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Fix exit from vehicle warping you back to spot you enterd 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 #ifdef VEHICLES_CSQC
267     racer.SendFlags |= VSF_MOVEMENT;
268
269     // Send a origin update every 10'th serevr frame.
270     racer.framecounter += 1;
271     if(racer.framecounter >= 600)
272     {
273         racer.SendFlags |= VSF_ORIGIN;
274         racer.framecounter = 0;
275     }
276 #endif
277
278     if(player.BUTTON_USE)
279     {
280         vehicles_exit(VHEF_NORMAL);
281         self = player;
282         return 0;
283     }
284
285     if(racer.deadflag != DEAD_NO)
286     {
287         self = player;
288         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
289         return 1;
290     }
291
292     racer_align4point();
293
294     crosshair_trace(player);
295
296 #if VEHICLES_VIEWROTATE_CROSSHAIR
297     float ftmp2;
298     racer.angles_x *= -1;
299     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
300     if(df_x > 180)  df_x -= 360;
301     if(df_x < -180) df_x += 360;
302     if(df_y > 180)  df_y -= 360;
303     if(df_y < -180) df_y += 360;
304
305     // Yaw
306     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
307     ftmp2 = ftmp * -1;
308
309     ftmp = bound(ftmp2, shortangle_f(df_y - racer.angles_y, racer.angles_y), ftmp);
310     ftmp2 = anglemods(racer.angles_y + ftmp);
311
312     // Roll
313     ftmp = bound(-45, shortangle_f(df_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45);
314     ftmp = anglemods(racer.angles_z + ftmp) * frametime;
315     racer.angles_z = bound(-65, racer.angles_z + ftmp, 65);
316
317     // Turn
318     racer.angles_y = ftmp2;
319
320     // Pitch
321     ftmp = autocvar_g_vehicle_racer_pitchspeed * frametime;
322     ftmp2 = ftmp * -1;
323
324     ftmp = bound(ftmp2, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
325     racer.angles_x = anglemods(racer.angles_x + ftmp);
326
327     makevectors(racer.angles);
328     racer.angles_x *= -1;
329 #else
330     racer.angles_x *= -1;
331
332     // Yaw
333     ftmp = autocvar_g_vehicle_racer_turnspeed * frametime;
334     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
335     racer.angles_y = anglemods(racer.angles_y + ftmp);
336
337     // Roll
338     racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * frametime;
339
340     // Pitch
341     ftmp = autocvar_g_vehicle_racer_pitchspeed  * frametime;
342     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
343     racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
344
345     makevectors(racer.angles);
346     racer.angles_x *= -1;
347 #endif
348
349     ftmp = racer.velocity_z;
350     df = racer.velocity * -autocvar_g_vehicle_racer_friction;
351     racer.velocity_z = ftmp;
352
353     if(player.movement_x != 0)
354     {
355         if(player.movement_x > 0)
356             df += v_forward  * autocvar_g_vehicle_racer_speed_forward;
357         else if(player.movement_x < 0)
358             df -= v_forward  * autocvar_g_vehicle_racer_speed_forward;
359     }
360
361     if(player.movement_y != 0)
362     {
363         if(player.movement_y < 0)
364             df -= v_right * autocvar_g_vehicle_racer_speed_strafe;
365         else if(player.movement_y > 0)
366             df += v_right * autocvar_g_vehicle_racer_speed_strafe;
367     }
368     
369     if(vlen(player.movement) != 0)
370     {
371         if(self.sound_nexttime < time || self.sounds != 1)
372         {        
373             self.sounds = 1;
374             self.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
375             sound (self, CHAN_VOICE, "vehicles/racer_move.wav", VOL_BASE, ATTN_NORM);
376         }
377     }
378     else
379     {        
380         if(self.sound_nexttime < time || self.sounds != 0)
381         {        
382             self.sounds = 0;
383             self.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
384             sound (self, CHAN_VOICE, "vehicles/racer_idle.wav", VOL_BASE, ATTN_NORM);
385         }        
386     }
387     
388     // Afterburn
389     if (player.BUTTON_JUMP && racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
390     {
391         racer.wait = time;
392         racer.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * frametime;
