocvar_g_vehicle_racer_turnroll;
26 float autocvar_g_vehicle_racer_turnspeed;
27 float autocvar_g_vehicle_racer_pitchspeed;
28
29 float autocvar_g_vehicle_racer_energy;
30 float autocvar_g_vehicle_racer_energy_regen;
31 float autocvar_g_vehicle_racer_energy_regen_pause;
32
33 float autocvar_g_vehicle_racer_health;
34 float autocvar_g_vehicle_racer_health_regen;
35 float autocvar_g_vehicle_racer_health_regen_pause;
36
37 float autocvar_g_vehicle_racer_shield;
38 float autocvar_g_vehicle_racer_shield_regen;
39 float autocvar_g_vehicle_racer_shield_regen_pause;
40
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;
48
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;
56
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;
62
63 float autocvar_g_vehicle_racer_respawntime;
64
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;
69
70 var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
71
72 void racer_align4point()
73 {
74     vector push_vector, v_add;
75     float fl_push, fr_push, bl_push, br_push;
76
77
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);
81
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);
85
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);
89
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);
93
94     self.velocity += (push_vector * frametime);
95
96     // Anti ocilation
97     if(self.velocity_z  > 0)
98         self.velocity_z *= 1 - (autocvar_g_vehicle_racer_upforcedamper * frametime);
99
100     self.velocity   += v_add;
101     //self.velocity_z -= autocvar_sv_gravity * frametime;
102
103     push_vector_x =  (fl_push - bl_push);
104     push_vector_x += (fr_push - br_push);
105     push_vector_x *= 360;
106
107     push_vector_z = (fr_push - fl_push);
108     push_vector_z += (br_push - bl_push);
109     push_vector_z *= 360;
110
111     // Apply angle diffrance
112     self.angles_z += push_vector_z * frametime;
113     self.angles_x += push_vector_x * frametime;
114
115     // Apply stabilizer
116     self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
117     self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
118 }
119
120 void racer_fire_cannon(string tagname)
121 {
122     vector v;
123     entity bolt;
124
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);
130
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;
135 }
136
137 void racer_rocket_groundhugger()
138 {
139     vector olddir, newdir;
140     float oldvel, newvel;
141
142     self.nextthink  = time;
143
144     if(self.owner.deadflag != DEAD_NO || self.cnt < time)
145     {
146         self.use();
147         return;
148     }
149
150     if not (self.realowner.vehicle)
151     {
152         UpdateCSQCProjectile(self);
153         return;
154     }
155
156     olddir = normalize(self.velocity);
157     oldvel = vlen(self.velocity);
158     newvel = oldvel + self.lip;
159
160     tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
161     if(trace_fraction <= 0.5)
162     {
163         // Hitting somethign soon, just speed ahead
164         self.velocity = olddir * newvel;
165         UpdateCSQCProjectile(self);
166         return;
167     }
168
169     traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
170     if(trace_fraction != 1.0)
171     {
172         newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
173         self.velocity = normalize(olddir + newdir) * newvel;
174     }
175     else
176     {
177         self.velocity = olddir * newvel;
178         self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
179     }
180
181     UpdateCSQCProjectile(self);
182     return;
183 }
184
185 void racer_rocket_tracker()
186 {
187     vector olddir, newdir;
188     float oldvel, newvel;
189
190     self.nextthink  = time;
191
192     if (self.owner.deadflag != DEAD_NO || self.cnt < time)
193     {
194         self.use();
195         return;
196     }
197
198     if not (self.realowner.vehicle)
199     {
200         UpdateCSQCProjectile(self);
201         return;
202     }
203
204     olddir = normalize(self.velocity);
205     oldvel = vlen(self.velocity);
206     newvel = oldvel + self.lip;
207     makevectors(vectoangles(olddir));
208
209     traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
210     newdir = normalize(self.enemy.origin - self.origin);
211
212     if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
213     {
214         //bprint("Target lost!\n");
215         //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
216         self.think = racer_rocket_groundhugger;
217         return;
218     }
219
220     if(trace_fraction != 1.0)
221         newdir_z += 16 * sys_frametime;
222
223     self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
224     self.velocity_z -= 800 * sys_frametime;
