86var .vector(
entity this,
string tag_name,
float spring_length,
float max_power) racer_force_from_tag;
91 float fl_push, fr_push, bl_push, br_push;
109 this.
velocity += push_vector * _delta;
113 int cont = pointcontents(this.
origin -
'0 0 64');
119 this.velocity_z += 30;
121 this.velocity_z += 200;
126 if(this.velocity_z > 0)
127 this.velocity_z *= 1 - uforce * _delta;
129 push_vector_x = (fl_push - bl_push);
130 push_vector_x += (fr_push - br_push);
131 push_vector_x *= 360;
133 push_vector_z = (fr_push - fl_push);
134 push_vector_z += (br_push - bl_push);
135 push_vector_z *= 360;
138 this.angles_z += push_vector_z * _delta;
139 this.angles_x += push_vector_x * _delta;
155 entity vehic = player.vehicle;
172 vehic.racer_air_finished = 0;
173 else if (!vehic.racer_air_finished)
190 vehic.angles_x *= -1;
194 ftmp =
bound(-ftmp,
shortangle_f(player.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
195 vehic.angles_y =
anglemods(vehic.angles_y + ftmp);
202 ftmp =
bound(-ftmp,
shortangle_f(player.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
206 vehic.angles_x *= -1;
226 if(vehic.sound_nexttime <
time || vehic.sounds != 1)
229 vehic.sound_nexttime =
time + 10.922667;
237 if(vehic.sound_nexttime <
time || vehic.sounds != 0)
240 vehic.sound_nexttime =
time + 11.888604;
250 if(
time - vehic.wait > 0.2)
270 if(vehic.invincible_finished <
time)
272 traceline(vehic.origin, vehic.origin -
'0 0 256',
MOVE_NORMAL, vehic);
276 vehic.invincible_finished =
time + 0.1 + (
random() * 0.1);
280 if(vehic.strength_finished <
time)
282 vehic.strength_finished =
time + 10.922667;
289 vehic.strength_finished = 0;
294 vehic.racer_watertime =
time;
297 if(
time - vehic.racer_watertime <= 3)
300 df -=
v_up * (
vlen(vehic.velocity) * dforce);
301 PHYS_CS(player).movement = vehic.velocity += df * dt;
311 wep1.
wr_think(wep1, vehic, weaponentity, 1);
316 if(
time >= vehic.vehicle_last_trace)
327 if(vehic.lock_target)
329 if(vehic.lock_strength == 1)
331 else if(vehic.lock_strength > 0.5)
333 else if(vehic.lock_strength < 0.5)
339 if(
time > vehic.delay)
342 vehic.misc_bulletcounter += 1;
343 vehic.delay =
time + 0.3;
345 if(vehic.misc_bulletcounter == 1)
347 racer_fire_rocket_aim(vehic, player,
"tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target :
NULL);
348 player.vehicle_ammo2 = 50;
350 else if(vehic.misc_bulletcounter == 2)
352 racer_fire_rocket_aim(vehic, player,
"tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target :
NULL);
353 vehic.lock_strength = 0;
354 vehic.lock_target =
NULL;
355 vehic.misc_bulletcounter = 0;
358 player.vehicle_ammo2 = 0;
361 else if(vehic.misc_bulletcounter == 0)
362 player.vehicle_ammo2 = 100;
364 player.vehicle_reload2 =
bound(0, 100 * ((
time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
384 setorigin(player, vehic.origin +
'0 0 32');
386 player.oldorigin = player.origin;
388 player.velocity = vehic.velocity;
412 this.velocity_z += 200;
416 if(this.velocity_z > 0)
417 this.velocity_z *= 1 - forced * dt;
442 setorigin(this.
owner, spot);
451 this.
owner.velocity_z += 200;
458 this.
owner.velocity_z += 10;
463 setorigin(this.
owner , spot);
490 setorigin(
this, this.
