float autocvar_g_vehicle_racer_rocket_speed;
float autocvar_g_vehicle_racer_rocket_turnrate;
+float autocvar_g_vehicle_racer_rocket_locktarget;
+float autocvar_g_vehicle_racer_rocket_locking_time;
+float autocvar_g_vehicle_racer_rocket_locking_releasetime;
+float autocvar_g_vehicle_racer_rocket_locked_time;
+float autocvar_g_vehicle_racer_rocket_locked_maxangle;
+
float autocvar_g_vehicle_racer_respawntime;
float autocvar_g_vehicle_racer_collision_multiplier;
+float autocvar_g_vehicle_racer_blowup_radius;
+float autocvar_g_vehicle_racer_blowup_coredamage;
+float autocvar_g_vehicle_racer_blowup_edgedamage;
+float autocvar_g_vehicle_racer_blowup_forceintensity;
+
var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
void racer_align4point()
self.velocity += v_add;
self.velocity_z -= autocvar_sv_gravity * frametime;
-
-
push_vector_x = (fl_push - bl_push);
push_vector_x += (fr_push - br_push);
push_vector_x *= 360;
push_vector_z += (br_push - bl_push);
push_vector_z *= 360;
- //if (push_vector_z != 0)
- if(self.angles_z > 0)
- self.angles_z = max(0, self.angles_z - (autocvar_g_vehicle_racer_anglestabilizer * frametime));
- else
- self.angles_z = min(0, self.angles_z + (autocvar_g_vehicle_racer_anglestabilizer * frametime));
- //else
- self.angles_z += push_vector_z * frametime;
-
- //if (push_vector_x != 0)
- if(self.angles_x > 0)
- self.angles_x = max(0, self.angles_x - (autocvar_g_vehicle_racer_anglestabilizer * frametime));
- else
- self.angles_x = min(0, self.angles_x + (autocvar_g_vehicle_racer_anglestabilizer * frametime));
- //else
- self.angles_x += push_vector_x * frametime;
+ // Apply angle diffrance
+ self.angles_z += push_vector_z * frametime;
+ self.angles_x += push_vector_x * frametime;
+ // Apply stabilizer
+ self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
+ self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
}
void racer_rocket_explode()
bolt.bot_dodgerating = autocvar_g_vehicle_racer_laser_damage;
// Fix z-aim (for chase mode)
- crosshair_trace(self.owner);
v = normalize(trace_endpos - bolt.origin);
v_forward_z = v_z * 0.5;
void racer_rocket_groundhugger()
{
- vector olddir;
+ vector olddir, newdir;
+ float oldvel, newvel;
self.nextthink = time;
}
olddir = normalize(self.velocity);
+ oldvel = vlen(self.velocity);
+ newvel = oldvel + self.lip;
+
tracebox(self.origin, self.mins, self.maxs, self.origin + olddir * 64, MOVE_WORLDONLY,self);
- if(trace_fraction >= 0.5)
+ if(trace_fraction <= 0.5)
{
- traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
- if(trace_fraction != 1.0)
- {
- // Follow ground
- self.velocity = normalize(olddir + normalize((trace_endpos + '0 0 32') - self.origin) * self.wait) * (vlen(self.velocity) + self.lip);
- UpdateCSQCProjectile(self);
- return;
- }
- else
- {
- // "In air", add gravity.
- self.velocity = olddir * (vlen(self.velocity) + self.lip);
- self.velocity_z -= sys_frametime * 1250;
- UpdateCSQCProjectile(self);
- return;
- }
+ // Hitting somethign soon, just speed ahead
+ self.velocity = olddir * newvel;
+ UpdateCSQCProjectile(self);
+ return;
+ }
+
+ traceline(trace_endpos, trace_endpos - '0 0 64', MOVE_NORMAL, self);
+ if(trace_fraction != 1.0)
+ {
+ newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
+ self.velocity = normalize(olddir + newdir) * newvel;
+ }
+ else
+ {
+ self.velocity = olddir * newvel;
+ self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
+ }
+
+ UpdateCSQCProjectile(self);
+ return;
+}
+
+void racer_rocket_tracker()
+{
+ vector olddir, newdir;
+ float oldvel, newvel;
+
+ self.nextthink = time;
+
+ if ((self.owner.deadflag != DEAD_NO) || (self.cnt < time))
+ {
+ racer_rocket_explode();
+ return;
+ }
+
+ if not (self.realowner.vehicle)
+ {
+ UpdateCSQCProjectile(self);
+ return;
+ }
+
+ olddir = normalize(self.velocity);
+ oldvel = vlen(self.velocity);
+ newvel = oldvel + self.lip;
+ makevectors(vectoangles(olddir));
+
+ traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
+ newdir = normalize(self.enemy.origin - self.origin);
+
+ if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
+ {
+ //bprint("Target lost!\n");
+ //dprint("OF:", ftos(vlen(newdir - v_forward)), "\n");
+ self.think = racer_rocket_groundhugger;
+ return;
}
- // Hitting somethign soon.
