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_rocket_climbspeed;
float autocvar_g_vehicle_racer_respawntime;
newvel = oldvel + self.lip;
makevectors(vectoangles(olddir));
+ float time_to_impact = min(vlen(self.enemy.origin - self.origin) / vlen(self.velocity), 1);
+ vector predicted_origin = self.enemy.origin + self.enemy.velocity * time_to_impact;
+
traceline(self.origin, self.origin + v_forward * 64 - '0 0 32', MOVE_NORMAL, self);
- newdir = normalize(self.enemy.origin - self.origin);
+ newdir = normalize(predicted_origin - self.origin);
//vector
- float height_diff = self.enemy.origin_z - self.origin_z;
+ float height_diff = predicted_origin_z - self.origin_z;
if(vlen(newdir - v_forward) > autocvar_g_vehicle_racer_rocket_locked_maxangle)
{
newdir_z += 16 * sys_frametime;
self.velocity = normalize(olddir + newdir * autocvar_g_vehicle_racer_rocket_turnrate) * newvel;
- self.velocity_z -= 800 * sys_frametime ;
- self.velocity_z += max(height_diff, cvar("bajs")) * sys_frametime ;
+ self.velocity_z -= 800 * sys_frametime;
+ self.velocity_z += max(height_diff, autocvar_g_vehicle_racer_rocket_climbspeed) * sys_frametime ;
UpdateCSQCProjectile(self);
return;
player.vehicle_reload1 = bound(0, 100 * ((time - racer.lip) / (racer.delay - racer.lip)), 100);
if(racer.vehicle_flags & VHF_SHIELDREGEN)
- 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);
+ 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, TRUE);
if(racer.vehicle_flags & VHF_HEALTHREGEN)
- 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);
+ 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, FALSE);
if(racer.vehicle_flags & VHF_ENERGYREGEN)
- vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime);
+ vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, frametime, FALSE);
VEHICLE_UPDATE_PLAYER(health, racer);
if(self.owner.flagcarried)
setorigin(self.owner.flagcarried, '-190 0 96');
+
+ //targetdrone_spawn(self.origin + '0 0 512' + randomvec() * 256, 1);
}
void racer_exit(float eject)
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self, autocvar_g_vehicle_racer_blowup_coredamage,
+ RadiusDamage (self, self.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
autocvar_g_vehicle_racer_blowup_edgedamage,
- autocvar_g_vehicle_racer_blowup_radius, world,
+ autocvar_g_vehicle_racer_blowup_radius, world, world,
autocvar_g_vehicle_racer_blowup_forceintensity,
DEATH_WAKIBLOWUP, world);
racer_frame,
racer_enter, racer_exit,
racer_die, racer_think,
- TRUE))
+ TRUE,
+ autocvar_g_vehicle_racer_health))
{
remove(self);
return;