// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
Casings_Precache();
DamageInfo_Precache();
Vehicles_Precache();
- turrets_precache();
Tuba_Precache();
CSQCPlayer_Precache();
pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_WALK_MEELE:
+ case DEATH_TURRET_WALK_MELEE:
sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
break;
../common/notifications.qh // must be after autocvars
../common/deathtypes.qh // must be after notifications
+../common/turrets/turrets.qh
+../common/turrets/cl_turrets.qh
+
damage.qh
../csqcmodellib/interpolate.qh
prandom.qh
bgmscript.qh
noise.qh
-tturrets.qh
-../server/tturrets/include/turrets_early.qh
../server/movelib.qc
main.qh
vehicles/vehicles.qh
../warpzonelib/mathlib.qc
../warpzonelib/common.qc
../warpzonelib/client.qc
-tturrets.qc
+
+../common/turrets/cl_turrets.qc
+../common/turrets/turrets.qc
player_skeleton.qc
../common/animdecide.qc
+++ /dev/null
-string tid2info_base;
-string tid2info_head;
-string tid2info_name;
-vector tid2info_min;
-vector tid2info_max;
-
-void turret_tid2info(float _tid);
-void turret_precache(float _tid);
-float turret_is_precache[TID_LAST];
-
-void turrets_precache()
-{
- turret_precache(TID_COMMON);
-}
-
-void turret_precache(float _tid)
-{
- if (!turret_is_precache[TID_COMMON])
- {
- precache_sound ("weapons/rocket_impact.wav");
- precache_model ("models/turrets/base-gib1.md3");
- precache_model ("models/turrets/base-gib2.md3");
- precache_model ("models/turrets/base-gib3.md3");
- precache_model ("models/turrets/base-gib4.md3");
- precache_model ("models/turrets/head-gib1.md3");
- precache_model ("models/turrets/head-gib2.md3");
- precache_model ("models/turrets/head-gib3.md3");
- precache_model ("models/turrets/head-gib4.md3");
- precache_model ("models/turrets/terrainbase.md3");
- precache_model ("models/turrets/base.md3");
- precache_model ("models/turrets/rocket.md3");
- }
- turret_tid2info(_tid);
- if(turret_is_precache[_tid])
- return;
-
- switch(_tid)
- {
- case TID_EWHEEL:
- precache_model ("models/turrets/ewheel-base2.md3");
- precache_model ("models/turrets/ewheel-gun1.md3");
- break;
- case TID_FLAC:
- precache_model ("models/turrets/flac.md3");
- break;
- case TID_FUSION:
- precache_model ("models/turrets/reactor.md3");
- break;
- case TID_HELLION:
- precache_model ("models/turrets/hellion.md3");
- break;
- case TID_HK:
- precache_model ("models/turrets/hk.md3");
- break;
- case TID_MACHINEGUN:
- precache_model ("models/turrets/machinegun.md3");
- precache_sound ("weapons/uzi_fire.wav");
- break;
- case TID_MLRS:
- precache_model ("models/turrets/mlrs.md3");
- break;
- case TID_PHASER:
- precache_model ("models/turrets/phaser.md3");
- precache_model ("models/turrets/phaser_beam.md3");
- precache_sound ("turrets/phaser.wav");
- break;
- case TID_PLASMA:
- precache_model ("models/turrets/plasma.md3");
- break;
- case TID_PLASMA_DUAL:
- precache_model ("models/turrets/plasmad.md3");
- break;
- case TID_TESLA:
- precache_model ("models/turrets/tesla_head.md3");
- precache_model ("models/turrets/tesla_base.md3");
- break;
- case TID_WALKER:
- precache_model ("models/turrets/walker_head_minigun.md3");
- precache_model ("models/turrets/walker_body.md3");
- precache_sound ("weapons/uzi_fire.wav");
- break;
- }
- turret_is_precache[_tid] = TRUE;
-}
-
-void turret_tid2info(float _tid)
-{
- tid2info_base = "models/turrets/base.md3";
- tid2info_min = '-32 -32 0';
- tid2info_max = '32 32 64';
-
- switch(_tid)
- {
- case TID_EWHEEL:
- tid2info_base = "models/turrets/ewheel-base2.md3";
- tid2info_head = "models/turrets/ewheel-gun1.md3";
- tid2info_name = "eWheel";
- break;
- case TID_FLAC:
- tid2info_head = "models/turrets/flac.md3";
- tid2info_name = "Flac Cannon";
- break;
- case TID_FUSION:
- tid2info_head = "models/turrets/reactor.md3";
- tid2info_name = "Fusion Reactor";
- tid2info_min = '-34 -34 0';
- tid2info_max = '34 34 90';
- break;
- case TID_HELLION:
- tid2info_head = "models/turrets/hellion.md3";
- tid2info_name = "Hellion";
- break;
- case TID_HK:
- tid2info_head = "models/turrets/hk.md3";
- tid2info_name = "Hunter-Killer";
- break;
- case TID_MACHINEGUN:
- tid2info_head = "models/turrets/machinegun.md3";
- tid2info_name = "Machinegun";
- break;
- case TID_MLRS:
- tid2info_head = "models/turrets/mlrs.md3";
- tid2info_name = "MLRS";
- break;
- case TID_PHASER:
- tid2info_head = "models/turrets/phaser.md3";
- tid2info_name = "Phaser";
- break;
- case TID_PLASMA:
- tid2info_head = "models/turrets/plasma.md3";
- tid2info_name = "Plasma";
- break;
- case TID_PLASMA_DUAL:
- tid2info_head = "models/turrets/plasmad.md3";
- tid2info_name = "Dual Plasma";
- break;
- case TID_TESLA:
- tid2info_base = "models/turrets/tesla_base.md3";
- tid2info_head = "models/turrets/tesla_head.md3";
- tid2info_name = "Tesla coil";
- tid2info_min = '-60 -60 0';
- tid2info_max ='60 60 128';
- break;
- case TID_WALKER:
- tid2info_base = "models/turrets/walker_body.md3";
- tid2info_head = "models/turrets/walker_head_minigun.md3";
- tid2info_name = "Walker";
- tid2info_min = '-70 -70 0';
- tid2info_max = '70 70 95';
- break;
- }
-}
-
-void turret_remove()
-{
- remove(self.tur_head);
- //remove(self.enemy);
- self.tur_head = world;
-}
-
-.vector glowmod;
-void turret_changeteam()
-{
- switch(self.team - 1)
- {
- case NUM_TEAM_1: // Red
- self.glowmod = '2 0 0';
- self.teamradar_color = '1 0 0';
- break;
-
- case NUM_TEAM_2: // Blue
- self.glowmod = '0 0 2';
- self.teamradar_color = '0 0 1';
- break;
-
- case NUM_TEAM_3: // Yellow
- self.glowmod = '1 1 0';
- self.teamradar_color = '1 1 0';
- break;
-
- case NUM_TEAM_4: // Pink
- self.glowmod = '1 0 1';
- self.teamradar_color = '1 0 1';
- break;
- }
-
- if(self.team)
- self.colormap = 1024 + (self.team - 1) * 17;
-
- self.tur_head.colormap = self.colormap;
- self.tur_head.glowmod = self.glowmod;
-
-}
-
-void turret_head_draw()
-{
- self.drawmask = MASK_NORMAL;
-}
-
-void turret_draw()
-{
- float dt;
-
- dt = time - self.move_time;
- self.move_time = time;
- if(dt <= 0)
- return;
-
- self.tur_head.angles += dt * self.tur_head.move_avelocity;
-
- if (self.health < 127)
- {
- dt = random();
-
- if(dt < 0.03)
- te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
- }
-
- if(self.health < 85)
- if(dt < 0.01)
- pointparticles(particleeffectnum("smoke_large"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
-
- if(self.health < 32)
- if(dt < 0.015)
- pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
-
-}
-
-void turret_draw2d()
-{
- if(self.netname == "")
- return;
-
- if(!autocvar_g_waypointsprite_turrets)
- return;
-
- if(autocvar_cl_hidewaypoints)
- return;
-
- float dist = vlen(self.origin - view_origin);
- float t = (GetPlayerColor(player_localnum) + 1);
-
- vector o;
- string txt;
-
- if(autocvar_cl_vehicles_hud_tactical)
- if(dist < 10240 && t != self.team)
- {
- // TODO: Vehicle tactical hud
- o = project_3d_to_2d(self.origin + '0 0 32');
- if(o_z < 0
- || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
- || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
- || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
- || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
- return; // Dont draw wp's for turrets out of view
- o_z = 0;
- if(hud != HUD_NORMAL)
- {
- switch(hud)
- {
- case HUD_SPIDERBOT:
- case HUD_WAKIZASHI:
- case HUD_RAPTOR:
- case HUD_BUMBLEBEE:
- if(self.turret_type == TID_EWHEEL || self.turret_type == TID_WALKER)
- txt = "gfx/vehicles/vth-mover.tga";
- else
- txt = "gfx/vehicles/vth-stationary.tga";
-
- vector pz = drawgetimagesize(txt) * 0.25;
- drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.75, DRAWFLAG_NORMAL);
- break;
- }
- }
- }
-
- if(dist > self.maxdistance)
- return;
-
- string spriteimage = self.netname;
- float a = self.alpha * autocvar_hud_panel_fg_alpha;
- vector rgb = spritelookupcolor(spriteimage, self.teamradar_color);
-
-
- if(self.maxdistance > waypointsprite_normdistance)
- a *= pow(bound(0, (self.maxdistance - dist) / (self.maxdistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent);
- else if(self.maxdistance > 0)
- a *= pow(bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
-
- if(rgb == '0 0 0')
- {
- self.teamradar_color = '1 0 1';
- print(sprintf("WARNING: sprite of name %s has no color, using pink so you notice it\n", spriteimage));
- }
-
- txt = self.netname;
- if(autocvar_g_waypointsprite_spam && waypointsprite_count >= autocvar_g_waypointsprite_spam)
- txt = _("Spam");
- else
- txt = spritelookuptext(spriteimage);
-
- if(time - floor(time) > 0.5 && t == self.team)
- {
- if(self.helpme && time < self.helpme)
- {
- a *= SPRITE_HELPME_BLINK;
- txt = sprintf(_("%s under attack!"), txt);
- }
- else
- a *= spritelookupblinkvalue(spriteimage);
- }
-
- if(autocvar_g_waypointsprite_uppercase)
- txt = strtoupper(txt);
-
- if(a > 1)
- {
- rgb *= a;
- a = 1;
- }
-
- if(a <= 0)
- return;
-
- rgb = fixrgbexcess(rgb);
-
- o = project_3d_to_2d(self.origin + '0 0 64');
- if(o_z < 0
- || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
- || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
- || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
- || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
- return; // Dont draw wp's for turrets out of view
-
- o_z = 0;
-
- float edgedistance_min, crosshairdistance;
- edgedistance_min = min((o_y - (vid_conheight * waypointsprite_edgeoffset_top)),
- (o_x - (vid_conwidth * waypointsprite_edgeoffset_left)),
- (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right)) - o_x,
- (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)) - o_y);
-
- float vidscale = max(vid_conwidth / vid_width, vid_conheight / vid_height);
-
- crosshairdistance = sqrt( pow(o_x - vid_conwidth/2, 2) + pow(o_y - vid_conheight/2, 2) );
-
- t = waypointsprite_scale * vidscale;
- a *= waypointsprite_alpha;
-
- {
- a = a * (1 - (1 - waypointsprite_distancefadealpha) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
- t = t * (1 - (1 - waypointsprite_distancefadescale) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
- }
- if (edgedistance_min < waypointsprite_edgefadedistance) {
- a = a * (1 - (1 - waypointsprite_edgefadealpha) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
- t = t * (1 - (1 - waypointsprite_edgefadescale) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
- }
- if(crosshairdistance < waypointsprite_crosshairfadedistance) {
- a = a * (1 - (1 - waypointsprite_crosshairfadealpha) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
- t = t * (1 - (1 - waypointsprite_crosshairfadescale) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
- }
-
- o = drawspritearrow(o, M_PI, rgb, a, SPRITE_ARROW_SCALE * t);
- o = drawspritetext(o, M_PI, (SPRITE_HEALTHBAR_WIDTH + 2 * SPRITE_HEALTHBAR_BORDER) * t, rgb, a, waypointsprite_fontsize * '1 1 0', txt);
- drawhealthbar(
- o,
- 0,
- self.health / 255,
- '0 0 0',
- '0 0 0',
- 0.5 * SPRITE_HEALTHBAR_WIDTH * t,
- 0.5 * SPRITE_HEALTHBAR_HEIGHT * t,
- SPRITE_HEALTHBAR_MARGIN * t + 0.5 * waypointsprite_fontsize,
- SPRITE_HEALTHBAR_BORDER * t,
- 0,
- rgb,
- a * SPRITE_HEALTHBAR_BORDERALPHA,
- rgb,
- a * SPRITE_HEALTHBAR_HEALTHALPHA,
- DRAWFLAG_NORMAL
- );
-}
-
-void turret_walker_draw()
-{
- float dt;
-
- dt = time - self.move_time;
- self.move_time = time;
- if(dt <= 0)
- return;
-
- fixedmakevectors(self.angles);
- movelib_groundalign4point(300, 100, 0.25, 45);
- setorigin(self, self.origin + self.velocity * dt);
- self.tur_head.angles += dt * self.tur_head.move_avelocity;
- self.angles_y = self.move_angles_y;
-
- if (self.health < 127)
- if(random() < 0.15)
- te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
-}
-
-void turret_ewheel_draw()
-{
- float dt;
-
- dt = time - self.move_time;
- self.move_time = time;
- if(dt <= 0)
- return;
-
- fixedmakevectors(self.angles);
- setorigin(self, self.origin + self.velocity * dt);
- self.tur_head.angles += dt * self.tur_head.move_avelocity;
- self.angles_y = self.move_angles_y;
-
- if (self.health < 127)
- if(random() < 0.05)
- te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
-}
-
-void(entity e, entity tagentity, string tagname) setattachment = #443;
-void turret_construct()
-{
- if(self.tur_head == world)
- self.tur_head = spawn();
-
- turret_tid2info(self.turret_type);
- self.netname = tid2info_name;
-
- setorigin(self, self.origin);
- setmodel(self, tid2info_base);
- setmodel(self.tur_head, tid2info_head);
- setsize(self, tid2info_min, tid2info_max);
- setsize(self.tur_head, '0 0 0', '0 0 0');
-
- if(self.turret_type == TID_EWHEEL)
- setattachment(self.tur_head, self, "");
- else
- setattachment(self.tur_head, self, "tag_head");
-
- self.tur_head.classname = "turret_head";
- self.tur_head.owner = self;
- self.tur_head.move_movetype = MOVETYPE_NOCLIP;
- self.move_movetype = MOVETYPE_NOCLIP;
- self.tur_head.angles = self.angles;
- self.health = 255;
- self.solid = SOLID_BBOX;
- self.tur_head.solid = SOLID_NOT;
- self.movetype = MOVETYPE_NOCLIP;
- self.tur_head.movetype = MOVETYPE_NOCLIP;
- self.draw = turret_draw;
- self.entremove = turret_remove;
- self.drawmask = MASK_NORMAL;
- self.tur_head.drawmask = MASK_NORMAL;
- self.anim_start_time = 0;
- self.draw2d = turret_draw2d;
- self.maxdistance = autocvar_g_waypointsprite_turrets_maxdist;
- self.teamradar_color = '1 0 0';
- self.alpha = 1;
-
- if(self.turret_type == TID_EWHEEL || self.turret_type == TID_WALKER)
- {
- self.gravity = 1;
- self.movetype = MOVETYPE_BOUNCE;
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_origin = self.origin;
- self.move_time = time;
- switch(self.turret_type)
- {
- case TID_EWHEEL:
- self.draw = turret_ewheel_draw;
- break;
- case TID_WALKER:
- self.draw = turret_walker_draw;
- break;
-
- }
- }
-}
-
-entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode);
-void turret_gibboom();
-void turret_gib_draw()
-{
- Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
-
- self.drawmask = MASK_NORMAL;
-
- if(self.cnt)
- {
- if(time >= self.nextthink)
- {
- turret_gibboom();
- remove(self);
- }
- }
- else
- {
- self.alpha = bound(0, self.nextthink - time, 1);
- if(self.alpha < ALPHA_MIN_VISIBLE)
- remove(self);
- }
-}
-
-void turret_gibboom()
-{
- float i;
-
- sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
-
- for (i = 1; i < 5; i = i + 1)
- turret_gibtoss(strcat("models/turrets/head-gib", ftos(i), ".md3"), self.origin + '0 0 2', self.velocity + randomvec() * 700, '0 0 0', FALSE);
-}
-
-entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode)
-{
- entity gib;
-
- traceline(_from, _to, MOVE_NOMONSTERS, world);
- if(trace_startsolid)
- return world;
-
- gib = spawn();
- setorigin(gib, _from);
- setmodel(gib, _model);
- gib.colormod = _cmod;
- gib.solid = SOLID_CORPSE;
- gib.draw = turret_gib_draw;
- gib.cnt = _explode;
- setsize(gib, '-1 -1 -1', '1 1 1');
- if(_explode)
- {
- gib.nextthink = time + 0.2 * (autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15));
- gib.effects = EF_FLAME;
- }
- else
- gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
-
- gib.gravity = 1;
- gib.move_movetype = MOVETYPE_BOUNCE;
- gib.move_origin = _from;
- setorigin(gib, _from);
- gib.move_velocity = _to;
- gib.move_avelocity = prandomvec() * 32;
- gib.move_time = time;
- gib.damageforcescale = 1;
- gib.classname = "turret_gib";
-
- return gib;
-}
-
-void turret_die()
-{
-
- sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
- turret_tid2info(self.turret_type);
- if (!autocvar_cl_nogibs)
- {
- // Base
- if(self.turret_type == TID_EWHEEL)
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', self.velocity + '0 0 400' + '0.1 0.1 1' * (random() * 400), '-1 -1 -1', TRUE);
- else if (self.turret_type == TID_WALKER)
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', self.velocity + '0 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', TRUE);
- else if (self.turret_type == TID_TESLA)
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', '0 0 200', '-1 -1 -1', FALSE);
- else
- {
- if (random() > 0.5)
- {
- turret_gibtoss("models/turrets/base-gib2.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
- turret_gibtoss("models/turrets/base-gib3.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
- turret_gibtoss("models/turrets/base-gib4.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
- }
- else
- turret_gibtoss("models/turrets/base-gib1.md3", self.origin + '0 0 8', '0 0 0', '0 0 0', TRUE);
-
- entity headgib = turret_gibtoss(tid2info_head, self.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', TRUE);
- if(headgib)
- {
- headgib.angles = headgib.move_angles = self.tur_head.angles;
- headgib.avelocity = headgib.move_avelocity = self.tur_head.move_avelocity + randomvec() * 45;
- headgib.avelocity_y = headgib.move_avelocity_y = headgib.move_avelocity_y * 5;
- headgib.gravity = 0.5;
- }
- }
- }
-
- setmodel(self, "null");
- setmodel(self.tur_head, "null");
-}
-
-void ent_turret()
-{
- float sf;
- sf = ReadByte();
-
- if(sf & TNSF_SETUP)
- {
- self.turret_type = ReadByte();
-
- self.origin_x = ReadCoord();
- self.origin_y = ReadCoord();
- self.origin_z = ReadCoord();
- setorigin(self, self.origin);
-
- self.angles_x = ReadAngle();
- self.angles_y = ReadAngle();
-
- turret_precache(self.turret_type);
- turret_construct();
- self.colormap = 1024;
- self.glowmod = '0 1 1';
- self.tur_head.colormap = self.colormap;
- self.tur_head.glowmod = self.glowmod;
- }
-
- if(sf & TNSF_ANG)
- {
- if(self.tur_head == world) // aparenly this can happpen before TNSF_SETUP. great.
- self.tur_head = spawn();
-
- self.tur_head.move_angles_x = ReadShort();
- self.tur_head.move_angles_y = ReadShort();
- //self.tur_head.angles = self.angles + self.tur_head.move_angles;
- self.tur_head.angles = self.tur_head.move_angles;
- }
-
- if(sf & TNSF_AVEL)
- {
- if(self.tur_head == world) // aparenly this can happpen before TNSF_SETUP. great.
- self.tur_head = spawn();
-
- self.tur_head.move_avelocity_x = ReadShort();
- self.tur_head.move_avelocity_y = ReadShort();
- }
-
- if(sf & TNSF_MOVE)
- {
- self.origin_x = ReadShort();
- self.origin_y = ReadShort();
- self.origin_z = ReadShort();
- setorigin(self, self.origin);
-
- self.velocity_x = ReadShort();
- self.velocity_y = ReadShort();
- self.velocity_z = ReadShort();
-
- self.move_angles_y = ReadShort();
-
- self.move_time = time;
- self.move_velocity = self.velocity;
- self.move_origin = self.origin;
- }
-
- if(sf & TNSF_ANIM)
- {
- self.frame1time = ReadCoord();
- self.frame = ReadByte();
- }
-
- if(sf & TNSF_STATUS)
- {
- float _tmp;
- _tmp = ReadByte();
- if(_tmp != self.team)
- {
- self.team = _tmp;
- turret_changeteam();
- }
-
- _tmp = ReadByte();
- if(_tmp == 0 && self.health != 0)
- turret_die();
- else if(self.health && self.health != _tmp)
- self.helpme = servertime + 10;
-
- self.health = _tmp;
- }
- //self.enemy.health = self.health / 255;
-}
+++ /dev/null
-void ent_turret();
-void turrets_precache();
-.entity tur_head;
}
}
+void GenericCommand_dumpturrets(float request)
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ #ifdef SVQC
+ tur_config_file = -1;
+ tur_config_alsoprint = -1;
+ string filename = argv(1);
+
+ if(filename == "")
+ {
+ filename = "turrets_dump.cfg";
+ tur_config_alsoprint = FALSE;
+ }
+ else if(filename == "-")
+ {
+ filename = "turrets_dump.cfg";
+ tur_config_alsoprint = TRUE;
+ }
+ tur_config_file = fopen(filename, FILE_WRITE);
+
+ if(tur_config_file >= 0)
+ {
+ Dump_Turret_Settings();
+ print(sprintf("Dumping turrets... File located in ^2data/data/%s^7.\n", filename));
+ fclose(tur_config_file);
+ tur_config_file = -1;
+ tur_config_alsoprint = -1;
+ }
+ else
+ {
+ print(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ }
+ #else
+ print(_("Turrets dump command only works with sv_cmd.\n"));
+ #endif
+ return;
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ print(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpturrets [filename]"));
+ print(" Where 'filename' is the file to write (default is turrets_dump.cfg),\n");
+ print(" if supplied with '-' output to console as well as default,\n");
+ print(" if left blank, it will only write to default.\n");
+ return;
+ }
+ }
+}
+
void GenericCommand_maplist(float request, float argc)
{
switch(request)
GENERIC_COMMAND("addtolist", GenericCommand_addtolist(request, arguments), "Add a string to a cvar") \
GENERIC_COMMAND("dumpcommands", GenericCommand_dumpcommands(request), "Dump all commands on the program to *_cmd_dump.txt") \
GENERIC_COMMAND("dumpnotifs", GenericCommand_dumpnotifs(request), "Dump all notifications into notifications_dump.txt") \
+ GENERIC_COMMAND("dumpturrets", GenericCommand_dumpturrets(request), "Dump all turrets into turrets_dump.txt") \
GENERIC_COMMAND("maplist", GenericCommand_maplist(request, arguments), "Automatic control of maplist") \
GENERIC_COMMAND("nextframe", GenericCommand_nextframe(request, arguments, command), "Execute the given command next frame of this VM") \
GENERIC_COMMAND("qc_curl", GenericCommand_qc_curl(request, arguments), "Queries a URL") \
DEATHTYPE(DEATH_TURRET_PLASMA, DEATH_SELF_TURRET_PLASMA, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_TURRET_TESLA, DEATH_SELF_TURRET_TESLA, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_TURRET_WALK_GUN, DEATH_SELF_TURRET_WALK_GUN, NO_MSG, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_WALK_MEELE, DEATH_SELF_TURRET_WALK_MEELE, NO_MSG, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_WALK_MELEE, DEATH_SELF_TURRET_WALK_MELEE, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_TURRET_WALK_ROCKET, DEATH_SELF_TURRET_WALK_ROCKET, NO_MSG, DEATH_TURRET_LAST) \
DEATHTYPE(DEATH_VH_BUMB_DEATH, DEATH_SELF_VH_BUMB_DEATH, DEATH_MURDER_VH_BUMB_DEATH, DEATH_VHFIRST) \
DEATHTYPE(DEATH_VH_BUMB_GUN, NO_MSG, DEATH_MURDER_VH_BUMB_GUN, NORMAL_POS) \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_TURRET_PLASMA, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 got served some superheated plasma from a turret%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_TURRET_TESLA, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was electrocuted by a Tesla turret%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_TURRET_WALK_GUN, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 got served a lead enrichment by a Walker turret%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_DEATH_SELF_TURRET_WALK_MEELE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was impaled by a Walker turret%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_TURRET_WALK_MELEE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was impaled by a Walker turret%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_TURRET_WALK_ROCKET, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was blasted away by a Walker turret%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_VH_BUMB_DEATH, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 got caught in the blast of a Bumblebee explosion%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_VH_CRUSH, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was crushed by a vehicle%s%s"), "") \
MSG_MULTI_NOTIF(1, DEATH_SELF_TURRET_PLASMA, NO_MSG, INFO_DEATH_SELF_TURRET_PLASMA, CENTER_DEATH_SELF_TURRET) \
MSG_MULTI_NOTIF(1, DEATH_SELF_TURRET_TESLA, NO_MSG, INFO_DEATH_SELF_TURRET_TESLA, CENTER_DEATH_SELF_TURRET) \
MSG_MULTI_NOTIF(1, DEATH_SELF_TURRET_WALK_GUN, NO_MSG, INFO_DEATH_SELF_TURRET_WALK_GUN, CENTER_DEATH_SELF_TURRET_WALK) \
- MSG_MULTI_NOTIF(1, DEATH_SELF_TURRET_WALK_MEELE, NO_MSG, INFO_DEATH_SELF_TURRET_WALK_MEELE, CENTER_DEATH_SELF_TURRET_WALK) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_TURRET_WALK_MELEE, NO_MSG, INFO_DEATH_SELF_TURRET_WALK_MELEE, CENTER_DEATH_SELF_TURRET_WALK) \
MSG_MULTI_NOTIF(1, DEATH_SELF_TURRET_WALK_ROCKET, NO_MSG, INFO_DEATH_SELF_TURRET_WALK_ROCKET, CENTER_DEATH_SELF_TURRET_WALK) \
MSG_MULTI_NOTIF(1, DEATH_SELF_VH_BUMB_DEATH, NO_MSG, INFO_DEATH_SELF_VH_BUMB_DEATH, CENTER_DEATH_SELF_VH_BUMB_DEATH) \
MSG_MULTI_NOTIF(1, DEATH_SELF_VH_CRUSH, NO_MSG, INFO_DEATH_SELF_VH_CRUSH, CENTER_DEATH_SELF_VH_CRUSH) \
--- /dev/null
+#include "unit/ewheel.qc"
+#include "unit/flac.qc"
+#include "unit/fusionreactor.qc"
+#include "unit/hellion.qc"
+#include "unit/hk.qc"
+#include "unit/machinegun.qc"
+#include "unit/mlrs.qc"
+#include "unit/phaser.qc"
+#include "unit/plasma.qc"
+#include "unit/plasma_dual.qc"
+#include "unit/tesla.qc"
+#include "unit/walker.qc"
--- /dev/null
+/**
+ turret_checkpoint
+**/
+
+
+//.entity checkpoint_target;
+
+/*
+#define checkpoint_cache_who flagcarried
+#define checkpoint_cache_from lastrocket
+#define checkpoint_cache_to selected_player
+*/
+
+.entity pathgoal;
+
+/*
+entity path_makeorcache(entity forwho,entity start, entity end)
+{
+ entity oldself;
+ entity pth;
+ oldself = self;
+ self = forwho;
+
+ //pth = pathlib_makepath(start.origin,end.origin,PFL_GROUNDSNAP,500,1.5,PT_QUICKSTAR);
+
+ self = oldself;
+ return pth;
+}
+*/
+
+void turret_checkpoint_use()
+{
+}
+
+#if 0
+void turret_checkpoint_think()
+{
+ if(self.enemy)
+ te_lightning1(self,self.origin, self.enemy.origin);
+
+ self.nextthink = time + 0.25;
+}
+#endif
+/*QUAKED turret_checkpoint (1 0 1) (-32 -32 -32) (32 32 32)
+-----------KEYS------------
+target: .targetname of next waypoint in chain.
+wait: Pause at this point # seconds.
+-----------SPAWNFLAGS-----------
+---------NOTES----------
+If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly.
+If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached.
+*/
+//float tc_acum;
+void turret_checkpoint_init()
+{
+ traceline(self.origin + '0 0 16', self.origin - '0 0 1024', MOVE_WORLDONLY, self);
+ setorigin(self, trace_endpos + '0 0 32');
+
+ if(self.target != "")
+ {
+ self.enemy = find(world, targetname, self.target);
+ if(self.enemy == world)
+ dprint("A turret_checkpoint faild to find its target!\n");
+ }
+ //self.think = turret_checkpoint_think;
+ //self.nextthink = time + tc_acum + 0.25;
+ //tc_acum += 0.25;
+}
+
+void spawnfunc_turret_checkpoint()
+{
+ setorigin(self,self.origin);
+ self.think = turret_checkpoint_init;
+ self.nextthink = time + 0.2;
+}
+
+// Compat.
+void spawnfunc_walker_checkpoint()
+{
+ self.classname = "turret_checkpoint";
+ spawnfunc_turret_checkpoint();
+}
--- /dev/null
+void turret_remove()
+{
+ remove(self.tur_head);
+ //remove(self.enemy);
+ self.tur_head = world;
+}
+
+.vector glowmod;
+void turret_changeteam()
+{
+ switch(self.team - 1)
+ {
+ case NUM_TEAM_1: // Red
+ self.glowmod = '2 0 0';
+ self.teamradar_color = '1 0 0';
+ break;
+
+ case NUM_TEAM_2: // Blue
+ self.glowmod = '0 0 2';
+ self.teamradar_color = '0 0 1';
+ break;
+
+ case NUM_TEAM_3: // Yellow
+ self.glowmod = '1 1 0';
+ self.teamradar_color = '1 1 0';
+ break;
+
+ case NUM_TEAM_4: // Pink
+ self.glowmod = '1 0 1';
+ self.teamradar_color = '1 0 1';
+ break;
+ }
+
+ if(self.team)
+ self.colormap = 1024 + (self.team - 1) * 17;
+
+ self.tur_head.colormap = self.colormap;
+ self.tur_head.glowmod = self.glowmod;
+
+}
+
+void turret_head_draw()
+{
+ self.drawmask = MASK_NORMAL;
+}
+
+void turret_draw()
+{
+ float dt;
+
+ dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0)
+ return;
+
+ self.tur_head.angles += dt * self.tur_head.move_avelocity;
+
+ if (self.health < 127)
+ {
+ dt = random();
+
+ if(dt < 0.03)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+ }
+
+ if(self.health < 85)
+ if(dt < 0.01)
+ pointparticles(particleeffectnum("smoke_large"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
+
+ if(self.health < 32)
+ if(dt < 0.015)
+ pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
+
+}
+
+void turret_draw2d()
+{
+ if(self.netname == "")
+ return;
+
+ if(!autocvar_g_waypointsprite_turrets)
+ return;
+
+ if(autocvar_cl_hidewaypoints)
+ return;
+
+ float dist = vlen(self.origin - view_origin);
+ float t = (GetPlayerColor(player_localnum) + 1);
+
+ vector o;
+ string txt;
+
+ if(autocvar_cl_vehicles_hud_tactical)
+ if(dist < 10240 && t != self.team)
+ {
+ // TODO: Vehicle tactical hud
+ o = project_3d_to_2d(self.origin + '0 0 32');
+ if(o_z < 0
+ || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
+ || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
+ || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
+ || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
+ return; // Dont draw wp's for turrets out of view
+ o_z = 0;
+ if(hud != HUD_NORMAL)
+ {
+ switch(hud)
+ {
+ case HUD_SPIDERBOT:
+ case HUD_WAKIZASHI:
+ case HUD_RAPTOR:
+ case HUD_BUMBLEBEE:
+ if((get_turretinfo(self.turretid)).spawnflags & TUR_FLAG_MOVE)
+ txt = "gfx/vehicles/vth-mover.tga";
+ else
+ txt = "gfx/vehicles/vth-stationary.tga";
+
+ vector pz = drawgetimagesize(txt) * 0.25;
+ drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.75, DRAWFLAG_NORMAL);
+ break;
+ }
+ }
+ }
+
+ if(dist > self.maxdistance)
+ return;
+
+ string spriteimage = self.netname;
+ float a = self.alpha * autocvar_hud_panel_fg_alpha;
+ vector rgb = spritelookupcolor(spriteimage, self.teamradar_color);
+
+
+ if(self.maxdistance > waypointsprite_normdistance)
+ a *= pow(bound(0, (self.maxdistance - dist) / (self.maxdistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent);
+ else if(self.maxdistance > 0)
+ a *= pow(bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
+
+ if(rgb == '0 0 0')
+ {
+ self.teamradar_color = '1 0 1';
+ print(sprintf("WARNING: sprite of name %s has no color, using pink so you notice it\n", spriteimage));
+ }
+
+ txt = self.netname;
+ if(autocvar_g_waypointsprite_spam && waypointsprite_count >= autocvar_g_waypointsprite_spam)
+ txt = _("Spam");
+ else
+ txt = spritelookuptext(spriteimage);
+
+ if(time - floor(time) > 0.5 && t == self.team)
+ {
+ if(self.helpme && time < self.helpme)
+ {
+ a *= SPRITE_HELPME_BLINK;
+ txt = sprintf(_("%s under attack!"), txt);
+ }
+ else
+ a *= spritelookupblinkvalue(spriteimage);
+ }
+
+ if(autocvar_g_waypointsprite_uppercase)
+ txt = strtoupper(txt);
+
+ if(a > 1)
+ {
+ rgb *= a;
+ a = 1;
+ }
+
+ if(a <= 0)
+ return;
+
+ rgb = fixrgbexcess(rgb);
+
+ o = project_3d_to_2d(self.origin + '0 0 64');
+ if(o_z < 0
+ || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
+ || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
+ || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
+ || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
+ return; // Dont draw wp's for turrets out of view
+
+ o_z = 0;
+
+ float edgedistance_min, crosshairdistance;
+ edgedistance_min = min((o_y - (vid_conheight * waypointsprite_edgeoffset_top)),
+ (o_x - (vid_conwidth * waypointsprite_edgeoffset_left)),
+ (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right)) - o_x,
+ (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)) - o_y);
+
+ float vidscale = max(vid_conwidth / vid_width, vid_conheight / vid_height);
+
+ crosshairdistance = sqrt( pow(o_x - vid_conwidth/2, 2) + pow(o_y - vid_conheight/2, 2) );
+
+ t = waypointsprite_scale * vidscale;
+ a *= waypointsprite_alpha;
+
+ {
+ a = a * (1 - (1 - waypointsprite_distancefadealpha) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
+ t = t * (1 - (1 - waypointsprite_distancefadescale) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
+ }
+ if (edgedistance_min < waypointsprite_edgefadedistance) {
+ a = a * (1 - (1 - waypointsprite_edgefadealpha) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
+ t = t * (1 - (1 - waypointsprite_edgefadescale) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
+ }
+ if(crosshairdistance < waypointsprite_crosshairfadedistance) {
+ a = a * (1 - (1 - waypointsprite_crosshairfadealpha) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
+ t = t * (1 - (1 - waypointsprite_crosshairfadescale) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
+ }
+
+ o = drawspritearrow(o, M_PI, rgb, a, SPRITE_ARROW_SCALE * t);
+ o = drawspritetext(o, M_PI, (SPRITE_HEALTHBAR_WIDTH + 2 * SPRITE_HEALTHBAR_BORDER) * t, rgb, a, waypointsprite_fontsize * '1 1 0', txt);
+ drawhealthbar(
+ o,
+ 0,
+ self.health / 255,
+ '0 0 0',
+ '0 0 0',
+ 0.5 * SPRITE_HEALTHBAR_WIDTH * t,
+ 0.5 * SPRITE_HEALTHBAR_HEIGHT * t,
+ SPRITE_HEALTHBAR_MARGIN * t + 0.5 * waypointsprite_fontsize,
+ SPRITE_HEALTHBAR_BORDER * t,
+ 0,
+ rgb,
+ a * SPRITE_HEALTHBAR_BORDERALPHA,
+ rgb,
+ a * SPRITE_HEALTHBAR_HEALTHALPHA,
+ DRAWFLAG_NORMAL
+ );
+}
+
+void(entity e, entity tagentity, string tagname) setattachment = #443;
+void turret_construct()
+{
+ entity tur = get_turretinfo(self.turretid);
+
+ if(self.tur_head == world)
+ self.tur_head = spawn();
+
+ self.netname = TUR_NAME(self.turretid);
+
+ setorigin(self, self.origin);
+ setmodel(self, tur.model);
+ setmodel(self.tur_head, tur.head_model);
+ setsize(self, tur.mins, tur.maxs);
+ setsize(self.tur_head, '0 0 0', '0 0 0');
+
+ if(self.turretid == TUR_EWHEEL)
+ setattachment(self.tur_head, self, "");
+ else
+ setattachment(self.tur_head, self, "tag_head");
+
+ self.tur_head.classname = "turret_head";
+ self.tur_head.owner = self;
+ self.tur_head.move_movetype = MOVETYPE_NOCLIP;
+ self.move_movetype = MOVETYPE_NOCLIP;
+ self.tur_head.angles = self.angles;
+ self.health = 255;
+ self.solid = SOLID_BBOX;
+ self.tur_head.solid = SOLID_NOT;
+ self.movetype = MOVETYPE_NOCLIP;
+ self.tur_head.movetype = MOVETYPE_NOCLIP;
+ self.draw = turret_draw;
+ self.entremove = turret_remove;
+ self.drawmask = MASK_NORMAL;
+ self.tur_head.drawmask = MASK_NORMAL;
+ self.anim_start_time = 0;
+ self.draw2d = turret_draw2d;
+ self.maxdistance = autocvar_g_waypointsprite_turrets_maxdist;
+ self.teamradar_color = '1 0 0';
+ self.alpha = 1;
+
+ TUR_ACTION(self.turretid, TR_SETUP);
+}
+
+entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode);
+void turret_gibboom();
+void turret_gib_draw()
+{
+ Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
+
+ self.drawmask = MASK_NORMAL;
+
+ if(self.cnt)
+ {
+ if(time >= self.nextthink)
+ {
+ turret_gibboom();
+ remove(self);
+ }
+ }
+ else
+ {
+ self.alpha = bound(0, self.nextthink - time, 1);
+ if(self.alpha < ALPHA_MIN_VISIBLE)
+ remove(self);
+ }
+}
+
+void turret_gibboom()
+{
+ float i;
+
+ sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
+
+ for (i = 1; i < 5; i = i + 1)
+ turret_gibtoss(strcat("models/turrets/head-gib", ftos(i), ".md3"), self.origin + '0 0 2', self.velocity + randomvec() * 700, '0 0 0', FALSE);
+}
+
+entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode)
+{
+ entity gib;
+
+ traceline(_from, _to, MOVE_NOMONSTERS, world);
+ if(trace_startsolid)
+ return world;
+
+ gib = spawn();
+ setorigin(gib, _from);
+ setmodel(gib, _model);
+ gib.colormod = _cmod;
+ gib.solid = SOLID_CORPSE;
+ gib.draw = turret_gib_draw;
+ gib.cnt = _explode;
+ setsize(gib, '-1 -1 -1', '1 1 1');
+ if(_explode)
+ {
+ gib.nextthink = time + 0.2 * (autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15));
+ gib.effects = EF_FLAME;
+ }
+ else
+ gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
+
+ gib.gravity = 1;
+ gib.move_movetype = MOVETYPE_BOUNCE;
+ gib.move_origin = _from;
+ setorigin(gib, _from);
+ gib.move_velocity = _to;
+ gib.move_avelocity = prandomvec() * 32;
+ gib.move_time = time;
+ gib.damageforcescale = 1;
+ gib.classname = "turret_gib";
+
+ return gib;
+}
+
+void turret_die()
+{
+ sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
+ if (!autocvar_cl_nogibs)
+ {
+ // Base
+ if(self.turretid == TUR_EWHEEL)
+ turret_gibtoss((get_turretinfo(self.turretid)).model, self.origin + '0 0 18', self.velocity + '0 0 400' + '0.1 0.1 1' * (random() * 400), '-1 -1 -1', TRUE);
+ else if (self.turretid == TUR_WALKER)
+ turret_gibtoss((get_turretinfo(self.turretid)).model, self.origin + '0 0 18', self.velocity + '0 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', TRUE);
+ else if (self.turretid == TUR_TESLA)
+ turret_gibtoss((get_turretinfo(self.turretid)).model, self.origin + '0 0 18', '0 0 200', '-1 -1 -1', FALSE);
+ else
+ {
+ if (random() > 0.5)
+ {
+ turret_gibtoss("models/turrets/base-gib2.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
+ turret_gibtoss("models/turrets/base-gib3.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
+ turret_gibtoss("models/turrets/base-gib4.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
+ }
+ else
+ turret_gibtoss("models/turrets/base-gib1.md3", self.origin + '0 0 8', '0 0 0', '0 0 0', TRUE);
+
+ entity headgib = turret_gibtoss((get_turretinfo(self.turretid)).head_model, self.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', TRUE);
+ if(headgib)
+ {
+ headgib.angles = headgib.move_angles = self.tur_head.angles;
+ headgib.avelocity = headgib.move_avelocity = self.tur_head.move_avelocity + randomvec() * 45;
+ headgib.avelocity_y = headgib.move_avelocity_y = headgib.move_avelocity_y * 5;
+ headgib.gravity = 0.5;
+ }
+ }
+ }
+
+ setmodel(self, "null");
+ setmodel(self.tur_head, "null");
+}
+
+void ent_turret()
+{
+ float sf;
+ sf = ReadByte();
+
+ if(sf & TNSF_SETUP)
+ {
+ self.turretid = ReadByte();
+
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+
+ self.angles_x = ReadAngle();
+ self.angles_y = ReadAngle();
+
+ turret_construct();
+ self.colormap = 1024;
+ self.glowmod = '0 1 1';
+ self.tur_head.colormap = self.colormap;
+ self.tur_head.glowmod = self.glowmod;
+ }
+
+ if(sf & TNSF_ANG)
+ {
+ if(self.tur_head == world) // aparenly this can happpen before TNSF_SETUP. great.
