Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
racer.qc
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1#include "racer.qh"
2
3#ifdef SVQC
6#endif
7
8#ifdef GAMEQC
9
10#ifdef SVQC
12
13float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
14
16// energy consumed per second
18
21
24
26
29
32
38
40
41//float autocvar_g_vehicle_racer_collision_multiplier = 0.05;
42
43// 0 = hover, != 0 = maglev
45// NOTE!! x 4 (4 engines)
47
51
55
59
63
68
70
75
76// Factor of old velocity to keep after collision
78// if != 0, New veloctiy after bounce = 0 if new velocity < this
80// "minspeed_for_pain speedchange_to_pain_factor max_damage"
82
84.float racer_air_finished; // TODO: use a standard air meter for entities
85
86var .vector(entity this, string tag_name, float spring_length, float max_power) racer_force_from_tag;
87
88void racer_align4point(entity this, entity player, float _delta)
89{
90 vector push_vector;
91 float fl_push, fr_push, bl_push, br_push;
92
93 push_vector = this.racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
95 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
96
97 push_vector += this.racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
99 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
100
101 push_vector += this.racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
102 br_push = force_fromtag_normpower;
103 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
104
105 push_vector += this.racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
106 bl_push = force_fromtag_normpower;
107 //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier);
108
109 this.velocity += push_vector * _delta;
110
112
113 int cont = pointcontents(this.origin - '0 0 64');
114 if (cont == CONTENT_WATER
115 || cont == CONTENT_LAVA
116 || cont == CONTENT_SLIME)
117 {
119
121 this.velocity.z += 30;
122 else
123 this.velocity.z += 200;
124 }
125
126
127 // Anti ocilation
128 if (this.velocity.z > 0)
129 this.velocity.z *= 1 - uforce * _delta;
130
131 push_vector.x = fl_push - bl_push;
132 push_vector.x += fr_push - br_push;
133 push_vector.x *= 360;
134
135 push_vector.z = fr_push - fl_push;
136 push_vector.z += br_push - bl_push;
137 push_vector.z *= 360;
138
139 // Apply angle diffrance
140 this.angles.z += push_vector.z * _delta;
141 this.angles.x += push_vector.x * _delta;
142
143 // Apply stabilizer
144 this.angles.x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
145 this.angles.z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
146}
147
148void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
149{
150 vector v = gettaginfo(this, gettagindex(this, tagname));
151 racer_fire_rocket(this, player, v, v_forward, trg);
152}
153
154bool racer_frame(entity this, float dt)
155{
156 entity player = this;
157 entity vehic = player.vehicle;
158 return = true;
159
160#ifdef SVQC
161 if (game_stopped)
162 {
163 vehic.solid = SOLID_NOT;
164 vehic.takedamage = DAMAGE_NO;
166 return;
167 }
168#endif
169
170 vehicles_frame(vehic, player);
171
172 int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
173 if (!(cont & DPCONTENTS_WATER))
174 vehic.racer_air_finished = 0;
175 else if (!vehic.racer_air_finished)
176 vehic.racer_air_finished = time + autocvar_g_vehicle_racer_water_time;
177
178#ifdef SVQC
179 if (IS_DEAD(vehic))
180 {
181 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
182 return;
183 }
184#endif
185
186 racer_align4point(vehic, player, dt);
187
188#ifdef SVQC
189 PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
190#endif
191
192 vehic.angles.x = -vehic.angles.x;
193
194 // Yaw
195 float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
196 ftmp = bound(-ftmp, shortangle_f(player.v_angle.y - vehic.angles.y, vehic.angles.y), ftmp);
197 vehic.angles.y = anglemods(vehic.angles.y + ftmp);
198
199 // Roll
200 vehic.angles.z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt;
201
202 // Pitch