pos1);
505 this.avelocity_x *= 0.7;
523 vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
534 if(instance.owner.flagcarried)
535 setorigin(instance.owner.flagcarried,
'-190 0 96');
548 instance.nextthink =
time;
554 instance.delay =
time;
555 instance.scale = 0.5;
558 setattachment(instance.vehicle_hudmodel, instance,
"");
559 setattachment(instance.vehicle_viewport, instance,
"tag_viewport");
565 instance.damageforcescale = 0.5;
581 instance.wait =
time;
583 instance.cnt = 1 +
random() * 2;
586 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin,
'0 0 0', 1);
589 instance.avelocity_z = 32;
591 instance.avelocity_z = -32;
593 instance.avelocity_x = -
vlen(instance.velocity) * 0.2;
594 instance.velocity +=
'0 0 700';
595 instance.colormod =
'-0.5 -0.5 -0.5';
598 instance.nextthink =
time;
605 Vehicles_drawHUD(VEH_RACER.m_icon,
"vehicle_racer_weapon1",
"vehicle_racer_weapon2",
635 instance.max_health =
GetResource(instance, RES_HEALTH);
650 PAR(_(
"The %s vehicle looks like a jet, but does not fly upwards very well. "
651 "It seats only one passenger, who becomes the pilot."),
COLORED_NAME(
this));
652 PAR(_(
"It can be accelerated by pressing %s, which consumes power from the same source as the primary weapon."),
strcat(
"^3", _(
"jump"),
"^7"));
653 PAR(_(
"The %s primary weapon is a laser and the secondary weapon shoots energy balls that explode on impact."),
COLORED_NAME(
this));
ERASEABLE float anglemods(float v)
ERASEABLE float shortangle_f(float ang1, float ang2)
void antilag_clear(entity e, entity store)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
void Vehicles_drawCrosshair(string crosshair)
void Vehicles_drawHUD(string vehicle, string vehicleWeapon1, string vehicleWeapon2, string iconAmmo1, vector colorAmmo1, string iconAmmo2, vector colorAmmo2)
vector autocvar_hud_progressbar_vehicles_ammo2_color
const string vCROSS_GUIDE
vector autocvar_hud_progressbar_vehicles_ammo1_color
entity AuxiliaryXhair[MAX_AXH]
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
virtual void wr_think()
(SERVER) logic to run every frame
virtual void wr_checkammo1()
(SERVER) checks ammo for weapon primary
#define COLORED_NAME(this)
#define PHYS_INPUT_BUTTON_CROUCH(s)
#define PHYS_INPUT_BUTTON_JUMP(s)
float autocvar_sv_maxairspeed
#define PHYS_INPUT_BUTTON_ATCK(s)
#define PHYS_INPUT_BUTTON_ZOOM(s)
#define PHYS_INPUT_BUTTON_ATCK2(s)
int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents)
vector real_origin(entity ent)
const float MOVE_NOMONSTERS
const float SOLID_SLIDEBOX
float DPCONTENTS_LIQUIDSMASK
float trace_dpstartcontents
const float CONTENT_WATER
const float CONTENT_SLIME
#define CSQCMODEL_AUTOUPDATE(e)
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
#define pointparticles(effect, org, vel, howmany)
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
void set_movetype(entity this, int mt)
const int MOVETYPE_BOUNCE
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define METHOD(cname, name, prototype)
void racer_exit(entity this, int eject)
void racer_blowup(entity this)
float autocvar_g_vehicle_racer_anglestabilizer
float autocvar_g_vehicle_racer_blowup_coredamage
float autocvar_g_vehicle_racer_speed_forward
bool racer_frame(entity this, float dt)
float autocvar_g_vehicle_racer_water_speed_strafe
float autocvar_g_vehicle_racer_rocket_locking_time
float autocvar_g_vehicle_racer_bouncestop
float autocvar_g_vehicle_racer_turnroll
float autocvar_g_vehicle_racer_springlength
float autocvar_g_vehicle_racer_shield_regen
float autocvar_g_vehicle_racer_water_speed_forward
bool autocvar_g_vehicle_racer_rocket_locktarget