+ self.tur_head = spawn();
+
+ self.tur_head.move_angles_x = ReadShort();
+ self.tur_head.move_angles_y = ReadShort();
+ //self.tur_head.angles = self.angles + self.tur_head.move_angles;
+ self.tur_head.angles = self.tur_head.move_angles;
+ }
+
+ if(sf & TNSF_AVEL)
+ {
+ if(self.tur_head == world) // aparenly this can happpen before TNSF_SETUP. great.
+ self.tur_head = spawn();
+
+ self.tur_head.move_avelocity_x = ReadShort();
+ self.tur_head.move_avelocity_y = ReadShort();
+ }
+
+ if(sf & TNSF_MOVE)
+ {
+ self.origin_x = ReadShort();
+ self.origin_y = ReadShort();
+ self.origin_z = ReadShort();
+ setorigin(self, self.origin);
+
+ self.velocity_x = ReadShort();
+ self.velocity_y = ReadShort();
+ self.velocity_z = ReadShort();
+
+ self.move_angles_y = ReadShort();
+
+ self.move_time = time;
+ self.move_velocity = self.velocity;
+ self.move_origin = self.origin;
+ }
+
+ if(sf & TNSF_ANIM)
+ {
+ self.frame1time = ReadCoord();
+ self.frame = ReadByte();
+ }
+
+ if(sf & TNSF_STATUS)
+ {
+ float _tmp;
+ _tmp = ReadByte();
+ if(_tmp != self.team)
+ {
+ self.team = _tmp;
+ turret_changeteam();
+ }
+
+ _tmp = ReadByte();
+ if(_tmp == 0 && self.health != 0)
+ turret_die();
+ else if(self.health && self.health != _tmp)
+ self.helpme = servertime + 10;
+
+ self.health = _tmp;
+ }
+ //self.enemy.health = self.health / 255;
+}
--- /dev/null
+void ent_turret();
--- /dev/null
+// ==========================
+// Turret Config Generator
+// ==========================
+
+void T_Config_Queue_Swap(float root, float child, entity pass)
+{
+ string oldroot = tur_config_queue[root];
+ tur_config_queue[root] = tur_config_queue[child];
+ tur_config_queue[child] = oldroot;
+}
+
+float T_Config_Queue_Compare(float root, float child, entity pass)
+{
+ float i, r, c;
+
+ for(i = 1; i <= 100; ++i)
+ {
+ r = str2chr(tur_config_queue[root], i);
+ c = str2chr(tur_config_queue[child], i);
+ if(r == c) { continue; }
+ else if(c > r) { return -1; }
+ else { return 1; }
+ }
+
+ return 0;
+}
+
+void Dump_Turret_Settings(void)
+{
+ float i, x, totalsettings = 0;
+ for(i = TUR_FIRST; i <= TUR_LAST; ++i)
+ {
+ // step 1: clear the queue
+ TUR_CONFIG_COUNT = 0;
+ for(x = 0; x <= MAX_TUR_CONFIG; ++x)
+ { tur_config_queue[x] = string_null; }
+
+ // step 2: build new queue
+ TUR_ACTION(i, TR_CONFIG);
+
+ // step 3: sort queue
+ heapsort(TUR_CONFIG_COUNT, T_Config_Queue_Swap, T_Config_Queue_Compare, world);
+
+ // step 4: write queue
+ TUR_CONFIG_WRITETOFILE(sprintf("// {{{ #%d: %s\n", i, TUR_NAME(i)))
+ for(x = 0; x <= TUR_CONFIG_COUNT; ++x)
+ { TUR_CONFIG_WRITETOFILE(tur_config_queue[x]) }
+ TUR_CONFIG_WRITETOFILE("// }}}\n")
+
+ // step 5: debug info
+ print(sprintf("#%d: %s: %d settings...\n", i, TUR_NAME(i), TUR_CONFIG_COUNT));
+ totalsettings += TUR_CONFIG_COUNT;
+ }
+
+ // clear queue now that we're finished
+ TUR_CONFIG_COUNT = 0;
+ for(x = 0; x <= MAX_TUR_CONFIG; ++x)
+ { tur_config_queue[x] = string_null; }
+
+ // extra information
+ print(sprintf("Totals: %d turrets, %d settings\n", (i - 1), totalsettings));
+}
--- /dev/null
+// ==========================
+// Turret Config Generator
+// ==========================
+
+void Dump_Turret_Settings(void);
+float tur_config_file;
+float tur_config_alsoprint;
+
+#define MAX_TUR_CONFIG 256
+float TUR_CONFIG_COUNT;
+string tur_config_queue[MAX_TUR_CONFIG];
+
+#define TUR_CONFIG_QUEUE(a) { \
+ tur_config_queue[TUR_CONFIG_COUNT] = a; \
+ ++TUR_CONFIG_COUNT; }
+
+#define TUR_CONFIG_WRITETOFILE(a) { \
+ fputs(tur_config_file, a); \
+ if(tur_config_alsoprint) { print(a); } }
+
+#define TUR_CONFIG_WRITE_CVARS(turret,name) \
+ { TUR_CONFIG_QUEUE( \
+ sprintf("set g_turrets_unit_%s_%s %g\n", #turret, #name, \
+ cvar(sprintf("g_turrets_unit_%s_%s", #turret, #name)))) } \
+
+#define TUR_CONFIG_SETTINGS(tursettings) \
+ #define TUR_ADD_CVAR(turret,name) TUR_CONFIG_WRITE_CVARS(turret,name) \
+ tursettings \
+ #undef TUR_ADD_CVAR
--- /dev/null
+// =========================
+// SVQC Turret Properties
+// =========================
+
+
+// Generic aiming
+vector turret_aim_generic()
+{
+
+ vector pre_pos, prep;
+ float distance, impact_time = 0, i, mintime;
+
+ turret_tag_fire_update();
+
+ if(self.aim_flags & TFL_AIM_SIMPLE)
+ return real_origin(self.enemy);
+
+ mintime = max(self.attack_finished_single - time,0) + sys_frametime;
+
+ // Baseline
+ pre_pos = real_origin(self.enemy);
+
+ // Lead?
+ if (self.aim_flags & TFL_AIM_LEAD)
+ {
+ if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
+ {
+ // FIXME: this cant be the best way to do this..
+ prep = pre_pos;
+
+ for(i = 0; i < 4; ++i)
+ {
+ distance = vlen(prep - self.tur_shotorg);
+ impact_time = distance / self.shot_speed;
+ prep = pre_pos + self.enemy.velocity * impact_time;
+ }
+
+ prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
+
+ if(self.aim_flags & TFL_AIM_ZPREDICT)
+ if not(self.enemy.flags & FL_ONGROUND)
+ if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
+ {
+ float vz;
+ prep_z = pre_pos_z;
+ vz = self.enemy.velocity_z;
+ for(i = 0; i < impact_time; i += sys_frametime)
+ {
+ vz = vz - (autocvar_sv_gravity * sys_frametime);
+ prep_z = prep_z + vz * sys_frametime;
+ }
+ }
+ pre_pos = prep;
+ }
+ else
+ pre_pos = pre_pos + self.enemy.velocity * mintime;
+ }
+
+ if(self.aim_flags & TFL_AIM_SPLASH)
+ {
+ //tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
+ traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
+ if(trace_fraction != 1.0)
+ pre_pos = trace_endpos;
+ }
+
+ return pre_pos;
+}
+
+float turret_targetscore_support(entity _turret,entity _target)
+{
+ float score; // Total score
+ float s_score = 0, d_score;
+
+ if (_turret.enemy == _target) s_score = 1;
+
+ d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
+
+ score = (d_score * _turret.target_select_rangebias) +
+ (s_score * _turret.target_select_samebias);
+
+ return score;
+}
+
+/*
+* Generic bias aware score system.
+*/
+float turret_targetscore_generic(entity _turret, entity _target)
+{
+ float d_dist; // Defendmode Distance
+ float score; // Total score
+ float d_score; // Distance score
+ float a_score; // Angular score
+ float m_score = 0; // missile score
+ float p_score = 0; // player score
+ float ikr; // ideal kill range
+
+ if (_turret.tur_defend)
+ {
+ d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
+ ikr = vlen(_turret.origin - _turret.tur_defend.origin);
+ d_score = 1 - d_dist / _turret.target_range;
+ }
+ else
+ {
+ // Make a normlized value base on the targets distance from our optimal killzone
+ ikr = _turret.target_range_optimal;
+ d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
+ }
+
+ a_score = 1 - tvt_thadf / _turret.aim_maxrotate;
+
+ if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
+ m_score = 1;
+
+ if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
+ p_score = 1;
+
+ d_score = max(d_score, 0);
+ a_score = max(a_score, 0);
+ m_score = max(m_score, 0);
+ p_score = max(p_score, 0);
+
+ score = (d_score * _turret.target_select_rangebias) +
+ (a_score * _turret.target_select_anglebias) +
+ (m_score * _turret.target_select_missilebias) +
+ (p_score * _turret.target_select_playerbias);
+
+ if(_turret.target_range < vlen(_turret.tur_shotorg - real_origin(_target)))
+ {
+ //dprint("Wtf?\n");
+ score *= 0.001;
+ }
+
+#ifdef TURRET_DEBUG
+ string sd,sa,sm,sp,ss;
+ string sdt,sat,smt,spt;
+
+ sd = ftos(d_score);
+ d_score *= _turret.target_select_rangebias;
+ sdt = ftos(d_score);
+
+ //sv = ftos(v_score);
+ //v_score *= _turret.target_select_samebias;
+ //svt = ftos(v_score);
+
+ sa = ftos(a_score);
+ a_score *= _turret.target_select_anglebias;
+ sat = ftos(a_score);
+
+ sm = ftos(m_score);
+ m_score *= _turret.target_select_missilebias;
+ smt = ftos(m_score);
+
+ sp = ftos(p_score);
+ p_score *= _turret.target_select_playerbias;
+ spt = ftos(p_score);
+
+
+ ss = ftos(score);
+ bprint("^3Target scores^7 \[ ",_turret.netname, " \] ^3for^7 \[ ", _target.netname," \]\n");
+ bprint("^5Range:\[ ",sd, " \]^2+bias:\[ ",sdt," \]\n");
+ bprint("^5Angle:\[ ",sa, " \]^2+bias:\[ ",sat," \]\n");
+ bprint("^5Missile:\[ ",sm," \]^2+bias:\[ ",smt," \]\n");
+ bprint("^5Player:\[ ",sp, " \]^2+bias:\[ ",spt," \]\n");
+ bprint("^3Total (w/bias):\[^1",ss,"\]\n");
+
+#endif
+
+ return score;
+}
+
+// Generic damage handling
+void() turret_respawn;
+void turret_hide()
+{
+ self.effects |= EF_NODRAW;
+ self.nextthink = time + self.respawntime - 0.2;
+ self.think = turret_respawn;
+}
+
+void turret_die()
+{
+ self.deadflag = DEAD_DEAD;
+ self.tur_head.deadflag = self.deadflag;
+
+// Unsolidify and hide real parts
+ self.solid = SOLID_NOT;
+ self.tur_head.solid = self.solid;
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ self.health = 0;
+
+// Go boom
+ //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
+
+ if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
+ {
+ TUR_ACTION(self.turretid, TR_DEATH);
+
+ remove(self.tur_head);
+ remove(self);
+ }
+ else
+ {
+ // Setup respawn
+ self.SendFlags |= TNSF_STATUS;
+ self.nextthink = time + 0.2;
+ self.think = turret_hide;
+
+ TUR_ACTION(self.turretid, TR_DEATH);
+ }
+}
+
+void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+{
+ // Enougth allready!
+ if(self.deadflag == DEAD_DEAD)
+ return;
+
+ // Inactive turrets take no damage. (hm..)
+ if not (self.active)
+ return;
+
+ if (teamplay)
+ if (self.team == attacker.team)
+ {
+ // This does not happen anymore. Re-enable if you fix that.
+ if(IS_REAL_CLIENT(attacker))
+ sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
+
+ if(autocvar_g_friendlyfire)
+ damage = damage * autocvar_g_friendlyfire;
+ else
+ return;
+ }
+
+ self.health -= damage;
+
+ // thorw head slightly off aim when hit?
+ if (self.damage_flags & TFL_DMG_HEADSHAKE)
+ {
+ self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
+ self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
+
+ self.SendFlags |= TNSF_ANG;
+ }
+
+ if (self.turret_flags & TUR_FLAG_MOVE)
+ self.velocity = self.velocity + vforce;
+
+ if (self.health <= 0)
+ {
+ self.event_damage = func_null;
+ self.tur_head.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ self.nextthink = time;
+ self.think = turret_die;
+ }
+
+ self.SendFlags |= TNSF_STATUS;
+}
+
+void() turret_think;
+void turret_respawn()
+{
+ // Make sure all parts belong to the same team since
+ // this function doubles as "teamchange" function.
+ self.tur_head.team = self.team;
+ self.effects &= ~EF_NODRAW;
+ self.deadflag = DEAD_NO;
+ self.effects = EF_LOWPRECISION;
+ self.solid = SOLID_BBOX;
+ self.takedamage = DAMAGE_AIM;
+ self.event_damage = turret_damage;
+ self.avelocity = '0 0 0';
+ self.tur_head.avelocity = self.avelocity;
+ self.tur_head.angles = self.idle_aim;
+ self.health = self.max_health;
+ self.enemy = world;
+ self.volly_counter = self.shot_volly;
+ self.ammo = self.ammo_max;
+
+ self.nextthink = time + self.ticrate;
+ self.think = turret_think;
+
+ self.SendFlags = TNSF_FULL_UPDATE;
+
+ TUR_ACTION(self.turretid, TR_SETUP);
+}
+
+
+// Main functions
+#define cvar_base "g_turrets_unit_"
+.float clientframe;
+void turrets_setframe(float _frame, float client_only)
+{
+ if((client_only ? self.clientframe : self.frame ) != _frame)
+ {
+ self.SendFlags |= TNSF_ANIM;
+ self.anim_start_time = time;
+ }
+
+ if(client_only)
+ self.clientframe = _frame;
+ else
+ self.frame = _frame;
+
+}
+
+float turret_send(entity to, float sf)
+{
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
+ WriteByte(MSG_ENTITY, sf);
+ if(sf & TNSF_SETUP)
+ {
+ WriteByte(MSG_ENTITY, self.turretid);
+
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+
+ WriteAngle(MSG_ENTITY, self.angles_x);
+ WriteAngle(MSG_ENTITY, self.angles_y);
+ }
+
+ if(sf & TNSF_ANG)
+ {
+ WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
+ WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
+ }
+
+ if(sf & TNSF_AVEL)
+ {
+ WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
+ WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
+ }
+
+ if(sf & TNSF_MOVE)
+ {
+ WriteShort(MSG_ENTITY, rint(self.origin_x));
+ WriteShort(MSG_ENTITY, rint(self.origin_y));
+ WriteShort(MSG_ENTITY, rint(self.origin_z));
+
+ WriteShort(MSG_ENTITY, rint(self.velocity_x));
+ WriteShort(MSG_ENTITY, rint(self.velocity_y));
+ WriteShort(MSG_ENTITY, rint(self.velocity_z));
+
+ WriteShort(MSG_ENTITY, rint(self.angles_y));
+ }
+
+ if(sf & TNSF_ANIM)
+ {
+ WriteCoord(MSG_ENTITY, self.anim_start_time);
+ WriteByte(MSG_ENTITY, self.frame);
+ }
+
+ if(sf & TNSF_STATUS)
+ {
+ WriteByte(MSG_ENTITY, self.team);
+
+ if(self.health <= 0)
+ WriteByte(MSG_ENTITY, 0);
+ else
+ WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
+ }
+
+ return TRUE;
+}
+
+void load_unit_settings(entity ent, string unitname, float is_reload)
+{
+ string sbase;
+
+ if (ent == world)
+ return;
+
+ if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
+ if not (ent.turret_scale_range) ent.turret_scale_range = 1;
+ if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
+ if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
+ if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
+ if not (ent.turret_scale_health) ent.turret_scale_health = 1;
+ if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
+
+ sbase = strcat(cvar_base,unitname);
+ if (is_reload)
+ {
+ ent.enemy = world;
+ ent.tur_head.avelocity = '0 0 0';
+
+ ent.tur_head.angles = '0 0 0';
+ }
+
+ ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
+ ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
+
+ ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
+ ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
+ ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
+ ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
+ ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
+ ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
+ ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
+ ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
+
+ ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
+ ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
+ ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
+ //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
+
+ ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
+ ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
+ ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
+ ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
+ //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
+
+ ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
+ ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
+
+ ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
+ ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
+ ent.aim_maxrotate = cvar(strcat(sbase,"_aim_maxrot"));
+ ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
+
+ ent.track_type = cvar(strcat(sbase,"_track_type"));
+ ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
+ ent.track_accel_rotate = cvar(strcat(sbase,"_track_accel_rot"));
+ ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
+
+ if(is_reload)
+ TUR_ACTION(self.turretid, TR_SETUP);
+}
+
+void turret_projectile_explode()
+{
+
+ self.takedamage = DAMAGE_NO;
+ self.event_damage = func_null;
+#ifdef TURRET_DEBUG
+ float d;
+ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d;
+ self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg;
+#else
+ RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+#endif
+ remove(self);
+}
+
+void turret_projectile_touch()
+{
+ PROJECTILE_TOUCH;
+ turret_projectile_explode();
+}
+
+void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+{
+ self.velocity += vforce;
+ self.health -= damage;
+ //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
+ if(self.health <= 0)
+ W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
+}
+
+entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
+{
+ entity proj;
+
+ sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
+ proj = spawn ();
+ setorigin(proj, self.tur_shotorg);
+ setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
+ proj.owner = self;
+ proj.realowner = self;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = self.shot_dmg;
+ proj.think = turret_projectile_explode;
+ proj.touch = turret_projectile_touch;
+ proj.nextthink = time + 9;
+ proj.movetype = MOVETYPE_FLYMISSILE;
+ proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
+ proj.flags = FL_PROJECTILE;
+ proj.enemy = self.enemy;
+ proj.totalfrags = _death;
+ PROJECTILE_MAKETRIGGER(proj);
+ if(_health)
+ {
+ proj.health = _health;
+ proj.takedamage = DAMAGE_YES;
+ proj.event_damage = turret_projectile_damage;
+ }
+ else
+ proj.flags |= FL_NOTARGET;
+
+ CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
+
+ return proj;
+}
+
+/**
+** updates enemy distances, predicted impact point/time
+** and updated aim<->predict impact distance.
+**/
+void turret_do_updates(entity t_turret)
+{
+ vector enemy_pos;
+ entity oldself;
+
+ oldself = self;
+ self = t_turret;
+
+ enemy_pos = real_origin(self.enemy);
+
+ turret_tag_fire_update();
+
+ self.tur_shotdir_updated = v_forward;
+ self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
+ self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
+
+ /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
+ {
+ oldpos = self.enemy.origin;
+ setorigin(self.enemy, self.tur_aimpos);
+ tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
+ setorigin(self.enemy, oldpos);
+
+ if(trace_ent == self.enemy)
+ self.tur_dist_impact_to_aimpos = 0;
+ else
+ self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
+ }
+ else*/
+ tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
+
+ self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
+ self.tur_impactent = trace_ent;
+ self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
+
+ self = oldself;
+}
+
+/**
+** Handles head rotation according to
+** the units .track_type and .track_flags
+**/
+.float turret_framecounter;
+void turret_track()
+{
+ vector target_angle; // This is where we want to aim
+ vector move_angle; // This is where we can aim
+ float f_tmp;
+ vector v1, v2;
+ v1 = self.tur_head.angles;
+ v2 = self.tur_head.avelocity;
+
+ if (self.track_flags == TFL_TRACK_NO)
+ return;
+
+ if not (self.active)
+ target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
+ else if (self.enemy == world)
+ {
+ if(time > self.lip)
+ target_angle = self.idle_aim + self.angles;
+ else
+ target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
+ }
+ else
+ {
+ target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
+ }
+
+ self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
+ self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
+
+ // Find the diffrence between where we currently aim and where we want to aim
+ //move_angle = target_angle - (self.angles + self.tur_head.angles);
+ //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
+
+ move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
+ move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
+
+ switch(self.track_type)
+ {
+ case TFL_TRACKTYPE_STEPMOTOR:
+ f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
+ if (self.track_flags & TFL_TRACK_PITCH)
+ {
+ self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
+ if(self.tur_head.angles_x > self.aim_maxpitch)
+ self.tur_head.angles_x = self.aim_maxpitch;
+
+ if(self.tur_head.angles_x < -self.aim_maxpitch)
+ self.tur_head.angles_x = self.aim_maxpitch;
+ }
+
+ if (self.track_flags & TFL_TRACK_ROTATE)
+ {
+ self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
+ if(self.tur_head.angles_y > self.aim_maxrotate)
+ self.tur_head.angles_y = self.aim_maxrotate;
+
+ if(self.tur_head.angles_y < -self.aim_maxrotate)
+ self.tur_head.angles_y = self.aim_maxrotate;
+ }
+
+ // CSQC
+ self.SendFlags |= TNSF_ANG;
+
+ return;
+
+ case TFL_TRACKTYPE_FLUIDINERTIA:
+ f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
+ move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
+ move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rotate * f_tmp, self.aim_speed);
+ move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
+ break;
+
+ case TFL_TRACKTYPE_FLUIDPRECISE:
+
+ move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
+ move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
+
+ break;
+ }
+
+ // pitch
+ if (self.track_flags & TFL_TRACK_PITCH)
+ {
+ self.tur_head.avelocity_x = move_angle_x;
+ if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
+ {
+ self.tur_head.avelocity_x = 0;
+ self.tur_head.angles_x = self.aim_maxpitch;
+
+ self.SendFlags |= TNSF_ANG;
+ }
+
+ if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
+ {
+ self.tur_head.avelocity_x = 0;
+ self.tur_head.angles_x = -self.aim_maxpitch;
+
+ self.SendFlags |= TNSF_ANG;
+ }
+ }
+
+ // rot
+ if (self.track_flags & TFL_TRACK_ROTATE)
+ {
+ self.tur_head.avelocity_y = move_angle_y;
+
+ if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrotate)
+ {
+ self.tur_head.avelocity_y = 0;
+ self.tur_head.angles_y = self.aim_maxrotate;
+
+ self.SendFlags |= TNSF_ANG;
+ }
+
+ if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrotate)
+ {
+ self.tur_head.avelocity_y = 0;
+ self.tur_head.angles_y = -self.aim_maxrotate;
+
+ self.SendFlags |= TNSF_ANG;
+ }
+ }
+
+ self.SendFlags |= TNSF_AVEL;
+
+ // Force a angle update every 10'th frame
+ self.turret_framecounter += 1;
+ if(self.turret_framecounter >= 10)
+ {
+ self.SendFlags |= TNSF_ANG;
+ self.turret_framecounter = 0;
+ }
+}
+
+/*
+ + TFL_TARGETSELECT_NO
+ + TFL_TARGETSELECT_LOS
+ + TFL_TARGETSELECT_PLAYERS
+ + TFL_TARGETSELECT_MISSILES
+ - TFL_TARGETSELECT_TRIGGERTARGET
+ + TFL_TARGETSELECT_ANGLELIMITS
+ + TFL_TARGETSELECT_RANGELIMITS
+ + TFL_TARGETSELECT_TEAMCHECK
+ - TFL_TARGETSELECT_NOBUILTIN
+ + TFL_TARGETSELECT_OWNTEAM
+*/
+
+/**
+** Evaluate a entity for target valitity based on validate_flags
+** NOTE: the caller must check takedamage before calling this, to inline this check.
+**/
+float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
+{
+ vector v_tmp;
+
+ //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
+ // return -0.5;
+
+ if(e_target.owner == e_turret)
+ return -0.5;
+
+ if not(checkpvs(e_target.origin, e_turret))
+ return -1;
+
+ if not (e_target)
+ return -2;
+
+ if(g_onslaught)
+ if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
+ return - 3;
+
+ if (validate_flags & TFL_TARGETSELECT_NO)
+ return -4;
+
+ // If only this was used more..
+ if (e_target.flags & FL_NOTARGET)
+ return -5;
+
+ // Cant touch this
+ if(e_target.vehicle_flags & VHF_ISVEHICLE)
+ {
+ if (e_target.vehicle_health <= 0)
+ return -6;
+ }
+ else if (e_target.health <= 0)
+ return -6;
+
+ // player
+ if (IS_CLIENT(e_target))
+ {
+ if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
+ return -7;
+
+ if (e_target.deadflag != DEAD_NO)
+ return -8;
+ }
+
+ // enemy turrets
+ if(validate_flags & TFL_TARGETSELECT_NOTURRETS)
+ if(e_target.owner.tur_head == e_target)
+ if(e_target.team != e_turret.team) // Dont break support units.
+ return -9;
+
+ // Missile
+ if (e_target.flags & FL_PROJECTILE)
+ if not (validate_flags & TFL_TARGETSELECT_MISSILES)
+ return -10;
+
+ if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
+ if not (e_target.flags & FL_PROJECTILE)
+ return -10.5;
+
+ // Team check
+ if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
+ {
+ if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
+ {
+ if (e_target.team != e_turret.team)
+ return -11;
+
+ if (e_turret.team != e_target.owner.team)
+ return -12;
+ }
+ else
+ {
+ if (e_target.team == e_turret.team)
+ return -13;
+
+ if (e_turret.team == e_target.owner.team)
+ return -14;
+ }
+ }
+
+ // Range limits?
+ tvt_dist = vlen(e_turret.origin - real_origin(e_target));
+ if (validate_flags & TFL_TARGETSELECT_RANGELIMITS)
+ {
+ if (tvt_dist < e_turret.target_range_min)
+ return -15;
+
+ if (tvt_dist > e_turret.target_range)
+ return -16;
+ }
+
+ // Can we even aim this thing?
+ tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
+ tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
+ tvt_thadf = vlen(tvt_thadv);
+ tvt_tadf = vlen(tvt_tadv);
+
+ /*
+ if(validate_flags & TFL_TARGETSELECT_FOV)
+ {
+ if(e_turret.target_select_fov < tvt_thadf)
+ return -21;
+ }
+ */
+
+ if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
+ {
+ if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
+ return -17;
+
+ if (fabs(tvt_tadv_y) > e_turret.aim_maxrotate)
+ return -18;
+ }
+
+ // Line of sight?
+ if (validate_flags & TFL_TARGETSELECT_LOS)
+ {
+ v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
+
+ traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
+
+ if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
+ return -19;
+ }
+
+ if (e_target.classname == "grapplinghook")
+ return -20;
+
+ /*
+ if (e_target.classname == "func_button")
+ return -21;
+ */
+
+#ifdef TURRET_DEBUG_TARGETSELECT
+ dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
+#endif
+
+ return 1;
+}
+
+entity turret_select_target()
+{
+ entity e; // target looper entity
+ float score; // target looper entity score
+ entity e_enemy; // currently best scoreing target
+ float m_score; // currently best scoreing target's score
+
+ m_score = 0;
+ if(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
+ {
+ e_enemy = self.enemy;
+ m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
+ }
+ else
+ e_enemy = self.enemy = world;
+
+ e = findradius(self.origin, self.target_range);
+
+ // Nothing to aim at?
+ if (!e)
+ return world;
+
+ while (e)
+ {
+ if(e.takedamage)
+ {
+ float f = turret_validate_target(self, e, self.target_select_flags);
+ //dprint("F is: ", ftos(f), "\n");
+ if ( f > 0)
+ {
+ score = self.turret_score_target(self,e);
+ if ((score > m_score) && (score > 0))
+ {
+ e_enemy = e;
+ m_score = score;
+ }
+ }
+ }
+ e = e.chain;
+ }
+
+ return e_enemy;
+}
+
+
+/*
+ + = implemented
+ - = not implemented
+
+ + TFL_FIRECHECK_NO
+ + TFL_FIRECHECK_WORLD
+ + TFL_FIRECHECK_DEAD
+ + TFL_FIRECHECK_DISTANCES
+ - TFL_FIRECHECK_LOS
+ + TFL_FIRECHECK_AIMDIST
+ + TFL_FIRECHECK_REALDIST
+ - TFL_FIRECHECK_ANGLEDIST
+ - TFL_FIRECHECK_TEAMCECK
+ + TFL_FIRECHECK_AFF
+ + TFL_FIRECHECK_AMMO_OWN
+ + TFL_FIRECHECK_AMMO_OTHER
+ + TFL_FIRECHECK_REFIRE
+*/
+
+/**
+** Preforms pre-fire checks based on the uints firecheck_flags
+**/
+float turret_firecheck()
+{
+ // This one just dont care =)
+ if (self.firecheck_flags & TFL_FIRECHECK_NO)
+ return 1;
+
+ if (self.enemy == world)
+ return 0;
+
+ // Ready?
+ if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
+ if (self.attack_finished_single > time) return 0;
+
+ // Special case: volly fire turret that has to fire a full volly if a shot was fired.
+ if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
+ if (self.volly_counter != self.shot_volly)
+ if(self.ammo >= self.shot_dmg)
+ return 1;
+
+ // Lack of zombies makes shooting dead things unnecessary :P
+ if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
+ if (self.enemy.deadflag != DEAD_NO)
+ return 0;
+
+ // Own ammo?
+ if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OWN)
+ if (self.ammo < self.shot_dmg)
+ return 0;
+
+ // Other's ammo? (support-supply units)
+ if (self.firecheck_flags & TFL_FIRECHECK_AMMO_OTHER)
+ if (self.enemy.ammo >= self.enemy.ammo_max)
+ return 0;
+
+ // Target of opertunity?
+ if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
+ {
+ self.enemy = self.tur_impactent;
+ return 1;
+ }
+
+ if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
+ {
+ // To close?
+ if (self.tur_dist_aimpos < self.target_range_min)
+ if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
+ return 1; // Target of opertunity?
+ else
+ return 0;
+ }
+
+ // Try to avoid FF?
+ if (self.firecheck_flags & TFL_FIRECHECK_AFF)
+ if (self.tur_impactent.team == self.team)
+ return 0;
+
+ // aim<->predicted impact
+ if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
+ if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
+ return 0;
+
+ // Volly status
+ if (self.shot_volly > 1)
+ if (self.volly_counter == self.shot_volly)
+ if (self.ammo < (self.shot_dmg * self.shot_volly))
+ return 0;
+
+ /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
+ if(self.tur_impactent != self.enemy)
+ return 0;*/
+
+ return 1;
+}
+
+void turret_fire()
+{
+ if (autocvar_g_turrets_nofire != 0)
+ return;
+
+ TUR_ACTION(self.turretid, TR_ATTACK);
+
+ self.attack_finished_single = time + self.shot_refire;
+ self.ammo -= self.shot_dmg;
+ self.volly_counter = self.volly_counter - 1;
+
+ if (self.volly_counter <= 0)
+ {
+ self.volly_counter = self.shot_volly;
+
+ if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
+ self.enemy = world;
+
+ if (self.shot_volly > 1)
+ self.attack_finished_single = time + self.shot_volly_refire;
+ }
+
+#ifdef TURRET_DEBUG
+ if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_debug_rvec, self.tur_impacttime + 0.25);
+#endif
+}
+
+void turret_think()
+{
+ entity e;
+
+ self.nextthink = time + self.ticrate;
+
+ // ONS uses somewhat backwards linking.
+ if (teamplay)
+ {
+ if (g_onslaught)
+ if (self.target)
+ {
+ e = find(world, targetname,self.target);
+ if (e != world)
+ self.team = e.team;
+ }
+
+ if (self.team != self.tur_head.team)
+ turret_respawn();
+ }
+
+#ifdef TURRET_DEBUG
+ if (self.tur_debug_tmr1 < time)
+ {
+ if (self.enemy) paint_target (self.enemy,128,self.tur_debug_rvec,0.9);
+ paint_target(self,256,self.tur_debug_rvec,0.9);
+ self.tur_debug_tmr1 = time + 1;
+ }
+#endif
+
+ // Handle ammo
+ if not (self.spawnflags & TSF_NO_AMMO_REGEN)
+ if (self.ammo < self.ammo_max)
+ self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
+
+ // Inactive turrets needs to run the think loop,
+ // So they can handle animation and wake up if need be.
+ if not (self.active)
+ {
+ turret_track();
+ return;
+ }
+
+ // This is typicaly used for zaping every target in range
+ // turret_fusionreactor uses this to recharge friendlys.
+ if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
+ {
+ // Do a self.turret_fire for every valid target.
+ e = findradius(self.origin,self.target_range);
+ while (e)
+ {
+ if(e.takedamage)
+ {
+ if (turret_validate_target(self,e,self.target_validate_flags))
+ {
+ self.enemy = e;
+
+ turret_do_updates(self);
+
+ if (self.turret_firecheckfunc())
+ turret_fire();
+ }
+ }
+
+ e = e.chain;
+ }
+ self.enemy = world;
+ }
+ else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
+ {
+ // This one is doing something.. oddball. assume its handles what needs to be handled.
+
+ // Predict?
+ if not(self.aim_flags & TFL_AIM_NO)
+ self.tur_aimpos = turret_aim_generic();
+
+ // Turn & pitch?
+ if not(self.track_flags & TFL_TRACK_NO)
+ turret_track();
+
+ turret_do_updates(self);
+
+ // Fire?
+ if (self.turret_firecheckfunc())
+ turret_fire();
+ }
+ else
+ {
+ // Special case for volly always. if it fired once it must compleate the volly.
+ if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
+ if(self.volly_counter != self.shot_volly)
+ {
+ // Predict or whatnot
+ if not(self.aim_flags & TFL_AIM_NO)
+ self.tur_aimpos = turret_aim_generic();
+
+ // Turn & pitch
+ if not(self.track_flags & TFL_TRACK_NO)
+ turret_track();
+
+ turret_do_updates(self);
+
+ // Fire!
+ if (self.turret_firecheckfunc() != 0)
+ turret_fire();
+
+ TUR_ACTION(self.turretid, TR_THINK);
+
+ return;
+ }
+
+ // Check if we have a vailid enemy, and try to find one if we dont.
+
+ // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
+ float do_target_scan = 0;
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
+ do_target_scan = 1;
+
+ // Old target (if any) invalid?
+ if(self.target_validate_time < time)
+ if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
+ {
+ self.enemy = world;
+ self.target_validate_time = time + 0.5;
+ do_target_scan = 1;
+ }
+
+ // But never more often then g_turrets_targetscan_mindelay!
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
+ do_target_scan = 0;
+
+ if(do_target_scan)
+ {
+ self.enemy = turret_select_target();
+ self.target_select_time = time;
+ }
+
+ // No target, just go to idle, do any custom stuff and bail.
+ if (self.enemy == world)
+ {
+ // Turn & pitch
+ if not(self.track_flags & TFL_TRACK_NO)
+ turret_track();
+
+ TUR_ACTION(self.turretid, TR_THINK);
+
+ // And bail.
+ return;
+ }
+ else
+ self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
+
+ // Predict?
+ if not(self.aim_flags & TFL_AIM_NO)
+ self.tur_aimpos = turret_aim_generic();
+
+ // Turn & pitch?
+ if not(self.track_flags & TFL_TRACK_NO)
+ turret_track();
+
+ turret_do_updates(self);
+
+ // Fire?
+ if (self.turret_firecheckfunc())
+ turret_fire();
+ }
+
+ TUR_ACTION(self.turretid, TR_THINK);
+}
+
+/*
+ When .used a turret switch team to activator.team.
+ If activator is world, the turret go inactive.
+*/
+void turret_use()
+{
+ dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
+
+ self.team = activator.team;
+
+ if(self.team == 0)
+ self.active = ACTIVE_NOT;
+ else
+ self.active = ACTIVE_ACTIVE;
+
+}
+
+void turret_link()
+{
+ Net_LinkEntity(self, TRUE, 0, turret_send);
+ self.think = turret_think;
+ self.nextthink = time;
+ self.tur_head.effects = EF_NODRAW;
+}
+
+void turrets_manager_think()
+{
+ self.nextthink = time + 1;
+
+ entity e;
+ if (autocvar_g_turrets_reloadcvars == 1)
+ {
+ e = nextent(world);
+ while (e)
+ {
+ if (e.turret_flags & TUR_FLAG_ISTURRET)
+ {
+ load_unit_settings(e,e.cvar_basename,1);
+ TUR_ACTION(self.turretid, TR_THINK);
+ }
+
+ e = nextent(e);
+ }
+ cvar_set("g_turrets_reloadcvars","0");
+ }
+}
+
+float turret_initialize(float tur_id)
+{
+ if not(autocvar_g_turrets)
+ return FALSE;
+
+ entity e;
+ entity tur = get_turretinfo(tur_id);
+ if(tur.turretid == 0)
+ return FALSE; // invalid turret
+
+ e = find(world, classname, "turret_manager");
+ if not (e)
+ {
+ e = spawn();
+ e.classname = "turret_manager";
+ e.think = turrets_manager_think;
+ e.nextthink = time + 2;
+ }
+
+ if not(self.spawnflags & TSF_SUSPENDED)
+ builtin_droptofloor();
+
+ self.cvar_basename = tur.cvar_basename;
+ load_unit_settings(self, self.cvar_basename, 0);
+
+ if not(self.team || teamplay) { self.team = MAX_SHOT_DISTANCE; }
+ if not(self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
+ if not(self.health) { self.health = 1000; }
+ if not(self.shot_refire) { self.shot_refire = 1; }
+ if not(self.tur_shotorg) { self.tur_shotorg = '50 0 50'; }
+ if not(self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
+ if not(self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
+ if not(self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
+ if not(self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
+ if not(self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
+ if not(self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
+ if not(self.target_select_flags){ self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
+ if not(self.firecheck_flags) { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
+ | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
+
+ if(self.track_type != TFL_TRACKTYPE_STEPMOTOR)
+ {
+ // Fluid / Ineria mode. Looks mutch nicer.
+ // Can reduce aim preformance alot, needs a bit diffrent aimspeed
+
+ self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000);
+
+ if not(self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
+ if not(self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
+ if not(self.track_blendrate) { self.track_blendrate = 0.35; }
+ }
+
+ self.respawntime = max(-1, ((!self.respawntime) ? 60 : self.respawntime));
+ self.shot_refire = bound(0.01, ((!self.shot_refire) ? 1 : self.shot_refire), 9999);
+ self.shot_dmg = max(1, ((!self.shot_dmg) ? self.shot_refire * 50 : self.shot_dmg));
+ self.shot_radius = max(1, ((!self.shot_radius) ? self.shot_dmg * 0.5 : self.shot_radius));
+ self.shot_speed = max(1, ((!self.shot_speed) ? 2500 : self.shot_speed));
+ self.shot_spread = bound(0.0001, ((!self.shot_spread) ? 0.0125 : self.shot_spread), 500);
+ self.shot_force = bound(0.001, ((!self.shot_force) ? self.shot_dmg * 0.5 + self.shot_radius * 0.5 : self.shot_force), 5000);
+ self.shot_volly = bound(1, ((!self.shot_volly) ? 1 : self.shot_volly), floor(self.ammo_max / self.shot_dmg));
+ self.shot_volly_refire = bound(self.shot_refire, ((!self.shot_volly_refire) ? self.shot_refire * self.shot_volly : self.shot_volly_refire), 60);
+ self.target_range = bound(0, ((!self.target_range) ? self.shot_speed * 0.5 : self.target_range), MAX_SHOT_DISTANCE);
+ self.target_range_min = bound(0, ((!self.target_range_min) ? self.shot_radius * 2 : self.target_range_min), MAX_SHOT_DISTANCE);
+ self.target_range_optimal = bound(0, ((!self.target_range_optimal) ? self.target_range * 0.5 : self.target_range_optimal), MAX_SHOT_DISTANCE);
+ self.aim_maxrotate = bound(0, ((!self.aim_maxrotate) ? 90 : self.aim_maxrotate), 360);
+ self.aim_maxpitch = bound(0, ((!self.aim_maxpitch) ? 20 : self.aim_maxpitch), 90);
+ self.aim_speed = bound(0.1, ((!self.aim_speed) ? 36 : self.aim_speed), 1000);
+ self.aim_firetolerance_dist = bound(0.1, ((!self.aim_firetolerance_dist) ? 5 + (self.shot_radius * 2) : self.aim_firetolerance_dist), MAX_SHOT_DISTANCE);
+ self.target_select_rangebias = bound(-10, ((!self.target_select_rangebias) ? 1 : self.target_select_rangebias), 10);
+ self.target_select_samebias = bound(-10, ((!self.target_select_samebias) ? 1 : self.target_select_samebias), 10);
+ self.target_select_anglebias = bound(-10, ((!self.target_select_anglebias) ? 1 : self.target_select_anglebias), 10);
+ self.target_select_missilebias = bound(-10, ((!self.target_select_missilebias) ? 1 : self.target_select_missilebias), 10);
+ self.target_select_playerbias = bound(-10, ((!self.target_select_playerbias) ? 1 : self.target_select_playerbias), 10);
+ self.ammo_max = max(self.shot_dmg, ((!self.ammo_max) ? self.shot_dmg * 10 : self.ammo_max));
+ self.ammo_recharge = max(0, ((!self.ammo_recharge) ? self.shot_dmg * 0.5 : self.ammo_recharge));
+
+ self.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
+
+ if(self.turret_flags & TUR_FLAG_SPLASH)
+ self.aim_flags |= TFL_AIM_SPLASH;
+
+ if(self.turret_flags & TUR_FLAG_MISSILE)
+ self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
+
+ if(self.turret_flags & TUR_FLAG_PLAYER)
+ self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
+
+ if(self.spawnflags & TSL_NO_RESPAWN)
+ self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
+
+ if (self.turret_flags & TUR_FLAG_SUPPORT)
+ self.turret_score_target = turret_targetscore_support;
+ else
+ self.turret_score_target = turret_targetscore_generic;
+
+ ++turret_count;
+
+ setmodel(self, tur.model);
+ setsize(self, tur.mins, tur.maxs);
+
+ self.turretid = tur_id;
+ self.classname = "turret_main";
+ self.active = ACTIVE_ACTIVE;
+ self.effects = EF_NODRAW;
+ self.netname = TUR_NAME(tur_id);
+ self.ticrate = bound(sys_frametime, self.ticrate, 60);
+ self.max_health = self.health;
+ self.target_validate_flags = self.target_select_flags;
+ self.ammo = self.ammo_max;
+ self.ammo_recharge *= self.ticrate;
+ self.solid = SOLID_BBOX;
+ self.takedamage = DAMAGE_AIM;
+ self.movetype = MOVETYPE_NOCLIP;
+ self.view_ofs = '0 0 0';
+ self.turret_firecheckfunc = turret_firecheck;
+ self.event_damage = turret_damage;
+ self.use = turret_use;
+ self.bot_attack = TRUE;
+ self.nextthink = time + 1;
+ self.nextthink += turret_count * sys_frametime;
+
+ self.tur_head = spawn();
+ setmodel(self.tur_head, tur.head_model);
+ setsize(self.tur_head, '0 0 0', '0 0 0');
+ setorigin(self.tur_head, '0 0 0');
+ setattachment(self.tur_head, self, "tag_head");
+
+ self.tur_head.netname = self.tur_head.classname = "turret_head";
+ self.tur_head.team = self.team;
+ self.tur_head.owner = self;
+ self.tur_head.takedamage = DAMAGE_NO;
+ self.tur_head.solid = SOLID_NOT;
+ self.tur_head.movetype = self.movetype;
+
+ if not(self.tur_defend)
+ if(self.target != "")
+ {
+ self.tur_defend = find(world, targetname, self.target);
+ if (self.tur_defend == world)
+ {
+ self.target = "";
+ dprint("Turret has invalid defendpoint!\n");
+ }
+ }
+
+ if (self.tur_defend)
+ self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
+ else
+ self.idle_aim = '0 0 0';
+
+#ifdef TURRET_DEBUG
+ self.tur_debug_start = self.nextthink;
+ while (vlen(self.tur_debug_rvec) < 2)
+ self.tur_debug_rvec = randomvec() * 4;
+
+ self.tur_debug_rvec_x = fabs(self.tur_debug_rvec_x);
+ self.tur_debug_rvec_y = fabs(self.tur_debug_rvec_y);
+ self.tur_debug_rvec_z = fabs(self.tur_debug_rvec_z);
+#endif
+
+ turret_link();
+ turret_respawn();
+ turret_tag_fire_update();
+
+ TUR_ACTION(tur_id, TR_SETUP);
+
+ if(MUTATOR_CALLHOOK(TurretSpawn))
+ return FALSE;
+
+ return TRUE;
+}
\ No newline at end of file
--- /dev/null
+// turret fields
+.float ticrate; // interal ai think rate
+.vector aim_idle; // where to aim while idle
+.entity tur_head; // top part of the turret
+.entity tur_defend; // defend this entity
+.vector tur_shotorg; // shot origin
+.vector tur_aimpos; // aiming location
+.float tur_impacttime; // predicted projectile impact time
+.entity tur_impactent; // entity the projectile hit
+.float tur_dist_enemy; // distance to enemy
+.float tur_dist_aimpos; // distance to aim location
+.float tur_dist_impact_to_aimpos; // distance impact<->aim
+.float volly_counter; // decrement counter from .shot_volly to 0
+
+.float shot_refire; // attack refire
+.float shot_speed; // projectile speed
+.float shot_spread; // inaccuracy
+.float shot_dmg; // core damage of projectile
+.float shot_radius; // projectile damage radius
+.float shot_force; // projectile damage force
+.float shot_volly; // smaller than 1 = shoot # times at target
+.float shot_volly_refire; // refire after completed volly
+
+.float target_range;
+.float target_range_min;
+.float target_range_optimal;
+
+.float target_select_rangebias;
+.float target_select_samebias;
+.float target_select_anglebias;
+.float target_select_missilebias;
+.float target_select_playerbias;
+.float target_select_time; // last time turret had a valid target
+.float target_validate_time; // throttle re-validation of current target
+
+.float aim_firetolerance_dist;
+.float aim_speed;
+.float aim_maxpitch;
+.float aim_maxrotate;
+
+.float ammo; // current ammo
+.float ammo_recharge; // recharge rate
+.float ammo_max; // maximum ammo
+
+.vector idle_aim;
+
+/// Map time control over pain inflicted
+.float turret_scale_damage;
+/// Map time control targetting range
+.float turret_scale_range;
+/// Map time control refire
+.float turret_scale_refire;
+/// Map time control ammo held and recharged
+.float turret_scale_ammo;
+/// Map time control aim speed
+.float turret_scale_aim;
+/// Map time control health
+.float turret_scale_health;
+/// Map time control respawn time
+.float turret_scale_respawn;
+
+// tracking type
+.float track_type;
+const float TFL_TRACKTYPE_STEPMOTOR = 1; // hard angle increments, ugly for fast turning with best accuracy
+const float TFL_TRACKTYPE_FLUIDPRECISE = 2; // smooth absolute movement, looks OK with fair accuracy
+const float TFL_TRACKTYPE_FLUIDINERTIA = 3; // simulated inertia ("wobbly" mode), worst accuracy, depends on below flags
+.float track_accel_pitch;
+.float track_accel_rotate;
+.float track_blendrate;
+
+/// updates aim org, shot org, shot dir and enemy org for selected turret
+void turret_do_updates(entity e_turret);
+.vector tur_shotdir_updated;
+
+.float() turret_firecheckfunc; // TODO: deprecate!