393         df += (v_forward * autocvar_g_vehicle_racer_speed_afterburn);
394         
395         if(self.strength_finished < time)
396         {        
397             //self.sounds = 2;
398             self.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
399             sound (self, CHAN_PLAYER, "vehicles/racer_boost.wav", VOL_BASE, ATTN_NORM);
400         }        
401     }
402     else
403     {
404         self.strength_finished = 0;
405         sound (self, CHAN_PLAYER, "misc/null.wav", VOL_BASE, ATTN_NORM);
406     }
407         
408
409     racer.velocity  += df * frametime;
410
411     df = (vlen(racer.velocity) * autocvar_g_vehicle_racer_downforce * v_up) * frametime;
412     racer.velocity  = racer.velocity - df;
413     player.movement = racer.velocity;
414
415     if(player.BUTTON_ATCK)
416     if(time > racer.attack_finished_single)
417     if(racer.vehicle_energy >= autocvar_g_vehicle_racer_cannon_cost)
418     {
419         racer.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
420         racer.wait = time;
421
422         crosshair_trace(player);
423         if(racer.cnt)
424         {
425             racer_fire_cannon("tag_fire1");
426             racer.cnt = 0;
427         }
428         else
429         {
430             racer_fire_cannon("tag_fire2");
431             racer.cnt = 1;
432         }
433         racer.attack_finished_single = time + autocvar_g_vehicle_racer_cannon_refire;
434         //self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
435     }
436
437     if(autocvar_g_vehicle_racer_rocket_locktarget)
438     {
439         vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
440                          (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
441                          autocvar_g_vehicle_racer_rocket_locked_time);
442
443         if(self.lock_target)
444         {
445             if(racer.lock_strength == 1)
446                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
447             else if(self.lock_strength > 0.5)
448                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
449             else if(self.lock_strength < 0.5)
450                 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
451         }
452     }
453
454     if(time > racer.delay)
455     if(player.BUTTON_ATCK2)
456     {
457         self.misc_bulletcounter += 1;
458         racer.delay = time + 0.2;
459         if(self.misc_bulletcounter == 1)
460             racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
461         else if(self.misc_bulletcounter == 2)
462         {
463             racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
464             self.lock_strength  = 0;
465             self.lock_target    = world;
466             self.misc_bulletcounter = 0;
467
468             racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
469             racer.lip = time;
470         }
471     }
472     player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
473
474     if(self.vehicle_flags  & VHF_SHIELDREGEN)
475         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);
476
477     if(self.vehicle_flags  & VHF_HEALTHREGEN)
478         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);
479
480     if(self.vehicle_flags  & VHF_ENERGYREGEN)
481         vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
482
483
484     VEHICLE_UPDATE_PLAYER(health, racer);
485     VEHICLE_UPDATE_PLAYER(energy, racer);
486
487     if(self.vehicle_flags & VHF_HASSHIELD)
488         VEHICLE_UPDATE_PLAYER(shield, racer);
489
490
491     player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
492     setorigin(player,racer.origin + '0 0 32');
493     player.velocity = racer.velocity;
494
495     self = player;
496     return 1;
497 }
498
499 void racer_think()
500 {
501     /*
502     float a, b, c;a = autocvar_g_vehicle_racer_anglestabilizer;
503     b = autocvar_g_vehicle_racer_springlength;
504     c = autocvar_g_vehicle_racer_hoverpower;
505
506     autocvar_g_vehicle_racer_anglestabilizer = 36;
507     autocvar_g_vehicle_racer_springlength = 96;
508     autocvar_g_vehicle_racer_hoverpower = 300;
509     */
510
511     racer_align4point(); //time - self.nextthink);
512 #ifdef VEHICLES_CSQC
513     self.SendFlags |= VSF_MOVEMENT;
514
515     // Send a origin update every 10'th serevr frame.