- self.velocity = olddir * (vlen(self.velocity) + self.lip);
+ if(trace_fraction != 1.0)
+ newdir_z += 16 * sys_frametime;
+
+ self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
+ self.velocity_z -= 800 * sys_frametime;
+
UpdateCSQCProjectile(self);
+ return;
}
-void racer_fire_rocket(string tagname)
+void racer_fire_rocket(string tagname, entity trg)
{
entity rocket;
rocket.bot_dodgerating = autocvar_g_vehicle_racer_rocket_damage;
rocket.cnt = time + 9;
rocket.velocity = v_forward * autocvar_g_vehicle_racer_rocket_speed;
- rocket.think = racer_rocket_groundhugger;
+
+ if(trg)
+ rocket.think = racer_rocket_tracker;
+ else
+ rocket.think = racer_rocket_groundhugger;
+
rocket.nextthink = time;
+ rocket.enemy = trg;
CSQCProjectile(rocket, TRUE, PROJECTILE_ROCKET, TRUE);
}
+.float fire1_waspressed;
+.float fire2_waspressed;
float racer_frame()
{
entity player, racer;
- float ftmp, ftmp2;
vector df;
+ float ftmp, ftmp2;
player = self;
racer = self.vehicle;
}
racer_align4point();
-
+ // Move abt crosshir insted of v_angle. this allows custom chase camera.
+ crosshair_trace(player);
+#if VEHICLES_VIEWROTATE_CROSSHAIR
racer.angles_x *= -1;
- makevectors(racer.angles);
+ df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+ if(df_x > 180) df_x -= 360;
+ if(df_x < -180) df_x += 360;
+ if(df_y > 180) df_y -= 360;
+ if(df_y < -180) df_y += 360;
// Yaw
ftmp = autocvar_g_vehicle_racer_turnspeed * sys_frametime;
ftmp2 = ftmp * -1;
- ftmp = bound(ftmp2, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
+ ftmp = bound(ftmp2, shortangle_f(df_y - racer.angles_y, racer.angles_y), ftmp);
ftmp2 = anglemods(racer.angles_y + ftmp);
// Roll
- ftmp = bound(-45, shortangle_f(player.v_angle_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45);
+ ftmp = bound(-45, shortangle_f(df_z + ((racer.angles_y - ftmp2) * autocvar_g_vehicle_racer_turnroll), racer.angles_z), 45);
ftmp = anglemods(racer.angles_z + ftmp) * frametime;
racer.angles_z = bound(-65, racer.angles_z + ftmp, 65);
// Turn
racer.angles_y = ftmp2;
- // Pitch Body
+ // Pitch
ftmp = autocvar_g_vehicle_racer_pitchspeed * sys_frametime;
ftmp2 = ftmp * -1;
ftmp = bound(ftmp2, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
racer.angles_x = anglemods(racer.angles_x + ftmp);
+
+ makevectors(racer.angles);
+ racer.angles_x *= -1;
+#else
+ racer.angles_x *= -1;
+
+ // Yaw
+ ftmp = autocvar_g_vehicle_racer_turnspeed * sys_frametime;
+ ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - racer.angles_y, racer.angles_y), ftmp);
+ racer.angles_y = anglemods(racer.angles_y + ftmp);
+
+ // Roll
+ racer.angles_z += -ftmp * autocvar_g_vehicle_racer_turnroll * sys_frametime;
+
+ // Pitch
+ ftmp = autocvar_g_vehicle_racer_pitchspeed * sys_frametime;
+ ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - racer.angles_x, racer.angles_x), ftmp);
+ racer.angles_x = bound(-30, anglemods(racer.angles_x + ftmp), 30);
+
+ makevectors(racer.angles);
racer.angles_x *= -1;
+#endif
df = racer.velocity * -0.5;
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.vehicle_energy -= autocvar_g_vehicle_racer_laser_cost;
racer.wait = time;
+ crosshair_trace(player);
if(racer.cnt)
{
racer_fire_cannon("tag_fire1");
self.owner.vehicle_energy = racer.vehicle_energy / autocvar_g_vehicle_racer_energy;
}
- if(player.BUTTON_ATCK2)
+ if(autocvar_g_vehicle_racer_rocket_locktarget)
+ {
+ vehicles_locktarget((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
+ (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
+ autocvar_g_vehicle_racer_rocket_locked_time);
+
+ if(self.lock_target)
+ {
+ if(racer.lock_strength == 1)
+ UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '1 0 0', 0);
+ else if(self.lock_strength > 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 1 0', 0);
+ else if(self.lock_strength < 0.5)
+ UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 0);
+ }
+ }
+
if(time > racer.delay)
+ if(player.BUTTON_ATCK2)
{
- racer_fire_rocket("tag_rocket_r");
- racer_fire_rocket("tag_rocket_l");
- racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
- racer.lip = time;
+ self.misc_bulletcounter += 1;
+ racer.delay = time + 0.2;