+
+/// Function to use for target evaluation. usualy turret_targetscore_generic
+.float(entity _turret, entity _target) turret_score_target;
+
+.float(entity e_target,entity e_sender) turret_addtarget;
+
+.entity pathcurrent;
+
+float turret_count;
+
+// debugging
+// Uncomment below to enable various debug output.
+//#define TURRET_DEBUG
+//#define TURRET_DEBUG_TARGETVALIDATE
+//#define TURRET_DEBUG_TARGETSELECT
+#ifdef TURRET_DEBUG
+.float tur_debug_dmg_t_h; // total damage that hit something (can be more than tur_debug_dmg_t_f since it should count radius damage)
+.float tur_debug_dmg_t_f; // total damage
+.float tur_debug_start; // turret initialization time
+.float tur_debug_tmr1; // random timer
+.float tur_debug_tmr2; // random timer
+.float tur_debug_tmr3; // random timer
+.vector tur_debug_rvec; // random vector
+#endif
+
+// aiming
+vector tvt_thadv; // turret head angle diff vector, updated by a successful call to turret_validate_target
+vector tvt_tadv; // turret angle diff vector, updated by a successful call to turret_validate_target
+float tvt_thadf; // turret head angle diff float, updated by a successful call to turret_validate_target
+float tvt_tadf; // turret angle diff float, updated by a successful call to turret_validate_target
+float tvt_dist; // turret distance, updated by a successful call to turret_validate_target
--- /dev/null
+void spawnfunc_turret_targettrigger();
+void turret_targettrigger_touch();
+
+void turret_targettrigger_touch()
+{
+ entity e;
+ if (self.cnt > time) return;
+ entity oldself;
+ oldself = self;
+
+ e = find(world, targetname, self.target);
+ while (e)
+ {
+ if (e.turret_flags & TUR_FLAG_RECIEVETARGETS)
+ {
+ self = e;
+ if(e.turret_addtarget)
+ e.turret_addtarget(other,oldself);
+ }
+
+ e = find(e, targetname, oldself.target);
+ }
+
+ oldself.cnt = time + 0.5;
+
+ self = oldself;
+}
+
+/*QUAKED turret_targettrigger (.5 .5 .5) ?
+*/
+void spawnfunc_turret_targettrigger()
+{
+ if not(autocvar_g_turrets) { remove(self); return; }
+
+ InitTrigger ();
+
+ self.touch = turret_targettrigger_touch;
+}
--- /dev/null
+#include "all.qh"
+
+// TURRET PLUGIN SYSTEM
+entity turret_info[TUR_MAXCOUNT];
+entity dummy_turret_info;
+
+void turrets_common_precache()
+{
+ precache_sound ("weapons/rocket_impact.wav");
+ precache_model ("models/turrets/base-gib1.md3");
+ precache_model ("models/turrets/base-gib2.md3");
+ precache_model ("models/turrets/base-gib3.md3");
+ precache_model ("models/turrets/base-gib4.md3");
+ precache_model ("models/turrets/head-gib1.md3");
+ precache_model ("models/turrets/head-gib2.md3");
+ precache_model ("models/turrets/head-gib3.md3");
+ precache_model ("models/turrets/head-gib4.md3");
+ precache_model ("models/turrets/terrainbase.md3");
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/rocket.md3");
+
+ precache_model ("models/turrets/c512.md3");
+ precache_model ("models/marker.md3");
+
+#ifdef TURRET_DEBUG
+ precache_model ("models/turrets/c512.md3");
+ precache_model ("models/pathlib/goodsquare.md3");
+ precache_model ("models/pathlib/badsquare.md3");
+ precache_model ("models/pathlib/square.md3");
+ precache_model ("models/pathlib/edge.md3");
+#endif
+}
+
+void register_turret(float id, float(float) func, float turretflags, vector min_s, vector max_s, string modelname, string headmodelname, string shortname, string mname)
+{
+ entity e;
+ turret_info[id - 1] = e = spawn();
+ e.classname = "turret_info";
+ e.turretid = id;
+ e.netname = shortname;
+ e.turret_name = mname;
+ e.turret_func = func;
+ e.mdl = modelname;
+ e.cvar_basename = shortname;
+ e.spawnflags = turretflags;
+ e.mins = min_s;
+ e.maxs = max_s;
+ e.model = strzone(strcat("models/turrets/", modelname));
+ e.head_model = strzone(strcat("models/turrets/", headmodelname));
+
+ #ifndef MENUQC
+ turrets_common_precache();
+ func(TR_PRECACHE);
+ #endif
+}
+float t_null(float dummy) { return 0; }
+void register_turrets_done()
+{
+ dummy_turret_info = spawn();
+ dummy_turret_info.classname = "turret_info";
+ dummy_turret_info.turretid = 0; // you can recognize dummies by this
+ dummy_turret_info.netname = "";
+ dummy_turret_info.turret_name = "Turret";
+ dummy_turret_info.turret_func = t_null;
+ dummy_turret_info.mdl = "";
+ dummy_turret_info.mins = '-0 -0 -0';
+ dummy_turret_info.maxs = '0 0 0';
+ dummy_turret_info.model = "";
+}
+entity get_turretinfo(float id)
+{
+ entity m;
+ if(id < TUR_FIRST || id > TUR_LAST)
+ return dummy_turret_info;
+ m = turret_info[id - 1];
+ if(m)
+ return m;
+ return dummy_turret_info;
+}
--- /dev/null
+// turret requests
+#define TR_SETUP 1 // (BOTH) setup turret data
+#define TR_THINK 2 // (SERVER) logic to run every frame
+#define TR_DEATH 3 // (SERVER) called when turret dies
+#define TR_PRECACHE 4 // (BOTH) precaches models/sounds used by this turret
+#define TR_ATTACK 5 // (SERVER) called when turret attacks
+#define TR_CONFIG 6 // (ALL)
+
+// functions:
+entity get_turretinfo(float id);
+
+// fields:
+.entity tur_head;
+
+// target selection flags
+.float target_select_flags;
+.float target_validate_flags;
+const float TFL_TARGETSELECT_NO = 2; // don't automatically find targets
+const float TFL_TARGETSELECT_LOS = 4; // require line of sight to find targets
+const float TFL_TARGETSELECT_PLAYERS = 8; // target players
+const float TFL_TARGETSELECT_MISSILES = 16; // target projectiles
+const float TFL_TARGETSELECT_TRIGGERTARGET = 32; // respond to turret_trigger_target events
+const float TFL_TARGETSELECT_ANGLELIMITS = 64; // apply extra angular limits to target selection
+const float TFL_TARGETSELECT_RANGELIMITS = 128; // limit target selection range
+const float TFL_TARGETSELECT_TEAMCHECK = 256; // don't attack teammates
+const float TFL_TARGETSELECT_NOBUILTIN = 512; // only attack targets when triggered
+const float TFL_TARGETSELECT_OWNTEAM = 1024; // only attack teammates
+const float TFL_TARGETSELECT_NOTURRETS = 2048; // don't attack other turrets
+const float TFL_TARGETSELECT_FOV = 4096; // extra limits to attack range
+const float TFL_TARGETSELECT_MISSILESONLY = 8192; // only attack missiles
+
+// aim flags
+.float aim_flags;
+const float TFL_AIM_NO = 1; // no aiming
+const float TFL_AIM_SPLASH = 2; // aim for ground around the target's feet
+const float TFL_AIM_LEAD = 4; // try to predict target movement
+const float TFL_AIM_SHOTTIMECOMPENSATE = 8; // compensate for shot traveltime when leading
+const float TFL_AIM_ZPREDICT = 16; // predict target's z position at impact
+const float TFL_AIM_SIMPLE = 32; // aim at player's current location
+
+// tracking flags
+.float track_flags;
+const float TFL_TRACK_NO = 2; // don't move head
+const float TFL_TRACK_PITCH = 4; // pitch head
+const float TFL_TRACK_ROTATE = 8; // rotate head
+
+// prefire checks
+.float firecheck_flags;
+const float TFL_FIRECHECK_DEAD = 4; // don't attack dead targets (zombies?)
+const float TFL_FIRECHECK_DISTANCES = 8; // another range check
+const float TFL_FIRECHECK_LOS = 16; // line of sight
+const float TFL_FIRECHECK_AIMDIST = 32; // consider distance impactpoint<->aimspot
+const float TFL_FIRECHECK_REALDIST = 64; // consider enemy origin<->impactpoint
+const float TFL_FIRECHECK_ANGLEDIST = 128; // consider angular diff head<->aimspot
+const float TFL_FIRECHECK_TEAMCHECK = 256; // don't attack teammates
+const float TFL_FIRECHECK_AFF = 512; // try to avoid any friendly fire
+const float TFL_FIRECHECK_AMMO_OWN = 1024; // own ammo needs to be larger than damage dealt
+const float TFL_FIRECHECK_AMMO_OTHER = 2048; // target's ammo needs to be less than max
+const float TFL_FIRECHECK_REFIRE = 4096; // check single attack finished delays
+const float TFL_FIRECHECK_NO = 16384; // no prefire checks
+
+// attack flags
+.float shoot_flags;
+const float TFL_SHOOT_NO = 64; // no attacking
+const float TFL_SHOOT_VOLLY = 2; // fire in vollies
+const float TFL_SHOOT_VOLLYALWAYS = 4; // always do a full volly, even if target is lost
+const float TFL_SHOOT_HITALLVALID = 8; // loop through all valid targets
+const float TFL_SHOOT_CLEARTARGET = 16; // lose target after attack (after volly is done if in volly mode)
+const float TFL_SHOOT_CUSTOM = 32; // custom attacking
+
+// turret capabilities
+.float turret_flags;
+const float TUR_FLAG_NONE = 0; // no abilities
+const float TUR_FLAG_SNIPER = 2; // sniping turret
+const float TUR_FLAG_SPLASH = 4; // can deal splash damage
+const float TUR_FLAG_HITSCAN = 8; // hit scan
+const float TUR_FLAG_MULTIGUN = 16; // multiple guns
+const float TUR_FLAG_GUIDED = 32; // laser guided projectiles
+const float TUR_FLAG_SLOWPROJ = 64; // turret fires slow projectiles
+const float TUR_FLAG_MEDPROJ = 128; // turret fires medium projectiles
+const float TUR_FLAG_FASTPROJ = 256; // turret fires fast projectiles
+const float TUR_FLAG_PLAYER = 512; // can damage players
+const float TUR_FLAG_MISSILE = 1024; // can damage missiles
+const float TUR_FLAG_SUPPORT = 2048; // supports other units
+const float TUR_FLAG_AMMOSOURCE = 4096; // can provide ammunition
+const float TUR_FLAG_RECIEVETARGETS = 8192; // can recieve targets from external sources
+const float TUR_FLAG_MOVE = 16384; // can move
+const float TUR_FLAG_ROAM = 32768; // roams around if not attacking
+const float TUR_FLAG_ISTURRET = 65536; // identifies this unit as a turret
+
+// ammo types
+#define ammo_flags currentammo
+const float TFL_AMMO_NONE = 64; // doesn't use ammo
+const float TFL_AMMO_ENERGY = 2; // uses power
+const float TFL_AMMO_BULLETS = 4; // uses bullets
+const float TFL_AMMO_ROCKETS = 8; // uses explosives
+const float TFL_AMMO_RECHARGE = 16; // regenerates ammo
+const float TFL_AMMO_RECIEVE = 32; // can recieve ammo from support units
+
+// damage flags
+.float damage_flags;
+const float TFL_DMG_NO = 256; // doesn't take damage
+const float TFL_DMG_YES = 2; // can be damaged
+const float TFL_DMG_TEAM = 4; // can be damaged by teammates
+const float TFL_DMG_RETALIATE = 8; // target attackers
+const float TFL_DMG_RETALIATE_TEAM = 16; // target attackers, even if on same team
+const float TFL_DMG_TARGETLOSS = 32; // loses target when damaged
+const float TFL_DMG_AIMSHAKE = 64; // damage throws off aim
+const float TFL_DMG_HEADSHAKE = 128; // damage shakes head
+const float TFL_DMG_DEATH_NORESPAWN = 256; // no re-spawning
+
+// spawn flags
+const float TSF_SUSPENDED = 1;
+const float TSF_TERRAINBASE = 2; // currently unused
+const float TSF_NO_AMMO_REGEN = 4; // disable builtin ammo regeneration
+const float TSF_NO_PATHBREAK = 8; // don't break path to chase enemies, will still fire at them if possible
+const float TSL_NO_RESPAWN = 16; // don't re-spawn
+const float TSL_ROAM = 32; // roam while idle
+
+// send flags
+const float TNSF_UPDATE = 2;
+const float TNSF_STATUS = 4;
+const float TNSF_SETUP = 8;
+const float TNSF_ANG = 16;
+const float TNSF_AVEL = 32;
+const float TNSF_MOVE = 64;
+.float anim_start_time;
+const float TNSF_ANIM = 128;
+
+const float TNSF_FULL_UPDATE = 16777215;
+
+
+// entity properties of turretinfo:
+.float turretid; // TUR_...
+.string netname; // short name
+.string turret_name; // human readable name
+.float(float) turret_func; // m_...
+.string mdl; // currently a copy of the model
+.string model; // full name of model
+.string head_model; // full name of tur_head model
+.string cvar_basename; // TODO: deprecate!
+.float spawnflags;
+.vector mins, maxs; // turret hitbox size
+
+// other useful macros
+#define TUR_ACTION(turrettype,mrequest) (get_turretinfo(turrettype)).turret_func(mrequest)
+#define TUR_NAME(turrettype) (get_turretinfo(turrettype)).turret_name
+
+// =====================
+// Turret Registration
+// =====================
+
+float m_null(float dummy);
+void register_turret(float id, float(float) func, float turretflags, vector min_s, vector max_s, string modelname, string headmodelname, string shortname, string mname);
+void register_turrets_done();
+
+const float TUR_MAXCOUNT = 24;
+#define TUR_FIRST 1
+float TUR_COUNT;
+float TUR_LAST;
+
+#define REGISTER_TURRET_2(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
+ float id; \
+ float func(float); \
+ void RegisterTurrets_##id() \
+ { \
+ TUR_LAST = (id = TUR_FIRST + TUR_COUNT); \
+ ++TUR_COUNT; \
+ register_turret(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname); \
+ } \
+ ACCUMULATE_FUNCTION(RegisterTurrets, RegisterTurrets_##id)
+#ifdef MENUQC
+#define REGISTER_TURRET(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
+ REGISTER_TURRET_2(TUR_##id,m_null,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname)
+#else
+#define REGISTER_TURRET(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
+ REGISTER_TURRET_2(TUR_##id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname)
+#endif
+
+#define TUR_DUPECHECK(dupecheck,cvar) \
+ #ifndef dupecheck \
+ #define dupecheck \
+ float cvar; \
+ #else \
+ #error DUPLICATE TURRET CVAR: cvar \
+ #endif
+
+#define TUR_ADD_CVAR(turret,name) \
+ TUR_DUPECHECK(TUR_CVAR_##turret##_##name, autocvar_g_turrets_unit_##turret##_##name)
+
+#define TUR_CVAR(turret,name) autocvar_g_turrets_unit_##turret##_##name
+
+#include "all.qh"
+
+#undef TUR_ADD_CVAR
+#undef REGISTER_TURRET
+ACCUMULATE_FUNCTION(RegisterTurrets, register_turrets_done);
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ EWHEEL,
+/* function */ t_ewheel,
+/* spawnflags */ TUR_FLAG_PLAYER | TUR_FLAG_MOVE | TUR_FLAG_ROAM,
+/* mins,maxs */ '-32 -32 0', '32 32 48',
+/* model */ "ewheel-base2.md3",
+/* head_model */ "ewheel-gun1.md3",
+/* netname */ "ewheel",
+/* fullname */ _("eWheel Turret")
+);
+
+#define EWHEEL_SETTINGS(turret) \
+ TUR_ADD_CVAR(turret, speed_fast) \
+ TUR_ADD_CVAR(turret, speed_slow) \
+ TUR_ADD_CVAR(turret, speed_slower) \
+ TUR_ADD_CVAR(turret, speed_stop) \
+ TUR_ADD_CVAR(turret, turnrate)
+
+
+#ifdef SVQC
+EWHEEL_SETTINGS(ewheel)
+#endif // SVQC
+#else
+#ifdef SVQC
+const float ewheel_anim_stop = 0;
+const float ewheel_anim_fwd_slow = 1;
+const float ewheel_anim_fwd_fast = 2;
+const float ewheel_anim_bck_slow = 3;
+const float ewheel_anim_bck_fast = 4;
+
+//#define EWHEEL_FANCYPATH
+void ewheel_move_path()
+{
+#ifdef EWHEEL_FANCYPATH
+ // Are we close enougth to a path node to switch to the next?
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (self.pathcurrent.path_next == world)
+ {
+ // Path endpoint reached
+ pathlib_deletepath(self.pathcurrent.owner);
+ self.pathcurrent = world;
+
+ if (self.pathgoal)
+ {
+ if (self.pathgoal.use)
+ self.pathgoal.use();
+
+ if (self.pathgoal.enemy)
+ {
+ self.pathcurrent = pathlib_astar(self.pathgoal.origin,self.pathgoal.enemy.origin);
+ self.pathgoal = self.pathgoal.enemy;
+ }
+ }
+ else
+ self.pathgoal = world;
+ }
+ else
+ self.pathcurrent = self.pathcurrent.path_next;
+
+#else
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ self.pathcurrent = self.pathcurrent.enemy;
+#endif
+
+ if (self.pathcurrent)
+ {
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ movelib_move_simple(v_forward, TUR_CVAR(ewheel, speed_fast), 0.4);
+ }
+}
+
+void ewheel_move_enemy()
+{
+ float newframe;
+
+ self.steerto = steerlib_arrive(self.enemy.origin,self.target_range_optimal);
+
+ self.moveto = self.origin + self.steerto * 128;
+
+ if (self.tur_dist_enemy > self.target_range_optimal)
+ {
+ if ( self.tur_head.spawnshieldtime < 1 )
+ {
+ newframe = ewheel_anim_fwd_fast;
+ movelib_move_simple(v_forward, TUR_CVAR(ewheel, speed_fast), 0.4);
+ }
+ else if (self.tur_head.spawnshieldtime < 2)
+ {
+
+ newframe = ewheel_anim_fwd_slow;
+ movelib_move_simple(v_forward, TUR_CVAR(ewheel, speed_slow), 0.4);
+ }
+ else
+ {
+ newframe = ewheel_anim_fwd_slow;
+ movelib_move_simple(v_forward, TUR_CVAR(ewheel, speed_slower), 0.4);
+ }
+ }
+ else if (self.tur_dist_enemy < self.target_range_optimal * 0.5)
+ {
+ newframe = ewheel_anim_bck_slow;
+ movelib_move_simple(v_forward * -1, TUR_CVAR(ewheel, speed_slow), 0.4);
+ }
+ else
+ {
+ newframe = ewheel_anim_stop;
+ movelib_beak_simple(TUR_CVAR(ewheel, speed_stop));
+ }
+
+ turrets_setframe(newframe, FALSE);
+}
+
+void ewheel_move_idle()
+{
+ if(self.frame != 0)
+ {
+ self.SendFlags |= TNSF_ANIM;
+ self.anim_start_time = time;
+ }
+
+ self.frame = 0;
+ if (vlen(self.velocity))
+ movelib_beak_simple(TUR_CVAR(ewheel, speed_stop));
+}
+
+void spawnfunc_turret_ewheel() { if not(turret_initialize(TUR_EWHEEL)) remove(self); }
+
+float t_ewheel(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ float i;
+ entity _mis;
+
+ for (i = 0; i < 1; ++i)
+ {
+ turret_do_updates(self);
+
+ _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_LASER, TRUE, TRUE);
+ _mis.missile_flags = MIF_SPLASH;
+
+ pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ self.tur_head.frame += 2;
+
+ if (self.tur_head.frame > 3)
+ self.tur_head.frame = 0;
+ }
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ float vz;
+ vector wish_angle, real_angle;
+
+ vz = self.velocity_z;
+
+ self.angles_x = anglemods(self.angles_x);
+ self.angles_y = anglemods(self.angles_y);
+
+ fixedmakevectors(self.angles);
+
+ wish_angle = normalize(self.steerto);
+ wish_angle = vectoangles(wish_angle);
+ real_angle = wish_angle - self.angles;
+ real_angle = shortangle_vxy(real_angle, self.tur_head.angles);
+
+ self.tur_head.spawnshieldtime = fabs(real_angle_y);
+ real_angle_y = bound(-self.tur_head.aim_speed, real_angle_y, self.tur_head.aim_speed);
+ self.angles_y = (self.angles_y + real_angle_y);
+
+ if(self.enemy)
+ ewheel_move_enemy();
+ else if(self.pathcurrent)
+ ewheel_move_path();
+ else
+ ewheel_move_idle();
+
+ self.velocity_z = vz;
+
+ if(vlen(self.velocity))
+ self.SendFlags |= TNSF_MOVE;
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ self.velocity = '0 0 0';
+
+#ifdef EWHEEL_FANCYPATH
+ if (self.pathcurrent)
+ pathlib_deletepath(self.pathcurrent.owner);
+#endif
+ self.pathcurrent = world;
+
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ entity e;
+
+ if(self.movetype == MOVETYPE_WALK)
+ {
+ self.velocity = '0 0 0';
+ self.enemy = world;
+
+ setorigin(self, self.pos1);
+
+ if (self.target != "")
+ {
+ e = find(world, targetname, self.target);
+ if (!e)
+ {
+ dprint("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
+ self.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ dprint("Warning: not a turrret path\n");
+ else
+ {
+
+#ifdef EWHEEL_FANCYPATH
+ self.pathcurrent = WALKER_PATH(self.origin,e.origin);
+ self.pathgoal = e;
+#else
+ self.pathcurrent = e;
+#endif
+ }
+ }
+ }
+
+ self.iscreature = TRUE;
+ self.teleportable = TELEPORT_NORMAL;
+ self.damagedbycontents = TRUE;
+ self.movetype = MOVETYPE_WALK;
+ self.solid = SOLID_SLIDEBOX;
+ self.takedamage = DAMAGE_AIM;
+ self.idle_aim = '0 0 0';
+ self.pos1 = self.origin;
+ self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ self.frame = self.tur_head.frame = 1;
+ self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+
+ // Convert from dgr / sec to dgr / tic
+ self.tur_head.aim_speed = TUR_CVAR(ewheel, turnrate);
+ self.tur_head.aim_speed = self.tur_head.aim_speed / (1 / self.ticrate);
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/ewheel-base2.md3");
+ precache_model ("models/turrets/ewheel-gun1.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(EWHEEL_SETTINGS(ewheel))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+
+void ewheel_draw()
+{
+ float dt;
+
+ dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0)
+ return;
+
+ fixedmakevectors(self.angles);
+ setorigin(self, self.origin + self.velocity * dt);
+ self.tur_head.angles += dt * self.tur_head.move_avelocity;
+ self.angles_y = self.move_angles_y;
+
+ if (self.health < 127)
+ if(random() < 0.05)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+}
+
+float t_ewheel(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ self.gravity = 1;
+ self.movetype = MOVETYPE_BOUNCE;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_origin = self.origin;
+ self.move_time = time;
+ self.draw = ewheel_draw;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/ewheel-base2.md3");
+ precache_model ("models/turrets/ewheel-gun1.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ FLAC,
+/* function */ t_flac,
+/* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_FASTPROJ | TUR_FLAG_MISSILE,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "flac.md3",
+/* netname */ "flac",
+/* fullname */ _("FLAC Cannon")
+);
+
+#define FLAC_SETTINGS(turret)
+
+
+#ifdef SVQC
+FLAC_SETTINGS(flac)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+void turret_flac_projectile_think_explode()
+{
+ if(self.enemy != world)
+ if(vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
+ setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
+
+#ifdef TURRET_DEBUG
+ float d;
+ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
+ self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
+#else
+ RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+#endif
+ remove(self);
+}
+
+void spawnfunc_turret_flac() { if not(turret_initialize(TUR_FLAC)) remove(self); }
+
+float t_flac(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity proj;
+
+ turret_tag_fire_update();
+
+ proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
+ pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ proj.think = turret_flac_projectile_think_explode;
+ proj.nextthink = time + self.tur_impacttime + (random() * 0.01 - random() * 0.01);
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+
+ self.tur_head.frame = self.tur_head.frame + 1;
+ if (self.tur_head.frame >= 4)
+ self.tur_head.frame = 0;
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+ self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
+ self.damage_flags |= TFL_DMG_HEADSHAKE;
+ self.target_select_flags |= TFL_TARGETSELECT_NOTURRETS | TFL_TARGETSELECT_MISSILESONLY;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/flac.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(FLAC_SETTINGS(flac))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_flac(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/flac.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ FUSIONREACTOR,
+/* function */ t_fusionreactor,
+/* spawnflags */ TUR_FLAG_SUPPORT | TUR_FLAG_AMMOSOURCE,
+/* mins,maxs */ '-34 -34 0', '34 34 90',
+/* model */ "base.md3",
+/* head_model */ "reactor.md3",
+/* netname */ "fusionreactor",
+/* fullname */ _("Fusion Reactor")
+);
+
+#define FUSIONREACTOR_SETTINGS(turret)
+
+
+#ifdef SVQC
+FUSIONREACTOR_SETTINGS(fusionreactor)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+float turret_fusionreactor_firecheck()
+{
+ if (self.attack_finished_single > time)
+ return 0;
+
+ if (self.enemy.deadflag != DEAD_NO)
+ return 0;
+
+ if (self.enemy == world)
+ return 0;
+
+ if (self.ammo < self.shot_dmg)
+ return 0;
+
+ if (self.enemy.ammo >= self.enemy.ammo_max)
+ return 0;
+
+ if (vlen(self.enemy.origin - self.origin) > self.target_range)
+ return 0;
+
+ if(self.team != self.enemy.team)
+ return 0;
+
+ if not (self.enemy.ammo_flags & TFL_AMMO_ENERGY)
+ return 0;
+
+ return 1;
+}
+
+void spawnfunc_turret_fusionreactor() { if not(turret_initialize(TUR_FUSIONREACTOR)) remove(self); }
+
+float t_fusionreactor(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ vector fl_org;
+
+ self.enemy.ammo = min(self.enemy.ammo + self.shot_dmg,self.enemy.ammo_max);
+ fl_org = 0.5 * (self.enemy.absmin + self.enemy.absmax);
+ te_smallflash(fl_org);
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ self.tur_head.avelocity = '0 250 0' * (self.ammo / self.ammo_max);
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
+ self.target_select_flags = TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_OWNTEAM | TFL_TARGETSELECT_RANGELIMITS;
+ self.firecheck_flags = TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_AMMO_OTHER | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_DEAD;
+ self.shoot_flags = TFL_SHOOT_HITALLVALID;
+ self.aim_flags = TFL_AIM_NO;
+ self.track_flags = TFL_TRACK_NO;
+
+ self.tur_head.scale = 0.75;
+ self.tur_head.avelocity = '0 50 0';
+
+ self.turret_firecheckfunc = turret_fusionreactor_firecheck;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/reactor.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(FUSIONREACTOR_SETTINGS(fusionreactor))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_fusionreactor(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/reactor.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ HELLION,
+/* function */ t_hellion,
+/* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_FASTPROJ | TUR_FLAG_PLAYER | TUR_FLAG_MISSILE,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "hellion.md3",
+/* netname */ "hellion",
+/* fullname */ _("Hellion Missile Turret")
+);
+
+#define HELLION_SETTINGS(turret) \
+ TUR_ADD_CVAR(turret, shot_speed_gain) \
+ TUR_ADD_CVAR(turret, shot_speed_max)
+
+
+#ifdef SVQC
+HELLION_SETTINGS(hellion)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+void turret_hellion_missile_think()
+{
+ vector olddir,newdir;
+ vector pre_pos;
+ float itime;
+
+ self.nextthink = time + 0.05;
+
+ olddir = normalize(self.velocity);
+
+ if(self.max_health < time)
+ turret_projectile_explode();
+
+ // Enemy dead? just keep on the current heading then.
+ if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
+ {
+
+ // Make sure we dont return to tracking a respawned player
+ self.enemy = world;
+
+ // Turn model
+ self.angles = vectoangles(self.velocity);
+
+ if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
+ turret_projectile_explode();
+
+ // Accelerate
+ self.velocity = olddir * min(vlen(self.velocity) * TUR_CVAR(hellion, shot_speed_gain), TUR_CVAR(hellion, shot_speed_max));
+
+ UpdateCSQCProjectile(self);
+
+ return;
+ }
+
+ // Enemy in range?
+ if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
+ turret_projectile_explode();
+
+ // Predict enemy position
+ itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
+ pre_pos = self.enemy.origin + self.enemy.velocity * itime;
+
+ pre_pos = (pre_pos + self.enemy.origin) * 0.5;
+
+ // Find out the direction to that place
+ newdir = normalize(pre_pos - self.origin);
+
+ // Turn
+ newdir = normalize(olddir + newdir * 0.35);
+
+ // Turn model
+ self.angles = vectoangles(self.velocity);
+
+ // Accelerate
+ self.velocity = newdir * min(vlen(self.velocity) * TUR_CVAR(hellion, shot_speed_gain), TUR_CVAR(hellion, shot_speed_max));
+
+ if (itime < 0.05)
+ self.think = turret_projectile_explode;
+
+ UpdateCSQCProjectile(self);
+}
+
+void spawnfunc_turret_hellion() { if not(turret_initialize(TUR_HELLION)) remove(self); }
+
+float t_hellion(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity missile;
+
+ if(self.tur_head.frame != 0)
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
+ else
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2"));
+
+ missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE);
+ te_explosion (missile.origin);
+ missile.think = turret_hellion_missile_think;
+ missile.nextthink = time;
+ missile.flags = FL_PROJECTILE;
+ missile.max_health = time + 9;
+ missile.tur_aimpos = randomvec() * 128;
+ missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
+ self.tur_head.frame += 1;
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ if (self.tur_head.frame != 0)
+ self.tur_head.frame += 1;
+
+ if (self.tur_head.frame >= 7)
+ self.tur_head.frame = 0;
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.aim_flags = TFL_AIM_SIMPLE;
+ self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK ;
+ self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_AMMO_OWN;
+ self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/hellion.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(HELLION_SETTINGS(hellion))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_hellion(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/hellion.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ HK,
+/* function */ t_hk,
+/* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER | TUR_FLAG_RECIEVETARGETS,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "hk.md3",
+/* netname */ "hk",
+/* fullname */ _("Hunter-Killer Turret")
+);
+
+#define HK_SETTINGS(turret) \
+ TUR_ADD_CVAR(turret, shot_speed) \
+ TUR_ADD_CVAR(turret, shot_speed_accel) \
+ TUR_ADD_CVAR(turret, shot_speed_accel2) \
+ TUR_ADD_CVAR(turret, shot_speed_decel) \
+ TUR_ADD_CVAR(turret, shot_speed_max) \
+ TUR_ADD_CVAR(turret, shot_speed_turnrate)
+
+
+#ifdef SVQC
+HK_SETTINGS(hk)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+//#define TURRET_DEBUG_HK
+
+#ifdef TURRET_DEBUG_HK
+.float atime;
+#endif
+
+float hk_is_valid_target(entity e_target)
+{
+ if (e_target == world)
+ return 0;
+
+ // If only this was used more..
+ if (e_target.flags & FL_NOTARGET)
+ return 0;
+
+ // Cant touch this
+ if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
+ return 0;
+
+ // player
+ if (IS_CLIENT(e_target))
+ {
+ if (self.owner.target_select_playerbias < 0)
+ return 0;
+
+ if (e_target.deadflag != DEAD_NO)
+ return 0;
+ }
+
+ // Missile
+ if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
+ return 0;
+
+ // Team check
+ if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
+ return 0;
+
+ return 1;
+}
+
+void turret_hk_missile_think()
+{
+ vector vu, vd, vf, vl, vr, ve; // Vector (direction)
+ float fu, fd, ff, fl, fr, fe; // Fraction to solid
+ vector olddir,wishdir,newdir; // Final direction
+ float lt_for; // Length of Trace FORwrad
+ float lt_seek; // Length of Trace SEEK (left, right, up down)
+ float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
+ vector pre_pos;
+ float myspeed;
+ entity e;
+ float ad,edist;
+
+ self.nextthink = time + self.ticrate;
+
+ //if (self.cnt < time)
+ // turret_hk_missile_explode();
+
+ if (self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ // Pick the closest valid target.
+ if (!self.enemy)
+ {
+ e = findradius(self.origin, 5000);
+ while (e)
+ {
+ if (hk_is_valid_target(e))
+ {
+ if (!self.enemy)
+ self.enemy = e;
+ else
+ if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
+ self.enemy = e;
+ }
+ e = e.chain;
+ }
+ }
+
+ self.angles = vectoangles(self.velocity);
+ self.angles_x = self.angles_x * -1;
+ makevectors(self.angles);
+ self.angles_x = self.angles_x * -1;
+
+ if (self.enemy)
+ {
+ edist = vlen(self.origin - self.enemy.origin);
+ // Close enougth to do decent damage?
+ if ( edist <= (self.owner.shot_radius * 0.25) )
+ {
+ turret_projectile_explode();
+ return;
+ }
+
+ // Get data on enemy position
+ pre_pos = self.enemy.origin +
+ self.enemy.velocity *
+ min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
+
+ traceline(self.origin, pre_pos,TRUE,self.enemy);
+ ve = normalize(pre_pos - self.origin);
+ fe = trace_fraction;
+
+ }
+ else
+ {
+ edist = 0;
+ ve = '0 0 0';
+ fe = 0;
+ }
+
+ if ((fe != 1) || (self.enemy == world) || (edist > 1000))
+ {
+ myspeed = vlen(self.velocity);
+
+ lt_for = myspeed * 3;
+ lt_seek = myspeed * 2.95;
+
+ // Trace forward
+ traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);
+ vf = trace_endpos;
+ ff = trace_fraction;
+
+ // Find angular offset
+ ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
+
+ // To close to something, Slow down!
+ if ( ((ff < 0.7) || (ad > 4)) && (myspeed > TUR_CVAR(hk, shot_speed)) )
+ myspeed = max(myspeed * TUR_CVAR(hk, shot_speed_decel), TUR_CVAR(hk, shot_speed));
+
+ // Failry clear, accelerate.
+ if ( (ff > 0.7) && (myspeed < TUR_CVAR(hk, shot_speed_max)) )
+ myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel), TUR_CVAR(hk, shot_speed_max));
+
+ // Setup trace pitch
+ pt_seek = 1 - ff;
+ pt_seek = bound(0.15,pt_seek,0.8);
+ if (ff < 0.5) pt_seek = 1;
+
+ // Trace left
+ traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);
+ vl = trace_endpos;
+ fl = trace_fraction;
+
+ // Trace right
+ traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
+ vr = trace_endpos;
+ fr = trace_fraction;
+
+ // Trace up
+ traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
+ vu = trace_endpos;
+ fu = trace_fraction;
+
+ // Trace down
+ traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
+ vd = trace_endpos;
+ fd = trace_fraction;
+
+ vl = normalize(vl - self.origin);
+ vr = normalize(vr - self.origin);
+ vu = normalize(vu - self.origin);
+ vd = normalize(vd - self.origin);
+
+ // Panic tresh passed, find a single direction and turn as hard as we can
+ if (pt_seek == 1)
+ {
+ wishdir = v_right;
+ if (fl > fr) wishdir = -1 * v_right;
+ if (fu > fl) wishdir = v_up;
+ if (fd > fu) wishdir = -1 * v_up;
+ }
+ else
+ {
+ // Normalize our trace vectors to make a smooth path
+ wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) );
+ }
+
+ if (self.enemy)
+ {
+ if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
+ wishdir = (wishdir * (1 - fe)) + (ve * fe);
+ }
+ }
+ else
+ {
+ // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
+ myspeed = vlen(self.velocity);
+ if (myspeed < TUR_CVAR(hk, shot_speed_max))
+ myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel2),TUR_CVAR(hk, shot_speed_max));
+
+ wishdir = ve;
+ }
+
+ if ((myspeed > TUR_CVAR(hk, shot_speed)) && (self.cnt > time))
+ myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel2),TUR_CVAR(hk, shot_speed_max));
+
+ // Ranoutagazfish?
