#include "racer.qh" #ifdef SVQC #include #include #endif #ifdef GAMEQC #ifdef SVQC bool autocvar_g_vehicle_racer = true; float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids float autocvar_g_vehicle_racer_speed_afterburn = 3000; // energy consumed per second float autocvar_g_vehicle_racer_afterburn_cost = 130; float autocvar_g_vehicle_racer_waterburn_cost = 5; float autocvar_g_vehicle_racer_waterburn_speed = 750; float autocvar_g_vehicle_racer_water_speed_forward = 600; float autocvar_g_vehicle_racer_water_speed_strafe = 600; float autocvar_g_vehicle_racer_pitchlimit = 30; float autocvar_g_vehicle_racer_water_downforce = 0.03; float autocvar_g_vehicle_racer_water_upforcedamper = 15; float autocvar_g_vehicle_racer_anglestabilizer = 1.75; float autocvar_g_vehicle_racer_downforce = 0.01; float autocvar_g_vehicle_racer_speed_forward = 650; float autocvar_g_vehicle_racer_speed_strafe = 650; float autocvar_g_vehicle_racer_springlength = 90; float autocvar_g_vehicle_racer_upforcedamper = 2; float autocvar_g_vehicle_racer_friction = 0.45; float autocvar_g_vehicle_racer_water_time = 5; //float autocvar_g_vehicle_racer_collision_multiplier = 0.05; // 0 = hover, != 0 = maglev int autocvar_g_vehicle_racer_hovertype = 0; // NOTE!! x 4 (4 engines) float autocvar_g_vehicle_racer_hoverpower = 8000; float autocvar_g_vehicle_racer_turnroll = 30; float autocvar_g_vehicle_racer_turnspeed = 220; float autocvar_g_vehicle_racer_pitchspeed = 125; float autocvar_g_vehicle_racer_energy = 100; float autocvar_g_vehicle_racer_energy_regen = 90; float autocvar_g_vehicle_racer_energy_regen_pause = 0.35; float autocvar_g_vehicle_racer_health = 200; float autocvar_g_vehicle_racer_health_regen = 0; float autocvar_g_vehicle_racer_health_regen_pause = 0; float autocvar_g_vehicle_racer_shield = 100; float autocvar_g_vehicle_racer_shield_regen = 30; float autocvar_g_vehicle_racer_shield_regen_pause = 1; bool autocvar_g_vehicle_racer_rocket_locktarget = true; float autocvar_g_vehicle_racer_rocket_locking_time = 0.35; float autocvar_g_vehicle_racer_rocket_locking_releasetime = 0.5; float autocvar_g_vehicle_racer_rocket_locked_time = 4; float autocvar_g_vehicle_racer_respawntime = 35; float autocvar_g_vehicle_racer_blowup_radius = 250; float autocvar_g_vehicle_racer_blowup_coredamage = 250; float autocvar_g_vehicle_racer_blowup_edgedamage = 15; float autocvar_g_vehicle_racer_blowup_forceintensity = 250; // Factor of old velocity to keep after collision float autocvar_g_vehicle_racer_bouncefactor = 0.25; // if != 0, New veloctiy after bounce = 0 if new velocity < this float autocvar_g_vehicle_racer_bouncestop = 0; // "minspeed_for_pain speedchange_to_pain_factor max_damage" vector autocvar_g_vehicle_racer_bouncepain = '200 0.15 150'; .float racer_watertime; .float racer_air_finished; // TODO: use a standard air meter for entities var .vector(entity this, string tag_name, float spring_length, float max_power) racer_force_from_tag; void racer_align4point(entity this, entity player, float _delta) { vector push_vector; float fl_push, fr_push, bl_push, br_push; push_vector = this.racer_force_from_tag(this, "tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); fr_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += this.racer_force_from_tag(this, "tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); fl_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += this.racer_force_from_tag(this, "tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); br_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); push_vector += this.racer_force_from_tag(this, "tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower); bl_push = force_fromtag_normpower; //vehicles_sweap_collision(force_fromtag_origin, this.velocity, _delta, v_add, autocvar_g_vehicle_racer_collision_multiplier); this.velocity += push_vector * _delta; float uforce = autocvar_g_vehicle_racer_upforcedamper; int cont = pointcontents(this.origin - '0 0 64'); if (cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME) { uforce = autocvar_g_vehicle_racer_water_upforcedamper; if (PHYS_INPUT_BUTTON_CROUCH(player) && time < this.racer_air_finished) this.velocity.z += 30; else this.velocity.z += 200; } // Anti ocilation if (this.velocity.z > 0) this.velocity.z *= 1 - uforce * _delta; push_vector.x = fl_push - bl_push; push_vector.x += fr_push - br_push; push_vector.x *= 360; push_vector.z = fr_push - fl_push; push_vector.z += br_push - bl_push; push_vector.z *= 360; // Apply angle diffrance this.angles.z += push_vector.z * _delta; this.angles.x += push_vector.x * _delta; // Apply stabilizer this.angles.x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta); this.angles.z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta); } void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg) { vector v = gettaginfo(this, gettagindex(this, tagname)); racer_fire_rocket(this, player, v, v_forward, trg); } bool racer_frame(entity this, float dt) { entity player = this; entity vehic = player.vehicle; return = true; #ifdef SVQC if (game_stopped) { vehic.solid = SOLID_NOT; vehic.takedamage = DAMAGE_NO; set_movetype(vehic, MOVETYPE_NONE); return; } #endif vehicles_frame(vehic, player); int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin)); if (!(cont & DPCONTENTS_WATER)) vehic.racer_air_finished = 0; else if (!vehic.racer_air_finished) vehic.racer_air_finished = time + autocvar_g_vehicle_racer_water_time; #ifdef SVQC if (IS_DEAD(vehic)) { PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false; return; } #endif racer_align4point(vehic, player, dt); #ifdef SVQC PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false; #endif vehic.angles.x = -vehic.angles.x; // Yaw float ftmp = autocvar_g_vehicle_racer_turnspeed * dt; ftmp = bound(-ftmp, shortangle_f(player.v_angle.y - vehic.angles.y, vehic.angles.y), ftmp); vehic.angles.y = anglemods(vehic.angles.y + ftmp); // Roll vehic.angles.z += -ftmp * autocvar_g_vehicle_racer_turnroll * dt; // Pitch ftmp = autocvar_g_vehicle_racer_pitchspeed * dt; ftmp = bound(-ftmp, shortangle_f(player.v_angle.x - vehic.angles.x, vehic.angles.x), ftmp); vehic.angles.x = bound(-autocvar_g_vehicle_racer_pitchlimit, anglemods(vehic.angles.x + ftmp), autocvar_g_vehicle_racer_pitchlimit); makevectors(vehic.angles); vehic.angles.x = -vehic.angles.x; //ftmp = vehic.velocity.z; vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction; //vehic.velocity.z = ftmp; if (PHYS_CS(player).movement) { if (cont & DPCONTENTS_LIQUIDSMASK) { if (PHYS_CS(player).movement.x) df += v_forward * (PHYS_CS(player).movement.x > 0 ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); if (PHYS_CS(player).movement.y) df += v_right * (PHYS_CS(player).movement.y > 0 ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); } else { if (PHYS_CS(player).movement.x) df += v_forward * (PHYS_CS(player).movement.x > 0 ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); if (PHYS_CS(player).movement.y) df += v_right * (PHYS_CS(player).movement.y > 0 ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); } #ifdef SVQC if (vehic.sound_nexttime < time || vehic.sounds != 1) { vehic.sounds = 1; vehic.sound_nexttime = time + 10.922667; //soundlength("vehicles/racer_move.wav"); sound(vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_MOVE, VOL_VEHICLEENGINE, ATTEN_NORM); } #endif } #ifdef SVQC else { if (vehic.sound_nexttime < time || vehic.sounds != 0) { vehic.sounds = 0; vehic.sound_nexttime = time + 11.888604; //soundlength("vehicles/racer_idle.wav"); sound(vehic, CH_TRIGGER_SINGLE, SND_VEH_RACER_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM); } } #endif // Afterburn if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= autocvar_g_vehicle_racer_afterburn_cost * dt) { #ifdef SVQC if (time - vehic.wait > 0.2) pointparticles(EFFECT_RACER_BOOSTER, vehic.origin - v_forward * 32, v_forward * vlen(vehic.velocity), 1); #endif vehic.wait = time; if (cont & DPCONTENTS_LIQUIDSMASK) { vehic.vehicle_energy -= autocvar_g_vehicle_racer_waterburn_cost * dt; df += v_forward * autocvar_g_vehicle_racer_waterburn_speed; } else { vehic.vehicle_energy -= autocvar_g_vehicle_racer_afterburn_cost * dt; df += v_forward * autocvar_g_vehicle_racer_speed_afterburn; } #ifdef SVQC // TODO: move these to the client side where they belong // NOTE: reusing .invincible_finished here as delay counter for the smoke effect if (vehic.invincible_finished < time) { traceline(vehic.origin, vehic.origin - '0 0 256', MOVE_NORMAL, vehic); if (trace_fraction != 1.0) pointparticles(EFFECT_SMOKE_SMALL, trace_endpos, '0 0 0', 1); vehic.invincible_finished = time + 0.1 + (random() * 0.1); } // NOTE: reusing .strength_finished here as a sound delay counter if (vehic.strength_finished < time) { vehic.strength_finished = time + 10.922667; //soundlength("vehicles/racer_boost.wav"); sound(vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RACER_BOOST, VOL_VEHICLEENGINE, ATTEN_NORM); } #endif } else { vehic.strength_finished = 0; sound(vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM); } if (cont & DPCONTENTS_LIQUIDSMASK) vehic.racer_watertime = time; float dforce = autocvar_g_vehicle_racer_downforce; if (time - vehic.racer_watertime <= 3) dforce = autocvar_g_vehicle_racer_water_downforce; df -= v_up * (vlen(vehic.velocity) * dforce); PHYS_CS(player).movement = vehic.velocity += df * dt; #ifdef SVQC Weapon wep1 = WEP_RACER; .entity weaponentity = weaponentities[0]; // TODO: unhardcode if (!weaponLocked(player) && !weaponUseForbidden(player) && PHYS_INPUT_BUTTON_ATCK(player) && wep1.wr_checkammo1(wep1, vehic, weaponentity)) wep1.wr_think(wep1, vehic, weaponentity, 1); if (autocvar_g_vehicle_racer_rocket_locktarget) { if (time >= vehic.vehicle_last_trace) { crosshair_trace(player); vehicles_locktarget(vehic, dt / autocvar_g_vehicle_racer_rocket_locking_time, dt / autocvar_g_vehicle_racer_rocket_locking_releasetime, autocvar_g_vehicle_racer_rocket_locked_time); vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate; } if (vehic.lock_target) { if (vehic.lock_strength == 1) UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0); else if (vehic.lock_strength > 0.5) UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0); else if (vehic.lock_strength < 0.5) UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0); } } if (!weaponLocked(player) && !weaponUseForbidden(player) && time > vehic.delay && PHYS_INPUT_BUTTON_ATCK2(player)) { ++vehic.misc_bulletcounter; vehic.delay = time + 0.3; if (vehic.misc_bulletcounter == 1) { racer_fire_rocket_aim(vehic, player, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL); player.vehicle_ammo2 = 50; } else if (vehic.misc_bulletcounter == 2) { racer_fire_rocket_aim(vehic, player, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL); vehic.lock_strength = 0; vehic.lock_target = NULL; vehic.misc_bulletcounter = 0; vehic.delay = time + autocvar_g_vehicle_racer_rocket_refire; vehic.lip = time; player.vehicle_ammo2 = 0; } } else if (vehic.misc_bulletcounter == 0) player.vehicle_ammo2 = 100; player.vehicle_reload2 = bound(0, 100 * (time - vehic.lip) / (vehic.delay - vehic.lip), 100); if (vehic.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_racer_shield, autocvar_g_vehicle_racer_shield_regen_pause, autocvar_g_vehicle_racer_shield_regen, dt, true); if (vehic.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_racer_health, autocvar_g_vehicle_racer_health_regen_pause, autocvar_g_vehicle_racer_health_regen, dt, false, RES_HEALTH); if (vehic.