204 ftmp = bound(-ftmp, shortangle_f(player.v_angle.x - vehic.angles.x, vehic.angles.x), ftmp);
206
207 makevectors(vehic.angles);
208 vehic.angles.x = -vehic.angles.x;
209
210 //ftmp = vehic.velocity.z;
211 vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
212 //vehic.velocity.z = ftmp;
213
214 if (PHYS_CS(player).movement)
215 {
216 if (cont & DPCONTENTS_LIQUIDSMASK)
217 {
218 if (PHYS_CS(player).movement.x)
220 if (PHYS_CS(player).movement.y)
222 }
223 else
224 {
225 if (PHYS_CS(player).movement.x)
227 if (PHYS_CS(player).movement.y)
229 }
230
231#ifdef SVQC
232 if (vehic.sound_nexttime < time || vehic.sounds != 1)
233 {
234 vehic.sounds = 1;
235 vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav");
236 sound(vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM);
237 }
238#endif
239 }
240#ifdef SVQC
241 else
242 {
243 if (vehic.sound_nexttime < time || vehic.sounds != 0)
244 {
245 vehic.sounds = 0;
246 vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav");
247 sound(vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
248 }
249 }
250#endif
251
252 // Afterburn
253 if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= autocvar_g_vehicle_racer_afterburn_cost * dt)
254 {
255#ifdef SVQC
256 if (time - vehic.wait > 0.2)
257 pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1);
258#endif
259
260 vehic.wait = time;
261
262 if (cont & DPCONTENTS_LIQUIDSMASK)
263 {
264 vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt;
266 }
267 else
268 {
269 vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt;
271 }
272
273#ifdef SVQC
274 // TODO: move these to the client side where they belong
275 // NOTE: reusing .invincible_finished here as delay counter for the smoke effect
276 if (vehic.invincible_finished < time)
277 {
278 traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic);
279 if (trace_fraction != 1.0)
280 pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1);
281
282 vehic.invincible_finished = time + 0.1 + (random() * 0.1);
283 }
284
285 // NOTE: reusing .strength_finished here as a sound delay counter
286 if (vehic.strength_finished < time)
287 {
288 vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav");
289 sound(vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM);
290 }
291#endif
292 }
293 else
294 {
295 vehic.strength_finished = 0;
296 sound(vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
297 }
298
299 if (cont & DPCONTENTS_LIQUIDSMASK)
300 vehic.racer_watertime = time;
301
303 if (time - vehic.racer_watertime <= 3)
305
306 df -= v_up * (vlen(vehic.velocity) * dforce);
307 PHYS_CS(player).movement = vehic.velocity += df * dt;
308
309#ifdef SVQC
310
311 Weapon wep1 = WEP_RACER;
312 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
313 if (!weaponLocked(player) && !weaponUseForbidden(player)
314 && PHYS_INPUT_BUTTON_ATCK(player)
315 && wep1.wr_checkammo1(wep1, vehic, weaponentity))
316 wep1.wr_think(wep1, vehic, weaponentity, 1);
317
319 {
320 if (time >= vehic.vehicle_last_trace)
321 {
322 crosshair_trace(player);
323
327
328 vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
329 }
330
331 if (vehic.lock_target)
332 {
333 if (vehic.lock_strength == 1)
334 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
335 else if (vehic.lock_strength > 0.5)
336 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
337 else if (vehic.lock_strength < 0.5)
338 UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
339 }
340 }
341
342 if (!weaponLocked(player) && !weaponUseForbidden(player)
343 && time > vehic.delay
344 && PHYS_INPUT_BUTTON_ATCK2(player))
345 {
346 ++vehic.misc_bulletcounter;
347 vehic.delay = time + 0.3;
348
349 if (vehic.misc_bulletcounter == 1)
350 {
351 racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
352 player.vehicle_ammo2 = 50;
353 }
354 else if (vehic.misc_bulletcounter == 2)
355 {
356 racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
357 vehic.lock_strength = 0;
358 vehic.lock_target = NULL;
359 vehic.misc_bulletcounter = 0;
