vector autocvar_g_vehicle_racer_bouncepain;
var vector racer_force_from_tag(string tag_name, float spring_length, float max_power);
+void racer_spawn(float _spawnflag);
void racer_align4point(float _delta)
{
vehilces_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
}
-void racer_spawn(float _spawnflag)
-{
- self.think = racer_think;
- self.nextthink = time;
- self.vehicle_health = autocvar_g_vehicle_racer_health;
- self.vehicle_shield = autocvar_g_vehicle_racer_shield;
-
- 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);
- self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_racer_bouncestop;
- self.vehicle_impact = racer_impact;
- //self.destvec = autocvar_g_vehicle_racer_bouncepain;
-}
-
-
void racer_blowup()
{
self.deadflag = DEAD_DEAD;
self.think = racer_blowup;
self.nextthink = 2 + time + random() * 3;
}
-
-void racer_dinit()
+void racer_spawn(float _spawnflag)
{
- if not (vehicle_initialize(
- "Wakizashi",
- "models/vehicles/wakizashi.dpm",
- "null", // we need this so tur_head is networked and usable for sounds
- "models/vehicles/wakizashi_cockpit.dpm",
- "", "", "tag_viewport",
- HUD_WAKIZASHI,
- 0.5 * RACER_MIN, 0.5 * RACER_MAX,
- FALSE,
- racer_spawn, autocvar_g_vehicle_racer_respawntime,
- racer_frame,
- racer_enter, racer_exit,
- racer_die, racer_think,
- TRUE,
- autocvar_g_vehicle_racer_health))
+ if(self.scale != 0.5)
{
- remove(self);
- return;
+ if(autocvar_g_vehicle_racer_hovertype != 0)
+ racer_force_from_tag = vehicles_force_fromtag_maglev;
+ else
+ racer_force_from_tag = vehicles_force_fromtag_hover;
+
+ // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
+ self.scale = 0.5;
+ setattachment(self.vehicle_hudmodel, self, "");
+ setattachment(self.vehicle_viewport, self, "tag_viewport");
+
+ self.mass = 900;
}
- if(autocvar_g_vehicle_racer_hovertype != 0)
- racer_force_from_tag = vehicles_force_fromtag_maglev;
- else
- racer_force_from_tag = vehicles_force_fromtag_hover;
+ self.think = racer_think;
+ self.nextthink = time;
+ self.vehicle_health = autocvar_g_vehicle_racer_health;
+ self.vehicle_shield = autocvar_g_vehicle_racer_shield;
- // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
- self.scale = 0.5;
- setattachment(self.vehicle_hudmodel, self, "");
- setattachment(self.vehicle_viewport, self, "tag_viewport");
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_SLIDEBOX;
+ self.delay = time;
+ self.scale = 0.5;
- self.mass = 900;
+ setsize(self, RACER_MIN * 0.5, RACER_MAX * 0.5);
+ self.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
+ self.bouncestop = autocvar_g_vehicle_racer_bouncestop;
+ self.vehicle_impact = racer_impact;
+ //self.destvec = autocvar_g_vehicle_racer_bouncepain;
}
+
+
void spawnfunc_vehicle_racer()
{
if(!autocvar_g_vehicle_racer)
if(autocvar_g_vehicle_racer_health_regen)
self.vehicle_flags |= VHF_HEALTHREGEN;
- self.think = racer_dinit;
-
- if(g_assault)
- self.nextthink = time + 0.5;
- else
- self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_racer_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
+ if not (vehicle_initialize(
+ "Wakizashi",
+ "models/vehicles/wakizashi.dpm",
+ "null", // we need this so tur_head is networked and usable for sounds
+ "models/vehicles/wakizashi_cockpit.dpm",
+ "", "", "tag_viewport",
+ HUD_WAKIZASHI,
+ 0.5 * RACER_MIN, 0.5 * RACER_MAX,
+ FALSE,
+ racer_spawn, autocvar_g_vehicle_racer_respawntime,
+ racer_frame,
+ racer_enter, racer_exit,
+ racer_die, racer_think,
+ TRUE,
+ autocvar_g_vehicle_racer_health))
+ {
+ remove(self);
+ return;
+ }
}
#endif // SVQC