CSQCProjectile(rocket, TRUE, PROJECTILE_WAKIROCKET, TRUE);
}
-.float fire1_waspressed;
-.float fire2_waspressed;
float racer_frame()
{
entity player, racer;
vector df;
- float ftmp, ftmp2;
+ float ftmp;
player = self;
racer = self.vehicle;
crosshair_trace(player);
#if VEHICLES_VIEWROTATE_CROSSHAIR
- // Move abt crosshir insted of v_angle. this allows custom chase camera.
+ float ftmp2;
racer.angles_x *= -1;
df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
if(df_x > 180) df_x -= 360;
df += v_right * autocvar_g_vehicle_racer_speed_strafe;
}
- // limit _z to avoid flying on normal thrust
- //if(df_z > 0)
- // df_z = min(df_z, 700);
-
// Afterburn
if (player.BUTTON_JUMP)
if(racer.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * frametime))
racer.lip = time;
}
}
-
- player.fire2_waspressed = player.BUTTON_ATCK2;
-
player.vehicle_reload1 = (time - racer.lip) / (racer.delay - racer.lip);
if(self.vehicle_flags & VHF_SHIELDREGEN)