225
226     UpdateCSQCProjectile(self);
227     return;
228 }
229
230 void racer_fire_rocket(string tagname, entity trg)
231 {
232     vector v;
233     entity rocket;
234
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);
240
241     rocket.lip              = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
242     rocket.wait             = autocvar_g_vehicle_racer_rocket_turnrate;
243     rocket.nextthink        = time;
244     rocket.enemy            = trg;
245     rocket.cnt              = time + 15;
246
247     if(trg)
248         rocket.think            = racer_rocket_tracker;
249     else
250         rocket.think            = racer_rocket_groundhugger;
251 }
252
253 float racer_frame()
254 {
255     entity player, racer;
256     vector df;
257     float ftmp;
258
259     player          = self;
260     racer           = self.vehicle;
261
262     player.BUTTON_ZOOM = player.BUTTON_CROUCH = 0;
263
264     self = racer;
265
266     if(racer.deadflag != DEAD_NO)
267     {
268         self = player;
269         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
270         return 1;
271     }
272
273     racer_align4point();
274
275     crosshair_trace(player);
276
277     racer.angles_x *= -1;
278
279     // Yaw
280     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
281     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
282     racer.angles_y = anglemods(racer.angles_y + ftmp);
283
284     // Roll
285     racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
286
287     // Pitch
288     ftmp = autocvar_g_vehicle_racer_pitchspeed  * frametime;
289     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
290     racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
291
292     makevectors(racer.angles);
293     racer.angles_x *= -1;
294
295
296     ftmp = racer.velocity_z;
297     df = racer.velocity * -autocvar_g_vehicle_racer_friction;
298     racer.velocity_z = ftmp;
299
300     if(player.movement_x != 0)
301     {
302         if(player.movement_x > 0)
303             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
304         else if(player.movement_x < 0)
305             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
306     }
307
308     if(player.movement_y != 0)
309     {
310         if(player.movement_y < 0)
311             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
312         else if(player.movement_y > 0)
313             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
314     }
315     
316     if(vlen(player.movement) != 0)
317     {
318         if(self.sound_nexttime < time || self.sounds != 1)
319         {        
320             self.sounds = 1;
321             self.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
322             sound (self, CHAN_TRIGGER, "vehicles/racer_move.wav", VOL_VEHICLEENGINE, ATTN_NORM);
323         }
324     }
325     else
326     {        
327         if(self.sound_nexttime < time || self.sounds != 0)
328         {        
329             self.sounds = 0;
330             self.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
331             sound (self, CHAN_TRIGGER, "vehicles/racer_idle.wav", VOL_VEHICLEENGINE, ATTN_NORM);
332         }        
333     }
334     
335     // Afterburn
336     if (player.BUTTON_JUMP && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
337     {
338         racer.wait = time;
339         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
340         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
341         
342         if(self.strength_finished < time)
343         {        
344             //self.sounds = 2;
345             self.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
346             sound (self, CHAN_PAIN, "vehicles/racer_boost.wav", VOL_VEHICLEENGINE, ATTN_NORM);
347         }        
348     }
349     else
350     {
351         self.strength_finished = 0;
352         sound (self, CHAN_PAIN, "misc/null.wav", VOL_VEHICLEENGINE, ATTN_NORM);
353     }
354         
355
356     racer.velocity  += df * frametime;
357
358     df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
359     racer.velocity  = racer.velocity - df;
360     player.movement = racer.velocity;
361
362     if(player.BUTTON_ATCK)
363     if(time > racer.attack_finished_single)
364     if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost)
365     {
366         racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
367         racer.wait = time;
368
369         crosshair_trace(player);
370         if(racer.cnt)
371         {
372             racer_fire_cannon("tag_fire1");
373             racer.cnt = 0;
374         }
375         else
376         {
377             racer_fire_cannon("tag_fire2");
378             racer.cnt = 1;