361 vehic.lip = time;
362 player.vehicle_ammo2 = 0;
363 }
364 }
365 else if (vehic.misc_bulletcounter == 0)
366 player.vehicle_ammo2 = 100;
367
368 player.vehicle_reload2 = bound(0, 100 * (time - vehic.lip) / (vehic.delay - vehic.lip), 100);
369
370 if (vehic.vehicle_flags & VHF_SHIELDREGEN)
372
373 if (vehic.vehicle_flags & VHF_HEALTHREGEN)
375
376 if (vehic.vehicle_flags & VHF_ENERGYREGEN)
378
379 VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH);
380 VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
381
382 if (vehic.vehicle_flags & VHF_HASSHIELD)
383 VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
384
385 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
386#endif
387
388 setorigin(player, vehic.origin + '0 0 32');
389#ifdef SVQC
390 player.oldorigin = player.origin; // negate fall damage
391#endif
392 player.velocity = vehic.velocity;
393}
394#endif
395
396#ifdef SVQC
398{
400
401 this.nextthink = time + dt;
402
403 tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this);
404
407
409
410 //int cont = pointcontents(this.origin - '0 0 64');
411 traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this);
412 //if (cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
414 {
416 this.velocity.z += 200;
417 }
418
419 this.velocity += df * dt;
420 if (this.velocity.z > 0)
421 this.velocity.z *= 1 - forced * dt;
422
425
427}
428
429void racer_exit(entity this, int eject)
430{
431 setthink(this, racer_think);
432 this.nextthink = time;
435
436 if (!this.owner)
437 return;
438
439 makevectors(this.angles);
440 vector spot;
441 if (eject)
442 {
443 spot = this.origin + v_forward * 100 + '0 0 64';
444 spot = vehicles_findgoodexit(this, this.owner, spot);
445 setorigin(this.owner, spot);
446 this.owner.velocity = (v_up + v_forward * 0.25) * 750;
447 this.owner.oldvelocity = this.owner.velocity;
448 }
449 else
450 {
451 if (vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
452 {
453 this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
454 this.owner.velocity.z += 200;
455 spot = this.origin + v_forward * 32 + '0 0 32';
456 spot = vehicles_findgoodexit(this, this.owner, spot);
457 }
458 else
459 {
460 this.owner.velocity = this.velocity * 0.5;
461 this.owner.velocity.z += 10;
462 spot = this.origin - v_forward * 200 + '0 0 32';
463 spot = vehicles_findgoodexit(this, this.owner, spot);
464 }
465 this.owner.oldvelocity = this.owner.velocity;
466 setorigin(this.owner, spot);
467 }
468 antilag_clear(this.owner, CS(this.owner));
469 this.owner = NULL;
470}
471
473{
474 this.deadflag = DEAD_DEAD;
475 this.vehicle_exit(this, VHEF_NORMAL);
476
477 RadiusDamage(this, this.enemy,
481 NULL,
482 NULL,
484 DEATH_VH_WAKI_DEATH.m_id,
485 DMG_NOWEP,
486 NULL
487 );
488
492 this.effects = EF_NODRAW;
493 this.solid = SOLID_NOT;
494
495 this.colormod = '0 0 0';
496 this.avelocity = '0 0 0';
497 this.velocity = '0 0 0';
498
499 setorigin(this, this.pos1);
500}
501
503{
504 this.nextthink = time;
505
506 if (time >= this.delay)
507 racer_blowup(this);
508
509 //CSQCMODEL_AUTOUPDATE(this);
510}
511
513{
514 this.avelocity.x *= 0.7;
515 --this.cnt;
516 if (this.cnt <= 0)
517 racer_blowup(this);
518}
519
520spawnfunc(vehicle_racer)
521{
523 || !vehicle_initialize(this, VEH_RACER, false))
524 {
525 delete(this);
526 return;
527 }
528}
529
530METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
531{
534}
535METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
536{
537 set_movetype(instance, MOVETYPE_BOUNCE);
538 instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health) * 100;
539 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
540
541 if (instance.owner.flagcarried)
542 setorigin(instance.owner.flagcarried, '-190 0 96');
543}
544METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance))
545{
547 instance.racer_force_from_tag = vehicles_force_fromtag_maglev;
548 else
549 instance.racer_force_from_tag = vehicles_force_fromtag_hover;
550