+ if (self.cnt < time)
+ {
+ self.cnt = time + 0.25;
+ self.nextthink = 0;
+ self.movetype = MOVETYPE_BOUNCE;
+ return;
+ }
+
+ // Calculate new heading
+ olddir = normalize(self.velocity);
+ newdir = normalize(olddir + wishdir * TUR_CVAR(hk, shot_speed_turnrate));
+
+ // Set heading & speed
+ self.velocity = newdir * myspeed;
+
+ // Align model with new heading
+ self.angles = vectoangles(self.velocity);
+
+
+#ifdef TURRET_DEBUG_HK
+ //if(self.atime < time) {
+ if ((fe <= 0.99)||(edist > 1000))
+ {
+ te_lightning2(world,self.origin, self.origin + vr * lt_seek);
+ te_lightning2(world,self.origin, self.origin + vl * lt_seek);
+ te_lightning2(world,self.origin, self.origin + vu * lt_seek);
+ te_lightning2(world,self.origin, self.origin + vd * lt_seek);
+ te_lightning2(world,self.origin, vf);
+ }
+ else
+ {
+ te_lightning2(world,self.origin, self.enemy.origin);
+ }
+ bprint("Speed: ", ftos(rint(myspeed)), "\n");
+ bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
+ bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
+ self.atime = time + 0.2;
+ //}
+#endif
+
+ UpdateCSQCProjectile(self);
+}
+
+float turret_hk_addtarget(entity e_target,entity e_sender)
+{
+ if (e_target)
+ {
+ if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
+ {
+ self.enemy = e_target;
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+void spawnfunc_turret_hk() { if not(turret_initialize(TUR_HK)) remove(self); }
+
+float t_hk(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity missile;
+
+ missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
+ te_explosion (missile.origin);
+
+ missile.think = turret_hk_missile_think;
+ missile.nextthink = time + 0.25;
+ missile.movetype = MOVETYPE_BOUNCEMISSILE;
+ missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
+ missile.angles = vectoangles(missile.velocity);
+ missile.cnt = time + 30;
+ missile.ticrate = max(autocvar_sys_ticrate, 0.05);
+ missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
+
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = self.tur_head.frame + 1;
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ if (self.tur_head.frame != 0)
+ self.tur_head.frame = self.tur_head.frame + 1;
+
+ if (self.tur_head.frame > 5)
+ self.tur_head.frame = 0;
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+ self.aim_flags = TFL_AIM_SIMPLE;
+ self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+ self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
+ self.shoot_flags = TFL_SHOOT_CLEARTARGET;
+ self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
+
+ self.turret_addtarget = turret_hk_addtarget;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/hk.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(HK_SETTINGS(hk))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_hk(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/hk.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ MACHINEGUN,
+/* function */ t_machinegun,
+/* spawnflags */ TUR_FLAG_PLAYER,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "machinegun.md3",
+/* netname */ "machinegun",
+/* fullname */ _("Machinegun Turret")
+);
+
+#define MACHINEGUN_SETTINGS(turret)
+
+
+#ifdef SVQC
+MACHINEGUN_SETTINGS(machinegun)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+void spawnfunc_turret_machinegun() { if not(turret_initialize(TUR_MACHINEGUN)) remove(self); }
+
+float t_machinegun(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ endFireBallisticBullet();
+
+ UziFlash();
+ setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.damage_flags |= TFL_DMG_HEADSHAKE;
+ self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+ self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
+
+ if not(autocvar_g_antilag_bullets)
+ self.turret_flags |= TUR_FLAG_HITSCAN;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/machinegun.md3");
+ precache_sound ("weapons/uzi_fire.wav");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(MACHINEGUN_SETTINGS(machinegun))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_machinegun(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/machinegun.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ MLRS,
+/* function */ t_mlrs,
+/* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "mlrs.md3",
+/* netname */ "mlrs",
+/* fullname */ _("MLRS Turret")
+);
+
+#define MLRS_SETTINGS(turret)
+
+
+#ifdef SVQC
+MLRS_SETTINGS(mlrs)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+void spawnfunc_turret_mlrs() { if not(turret_initialize(TUR_MLRS)) remove(self); }
+
+float t_mlrs(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity missile;
+
+ turret_tag_fire_update();
+ missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_MLRS, PROJECTILE_ROCKET, TRUE, TRUE);
+ missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
+ missile.missile_flags = MIF_SPLASH;
+ te_explosion (missile.origin);
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ // 0 = full, 6 = empty
+ self.tur_head.frame = bound(0, 6 - floor(0.1 + self.ammo / self.shot_dmg), 6);
+ if(self.tur_head.frame < 0)
+ {
+ dprint("ammo:",ftos(self.ammo),"\n");
+ dprint("shot_dmg:",ftos(self.shot_dmg),"\n");
+ }
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+ self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
+
+ self.damage_flags |= TFL_DMG_HEADSHAKE;
+ self.shoot_flags |= TFL_SHOOT_VOLLYALWAYS;
+ self.volly_counter = self.shot_volly;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/mlrs.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(MLRS_SETTINGS(mlrs))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_mlrs(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/mlrs.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ PHASER,
+/* function */ t_phaser,
+/* spawnflags */ TUR_FLAG_SNIPER | TUR_FLAG_HITSCAN | TUR_FLAG_PLAYER,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "phaser.md3",
+/* netname */ "phaser",
+/* fullname */ _("Phaser Cannon")
+);
+
+#define PHASER_SETTINGS(turret)
+
+
+#ifdef SVQC
+PHASER_SETTINGS(phaser)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+.float fireflag;
+
+float turret_phaser_firecheck()
+{
+ if (self.fireflag != 0) return 0;
+ return turret_firecheck();
+}
+
+void beam_think()
+{
+ if ((time > self.cnt) || (self.owner.deadflag != DEAD_NO))
+ {
+ self.owner.attack_finished_single = time + self.owner.shot_refire;
+ self.owner.fireflag = 2;
+ self.owner.tur_head.frame = 10;
+ sound (self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ remove(self);
+ return;
+ }
+
+ turret_do_updates(self.owner);
+
+ if (time - self.shot_spread > 0)
+ {
+ self.shot_spread = time + 2;
+ sound (self, CH_SHOTS_SINGLE, "turrets/phaser.wav", VOL_BASE, ATTEN_NORM);
+ }
+
+
+ self.nextthink = time + self.ticrate;
+
+ self.owner.attack_finished_single = time + frametime;
+ entity oldself;
+ oldself = self;
+ self = self.owner;
+ FireImoBeam ( self.tur_shotorg,
+ self.tur_shotorg + self.tur_shotdir_updated * self.target_range,
+ '-1 -1 -1' * self.shot_radius,
+ '1 1 1' * self.shot_radius,
+ self.shot_force,
+ oldself.shot_dmg,
+ 0.75,
+ DEATH_TURRET_PHASER);
+ self = oldself;
+ self.scale = vlen(self.owner.tur_shotorg - trace_endpos) / 256;
+
+}
+
+void spawnfunc_turret_phaser() { if not(turret_initialize(TUR_PHASER)) remove(self); }
+
+float t_phaser(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity beam;
+
+ beam = spawn();
+ beam.ticrate = 0.1; //autocvar_sys_ticrate;
+ setmodel(beam,"models/turrets/phaser_beam.md3");
+ beam.effects = EF_LOWPRECISION;
+ beam.solid = SOLID_NOT;
+ beam.think = beam_think;
+ beam.cnt = time + self.shot_speed;
+ beam.shot_spread = time + 2;
+ beam.nextthink = time;
+ beam.owner = self;
+ beam.shot_dmg = self.shot_dmg / (self.shot_speed / beam.ticrate);
+ beam.scale = self.target_range / 256;
+ beam.movetype = MOVETYPE_NONE;
+ beam.enemy = self.enemy;
+ beam.bot_dodge = TRUE;
+ beam.bot_dodgerating = beam.shot_dmg;
+ sound (beam, CH_SHOTS_SINGLE, "turrets/phaser.wav", VOL_BASE, ATTEN_NORM);
+ self.fireflag = 1;
+
+ beam.attack_finished_single = self.attack_finished_single;
+ self.attack_finished_single = time; // + autocvar_sys_ticrate;
+
+ setattachment(beam,self.tur_head,"tag_fire");
+
+ soundat (self, trace_endpos, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
+
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = 1;
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ if (self.tur_head.frame != 0)
+ {
+ if (self.fireflag == 1)
+ {
+ if (self.tur_head.frame == 10)
+ self.tur_head.frame = 1;
+ else
+ self.tur_head.frame = self.tur_head.frame +1;
+ }
+ else if (self.fireflag == 2 )
+ {
+ self.tur_head.frame = self.tur_head.frame +1;
+ if (self.tur_head.frame == 15)
+ {
+ self.tur_head.frame = 0;
+ self.fireflag = 0;
+ }
+ }
+ }
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ self.aim_flags = TFL_AIM_LEAD;
+
+ self.turret_firecheckfunc = turret_phaser_firecheck;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/phaser.md3");
+ precache_model ("models/turrets/phaser_beam.md3");
+ precache_sound ("turrets/phaser.wav");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(PHASER_SETTINGS(phaser))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_phaser(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/phaser.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ PLASMA,
+/* function */ t_plasma,
+/* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "plasma.md3",
+/* netname */ "plasma",
+/* fullname */ _("Plasma Cannon")
+);
+
+#define PLASMA_SETTINGS(turret)
+
+
+#ifdef SVQC
+PLASMA_SETTINGS(plasma)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+void spawnfunc_turret_plasma() { if not(turret_initialize(TUR_PLASMA)) remove(self); }
+
+float t_plasma(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ if(g_minstagib)
+ {
+ float flying;
+ flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+ FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+ 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
+
+
+ pointparticles(particleeffectnum("nex_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ // teamcolor / hit beam effect
+ vector v;
+ v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ if(teamplay)
+ {
+ switch(self.team)
+ {
+ case NUM_TEAM_1: // Red
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_2: // Blue
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_3: // Yellow
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_4: // Pink
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), self.tur_shotorg, v);
+ break;
+ }
+ }
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), self.tur_shotorg, v);
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = 1;
+ }
+ else
+ {
+ entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
+ missile.missile_flags = MIF_SPLASH;
+
+ pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = 1;
+ }
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ if (self.tur_head.frame != 0)
+ self.tur_head.frame = self.tur_head.frame + 1;
+
+ if (self.tur_head.frame > 5)
+ self.tur_head.frame = 0;
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ self.damage_flags |= TFL_DMG_HEADSHAKE;
+ self.firecheck_flags |= TFL_FIRECHECK_AFF;
+ self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_SPLASH;
+
+ turret_do_updates(self);
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/plasma.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(PLASMA_SETTINGS(plasma))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_plasma(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/plasma.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ PLASMA_DUAL,
+/* function */ t_plasma_dual,
+/* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER,
+/* mins,maxs */ '-32 -32 0', '32 32 64',
+/* model */ "base.md3",
+/* head_model */ "plasmad.md3",
+/* netname */ "plasma_dual",
+/* fullname */ _("Dual Plasma Cannon")
+);
+
+#define PLASMA_DUAL_SETTINGS(turret)
+
+
+#ifdef SVQC
+PLASMA_DUAL_SETTINGS(plasma_dual)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+void spawnfunc_turret_plasma_dual() { if not(turret_initialize(TUR_PLASMA_DUAL)) remove(self); }
+
+float t_plasma_dual(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ if(g_minstagib)
+ {
+ float flying;
+ flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+ FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+ 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
+
+
+ pointparticles(particleeffectnum("nex_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ // teamcolor / hit beam effect
+ vector v;
+ v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ if(teamplay)
+ {
+ switch(self.team)
+ {
+ case NUM_TEAM_1: // Red
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_2: // Blue
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_3: // Yellow
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_4: // Pink
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), self.tur_shotorg, v);
+ break;
+ }
+ }
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), self.tur_shotorg, v);
+
+ self.tur_head.frame += 1;
+ }
+ else
+ {
+ entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
+ missile.missile_flags = MIF_SPLASH;
+ pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ self.tur_head.frame += 1;
+ }
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ if ((self.tur_head.frame != 0) && (self.tur_head.frame != 3))
+ self.tur_head.frame = self.tur_head.frame + 1;
+
+ if (self.tur_head.frame > 6)
+ self.tur_head.frame = 0;
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ self.damage_flags |= TFL_DMG_HEADSHAKE;
+ self.firecheck_flags |= TFL_FIRECHECK_AFF;
+ self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_SPLASH;
+
+ turret_do_updates(self);
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/plasmad.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(PLASMA_DUAL_SETTINGS(plasma_dual))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_plasma_dual(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/plasmad.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ TESLA,
+/* function */ t_tesla,
+/* spawnflags */ TUR_FLAG_HITSCAN | TUR_FLAG_PLAYER | TUR_FLAG_MISSILE,
+/* mins,maxs */ '-60 -60 0', '60 60 128',
+/* model */ "tesla_base.md3",
+/* head_model */ "tesla_head.md3",
+/* netname */ "tesla",
+/* fullname */ _("Tesla Coil")
+);
+
+#define TESLA_SETTINGS(turret)
+
+
+#ifdef SVQC
+TESLA_SETTINGS(tesla)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+entity toast(entity from, float range, float damage)
+{
+ entity e;
+ entity etarget = world;
+ float d,dd;
+ float r;
+
+ dd = range + 1;
+
+ e = findradius(from.origin,range);
+ while (e)
+ {
+ if ((e.railgunhit != 1) && (e != from))
+ {
+ r = turret_validate_target(self,e,self.target_validate_flags);
+ if (r > 0)
+ {
+ traceline(from.origin,0.5 * (e.absmin + e.absmax),MOVE_WORLDONLY,from);
+ if (trace_fraction == 1.0)
+ {
+ d = vlen(e.origin - from.origin);
+ if (d < dd)
+ {
+ dd = d;
+ etarget = e;
+ }
+ }
+ }
+ }
+ e = e.chain;
+ }
+
+ if (etarget)
+ {
+ te_csqc_lightningarc(from.origin,etarget.origin);
+ Damage(etarget, self, self, damage, DEATH_TURRET_TESLA, etarget.origin, '0 0 0');
+ etarget.railgunhit = 1;
+ }
+
+ return etarget;
+}
+
+float turret_tesla_firecheck()
+{
+ // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
+ float do_target_scan = 0;
+
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
+ do_target_scan = 1;
+
+ // Old target (if any) invalid?
+ if(self.target_validate_time < time)
+ if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
+ {
+ self.enemy = world;
+ self.target_validate_time = time + 0.5;
+ do_target_scan = 1;
+ }
+
+ // But never more often then g_turrets_targetscan_mindelay!
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
+ do_target_scan = 0;
+
+ if(do_target_scan)
+ {
+ self.enemy = turret_select_target();
+ self.target_select_time = time;
+ }
+
+ if not (turret_firecheck())
+ return 0;
+
+ if(self.enemy)
+ return 1;
+
+ return 0;
+}
+
+void spawnfunc_turret_tesla() { if not(turret_initialize(TUR_TESLA)) remove(self); }
+
+float t_tesla(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity e, t;
+ float d, r, i;
+
+ d = self.shot_dmg;
+ r = self.target_range;
+ e = spawn();
+ setorigin(e,self.tur_shotorg);
+
+ self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+
+ t = toast(e,r,d);
+ remove(e);
+
+ if (t == world) return TRUE;
+
+ self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_TEAMCHECK;
+
+ self.attack_finished_single = time + self.shot_refire;
+ for (i = 0; i < 10; ++i)
+ {
+ d *= 0.75;
+ r *= 0.85;
+ t = toast(t, r, d);
+ if (t == world) break;
+
+ }
+
+ e = findchainfloat(railgunhit, 1);
+ while (e)
+ {
+ e.railgunhit = 0;
+ e = e.chain;
+ }
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ if not (self.active)
+ {
+ self.tur_head.avelocity = '0 0 0';
+ return TRUE;
+ }
+
+ if(self.ammo < self.shot_dmg)
+ {
+ self.tur_head.avelocity = '0 45 0' * (self.ammo / self.shot_dmg);
+ }
+ else
+ {
+ self.tur_head.avelocity = '0 180 0' * (self.ammo / self.shot_dmg);
+
+ if(self.attack_finished_single > time)
+ return TRUE;
+
+ float f;
+ f = (self.ammo / self.ammo_max);
+ f = f * f;
+ if(f > random())
+ if(random() < 0.1)
+ te_csqc_lightningarc(self.tur_shotorg,self.tur_shotorg + (randomvec() * 350));
+ }
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
+ TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+
+ self.turret_firecheckfunc = turret_tesla_firecheck;
+ self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
+ TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
+
+ self.firecheck_flags = TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AMMO_OWN;
+ self.shoot_flags = TFL_SHOOT_CUSTOM;
+ self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ self.aim_flags = TFL_AIM_NO;
+ self.track_flags = TFL_TRACK_NO;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/tesla_base.md3");
+ precache_model ("models/turrets/tesla_head.md3");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(TESLA_SETTINGS(tesla))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_tesla(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/tesla_base.md3");
+ precache_model ("models/turrets/tesla_head.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+#ifdef REGISTER_TURRET
+REGISTER_TURRET(
+/* TUR_##id */ WALKER,
+/* function */ t_walker,
+/* spawnflags */ TUR_FLAG_PLAYER | TUR_FLAG_MOVE,
+/* mins,maxs */ '-70 -70 0', '70 70 95',
+/* model */ "walker_body.md3",
+/* head_model */ "walker_head_minigun.md3",
+/* netname */ "walker",
+/* fullname */ _("Walker Turret")
+);
+
+#define WALKER_SETTINGS(turret) \
+ TUR_ADD_CVAR(turret, melee_damage) \
+ TUR_ADD_CVAR(turret, melee_force) \
+ TUR_ADD_CVAR(turret, melee_range) \
+ TUR_ADD_CVAR(turret, rocket_damage) \
+ TUR_ADD_CVAR(turret, rocket_radius) \
+ TUR_ADD_CVAR(turret, rocket_force) \
+ TUR_ADD_CVAR(turret, rocket_speed) \
+ TUR_ADD_CVAR(turret, rocket_range) \
+ TUR_ADD_CVAR(turret, rocket_range_min) \
+ TUR_ADD_CVAR(turret, rocket_refire) \
+ TUR_ADD_CVAR(turret, rocket_turnrate) \
+ TUR_ADD_CVAR(turret, speed_stop) \
+ TUR_ADD_CVAR(turret, speed_walk) \
+ TUR_ADD_CVAR(turret, speed_run) \
+ TUR_ADD_CVAR(turret, speed_jump) \
+ TUR_ADD_CVAR(turret, speed_swim) \
+ TUR_ADD_CVAR(turret, speed_roam) \
+ TUR_ADD_CVAR(turret, turn) \
+ TUR_ADD_CVAR(turret, turn_walk) \
+ TUR_ADD_CVAR(turret, turn_strafe) \
+ TUR_ADD_CVAR(turret, turn_swim) \
+ TUR_ADD_CVAR(turret, turn_run)
+
+
+#ifdef SVQC
+WALKER_SETTINGS(walker)
+#endif // SVQC
+#else
+#ifdef SVQC
+
+const float walker_anim_stop = 0;
+const float walker_anim_turn = 1;
+const float walker_anim_walk = 2;
+const float walker_anim_run = 3;
+const float walker_anim_strafeleft = 4;
+const float walker_anim_straferight = 5;
+const float walker_anim_jump = 6;
+const float walker_anim_land = 7;
+const float walker_anim_pain = 8;
+const float walker_anim_melee = 9;
+const float walker_anim_swim = 10;
+const float walker_anim_roam = 11;
+
+.float animflag;
+.float idletime;
+
+#define WALKER_PATH(s,e) pathlib_astar(s,e)
+
+float walker_firecheck()
+{
+ if (self.animflag == walker_anim_melee)
+ return 0;
+
+ return turret_firecheck();
+}
+
+void walker_melee_do_dmg()
+{
+ vector where;
+ entity e;
+
+ makevectors(self.angles);
+ where = self.origin + v_forward * 128;
+
+ e = findradius(where,32);
+ while (e)
+ {
+ if (turret_validate_target(self, e, self.target_validate_flags))
+ if (e != self && e.owner != self)
+ Damage(e, self, self, TUR_CVAR(walker, melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * TUR_CVAR(walker, melee_force));
+
+ e = e.chain;
+ }
+}
+
+void walker_setnoanim()
+{
+ turrets_setframe(walker_anim_stop, FALSE);
+ self.animflag = self.frame;
+}
+void walker_rocket_explode()
+{
+ RadiusDamage (self, self.owner, TUR_CVAR(walker, rocket_damage), 0, TUR_CVAR(walker, rocket_radius), self, TUR_CVAR(walker, rocket_force), DEATH_TURRET_WALK_ROCKET, world);
+ remove (self);
+}
+
+void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+{
+ self.health = self.health - damage;
+ self.velocity = self.velocity + vforce;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
+}
+
+#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, TUR_CVAR(walker, rocket_speed), TUR_CVAR(walker, rocket_turnrate)); UpdateCSQCProjectile(self)
+void walker_rocket_loop();
+void walker_rocket_think()
+{
+ vector newdir;
+ float edist;
+ float itime;
+ float m_speed;
+
+ self.nextthink = time;
+
+ edist = vlen(self.enemy.origin - self.origin);
+
+ // Simulate crude guidance
+ if (self.cnt < time)
+ {
+ if (edist < 1000)
+ self.tur_shotorg = randomvec() * min(edist, 64);
+ else
+ self.tur_shotorg = randomvec() * min(edist, 256);
+
+ self.cnt = time + 0.5;
+ }
+
+ if (edist < 128)
+ self.tur_shotorg = '0 0 0';
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ self.nextthink = time;
+ return;
+ }
+
+ if (self.shot_dmg != 1337 && random() < 0.01)
+ {
+ walker_rocket_loop();
+ return;
+ }
+
+ m_speed = vlen(self.velocity);
+
+ // Enemy dead? just keep on the current heading then.
+ if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if (self.enemy)
+ {
+ itime = max(edist / m_speed, 1);
+ newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
+ }
+ else
+ newdir = normalize(self.velocity);
+
+ WALKER_ROCKET_MOVE;
+}
+
+void walker_rocket_loop3()
+{
+ vector newdir;
+ self.nextthink = time;
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ return;
+ }
+
+ if (vlen(self.origin - self.tur_shotorg) < 100 )
+ {
+ self.think = walker_rocket_think;
+ return;
+ }
+
+ newdir = steerlib_pull(self.tur_shotorg);
+ WALKER_ROCKET_MOVE;
+
+ self.angles = vectoangles(self.velocity);
+}
+
+void walker_rocket_loop2()
+{
+ vector newdir;
+
+ self.nextthink = time;
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ return;
+ }
+
+ if (vlen(self.origin - self.tur_shotorg) < 100 )
+ {
+ self.tur_shotorg = self.origin - '0 0 200';
+ self.think = walker_rocket_loop3;
+ return;
+ }
+
+ newdir = steerlib_pull(self.tur_shotorg);
+ WALKER_ROCKET_MOVE;
+}
+
+void walker_rocket_loop()
+{
+ self.nextthink = time;
+ self.tur_shotorg = self.origin + '0 0 300';
+ self.think = walker_rocket_loop2;
+ self.shot_dmg = 1337;
+}
+
+void walker_fire_rocket(vector org)
+{
+ entity rocket;
+
+ fixedmakevectors(self.angles);
+
+ te_explosion (org);
+
+ rocket = spawn ();
+ setorigin(rocket, org);
+
+ sound (self, CH_WEAPON_A, "weapons/hagar_fire.wav", VOL_BASE, ATTEN_NORM);
+ setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+ rocket.classname = "walker_rocket";
+ rocket.owner = self;
+ rocket.bot_dodge = TRUE;
+ rocket.bot_dodgerating = 50;
+ rocket.takedamage = DAMAGE_YES;
+ rocket.damageforcescale = 2;
+ rocket.health = 25;
+ rocket.tur_shotorg = randomvec() * 512;
+ rocket.cnt = time + 1;
+ rocket.enemy = self.enemy;
+
+ if (random() < 0.01)
+ rocket.think = walker_rocket_loop;
+ else
+ rocket.think = walker_rocket_think;
+
+ rocket.event_damage = walker_rocket_damage;
+
+ rocket.nextthink = time;
+ rocket.movetype = MOVETYPE_FLY;
+ rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * TUR_CVAR(walker, rocket_speed);
+ rocket.angles = vectoangles(rocket.velocity);
+ rocket.touch = walker_rocket_explode;
+ rocket.flags = FL_PROJECTILE;
+ rocket.solid = SOLID_BBOX;
+ rocket.max_health = time + 9;
+ rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
+
+ CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
+}
+
+.vector enemy_last_loc;
+.float enemy_last_time;
+void walker_move_to(vector _target, float _dist)
+{
+ switch (self.waterlevel)
+ {
+ case WATERLEVEL_NONE:
+ if (_dist > 500)
+ self.animflag = walker_anim_run;
+ else
+ self.animflag = walker_anim_walk;
+ case WATERLEVEL_WETFEET:
+ case WATERLEVEL_SWIMMING:
+ if (self.animflag != walker_anim_swim)
+ self.animflag = walker_anim_walk;
+ else
+ self.animflag = walker_anim_swim;
+ break;
+ case WATERLEVEL_SUBMERGED:
+ self.animflag = walker_anim_swim;
+ }
+
+ self.moveto = _target;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ if(self.enemy)
+ {
+ self.enemy_last_loc = _target;
+ self.enemy_last_time = time;
+ }
+}
+
+//#define WALKER_FANCYPATHING
+
+void walker_move_path()
+{
+#ifdef WALKER_FANCYPATHING
+ // Are we close enougth to a path node to switch to the next?
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (self.pathcurrent.path_next == world)
+ {
+ // Path endpoint reached
+ pathlib_deletepath(self.pathcurrent.owner);
+ self.pathcurrent = world;
+
+ if (self.pathgoal)
+ {
+ if (self.pathgoal.use)
+ self.pathgoal.use();
+
+ if (self.pathgoal.enemy)
+ {
+ self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
+ self.pathgoal = self.pathgoal.enemy;
+ }
+ }
+ else
+ self.pathgoal = world;
+ }
+ else
+ self.pathcurrent = self.pathcurrent.path_next;
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
+ walker_move_to(self.moveto, 0);
+
+#else
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ self.pathcurrent = self.pathcurrent.enemy;
+
+ if(!self.pathcurrent)
+ return;
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+ walker_move_to(self.moveto, 0);
+#endif
+}
+
+void spawnfunc_turret_walker() { if not(turret_initialize(TUR_WALKER)) remove(self); }
+
+float t_walker(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
+ fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+ endFireBallisticBullet();
+ pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ return TRUE;
+ }
+ case TR_THINK:
+ {
+ fixedmakevectors(self.angles);
+
+ if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
+ walker_move_path();
+ else if (self.enemy == world)
+ {
+ if(self.pathcurrent)
+ walker_move_path();
+ else
+ {
+ if(self.enemy_last_time != 0)
+ {
+ if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
+ self.enemy_last_time = 0;
+ else
+ walker_move_to(self.enemy_last_loc, 0);
+ }
+ else
+ {
+ if(self.animflag != walker_anim_stop)
+ {
+ traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
+
+ if(trace_fraction != 1.0)
+ self.tur_head.idletime = -1337;
+ else
+ {
+ traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
+ if(trace_fraction == 1.0)
+ self.tur_head.idletime = -1337;
+ }
+
+ if(self.tur_head.idletime == -1337)
+ {
+ self.moveto = self.origin + randomvec() * 256;
+ self.tur_head.idletime = 0;
+ }
+
+ self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
+ self.moveto_z = self.origin_z + 64;
+ walker_move_to(self.moveto, 0);
+ }
+
+ if(self.idletime < time)
+ {
+ if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
+ {
+ self.idletime = time + 1 + random() * 5;
+ self.moveto = self.origin;
+ self.animflag = walker_anim_stop;
+ }
+ else
+ {
+ self.animflag = walker_anim_walk;
+ self.idletime = time + 4 + random() * 2;
+ self.moveto = self.origin + randomvec() * 256;
+ self.tur_head.moveto = self.moveto;
+ self.tur_head.idletime = 0;
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ if (self.tur_dist_enemy < TUR_CVAR(walker, melee_range) && self.animflag != walker_anim_melee)
+ {
+ vector wish_angle;
+
+ wish_angle = angleofs(self, self.enemy);
+ if (self.animflag != walker_anim_swim)
+ if (fabs(wish_angle_y) < 15)
+ {
+ self.moveto = self.enemy.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+ self.animflag = walker_anim_melee;
+ }
+ }
+ else if (self.tur_head.attack_finished_single < time)
+ {
+ if(self.tur_head.shot_volly)
+ {
+ self.animflag = walker_anim_stop;
+
+ self.tur_head.shot_volly = self.tur_head.shot_volly -1;
+ if(self.tur_head.shot_volly == 0)
+ self.tur_head.attack_finished_single = time + TUR_CVAR(walker, rocket_refire);
+ else
+ self.tur_head.attack_finished_single = time + 0.2;
+
+ if(self.tur_head.shot_volly > 1)
+ walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
+ else
+ walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
+ }
+ else
+ {
+ if (self.tur_dist_enemy > TUR_CVAR(walker, rocket_range_min))
+ if (self.tur_dist_enemy < TUR_CVAR(walker, rocket_range))
+ self.tur_head.shot_volly = 4;
+ }
+ }
+ else
+ {
+ if (self.animflag != walker_anim_melee)
+ walker_move_to(self.enemy.origin, self.tur_dist_enemy);
+ }
+ }
+
+ {
+ vector real_angle;
+ float turny = 0, turnx = 0;
+ float vz;
+
+ real_angle = vectoangles(self.steerto) - self.angles;
+ vz = self.velocity_z;
+
+ switch (self.animflag)
+ {
+ case walker_anim_stop:
+ movelib_beak_simple(TUR_CVAR(walker, speed_stop));
+ break;
+
+ case walker_anim_turn:
+ turny = TUR_CVAR(walker, turn);
+ movelib_beak_simple(TUR_CVAR(walker, speed_stop));
+ break;
+
+ case walker_anim_walk:
+ turny = TUR_CVAR(walker, turn_walk);
+ movelib_move_simple(v_forward, TUR_CVAR(walker, speed_walk), 0.6);
+ break;
+
+ case walker_anim_run:
+ turny = TUR_CVAR(walker, turn_run);
+ movelib_move_simple(v_forward, TUR_CVAR(walker, speed_run), 0.6);
+ break;
+
+ case walker_anim_strafeleft:
+ turny = TUR_CVAR(walker, turn_strafe);
+ movelib_move_simple(v_right * -1, TUR_CVAR(walker, speed_walk), 0.8);
+ break;
+
+ case walker_anim_straferight:
+ turny = TUR_CVAR(walker, turn_strafe);
+ movelib_move_simple(v_right, TUR_CVAR(walker, speed_walk), 0.8);
+ break;
+
+ case walker_anim_jump:
+ self.velocity += '0 0 1' * TUR_CVAR(walker, speed_jump);
+ break;
+
+ case walker_anim_land:
+ break;
+
+ case walker_anim_pain:
+ if(self.frame != walker_anim_pain)
+ defer(0.25, walker_setnoanim);
+
+ break;
+
+ case walker_anim_melee:
+ if(self.frame != walker_anim_melee)
+ {
+ defer(0.41, walker_setnoanim);
+ defer(0.21, walker_melee_do_dmg);
+ }
+
+ movelib_beak_simple(TUR_CVAR(walker, speed_stop));
+ break;
+
+ case walker_anim_swim:
+ turny = TUR_CVAR(walker, turn_swim);
+ turnx = TUR_CVAR(walker, turn_swim);
+
+ self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
+ movelib_move_simple(v_forward, TUR_CVAR(walker, speed_swim), 0.3);
+ vz = self.velocity_z + sin(time * 4) * 8;
+ break;
+
+ case walker_anim_roam:
+ turny = TUR_CVAR(walker, turn_walk);
+ movelib_move_simple(v_forward ,TUR_CVAR(walker, speed_roam), 0.5);
+ break;
+ }
+
+ if(turny)
+ {
+ turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
+ self.angles_y += turny;
+ }
+
+ if(turnx)
+ {
+ turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
+ self.angles_x += turnx;
+ }
+
+ self.velocity_z = vz;
+ }
+
+
+ if(self.origin != self.oldorigin)
+ self.SendFlags |= TNSF_MOVE;
+
+ self.oldorigin = self.origin;
+ turrets_setframe(self.animflag, FALSE);
+
+ return TRUE;
+ }
+ case TR_DEATH:
+ {
+#ifdef WALKER_FANCYPATHING
+ if (self.pathcurrent)
+ pathlib_deletepath(self.pathcurrent.owner);
+#endif
+ self.pathcurrent = world;
+
+ return TRUE;
+ }
+ case TR_SETUP:
+ {
+ self.ticrate = 0.05;
+
+ entity e;
+
+ // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
+ if(self.movetype == MOVETYPE_WALK)
+ {
+ if(self.pos1)
+ setorigin(self, self.pos1);
+ if(self.pos2)
+ self.angles = self.pos2;
+ }
+
+ self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
+ self.aim_flags = TFL_AIM_LEAD;
+
+ if (autocvar_g_antilag_bullets)
+ self.turret_flags |= TUR_FLAG_HITSCAN;
+ else
+ self.aim_flags |= TFL_AIM_SHOTTIMECOMPENSATE;
+
+ self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
+ self.iscreature = TRUE;
+ self.teleportable = TELEPORT_NORMAL;
+ self.damagedbycontents = TRUE;
+ self.solid = SOLID_SLIDEBOX;
+ self.takedamage = DAMAGE_AIM;
+ if(self.movetype != MOVETYPE_WALK)
+ {
+ setorigin(self, self.origin);
+ tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
+ setorigin(self, trace_endpos + '0 0 4');
+ self.pos1 = self.origin;
+ self.pos2 = self.angles;
+ }
+ self.movetype = MOVETYPE_WALK;
+ self.idle_aim = '0 0 0';
+ self.turret_firecheckfunc = walker_firecheck;
+
+ if (self.target != "")
+ {
+ e = find(world, targetname, self.target);
+ if (!e)
+ {
+ dprint("Initital waypoint for walker does NOT exsist, fix your map!\n");
+ self.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ dprint("Warning: not a turrret path\n");
+ else
+ {
+#ifdef WALKER_FANCYPATHING
+ self.pathcurrent = WALKER_PATH(self.origin, e.origin);
+ self.pathgoal = e;
+#else
+ self.pathcurrent = e;
+#endif
+ }
+ }
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/walker_body.md3");
+ precache_model ("models/turrets/walker_head_minigun.md3");
+ precache_model ("models/turrets/rocket.md3");
+ precache_sound ("weapons/rocket_impact.wav");
+ return TRUE;
+ }
+ case TR_CONFIG:
+ {
+ TUR_CONFIG_SETTINGS(WALKER_SETTINGS(walker))
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // SVQC
+#ifdef CSQC
+
+void walker_draw()
+{
+ float dt;
+
+ dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0)
+ return;
+
+ fixedmakevectors(self.angles);
+ movelib_groundalign4point(300, 100, 0.25, 45);
+ setorigin(self, self.origin + self.velocity * dt);
+ self.tur_head.angles += dt * self.tur_head.move_avelocity;
+ self.angles_y = self.move_angles_y;
+
+ if (self.health < 127)
+ if(random() < 0.15)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+}
+
+float t_walker(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ self.gravity = 1;
+ self.movetype = MOVETYPE_BOUNCE;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_origin = self.origin;
+ self.move_time = time;
+ self.draw = walker_draw;
+
+ return TRUE;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/walker_body.md3");
+ precache_model ("models/turrets/walker_head_minigun.md3");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
+/*
+* Return a angle within +/- 360.
+*/
+float anglemods(float v)
+{
+ v = v - 360 * floor(v / 360);
+
+ if(v >= 180)
+ return v - 360;
+ else if(v <= -180)
+ return v + 360;
+ else
+ return v;
+}
+
+/*
+* Return the short angle
+*/
+float shortangle_f(float ang1, float ang2)
+{
+ if(ang1 > ang2)
+ {
+ if(ang1 > 180)
+ return ang1 - 360;
+ }
+ else
+ {
+ if(ang1 < -180)
+ return ang1 + 360;
+ }
+
+ return ang1;
+}
+
+vector shortangle_v(vector ang1, vector ang2)
+{
+ vector vtmp;
+
+ vtmp_x = shortangle_f(ang1_x,ang2_x);
+ vtmp_y = shortangle_f(ang1_y,ang2_y);
+ vtmp_z = shortangle_f(ang1_z,ang2_z);
+
+ return vtmp;
+}
+
+vector shortangle_vxy(vector ang1, vector ang2)
+{
+ vector vtmp = '0 0 0';
+
+ vtmp_x = shortangle_f(ang1_x,ang2_x);
+ vtmp_y = shortangle_f(ang1_y,ang2_y);
+
+ return vtmp;
+}
+
+
+/*
+* Get "real" origin, in worldspace, even if ent is attached to something else.
+*/
+vector real_origin(entity ent)
+{
+ entity e;
+ vector v = ((ent.absmin + ent.absmax) * 0.5);
+
+ e = ent.tag_entity;
+ while(e)
+ {
+ v = v + ((e.absmin + e.absmax) * 0.5);
+ e = e.tag_entity;
+ }
+
+ return v;
+}
+
+/*
+* Return the angle between two enteties
+*/
+vector angleofs(entity from, entity to)
+{
+ vector v_res;
+
+ v_res = normalize(to.origin - from.origin);
+ v_res = vectoangles(v_res);
+ v_res = v_res - from.angles;
+
+ if (v_res_x < 0) v_res_x += 360;
+ if (v_res_x > 180) v_res_x -= 360;
+
+ if (v_res_y < 0) v_res_y += 360;
+ if (v_res_y > 180) v_res_y -= 360;
+
+ return v_res;
+}
+
+vector angleofs3(vector from, vector from_a, entity to)
+{
+ vector v_res;
+
+ v_res = normalize(to.origin - from);
+ v_res = vectoangles(v_res);
+ v_res = v_res - from_a;
+
+ if (v_res_x < 0) v_res_x += 360;
+ if (v_res_x > 180) v_res_x -= 360;
+
+ if (v_res_y < 0) v_res_y += 360;
+ if (v_res_y > 180) v_res_y -= 360;
+
+ return v_res;
+}
+
+/*
+* Update self.tur_shotorg by getting up2date bone info
+* NOTICE this func overwrites the global v_forward, v_right and v_up vectors.
+*/
+#define turret_tag_fire_update() self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));v_forward = normalize(v_forward)
+float turret_tag_fire_update_s()
+{
+ if(!self.tur_head)
+ {
+ error("Call to turret_tag_fire_update with self.tur_head missing!\n");
+ self.tur_shotorg = '0 0 0';
+ return FALSE;
+ }
+
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
+ v_forward = normalize(v_forward);
+
+ return TRUE;
+}
+
+/*
+* Railgun-like beam, but has thickness and suppots slowing of target
+*/
+void FireImoBeam (vector start, vector end, vector smin, vector smax,
+ float bforce, float f_dmg, float f_velfactor, float deathtype)
+
+{
+ vector hitloc, force, endpoint, dir;
+ entity ent;
+
+ dir = normalize(end - start);
+ force = dir * bforce;
+
+ // go a little bit into the wall because we need to hit this wall later
+ end = end + dir;
+
+ // trace multiple times until we hit a wall, each obstacle will be made unsolid.
+ // note down which entities were hit so we can damage them later
+ while (1)
+ {
+ tracebox(start, smin, smax, end, FALSE, self);
+
+ // if it is world we can't hurt it so stop now
+ if (trace_ent == world || trace_fraction == 1)
+ break;
+
+ if (trace_ent.solid == SOLID_BSP)
+ break;
+
+ // make the entity non-solid so we can hit the next one
+ trace_ent.railgunhit = TRUE;
+ trace_ent.railgunhitloc = end;
+ trace_ent.railgunhitsolidbackup = trace_ent.solid;
+
+ // stop if this is a wall
+
+ // make the entity non-solid
+ trace_ent.solid = SOLID_NOT;
+ }
+
+ endpoint = trace_endpos;
+
+ // find all the entities the railgun hit and restore their solid state
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // restore their solid type
+ ent.solid = ent.railgunhitsolidbackup;
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+
+ // find all the entities the railgun hit and hurt them
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // get the details we need to call the damage function
+ hitloc = ent.railgunhitloc;
+ ent.railgunhitloc = '0 0 0';
+ ent.railgunhitsolidbackup = SOLID_NOT;
+ ent.railgunhit = FALSE;
+
+ // apply the damage
+ if (ent.takedamage)
+ {
+ Damage (ent, self, self, f_dmg, deathtype, hitloc, force);
+ ent.velocity = ent.velocity * f_velfactor;
+ //ent.alpha = 0.25 + random() * 0.75;
+ }
+
+ // advance to the next entity
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+ trace_endpos = endpoint;
+}
+
+#ifdef TURRET_DEBUG
+void SUB_Remove();
+void marker_think()
+{
+ if(self.cnt)
+ if(self.cnt < time)
+ {
+ self.think = SUB_Remove;
+ self.nextthink = time;
+ return;
+ }
+
+ self.frame += 1;
+ if(self.frame > 29)
+ self.frame = 0;
+
+ self.nextthink = time;
+}
+
+void mark_error(vector where,float lifetime)
+{
+ entity err;
+
+ err = spawn();
+ err.classname = "error_marker";
+ setmodel(err,"models/marker.md3");
+ setorigin(err,where);
+ err.movetype = MOVETYPE_NONE;
+ err.think = marker_think;
+ err.nextthink = time;
+ err.skin = 0;
+ if(lifetime)
+ err.cnt = lifetime + time;
+}
+
+void mark_info(vector where,float lifetime)
+{
+ entity err;
+
+ err = spawn();
+ err.classname = "info_marker";
+ setmodel(err,"models/marker.md3");
+ setorigin(err,where);
+ err.movetype = MOVETYPE_NONE;
+ err.think = marker_think;
+ err.nextthink = time;
+ err.skin = 1;
+ if(lifetime)
+ err.cnt = lifetime + time;
+}
+
+entity mark_misc(vector where,float lifetime)
+{
+ entity err;
+
+ err = spawn();
+ err.classname = "mark_misc";
+ setmodel(err,"models/marker.md3");
+ setorigin(err,where);
+ err.movetype = MOVETYPE_NONE;
+ err.think = marker_think;
+ err.nextthink = time;
+ err.skin = 3;
+ if(lifetime)
+ err.cnt = lifetime + time;
+ return err;
+}
+
+/*
+* Paint a v_color colord circle on target onwho
+* that fades away over f_time
+*/
+void paint_target(entity onwho, float f_size, vector v_color, float f_time)
+{
+ entity e;
+
+ e = spawn();
+ setmodel(e, "models/turrets/c512.md3"); // precision set above
+ e.scale = (f_size/512);
+ //setsize(e, '0 0 0', '0 0 0');
+ //setattachment(e,onwho,"");
+ setorigin(e,onwho.origin + '0 0 1');
+ e.alpha = 0.15;
+ e.movetype = MOVETYPE_FLY;
+
+ e.velocity = (v_color * 32); // + '0 0 1' * 64;
+
+ e.colormod = v_color;
+ SUB_SetFade(e,time,f_time);
+}
+
+void paint_target2(entity onwho, float f_size, vector v_color, float f_time)
+{
+ entity e;
+
+ e = spawn();
+ setmodel(e, "models/turrets/c512.md3"); // precision set above
+ e.scale = (f_size/512);
+ setsize(e, '0 0 0', '0 0 0');
+
+ setorigin(e,onwho.origin + '0 0 1');
+ e.alpha = 0.15;
+ e.movetype = MOVETYPE_FLY;
+
+ e.velocity = (v_color * 32); // + '0 0 1' * 64;
+ e.avelocity_x = -128;
+
+ e.colormod = v_color;
+ SUB_SetFade(e,time,f_time);
+}
+
+void paint_target3(vector where, float f_size, vector v_color, float f_time)
+{
+ entity e;
+ e = spawn();
+ setmodel(e, "models/turrets/c512.md3"); // precision set above
+ e.scale = (f_size/512);
+ setsize(e, '0 0 0', '0 0 0');
+ setorigin(e,where+ '0 0 1');
+ e.movetype = MOVETYPE_NONE;
+ e.velocity = '0 0 0';
+ e.colormod = v_color;
+ SUB_SetFade(e,time,f_time);
+}
+#endif
float autocvar_g_turrets_reloadcvars;
float autocvar_g_turrets_targetscan_maxdelay;
float autocvar_g_turrets_targetscan_mindelay;
-float autocvar_g_turrets_unit_ewheel_speed_fast;
-float autocvar_g_turrets_unit_ewheel_speed_slow;
-float autocvar_g_turrets_unit_ewheel_speed_slower;
-float autocvar_g_turrets_unit_ewheel_speed_stop;
-float autocvar_g_turrets_unit_ewheel_turnrate;
-float autocvar_g_turrets_unit_hellion_std_shot_speed_gain;
-float autocvar_g_turrets_unit_hellion_std_shot_speed_max;
-float autocvar_g_turrets_unit_hk_std_shot_speed;
-float autocvar_g_turrets_unit_hk_std_shot_speed_accel;
-float autocvar_g_turrets_unit_hk_std_shot_speed_accel2;
-float autocvar_g_turrets_unit_hk_std_shot_speed_decel;
-float autocvar_g_turrets_unit_hk_std_shot_speed_max;
-float autocvar_g_turrets_unit_hk_std_shot_speed_turnrate;
-float autocvar_g_turrets_unit_walker_speed_jump;
-float autocvar_g_turrets_unit_walker_speed_roam;
-float autocvar_g_turrets_unit_walker_speed_run;
-float autocvar_g_turrets_unit_walker_speed_stop;
-float autocvar_g_turrets_unit_walker_speed_swim;
-float autocvar_g_turrets_unit_walker_speed_walk;
-float autocvar_g_turrets_unit_walker_std_meele_dmg;
-float autocvar_g_turrets_unit_walker_std_meele_force;
-float autocvar_g_turrets_unit_walker_std_meele_range;
-float autocvar_g_turrets_unit_walker_std_rocket_dmg;
-float autocvar_g_turrets_unit_walker_std_rocket_force;
-float autocvar_g_turrets_unit_walker_std_rocket_radius;
-float autocvar_g_turrets_unit_walker_std_rocket_refire;
-float autocvar_g_turrets_unit_walker_std_rocket_speed;
-float autocvar_g_turrets_unit_walker_std_rocket_turnrate;
-float autocvar_g_turrets_unit_walker_std_rockets_range;
-float autocvar_g_turrets_unit_walker_std_rockets_range_min;
-float autocvar_g_turrets_unit_walker_turn;
-float autocvar_g_turrets_unit_walker_turn_walk;
-float autocvar_g_turrets_unit_walker_turn_run;
-float autocvar_g_turrets_unit_walker_turn_strafe;
-float autocvar_g_turrets_unit_walker_turn_swim;
float autocvar_g_use_ammunition;
float autocvar_g_waypointeditor;
float autocvar_g_waypointeditor_auto;
else
victim = targ;
- if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ if(IS_PLAYER(victim) || victim.turret_flags & TUR_FLAG_ISTURRET)
{
if(DIFF_TEAM(victim, attacker))
{
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
// gamemode related things
precache_model ("models/misc/chatbubble.spr");
-#ifdef TTURRETS_ENABLED
- if (autocvar_g_turrets)
- turrets_precash();
-#endif
-
// Precache all player models if desired
if (autocvar_sv_precacheplayermodels)
{
activator = self;
SUB_UseTargets();
-#ifdef TTURRETS_ENABLED
entity ent, oldself;
//(Re)spawn all turrets
self = ent;
// Dubbles as teamchange
- turret_stdproc_respawn();
+ turret_respawn();
ent = find(ent, classname, "turret_main");
}
self = oldself;
-#endif
}
void assault_wall_think()
return 0;
}
+MUTATOR_HOOKFUNCTION(ons_TurretSpawn)
+{
+ entity e, ee = world;
+ if(self.targetname)
+ {
+ e = find(world, target, self.targetname);
+ if(e != world)
+ {
+ self.team = e.team;
+ ee = e;
+ }
+ }
+
+ if(ee)
+ {
+ activator = ee;
+ self.use();
+ }
+
+ return FALSE;
+}
+
MUTATOR_DEFINITION(gamemode_onslaught)
{
MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(TurretSpawn, ons_TurretSpawn, CBC_ORDER_ANY);
//MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
MUTATOR_ONADD
../common/notifications.qh // must be after autocvars
../common/deathtypes.qh // must be after notifications
+../common/turrets/config.qh
+../common/turrets/turrets.qh
+../common/turrets/sv_turrets.qh
+../common/turrets/util.qc
+
mutators/base.qh
mutators/mutators.qh
mutators/gamemode_assault.qh
mutators/mutator_dodging.qh
mutators/mutator_nades.qh
-//// tZork Turrets ////
-tturrets/include/turrets_early.qh
+//// tZork Vehicles ////
vehicles/vehicles_def.qh
campaign.qh
race.qc
-//// tZork Turrets ////
-tturrets/include/turrets.qh
+//// tZork Vehicles ////
vehicles/vehicles.qh
scores.qc
../common/explosion_equation.qc
+../common/turrets/sv_turrets.qc
+../common/turrets/config.qc
+../common/turrets/turrets.qc
+../common/turrets/checkpoint.qc
+../common/turrets/targettrigger.qc
+
mutators/base.qc
mutators/gamemode_assault.qc
mutators/gamemode_arena.qc
if(!other.vehicle.teleportable)
return;
- if(other.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ if(other.turret_flags & TUR_FLAG_ISTURRET)
return;
if(other.deadflag != DEAD_NO)
+++ /dev/null
-#ifdef TTURRETS_ENABLED
-
-// Include section.