379         }
380         racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire;
381         //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
382     }
383
384     if(autocvar_g_vehicle_racer_rocket_locktarget)
385     {
386         vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
387                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
388                          autocvar_g_vehicle_racer_rocket_locked_time);
389
390         if(self.lock_target)
391         {
392             if(racer.lock_strength == 1)
393                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
394             else if(self.lock_strength > 0.5)
395                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
396             else if(self.lock_strength < 0.5)
397                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
398         }
399     }
400
401     if(time > racer.delay)
402     if(player.BUTTON_ATCK2)
403     {
404         self.misc_bulletcounter += 1;
405         racer.delay = time + 0.3;
406         if(self.misc_bulletcounter == 1)
407             racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
408         else if(self.misc_bulletcounter == 2)
409         {
410             racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
411             self.lock_strength  = 0;
412             self.lock_target    = world;
413             self.misc_bulletcounter = 0;
414
415             racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
416             racer.lip = time;
417         }
418     }
419     player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
420
421     if(self.vehicle_flags  & VHF_SHIELDREGEN)
422         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);
423
424     if(self.vehicle_flags  & VHF_HEALTHREGEN)
425         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);
426
427     if(self.vehicle_flags  & VHF_ENERGYREGEN)
428         vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
429
430
431     VEHICLE_UPDATE_PLAYER(health, racer);
432     VEHICLE_UPDATE_PLAYER(energy, racer);
433
434     if(self.vehicle_flags & VHF_HASSHIELD)
435         VEHICLE_UPDATE_PLAYER(shield, racer);
436
437
438     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
439     setorigin(player,racer.origin + '0 0 32');
440     player.velocity = racer.velocity;
441
442     self = player;
443     return 1;
444 }
445
446 void racer_think()
447 {
448     /*
449     float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
450     b = autocvar_g_vehicle_racer_springlength;
451     c = autocvar_g_vehicle_racer_hoverpower;
452
453     autocvar_g_vehicle_racer_anglestabilizer = 36;
454     autocvar_g_vehicle_racer_springlength = 96;
455     autocvar_g_vehicle_racer_hoverpower = 300;
456     */
457
458     racer_align4point(); //time - self.nextthink);
459
460     /*
461     //if(self.velocity_z > 0)
462     //    self.velocity_z *= 0.95;
463
464     autocvar_g_vehicle_racer_anglestabilizer = a;
465     autocvar_g_vehicle_racer_springlength = b;
466     autocvar_g_vehicle_racer_hoverpower = c;
467     */
468
469     self.velocity_x *= 0.9;
470     self.velocity_y *= 0.9;
471     self.velocity_z *= 0.8;
472     self.velocity_z += sin(time * 2) * 16;
473     self.nextthink = time; // + 0.05;
474 }
475
476 void racer_enter()
477 {
478     self.movetype = MOVETYPE_BOUNCE;
479     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
480     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
481     
482     if(self.owner.flagcarried)
483        setorigin(self.owner.flagcarried, '-190 0 96');
484 }
485
486 void racer_exit(float eject)
487 {
488     vector spot;
489     
490     self.think      = racer_think;
491     self.nextthink  = time;
492     self.movetype   = MOVETYPE_TOSS;
493
494     if not (self.owner)
495         return;
496
497         makevectors(self.angles);
498         if(eject)
499         {
500             spot = self.origin + v_forward * 100 + '0 0 64';
501             spot = vehicles_findgoodexit(spot);
502             setorigin(self.owner , spot);
503             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
504         }
505         else
506         {
507             spot = self.origin - v_forward * 200 + '0 0 64';
508             spot = vehicles_findgoodexit(spot);
509             setorigin(self.owner , spot);
510         }
511         
512     self.owner = world;
513 }
514
515 void racer_spawn()
516 {
517     self.think          = racer_think;
518     self.nextthink      = time;
519     self.vehicle_health = autocvar_g_vehicle_racer_health;
520     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
521
522     self.movetype       = MOVETYPE_TOSS;
523     self.solid          = SOLID_SLIDEBOX;