551 setthink(instance, racer_think);
552 instance.nextthink = time;
554 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
555
556 set_movetype(instance, MOVETYPE_TOSS);
557 instance.solid = SOLID_SLIDEBOX;
558 instance.delay = time;
559 instance.scale = 0.5; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
560 instance.mass = 900;
561
562 setattachment(instance.vehicle_hudmodel, instance, "");
563 setattachment(instance.vehicle_viewport, instance, "tag_viewport");
564
565 instance.PlayerPhysplug = racer_frame;
566
567 instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor;
568 instance.bouncestop = autocvar_g_vehicle_racer_bouncestop;
569 instance.damageforcescale = 0.5;
571 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
572}
573METHOD(Racer, vr_death, void(Racer thisveh, entity instance))
574{
575 setSendEntity(instance, func_null); // stop networking this racer (for now)
576 SetResourceExplicit(instance, RES_HEALTH, 0);
577 instance.event_damage = func_null;
578 instance.solid = SOLID_CORPSE;
579 instance.takedamage = DAMAGE_NO;
580 instance.deadflag = DEAD_DYING;
581 set_movetype(instance, MOVETYPE_BOUNCE);
582 instance.wait = time;
583 instance.delay = 2 + time + random() * 3;
584 instance.cnt = 1 + random() * 2;
585 settouch(instance, racer_deadtouch);
586
587 Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1);
588
589 instance.avelocity.z = (random() < 0.5 ? 32 : -32);
590 instance.avelocity.x = -vlen(instance.velocity) * 0.2;
591 instance.velocity += '0 0 700';
592 instance.colormod = '-0.5 -0.5 -0.5';
593
594 setthink(instance, racer_blowup_think);
595 instance.nextthink = time;
596}
597METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
598{
599 instance.vehicle_exit = racer_exit;
600
601 // we have no need to network energy
603 instance.vehicle_flags |= VHF_ENERGYREGEN;
604
606 instance.vehicle_flags |= VHF_HASSHIELD;
607
609 instance.vehicle_flags |= VHF_SHIELDREGEN;
610
612 instance.vehicle_flags |= VHF_HEALTHREGEN;
613
614 instance.respawntime = autocvar_g_vehicle_racer_respawntime;
616 instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
617 instance.max_health = GetResource(instance, RES_HEALTH);
618}
619
620#endif // SVQC
621#ifdef CSQC
622
623METHOD(Racer, vr_hud, void(Racer thisveh))
624{
625 Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2",
628}
629METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player))
630{
632}
633METHOD(Racer, vr_setup, void(Racer thisveh, entity instance))
634{
635 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
636}
637
638#endif // CSQC
639
640#endif // GAMEQC
641#ifdef MENUQC
642
643METHOD(Racer, describe, string(Racer this))
644{
645 TC(Racer, this);
647 PAR(_("The %s vehicle looks like a jet, but does not fly upwards very well. "
648 "It seats only one passenger, who becomes the pilot."), COLORED_NAME(this));
649 PAR(_("It can be accelerated by pressing %s, which consumes power from the same source as the primary weapon."), strcat("^3", _("jump"), "^7"));
650 PAR(_("The %s primary weapon is a laser and the secondary weapon shoots energy balls that explode on impact."), COLORED_NAME(this));
651 return PAGE_TEXT;
652}
653
654#endif // MENUQC
ERASEABLE float anglemods(float v)
Definition angle.qc:13
ERASEABLE float shortangle_f(float ang1, float ang2)
Definition angle.qc:29
void antilag_clear(entity e, entity store)
Definition antilag.qc:114
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_LOCK
const string vCROSS_GUIDE
vector autocvar_hud_progressbar_vehicles_ammo1_color
entity AuxiliaryXhair[MAX_AXH]
Definition racer.qh:5
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
virtual void wr_think()
(SERVER) logic to run every frame
Definition weapon.qh:98
virtual void wr_checkammo1()
(SERVER) checks ammo for weapon primary
Definition weapon.qh:100
float cnt
Definition powerups.qc:24
vector colormod
Definition powerups.qc:21
float delay
Definition items.qc:17
entity owner
Definition main.qh:87