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(vehic, vehic.wait, vehicle_energy, autocvar_g_vehicle_racer_energy, autocvar_g_vehicle_racer_energy_regen_pause, autocvar_g_vehicle_racer_energy_regen, dt, false); VEHICLE_UPDATE_PLAYER_RESOURCE(player, vehic, health, racer, RES_HEALTH); VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer); if (vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer); PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false; #endif setorigin(player, vehic.origin + '0 0 32'); #ifdef SVQC player.oldorigin = player.origin; // negate fall damage #endif player.velocity = vehic.velocity; } #endif #ifdef SVQC void racer_think(entity this) { float dt = autocvar_g_vehicle_racer_thinkrate; this.nextthink = time + dt; tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * autocvar_g_vehicle_racer_springlength), MOVE_NOMONSTERS, this); vector df = this.velocity * -autocvar_g_vehicle_racer_friction; df.z += (1 - trace_fraction) * autocvar_g_vehicle_racer_hoverpower + sin(time * 2) * autocvar_g_vehicle_racer_springlength * 2; float forced = autocvar_g_vehicle_racer_upforcedamper; //int cont = pointcontents(this.origin - '0 0 64'); traceline(this.origin - '0 0 64', this.origin - '0 0 64', MOVE_NOMONSTERS, this); //if (cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME) if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK) { forced = autocvar_g_vehicle_racer_water_upforcedamper; this.velocity.z += 200; } this.velocity += df * dt; if (this.velocity.z > 0) this.velocity.z *= 1 - forced * dt; this.angles.x *= 1 - autocvar_g_vehicle_racer_anglestabilizer * dt; this.angles.z *= 1 - autocvar_g_vehicle_racer_anglestabilizer * dt; CSQCMODEL_AUTOUPDATE(this); } void racer_exit(entity this, int eject) { setthink(this, racer_think); this.nextthink = time; set_movetype(this, MOVETYPE_BOUNCE); sound(this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM); if (!this.owner) return; makevectors(this.angles); vector spot; if (eject) { spot = this.origin + v_forward * 100 + '0 0 64'; spot = vehicles_findgoodexit(this, this.owner, spot); setorigin(this.owner, spot); this.owner.velocity = (v_up + v_forward * 0.25) * 750; this.owner.oldvelocity = this.owner.velocity; } else { if (vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed)) { this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2; this.owner.velocity.z += 200; spot = this.origin + v_forward * 32 + '0 0 32'; spot = vehicles_findgoodexit(this, this.owner, spot); } else { this.owner.velocity = this.velocity * 0.5; this.owner.velocity.z += 10; spot = this.origin - v_forward * 200 + '0 0 32'; spot = vehicles_findgoodexit(this, this.owner, spot); } this.owner.oldvelocity = this.owner.velocity; setorigin(this.owner, spot); } antilag_clear(this.owner, CS(this.owner)); this.owner = NULL; } void racer_blowup(entity this) { this.deadflag = DEAD_DEAD; this.vehicle_exit(this, VHEF_NORMAL); RadiusDamage(this, this.enemy, autocvar_g_vehicle_racer_blowup_coredamage, autocvar_g_vehicle_racer_blowup_edgedamage, autocvar_g_vehicle_racer_blowup_radius, NULL, NULL, autocvar_g_vehicle_racer_blowup_forceintensity, DEATH_VH_WAKI_DEATH.m_id, DMG_NOWEP, NULL ); this.nextthink = time + autocvar_g_vehicle_racer_respawntime; setthink(this, vehicles_spawn); set_movetype(this, MOVETYPE_NONE); this.effects = EF_NODRAW; this.solid = SOLID_NOT; this.colormod = '0 0 0'; this.avelocity = '0 0 0'; this.velocity = '0 0 0'; setorigin(this, this.pos1); } void racer_blowup_think(entity this) { this.nextthink = time; if (time >= this.delay) racer_blowup(this); //CSQCMODEL_AUTOUPDATE(this); } void racer_deadtouch(entity this, entity toucher) { this.avelocity.x *= 0.7; --this.cnt; if (this.cnt <= 0) racer_blowup(this); } spawnfunc(vehicle_racer) { if (!autocvar_g_vehicle_racer || !vehicle_initialize(this, VEH_RACER, false)) { delete(this); return; } } METHOD(Racer, vr_impact, void(Racer thisveh, entity instance)) { if (autocvar_g_vehicle_racer_bouncepain) vehicles_impact(instance, autocvar_g_vehicle_racer_bouncepain.x, autocvar_g_vehicle_racer_bouncepain.y, autocvar_g_vehicle_racer_bouncepain.z); } METHOD(Racer, vr_enter, void(Racer thisveh, entity