-#include "../system/system_misc.qc" /// Assorted junk & jewls
-#include "../system/system_main.qc" /// And routines
-#include "../system/system_aimprocs.qc" /// Aiming realted stuff
-#include "../system/system_scoreprocs.qc" /// Target calssification
-#include "../system/system_damage.qc" /// Outch, they are hurting me! what should i do?
-
-// Non combat units
-#include "../units/unit_fusionreactor.qc" /// Supply unites that need it with power
-#include "../units/unit_targettrigger.qc" /// Hit me!
-#include "../units/unit_checkpoint.qc" /// Halfsmart pathing.
-
-// Combat units
-#include "../units/unit_plasma.qc" /// Basic energy cannon
-#include "../units/unit_mlrs.qc" /// Basic multibay RL
-#include "../units/unit_hellion.qc" /// Seeking missiles MLRS
-#include "../units/unit_flac.qc" /// anti missile turret
-#include "../units/unit_phaser.qc" /// ZzzapT
-#include "../units/unit_hk.qc" /// Hunter killers
-#include "../units/unit_machinegun.qc" /// whacka
-#include "../units/unit_tessla.qc" /// Chain lightning capabale turret
-#include "../units/unit_walker.qc" /// Moving minigun-rocket-meele err thing
-#include "../units/unit_ewheel.qc" /// A evil wheel. with guns on.
-//#include "../units/unit_repulsor.qc" /// Fires a wave that knocks foes back
-//#include "../units/unit_hive.qc" /// Swarm AI
-
-#endif // TTURRETS_ENABLED
+++ /dev/null
-// Comment out below to skip turrets
-#define TTURRETS_ENABLED
-
-#ifdef TTURRETS_ENABLED
-#ifdef SVQC
-//#message "with tZork turrets"
-
-float turret_count;
-
-vector real_origin(entity ent);
-
-/// Map time control over pain inflicted
-.float turret_scale_damage;
-/// Map time control targetting range
-.float turret_scale_range;
-/// Map time control refire
-.float turret_scale_refire;
-/// Map time control ammo held and recharged
-.float turret_scale_ammo;
-/// Map time control aim speed
-.float turret_scale_aim;
-/// Map time control health
-.float turret_scale_health;
-/// Map time control respawn time
-.float turret_scale_respawn;
-
-/// Used for cvar reloading
-.string cvar_basename;
-
-//.float spawnflags
-#define TSF_SUSPENDED 1
-/// Spawn a pillar model under the turret to make it look ok on uneven ground surfaces
-#define TSF_TERRAINBASE 2
-/// Disable builtin ammo regeneration
-#define TSF_NO_AMMO_REGEN 4
-/// Dont break path to chase enemys. will still fire at them if possible.
-#define TSF_NO_PATHBREAK 8
-/// Dont respawn
-#define TSL_NO_RESPAWN 16
-/// Let this turret roam when idle.
-#define TSL_ROAM 32
-
-/// target selection flags
-.float target_select_flags;
-/// target validatoin flags
-.float target_validate_flags;
-/// Dont select a target on its own.
-#define TFL_TARGETSELECT_NO 2
-/// Need line of sight
-#define TFL_TARGETSELECT_LOS 4
-/// Players are valid targets
-#define TFL_TARGETSELECT_PLAYERS 8
-/// Missiles are valid targets
-#define TFL_TARGETSELECT_MISSILES 16
-/// Responds to turret_trigger_target events
-#define TFL_TARGETSELECT_TRIGGERTARGET 32
-/// Angular limitations of turret head limits target selection
-#define TFL_TARGETSELECT_ANGLELIMITS 64
-/// Range limits apply in targetselection
-#define TFL_TARGETSELECT_RANGELIMTS 128
-/// DOnt select targets with a .team matching its own
-#define TFL_TARGETSELECT_TEAMCHECK 256
-/// Cant select targets on its own. needs to be triggerd or slaved.
-#define TFL_TARGETSELECT_NOBUILTIN 512
-/// TFL_TARGETSELECT_TEAMCHECK is inverted (selects only mebers of own .team)
-#define TFL_TARGETSELECT_OWNTEAM 1024
-/// Turrets aren't valid targets
-#define TFL_TARGETSELECT_NOTURRETS 2048
-/// Use feild of view
-#define TFL_TARGETSELECT_FOV 4096
-
-#define TFL_TARGETSELECT_MISSILESONLY 8192
-
-/// aim flags
-.float aim_flags;
-/// Dont aim.
-#define TFL_AIM_NO 1
-/// Go for ground, not direct hit, but only if target is on ground.
-#define TFL_AIM_GROUNDGROUND 2
-/// Try to predict target movement (does not account for gravity)
-#define TFL_AIM_LEAD 4
-/// Compensate for shot traveltime when lead
-#define TFL_AIM_SHOTTIMECOMPENSATE 8
-/// Try to do real prediction of targets z pos at impact.
-#define TFL_AIM_ZPREDICT 16
-/// Simply aim at target's current location
-#define TFL_AIM_SIMPLE 32
-
-/// track (turn and pitch head) flags
-.float track_flags;
-/// Dont move head
-#define TFL_TRACK_NO 2
-/// Pitch the head
-#define TFL_TRACK_PITCH 4
-/// Rotate the head
-#define TFL_TRACK_ROT 8
-
-/// How tracking is preformed
-.float track_type;
-/// Hard angle increments. Ugly for fast turning, best accuracy.
-#define TFL_TRACKTYPE_STEPMOTOR 1
-/// Smoth absolute movement. Looks ok, fair accuracy.
-#define TFL_TRACKTYPE_FLUIDPRECISE 2
-/// Simulated inertia. "Wobbly mode" Looks kool, can mean really bad accuracy depending on how the fields below are set
-#define TFL_TRACKTYPE_FLUIDINERTIA 3
-/// TFL_TRACKTYPE_FLUIDINERTIA: pitch multiplier
-.float track_accel_pitch;
-/// TFL_TRACKTYPE_FLUIDINERTIA: rotation multiplier
-.float track_accel_rot;
-/// TFL_TRACKTYPE_FLUIDINERTIA: Blendrate with old rotation (inertia simulation) 1 = only old, 0 = only new
-.float track_blendrate;
-
-/// How prefire check is preformed
-.float firecheck_flags;
-/// Dont kill the dead
-#define TFL_FIRECHECK_DEAD 4
-/// Range limits apply
-#define TFL_FIRECHECK_DISTANCES 8
-/// Line Of Sight needs to be clear
-#define TFL_FIRECHECK_LOS 16
-/// Consider distance inpactpoint<->aimspot
-#define TFL_FIRECHECK_AIMDIST 32
-/// Consider enemy origin<->impactpoint
-#define TFL_FIRECHECK_REALDIST 64
-/// Consider angular diff head<->aimspot
-#define TFL_FIRECHECK_ANGLEDIST 128
-/// (re)consider target.team<->self.team
-#define TFL_FIRECHECK_TEAMCECK 256
-/// Try to avoid friendly fire
-#define TFL_FIRECHECK_AFF 512
-/// Own .ammo needs to be >= then own .shot_dmg
-#define TFL_FIRECHECK_OWM_AMMO 1024
-/// Others ammo need to be < others .ammo_max
-#define TFL_FIRECHECK_OTHER_AMMO 2048
-/// Check own .attack_finished_single vs time
-#define TFL_FIRECHECK_REFIRE 4096
-/// Move the acctual target to aimspot before tracing impact (and back after)
-//#define TFL_FIRECHECK_VERIFIED 8192
-/// Dont do any chekcs
-#define TFL_FIRECHECK_NO 16384
-
-/// How shooting is done
-.float shoot_flags;
-/// Dont shoot
-#define TFL_SHOOT_NO 64
-/// Fire in vollys (partial implementation through .shot_volly)
-#define TFL_SHOOT_VOLLY 2
-/// Always do a full volly, even if target is lost or dead. (not implemented)
-#define TFL_SHOOT_VOLLYALWAYS 4
-/// Loop though all valid tarters, and hit them.
-#define TFL_SHOOT_HITALLVALID 8
-/// Fiering makes unit loose target (after volly is done, if in volly mode)
-#define TFL_SHOOT_CLEARTARGET 16
-///Custom shooting;
-#define TFL_SHOOT_CUSTOM 32
-
-/// Information aboute the units capabilities
-.float turrcaps_flags;
-/// No kown capabilities
-#define TFL_TURRCAPS_NONE 0
-/// Capable of sniping
-#define TFL_TURRCAPS_SNIPER 2
-/// Capable of splasdamage
-#define TFL_TURRCAPS_RADIUSDMG 4
-/// Has one or more cannons with zero shot traveltime
-#define TFL_TURRCAPS_HITSCAN 8
-/// More then one (type of) gun
-#define TFL_TURRCAPS_MULTIGUN 16
-/// Carries at least one guided weapon
-#define TFL_TURRCAPS_GUIDED 32
-/// At least one gun fiers slow projectiles
-#define TFL_TURRCAPS_SLOWPROJ 64
-/// At least one gun fiers medium speed projectiles
-#define TFL_TURRCAPS_MEDPROJ 128
-/// At least one gun fiers fast projectiles
-#define TFL_TURRCAPS_FASTPROJ 256
-/// At least one gun capable of damaging players
-#define TFL_TURRCAPS_PLAYERKILL 512
-/// At least one gun that can shoot town missiles
-#define TFL_TURRCAPS_MISSILEKILL 1024
-/// Has support capabilities. powerplants and sutch.
-#define TFL_TURRCAPS_SUPPORT 2048
-/// Proveides at least one type of ammmo
-#define TFL_TURRCAPS_AMMOSOURCE 4096
-/// Can recive targets from external sources
-#define TFL_TURRCAPS_RECIVETARGETS 8192
-/// Capable of self-transport
-#define TFL_TURRCAPS_MOVE 16384
-/// Will roam arround even if not chasing anyting
-#define TFL_TURRCAPS_ROAM 32768
-#define TFL_TURRCAPS_ISTURRET 65536
-
-/// Ammo types needed and/or provided
-//.float ammo_flags;
-#define ammo_flags currentammo
-/// Has and needs no ammo
-#define TFL_AMMO_NONE 64
-/// Uses power
-#define TFL_AMMO_ENERGY 2
-/// Uses bullets
-#define TFL_AMMO_BULLETS 4
-/// Uses explosives
-#define TFL_AMMO_ROCKETS 8
-/// Regenerates ammo on its own
-#define TFL_AMMO_RECHARGE 16
-/// Can recive ammo from others
-#define TFL_AMMO_RECIVE 32
-
-/// How incomming damage is handeld
-.float damage_flags;
-/// Cant be hurt
-#define TFL_DMG_NO 256
-/// Can be damaged
-#define TFL_DMG_YES 2
-/// Can be damaged by teammates
-#define TFL_DMG_TAKEFROMTEAM 4
-/// Traget attackers
-#define TFL_DMG_RETALIATE 8
-/// Target attackers, even is on own team
-#define TFL_DMG_RETALIATEONTEAM 16
-/// Loses target when damaged
-#define TFL_DMG_TARGETLOSS 32
-/// Reciving damage trows off aim (pointless atm, aim gets recalculated to fast). not implemented.
-#define TFL_DMG_AIMSHAKE 64
-/// Reciving damage slaps the head arround
-#define TFL_DMG_HEADSHAKE 128
-/// Die and stay dead.
-#define TFL_DMG_DEATH_NORESPAWN 256
-
-// Spawnflags
-/// Spawn in teambased modes
-#define TFL_SPAWN_TEAM 2
-/// Spawn in FFA modes
-#define TFL_SPAWN_FFA 4
-
-
-/*
-* Fields used by turrets
-*/
-/// Turrets internal ai speed
-.float ticrate;
-
-/// Where to point the when no target
-.vector idle_aim;
-
-/// Top part of turret
-.entity tur_head;
-
-/// Start/respawn health
-.float tur_health;
-
-/// Defend this entity (or ratehr this entitys position)
-.entity tur_defend;
-
-/// and shoot from here. (can be non constant, think MLRS)
-.vector tur_shotorg;
-
-/// Aim at this spot
-.vector tur_aimpos;
-
-/// Predicted time the round will impact
-.float tur_impacttime;
-
-// Predicted place the round will impact
-//.vector tur_impactpoint; // unused
-
-/// What entity the aimtrace hit, if any.
-.entity tur_impactent;
-
-/// Distance to enemy
-.float tur_dist_enemy;
-
-/// Distance to aimspot
-.float tur_dist_aimpos;
-
-/// Distance impact<->aim
-.float tur_dist_impact_to_aimpos;
-
-/// Decresment counter form .shot_volly to 0.
-.float volly_counter;
-
-/*
-* Projectile/missile. its up to the individual turret implementation to
-** deal the damage, blow upp the missile or whatever.
-*/
-/// Track then refireing is possible
-//.float attack_finished; = attack_finished_single
-/// Shoot this often
-.float shot_refire;
-/// Shots travel this fast, when appliable
-.float shot_speed;
-/// Inaccuracy
-.float shot_spread;
-/// Estimated (core) damage of projectiles. also reduce on ammo with this amount when fiering
-.float shot_dmg;
-/// If radius dmg, this is how big that radius is.
-.float shot_radius;
-/// Max force exserted by round impact
-.float shot_force;
-/// < 1 = shoot # times at target (if possible)
-.float shot_volly;
-/// Refire after a compleated volly.
-.float shot_volly_refire;
-
-/// Consider targets within this range
-.float target_range;
-/// Dont consider targets closer then
-.float target_range_min;
-/// Targets closer to this are prefered
-.float target_range_optimal;
-
-/*
-* The standard targetselection tries to select a target based on
-* range, angle offset, target type, "is old target"
-* Thise biases will allow score scaling to (dis)favor diffrent targets
-*/
-/// (dis)Favor best range this mutch
-.float target_select_rangebias;
-/// (dis)Favor targeting my old enemy this mutch
-.float target_select_samebias;
-/// (dis)Favor targeting the enemy closest to my guns current angle this mutch
-.float target_select_anglebias;
-/// (dis)Favor Missiles? (-1 to diable targeting compleatly)
-.float target_select_missilebias;
-/// (dis)Favot living players (-1 to diable targeting compleatly)
-.float target_select_playerbias;
-/// Field of view
-//.float target_select_fov;
-/// Last timestamp this turret aquierd a valid target
-.float target_select_time;
-/// Throttle re-validation of current target
-.float target_validate_time;
-/*
-* Aim refers to real aiming, not gun pos (thats done by track)
-*/
-/// Maximum offset between impact and aim spot to fire
-.float aim_firetolerance_dist;
-/// How fast can i rotate/pitch (per second in stepmotor mode, base force in smooth modes)
-.float aim_speed;
-/// cant aim higher/lower then this
-.float aim_maxpitch;
-/// I cant rotate more then this
-.float aim_maxrot;
-
-// Ammo/power. keeping dmg and ammo on a one to one ratio is preferable (for rating)
-/// Staring & current ammo
-.float ammo;
-/// Regenerate this mutch ammo (per second)
-.float ammo_recharge;
-/// Max amount of ammo i can hold
-.float ammo_max;
-
-
-// Uncomment below to enable various debug output.
-//#define TURRET_DEBUG
-//#define TURRET_DEBUG_TARGETVALIDATE
-//#define TURRET_DEBUG_TARGETSELECT
-
-#ifdef TURRET_DEBUG
-.float tur_dbg_dmg_t_h; // Total dmg that hit something (can be more then tur_dbg_dmg_t_f since it should count radius dmg.
-.float tur_dbg_dmg_t_f; // Total damage spent
-.float tur_dbg_start; // When did i go online?
-.float tur_dbg_tmr1; // timer for random use
-.float tur_dbg_tmr2; // timer for random use
-.float tur_dbg_tmr3; // timer for random use
-.vector tur_dbg_rvec; // Random vector, mainly for coloruing stuff'
-#endif
-
-// System main's
-/// Main AI loop
-void turret_think();
-/// Prefire checks and sutch
-void turret_fire();
-
-// Callbacks
-/// implements the actual fiering
-.void() turret_firefunc;
-/// prefire checks go here. return 1 to go bang, 0 not to.
-.float() turret_firecheckfunc;
-/// Execure AFTER main AI loop
-.void() turret_postthink;
-
-/// Add a target
-.float(entity e_target,entity e_sender) turret_addtarget;
-
-.void() turret_diehook;
-.void() turret_respawnhook;
-
-/*
-* Target selection, preferably but not nessesarely
-* return a normalized result.
-*/
-/// Function to use for target evaluation. usualy turret_stdproc_targetscore_generic
-.float(entity _turret, entity _target) turret_score_target;
-
-/*
-* Target selection
-*/
-/// Generic, fairly smart, bias-aware target selection.
-float turret_stdproc_targetscore_generic(entity _turret, entity _target);
-/// Experimental supportunits targetselector
-float turret_stdproc_targetscore_support(entity _turret,entity _target);
-
-/*
-* Aim functions
-*/
-/// Generic aimer guided by self.aim_flags
-vector turret_stdproc_aim_generic();
-
-/*
-* Turret turning & pitch
-*/
-/// Tries to line up the turret head with the aimpos
-void turret_stdproc_track();
-
-/// Generic damage handeling. blows up the turret when health <= 0
-void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce);
-/// Spawns a explotion, does some damage & trows bits arround.
-void turret_stdproc_die();
-/// reassembles the turret.
-void turret_stdproc_respawn();
-
-/// Evaluate target validity
-float turret_validate_target(entity e_turret,entity e_target,float validate_flags);
-/// Turret Head Angle Diff Vector. updated by a sucsessfull call to turret_validate_target
-vector tvt_thadv;
-/// Turret Angle Diff Vector. updated by a sucsessfull call to turret_validate_target
-vector tvt_tadv;
-/// Turret Head Angle Diff Float. updated by a sucsessfull call to turret_validate_target
-float tvt_thadf;
-/// Turret Angle Diff Float. updated by a sucsessfull call to turret_validate_target
-float tvt_tadf;
-/// Distance. updated by a sucsessfull call to turret_validate_target
-float tvt_dist;
-
-/// updates aim org, shot org, shot dir and enemy org for selected turret
-void turret_do_updates(entity e_turret);
-.vector tur_shotdir_updated;
-
-void turrets_precash();
-#endif // SVQC
-
-// common
-.float turret_type;
-const float TID_COMMON = 1;
-const float TID_EWHEEL = 2;
-const float TID_FLAC = 3;
-const float TID_FUSION = 4;
-const float TID_HELLION = 5;
-const float TID_HK = 6;
-const float TID_MACHINEGUN = 7;
-const float TID_MLRS = 8;
-const float TID_PHASER = 9;
-const float TID_PLASMA = 10;
-const float TID_PLASMA_DUAL = 11;
-const float TID_TESLA = 12;
-const float TID_WALKER = 13;
-const float TID_LAST = 13;
-
-const float TNSF_UPDATE = 2;
-const float TNSF_STATUS = 4;
-const float TNSF_SETUP = 8;
-const float TNSF_ANG = 16;
-const float TNSF_AVEL = 32;
-const float TNSF_MOVE = 64;
-.float anim_start_time;
-const float TNSF_ANIM = 128;
-
-const float TNSF_FULL_UPDATE = 16777215;
-
-#endif // TTURRETS_ENABLED
-
-
+++ /dev/null
-/*
-* Generic aim
-
-supports:
-TFL_AIM_NO
-TFL_AIM_GROUNDGROUND
-TFL_AIM_LEAD
-TFL_AIM_SHOTTIMECOMPENSATE
-*/
-vector turret_stdproc_aim_generic()
-{
-
- vector pre_pos, prep;
- float distance, impact_time, i, mintime;
-
- turret_tag_fire_update();
-
- if(self.aim_flags & TFL_AIM_SIMPLE)
- return real_origin(self.enemy);
-
- mintime = max(self.attack_finished_single - time,0) + sys_frametime;
-
- // Baseline
- pre_pos = real_origin(self.enemy);
-
- // Lead?
- if (self.aim_flags & TFL_AIM_LEAD)
- {
- if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
- {
- // FIXME: this cant be the best way to do this..
- prep = pre_pos;
-#ifdef GMQCC
- impact_time = 0;
-#endif
- for(i = 0; i < 4; ++i)
- {
- distance = vlen(prep - self.tur_shotorg);
- impact_time = distance / self.shot_speed;
- prep = pre_pos + self.enemy.velocity * impact_time;
- }
-
- prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
-
- if(self.aim_flags & TFL_AIM_ZPREDICT)
- if not(self.enemy.flags & FL_ONGROUND)
- if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
- {
- float vz;
- prep_z = pre_pos_z;
- vz = self.enemy.velocity_z;
- for(i = 0; i < impact_time; i += sys_frametime)
- {
- vz = vz - (autocvar_sv_gravity * sys_frametime);
- prep_z = prep_z + vz * sys_frametime;
- }
- }
- pre_pos = prep;
- }
- else
- pre_pos = pre_pos + self.enemy.velocity * mintime;
- }
-
- if(self.aim_flags & TFL_AIM_GROUNDGROUND)
- {
- //tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
- traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
- if(trace_fraction != 1.0)
- pre_pos = trace_endpos;
- }
-
- return pre_pos;
-}
+++ /dev/null
-/*
-* Spawn a boom, trow fake bits arround
-* and hide the real ones.
-*/
-void turret_hide()
-{
- self.effects |= EF_NODRAW;
- self.nextthink = time + self.respawntime - 0.2;
- self.think = turret_stdproc_respawn;
-}
-
-void turret_stdproc_die()
-{
- self.deadflag = DEAD_DEAD;
- self.tur_head.deadflag = self.deadflag;
-
-// Unsolidify and hide real parts
- self.solid = SOLID_NOT;
- self.tur_head.solid = self.solid;
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- self.health = 0;
-
-// Go boom
- //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
-
- if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
- {
- if (self.turret_diehook)
- self.turret_diehook();
-
- remove(self.tur_head);
- remove(self);
- }
- else
- {
- // Setup respawn
- self.SendFlags |= TNSF_STATUS;
- self.nextthink = time + 0.2;
- self.think = turret_hide;
-
- if (self.turret_diehook)
- self.turret_diehook();
- }
-}
-
-void turret_stdproc_respawn()
-{
- // Make sure all parts belong to the same team since
- // this function doubles as "teamchange" function.
- self.tur_head.team = self.team;
-
- self.effects &= ~EF_NODRAW;
- self.deadflag = DEAD_NO;
- self.effects = EF_LOWPRECISION;
- self.solid = SOLID_BBOX;
-
- self.takedamage = DAMAGE_AIM;
- self.event_damage = turret_stdproc_damage;
-
- self.avelocity = '0 0 0';
- self.tur_head.avelocity = self.avelocity;
- self.tur_head.angles = self.idle_aim;
- self.health = self.tur_health;
-
- self.enemy = world;
- self.volly_counter = self.shot_volly;
- self.ammo = self.ammo_max;
-
- self.nextthink = time + self.ticrate;
- self.think = turret_think;
-
- self.SendFlags = TNSF_FULL_UPDATE;
-
- if (self.turret_respawnhook)
- self.turret_respawnhook();
-}
-
-/*
-* Standard damage proc.
-*/
-void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
- // Enougth allready!
- if(self.deadflag == DEAD_DEAD)
- return;
-
- // Inactive turrets take no damage. (hm..)
- if not (self.active)
- return;
-
- if (teamplay)
- if (self.team == attacker.team)
- {
- // This does not happen anymore. Re-enable if you fix that.
- if(IS_REAL_CLIENT(attacker))
- sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
-
- if(autocvar_g_friendlyfire)
- damage = damage * autocvar_g_friendlyfire;
- else
- return;
- }
-
- self.health = self.health - damage;
-
- // thorw head slightly off aim when hit?
- if (self.damage_flags & TFL_DMG_HEADSHAKE)
- {
- self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
- self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
-
- self.SendFlags |= TNSF_ANG;
- }
-
- if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)
- self.velocity = self.velocity + vforce;
-
- if (self.health <= 0)
- {
- self.event_damage = func_null;
- self.tur_head.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
- self.nextthink = time;
- self.think = turret_stdproc_die;
- }
-
- self.SendFlags |= TNSF_STATUS;
-}
+++ /dev/null
-#define cvar_base "g_turrets_unit_"
-.float clientframe;
-void turrets_setframe(float _frame, float client_only)
-{
- if((client_only ? self.clientframe : self.frame ) != _frame)
- {
- self.SendFlags |= TNSF_ANIM;
- self.anim_start_time = time;
- }
-
- if(client_only)
- self.clientframe = _frame;
- else
- self.frame = _frame;
-
-}
-
-float turret_send(entity to, float sf)
-{
-
- WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
- WriteByte(MSG_ENTITY, sf);
- if(sf & TNSF_SETUP)
- {
- WriteByte(MSG_ENTITY, self.turret_type);
-
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
-
- WriteAngle(MSG_ENTITY, self.angles_x);
- WriteAngle(MSG_ENTITY, self.angles_y);
- }
-
- if(sf & TNSF_ANG)
- {
- WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
- WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
- }
-
- if(sf & TNSF_AVEL)
- {
- WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
- WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
- }
-
- if(sf & TNSF_MOVE)
- {
- WriteShort(MSG_ENTITY, rint(self.origin_x));
- WriteShort(MSG_ENTITY, rint(self.origin_y));
- WriteShort(MSG_ENTITY, rint(self.origin_z));
-
- WriteShort(MSG_ENTITY, rint(self.velocity_x));
- WriteShort(MSG_ENTITY, rint(self.velocity_y));
- WriteShort(MSG_ENTITY, rint(self.velocity_z));
-
- WriteShort(MSG_ENTITY, rint(self.angles_y));
- }
-
- if(sf & TNSF_ANIM)
- {
- WriteCoord(MSG_ENTITY, self.anim_start_time);
- WriteByte(MSG_ENTITY, self.frame);
- }
-
- if(sf & TNSF_STATUS)
- {
- WriteByte(MSG_ENTITY, self.team);
-
- if(self.health <= 0)
- WriteByte(MSG_ENTITY, 0);
- else
- WriteByte(MSG_ENTITY, ceil((self.health / self.tur_health) * 255));
- }
-
- return TRUE;
-}
-
-void load_unit_settings(entity ent, string unitname, float is_reload)
-{
- string sbase;
-
- if (ent == world)
- return;
-
- if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
- if not (ent.turret_scale_range) ent.turret_scale_range = 1;
- if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
- if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
- if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
- if not (ent.turret_scale_health) ent.turret_scale_health = 1;
- if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
-
- sbase = strcat(cvar_base,unitname);
- if (is_reload)
- {
- ent.enemy = world;
- ent.tur_head.avelocity = '0 0 0';
-
- ent.tur_head.angles = '0 0 0';
- }
-
- ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
- ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
-
- ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
- ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
- ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
- ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
- ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
- ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
- ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
- ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
-
- ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
- ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
- ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
- //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
-
- ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
- ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
- ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
- ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
- //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
-
- ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
- ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
-
- ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
- ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
- ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
- ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
-
- ent.track_type = cvar(strcat(sbase,"_track_type"));
- ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
- ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
- ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
-
- if(is_reload)
- if(ent.turret_respawnhook)
- ent.turret_respawnhook();
-}
-
-void turret_projectile_explode()
-{
-
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
-#ifdef TURRET_DEBUG
- float d;
- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
- self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
- self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
-#else
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
-#endif
- remove(self);
-}
-
-void turret_projectile_touch()
-{
- PROJECTILE_TOUCH;
- turret_projectile_explode();
-}
-
-void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
- self.velocity += vforce;
- self.health -= damage;
- //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
- if(self.health <= 0)
- W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
-}
-
-entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
-{
- entity proj;
-
- sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
- proj = spawn ();
- setorigin(proj, self.tur_shotorg);
- setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
- proj.owner = self;
- proj.realowner = self;
- proj.bot_dodge = TRUE;
- proj.bot_dodgerating = self.shot_dmg;
- proj.think = turret_projectile_explode;
- proj.touch = turret_projectile_touch;
- proj.nextthink = time + 9;
- proj.movetype = MOVETYPE_FLYMISSILE;
- proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
- proj.flags = FL_PROJECTILE;
- proj.enemy = self.enemy;
- proj.totalfrags = _death;
- PROJECTILE_MAKETRIGGER(proj);
- if(_health)
- {
- proj.health = _health;
- proj.takedamage = DAMAGE_YES;
- proj.event_damage = turret_projectile_damage;
- }
- else
- proj.flags |= FL_NOTARGET;
-
- CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
-
- return proj;
-}
-
-/**
-** updates enemy distances, predicted impact point/time
-** and updated aim<->predict impact distance.
-**/
-void turret_do_updates(entity t_turret)
-{
- vector enemy_pos;
- entity oldself;
-
- oldself = self;
- self = t_turret;
-
- enemy_pos = real_origin(self.enemy);
-
- turret_tag_fire_update();
-
- self.tur_shotdir_updated = v_forward;
- self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
- self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
-
- /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
- {
- oldpos = self.enemy.origin;
- setorigin(self.enemy, self.tur_aimpos);
- tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
- setorigin(self.enemy, oldpos);
-
- if(trace_ent == self.enemy)
- self.tur_dist_impact_to_aimpos = 0;
- else
- self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
- }
- else*/
- tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
-
- self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
- self.tur_impactent = trace_ent;
- self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
-
- self = oldself;
-}
-
-/*
-vector turret_fovsearch_pingpong()
-{
- vector wish_angle;
- if(self.phase < time)
- {
- if( self.tur_head.phase )
- self.tur_head.phase = 0;
- else
- self.tur_head.phase = 1;
- self.phase = time + 5;
- }
-
- if( self.tur_head.phase)
- wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
- else
- wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
-
- return wish_angle;
-}
-
-vector turret_fovsearch_steprot()
-{
- vector wish_angle;
- //float rot_add;
-
- wish_angle = self.tur_head.angles;
- wish_angle_x = self.idle_aim_x;
-
- if (self.phase < time)
- {
- //rot_add = self.aim_maxrot / self.target_select_fov;
- wish_angle_y += (self.target_select_fov * 2);
-
- if(wish_angle_y > 360)
- wish_angle_y = wish_angle_y - 360;
-
- self.phase = time + 1.5;
- }
-
- return wish_angle;
-}
-
-vector turret_fovsearch_random()
-{
- vector wish_angle;
-
- if (self.phase < time)
- {
- wish_angle_y = random() * self.aim_maxrot;
- if(random() < 0.5)
- wish_angle_y *= -1;
-
- wish_angle_x = random() * self.aim_maxpitch;
- if(random() < 0.5)
- wish_angle_x *= -1;
-
- self.phase = time + 5;
-
- self.tur_aimpos = wish_angle;
- }
-
- return self.idle_aim + self.tur_aimpos;
-}
-*/
-
-/**
-** Handles head rotation according to
-** the units .track_type and .track_flags
-**/
-.float turret_framecounter;
-void turret_stdproc_track()
-{
- vector target_angle; // This is where we want to aim
- vector move_angle; // This is where we can aim
- float f_tmp;
- vector v1, v2;
- v1 = self.tur_head.angles;
- v2 = self.tur_head.avelocity;
-
- if (self.track_flags == TFL_TRACK_NO)
- return;
-
- if not (self.active)
- target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
- else if (self.enemy == world)
- {
- if(time > self.lip)
- target_angle = self.idle_aim + self.angles;
- else
- target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
- }
- else
- {
- target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
- }
-
- self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
- self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
-
- // Find the diffrence between where we currently aim and where we want to aim
- //move_angle = target_angle - (self.angles + self.tur_head.angles);
- //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
-
- move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
- move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
-
- switch(self.track_type)
- {
- case TFL_TRACKTYPE_STEPMOTOR:
- f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
- if (self.track_flags & TFL_TRACK_PITCH)
- {
- self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
- if(self.tur_head.angles_x > self.aim_maxpitch)
- self.tur_head.angles_x = self.aim_maxpitch;
-
- if(self.tur_head.angles_x < -self.aim_maxpitch)
- self.tur_head.angles_x = self.aim_maxpitch;
- }
-
- if (self.track_flags & TFL_TRACK_ROT)
- {
- self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
- if(self.tur_head.angles_y > self.aim_maxrot)
- self.tur_head.angles_y = self.aim_maxrot;
-
- if(self.tur_head.angles_y < -self.aim_maxrot)
- self.tur_head.angles_y = self.aim_maxrot;
- }
-
- // CSQC
- self.SendFlags |= TNSF_ANG;
-
- return;
-
- case TFL_TRACKTYPE_FLUIDINERTIA:
- f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
- move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
- move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
- move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
- break;
-
- case TFL_TRACKTYPE_FLUIDPRECISE:
-
- move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
- move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
-
- break;
- }
-
- // pitch
- if (self.track_flags & TFL_TRACK_PITCH)
- {
- self.tur_head.avelocity_x = move_angle_x;
- if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
- {
- self.tur_head.avelocity_x = 0;
- self.tur_head.angles_x = self.aim_maxpitch;
-
- self.SendFlags |= TNSF_ANG;
- }
-
- if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
- {
- self.tur_head.avelocity_x = 0;
- self.tur_head.angles_x = -self.aim_maxpitch;
-
- self.SendFlags |= TNSF_ANG;
- }
- }
-
- // rot
- if (self.track_flags & TFL_TRACK_ROT)
- {
- self.tur_head.avelocity_y = move_angle_y;
-
- if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
- {
- self.tur_head.avelocity_y = 0;
- self.tur_head.angles_y = self.aim_maxrot;
-
- self.SendFlags |= TNSF_ANG;
- }
-
- if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
- {
- self.tur_head.avelocity_y = 0;
- self.tur_head.angles_y = -self.aim_maxrot;
-
- self.SendFlags |= TNSF_ANG;
- }
- }
-
- self.SendFlags |= TNSF_AVEL;
-
- // Force a angle update every 10'th frame
- self.turret_framecounter += 1;
- if(self.turret_framecounter >= 10)
- {
- self.SendFlags |= TNSF_ANG;
- self.turret_framecounter = 0;
- }
-}
-
-
-/*
- + = implemented
- - = not implemented
-
- + TFL_FIRECHECK_NO
- + TFL_FIRECHECK_WORLD
- + TFL_FIRECHECK_DEAD
- + TFL_FIRECHECK_DISTANCES
- - TFL_FIRECHECK_LOS
- + TFL_FIRECHECK_AIMDIST
- + TFL_FIRECHECK_REALDIST
- - TFL_FIRECHECK_ANGLEDIST
- - TFL_FIRECHECK_TEAMCECK
- + TFL_FIRECHECK_AFF
- + TFL_FIRECHECK_OWM_AMMO
- + TFL_FIRECHECK_OTHER_AMMO
- + TFL_FIRECHECK_REFIRE
-*/
-
-/**
-** Preforms pre-fire checks based on the uints firecheck_flags
-**/
-float turret_stdproc_firecheck()
-{
- // This one just dont care =)
- if (self.firecheck_flags & TFL_FIRECHECK_NO)
- return 1;
-
- if (self.enemy == world)
- return 0;
-
- // Ready?
- if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
- if (self.attack_finished_single > time) return 0;
-
- // Special case: volly fire turret that has to fire a full volly if a shot was fired.
- if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
- if (self.volly_counter != self.shot_volly)
- if(self.ammo >= self.shot_dmg)
- return 1;
-
- // Lack of zombies makes shooting dead things unnecessary :P
- if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
- if (self.enemy.deadflag != DEAD_NO)
- return 0;
-
- // Own ammo?
- if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
- if (self.ammo < self.shot_dmg)
- return 0;
-
- // Other's ammo? (support-supply units)
- if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
- if (self.enemy.ammo >= self.enemy.ammo_max)
- return 0;
-
- // Target of opertunity?
- if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
- {
- self.enemy = self.tur_impactent;
- return 1;
- }
-
- if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
- {
- // To close?
- if (self.tur_dist_aimpos < self.target_range_min)
- if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
- return 1; // Target of opertunity?
- else
- return 0;
- }
-
- // Try to avoid FF?
- if (self.firecheck_flags & TFL_FIRECHECK_AFF)
- if (self.tur_impactent.team == self.team)
- return 0;
-
- // aim<->predicted impact
- if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
- if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
- return 0;
-
- // Volly status
- if (self.shot_volly > 1)
- if (self.volly_counter == self.shot_volly)
- if (self.ammo < (self.shot_dmg * self.shot_volly))
- return 0;
-
- /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
- if(self.tur_impactent != self.enemy)
- return 0;*/
-
- return 1;
-}
-
-/*
- + TFL_TARGETSELECT_NO
- + TFL_TARGETSELECT_LOS
- + TFL_TARGETSELECT_PLAYERS
- + TFL_TARGETSELECT_MISSILES
- - TFL_TARGETSELECT_TRIGGERTARGET
- + TFL_TARGETSELECT_ANGLELIMITS
- + TFL_TARGETSELECT_RANGELIMTS
- + TFL_TARGETSELECT_TEAMCHECK
- - TFL_TARGETSELECT_NOBUILTIN
- + TFL_TARGETSELECT_OWNTEAM
-*/
-
-/**
-** Evaluate a entity for target valitity based on validate_flags
-** NOTE: the caller must check takedamage before calling this, to inline this check.
-**/
-float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
-{
- vector v_tmp;
-
- //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
- // return -0.5;
-
- if(e_target.owner == e_turret)
- return -0.5;
-
- if not(checkpvs(e_target.origin, e_turret))
- return -1;
-
- if not (e_target)
- return -2;
-
- if(g_onslaught)
- if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
- return - 3;
-
- if (validate_flags & TFL_TARGETSELECT_NO)
- return -4;
-
- // If only this was used more..