#define COLORED_NAME(this)
Definition color.qh:195
#define PHYS_INPUT_BUTTON_CROUCH(s)
Definition player.qh:156
vector movement
Definition player.qh:228
#define PHYS_CS(s)
Definition player.qh:257
#define IS_DEAD(s)
Definition player.qh:244
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition player.qh:153
float autocvar_sv_maxairspeed
Definition player.qh:52
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:152
#define PHYS_INPUT_BUTTON_ZOOM(s)
Definition player.qh:155
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition player.qh:154
float game_stopped
Definition stats.qh:81
int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents)
Definition util.qc:2020
vector real_origin(entity ent)
Definition util.qc:147
vector v_up
const float MOVE_NOMONSTERS
const float SOLID_SLIDEBOX
vector avelocity
const float MOVE_NORMAL
vector mins
float DPCONTENTS_LIQUIDSMASK
float trace_dpstartcontents
const float SOLID_CORPSE
vector velocity
const float CONTENT_WATER
const float SOLID_NOT
float effects
float time
vector v_right
vector trace_endpos
vector maxs
float nextthink
vector v_forward
vector origin
float trace_fraction
const float CONTENT_LAVA
float DPCONTENTS_WATER
const float EF_NODRAW
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)
Definition damage.qc:943
#define DMG_NOWEP
Definition damage.qh:104
#define gettagindex
#define pointparticles(effect, org, vel, howmany)
Definition effect.qh:7
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:120
ent angles
Definition ent_cs.qc:121
solid
Definition ent_cs.qc:165
#define TC(T, sym)
Definition _all.inc:82
float bound(float min, float value, float max)
float random(void)
float vlen(vector v)
float sin(float f)
vector normalize(vector v)
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_NONE
Definition movetypes.qh:129
const int MOVETYPE_TOSS
Definition movetypes.qh:135
const int MOVETYPE_BOUNCE
Definition movetypes.qh:139
var void func_null()
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define NULL
Definition post.qh:14
#define makevectors
Definition post.qh:21
#define gettaginfo
Definition post.qh:32
float DEAD_DYING
Definition progsdefs.qc:275
float deadflag
Definition progsdefs.qc:149
float DEAD_DEAD
Definition progsdefs.qc:276
void racer_exit(entity this, int eject)
Definition racer.qc:429
void racer_blowup(entity this)
Definition racer.qc:472
float autocvar_g_vehicle_racer_anglestabilizer
Definition racer.qc:30
float autocvar_g_vehicle_racer_blowup_coredamage
Definition racer.qc:72
float autocvar_g_vehicle_racer_speed_forward
Definition racer.qc:33
bool racer_frame(entity this, float dt)
Definition racer.qc:154
float autocvar_g_vehicle_racer_water_speed_strafe
Definition racer.qc:23
float autocvar_g_vehicle_racer_rocket_locking_time
Definition racer.qc:65
float autocvar_g_vehicle_racer_bouncestop
Definition racer.qc:79
float autocvar_g_vehicle_racer_turnroll
Definition racer.qc:48
float autocvar_g_vehicle_racer_springlength
Definition racer.qc:35
float autocvar_g_vehicle_racer_shield_regen
Definition racer.qc:61
float autocvar_g_vehicle_racer_water_speed_forward
Definition racer.qc:22
bool autocvar_g_vehicle_racer_rocket_locktarget
Definition racer.qc:64
int autocvar_g_vehicle_racer_hovertype
Definition racer.qc:44
float autocvar_g_vehicle_racer_rocket_locking_releasetime
Definition racer.qc:66
float autocvar_g_vehicle_racer_downforce
Definition racer.qc:31
float autocvar_g_vehicle_racer_water_time
Definition racer.qc:39
float autocvar_g_vehicle_racer_thinkrate
Definition racer.qc:13
float autocvar_g_vehicle_racer_hoverpower
Definition racer.qc:46
float autocvar_g_vehicle_racer_water_downforce
Definition racer.qc:27
float autocvar_g_vehicle_racer_waterburn_cost
Definition racer.qc:19
float racer_watertime
Definition racer.qc:83
void racer_deadtouch(entity this, entity toucher)
Definition racer.qc:512
float autocvar_g_vehicle_racer_health_regen
Definition racer.qc:57
float autocvar_g_vehicle_racer_pitchlimit