int autocvar_g_vehicle_racer_hovertype
float autocvar_g_vehicle_racer_rocket_locking_releasetime
float autocvar_g_vehicle_racer_downforce
float autocvar_g_vehicle_racer_water_time
float autocvar_g_vehicle_racer_thinkrate
float autocvar_g_vehicle_racer_hoverpower
float autocvar_g_vehicle_racer_water_downforce
float autocvar_g_vehicle_racer_waterburn_cost
void racer_deadtouch(entity this, entity toucher)
float autocvar_g_vehicle_racer_health_regen
float autocvar_g_vehicle_racer_pitchlimit
float autocvar_g_vehicle_racer_turnspeed
float autocvar_g_vehicle_racer_health
bool autocvar_g_vehicle_racer
float autocvar_g_vehicle_racer_respawntime
float autocvar_g_vehicle_racer_afterburn_cost
vector autocvar_g_vehicle_racer_bouncepain
void racer_align4point(entity this, entity player, float _delta)
float autocvar_g_vehicle_racer_water_upforcedamper
float autocvar_g_vehicle_racer_energy
float autocvar_g_vehicle_racer_waterburn_speed
float autocvar_g_vehicle_racer_speed_strafe
float autocvar_g_vehicle_racer_rocket_locked_time
float autocvar_g_vehicle_racer_pitchspeed
float autocvar_g_vehicle_racer_shield_regen_pause
float autocvar_g_vehicle_racer_friction
float autocvar_g_vehicle_racer_blowup_forceintensity
float autocvar_g_vehicle_racer_upforcedamper
void racer_blowup_think(entity this)
float autocvar_g_vehicle_racer_bouncefactor
float autocvar_g_vehicle_racer_shield
void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
void racer_think(entity this)
float autocvar_g_vehicle_racer_health_regen_pause
float autocvar_g_vehicle_racer_energy_regen_pause
float autocvar_g_vehicle_racer_speed_afterburn
float autocvar_g_vehicle_racer_energy_regen
float autocvar_g_vehicle_racer_blowup_edgedamage
float autocvar_g_vehicle_racer_blowup_radius
void racer_fire_rocket(entity this, entity player, vector org, vector dir, entity trg)
float autocvar_g_vehicle_racer_rocket_refire
float health
Legacy fields for the resources. To be removed.
#define setSendEntity(e, f)
const int CH_TRIGGER_SINGLE
#define sound(e, c, s, v, a)
ClientState CS(Client this)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpain)
bool vehicle_initialize(entity this, Vehicle info, bool nodrop)
void vehicles_regen(entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale)
vector vehicles_findgoodexit(entity this, entity player, vector prefer_spot)
void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
void vehicles_regen_resource(entity this, float timer,.float regen_field, float field_max, float rpause, float regen, float delta_time, float _healthscale, Resource resource)
void vehicles_spawn(entity this)
void vehicles_frame(entity this, entity actor)
void vehicles_locktarget(entity this, float incr, float decr, float _lock_time)
const float vehicle_shield
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
const float vehicle_health
const float vehicle_energy
If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is t...
#define VEHICLE_UPDATE_PLAYER(ply, vehi, fld, vhname)
const float VOL_VEHICLEENGINE
#define VEHICLE_UPDATE_PLAYER_RESOURCE(ply, vehi, fld, vhname, res)
void crosshair_trace(entity pl)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
const int VHF_HASSHIELD
Indicates vehicle.
const int VHF_HEALTHREGEN
Vehicles shield regenerates.
const int VHF_ENERGYREGEN
Vehicles health regenerates.
const int VHF_SHIELDREGEN
Vehicle has shileding.
vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
float force_fromtag_normpower
entity weaponentities[MAX_WEAPONSLOTS]
bool weaponUseForbidden(entity player)
bool weaponLocked(entity player)