- if (e_target.flags & FL_NOTARGET)
- return -5;
-
- // Cant touch this
- if(e_target.vehicle_flags & VHF_ISVEHICLE)
- {
- if (e_target.vehicle_health <= 0)
- return -6;
- }
- else if (e_target.health <= 0)
- return -6;
-
- // player
- if (IS_CLIENT(e_target))
- {
- if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
- return -7;
-
- if (e_target.deadflag != DEAD_NO)
- return -8;
- }
-
- // enemy turrets
- if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
- if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
- if(e_target.team != e_turret.team) // Dont break support units.
- return -9;
-
- // Missile
- if (e_target.flags & FL_PROJECTILE)
- if not (validate_flags & TFL_TARGETSELECT_MISSILES)
- return -10;
-
- if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
- if not (e_target.flags & FL_PROJECTILE)
- return -10.5;
-
- // Team check
- if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
- {
- if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
- {
- if (e_target.team != e_turret.team)
- return -11;
-
- if (e_turret.team != e_target.owner.team)
- return -12;
- }
- else
- {
- if (e_target.team == e_turret.team)
- return -13;
-
- if (e_turret.team == e_target.owner.team)
- return -14;
- }
- }
-
- // Range limits?
- tvt_dist = vlen(e_turret.origin - real_origin(e_target));
- if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
- {
- if (tvt_dist < e_turret.target_range_min)
- return -15;
-
- if (tvt_dist > e_turret.target_range)
- return -16;
- }
-
- // Can we even aim this thing?
- tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
- tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
- tvt_thadf = vlen(tvt_thadv);
- tvt_tadf = vlen(tvt_tadv);
-
- /*
- if(validate_flags & TFL_TARGETSELECT_FOV)
- {
- if(e_turret.target_select_fov < tvt_thadf)
- return -21;
- }
- */
-
- if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
- {
- if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
- return -17;
-
- if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
- return -18;
- }
-
- // Line of sight?
- if (validate_flags & TFL_TARGETSELECT_LOS)
- {
- v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
-
- traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
-
- if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
- return -19;
- }
-
- if (e_target.classname == "grapplinghook")
- return -20;
-
- /*
- if (e_target.classname == "func_button")
- return -21;
- */
-
-#ifdef TURRET_DEBUG_TARGETSELECT
- dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
-#endif
-
- return 1;
-}
-
-entity turret_select_target()
-{
- entity e; // target looper entity
- float score; // target looper entity score
- entity e_enemy; // currently best scoreing target
- float m_score; // currently best scoreing target's score
-
- m_score = 0;
- if(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
- {
- e_enemy = self.enemy;
- m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
- }
- else
- e_enemy = self.enemy = world;
-
- e = findradius(self.origin, self.target_range);
-
- // Nothing to aim at?
- if (!e)
- return world;
-
- while (e)
- {
- if(e.takedamage)
- {
- float f = turret_validate_target(self, e, self.target_select_flags);
- //dprint("F is: ", ftos(f), "\n");
- if ( f > 0)
- {
- score = self.turret_score_target(self,e);
- if ((score > m_score) && (score > 0))
- {
- e_enemy = e;
- m_score = score;
- }
- }
- }
- e = e.chain;
- }
-
- return e_enemy;
-}
-
-void turret_think()
-{
- entity e;
-
- self.nextthink = time + self.ticrate;
-
- // ONS uses somewhat backwards linking.
- if (teamplay)
- {
- if (g_onslaught)
- if (self.target)
- {
- e = find(world, targetname,self.target);
- if (e != world)
- self.team = e.team;
- }
-
- if (self.team != self.tur_head.team)
- turret_stdproc_respawn();
- }
-
-#ifdef TURRET_DEBUG
- if (self.tur_dbg_tmr1 < time)
- {
- if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
- paint_target(self,256,self.tur_dbg_rvec,0.9);
- self.tur_dbg_tmr1 = time + 1;
- }
-#endif
-
- // Handle ammo
- if not (self.spawnflags & TSF_NO_AMMO_REGEN)
- if (self.ammo < self.ammo_max)
- self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
-
- // Inactive turrets needs to run the think loop,
- // So they can handle animation and wake up if need be.
- if not (self.active)
- {
- turret_stdproc_track();
- return;
- }
-
- // This is typicaly used for zaping every target in range
- // turret_fusionreactor uses this to recharge friendlys.
- if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
- {
- // Do a self.turret_fire for every valid target.
- e = findradius(self.origin,self.target_range);
- while (e)
- {
- if(e.takedamage)
- {
- if (turret_validate_target(self,e,self.target_validate_flags))
- {
- self.enemy = e;
-
- turret_do_updates(self);
-
- if (self.turret_firecheckfunc())
- turret_fire();
- }
- }
-
- e = e.chain;
- }
- self.enemy = world;
- }
- else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
- {
- // This one is doing something.. oddball. assume its handles what needs to be handled.
-
- // Predict?
- if not(self.aim_flags & TFL_AIM_NO)
- self.tur_aimpos = turret_stdproc_aim_generic();
-
- // Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
- turret_stdproc_track();
-
- turret_do_updates(self);
-
- // Fire?
- if (self.turret_firecheckfunc())
- turret_fire();
- }
- else
- {
- // Special case for volly always. if it fired once it must compleate the volly.
- if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
- if(self.volly_counter != self.shot_volly)
- {
- // Predict or whatnot
- if not(self.aim_flags & TFL_AIM_NO)
- self.tur_aimpos = turret_stdproc_aim_generic();
-
- // Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
- turret_stdproc_track();
-
- turret_do_updates(self);
-
- // Fire!
- if (self.turret_firecheckfunc() != 0)
- turret_fire();
-
- if(self.turret_postthink)
- self.turret_postthink();
-
- return;
- }
-
- // Check if we have a vailid enemy, and try to find one if we dont.
-
- // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
- float do_target_scan = 0;
- if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
- do_target_scan = 1;
-
- // Old target (if any) invalid?
- if(self.target_validate_time < time)
- if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
- {
- self.enemy = world;
- self.target_validate_time = time + 0.5;
- do_target_scan = 1;
- }
-
- // But never more often then g_turrets_targetscan_mindelay!
- if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
- do_target_scan = 0;
-
- if(do_target_scan)
- {
- self.enemy = turret_select_target();
- self.target_select_time = time;
- }
-
- // No target, just go to idle, do any custom stuff and bail.
- if (self.enemy == world)
- {
- // Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
- turret_stdproc_track();
-
- // do any per-turret stuff
- if(self.turret_postthink)
- self.turret_postthink();
-
- // And bail.
- return;
- }
- else
- self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
-
- // Predict?
- if not(self.aim_flags & TFL_AIM_NO)
- self.tur_aimpos = turret_stdproc_aim_generic();
-
- // Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
- turret_stdproc_track();
-
- turret_do_updates(self);
-
- // Fire?
- if (self.turret_firecheckfunc())
- turret_fire();
- }
-
- // do any custom per-turret stuff
- if(self.turret_postthink)
- self.turret_postthink();
-}
-
-void turret_fire()
-{
- if (autocvar_g_turrets_nofire != 0)
- return;
-
- self.turret_firefunc();
-
- self.attack_finished_single = time + self.shot_refire;
- self.ammo -= self.shot_dmg;
- self.volly_counter = self.volly_counter - 1;
-
- if (self.volly_counter <= 0)
- {
- self.volly_counter = self.shot_volly;
-
- if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
- self.enemy = world;
-
- if (self.shot_volly > 1)
- self.attack_finished_single = time + self.shot_volly_refire;
- }
-
-#ifdef TURRET_DEBUG
- if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
-#endif
-}
-
-void turret_stdproc_fire()
-{
- dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
-}
-
-/*
- When .used a turret switch team to activator.team.
- If activator is world, the turret go inactive.
-*/
-void turret_stdproc_use()
-{
- dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
-
- self.team = activator.team;
-
- if(self.team == 0)
- self.active = ACTIVE_NOT;
- else
- self.active = ACTIVE_ACTIVE;
-
-}
-
-void turret_link()
-{
- Net_LinkEntity(self, TRUE, 0, turret_send);
- self.think = turret_think;
- self.nextthink = time;
- self.tur_head.effects = EF_NODRAW;
-}
-
-void turrets_manager_think()
-{
- self.nextthink = time + 1;
-
- entity e;
- if (autocvar_g_turrets_reloadcvars == 1)
- {
- e = nextent(world);
- while (e)
- {
- if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
- {
- load_unit_settings(e,e.cvar_basename,1);
- if(e.turret_postthink)
- e.turret_postthink();
- }
-
- e = nextent(e);
- }
- cvar_set("g_turrets_reloadcvars","0");
- }
-}
-
-/*
-* Standard turret initialization. use this!
-* (unless you have a very good reason not to)
-* if the return value is 0, the turret should be removed.
-*/
-float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
-{
- entity e, ee = world;
-
- // Are turrets allowed?
- if (autocvar_g_turrets == 0)
- return 0;
-
- if(_turret_type < 1 || _turret_type > TID_LAST)
- {
- dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
- return 0;
- }
- self.turret_type = _turret_type;
-
- e = find(world, classname, "turret_manager");
- if not (e)
- {
- e = spawn();
- e.classname = "turret_manager";
- e.think = turrets_manager_think;
- e.nextthink = time + 2;
- }
-
- if not (self.spawnflags & TSF_SUSPENDED)
- builtin_droptofloor(); // why can't we use regular droptofloor here?
-
- // Terrainbase spawnflag. This puts a enlongated model
- // under the turret, so it looks ok on uneaven surfaces.
- /* TODO: Handle this with CSQC
- if (self.spawnflags & TSF_TERRAINBASE)
- {
- entity tb;
- tb = spawn();
- setmodel(tb,"models/turrets/terrainbase.md3");
- setorigin(tb,self.origin);
- tb.solid = SOLID_BBOX;
- }
- */
-
- self.cvar_basename = cvar_base_name;
- load_unit_settings(self, self.cvar_basename, 0);
-
- self.effects = EF_NODRAW;
-
- // Handle turret teams.
- if not (teamplay)
- self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
- else if(g_onslaught && self.targetname)
- {
- e = find(world,target,self.targetname);
- if(e != world)
- {
- self.team = e.team;
- ee = e;
- }
- }
- else if(!self.team)
- self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
-
- /*
- * Try to guess some reasonaly defaults
- * for missing params and do sanety checks
- * thise checks could produce some "interesting" results
- * if it hits a glitch in my logic :P so try to set as mutch
- * as possible beforehand.
- */
- if not(self.ticrate)
- {
- if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
- self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
- else
- self.ticrate = 0.1; // 10 fps for normal turrets
- }
-
- self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
-
-// General stuff
- if (self.netname == "")
- self.netname = self.classname;
-
- if not (self.respawntime)
- self.respawntime = 60;
- self.respawntime = max(-1, self.respawntime);
-
- if not (self.health)
- self.health = 1000;
- self.tur_health = max(1, self.health);
-
- if not (self.turrcaps_flags)
- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
-
- if not (self.damage_flags)
- self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
-
-// Shot stuff.
- if not (self.shot_refire)
- self.shot_refire = 1;
- self.shot_refire = bound(0.01, self.shot_refire, 9999);
-
- if not (self.shot_dmg)
- self.shot_dmg = self.shot_refire * 50;
- self.shot_dmg = max(1, self.shot_dmg);
-
- if not (self.shot_radius)
- self.shot_radius = self.shot_dmg * 0.5;
- self.shot_radius = max(1, self.shot_radius);
-
- if not (self.shot_speed)
- self.shot_speed = 2500;
- self.shot_speed = max(1, self.shot_speed);
-
- if not (self.shot_spread)
- self.shot_spread = 0.0125;
- self.shot_spread = bound(0.0001, self.shot_spread, 500);
-
- if not (self.shot_force)
- self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
- self.shot_force = bound(0.001, self.shot_force, 5000);
-
- if not (self.shot_volly)
- self.shot_volly = 1;
- self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
-
- if not (self.shot_volly_refire)
- self.shot_volly_refire = self.shot_refire * self.shot_volly;
- self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
-
- if not (self.firecheck_flags)
- self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
- TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
- TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE;
-
-// Range stuff.
- if not (self.target_range)
- self.target_range = self.shot_speed * 0.5;
- self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
-
- if not (self.target_range_min)
- self.target_range_min = self.shot_radius * 2;
- self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
-
- if not (self.target_range_optimal)
- self.target_range_optimal = self.target_range * 0.5;
- self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
-
-
-// Aim stuff.
- if not (self.aim_maxrot)
- self.aim_maxrot = 90;
- self.aim_maxrot = bound(0, self.aim_maxrot, 360);
-
- if not (self.aim_maxpitch)
- self.aim_maxpitch = 20;
- self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
-
- if not (self.aim_speed)
- self.aim_speed = 36;
- self.aim_speed = bound(0.1, self.aim_speed, 1000);
-
- if not (self.aim_firetolerance_dist)
- self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
- self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
-
- if not (self.aim_flags)
- {
- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
- if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
- self.aim_flags |= TFL_AIM_GROUNDGROUND;
- }
-
- if not (self.track_type)
- self.track_type = TFL_TRACKTYPE_STEPMOTOR;
-
- if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
- {
- // Fluid / Ineria mode. Looks mutch nicer.
- // Can reduce aim preformance alot, needs a bit diffrent aimspeed
-
- if not (self.aim_speed)
- self.aim_speed = 180;
- self.aim_speed = bound(0.1, self.aim_speed, 1000);
-
- if not (self.track_accel_pitch)
- self.track_accel_pitch = 0.5;
-
- if not (self.track_accel_rot)
- self.track_accel_rot = 0.5;
-
- if not (self.track_blendrate)
- self.track_blendrate = 0.35;
- }
-
- if (!self.track_flags)
- self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
-
-
-// Target selection stuff.
- if not (self.target_select_rangebias)
- self.target_select_rangebias = 1;
- self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
-
- if not (self.target_select_samebias)
- self.target_select_samebias = 1;
- self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
-
- if not (self.target_select_anglebias)
- self.target_select_anglebias = 1;
- self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
-
- if not (self.target_select_missilebias)
- self.target_select_missilebias = -10;
-
- self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
- self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
-
- if not (self.target_select_flags)
- {
- self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
- | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
-
- if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
- self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
-
- if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
- self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
- //else
- // self.target_select_flags = TFL_TARGETSELECT_NO;
- }
-
- self.target_validate_flags = self.target_select_flags;
-
-// Ammo stuff
- if not (self.ammo_max)
- self.ammo_max = self.shot_dmg * 10;
- self.ammo_max = max(self.shot_dmg, self.ammo_max);
-
- if not (self.ammo)
- self.ammo = self.shot_dmg * 5;
- self.ammo = bound(0,self.ammo, self.ammo_max);
-
- if not (self.ammo_recharge)
- self.ammo_recharge = self.shot_dmg * 0.5;
- self.ammo_recharge = max(0 ,self.ammo_recharge);
-
- // Convert the recharge from X per sec to X per ticrate
- self.ammo_recharge = self.ammo_recharge * self.ticrate;
-
- if not (self.ammo_flags)
- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
-
-// Damage stuff
- if(self.spawnflags & TSL_NO_RESPAWN)
- if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
- self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
-
-// Offsets & origins
- if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
-
- if (!self.health)
- self.health = 150;
-
-// Game hooks
- if(MUTATOR_CALLHOOK(TurretSpawn))
- return 0;
-
-// End of default & sanety checks, start building the turret.
-
-// Spawn extra bits
- self.tur_head = spawn();
- self.tur_head.netname = self.tur_head.classname = "turret_head";
- self.tur_head.team = self.team;
- self.tur_head.owner = self;
-
- setmodel(self, base);
- setmodel(self.tur_head, head);
-
- setsize(self, '-32 -32 0', '32 32 64');
- setsize(self.tur_head, '0 0 0', '0 0 0');
-
- setorigin(self.tur_head, '0 0 0');
- setattachment(self.tur_head, self, "tag_head");
-
- self.tur_health = self.health;
- self.solid = SOLID_BBOX;
- self.tur_head.solid = SOLID_NOT;
- self.takedamage = DAMAGE_AIM;
- self.tur_head.takedamage = DAMAGE_NO;
- self.movetype = MOVETYPE_NOCLIP;
- self.tur_head.movetype = MOVETYPE_NOCLIP;
-
- // Defend mode?
- if not (self.tur_defend)
- if (self.target != "")
- {
- self.tur_defend = find(world, targetname, self.target);
- if (self.tur_defend == world)
- {
- self.target = "";
- dprint("Turret has invalid defendpoint!\n");
- }
- }
-
- // In target defend mode, aim on the spot to defend when idle.
- if (self.tur_defend)
- self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
- else
- self.idle_aim = '0 0 0';
-
- // Attach stdprocs. override when and what needed
- self.turret_firecheckfunc = turret_stdproc_firecheck;
- self.turret_firefunc = turret_stdproc_fire;
- self.event_damage = turret_stdproc_damage;
-
- if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
- self.turret_score_target = turret_stdproc_targetscore_support;
- else
- self.turret_score_target = turret_stdproc_targetscore_generic;
-
- self.use = turret_stdproc_use;
- self.bot_attack = TRUE;
-
- ++turret_count;
- self.nextthink = time + 1;
- self.nextthink += turret_count * sys_frametime;
-
- self.tur_head.team = self.team;
- self.view_ofs = '0 0 0';
-
-#ifdef TURRET_DEBUG
- self.tur_dbg_start = self.nextthink;
- while (vlen(self.tur_dbg_rvec) < 2)
- self.tur_dbg_rvec = randomvec() * 4;
-
- self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
- self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
- self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
-#endif
-
- // Its all good.
- self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
-
- self.classname = "turret_main";
-
- self.active = ACTIVE_ACTIVE;
-
- // In ONS mode, and linked to a ONS ent. need to call the use to set team.
- if (g_onslaught && ee)
- {
- activator = ee;
- self.use();
- }
-
- turret_link();
- turret_stdproc_respawn();
- turret_tag_fire_update();
-
- return 1;
-}
-
-
+++ /dev/null
-/*
-* Return a angle within +/- 360.
-*/
-float anglemods(float v)
-{
- v = v - 360 * floor(v / 360);
-
- if(v >= 180)
- return v - 360;
- else if(v <= -180)
- return v + 360;
- else
- return v;
-}
-
-/*
-* Return the short angle
-*/
-float shortangle_f(float ang1, float ang2)
-{
- if(ang1 > ang2)
- {
- if(ang1 > 180)
- return ang1 - 360;
- }
- else
- {
- if(ang1 < -180)
- return ang1 + 360;
- }
-
- return ang1;
-}
-
-vector shortangle_v(vector ang1, vector ang2)
-{
- vector vtmp;
-
- vtmp_x = shortangle_f(ang1_x,ang2_x);
- vtmp_y = shortangle_f(ang1_y,ang2_y);
- vtmp_z = shortangle_f(ang1_z,ang2_z);
-
- return vtmp;
-}
-
-vector shortangle_vxy(vector ang1, vector ang2)
-{
- vector vtmp = '0 0 0';
-
- vtmp_x = shortangle_f(ang1_x,ang2_x);
- vtmp_y = shortangle_f(ang1_y,ang2_y);
-
- return vtmp;
-}
-
-
-/*
-* Get "real" origin, in worldspace, even if ent is attached to something else.
-*/
-vector real_origin(entity ent)
-{
- entity e;
- vector v = ((ent.absmin + ent.absmax) * 0.5);
-
- e = ent.tag_entity;
- while(e)
- {
- v = v + ((e.absmin + e.absmax) * 0.5);
- e = e.tag_entity;
- }
-
- return v;
-}
-
-/*
-* Return the angle between two enteties
-*/
-vector angleofs(entity from, entity to)
-{
- vector v_res;
-
- v_res = normalize(to.origin - from.origin);
- v_res = vectoangles(v_res);
- v_res = v_res - from.angles;
-
- if (v_res_x < 0) v_res_x += 360;
- if (v_res_x > 180) v_res_x -= 360;
-
- if (v_res_y < 0) v_res_y += 360;
- if (v_res_y > 180) v_res_y -= 360;
-
- return v_res;
-}
-
-vector angleofs3(vector from, vector from_a, entity to)
-{
- vector v_res;
-
- v_res = normalize(to.origin - from);
- v_res = vectoangles(v_res);
- v_res = v_res - from_a;
-
- if (v_res_x < 0) v_res_x += 360;
- if (v_res_x > 180) v_res_x -= 360;
-
- if (v_res_y < 0) v_res_y += 360;
- if (v_res_y > 180) v_res_y -= 360;
-
- return v_res;
-}
-
-/*
-* Update self.tur_shotorg by getting up2date bone info
-* NOTICE this func overwrites the global v_forward, v_right and v_up vectors.
-*/
-#define turret_tag_fire_update() self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));v_forward = normalize(v_forward)
-float turret_tag_fire_update_s()
-{
- if(!self.tur_head)
- {
- error("Call to turret_tag_fire_update with self.tur_head missing!\n");
- self.tur_shotorg = '0 0 0';
- return FALSE;
- }
-
- self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
- v_forward = normalize(v_forward);
-
- return TRUE;
-}
-
-/*
-* Railgun-like beam, but has thickness and suppots slowing of target
-*/
-void FireImoBeam (vector start, vector end, vector smin, vector smax,
- float bforce, float f_dmg, float f_velfactor, float deathtype)
-
-{
- vector hitloc, force, endpoint, dir;
- entity ent;
-
- dir = normalize(end - start);
- force = dir * bforce;
-
- // go a little bit into the wall because we need to hit this wall later
- end = end + dir;
-
- // trace multiple times until we hit a wall, each obstacle will be made unsolid.
- // note down which entities were hit so we can damage them later
- while (1)
- {
- tracebox(start, smin, smax, end, FALSE, self);
-
- // if it is world we can't hurt it so stop now
- if (trace_ent == world || trace_fraction == 1)
- break;
-
- if (trace_ent.solid == SOLID_BSP)
- break;
-
- // make the entity non-solid so we can hit the next one
- trace_ent.railgunhit = TRUE;
- trace_ent.railgunhitloc = end;
- trace_ent.railgunhitsolidbackup = trace_ent.solid;
-
- // stop if this is a wall
-
- // make the entity non-solid
- trace_ent.solid = SOLID_NOT;
- }
-
- endpoint = trace_endpos;
-
- // find all the entities the railgun hit and restore their solid state
- ent = findfloat(world, railgunhit, TRUE);
- while (ent)
- {
- // restore their solid type
- ent.solid = ent.railgunhitsolidbackup;
- ent = findfloat(ent, railgunhit, TRUE);
- }
-
- // find all the entities the railgun hit and hurt them
- ent = findfloat(world, railgunhit, TRUE);
- while (ent)
- {
- // get the details we need to call the damage function
- hitloc = ent.railgunhitloc;
- ent.railgunhitloc = '0 0 0';
- ent.railgunhitsolidbackup = SOLID_NOT;
- ent.railgunhit = FALSE;
-
- // apply the damage
- if (ent.takedamage)
- {
- Damage (ent, self, self, f_dmg, deathtype, hitloc, force);
- ent.velocity = ent.velocity * f_velfactor;
- //ent.alpha = 0.25 + random() * 0.75;
- }
-
- // advance to the next entity
- ent = findfloat(ent, railgunhit, TRUE);
- }
- trace_endpos = endpoint;
-}
-
-// Plug this into wherever precache is done.
-void g_turrets_common_precash()
-{
- precache_model ("models/turrets/c512.md3");
- precache_model ("models/marker.md3");
-}
-
-void turrets_precache_debug_models()
-{
- precache_model ("models/turrets/c512.md3");
- precache_model ("models/pathlib/goodsquare.md3");
- precache_model ("models/pathlib/badsquare.md3");
- precache_model ("models/pathlib/square.md3");
- precache_model ("models/pathlib/edge.md3");
-}
-
-void turrets_precash()
-{
- #ifdef TURRET_DEBUG
- turrets_precache_debug_models();
- #endif
-}
-
-
-#ifdef TURRET_DEBUG
-void SUB_Remove();
-void marker_think()
-{
- if(self.cnt)
- if(self.cnt < time)
- {
- self.think = SUB_Remove;
- self.nextthink = time;
- return;
- }
-
- self.frame += 1;
- if(self.frame > 29)
- self.frame = 0;
-
- self.nextthink = time;
-}
-
-void mark_error(vector where,float lifetime)
-{
- entity err;
-
- err = spawn();
- err.classname = "error_marker";
- setmodel(err,"models/marker.md3");
- setorigin(err,where);
- err.movetype = MOVETYPE_NONE;
- err.think = marker_think;
- err.nextthink = time;
- err.skin = 0;
- if(lifetime)
- err.cnt = lifetime + time;
-}
-
-void mark_info(vector where,float lifetime)
-{
- entity err;
-
- err = spawn();
- err.classname = "info_marker";
- setmodel(err,"models/marker.md3");
- setorigin(err,where);
- err.movetype = MOVETYPE_NONE;
- err.think = marker_think;
- err.nextthink = time;
- err.skin = 1;
- if(lifetime)
- err.cnt = lifetime + time;
-}
-
-entity mark_misc(vector where,float lifetime)
-{
- entity err;
-
- err = spawn();
- err.classname = "mark_misc";
- setmodel(err,"models/marker.md3");
- setorigin(err,where);
- err.movetype = MOVETYPE_NONE;
- err.think = marker_think;
- err.nextthink = time;
- err.skin = 3;
- if(lifetime)
- err.cnt = lifetime + time;
- return err;
-}
-
-/*
-* Paint a v_color colord circle on target onwho
-* that fades away over f_time
-*/
-void paint_target(entity onwho, float f_size, vector v_color, float f_time)
-{
- entity e;
-
- e = spawn();
- setmodel(e, "models/turrets/c512.md3"); // precision set above
- e.scale = (f_size/512);
- //setsize(e, '0 0 0', '0 0 0');
- //setattachment(e,onwho,"");
- setorigin(e,onwho.origin + '0 0 1');
- e.alpha = 0.15;
- e.movetype = MOVETYPE_FLY;
-
- e.velocity = (v_color * 32); // + '0 0 1' * 64;
-
- e.colormod = v_color;
- SUB_SetFade(e,time,f_time);
-}
-
-void paint_target2(entity onwho, float f_size, vector v_color, float f_time)
-{
- entity e;
-
- e = spawn();
- setmodel(e, "models/turrets/c512.md3"); // precision set above
- e.scale = (f_size/512);
- setsize(e, '0 0 0', '0 0 0');
-
- setorigin(e,onwho.origin + '0 0 1');
- e.alpha = 0.15;
- e.movetype = MOVETYPE_FLY;
-
- e.velocity = (v_color * 32); // + '0 0 1' * 64;
- e.avelocity_x = -128;
-
- e.colormod = v_color;
- SUB_SetFade(e,time,f_time);
-}
-
-void paint_target3(vector where, float f_size, vector v_color, float f_time)
-{
- entity e;
- e = spawn();
- setmodel(e, "models/turrets/c512.md3"); // precision set above
- e.scale = (f_size/512);
- setsize(e, '0 0 0', '0 0 0');
- setorigin(e,where+ '0 0 1');
- e.movetype = MOVETYPE_NONE;
- e.velocity = '0 0 0';
- e.colormod = v_color;
- SUB_SetFade(e,time,f_time);
-}
-#endif
+++ /dev/null
-float turret_stdproc_targetscore_support(entity _turret,entity _target)
-{
- float score; // Total score
- float s_score = 0, d_score;
-
- if (_turret.enemy == _target) s_score = 1;
-
- d_score = min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
-
- score = (d_score * _turret.target_select_rangebias) +
- (s_score * _turret.target_select_samebias);
-
- return score;
-}
-
-/*
-* Generic bias aware score system.
-*/
-float turret_stdproc_targetscore_generic(entity _turret, entity _target)
-{
- float d_dist; // Defendmode Distance
- float score; // Total score
- float d_score; // Distance score
- float a_score; // Angular score
- float m_score = 0; // missile score
- float p_score = 0; // player score
- float ikr; // ideal kill range
-
- if (_turret.tur_defend)
- {
- d_dist = vlen(real_origin(_target) - _turret.tur_defend.origin);
- ikr = vlen(_turret.origin - _turret.tur_defend.origin);
- d_score = 1 - d_dist / _turret.target_range;
- }
- else
- {
- // Make a normlized value base on the targets distance from our optimal killzone
- ikr = _turret.target_range_optimal;
- d_score = min(ikr, tvt_dist) / max(ikr, tvt_dist);
- }
-
- a_score = 1 - tvt_thadf / _turret.aim_maxrot;
-
- if ((_turret.target_select_missilebias > 0) && (_target.flags & FL_PROJECTILE))
- m_score = 1;
-
- if ((_turret.target_select_playerbias > 0) && IS_CLIENT(_target))
- p_score = 1;
-
- d_score = max(d_score, 0);
- a_score = max(a_score, 0);
- m_score = max(m_score, 0);
- p_score = max(p_score, 0);
-
- score = (d_score * _turret.target_select_rangebias) +
- (a_score * _turret.target_select_anglebias) +
- (m_score * _turret.target_select_missilebias) +
- (p_score * _turret.target_select_playerbias);
-
- if(_turret.target_range < vlen(_turret.tur_shotorg - real_origin(_target)))
- {
- //dprint("Wtf?\n");
- score *= 0.001;
- }
-
-#ifdef TURRET_DEBUG
- string sd,sa,sm,sp,ss;
- string sdt,sat,smt,spt;
-
- sd = ftos(d_score);
- d_score *= _turret.target_select_rangebias;
- sdt = ftos(d_score);
-
- //sv = ftos(v_score);
- //v_score *= _turret.target_select_samebias;
- //svt = ftos(v_score);
-
- sa = ftos(a_score);
- a_score *= _turret.target_select_anglebias;
- sat = ftos(a_score);
-
- sm = ftos(m_score);
- m_score *= _turret.target_select_missilebias;
- smt = ftos(m_score);
-
- sp = ftos(p_score);
- p_score *= _turret.target_select_playerbias;
- spt = ftos(p_score);
-
-
- ss = ftos(score);
- bprint("^3Target scores^7 \[ ",_turret.netname, " \] ^3for^7 \[ ", _target.netname," \]\n");
- bprint("^5Range:\[ ",sd, " \]^2+bias:\[ ",sdt," \]\n");
- bprint("^5Angle:\[ ",sa, " \]^2+bias:\[ ",sat," \]\n");
- bprint("^5Missile:\[ ",sm," \]^2+bias:\[ ",smt," \]\n");
- bprint("^5Player:\[ ",sp, " \]^2+bias:\[ ",spt," \]\n");
- bprint("^3Total (w/bias):\[^1",ss,"\]\n");
-
-#endif
-
- return score;
-}
-
-/*
-float turret_stdproc_targetscore_close(entity _turret,entity _target)
-{
- return 1 - (tvt_dist / _turret.target_range);
-}
-
-float turret_stdproc_targetscore_far (entity _turret,entity _target)
-{
- return tvt_dist / _turret.target_range;
-}
-
-float turret_stdproc_targetscore_optimal(entity _turret,entity _target)
-{
- return min(_turret.target_range_optimal,tvt_dist) / max(_turret.target_range_optimal,tvt_dist);
-}
-
-float turret_stdproc_score_angular(entity _turret,entity _target)
-{
- return 1 - (tvt_thadf / _turret.aim_maxrot);
-}
-
-float turret_stdproc_targetscore_defend(entity _turret,entity _target)
-{
- return 0;
- //min(_target.origin,_turret.tur_defend.origin) / max(_target.origin,_turret.tur_defend.origin);
-}
-*/
+++ /dev/null
-/**
- turret_checkpoint
-**/
-
-
-//.entity checkpoint_target;
-
-/*
-#define checkpoint_cache_who flagcarried
-#define checkpoint_cache_from lastrocket
-#define checkpoint_cache_to selected_player
-*/
-
-.entity pathgoal;
-.entity pathcurrent;
-
-/*
-entity path_makeorcache(entity forwho,entity start, entity end)
-{
- entity oldself;
- entity pth;
- oldself = self;
- self = forwho;
-
- //pth = pathlib_makepath(start.origin,end.origin,PFL_GROUNDSNAP,500,1.5,PT_QUICKSTAR);
-
- self = oldself;
- return pth;
-}
-*/
-
-void turret_checkpoint_use()
-{
-}
-
-#if 0
-void turret_checkpoint_think()
-{
- if(self.enemy)
- te_lightning1(self,self.origin, self.enemy.origin);
-
- self.nextthink = time + 0.25;
-}
-#endif
-/*QUAKED turret_checkpoint (1 0 1) (-32 -32 -32) (32 32 32)
------------KEYS------------
-target: .targetname of next waypoint in chain.
-wait: Pause at this point # seconds.
------------SPAWNFLAGS-----------
----------NOTES----------
-If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly.
-If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached.
-*/
-//float tc_acum;
-void turret_checkpoint_init()
-{
- traceline(self.origin + '0 0 16', self.origin - '0 0 1024', MOVE_WORLDONLY, self);
- setorigin(self, trace_endpos + '0 0 32');
-
- if(self.target != "")
- {
- self.enemy = find(world, targetname, self.target);
- if(self.enemy == world)
- dprint("A turret_checkpoint faild to find its target!\n");
- }
- //self.think = turret_checkpoint_think;
- //self.nextthink = time + tc_acum + 0.25;
- //tc_acum += 0.25;
-}
-
-void spawnfunc_turret_checkpoint()
-{
- setorigin(self,self.origin);
- self.think = turret_checkpoint_init;
- self.nextthink = time + 0.2;
-}
-
-// Compat.
-void spawnfunc_walker_checkpoint()
-{
- self.classname = "turret_checkpoint";
- spawnfunc_turret_checkpoint();
-}
+++ /dev/null
-#define ewheel_amin_stop 0
-#define ewheel_amin_fwd_slow 1
-#define ewheel_amin_fwd_fast 2
-#define ewheel_amin_bck_slow 3
-#define ewheel_amin_bck_fast 4
-
-void ewheel_attack()
-{
- float i;
- entity _mis;
-
- for (i = 0; i < 1; ++i)
- {
- turret_do_updates(self);
-
- _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_LASER, TRUE, TRUE);
- _mis.missile_flags = MIF_SPLASH;
-
- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
-
- self.tur_head.frame += 2;
-
- if (self.tur_head.frame > 3)
- self.tur_head.frame = 0;
- }
-
-}
-//#define EWHEEL_FANCYPATH
-void ewheel_move_path()
-{
-#ifdef EWHEEL_FANCYPATH
- // Are we close enougth to a path node to switch to the next?
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
- if (self.pathcurrent.path_next == world)
- {
- // Path endpoint reached
- pathlib_deletepath(self.pathcurrent.owner);
- self.pathcurrent = world;
-
- if (self.pathgoal)
- {
- if (self.pathgoal.use)
- self.pathgoal.use();
-
- if (self.pathgoal.enemy)
- {
- self.pathcurrent = pathlib_astar(self.pathgoal.origin,self.pathgoal.enemy.origin);
- self.pathgoal = self.pathgoal.enemy;
- }
- }
- else
- self.pathgoal = world;
- }
- else
- self.pathcurrent = self.pathcurrent.path_next;
-
-#else
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
- self.pathcurrent = self.pathcurrent.enemy;
-#endif
-
- if (self.pathcurrent)
- {
-
- self.moveto = self.pathcurrent.origin;
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
-
- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_fast, 0.4);
- }
-}
-
-void ewheel_move_enemy()
-{
-
- float newframe;
-
- self.steerto = steerlib_arrive(self.enemy.origin,self.target_range_optimal);
-
- //self.steerto = steerlib_standoff(self.enemy.origin,self.target_range_optimal);
- //self.steerto = steerlib_beamsteer(self.steerto,1024,64,68,256);
- self.moveto = self.origin + self.steerto * 128;
-
- if (self.tur_dist_enemy > self.target_range_optimal)
- {
- if ( self.tur_head.spawnshieldtime < 1 )
- {
- newframe = ewheel_amin_fwd_fast;
- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_fast, 0.4);
- }
- else if (self.tur_head.spawnshieldtime < 2)
- {
-
- newframe = ewheel_amin_fwd_slow;
- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_slow, 0.4);
- }
- else
- {
- newframe = ewheel_amin_fwd_slow;
- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_slower, 0.4);
- }
- }
- else if (self.tur_dist_enemy < self.target_range_optimal * 0.5)
- {
- newframe = ewheel_amin_bck_slow;
- movelib_move_simple(v_forward * -1, autocvar_g_turrets_unit_ewheel_speed_slow, 0.4);
- }
- else
- {
- newframe = ewheel_amin_stop;
- movelib_beak_simple(autocvar_g_turrets_unit_ewheel_speed_stop);
- }
-
- turrets_setframe(newframe , FALSE);
-
- /*if(self.frame != newframe)
- {
- self.frame = newframe;
- self.SendFlags |= TNSF_ANIM;
- self.anim_start_time = time;
- }*/
-}
-
-
-void ewheel_move_idle()
-{
- if(self.frame != 0)
- {
- self.SendFlags |= TNSF_ANIM;
- self.anim_start_time = time;
- }
-
- self.frame = 0;
- if (vlen(self.velocity))
- movelib_beak_simple(autocvar_g_turrets_unit_ewheel_speed_stop);
-}
-
-void ewheel_postthink()
-{
- float vz;
- vector wish_angle, real_angle;
-
- vz = self.velocity_z;
-
- self.angles_x = anglemods(self.angles_x);
- self.angles_y = anglemods(self.angles_y);
-
- fixedmakevectors(self.angles);
-
- wish_angle = normalize(self.steerto);
- wish_angle = vectoangles(wish_angle);
- real_angle = wish_angle - self.angles;
- real_angle = shortangle_vxy(real_angle, self.tur_head.angles);
-
- self.tur_head.spawnshieldtime = fabs(real_angle_y);
- real_angle_y = bound(-self.tur_head.aim_speed, real_angle_y, self.tur_head.aim_speed);
- self.angles_y = (self.angles_y + real_angle_y);
-
- if(self.enemy)
- ewheel_move_enemy();
- else if(self.pathcurrent)
- ewheel_move_path();
- else
- ewheel_move_idle();
-
-
- self.velocity_z = vz;
-
- if(vlen(self.velocity))
- self.SendFlags |= TNSF_MOVE;
-}
-
-void ewheel_respawnhook()
-{
- entity e;
-
- // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
- if(self.movetype != MOVETYPE_WALK)
- return;
-
- self.velocity = '0 0 0';
- self.enemy = world;
-
- setorigin(self, self.pos1);
-
- if (self.target != "")
- {
- e = find(world,targetname,self.target);
- if (!e)
- {
- dprint("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
- self.target = "";
- }
-
- if (e.classname != "turret_checkpoint")
- dprint("Warning: not a turrret path\n");
- else
- {
-
-#ifdef EWHEEL_FANCYPATH
- self.pathcurrent = WALKER_PATH(self.origin,e.origin);
- self.pathgoal = e;
-#else
- self.pathcurrent = e;
-#endif
- }
- }
-}
-
-void ewheel_diehook()
-{
- self.velocity = '0 0 0';
-
-#ifdef EWHEEL_FANCYPATH
- if (self.pathcurrent)
- pathlib_deletepath(self.pathcurrent.owner);
-#endif
- self.pathcurrent = world;
-}
-
-void turret_ewheel_dinit()
-{
- entity e;
-
- if (self.netname == "")
- self.netname = "eWheel Turret";
-
- if (self.target != "")
- {
- e = find(world,targetname,self.target);
- if (!e)
- {
- bprint("Warning! initital waypoint for ewheel does NOT exsist!\n");
- self.target = "";
- }
-
- if (e.classname != "turret_checkpoint")
- dprint("Warning: not a turrret path\n");
- else
- self.goalcurrent = e;
- }
-
- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
- self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE | TFL_TURRCAPS_ROAM ;
- self.turret_respawnhook = ewheel_respawnhook;
-
- self.turret_diehook = ewheel_diehook;
-
- if (turret_stdproc_init("ewheel_std", "models/turrets/ewheel-base2.md3", "models/turrets/ewheel-gun1.md3", TID_EWHEEL) == 0)
- {
- remove(self);
- return;
- }
-
- self.frame = 1;
- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- self.iscreature = TRUE;
- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
- self.movetype = MOVETYPE_WALK;
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
- self.idle_aim = '0 0 0';
- self.pos1 = self.origin;
-
- setsize(self, '-32 -32 0', '32 32 48');
-
- // Our fire routine
- self.turret_firefunc = ewheel_attack;
- self.turret_postthink = ewheel_postthink;
- self.tur_head.frame = 1;
-
- // Convert from dgr / sec to dgr / tic
- self.tur_head.aim_speed = autocvar_g_turrets_unit_ewheel_turnrate;
- self.tur_head.aim_speed = self.tur_head.aim_speed / (1 / self.ticrate);
-
- //setorigin(self,self.origin + '0 0 128');
- if (self.target != "")
- {
- e = find(world,targetname,self.target);
- if (!e)
- {
- dprint("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
- self.target = "";
- }
-
- if (e.classname != "turret_checkpoint")
- dprint("Warning: not a turrret path\n");
- else
- {
-#ifdef EWHEEL_FANCYPATH
- self.pathcurrent = WALKER_PATH(self.origin, e.origin);
- self.pathgoal = e;
-#else
- self.pathcurrent = e;
-#endif
- }
- }
-}
-
-void spawnfunc_turret_ewheel()
-{
- g_turrets_common_precash();
-
- precache_model ("models/turrets/ewheel-base2.md3");
- precache_model ("models/turrets/ewheel-gun1.md3");
-
- self.think = turret_ewheel_dinit;
- self.nextthink = time + 0.5;
-}
+++ /dev/null
-void spawnfunc_turret_flac();
-void turret_flac_dinit();
-void turret_flac_attack();
-
-void turret_flac_projectile_think_explode()
-{
- if(self.enemy != world)
- if(vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
- setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
-
-#ifdef TURRET_DEBUG
- float d;
- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
- self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
- self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
-#else
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
-#endif
- remove(self);
-}
-
-void turret_flac_attack()
-{
- entity proj;
-
- turret_tag_fire_update();
-
- proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
- proj.think = turret_flac_projectile_think_explode;
- proj.nextthink = time + self.tur_impacttime + (random() * 0.01 - random() * 0.01);
- proj.missile_flags = MIF_SPLASH | MIF_PROXY;
-
- self.tur_head.frame = self.tur_head.frame + 1;
- if (self.tur_head.frame >= 4)
- self.tur_head.frame = 0;
-
-}
-
-void turret_flac_dinit()
-{
- if (self.netname == "")
- self.netname = "FLAC Cannon";
-
- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_MISSILEKILL;
- self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
-
- if (turret_stdproc_init("flac_std", "models/turrets/base.md3", "models/turrets/flac.md3", TID_FLAC) == 0)
- {
- remove(self);
- return;
- }
- setsize(self.tur_head,'-32 -32 0','32 32 64');
-
- self.damage_flags |= TFL_DMG_HEADSHAKE;
- self.target_select_flags |= TFL_TARGETSELECT_NOTURRETS | TFL_TARGETSELECT_MISSILESONLY;
-
- // Our fire routine
- self.turret_firefunc = turret_flac_attack;
-
-}
-/*QUAKED turret_flac (0 .5 .8) ?