instance)) { set_movetype(instance, MOVETYPE_BOUNCE); instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_racer_health) * 100; instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100; if (instance.owner.flagcarried) setorigin(instance.owner.flagcarried, '-190 0 96'); } METHOD(Racer, vr_spawn, void(Racer thisveh, entity instance)) { if (autocvar_g_vehicle_racer_hovertype != 0) instance.racer_force_from_tag = vehicles_force_fromtag_maglev; else instance.racer_force_from_tag = vehicles_force_fromtag_hover; setthink(instance, racer_think); instance.nextthink = time; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health); instance.vehicle_shield = autocvar_g_vehicle_racer_shield; set_movetype(instance, MOVETYPE_TOSS); instance.solid = SOLID_SLIDEBOX; instance.delay = time; instance.scale = 0.5; // FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel). instance.mass = 900; setattachment(instance.vehicle_hudmodel, instance, ""); setattachment(instance.vehicle_viewport, instance, "tag_viewport"); instance.PlayerPhysplug = racer_frame; instance.bouncefactor = autocvar_g_vehicle_racer_bouncefactor; instance.bouncestop = autocvar_g_vehicle_racer_bouncestop; instance.damageforcescale = 0.5; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health); instance.vehicle_shield = autocvar_g_vehicle_racer_shield; } METHOD(Racer, vr_death, void(Racer thisveh, entity instance)) { setSendEntity(instance, func_null); // stop networking this racer (for now) SetResourceExplicit(instance, RES_HEALTH, 0); instance.event_damage = func_null; instance.solid = SOLID_CORPSE; instance.takedamage = DAMAGE_NO; instance.deadflag = DEAD_DYING; set_movetype(instance, MOVETYPE_BOUNCE); instance.wait = time; instance.delay = 2 + time + random() * 3; instance.cnt = 1 + random() * 2; settouch(instance, racer_deadtouch); Send_Effect(EFFECT_EXPLOSION_MEDIUM, instance.origin, '0 0 0', 1); instance.avelocity.z = (random() < 0.5 ? 32 : -32); instance.avelocity.x = -vlen(instance.velocity) * 0.2; instance.velocity += '0 0 700'; instance.colormod = '-0.5 -0.5 -0.5'; setthink(instance, racer_blowup_think); instance.nextthink = time; } METHOD(Racer, vr_setup, void(Racer thisveh, entity instance)) { instance.vehicle_exit = racer_exit; // we have no need to network energy if (autocvar_g_vehicle_racer_energy && autocvar_g_vehicle_racer_energy_regen) instance.vehicle_flags |= VHF_ENERGYREGEN; if (autocvar_g_vehicle_racer_shield) instance.vehicle_flags |= VHF_HASSHIELD; if (autocvar_g_vehicle_racer_shield_regen) instance.vehicle_flags |= VHF_SHIELDREGEN; if (autocvar_g_vehicle_racer_health_regen) instance.vehicle_flags |= VHF_HEALTHREGEN; instance.respawntime = autocvar_g_vehicle_racer_respawntime; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_racer_health); instance.vehicle_shield = autocvar_g_vehicle_racer_shield; instance.max_health = GetResource(instance, RES_HEALTH); } #endif // SVQC #ifdef CSQC METHOD(Racer, vr_hud, void(Racer thisveh)) { Vehicles_drawHUD(VEH_RACER.m_icon, "vehicle_racer_weapon1", "vehicle_racer_weapon2", "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color); } METHOD(Racer, vr_crosshair, void(Racer thisveh, entity player)) { Vehicles_drawCrosshair(vCROSS_GUIDE); } METHOD(Racer, vr_setup, void(Racer thisveh, entity instance)) { AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket } #endif // CSQC #endif // GAMEQC #ifdef MENUQC METHOD(Racer, describe, string(Racer this)) { TC(Racer, this); PAGE_TEXT_INIT(); PAR(_("The %s vehicle looks like a jet, but does not fly upwards very well. " "It seats only one passenger, who becomes the pilot."), COLORED_NAME(this)); PAR(_("It can be accelerated by pressing %s, which consumes power from the same source as the primary weapon."), strcat("^3", _("jump"), "^7")); PAR(_("The %s primary weapon is a laser and the secondary weapon shoots energy balls that explode on impact."), COLORED_NAME(this)); return PAGE_TEXT; } #endif // MENUQC