+ if(self.misc_bulletcounter == 1)
+ racer_fire_rocket("tag_rocket_r", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
+ else if(self.misc_bulletcounter == 2)
+ racer_fire_rocket("tag_rocket_l", (self.lock_strength == 1 && self.lock_target) ? self.lock_target : world);
+ else
+ {
+ self.lock_strength = 0;
+ self.lock_target = world;
+ self.misc_bulletcounter = 0;
+
+ racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
+ 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)
void racer_enter()
{
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
}
-void racer_spawn();
-
void racer_exit(float eject)
{
- vehicles_setreturn(autocvar_g_vehicle_racer_respawntime, racer_spawn);
-
self.think = racer_think;
self.nextthink = time;
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
if not (self.owner)
return;
+ makevectors(self.angles);
if(eject)
{
- makevectors(self.angles);
- setorigin(self.owner,self.origin + v_forward * 100);
+ setorigin(self.owner, self.origin + v_forward * 100 + v_up * 32);
self.owner.velocity = (v_up + v_forward * 0.25) * 750;
}
else
{
+ setorigin(self.owner, self.origin - v_forward * 100 + v_up * 32);
self.owner.velocity = v_forward * -150;
- setorigin(self.owner, self.origin - v_forward * 128);
}
-
self.owner = world;
}
-void racer_touch()
-{
- if(self.owner)
- {
- if(vlen(self.velocity) == 0)
- return;
-
- if(other.classname != "player")
- return;
-
- vector a;
- a = normalize(other.origin - self.origin);
- a = a - normalize(self.velocity);
-
- return;
- }
-
- if(other.classname != "player")
- return;
-
- if(other.deadflag != DEAD_NO)
- return;
-
- if(other.vehicle != world)
- return;
-
- vehicles_enter();
-}
-
void racer_spawn()
{
- self.think = racer_think;
- self.nextthink = time;
-
- self.flags = FL_NOTARGET;
- self.effects = 0;
-
+ self.think = racer_think;
+ self.nextthink = time;
self.vehicle_health = autocvar_g_vehicle_racer_health;
self.vehicle_shield = autocvar_g_vehicle_racer_shield;
-
- self.event_damage = vehicles_damage;
- self.touch = racer_touch;
-
- self.iscreature = TRUE;
- self.scale = 0.5;
- self.movetype = MOVETYPE_BOUNCEMISSILE;
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
-
- self.alpha = 1;
- self.colormap = 1024;
- self.deadflag = DEAD_NO;
- self.bot_attack = TRUE;
-
- self.vehicle_energy = 1;
- self.vehicle_hudmodel.viewmodelforclient = self;
-
- setorigin(self, self.pos1);
- self.angles = self.pos2;
-
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_SLIDEBOX;
+ self.delay = time;
+ self.scale = 0.5;
setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
- pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
- self.delay = time;
}
+
void racer_blowup()
{
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
+
+ RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
+ autocvar_g_vehicle_racer_blowup_edgedamage,
+ autocvar_g_vehicle_racer_blowup_radius, world,
+ autocvar_g_vehicle_racer_blowup_forceintensity,
+ DEATH_WAKIBLOWUP, world);
self.alpha = -1;
self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
self.movetype = MOVETYPE_NONE;
self.effects = EF_NODRAW;
- self.avelocity_z = 0;
- self.colormod = '0 0 0';
-
- setorigin(self,self.pos1);
+ self.colormod = '0 0 0';
self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
+ self.velocity = '0 0 0';
+
+ setorigin(self, self.pos1);
+ self.think = racer_spawn;
+ self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
}
void racer_deadtouch()
pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
- self.velocity += '0 0 700';
-
if(random() < 0.5)
self.avelocity_z = 16;
else
self.avelocity_z = -16;
self.avelocity_x = -vlen(self.velocity) * 0.2;
-
+ self.velocity += '0 0 700';
self.colormod = '-0.5 -0.5 -0.5';
self.think = racer_blowup;
HUD_WAKIZASHI,
0.5 * RACER_MIN, 0.5 * RACER_MAX,
FALSE,
- racer_spawn, racer_frame,
+ racer_spawn, autocvar_g_vehicle_racer_respawntime,
+ racer_frame,
racer_enter, racer_exit,
racer_die, racer_think))
{
self.scale = 0.5;
setattachment(self.vehicle_hudmodel, self, "");
setattachment(self.vehicle_viewport, self, "tag_viewport");
+
+ self.mass = 900;
}
void spawnfunc_vehicle_racer()