-*/
-
-void spawnfunc_turret_flac()
-{
- precache_model ("models/turrets/base.md3");
- precache_model ("models/turrets/flac.md3");
-
- self.think = turret_flac_dinit;
- self.nextthink = time + 0.5;
-}
-
+++ /dev/null
-void spawnfunc_turret_fusionreactor();
-void turret_fusionreactor_dinit();
-void turret_fusionreactor_fire();
-
-void turret_fusionreactor_fire()
-{
- vector fl_org;
-
- self.enemy.ammo = min(self.enemy.ammo + self.shot_dmg,self.enemy.ammo_max);
- fl_org = 0.5 * (self.enemy.absmin + self.enemy.absmax);
- te_smallflash(fl_org);
-}
-
-void turret_fusionreactor_postthink()
-{
- self.tur_head.avelocity = '0 250 0' * (self.ammo / self.ammo_max);
-}
-
-/*
-void turret_fusionreactor_respawnhook()
-{
- self.tur_head.avelocity = '0 50 0';
-}
-*/
-
-/**
-** Preforms pre-fire checks for fusionreactor
-**/
-float turret_fusionreactor_firecheck()
-{
- if (self.attack_finished_single > time)
- return 0;
-
- if (self.enemy.deadflag != DEAD_NO)
- return 0;
-
- if (self.enemy == world)
- return 0;
-
- if (self.ammo < self.shot_dmg)
- return 0;
-
- if (self.enemy.ammo >= self.enemy.ammo_max)
- return 0;
-
- if (vlen(self.enemy.origin - self.origin) > self.target_range)
- return 0;
-
- if(self.team != self.enemy.team)
- return 0;
-
- if not (self.enemy.ammo_flags & TFL_AMMO_ENERGY)
- return 0;
-
- return 1;
-}
-
-void turret_fusionreactor_dinit()
-{
- if (self.netname == "") self.netname = "Fusionreactor";
-
- self.turrcaps_flags = TFL_TURRCAPS_SUPPORT | TFL_TURRCAPS_AMMOSOURCE;
- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
- self.target_select_flags = TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_OWNTEAM | TFL_TARGETSELECT_RANGELIMTS;
- self.firecheck_flags = TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_OTHER_AMMO | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_DEAD;
- self.shoot_flags = TFL_SHOOT_HITALLVALID;
- self.aim_flags = TFL_AIM_NO;
- self.track_flags = TFL_TRACK_NO;
- // self.turret_respawnhook = turret_fusionreactor_respawnhook;
-
- if (turret_stdproc_init("fusreac_std", "models/turrets/base.md3", "models/turrets/reactor.md3", TID_FUSION) == 0)
- {
- remove(self);
- return;
- }
- self.tur_head.scale = 0.75;
- self.tur_head.avelocity = '0 50 0';
- setsize(self,'-34 -34 0','34 34 90');
-
- self.turret_firecheckfunc = turret_fusionreactor_firecheck;
- self.turret_firefunc = turret_fusionreactor_fire;
- self.turret_postthink = turret_fusionreactor_postthink;
-}
-
-/*QUAKED turret_fusionreactor (0 .5 .8) ?
-*/
-void spawnfunc_turret_fusionreactor()
-{
- precache_model ("models/turrets/reactor.md3");
- precache_model ("models/turrets/base.md3");
-
- self.think = turret_fusionreactor_dinit;
- self.nextthink = time + 0.5;
-}
+++ /dev/null
-void spawnfunc_turret_hellion();
-void turret_hellion_dinit();
-void turret_hellion_attack();
-
-void turret_hellion_missile_think()
-{
- vector olddir,newdir;
- vector pre_pos;
- float itime;
-
- self.nextthink = time + 0.05;
-
- olddir = normalize(self.velocity);
-
- if(self.tur_health < time)
- turret_projectile_explode();
-
- // Enemy dead? just keep on the current heading then.
- if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
- {
-
- // Make sure we dont return to tracking a respawned player
- self.enemy = world;
-
- // Turn model
- self.angles = vectoangles(self.velocity);
-
- if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
- turret_projectile_explode();
-
- // Accelerate
- self.velocity = olddir * min(vlen(self.velocity) * autocvar_g_turrets_unit_hellion_std_shot_speed_gain, autocvar_g_turrets_unit_hellion_std_shot_speed_max);
-
- UpdateCSQCProjectile(self);
-
- return;
- }
-
- // Enemy in range?
- if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
- turret_projectile_explode();
-
- // Predict enemy position
- itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
- pre_pos = self.enemy.origin + self.enemy.velocity * itime;
-
- pre_pos = (pre_pos + self.enemy.origin) * 0.5;
-
- // Find out the direction to that place
- newdir = normalize(pre_pos - self.origin);
-
- // Turn
- newdir = normalize(olddir + newdir * 0.35);
-
- // Turn model
- self.angles = vectoangles(self.velocity);
-
- // Accelerate
- self.velocity = newdir * min(vlen(self.velocity) * autocvar_g_turrets_unit_hellion_std_shot_speed_gain, autocvar_g_turrets_unit_hellion_std_shot_speed_max);
-
- if (itime < 0.05)
- self.think = turret_projectile_explode;
-
- UpdateCSQCProjectile(self);
-}
-void turret_hellion_attack()
-{
- entity missile;
-
- if(self.tur_head.frame != 0)
- self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
- else
- self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2"));
-
- missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE);
- te_explosion (missile.origin);
- missile.think = turret_hellion_missile_think;
- missile.nextthink = time;
- missile.flags = FL_PROJECTILE;
- missile.tur_health = time + 9;
- missile.tur_aimpos = randomvec() * 128;
- missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
- self.tur_head.frame += 1;
-}
-
-void turret_hellion_postthink()
-{
- if (self.tur_head.frame != 0)
- self.tur_head.frame += 1;
-
- if (self.tur_head.frame >= 7)
- self.tur_head.frame = 0;
-}
-
-void turret_hellion_dinit()
-{
- if (self.netname == "") self.netname = "Hellion Missile Turret";
-
- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;
- self.aim_flags = TFL_AIM_SIMPLE;
- self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK ;
- self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_OWM_AMMO;
- self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
-
- if (turret_stdproc_init("hellion_std", "models/turrets/base.md3", "models/turrets/hellion.md3", TID_HELLION) == 0)
- {
- remove(self);
- return;
- }
-
- self.turret_firefunc = turret_hellion_attack;
- self.turret_postthink = turret_hellion_postthink;
-}
-
-/*QUAKED turret_hellion (0 .5 .8) ?
-*/
-void spawnfunc_turret_hellion()
-{
- precache_model ("models/turrets/hellion.md3");
- precache_model ("models/turrets/base.md3");
-
- self.think = turret_hellion_dinit;
- self.nextthink = time + 0.5;
-}
-
-
+++ /dev/null
-//#define TURRET_DEBUG_HK
-
-#ifdef TURRET_DEBUG_HK
-.float atime;
-#endif
-
-void spawnfunc_turret_hk();
-void turret_hk_dinit();
-void turret_hk_attack();
-
-
-float hk_is_valid_target(entity e_target)
-{
- if (e_target == world)
- return 0;
-
- // If only this was used more..
- if (e_target.flags & FL_NOTARGET)
- return 0;
-
- // Cant touch this
- if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
- return 0;
-
- // player
- if (IS_CLIENT(e_target))
- {
- if (self.owner.target_select_playerbias < 0)
- return 0;
-
- if (e_target.deadflag != DEAD_NO)
- return 0;
- }
-
- // Missile
- if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
- return 0;
-
- // Team check
- if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
- return 0;
-
- return 1;
-}
-void turret_hk_missile_think()
-{
- vector vu, vd, vf, vl, vr, ve; // Vector (direction)
- float fu, fd, ff, fl, fr, fe; // Fraction to solid
- vector olddir,wishdir,newdir; // Final direction
- float lt_for; // Length of Trace FORwrad
- float lt_seek; // Length of Trace SEEK (left, right, up down)
- float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
- vector pre_pos;
- float myspeed;
- entity e;
- float ad,edist;
-
- self.nextthink = time + self.ticrate;
-
- //if (self.cnt < time)
- // turret_hk_missile_explode();
-
- if (self.enemy.deadflag != DEAD_NO)
- self.enemy = world;
-
- // Pick the closest valid target.
- if (!self.enemy)
- {
- e = findradius(self.origin, 5000);
- while (e)
- {
- if (hk_is_valid_target(e))
- {
- if (!self.enemy)
- self.enemy = e;
- else
- if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
- self.enemy = e;
- }
- e = e.chain;
- }
- }
-
- self.angles = vectoangles(self.velocity);
- self.angles_x = self.angles_x * -1;
- makevectors(self.angles);
- self.angles_x = self.angles_x * -1;
-
- if (self.enemy)
- {
- edist = vlen(self.origin - self.enemy.origin);
- // Close enougth to do decent damage?
- if ( edist <= (self.owner.shot_radius * 0.25) )
- {
- turret_projectile_explode();
- return;
- }
-
- // Get data on enemy position
- pre_pos = self.enemy.origin +
- self.enemy.velocity *
- min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
-
- traceline(self.origin, pre_pos,TRUE,self.enemy);
- ve = normalize(pre_pos - self.origin);
- fe = trace_fraction;
-
- }
- else
- {
- edist = 0;
- ve = '0 0 0';
- fe = 0;
- }
-
- if ((fe != 1) || (self.enemy == world) || (edist > 1000))
- {
- myspeed = vlen(self.velocity);
-
- lt_for = myspeed * 3;
- lt_seek = myspeed * 2.95;
-
- // Trace forward
- traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);
- vf = trace_endpos;
- ff = trace_fraction;
-
- // Find angular offset
- ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
-
- // To close to something, Slow down!
- if ( ((ff < 0.7) || (ad > 4)) && (myspeed > autocvar_g_turrets_unit_hk_std_shot_speed) )
- myspeed = max(myspeed * autocvar_g_turrets_unit_hk_std_shot_speed_decel, autocvar_g_turrets_unit_hk_std_shot_speed);
-
- // Failry clear, accelerate.
- if ( (ff > 0.7) && (myspeed < autocvar_g_turrets_unit_hk_std_shot_speed_max) )
- myspeed = min(myspeed * autocvar_g_turrets_unit_hk_std_shot_speed_accel, autocvar_g_turrets_unit_hk_std_shot_speed_max);
-
- // Setup trace pitch
- pt_seek = 1 - ff;
- pt_seek = bound(0.15,pt_seek,0.8);
- if (ff < 0.5) pt_seek = 1;
-
- // Trace left
- traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);
- vl = trace_endpos;
- fl = trace_fraction;
-
- // Trace right
- traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
- vr = trace_endpos;
- fr = trace_fraction;
-
- // Trace up
- traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
- vu = trace_endpos;
- fu = trace_fraction;
-
- // Trace down
- traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
- vd = trace_endpos;
- fd = trace_fraction;
-
- vl = normalize(vl - self.origin);
- vr = normalize(vr - self.origin);
- vu = normalize(vu - self.origin);
- vd = normalize(vd - self.origin);
-
- // Panic tresh passed, find a single direction and turn as hard as we can
- if (pt_seek == 1)
- {
- wishdir = v_right;
- if (fl > fr) wishdir = -1 * v_right;
- if (fu > fl) wishdir = v_up;
- if (fd > fu) wishdir = -1 * v_up;
- }
- else
- {
- // Normalize our trace vectors to make a smooth path
- wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) );
- }
-
- if (self.enemy)
- {
- if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
- wishdir = (wishdir * (1 - fe)) + (ve * fe);
- }
- }
- else
- {
- // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
- myspeed = vlen(self.velocity);
- if (myspeed < autocvar_g_turrets_unit_hk_std_shot_speed_max)
- myspeed = min(myspeed * autocvar_g_turrets_unit_hk_std_shot_speed_accel2,autocvar_g_turrets_unit_hk_std_shot_speed_max);
-
- wishdir = ve;
- }
-
- if ((myspeed > autocvar_g_turrets_unit_hk_std_shot_speed) && (self.cnt > time))
- myspeed = min(myspeed * autocvar_g_turrets_unit_hk_std_shot_speed_accel2,autocvar_g_turrets_unit_hk_std_shot_speed_max);
-
- // Ranoutagazfish?
- if (self.cnt < time)
- {
- self.cnt = time + 0.25;
- self.nextthink = 0;
- self.movetype = MOVETYPE_BOUNCE;
- return;
- }
-
- // Calculate new heading
- olddir = normalize(self.velocity);
- newdir = normalize(olddir + wishdir * autocvar_g_turrets_unit_hk_std_shot_speed_turnrate);
-
- // Set heading & speed
- self.velocity = newdir * myspeed;
-
- // Align model with new heading
- self.angles = vectoangles(self.velocity);
-
-
-#ifdef TURRET_DEBUG_HK
- //if(self.atime < time) {
- if ((fe <= 0.99)||(edist > 1000))
- {
- te_lightning2(world,self.origin, self.origin + vr * lt_seek);
- te_lightning2(world,self.origin, self.origin + vl * lt_seek);
- te_lightning2(world,self.origin, self.origin + vu * lt_seek);
- te_lightning2(world,self.origin, self.origin + vd * lt_seek);
- te_lightning2(world,self.origin, vf);
- }
- else
- {
- te_lightning2(world,self.origin, self.enemy.origin);
- }
- bprint("Speed: ", ftos(rint(myspeed)), "\n");
- bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
- bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
- self.atime = time + 0.2;
- //}
-#endif
-
- UpdateCSQCProjectile(self);
-}
-
-void turret_hk_attack()
-{
- entity missile;
-
- missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
- te_explosion (missile.origin);
-
- missile.think = turret_hk_missile_think;
- missile.nextthink = time + 0.25;
- missile.movetype = MOVETYPE_BOUNCEMISSILE;
- missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
- missile.angles = vectoangles(missile.velocity);
- missile.cnt = time + 30;
- missile.ticrate = max(autocvar_sys_ticrate, 0.05);
- missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
-
- if (self.tur_head.frame == 0)
- self.tur_head.frame = self.tur_head.frame + 1;
-
-}
-
-void turret_hk_postthink()
-{
- if (self.tur_head.frame != 0)
- self.tur_head.frame = self.tur_head.frame + 1;
-
- if (self.tur_head.frame > 5)
- self.tur_head.frame = 0;
-}
-
-float turret_hk_addtarget(entity e_target,entity e_sender)
-{
- if (e_target)
- {
- if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
- {
- self.enemy = e_target;
- return 1;
- }
- }
-
- return 0;
-}
-
-void turret_hk_dinit()
-{
- if (self.netname == "")
- self.netname = "Hunter-killer turret";
-
- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_RECIVETARGETS;
- self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
- self.aim_flags = TFL_AIM_SIMPLE;
- self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
- self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
- self.shoot_flags = TFL_SHOOT_CLEARTARGET;
-
- if (turret_stdproc_init("hk_std", "models/turrets/base.md3", "models/turrets/hk.md3", TID_HK) == 0)
- {
- remove(self);
- return;
- }
-
- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
-
- // Our fire routine
- self.turret_firefunc = turret_hk_attack;
-
- // re-color badge & handle recoil effect
- self.turret_postthink = turret_hk_postthink;
-
- // What to do when reciveing foreign target data
- self.turret_addtarget = turret_hk_addtarget;
-}
-
-
-/*QUAKED turret_hk (0 .5 .8) ?
-* Turret that fires Hunter-killer missiles.
-* Missiles seek their target and try to avoid obstacles. If target dies early, they
-* pick a new one on their own.
-*/
-
-void spawnfunc_turret_hk()
-{
- precache_model ("models/turrets/base.md3");
- precache_model ("models/turrets/hk.md3");
-
- self.think = turret_hk_dinit;
- self.nextthink = time + 0.5;
-}
-
-
+++ /dev/null
-void spawnfunc_turret_machinegun();
-void turret_machinegun_std_init();
-void turret_machinegun_attack();
-
-//.float bulletcounter;
-void turret_machinegun_attack()
-{
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
- endFireBallisticBullet();
-
- UziFlash();
- setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
-}
-
-
-void turret_machinegun_std_init()
-{
- if (self.netname == "") self.netname = "Machinegun Turret";
-
- self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
- self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
-
- if not (autocvar_g_antilag_bullets)
- self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
-
- if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
- {
- remove(self);
- return;
- }
-
- self.damage_flags |= TFL_DMG_HEADSHAKE;
- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
-
- // Our fire routine
- self.turret_firefunc = turret_machinegun_attack;
-
-}
-
-
-/*QUAKED turret_machinegun (0 .5 .8) ?
-* machinegun turret. does what you'd expect
-*/
-void spawnfunc_turret_machinegun()
-{
- precache_model ("models/turrets/machinegun.md3");
- precache_model ("models/turrets/base.md3");
- precache_sound ("weapons/uzi_fire.wav");
-
- self.think = turret_machinegun_std_init;
- self.nextthink = time + 0.5;
-}
-
+++ /dev/null
-void spawnfunc_turret_mlrs();
-void turret_mlrs_dinit();
-void turret_mlrs_attack();
-
-void turret_mlrs_postthink()
-{
- // 0 = full, 6 = empty
- self.tur_head.frame = bound(0, 6 - floor(0.1 + self.ammo / self.shot_dmg), 6);
- if(self.tur_head.frame < 0)
- {
- dprint("ammo:",ftos(self.ammo),"\n");
- dprint("shot_dmg:",ftos(self.shot_dmg),"\n");
- }
-}
-
-void turret_mlrs_attack()
-{
- entity missile;
-
- turret_tag_fire_update();
- missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_MLRS, PROJECTILE_ROCKET, TRUE, TRUE);
- missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
- missile.missile_flags = MIF_SPLASH;
- te_explosion (missile.origin);
-}
-
-void turret_mlrs_dinit()
-{
- if (self.netname == "") self.netname = "MLRS turret";
-
- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
- self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
-
- if (turret_stdproc_init("mlrs_std", "models/turrets/base.md3", "models/turrets/mlrs.md3", TID_MLRS) == 0)
- {
- remove(self);
- return;
- }
-
- self.damage_flags |= TFL_DMG_HEADSHAKE;
- self.shoot_flags |= TFL_SHOOT_VOLLYALWAYS;
- self.volly_counter = self.shot_volly;
-
- // Our fire routine
- self.turret_firefunc = turret_mlrs_attack;
- self.turret_postthink = turret_mlrs_postthink;
-
-}
-
-/*QUAKED turret_mlrs (0 .5 .8) ?
-*/
-
-void spawnfunc_turret_mlrs()
-{
- precache_model ("models/turrets/mlrs.md3");
- precache_model ("models/turrets/base.md3");
-
- self.think = turret_mlrs_dinit;
- self.nextthink = time + 0.5;
-}
-
-
+++ /dev/null
-void spawnfunc_turret_phaser();
-void turret_phaser_dinit();
-void turret_phaser_attack();
-
-.float fireflag;
-
-float turret_phaser_firecheck()
-{
- if (self.fireflag != 0) return 0;
- return turret_stdproc_firecheck();
-}
-
-void turret_phaser_postthink()
-{
- if (self.tur_head.frame == 0)
- return;
-
- if (self.fireflag == 1)
- {
- if (self.tur_head.frame == 10)
- self.tur_head.frame = 1;
- else
- self.tur_head.frame = self.tur_head.frame +1;
- }
- else if (self.fireflag == 2 )
- {
- self.tur_head.frame = self.tur_head.frame +1;
- if (self.tur_head.frame == 15)
- {
- self.tur_head.frame = 0;
- self.fireflag = 0;
- }
- }
-}
-
-void beam_think()
-{
- if ((time > self.cnt) || (self.owner.deadflag != DEAD_NO))
- {
- self.owner.attack_finished_single = time + self.owner.shot_refire;
- self.owner.fireflag = 2;
- self.owner.tur_head.frame = 10;
- sound (self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
- remove(self);
- return;
- }
-
- turret_do_updates(self.owner);
-
- if (time - self.shot_spread > 0)
- {
- self.shot_spread = time + 2;
- sound (self, CH_SHOTS_SINGLE, "turrets/phaser.wav", VOL_BASE, ATTEN_NORM);
- }
-
-
- self.nextthink = time + self.ticrate;
-
- self.owner.attack_finished_single = time + frametime;
- entity oldself;
- oldself = self;
- self = self.owner;
- FireImoBeam ( self.tur_shotorg,
- self.tur_shotorg + self.tur_shotdir_updated * self.target_range,
- '-1 -1 -1' * self.shot_radius,
- '1 1 1' * self.shot_radius,
- self.shot_force,
- oldself.shot_dmg,
- 0.75,
- DEATH_TURRET_PHASER);
- self = oldself;
- self.scale = vlen(self.owner.tur_shotorg - trace_endpos) / 256;
-
-}
-
-void turret_phaser_attack()
-{
- entity beam;
-
- beam = spawn();
- beam.ticrate = 0.1; //autocvar_sys_ticrate;
- setmodel(beam,"models/turrets/phaser_beam.md3");
- beam.effects = EF_LOWPRECISION;
- beam.solid = SOLID_NOT;
- beam.think = beam_think;
- beam.cnt = time + self.shot_speed;
- beam.shot_spread = time + 2;
- beam.nextthink = time;
- beam.owner = self;
- beam.shot_dmg = self.shot_dmg / (self.shot_speed / beam.ticrate);
- beam.scale = self.target_range / 256;
- beam.movetype = MOVETYPE_NONE;
- beam.enemy = self.enemy;
- beam.bot_dodge = TRUE;
- beam.bot_dodgerating = beam.shot_dmg;
- sound (beam, CH_SHOTS_SINGLE, "turrets/phaser.wav", VOL_BASE, ATTEN_NORM);
- self.fireflag = 1;
-
- beam.attack_finished_single = self.attack_finished_single;
- self.attack_finished_single = time; // + autocvar_sys_ticrate;
-
- setattachment(beam,self.tur_head,"tag_fire");
-
- soundat (self, trace_endpos, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
-
- if (self.tur_head.frame == 0)
- self.tur_head.frame = 1;
-}
-
-void turret_phaser_dinit()
-{
- if (self.netname == "") self.netname = "Phaser Cannon";
-
- self.turrcaps_flags = TFL_TURRCAPS_SNIPER|TFL_TURRCAPS_HITSCAN|TFL_TURRCAPS_PLAYERKILL;
- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
- self.aim_flags = TFL_AIM_LEAD;
-
- if (turret_stdproc_init("phaser_std", "models/turrets/base.md3","models/turrets/phaser.md3", TID_PHASER) == 0)
- {
- remove(self);
- return;
- }
-
- self.turret_firecheckfunc = turret_phaser_firecheck;
- self.turret_firefunc = turret_phaser_attack;
- self.turret_postthink = turret_phaser_postthink;
-
-}
-
-/*QUAKED turret_phaser(0 .5 .8) ?
-*/
-void spawnfunc_turret_phaser()
-{
- precache_sound ("turrets/phaser.wav");
- precache_model ("models/turrets/phaser.md3");
- precache_model ("models/turrets/phaser_beam.md3");
- precache_model ("models/turrets/base.md3");
-
- self.think = turret_phaser_dinit;
- self.nextthink = time + 0.5;
-}
-
+++ /dev/null
-void spawnfunc_turret_plasma();
-void spawnfunc_turret_plasma_dual();
-
-void turret_plasma_std_init();
-void turret_plasma_dual_init();
-
-void turret_plasma_attack();
-
-
-void turret_plasma_postthink()
-{
- if (self.tur_head.frame != 0)
- self.tur_head.frame = self.tur_head.frame + 1;
-
- if (self.tur_head.frame > 5)
- self.tur_head.frame = 0;
-}
-
-void turret_plasma_dual_postthink()
-{
- if ((self.tur_head.frame != 0) && (self.tur_head.frame != 3))
- self.tur_head.frame = self.tur_head.frame + 1;
-
- if (self.tur_head.frame > 6)
- self.tur_head.frame = 0;
-}
-
-void turret_plasma_minsta_attack (void)
-{
- float flying;
- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
-
- FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
- 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
-
-
- pointparticles(particleeffectnum("nex_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
-
- // teamcolor / hit beam effect
- vector v;
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- if(teamplay)
- {
- switch(self.team)
- {
- case NUM_TEAM_1: // Red
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), self.tur_shotorg, v);
- break;
- case NUM_TEAM_2: // Blue
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), self.tur_shotorg, v);
- break;
- case NUM_TEAM_3: // Yellow
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), self.tur_shotorg, v);
- break;
- case NUM_TEAM_4: // Pink
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), self.tur_shotorg, v);
- break;
- }
- }
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), self.tur_shotorg, v);
- if (self.tur_head.frame == 0)
- self.tur_head.frame = 1;
-}
-
-void turret_plasma_attack()
-{
- entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
- missile.missile_flags = MIF_SPLASH;
-
- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
- if (self.tur_head.frame == 0)
- self.tur_head.frame = 1;
-}
-
-void turret_plasma_dual_attack()
-{
- entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
- missile.missile_flags = MIF_SPLASH;
- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
- self.tur_head.frame += 1;
-}
-
-void turret_plasma_std_init()
-{
- if (self.netname == "") self.netname = "Plasma Cannon";
-
- // What ammo to use
- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
-
- // How to aim
- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_GROUNDGROUND;
- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
-
- if (turret_stdproc_init("plasma_std", "models/turrets/base.md3", "models/turrets/plasma.md3", TID_PLASMA) == 0)
- {
- remove(self);
- return;
- }
-
- self.damage_flags |= TFL_DMG_HEADSHAKE;
- self.firecheck_flags |= TFL_FIRECHECK_AFF;
-
- // Our fireing routine
- if(g_minstagib)
- self.turret_firefunc = turret_plasma_minsta_attack;
- else
- self.turret_firefunc = turret_plasma_attack;
-
- // Custom per turret frame stuff. usualy animation.
- self.turret_postthink = turret_plasma_postthink;
- turret_do_updates(self);
-}
-
-
-void turret_plasma_dual_init()
-{
- if (self.netname == "") self.netname = "Dual Plasma Cannon";
-
- // What ammo to use
- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
-
- // How to aim at targets
- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_GROUNDGROUND ;
- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
-
- if (turret_stdproc_init("plasma_dual", "models/turrets/base.md3", "models/turrets/plasmad.md3", TID_PLASMA_DUAL) == 0)
- {
- remove(self);
- return;
- }
-
- self.damage_flags |= TFL_DMG_HEADSHAKE;
- self.firecheck_flags |= TFL_FIRECHECK_AFF;
-
- // Our fireing routine
- self.turret_firefunc = turret_plasma_dual_attack;
-
- // Custom per turret frame stuff. usualy animation.
- self.turret_postthink = turret_plasma_dual_postthink;
-}
-
-
-/*
-* Basic moderate (std) or fast (dual) fireing, short-mid range energy cannon.
-* Not too mutch of a therat on its own, but can be rather dangerous in groups.
-* Regenerates ammo slowly, support with a fusionreactor(s) to do some real damage.
-*/
-
-/*QUAKED turret_plasma (0 .5 .8) ?
-*/
-void spawnfunc_turret_plasma()
-{
- g_turrets_common_precash();
- precache_model ("models/turrets/plasma.md3");
- precache_model ("models/turrets/base.md3");
-
- self.think = turret_plasma_std_init;
- self.nextthink = time + 0.5;
-}
-
-/*QUAKED turret_plasma_dual (0 .5 .8) ?
-*/
-void spawnfunc_turret_plasma_dual()
-{
-
- precache_model ("models/turrets/plasmad.md3");
- precache_model ("models/turrets/base.md3");
-
- self.think = turret_plasma_dual_init;
- self.nextthink = time + 0.5;
-}
-
+++ /dev/null
-void spawnfunc_turret_targettrigger();
-void turret_targettrigger_touch();
-
-void turret_targettrigger_touch()
-{
- entity e;
- if (self.cnt > time) return;
- entity oldself;
- oldself = self;
-
- e = find(world, targetname, self.target);
- while (e)
- {
- if (e.turrcaps_flags & TFL_TURRCAPS_RECIVETARGETS)
- {
- self = e;
- if(e.turret_addtarget)
- e.turret_addtarget(other,oldself);
- }
-
- e = find(e, targetname, oldself.target);
- }
-
- oldself.cnt = time + 0.5;
-
- self = oldself;
-}
-
-/*QUAKED turret_targettrigger (.5 .5 .5) ?
-*/
-void spawnfunc_turret_targettrigger()
-{
- if (!autocvar_g_turrets)
- {
- remove(self);
- return;
- }
-
- InitTrigger ();
-
- self.touch = turret_targettrigger_touch;
-}
+++ /dev/null
-void spawnfunc_turret_tesla();
-void turret_tesla_dinit();
-void turret_tesla_fire();
-
-entity toast(entity from, float range, float damage)
-{
- entity e;
- entity etarget = world;
- float d,dd;
- float r;
-
- dd = range + 1;
-
- e = findradius(from.origin,range);
- while (e)
- {
- if ((e.railgunhit != 1) && (e != from))
- {
- r = turret_validate_target(self,e,self.target_validate_flags);
- if (r > 0)
- {
- traceline(from.origin,0.5 * (e.absmin + e.absmax),MOVE_WORLDONLY,from);
- if (trace_fraction == 1.0)
- {
- d = vlen(e.origin - from.origin);
- if (d < dd)
- {
- dd = d;
- etarget = e;
- }
- }
- }
- }
- e = e.chain;
- }
-
- if (etarget)
- {
- te_csqc_lightningarc(from.origin,etarget.origin);
- Damage(etarget, self, self, damage, DEATH_TURRET_TESLA, etarget.origin, '0 0 0');
- etarget.railgunhit = 1;
- }
-
- return etarget;
-}
-
-float turret_tesla_firecheck()
-{
- // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
- float do_target_scan = 0;
-
- if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
- do_target_scan = 1;
-
- // Old target (if any) invalid?
- if(self.target_validate_time < time)
- if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
- {
- self.enemy = world;
- self.target_validate_time = time + 0.5;
- do_target_scan = 1;
- }
-
- // But never more often then g_turrets_targetscan_mindelay!
- if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
- do_target_scan = 0;
-
- if(do_target_scan)
- {
- self.enemy = turret_select_target();
- self.target_select_time = time;
- }
-
- if not (turret_stdproc_firecheck())
- return 0;
-
- if(self.enemy)
- return 1;
-
- return 0;
-}
-
-
-void turret_tesla_fire()
-{
- entity e, t;
- float d, r, i;
-
- d = self.shot_dmg;
- r = self.target_range;
- e = spawn();
- setorigin(e,self.tur_shotorg);
-
- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
-
- t = toast(e,r,d);
- remove(e);
-
- if (t == world) return;
-
- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_TEAMCHECK;
-
- self.attack_finished_single = time + self.shot_refire;
- for (i = 0; i < 10; ++i)
- {
- d *= 0.75;
- r *= 0.85;
- t = toast(t, r, d);
- if (t == world) break;
-
- }
-
- e = findchainfloat(railgunhit, 1);
- while (e)
- {
- e.railgunhit = 0;
- e = e.chain;
- }
-}
-
-void turret_tesla_postthink()
-{
- if not (self.active)
- {
- self.tur_head.avelocity = '0 0 0';
- return;
- }
-
- if(self.ammo < self.shot_dmg)
- {
- self.tur_head.avelocity = '0 45 0' * (self.ammo / self.shot_dmg);
- }
- else
- {
- self.tur_head.avelocity = '0 180 0' * (self.ammo / self.shot_dmg);
-
- if(self.attack_finished_single > time)
- return;
-
- float f;
- f = (self.ammo / self.ammo_max);
- f = f * f;
- if(f > random())
- if(random() < 0.1)
- te_csqc_lightningarc(self.tur_shotorg,self.tur_shotorg + (randomvec() * 350));
- }
-}
-
-
-void turret_tesla_dinit()
-{
- if (self.netname == "") self.netname = "Tesla Coil";
-
- self.turrcaps_flags = TFL_TURRCAPS_HITSCAN | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;
-
- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
- TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
-
- self.firecheck_flags = TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_OWM_AMMO;
- self.shoot_flags = TFL_SHOOT_CUSTOM;
- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
- self.aim_flags = TFL_AIM_NO;
- self.track_flags = TFL_TRACK_NO;
-
- if (turret_stdproc_init("tesla_std", "models/turrets/tesla_base.md3", "models/turrets/tesla_head.md3", TID_TESLA) == 0)
- {
- remove(self);
- return;
- }
- setsize(self,'-60 -60 0','60 60 128');
-
- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
- TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
-
- self.turret_firefunc = turret_tesla_fire;
- self.turret_postthink = turret_tesla_postthink;
- self.turret_firecheckfunc = turret_tesla_firecheck;
-}
-
-/*QUAKED turret_tesla (0 .5 .8) ?
-*/
-void spawnfunc_turret_tesla()
-{
- precache_model ("models/turrets/tesla_head.md3");
- precache_model ("models/turrets/tesla_base.md3");
-
-
- self.think = turret_tesla_dinit;
- self.nextthink = time + 0.5;
-}
-
+++ /dev/null
-#define ANIM_NO 0
-#define ANIM_TURN 1
-#define ANIM_WALK 2
-#define ANIM_RUN 3
-#define ANIM_STRAFE_L 4
-#define ANIM_STRAFE_R 5
-#define ANIM_JUMP 6
-#define ANIM_LAND 7
-#define ANIM_PAIN 8
-#define ANIM_MEELE 9
-#define ANIM_SWIM 10
-#define ANIM_ROAM 11
-.float animflag;
-
-#define WALKER_MIN '-70 -70 0'
-#define WALKER_MAX '70 70 95'
-
-#define WALKER_PATH(s,e) pathlib_astar(s,e)
-
-float walker_firecheck()
-{
- if (self.animflag == ANIM_MEELE)
- return 0;
-
- return turret_stdproc_firecheck();
-}
-
-void walker_meele_do_dmg()
-{
- vector where;
- entity e;
-
- makevectors(self.angles);
- where = self.origin + v_forward * 128;
-
- e = findradius(where,32);
- while (e)
- {
- if (turret_validate_target(self, e, self.target_validate_flags))
- if (e != self && e.owner != self)
- Damage(e, self, self, autocvar_g_turrets_unit_walker_std_meele_dmg, DEATH_TURRET_WALK_MEELE, '0 0 0', v_forward * autocvar_g_turrets_unit_walker_std_meele_force);
-
- e = e.chain;
- }
-}
-
-void walker_setnoanim()
-{
- turrets_setframe(ANIM_NO, FALSE);
- self.animflag = self.frame;
-}
-void walker_rocket_explode()
-{
- RadiusDamage (self, self.owner, autocvar_g_turrets_unit_walker_std_rocket_dmg, 0, autocvar_g_turrets_unit_walker_std_rocket_radius, self, autocvar_g_turrets_unit_walker_std_rocket_force, DEATH_TURRET_WALK_ROCKET, world);
- remove (self);
-}
-
-void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
- self.health = self.health - damage;
- self.velocity = self.velocity + vforce;
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
-}
-
-#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, autocvar_g_turrets_unit_walker_std_rocket_speed, autocvar_g_turrets_unit_walker_std_rocket_turnrate); UpdateCSQCProjectile(self)
-void walker_rocket_loop();
-void walker_rocket_think()
-{
- vector newdir;
- float edist;
- float itime;
- float m_speed;
-
- self.nextthink = time;
-
- edist = vlen(self.enemy.origin - self.origin);
-
- // Simulate crude guidance
- if (self.cnt < time)
- {
- if (edist < 1000)
- self.tur_shotorg = randomvec() * min(edist, 64);
- else
- self.tur_shotorg = randomvec() * min(edist, 256);
-
- self.cnt = time + 0.5;
- }
-
- if (edist < 128)
- self.tur_shotorg = '0 0 0';
-
- if (self.tur_health < time)
- {
- self.think = walker_rocket_explode;
- self.nextthink = time;
- return;
- }
-
- if (self.shot_dmg != 1337 && random() < 0.01)
- {
- walker_rocket_loop();
- return;
- }
-
- m_speed = vlen(self.velocity);
-
- // Enemy dead? just keep on the current heading then.
- if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
- self.enemy = world;
-
- if (self.enemy)
- {
- itime = max(edist / m_speed, 1);
- newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
- }
- else
- newdir = normalize(self.velocity);
-
- WALKER_ROCKET_MOVE;
-}
-
-void walker_rocket_loop3()
-{
- vector newdir;
- self.nextthink = time;
-
- if (self.tur_health < time)
- {
- self.think = walker_rocket_explode;
- return;
- }
-
- if (vlen(self.origin - self.tur_shotorg) < 100 )
- {
- self.think = walker_rocket_think;
- return;
- }
-
- newdir = steerlib_pull(self.tur_shotorg);
- WALKER_ROCKET_MOVE;
-
- self.angles = vectoangles(self.velocity);
-}
-
-void walker_rocket_loop2()
-{
- vector newdir;
-
- self.nextthink = time;
-
- if (self.tur_health < time)
- {
- self.think = walker_rocket_explode;
- return;
- }
-
- if (vlen(self.origin - self.tur_shotorg) < 100 )
- {
- self.tur_shotorg = self.origin - '0 0 200';
- self.think = walker_rocket_loop3;
- return;
- }
-
- newdir = steerlib_pull(self.tur_shotorg);
- WALKER_ROCKET_MOVE;
-}
-
-void walker_rocket_loop()
-{
- self.nextthink = time;
- self.tur_shotorg = self.origin + '0 0 300';
- self.think = walker_rocket_loop2;
- self.shot_dmg = 1337;
-}
-
-void walker_fire_rocket(vector org)
-{
- entity rocket;
-
- fixedmakevectors(self.angles);
-
- te_explosion (org);
-
- rocket = spawn ();
- setorigin(rocket, org);
-
- sound (self, CH_WEAPON_A, "weapons/hagar_fire.wav", VOL_BASE, ATTEN_NORM);
- setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
-
- rocket.classname = "walker_rocket";
- rocket.owner = self;
- rocket.bot_dodge = TRUE;
- rocket.bot_dodgerating = 50;
- rocket.takedamage = DAMAGE_YES;
- rocket.damageforcescale = 2;
- rocket.health = 25;
- rocket.tur_shotorg = randomvec() * 512;
- rocket.cnt = time + 1;
- rocket.enemy = self.enemy;
-
- if (random() < 0.01)
- rocket.think = walker_rocket_loop;
- else
- rocket.think = walker_rocket_think;
-
- rocket.event_damage = walker_rocket_damage;
-
- rocket.nextthink = time;
- rocket.movetype = MOVETYPE_FLY;
- rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * autocvar_g_turrets_unit_walker_std_rocket_speed;
- rocket.angles = vectoangles(rocket.velocity);
- rocket.touch = walker_rocket_explode;
- rocket.flags = FL_PROJECTILE;
- rocket.solid = SOLID_BBOX;
- rocket.tur_health = time + 9;
- rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
-
- CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
-}
-
-.vector enemy_last_loc;
-.float enemy_last_time;
-void walker_move_to(vector _target, float _dist)
-{
- switch (self.waterlevel)
- {
- case WATERLEVEL_NONE:
- if (_dist > 500)
- self.animflag = ANIM_RUN;
- else
- self.animflag = ANIM_WALK;
- case WATERLEVEL_WETFEET:
- case WATERLEVEL_SWIMMING:
- if (self.animflag != ANIM_SWIM)
- self.animflag = ANIM_WALK;
- else
- self.animflag = ANIM_SWIM;
- break;
- case WATERLEVEL_SUBMERGED:
- self.animflag = ANIM_SWIM;
- }
-
- self.moveto = _target;
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
-
- if(self.enemy)
- {
- self.enemy_last_loc = _target;
- self.enemy_last_time = time;
- }
-}
-
-//#define WALKER_FANCYPATHING
-
-void walker_move_path()
-{
-#ifdef WALKER_FANCYPATHING
- // Are we close enougth to a path node to switch to the next?