516     self.framecounter += 1;
517     if(self.framecounter >= 10)
518     {
519         self.SendFlags |= VSF_ORIGIN;
520         self.framecounter = 0;
521     }
522 #endif
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
532     self.velocity_x *= 0.9;
533     self.velocity_y *= 0.9;
534     self.velocity_z *= 0.8;
535     self.velocity_z += sin(time * 2) * 16;
536     self.nextthink = time; // + 0.05;
537 }
538
539 void racer_enter()
540 {
541     self.movetype = MOVETYPE_BOUNCE;
542     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
543     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
544 #ifdef VEHICLES_CSQC
545     if(self.SendEntity)
546         self.SendFlags |= VSF_SETUP;
547 #endif
548 }
549
550 void racer_exit(float eject)
551 {
552     vector spot;
553     
554     self.think      = racer_think;
555     self.nextthink  = time;
556     self.movetype   = MOVETYPE_TOSS;
557
558     if not (self.owner)
559         return;
560
561         makevectors(self.angles);
562         if(eject)
563         {
564             spot = self.origin + v_forward * 100 + '0 0 64';
565             spot = vehicles_findgoodexit(spot);
566             setorigin(self.owner , spot);
567             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
568         }
569         else
570         {
571             spot = self.origin - v_forward * 200 + '0 0 64';
572             spot = vehicles_findgoodexit(spot);
573             setorigin(self.owner , spot);
574         }
575         
576     self.owner = world;
577 }
578
579 void racer_spawn()
580 {
581     self.think          = racer_think;
582     self.nextthink      = time;
583     self.vehicle_health = autocvar_g_vehicle_racer_health;
584     self.vehicle_shield = autocvar_g_vehicle_racer_shield;
585
586     self.movetype       = MOVETYPE_TOSS;
587     self.solid          = SOLID_SLIDEBOX;
588     self.delay          = time;
589     self.scale          = 0.5;
590
591     setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
592 }
593
594
595 void racer_blowup()
596 {
597     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
598     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
599
600     self.deadflag    = DEAD_DEAD;
601     self.vehicle_exit(VHEF_NORMAL);
602
603     RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
604                                         autocvar_g_vehicle_racer_blowup_edgedamage,
605                                         autocvar_g_vehicle_racer_blowup_radius, world,
606                                         autocvar_g_vehicle_racer_blowup_forceintensity,
607                                         DEATH_WAKIBLOWUP, world);
608
609     self.alpha = -1;
610     self.nextthink  = time + autocvar_g_vehicle_racer_respawntime;
611     self.think      = racer_spawn;
612     self.movetype   = MOVETYPE_NONE;
613     self.effects    = EF_NODRAW;
614
615     self.colormod  = '0 0 0';
616     self.avelocity = '0 0 0';
617     self.velocity  = '0 0 0';
618
619     setorigin(self, self.pos1);
620         self.think     = racer_spawn;
621         self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
622 }
623
624 void racer_deadtouch()
625 {
626     self.avelocity_x *= 0.7;
627     self.cnt -= 1;
628     if(self.cnt <= 0)
629         racer_blowup();
630 }
631
632 void racer_die()
633 {
634     self.health       = 0;
635     self.event_damage = SUB_Null;
636     self.iscreature   = FALSE;
637     self.solid        = SOLID_CORPSE;
638     self.takedamage   = DAMAGE_NO;
639     self.deadflag     = DEAD_DYING;
640     self.movetype     = MOVETYPE_BOUNCE;
641     self.wait         = time;
642     self.cnt          = 1 + random() * 3;
643     self.touch        = racer_deadtouch;
644
645     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
646
647     if(random() < 0.5)
648         self.avelocity_z  = 16;
649     else
650         self.avelocity_z  = -16;
651
652     self.avelocity_x = -vlen(self.velocity) * 0.2;
653     self.velocity   += '0 0 700';
654     self.colormod    = '-0.5 -0.5 -0.5';
655
656         self.think     = racer_blowup;
657         self.nextthink = 2 + time + random() * 3;
658 }
659