524     self.delay          = time;
525     self.scale          = 0.5;
526
527     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
528 }
529
530
531 void racer_blowup()
532 {
533     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
534     pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
535
536     self.deadflag    = DEAD_DEAD;
537     self.vehicle_exit(VHEF_NORMAL);
538
539     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
540                                         autocvar_g_vehicle_racer_blowup_edgedamage,
541                                         autocvar_g_vehicle_racer_blowup_radius, world,
542                                         autocvar_g_vehicle_racer_blowup_forceintensity,
543                                         DEATH_WAKIBLOWUP, world);
544
545     self.alpha = -1;
546     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
547     self.think      = racer_spawn;
548     self.movetype   = MOVETYPE_NONE;
549     self.effects    = EF_NODRAW;
550
551     self.colormod  = '0 0 0';
552     self.avelocity = '0 0 0';
553     self.velocity  = '0 0 0';
554
555     setorigin(self, self.pos1);
556         self.think     = racer_spawn;
557         self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
558 }
559
560 void racer_deadtouch()
561 {
562     dprint("Boink!\n");
563     self.avelocity_x *= 0.7;
564     self.cnt -= 1;
565     if(self.cnt <= 0)
566         racer_blowup();
567 }
568
569 void racer_die()
570 {
571     self.health       = 0;
572     self.event_damage = SUB_Null;
573     self.iscreature   = FALSE;
574     self.solid        = SOLID_CORPSE;
575     self.takedamage   = DAMAGE_NO;
576     self.deadflag     = DEAD_DYING;
577     self.movetype     = MOVETYPE_BOUNCE;
578     self.wait         = time;
579     self.cnt          = 1 + random() * 2;
580     self.touch        = racer_deadtouch;
581     
582     pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);    
583
584     if(random() < 0.5)
585         self.avelocity_z  = 32;
586     else
587         self.avelocity_z  = -32;
588
589     self.avelocity_x = -vlen(self.velocity) * 0.2;
590     self.velocity   += '0 0 700';
591     self.colormod    = '-0.5 -0.5 -0.5';
592
593         self.think     = racer_blowup;
594         self.nextthink = 2 + time + random() * 3;
595 }
596
597 void racer_dinit()
598 {
599     if not (vehicle_initialize(
600              "Wakizashi",
601              "models/vehicles/wakizashi.dpm",
602              "",
603              "models/vehicles/wakizashi_cockpit.dpm",
604              "", "", "tag_viewport",
605              HUD_WAKIZASHI,
606              0.5 * RACER_MIN, 0.5 * RACER_MAX,
607              FALSE,
608              racer_spawn, autocvar_g_vehicle_racer_respawntime,
609              racer_frame,
610              racer_enter, racer_exit,
611              racer_die,   racer_think,
612              TRUE))
613     {
614         remove(self);
615         return;
616     }
617
618     if(autocvar_g_vehicle_racer_hovertype != 0)
619         racer_force_from_tag = vehicles_force_fromtag_maglev;
620     else
621         racer_force_from_tag = vehicles_force_fromtag_hover;
622
623     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
624     self.scale = 0.5;
625     setattachment(self.vehicle_hudmodel, self, "");
626     setattachment(self.vehicle_viewport, self, "tag_viewport");
627
628     self.mass               = 900;
629 }
630
631 void spawnfunc_vehicle_racer()
632 {
633
634     precache_sound ("weapons/laserimpact.wav");
635     precache_sound ("weapons/lasergun_fire.wav");
636     precache_sound ("weapons/rocket_fire.wav");
637     precache_sound ("weapons/rocket_impact.wav");
638     
639     precache_sound ("vehicles/racer_idle.wav");
640     precache_sound ("vehicles/racer_move.wav");
641     precache_sound ("vehicles/racer_boost.wav");
642
643     precache_model ("models/vhshield.md3");
644     precache_model ("models/vehicles/wakizashi.dpm");
645     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
646
647     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
648     if(autocvar_g_vehicle_racer_energy)
649         if(autocvar_g_vehicle_racer_energy_regen)
650             self.vehicle_flags |= VHF_ENERGYREGEN;
651
652     if(autocvar_g_vehicle_racer_shield)
653         self.vehicle_flags |= VHF_HASSHIELD;
654
655     if(autocvar_g_vehicle_racer_shield_regen)
656         self.vehicle_flags |= VHF_SHIELDREGEN;
657
658     if(autocvar_g_vehicle_racer_health_regen)
659         self.vehicle_flags |= VHF_HEALTHREGEN;
660
661     self.think = racer_dinit;
662     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_racer_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
663 }
664 #endif // SVQC