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;
return;
}
- if(self.enemy != world)
- newdir = normalize(self.enemy.origin - self.origin);
-
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);
- self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
+ newdir = normalize(trace_endpos + '0 0 64' - self.origin) * autocvar_g_vehicle_racer_rocket_turnrate;
+ self.velocity = normalize(olddir + newdir) * newvel;
}
else
{
- self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
+ self.velocity = olddir * newvel;
self.velocity_z -= 1600 * sys_frametime; // 2x grav looks better for this one
}
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;
+ }
+
+ 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, 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;
- rocket.nextthink = time + 0.5;
+
+ 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 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;
df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
if(df_x > 180) df_x -= 360;
// Turn
racer.angles_y = ftmp2;
- // Pitch Body
+ // Pitch
ftmp = autocvar_g_vehicle_racer_pitchspeed * sys_frametime;
ftmp2 = ftmp * -1;
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(autocvar_g_vehicle_racer_rocket_locktarget)
{
- vehicles_locktarget2((1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
+ 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(time > racer.delay)
if(player.BUTTON_ATCK2)
{
- racer_fire_rocket("tag_rocket_r", ((self.lock_strength == 1 && self.lock_target) ? self.lock_target : world));
- racer_fire_rocket("tag_rocket_l", ((self.lock_strength == 1 && self.lock_target) ? self.lock_target : world));
+ 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;
- self.lock_strength = 0;
- self.lock_target = world;
+ racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
+ racer.lip = time;
- racer.delay = time + autocvar_g_vehicle_racer_rocket_refire;
- racer.lip = time;
+ }
}
player.fire2_waspressed = player.BUTTON_ATCK2;
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;
self.owner = world;
}
-void racer_touch()
-{
- if(self.owner)
- {
- //self.velocity = 0.999 * self.velocity;
- // TO-DO Impact reaction (crush players, damage self on high speed impact etc)
- 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;
-
- vehicles_common_spawn();
}
+
void racer_blowup()
{
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()