Definition racer.qc:25
float autocvar_g_vehicle_racer_turnspeed
Definition racer.qc:49
float autocvar_g_vehicle_racer_health
Definition racer.qc:56
bool autocvar_g_vehicle_racer
Definition racer.qc:11
float autocvar_g_vehicle_racer_respawntime
Definition racer.qc:69
float autocvar_g_vehicle_racer_afterburn_cost
Definition racer.qc:17
vector autocvar_g_vehicle_racer_bouncepain
Definition racer.qc:81
void racer_align4point(entity this, entity player, float _delta)
Definition racer.qc:88
float autocvar_g_vehicle_racer_water_upforcedamper
Definition racer.qc:28
float autocvar_g_vehicle_racer_energy
Definition racer.qc:52
float autocvar_g_vehicle_racer_waterburn_speed
Definition racer.qc:20
float autocvar_g_vehicle_racer_speed_strafe
Definition racer.qc:34
float autocvar_g_vehicle_racer_rocket_locked_time
Definition racer.qc:67
float autocvar_g_vehicle_racer_pitchspeed
Definition racer.qc:50
float autocvar_g_vehicle_racer_shield_regen_pause
Definition racer.qc:62
float autocvar_g_vehicle_racer_friction
Definition racer.qc:37
float autocvar_g_vehicle_racer_blowup_forceintensity
Definition racer.qc:74
float autocvar_g_vehicle_racer_upforcedamper
Definition racer.qc:36
float racer_air_finished
Definition racer.qc:84
void racer_blowup_think(entity this)
Definition racer.qc:502
float autocvar_g_vehicle_racer_bouncefactor
Definition racer.qc:77
float autocvar_g_vehicle_racer_shield
Definition racer.qc:60
void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
Definition racer.qc:148
void racer_think(entity this)
Definition racer.qc:397
float autocvar_g_vehicle_racer_health_regen_pause
Definition racer.qc:58
float autocvar_g_vehicle_racer_energy_regen_pause
Definition racer.qc:54
float autocvar_g_vehicle_racer_speed_afterburn
Definition racer.qc:15
float autocvar_g_vehicle_racer_energy_regen
Definition racer.qc:53
float autocvar_g_vehicle_racer_blowup_edgedamage
Definition racer.qc:73
float autocvar_g_vehicle_racer_blowup_radius
Definition racer.qc:71
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.
Definition resources.qh:9
#define setSendEntity(e, f)
#define setthink(e, f)
vector
Definition self.qh:92
entity entity toucher
Definition self.qh:72
#define settouch(e, f)
Definition self.qh:73
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
#define spawnfunc(id)
Definition spawnfunc.qh:96
ClientState CS(Client this)
Definition state.qh:47
#define PAGE_TEXT
Definition string.qh:642
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:648
#define PAGE_TEXT_INIT()
Definition string.qh:641
const int DAMAGE_NO
Definition subs.qh:79
vector pos1
Definition subs.qh:50
entity enemy
Definition sv_ctf.qh:153
entity tur_head
Definition sv_turrets.qh:28
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 shield left on vehicle. If ent is vehicle,...
const float vehicle_health
If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is t...
const float vehicle_energy
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
#define VEHICLE_UPDATE_PLAYER(ply, vehi, fld, vhname)
const float VOL_VEHICLEENGINE
const int VHEF_NORMAL
User pressed exit key.
#define VEHICLE_UPDATE_PLAYER_RESOURCE(ply, vehi, fld, vhname, res)
void crosshair_trace(entity pl)
Definition tracing.qc:542
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
const int VHF_HASSHIELD
Vehicle has shileding.
Definition vehicle.qh:95
const int VHF_HEALTHREGEN
Vehicles health regenerates.
Definition vehicle.qh:97
const int VHF_ENERGYREGEN
Vehicles energy regenerates.
Definition vehicle.qh:98
const int VHF_SHIELDREGEN
Vehicles shield regenerates.
Definition vehicle.qh:96
vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
Definition vehicles.qc:10
vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_length, float max_power)
Definition vehicles.qc:22
float force_fromtag_normpower
Definition vehicles.qh:5
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
bool weaponUseForbidden(entity player)
bool weaponLocked(entity player)