this.angles_z *= 1 - (autocvar_g_vehicle_racer_anglestabilizer * _delta);
}
-void racer_fire_rocket_aim(entity player, string tagname, entity trg)
+void racer_fire_rocket_aim(entity this, entity player, string tagname, entity trg)
{
- entity racer = player.vehicle;
- vector v = gettaginfo(racer, gettagindex(racer, tagname));
+ vector v = gettaginfo(this, gettagindex(this, tagname));
racer_fire_rocket(player, v, v_forward, trg);
}
bool racer_frame(entity this, float dt)
{
- entity vehic = this.vehicle;
+ entity player = this;
+ entity vehic = player.vehicle;
return = true;
if(game_stopped)
return;
}
- vehicles_frame(vehic, this);
+ vehicles_frame(vehic, player);
- traceline(vehic.origin, vehic.origin + '0 0 1', MOVE_NOMONSTERS, this);
- int cont = trace_dpstartcontents;
+ int cont = Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(vehic.origin));
if(!(cont & DPCONTENTS_WATER))
vehic.air_finished = time + autocvar_g_vehicle_racer_water_time;
if(IS_DEAD(vehic))
{
- PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
+ PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
return;
}
racer_align4point(vehic, dt);
- PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
+ PHYS_INPUT_BUTTON_ZOOM(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
vehic.angles_x *= -1;
// Yaw
float ftmp = autocvar_g_vehicle_racer_turnspeed * dt;
- ftmp = bound(-ftmp, shortangle_f(this.v_angle_y - vehic.angles_y, vehic.angles_y), ftmp);
+ 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
// Pitch
ftmp = autocvar_g_vehicle_racer_pitchspeed * dt;
- ftmp = bound(-ftmp, shortangle_f(this.v_angle_x - vehic.angles_x, vehic.angles_x), ftmp);
+ 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);
vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
//vehic.velocity_z = ftmp;
- if(CS(this).movement)
+ if(CS(player).movement)
{
if(cont & DPCONTENTS_LIQUIDSMASK)
{
- if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
- if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
+ if(CS(player).movement_x) { df += v_forward * ((CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
+ if(CS(player).movement_y) { df += v_right * ((CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
}
else
{
- if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
- if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
+ if(CS(player).movement_x) { df += v_forward * ((CS(player).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
+ if(CS(player).movement_y) { df += v_right * ((CS(player).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
}
#ifdef SVQC
#endif
// Afterburn
- if (PHYS_INPUT_BUTTON_JUMP(this) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
+ if (PHYS_INPUT_BUTTON_JUMP(player) && vehic.vehicle_energy >= (autocvar_g_vehicle_racer_afterburn_cost * dt))
{
#ifdef SVQC
if(time - vehic.wait > 0.2)
dforce = autocvar_g_vehicle_racer_water_downforce;
df -= v_up * (vlen(vehic.velocity) * dforce);
- CS(this).movement = vehic.velocity += df * dt;
+ CS(player).movement = vehic.velocity += df * dt;
#ifdef SVQC
Weapon wep1 = WEP_RACER;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if (!forbidWeaponUse(this))
- if (PHYS_INPUT_BUTTON_ATCK(this))
+ if (!forbidWeaponUse(player))
+ if (PHYS_INPUT_BUTTON_ATCK(player))
if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
{
string tagname = (vehic.cnt)
w_shotorg = org;
w_shotdir = v_forward;
// Fix z-aim (for chase mode)
- crosshair_trace(this);
+ crosshair_trace(player);
w_shotdir.z = normalize(trace_endpos - org).z * 0.5;
wep1.wr_think(wep1, vehic, weaponentity, 1);
}
{
if(time >= vehic.vehicle_last_trace)
{
- crosshair_trace(this);
+ crosshair_trace(player);
vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * dt,
(1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * dt,
if(vehic.lock_target)
{
if(vehic.lock_strength == 1)
- UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 0);
+ UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '1 0 0', 0);
else if(vehic.lock_strength > 0.5)
- UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 0);
+ UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 1 0', 0);
else if(vehic.lock_strength < 0.5)
- UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 0);
+ UpdateAuxiliaryXhair(player, real_origin(vehic.lock_target), '0 0 1', 0);
}
}
- if(!forbidWeaponUse(this))
+ if(!forbidWeaponUse(player))
if(time > vehic.delay)
- if(PHYS_INPUT_BUTTON_ATCK2(this))
+ if(PHYS_INPUT_BUTTON_ATCK2(player))
{
vehic.misc_bulletcounter += 1;
vehic.delay = time + 0.3;
if(vehic.misc_bulletcounter == 1)
{
- racer_fire_rocket_aim(this, "tag_rocket_r", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
- this.vehicle_ammo2 = 50;
+ 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(this, "tag_rocket_l", (vehic.lock_strength == 1 && vehic.lock_target) ? vehic.lock_target : NULL);
+ 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;
- this.vehicle_ammo2 = 0;
+ player.vehicle_ammo2 = 0;
}
}
else if(vehic.misc_bulletcounter == 0)
- this.vehicle_ammo2 = 100;
+ player.vehicle_ammo2 = 100;
- this.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
+ player.vehicle_reload2 = bound(0, 100 * ((time - vehic.lip) / (vehic.delay - vehic.lip)), 100);
- if(vehic.vehicle_flags & VHF_SHIELDREGEN)
+ 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)
+ if(vehic.vehicle_flags & VHF_HEALTHREGEN)
vehicles_regen(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);
- if(vehic.vehicle_flags & VHF_ENERGYREGEN)
+ 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(this, vehic, health, racer);
- VEHICLE_UPDATE_PLAYER(this, vehic, energy, racer);
+ VEHICLE_UPDATE_PLAYER(player, vehic, health, racer);
+ VEHICLE_UPDATE_PLAYER(player, vehic, energy, racer);
if(vehic.vehicle_flags & VHF_HASSHIELD)
- VEHICLE_UPDATE_PLAYER(this, vehic, shield, racer);
+ VEHICLE_UPDATE_PLAYER(player, vehic, shield, racer);
- PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
+ PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
#endif
- setorigin(this, vehic.origin + '0 0 32');
- this.oldorigin = this.origin; // negate fall damage
- this.velocity = vehic.velocity;
+ setorigin(player, vehic.origin + '0 0 32');
+ player.oldorigin = player.origin; // negate fall damage
+ player.velocity = vehic.velocity;
}
void racer_think(entity this)