vector push_vector, v_add;
float fl_push, fr_push, bl_push, br_push;
+
push_vector = racer_force_from_tag("tag_engine_fr", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
fr_push = force_fromtag_normpower;
- vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
push_vector += racer_force_from_tag("tag_engine_fl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
fl_push = force_fromtag_normpower;
- vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
push_vector += racer_force_from_tag("tag_engine_br", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
br_push = force_fromtag_normpower;
- vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
push_vector += racer_force_from_tag("tag_engine_bl", autocvar_g_vehicle_racer_springlength, autocvar_g_vehicle_racer_hoverpower);
bl_push = force_fromtag_normpower;
- vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
+ //vehicles_sweap_collision(force_fromtag_origin, self.velocity, frametime, v_add, autocvar_g_vehicle_racer_collision_multiplier);
self.velocity += (push_vector * frametime);
// Anti ocilation
if(self.velocity_z > 0)
- self.velocity_z *= autocvar_g_vehicle_racer_upforcedamper;
+ self.velocity_z *= 1 - (autocvar_g_vehicle_racer_upforcedamper * frametime);
- self.velocity += v_add;
+ self.velocity += v_add;
self.velocity_z -= autocvar_sv_gravity * frametime;
push_vector_x = (fl_push - bl_push);
// Apply angle diffrance
self.angles_z += push_vector_z * frametime;
self.angles_x += push_vector_x * frametime;
+
// Apply stabilizer
self.angles_x *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
self.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * frametime);
{
float a, b, c;
- self.nextthink = time;
-
a = autocvar_g_vehicle_racer_anglestabilizer;
b = autocvar_g_vehicle_racer_springlength;
c = autocvar_g_vehicle_racer_hoverpower;
autocvar_g_vehicle_racer_springlength = 96;
autocvar_g_vehicle_racer_hoverpower = 300;
- racer_align4point();
+ racer_align4point(); //time - self.nextthink);
- if(self.velocity_z < 0)
- self.velocity_z *= 0.95;
+ //if(self.velocity_z > 0)
+ // self.velocity_z *= 0.95;
autocvar_g_vehicle_racer_anglestabilizer = a;
autocvar_g_vehicle_racer_springlength = b;
self.velocity_x *= 0.95;
self.velocity_y *= 0.95;
+
+ self.nextthink = time + 0.05;
}
void racer_enter()
{
- self.movetype = MOVETYPE_BOUNCEMISSILE;
+ self.movetype = MOVETYPE_BOUNCE; //MISSILE;
self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_racer_health);
self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_racer_shield);
}