660 #ifdef VEHICLES_CSQC
661 void racer_send_exta(entity to)
662 {
663
664 }
665 #endif
666
667 void racer_dinit()
668 {
669     if not (vehicle_initialize(
670              "Wakizashi",
671              "models/vehicles/wakizashi.dpm",
672              "",
673              "models/vehicles/wakizashi_cockpit.dpm",
674              "", "", "tag_viewport",
675              HUD_WAKIZASHI,
676              0.5 * RACER_MIN, 0.5 * RACER_MAX,
677              FALSE,
678              racer_spawn, autocvar_g_vehicle_racer_respawntime,
679              racer_frame,
680              racer_enter, racer_exit,
681              racer_die,   racer_think,
682              TRUE))
683     {
684         remove(self);
685         return;
686     }
687 #ifdef VEHICLES_CSQC
688     self.vehile_send_exta = racer_send_exta;
689 #endif
690     if(autocvar_g_vehicle_racer_hovertype != 0)
691         racer_force_from_tag = vehicles_force_fromtag_maglev;
692     else
693         racer_force_from_tag = vehicles_force_fromtag_hover;
694
695     // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
696     self.scale = 0.5;
697     setattachment(self.vehicle_hudmodel, self, "");
698     setattachment(self.vehicle_viewport, self, "tag_viewport");
699
700     self.mass               = 900;
701 }
702
703 void spawnfunc_vehicle_racer()
704 {
705
706     precache_sound ("weapons/laserimpact.wav");
707     precache_sound ("weapons/lasergun_fire.wav");
708     precache_sound ("weapons/rocket_fire.wav");
709     precache_sound ("weapons/rocket_impact.wav");
710     
711     precache_sound ("vehicles/racer_idle.wav");
712     precache_sound ("vehicles/racer_move.wav");
713     precache_sound ("vehicles/racer_boost.wav");
714
715     precache_model ("models/vhshield.md3");
716     precache_model ("models/vehicles/wakizashi.dpm");
717     precache_model ("models/vehicles/wakizashi_cockpit.dpm");
718
719     vehicles_configcheck("vehicle_racer.cfg", autocvar_g_vehicle_racer_health);
720     if(autocvar_g_vehicle_racer_energy)
721         if(autocvar_g_vehicle_racer_energy_regen)
722             self.vehicle_flags |= VHF_ENERGYREGEN;
723
724     if(autocvar_g_vehicle_racer_shield)
725         self.vehicle_flags |= VHF_HASSHIELD;
726
727     if(autocvar_g_vehicle_racer_shield_regen)
728         self.vehicle_flags |= VHF_SHIELDREGEN;
729
730     if(autocvar_g_vehicle_racer_health_regen)
731         self.vehicle_flags |= VHF_HEALTHREGEN;
732
733     self.think = racer_dinit;
734     self.nextthink = time + 1;
735 }
736
737 #endif // SVQC
738
739 #ifdef CSQC
740 #ifdef VEHICLES_CSQC
741 void racer_draw()
742 {
743     /*float dt;
744
745     dt = time - self.lastupdate;
746     self.lastupdate = time;
747     if(dt < 0)
748         return;
749     */
750     //self.origin += dt * self.velocity;
751     //self.origin_z -= dt * getstatf(STAT_MOVEVARS_GRAVITY);
752     //setorigin(self, self.origin);
753
754     if(vehicle_hudmodel.owner  == self)
755     {
756         setorigin(vehicle_hudmodel, self.origin);
757         vehicle_hudmodel.angles = self.angles;
758     }
759
760
761 }
762
763 void racer_draw2d()
764 {
765
766 }
767
768 void racer_read_extra()
769 {
770
771 }
772
773 entity racer_hud;
774 entity racer_vp;
775 void racer_hud_draw()
776 {
777
778 }
779
780 void vehicle_racer_assemble()
781 {
782     setmodel(self, "models/vehicles/wakizashi.dpm");
783     self.scale = 0.5;
784     self.movetype = MOVETYPE_BOUNCE;
785
786     //self.entremove = VehicleRacerRemove;
787     setsize(self,  '-60 -60 -20', '60 60 20');
788     self.draw = racer_draw;
789     self.drawmask = MASK_NORMAL;
790     self.solid = SOLID_BBOX;
791     self.lastupdate = time;
792     self.vehile_read_exta = racer_read_extra;
793
794     if(racer_hud == world)
795     {
796         dprint("SpawnHUUUOOOUUUDDD\n");
797         racer_hud = spawn();
798         setmodel(racer_hud, "models/vehicles/wakizashi_cockpit.dpm");
799         racer_hud.drawmask = MASK_NORMAL;
800         racer_hud.renderflags = RF_VIEWMODEL;
801         racer_hud.scale = 0.5;
802     }
803     vehicle_hudmodel = racer_hud; // FIXME!!
804     racer_hud.draw   = racer_hud_draw;
805 }
806 #endif
807 #endif //CSQC