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
- if (self.pathcurrent.path_next == world)
- {
- // Path endpoint reached
- pathlib_deletepath(self.pathcurrent.owner);
- self.pathcurrent = world;
-
- if (self.pathgoal)
- {
- if (self.pathgoal.use)
- self.pathgoal.use();
-
- if (self.pathgoal.enemy)
- {
- self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
- self.pathgoal = self.pathgoal.enemy;
- }
- }
- else
- self.pathgoal = world;
- }
- else
- self.pathcurrent = self.pathcurrent.path_next;
-
- self.moveto = self.pathcurrent.origin;
- self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
- walker_move_to(self.moveto, 0);
-
-#else
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
- self.pathcurrent = self.pathcurrent.enemy;
-
- if(!self.pathcurrent)
- return;
-
- self.moveto = self.pathcurrent.origin;
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
- walker_move_to(self.moveto, 0);
-#endif
-}
-
-.float idletime;
-void walker_postthink()
-{
- fixedmakevectors(self.angles);
-
- if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
- walker_move_path();
- else if (self.enemy == world)
- {
- if(self.pathcurrent)
- walker_move_path();
- else
- {
- if(self.enemy_last_time != 0)
- {
- if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
- self.enemy_last_time = 0;
- else
- walker_move_to(self.enemy_last_loc, 0);
- }
- else
- {
- if(self.animflag != ANIM_NO)
- {
- traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
-
- if(trace_fraction != 1.0)
- self.tur_head.idletime = -1337;
- else
- {
- traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
- if(trace_fraction == 1.0)
- self.tur_head.idletime = -1337;
- }
-
- if(self.tur_head.idletime == -1337)
- {
- self.moveto = self.origin + randomvec() * 256;
- self.tur_head.idletime = 0;
- }
-
- self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
- self.moveto_z = self.origin_z + 64;
- walker_move_to(self.moveto, 0);
- }
-
- if(self.idletime < time)
- {
- if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
- {
- self.idletime = time + 1 + random() * 5;
- self.moveto = self.origin;
- self.animflag = ANIM_NO;
- }
- else
- {
- self.animflag = ANIM_WALK;
- self.idletime = time + 4 + random() * 2;
- self.moveto = self.origin + randomvec() * 256;
- self.tur_head.moveto = self.moveto;
- self.tur_head.idletime = 0;
- }
- }
- }
- }
- }
- else
- {
- if (self.tur_dist_enemy < autocvar_g_turrets_unit_walker_std_meele_range && self.animflag != ANIM_MEELE)
- {
- vector wish_angle;
-
- wish_angle = angleofs(self, self.enemy);
- if (self.animflag != ANIM_SWIM)
- if (fabs(wish_angle_y) < 15)
- {
- self.moveto = self.enemy.origin;
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
- self.animflag = ANIM_MEELE;
- }
- }
- else if (self.tur_head.attack_finished_single < time)
- {
- if(self.tur_head.shot_volly)
- {
- self.animflag = ANIM_NO;
-
- self.tur_head.shot_volly = self.tur_head.shot_volly -1;
- if(self.tur_head.shot_volly == 0)
- self.tur_head.attack_finished_single = time + autocvar_g_turrets_unit_walker_std_rocket_refire;
- else
- self.tur_head.attack_finished_single = time + 0.2;
-
- if(self.tur_head.shot_volly > 1)
- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
- else
- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
- }
- else
- {
- if (self.tur_dist_enemy > autocvar_g_turrets_unit_walker_std_rockets_range_min)
- if (self.tur_dist_enemy < autocvar_g_turrets_unit_walker_std_rockets_range)
- self.tur_head.shot_volly = 4;
- }
- }
- else
- {
- if (self.animflag != ANIM_MEELE)
- walker_move_to(self.enemy.origin, self.tur_dist_enemy);
- }
- }
-
- //if(self.animflag != ANIM_NO)
- {
- vector real_angle;
- float turny = 0, turnx = 0;
- float vz;
-
- real_angle = vectoangles(self.steerto) - self.angles;
- vz = self.velocity_z;
-
- switch (self.animflag)
- {
- case ANIM_NO:
- movelib_beak_simple(autocvar_g_turrets_unit_walker_speed_stop);
- break;
-
- case ANIM_TURN:
- turny = autocvar_g_turrets_unit_walker_turn;
- movelib_beak_simple(autocvar_g_turrets_unit_walker_speed_stop);
- break;
-
- case ANIM_WALK:
- turny = autocvar_g_turrets_unit_walker_turn_walk;
- movelib_move_simple(v_forward, autocvar_g_turrets_unit_walker_speed_walk, 0.6);
- break;
-
- case ANIM_RUN:
- turny = autocvar_g_turrets_unit_walker_turn_run;
- movelib_move_simple(v_forward, autocvar_g_turrets_unit_walker_speed_run, 0.6);
- break;
-
- case ANIM_STRAFE_L:
- turny = autocvar_g_turrets_unit_walker_turn_strafe;
- movelib_move_simple(v_right * -1, autocvar_g_turrets_unit_walker_speed_walk, 0.8);
- break;
-
- case ANIM_STRAFE_R:
- turny = autocvar_g_turrets_unit_walker_turn_strafe;
- movelib_move_simple(v_right, autocvar_g_turrets_unit_walker_speed_walk, 0.8);
- break;
-
- case ANIM_JUMP:
- self.velocity += '0 0 1' * autocvar_g_turrets_unit_walker_speed_jump;
- break;
-
- case ANIM_LAND:
- break;
-
- case ANIM_PAIN:
- if(self.frame != ANIM_PAIN)
- defer(0.25, walker_setnoanim);
-
- break;
-
- case ANIM_MEELE:
- if(self.frame != ANIM_MEELE)
- {
- defer(0.41, walker_setnoanim);
- defer(0.21, walker_meele_do_dmg);
- }
-
- movelib_beak_simple(autocvar_g_turrets_unit_walker_speed_stop);
- break;
-
- case ANIM_SWIM:
- turny = autocvar_g_turrets_unit_walker_turn_swim;
- turnx = autocvar_g_turrets_unit_walker_turn_swim;
-
- self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
- movelib_move_simple(v_forward, autocvar_g_turrets_unit_walker_speed_swim, 0.3);
- vz = self.velocity_z + sin(time * 4) * 8;
- break;
-
- case ANIM_ROAM:
- turny = autocvar_g_turrets_unit_walker_turn_walk;
- movelib_move_simple(v_forward ,autocvar_g_turrets_unit_walker_speed_roam, 0.5);
- break;
- }
-
- if(turny)
- {
- turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
- self.angles_y += turny;
- }
-
- if(turnx)
- {
- turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
- self.angles_x += turnx;
- }
-
- self.velocity_z = vz;
- }
-
-
- if(self.origin != self.oldorigin)
- self.SendFlags |= TNSF_MOVE;
-
- self.oldorigin = self.origin;
- turrets_setframe(self.animflag, FALSE);
-}
-
-void walker_attack()
-{
- sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
- endFireBallisticBullet();
- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
-}
-
-
-void walker_respawnhook()
-{
- entity e;
-
- // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
- if(self.movetype != MOVETYPE_WALK)
- return;
-
- setorigin(self, self.pos1);
- self.angles = self.pos2;
-
- if (self.target != "")
- {
- e = find(world, targetname, self.target);
- if (!e)
- {
- dprint("Warning! initital waypoint for Walker does NOT exsist!\n");
- self.target = "";
- }
-
- if (e.classname != "turret_checkpoint")
- dprint("Warning: not a turrret path\n");
- else
- {
- #ifdef WALKER_FANCYPATHING
- self.pathcurrent = WALKER_PATH(self.origin, e.origin);
- self.pathgoal = e;
-#else
- self.pathcurrent = e;
-#endif
- }
- }
-}
-
-void walker_diehook()
-{
-#ifdef WALKER_FANCYPATHING
- if (self.pathcurrent)
- pathlib_deletepath(self.pathcurrent.owner);
-#endif
- self.pathcurrent = world;
-}
-
-void turret_walker_dinit()
-{
- entity e;
-
- if (self.netname == "") self.netname = "Walker Turret";
-
- self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
- self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE ;
- self.aim_flags = TFL_AIM_LEAD;
-
- if (autocvar_g_antilag_bullets)
- self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
- else
- self.aim_flags |= TFL_AIM_SHOTTIMECOMPENSATE;
-
-
- self.turret_respawnhook = walker_respawnhook;
- self.turret_diehook = walker_diehook;
-
- self.ticrate = 0.05;
- if (turret_stdproc_init("walker_std", "models/turrets/walker_body.md3", "models/turrets/walker_head_minigun.md3", TID_WALKER) == 0)
- {
- remove(self);
- return;
- }
- setsize(self, WALKER_MIN, WALKER_MAX);
- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- self.iscreature = TRUE;
- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
- self.movetype = MOVETYPE_WALK;
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
- setorigin(self, self.origin);
- tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
- setorigin(self, trace_endpos + '0 0 4');
- self.pos1 = self.origin;
- self.pos2 = self.angles;
- self.idle_aim = '0 0 0';
- self.turret_firecheckfunc = walker_firecheck;
- self.turret_firefunc = walker_attack;
- self.turret_postthink = walker_postthink;
-
- if (self.target != "")
- {
- e = find(world, targetname, self.target);
- if (!e)
- {
- dprint("Initital waypoint for walker does NOT exsist, fix your map!\n");
- self.target = "";
- }
-
- if (e.classname != "turret_checkpoint")
- dprint("Warning: not a turrret path\n");
- else
- {
-#ifdef WALKER_FANCYPATHING
- self.pathcurrent = WALKER_PATH(self.origin, e.origin);
- self.pathgoal = e;
-#else
- self.pathcurrent = e;
-#endif
- }
- }
-}
-
-
-void spawnfunc_turret_walker()
-{
- g_turrets_common_precash();
-
- precache_model ("models/turrets/walker_head_minigun.md3");
- precache_model ("models/turrets/walker_body.md3");
- precache_model ( "models/turrets/rocket.md3");
- precache_sound ( "weapons/rocket_impact.wav" );
-
- self.think = turret_walker_dinit;
- self.nextthink = time + 0.5;
-}
trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
}
- else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ else if(trace_ent.turret_flags & TUR_FLAG_ISTURRET)
{
if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
trace_ent = world;
if not (trace_ent.vehicle_flags & VHF_ISVEHICLE ||
- trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
+ trace_ent.turret_flags & TUR_FLAG_ISTURRET ||
trace_ent.takedamage == DAMAGE_TARGETDRONE)
trace_ent = world;
}
.float vehicle_respawntime;
//.void() vehicle_spawn;
+.float volly_counter;
+
+.float tur_health;
+
void vehicles_exit(float eject);
.void(float exit_flags) vehicle_exit;
const float VHEF_NORMAL = 0; /// User pressed exit key
set g_turrets_reloadcvars 0
set g_turrets_nofire 0
-// Target scanning and validation can be resource intensive
-// Dont let turrets look for new targets more frequently then this
-set g_turrets_targetscan_mindelay 0.1
+set g_turrets_targetscan_mindelay 0.1 "delay target rescanning to lower resource usage"
+set g_turrets_targetscan_maxdelay 1 "scan at least this often"
+set g_turrets_aimidle_delay 5 "become idle if target is lost for this long"
-// Do a targetscan at least this often regarless.
-set g_turrets_targetscan_maxdelay 1
+alias g_turrets_reload "set g_turrets_reloadcvars 1"
-// Turrets with no target returns to their idle aim after this much time.
-set g_turrets_aimidle_delay 5
+// {{{ #1: eWheel Turret
+set g_turrets_unit_ewheel_health 200
+set g_turrets_unit_ewheel_respawntime 30
-// --- Units ---
+set g_turrets_unit_ewheel_turnrate 200
-// Machinegun on a stick.
-exec unit_machinegun.cfg
+set g_turrets_unit_ewheel_speed_fast 500
+set g_turrets_unit_ewheel_speed_slow 150
+set g_turrets_unit_ewheel_speed_slower 50
+set g_turrets_unit_ewheel_speed_stop 25
-// Hunter killer rocket turret. "smart rockets"
-exec unit_hk.cfg
+set g_turrets_unit_ewheel_shot_dmg 30
+set g_turrets_unit_ewheel_shot_refire 0.1
+set g_turrets_unit_ewheel_shot_spread 0.025
+set g_turrets_unit_ewheel_shot_force 125
+set g_turrets_unit_ewheel_shot_radius 50
+set g_turrets_unit_ewheel_shot_speed 9000
-// Fires a pair of accelerating, simple homing rockets.
-exec unit_hellion.cfg
+set g_turrets_unit_ewheel_shot_volly 2
+set g_turrets_unit_ewheel_shot_volly_refire 1
-// Fire lots of dumbfire rockets
-exec unit_mlrs.cfg
+set g_turrets_unit_ewheel_target_range 5000
+set g_turrets_unit_ewheel_target_range_optimal 900
+set g_turrets_unit_ewheel_target_range_min 0.1
-// Kills killable enemy missiles.
-exec unit_flac.cfg
+set g_turrets_unit_ewheel_target_select_rangebias 0.25
+set g_turrets_unit_ewheel_target_select_samebias 2
+set g_turrets_unit_ewheel_target_select_anglebias 0.5
+set g_turrets_unit_ewheel_target_select_playerbias 1
+set g_turrets_unit_ewheel_target_select_missilebias 0
-// Support unit. Recharges friendly energy based turrets in range
-exec unit_fusreac.cfg
+set g_turrets_unit_ewheel_ammo_max 4000
+set g_turrets_unit_ewheel_ammo 500
+set g_turrets_unit_ewheel_ammo_recharge 50
-// "Electro" turret.
-exec unit_plasma.cfg
+set g_turrets_unit_ewheel_aim_firetolerance_dist 150
+set g_turrets_unit_ewheel_aim_speed 90
+set g_turrets_unit_ewheel_aim_maxrot 20
+set g_turrets_unit_ewheel_aim_maxpitch 45
-// The the all new "Electro" turret, same ting with two barrels.
-exec unit_plasma2.cfg
+set g_turrets_unit_ewheel_track_type 1
+set g_turrets_unit_ewheel_track_accel_pitch 0
+set g_turrets_unit_ewheel_track_accel_rot 0
+// }}}
+// {{{ #2: FLAC Cannon
+set g_turrets_unit_flac_health 700
+set g_turrets_unit_flac_respawntime 90
-// AAAaaaarg! Bzzaat! yber turret. chain lightning missile and player killing.
-exec unit_tesla.cfg
+set g_turrets_unit_flac_shot_dmg 20
+set g_turrets_unit_flac_shot_refire 0.1
+set g_turrets_unit_flac_shot_radius 100
+set g_turrets_unit_flac_shot_speed 9000
+set g_turrets_unit_flac_shot_spread 0.02
+set g_turrets_unit_flac_shot_force 25
+set g_turrets_unit_flac_shot_volly 0
+set g_turrets_unit_flac_shot_volly_refire 0
-// Fires a constant beam that slows down and slowly damages its target.
-exec unit_phaser.cfg
+set g_turrets_unit_flac_target_range 4000
+set g_turrets_unit_flac_target_range_min 500
+set g_turrets_unit_flac_target_range_optimal 1250
-// The bastred son of a turret and a quake monster.
-// A walking minigun with longrage missiles and closerange meele attack.
-exec unit_walker.cfg
+set g_turrets_unit_flac_target_select_rangebias 0.25
+set g_turrets_unit_flac_target_select_samebias 1
+set g_turrets_unit_flac_target_select_anglebias 0.5
+set g_turrets_unit_flac_target_select_playerbias 0
+set g_turrets_unit_flac_target_select_missilebias 1
-// OMG! Its the Evil Wheel! :O
-exec unit_ewheel.cfg
+set g_turrets_unit_flac_ammo_max 1000
+set g_turrets_unit_flac_ammo 400
+set g_turrets_unit_flac_ammo_recharge 100
-// It is so repulsive, it doesn't even exist!
-// exec unit_repulsor.cfg
+set g_turrets_unit_flac_aim_firetolerance_dist 150
+set g_turrets_unit_flac_aim_speed 200
+set g_turrets_unit_flac_aim_maxrot 360
+set g_turrets_unit_flac_aim_maxpitch 35
-set g_turrets_reloadcvars 0 // reload when this cfg has been exec'd
-alias g_turrets_reload "set g_turrets_reloadcvars 1"
+set g_turrets_unit_flac_track_type 3
+set g_turrets_unit_flac_track_accel_pitch 0.5
+set g_turrets_unit_flac_track_accel_rot 0.7
+set g_turrets_unit_flac_track_blendrate 0.2
+// }}}
+// {{{ #3: Fusion Reactor
+set g_turrets_unit_fusreac_health 700
+set g_turrets_unit_fusreac_respawntime 90
+
+set g_turrets_unit_fusreac_shot_speed 1
+set g_turrets_unit_fusreac_shot_dmg 20
+set g_turrets_unit_fusreac_shot_refire 0.2
+
+set g_turrets_unit_fusreac_target_range 1024
+set g_turrets_unit_fusreac_target_range_min 1
+
+set g_turrets_unit_fusreac_ammo_max 100
+set g_turrets_unit_fusreac_ammo 0
+set g_turrets_unit_fusreac_ammo_recharge 100
+
+set g_turrets_unit_fusreac_shot_radius 0
+set g_turrets_unit_fusreac_shot_spread 0
+set g_turrets_unit_fusreac_shot_force 0
+set g_turrets_unit_fusreac_shot_volly 0
+set g_turrets_unit_fusreac_shot_volly_refire 0
+set g_turrets_unit_fusreac_target_range_optimal 0
+set g_turrets_unit_fusreac_target_select_rangebias 0
+set g_turrets_unit_fusreac_target_select_samebias 0
+set g_turrets_unit_fusreac_target_select_anglebias 0
+set g_turrets_unit_fusreac_target_select_playerbias 0
+set g_turrets_unit_fusreac_aim_firetolerance_dist 0
+set g_turrets_unit_fusreac_aim_speed 0
+set g_turrets_unit_fusreac_aim_maxrot 0
+set g_turrets_unit_fusreac_aim_maxpitch 0
+set g_turrets_unit_fusreac_track_type 0
+set g_turrets_unit_fusreac_track_accel_pitch 0
+set g_turrets_unit_fusreac_track_accel_rot 0
+set g_turrets_unit_fusreac_track_blendrate 0
+// }}}
+// {{{ #4: Hellion Missile Turret
+set g_turrets_unit_hellion_health 500
+set g_turrets_unit_hellion_respawntime 90
+
+set g_turrets_unit_hellion_shot_dmg 50
+set g_turrets_unit_hellion_shot_refire 0.2
+set g_turrets_unit_hellion_shot_radius 80
+
+set g_turrets_unit_hellion_shot_speed 650
+set g_turrets_unit_hellion_shot_speed_max 4000
+set g_turrets_unit_hellion_shot_speed_gain 1.01
+
+set g_turrets_unit_hellion_shot_spread 0.08
+set g_turrets_unit_hellion_shot_force 250
+set g_turrets_unit_hellion_shot_volly 2
+set g_turrets_unit_hellion_shot_volly_refire 4
+
+set g_turrets_unit_hellion_target_range 6000
+set g_turrets_unit_hellion_target_range_min 150
+set g_turrets_unit_hellion_target_range_optimal 4500
+
+set g_turrets_unit_hellion_target_select_rangebias 0.7
+set g_turrets_unit_hellion_target_select_samebias 0.01
+set g_turrets_unit_hellion_target_select_anglebias 0.01
+set g_turrets_unit_hellion_target_select_playerbias 1
+set g_turrets_unit_hellion_target_select_missilebias 0
+
+set g_turrets_unit_hellion_ammo_max 200
+set g_turrets_unit_hellion_ammo 100
+set g_turrets_unit_hellion_ammo_recharge 50
+
+set g_turrets_unit_hellion_aim_firetolerance_dist 200
+set g_turrets_unit_hellion_aim_speed 100
+set g_turrets_unit_hellion_aim_maxrot 360
+set g_turrets_unit_hellion_aim_maxpitch 20
+
+set g_turrets_unit_hellion_track_type 3
+set g_turrets_unit_hellion_track_accel_pitch 0.25
+set g_turrets_unit_hellion_track_accel_rot 0.6
+set g_turrets_unit_hellion_track_blendrate 0.25
+// }}}
+// {{{ #5: Hunter-Killer Turret
+set g_turrets_unit_hk_health 500
+set g_turrets_unit_hk_respawntime 90
+
+set g_turrets_unit_hk_shot_dmg 120
+set g_turrets_unit_hk_shot_refire 5
+set g_turrets_unit_hk_shot_radius 200
+
+set g_turrets_unit_hk_shot_speed 500
+set g_turrets_unit_hk_shot_speed_max 1000
+set g_turrets_unit_hk_shot_speed_accel 1.025
+set g_turrets_unit_hk_shot_speed_accel2 1.05
+set g_turrets_unit_hk_shot_speed_decel 0.9
+set g_turrets_unit_hk_shot_speed_turnrate 0.25
+
+set g_turrets_unit_hk_shot_spread 0
+set g_turrets_unit_hk_shot_force 600
+set g_turrets_unit_hk_shot_volly 0
+set g_turrets_unit_hk_shot_volly_refire 0
+
+set g_turrets_unit_hk_target_range 6000
+set g_turrets_unit_hk_target_range_min 220
+set g_turrets_unit_hk_target_range_optimal 5000
+
+set g_turrets_unit_hk_target_select_rangebias 0.5
+set g_turrets_unit_hk_target_select_samebias 0.01
+set g_turrets_unit_hk_target_select_anglebias 0.1
+set g_turrets_unit_hk_target_select_playerbias 1
+set g_turrets_unit_hk_target_select_missilebias 0
+
+set g_turrets_unit_hk_ammo_max 240
+set g_turrets_unit_hk_ammo 120
+set g_turrets_unit_hk_ammo_recharge 16
+
+set g_turrets_unit_hk_aim_firetolerance_dist 500
+set g_turrets_unit_hk_aim_speed 100
+set g_turrets_unit_hk_aim_maxrot 360
+set g_turrets_unit_hk_aim_maxpitch 20
+
+set g_turrets_unit_hk_track_type 3
+set g_turrets_unit_hk_track_accel_pitch 0.25
+set g_turrets_unit_hk_track_accel_rot 0.6
+set g_turrets_unit_hk_track_blendrate 0.2
+// }}}
+// {{{ #6: Machinegun Turret
+set g_turrets_unit_machinegun_health 256
+set g_turrets_unit_machinegun_respawntime 60
+
+set g_turrets_unit_machinegun_shot_dmg 10
+set g_turrets_unit_machinegun_shot_refire 0.1
+set g_turrets_unit_machinegun_shot_spread 0.015
+set g_turrets_unit_machinegun_shot_force 20
+set g_turrets_unit_machinegun_shot_radius 0
+set g_turrets_unit_machinegun_shot_speed 34920
+
+set g_turrets_unit_machinegun_shot_volly 5
+set g_turrets_unit_machinegun_shot_volly_refire 0.5
+
+set g_turrets_unit_machinegun_target_range 4500
+set g_turrets_unit_machinegun_target_range_min 2
+set g_turrets_unit_machinegun_target_range_optimal 1000
+
+set g_turrets_unit_machinegun_target_select_rangebias 0.25
+set g_turrets_unit_machinegun_target_select_samebias 0.25
+set g_turrets_unit_machinegun_target_select_anglebias 0.5
+set g_turrets_unit_machinegun_target_select_playerbias 1
+set g_turrets_unit_machinegun_target_select_missilebias 0
+
+set g_turrets_unit_machinegun_ammo_max 1500
+set g_turrets_unit_machinegun_ammo 300
+set g_turrets_unit_machinegun_ammo_recharge 75
+
+set g_turrets_unit_machinegun_aim_firetolerance_dist 25
+set g_turrets_unit_machinegun_aim_speed 120
+set g_turrets_unit_machinegun_aim_maxrot 360
+set g_turrets_unit_machinegun_aim_maxpitch 25
+
+set g_turrets_unit_machinegun_track_type 3
+set g_turrets_unit_machinegun_track_accel_pitch 0.4
+set g_turrets_unit_machinegun_track_accel_rot 0.9
+set g_turrets_unit_machinegun_track_blendrate 0.2
+// }}}
+// {{{ #7: MLRS Turret
+set g_turrets_unit_mlrs_health 500
+set g_turrets_unit_mlrs_respawntime 60
+
+set g_turrets_unit_mlrs_shot_dmg 50
+set g_turrets_unit_mlrs_shot_refire 0.1
+set g_turrets_unit_mlrs_shot_radius 125
+set g_turrets_unit_mlrs_shot_speed 2000
+set g_turrets_unit_mlrs_shot_spread 0.05
+set g_turrets_unit_mlrs_shot_force 25
+
+set g_turrets_unit_mlrs_shot_volly 6
+
+set g_turrets_unit_mlrs_shot_volly_refire 4
+
+set g_turrets_unit_mlrs_target_range 3000
+set g_turrets_unit_mlrs_target_range_min 500
+set g_turrets_unit_mlrs_target_range_optimal 500
+
+set g_turrets_unit_mlrs_target_select_rangebias 0.25
+set g_turrets_unit_mlrs_target_select_samebias 0.5
+set g_turrets_unit_mlrs_target_select_anglebias 0.5
+set g_turrets_unit_mlrs_target_select_playerbias 1
+set g_turrets_unit_mlrs_target_select_missilebias 0
+
+set g_turrets_unit_mlrs_ammo_max 300
+set g_turrets_unit_mlrs_ammo 300
+set g_turrets_unit_mlrs_ammo_recharge 75
+
+set g_turrets_unit_mlrs_aim_firetolerance_dist 120
+set g_turrets_unit_mlrs_aim_speed 100
+set g_turrets_unit_mlrs_aim_maxrot 360
+set g_turrets_unit_mlrs_aim_maxpitch 20
+
+set g_turrets_unit_mlrs_track_type 3
+set g_turrets_unit_mlrs_track_accel_pitch 0.5
+set g_turrets_unit_mlrs_track_accel_rot 0.7
+set g_turrets_unit_mlrs_track_blendrate 0.2
+// }}}
+// {{{ #8: Phaser Cannon
+set g_turrets_unit_phaser_health 500
+
+set g_turrets_unit_phaser_respawntime 90
+
+set g_turrets_unit_phaser_shot_dmg 100
+set g_turrets_unit_phaser_shot_refire 4
+set g_turrets_unit_phaser_shot_radius 8
+set g_turrets_unit_phaser_shot_speed 4
+set g_turrets_unit_phaser_shot_spread 0
+set g_turrets_unit_phaser_shot_force 5
+set g_turrets_unit_phaser_shot_volly 0
+set g_turrets_unit_phaser_shot_volly_refire 5
+
+set g_turrets_unit_phaser_target_range 3000
+set g_turrets_unit_phaser_target_range_min 0
+set g_turrets_unit_phaser_target_range_optimal 1500
+
+set g_turrets_unit_phaser_target_select_rangebias 0.85
+set g_turrets_unit_phaser_target_select_samebias 0
+set g_turrets_unit_phaser_target_select_anglebias 0.25
+set g_turrets_unit_phaser_target_select_playerbias 1
+set g_turrets_unit_phaser_target_select_missilebias 0
+
+set g_turrets_unit_phaser_ammo_max 2000
+set g_turrets_unit_phaser_ammo 1000
+set g_turrets_unit_phaser_ammo_recharge 25
+
+set g_turrets_unit_phaser_aim_firetolerance_dist 100
+
+set g_turrets_unit_phaser_aim_speed 300
+set g_turrets_unit_phaser_aim_maxrot 360
+set g_turrets_unit_phaser_aim_maxpitch 30
+
+set g_turrets_unit_phaser_track_type 3
+set g_turrets_unit_phaser_track_accel_pitch 0.5
+set g_turrets_unit_phaser_track_accel_rot 0.65
+set g_turrets_unit_phaser_track_blendrate 0.2
+// }}}
+// {{{ #9: Plasma Cannon
+set g_turrets_unit_plasma_health 500
+set g_turrets_unit_plasma_respawntime 60
+
+set g_turrets_unit_plasma_shot_dmg 80
+set g_turrets_unit_plasma_shot_refire 0.6
+set g_turrets_unit_plasma_shot_radius 150
+set g_turrets_unit_plasma_shot_speed 2000
+set g_turrets_unit_plasma_shot_spread 0.015
+set g_turrets_unit_plasma_shot_force 100
+set g_turrets_unit_plasma_shot_volly 0
+set g_turrets_unit_plasma_shot_volly_refire 0
+
+set g_turrets_unit_plasma_target_range 3500
+set g_turrets_unit_plasma_target_range_min 200
+set g_turrets_unit_plasma_target_range_optimal 500
+
+set g_turrets_unit_plasma_target_select_rangebias 0.5
+set g_turrets_unit_plasma_target_select_samebias 0.01
+set g_turrets_unit_plasma_target_select_anglebias 0.25
+set g_turrets_unit_plasma_target_select_playerbias 1
+set g_turrets_unit_plasma_target_select_missilebias 0
+
+set g_turrets_unit_plasma_ammo_max 640
+set g_turrets_unit_plasma_ammo 320
+set g_turrets_unit_plasma_ammo_recharge 40
+
+set g_turrets_unit_plasma_aim_firetolerance_dist 120
+set g_turrets_unit_plasma_aim_speed 200
+set g_turrets_unit_plasma_aim_maxrot 360
+set g_turrets_unit_plasma_aim_maxpitch 30
+
+set g_turrets_unit_plasma_track_type 3
+set g_turrets_unit_plasma_track_accel_pitch 0.5
+set g_turrets_unit_plasma_track_accel_rot 0.7
+set g_turrets_unit_plasma_track_blendrate 0.2
+// }}}
+// {{{ #10: Dual Plasma Cannon
+set g_turrets_unit_plasma_dual_health 500
+set g_turrets_unit_plasma_dual_respawntime 60
+
+set g_turrets_unit_plasma_dual_shot_dmg 80
+set g_turrets_unit_plasma_dual_shot_refire 0.35
+set g_turrets_unit_plasma_dual_shot_radius 150
+set g_turrets_unit_plasma_dual_shot_speed 2000
+set g_turrets_unit_plasma_dual_shot_spread 0.015
+set g_turrets_unit_plasma_dual_shot_force 100
+
+set g_turrets_unit_plasma_dual_shot_volly 0
+set g_turrets_unit_plasma_dual_shot_volly_refire 0
+
+set g_turrets_unit_plasma_dual_target_range 3000
+set g_turrets_unit_plasma_dual_target_range_min 80
+set g_turrets_unit_plasma_dual_target_range_optimal 1000
+
+set g_turrets_unit_plasma_dual_target_select_rangebias 0.2
+set g_turrets_unit_plasma_dual_target_select_samebias 0.4
+set g_turrets_unit_plasma_dual_target_select_anglebias 0.4
+set g_turrets_unit_plasma_dual_target_select_playerbias 1
+set g_turrets_unit_plasma_dual_target_select_missilebias 0
+
+set g_turrets_unit_plasma_dual_ammo_max 640
+set g_turrets_unit_plasma_dual_ammo 320
+set g_turrets_unit_plasma_dual_ammo_recharge 40
+
+set g_turrets_unit_plasma_dual_aim_firetolerance_dist 200
+
+set g_turrets_unit_plasma_dual_aim_speed 100
+set g_turrets_unit_plasma_dual_aim_maxrot 360
+set g_turrets_unit_plasma_dual_aim_maxpitch 30
+
+set g_turrets_unit_plasma_dual_track_type 3
+set g_turrets_unit_plasma_dual_track_accel_pitch 0.5
+set g_turrets_unit_plasma_dual_track_accel_rot 0.7
+set g_turrets_unit_plasma_dual_track_blendrate 0.2
+// }}}
+// {{{ #11: Tesla Coil
+set g_turrets_unit_tesla_health 1000
+set g_turrets_unit_tesla_respawntime 120
+
+set g_turrets_unit_tesla_shot_dmg 200
+set g_turrets_unit_tesla_shot_refire 1.5
+set g_turrets_unit_tesla_shot_force 400
+
+set g_turrets_unit_tesla_shot_volly 1
+set g_turrets_unit_tesla_shot_volly_refire 2.5
+
+set g_turrets_unit_tesla_target_range_min 0
+set g_turrets_unit_tesla_target_range 1000
+
+set g_turrets_unit_tesla_target_select_playerbias 1
+set g_turrets_unit_tesla_target_select_missilebias 1
+
+set g_turrets_unit_tesla_ammo_max 1000
+set g_turrets_unit_tesla_ammo 200
+set g_turrets_unit_tesla_ammo_recharge 15
+// }}}
+// {{{ #12: Walker Turret
+set g_turrets_unit_walker_health 500
+set g_turrets_unit_walker_respawntime 60
+
+set g_turrets_unit_walker_speed_run 300
+set g_turrets_unit_walker_speed_roam 100
+set g_turrets_unit_walker_speed_walk 200
+set g_turrets_unit_walker_speed_swim 200
+set g_turrets_unit_walker_speed_jump 800
+set g_turrets_unit_walker_speed_stop 90
+
+set g_turrets_unit_walker_turn 20
+set g_turrets_unit_walker_turn_walk 15
+set g_turrets_unit_walker_turn_run 7
+set g_turrets_unit_walker_turn_swim 10
+set g_turrets_unit_walker_turn_strafe 5
+
+set g_turrets_unit_walker_shot_dmg 5
+set g_turrets_unit_walker_shot_refire 0.05
+set g_turrets_unit_walker_shot_spread 0.025
+set g_turrets_unit_walker_shot_force 10
+set g_turrets_unit_walker_shot_radius 0
+set g_turrets_unit_walker_shot_speed 18000
+
+set g_turrets_unit_walker_shot_volly 10
+set g_turrets_unit_walker_shot_volly_refire 1
+
+set g_turrets_unit_walker_target_range 5000
+set g_turrets_unit_walker_target_range_optimal 100
+set g_turrets_unit_walker_target_range_min 0
+
+set g_turrets_unit_walker_target_select_rangebias 0.25
+set g_turrets_unit_walker_target_select_samebias 0.25
+set g_turrets_unit_walker_target_select_anglebias 0.5
+set g_turrets_unit_walker_target_select_playerbias 1
+set g_turrets_unit_walker_target_select_missilebias 0
+
+set g_turrets_unit_walker_ammo_max 4000
+set g_turrets_unit_walker_ammo 500
+set g_turrets_unit_walker_ammo_recharge 100
+
+set g_turrets_unit_walker_aim_firetolerance_dist 100
+set g_turrets_unit_walker_aim_speed 45
+set g_turrets_unit_walker_aim_maxrot 90
+set g_turrets_unit_walker_aim_maxpitch 15
+
+set g_turrets_unit_walker_track_type 1
+
+set g_turrets_unit_walker_rockets_range 4000
+set g_turrets_unit_walker_rockets_range_min 500
+set g_turrets_unit_walker_rocket_refire 10
+set g_turrets_unit_walker_rocket_dmg 45
+set g_turrets_unit_walker_rocket_radius 150
+set g_turrets_unit_walker_rocket_force 150
+set g_turrets_unit_walker_rocket_turnrate 0.05
+set g_turrets_unit_walker_rocket_speed 1000
+
+set g_turrets_unit_walker_melee_range 100
+set g_turrets_unit_walker_melee_dmg 100
+set g_turrets_unit_walker_melee_force 600
+
+set g_turrets_unit_walker_track_accel_pitch 0.5
+set g_turrets_unit_walker_track_accel_rot 0.8
+set g_turrets_unit_walker_track_blendrate 0.2
+// }}}
+++ /dev/null
-set g_turrets_unit_ewheel_std_health 200
-set g_turrets_unit_ewheel_std_respawntime 30
-
-// dgr / sec
-set g_turrets_unit_ewheel_turnrate 200
-
-set g_turrets_unit_ewheel_speed_fast 500
-set g_turrets_unit_ewheel_speed_slow 150
-set g_turrets_unit_ewheel_speed_slower 50
-set g_turrets_unit_ewheel_speed_stop 25
-
-set g_turrets_unit_ewheel_std_shot_dmg 30
-set g_turrets_unit_ewheel_std_shot_refire 0.1
-set g_turrets_unit_ewheel_std_shot_spread 0.025
-set g_turrets_unit_ewheel_std_shot_force 125
-set g_turrets_unit_ewheel_std_shot_radius 50
-set g_turrets_unit_ewheel_std_shot_speed 9000
-
-set g_turrets_unit_ewheel_std_shot_volly 2
-set g_turrets_unit_ewheel_std_shot_volly_refire 1
-
-set g_turrets_unit_ewheel_std_target_range 5000
-set g_turrets_unit_ewheel_std_target_range_optimal 900
-set g_turrets_unit_ewheel_std_target_range_min 0.1
-
-set g_turrets_unit_ewheel_std_target_select_rangebias 0.25
-set g_turrets_unit_ewheel_std_target_select_samebias 2
-set g_turrets_unit_ewheel_std_target_select_anglebias 0.5
-set g_turrets_unit_ewheel_std_target_select_playerbias 1
-set g_turrets_unit_ewheel_std_target_select_missilebias 0
-
-set g_turrets_unit_ewheel_std_ammo_max 4000
-set g_turrets_unit_ewheel_std_ammo 500
-set g_turrets_unit_ewheel_std_ammo_recharge 50
-
-set g_turrets_unit_ewheel_std_aim_firetolerance_dist 150
-set g_turrets_unit_ewheel_std_aim_speed 90
-set g_turrets_unit_ewheel_std_aim_maxrot 20
-set g_turrets_unit_ewheel_std_aim_maxpitch 45
-
-set g_turrets_unit_ewheel_std_track_type 1
-set g_turrets_unit_ewheel_std_track_accel_pitch 0
-set g_turrets_unit_ewheel_std_track_accel_rot 0
+++ /dev/null
-set g_turrets_unit_flac_std_health 700
-set g_turrets_unit_flac_std_respawntime 90
-
-set g_turrets_unit_flac_std_shot_dmg 20
-set g_turrets_unit_flac_std_shot_refire 0.1
-set g_turrets_unit_flac_std_shot_radius 100
-set g_turrets_unit_flac_std_shot_speed 9000
-set g_turrets_unit_flac_std_shot_spread 0.02
-set g_turrets_unit_flac_std_shot_force 25
-set g_turrets_unit_flac_std_shot_volly 0
-set g_turrets_unit_flac_std_shot_volly_refire 0
-
-set g_turrets_unit_flac_std_target_range 4000
-set g_turrets_unit_flac_std_target_range_min 500
-set g_turrets_unit_flac_std_target_range_optimal 1250
-
-set g_turrets_unit_flac_std_target_select_rangebias 0.25
-set g_turrets_unit_flac_std_target_select_samebias 1
-set g_turrets_unit_flac_std_target_select_anglebias 0.5
-set g_turrets_unit_flac_std_target_select_playerbias 0
-set g_turrets_unit_flac_std_target_select_missilebias 1
-
-set g_turrets_unit_flac_std_ammo_max 1000
-set g_turrets_unit_flac_std_ammo 400
-set g_turrets_unit_flac_std_ammo_recharge 100
-
-set g_turrets_unit_flac_std_aim_firetolerance_dist 150
-set g_turrets_unit_flac_std_aim_speed 200
-set g_turrets_unit_flac_std_aim_maxrot 360
-set g_turrets_unit_flac_std_aim_maxpitch 35
-
-set g_turrets_unit_flac_std_track_type 3
-set g_turrets_unit_flac_std_track_accel_pitch 0.5
-set g_turrets_unit_flac_std_track_accel_rot 0.7
-set g_turrets_unit_flac_std_track_blendrate 0.2
+++ /dev/null
-set g_turrets_unit_fusreac_std_health 700
-set g_turrets_unit_fusreac_std_respawntime 90
-
-set g_turrets_unit_fusreac_std_shot_speed 1
-set g_turrets_unit_fusreac_std_shot_dmg 20
-set g_turrets_unit_fusreac_std_shot_refire 0.2
-
-set g_turrets_unit_fusreac_std_target_range 1024
-set g_turrets_unit_fusreac_std_target_range_min 1
-
-set g_turrets_unit_fusreac_std_ammo_max 100
-set g_turrets_unit_fusreac_std_ammo 0
-set g_turrets_unit_fusreac_std_ammo_recharge 100
-
-set g_turrets_unit_fusreac_std_shot_radius 0
-set g_turrets_unit_fusreac_std_shot_spread 0
-set g_turrets_unit_fusreac_std_shot_force 0
-set g_turrets_unit_fusreac_std_shot_volly 0
-set g_turrets_unit_fusreac_std_shot_volly_refire 0
-set g_turrets_unit_fusreac_std_target_range_optimal 0
-set g_turrets_unit_fusreac_std_target_select_rangebias 0
-set g_turrets_unit_fusreac_std_target_select_samebias 0
-set g_turrets_unit_fusreac_std_target_select_anglebias 0
-set g_turrets_unit_fusreac_std_target_select_playerbias 0
-set g_turrets_unit_fusreac_std_aim_firetolerance_dist 0
-set g_turrets_unit_fusreac_std_aim_speed 0
-set g_turrets_unit_fusreac_std_aim_maxrot 0
-set g_turrets_unit_fusreac_std_aim_maxpitch 0
-set g_turrets_unit_fusreac_std_track_type 0
-set g_turrets_unit_fusreac_std_track_accel_pitch 0
-set g_turrets_unit_fusreac_std_track_accel_rot 0
-set g_turrets_unit_fusreac_std_track_blendrate 0
\ No newline at end of file
+++ /dev/null
-set g_turrets_unit_hellion_std_health 500
-set g_turrets_unit_hellion_std_respawntime 90
-
-set g_turrets_unit_hellion_std_shot_dmg 50
-set g_turrets_unit_hellion_std_shot_refire 0.2
-set g_turrets_unit_hellion_std_shot_radius 80
-
-set g_turrets_unit_hellion_std_shot_speed 650
-set g_turrets_unit_hellion_std_shot_speed_max 4000
-set g_turrets_unit_hellion_std_shot_speed_gain 1.01
-
-set g_turrets_unit_hellion_std_shot_spread 0.08
-set g_turrets_unit_hellion_std_shot_force 250
-set g_turrets_unit_hellion_std_shot_volly 2
-set g_turrets_unit_hellion_std_shot_volly_refire 4
-
-set g_turrets_unit_hellion_std_target_range 6000
-set g_turrets_unit_hellion_std_target_range_min 150
-set g_turrets_unit_hellion_std_target_range_optimal 4500
-
-set g_turrets_unit_hellion_std_target_select_rangebias 0.7
-set g_turrets_unit_hellion_std_target_select_samebias 0.01
-set g_turrets_unit_hellion_std_target_select_anglebias 0.01
-set g_turrets_unit_hellion_std_target_select_playerbias 1
-set g_turrets_unit_hellion_std_target_select_missilebias 0
-
-set g_turrets_unit_hellion_std_ammo_max 200
-set g_turrets_unit_hellion_std_ammo 100
-set g_turrets_unit_hellion_std_ammo_recharge 50
-
-set g_turrets_unit_hellion_std_aim_firetolerance_dist 200
-set g_turrets_unit_hellion_std_aim_speed 100
-set g_turrets_unit_hellion_std_aim_maxrot 360
-set g_turrets_unit_hellion_std_aim_maxpitch 20
-
-set g_turrets_unit_hellion_std_track_type 3
-set g_turrets_unit_hellion_std_track_accel_pitch 0.25
-set g_turrets_unit_hellion_std_track_accel_rot 0.6
-set g_turrets_unit_hellion_std_track_blendrate 0.25
-
+++ /dev/null
-set g_turrets_unit_hk_std_health 500
-set g_turrets_unit_hk_std_respawntime 90
-
-set g_turrets_unit_hk_std_shot_dmg 120
-set g_turrets_unit_hk_std_shot_refire 5
-set g_turrets_unit_hk_std_shot_radius 200
-
-set g_turrets_unit_hk_std_shot_speed 500
-set g_turrets_unit_hk_std_shot_speed_max 1000
-set g_turrets_unit_hk_std_shot_speed_accel 1.025
-set g_turrets_unit_hk_std_shot_speed_accel2 1.05
-set g_turrets_unit_hk_std_shot_speed_decel 0.9
-set g_turrets_unit_hk_std_shot_speed_turnrate 0.25
-
-set g_turrets_unit_hk_std_shot_spread 0
-set g_turrets_unit_hk_std_shot_force 600
-set g_turrets_unit_hk_std_shot_volly 0
-set g_turrets_unit_hk_std_shot_volly_refire 0
-
-set g_turrets_unit_hk_std_target_range 6000
-set g_turrets_unit_hk_std_target_range_min 220
-set g_turrets_unit_hk_std_target_range_optimal 5000
-
-set g_turrets_unit_hk_std_target_select_rangebias 0.5
-set g_turrets_unit_hk_std_target_select_samebias 0.01
-set g_turrets_unit_hk_std_target_select_anglebias 0.1
-set g_turrets_unit_hk_std_target_select_playerbias 1
-set g_turrets_unit_hk_std_target_select_missilebias 0
-
-set g_turrets_unit_hk_std_ammo_max 240
-set g_turrets_unit_hk_std_ammo 120
-set g_turrets_unit_hk_std_ammo_recharge 16
-
-set g_turrets_unit_hk_std_aim_firetolerance_dist 500
-set g_turrets_unit_hk_std_aim_speed 100
-set g_turrets_unit_hk_std_aim_maxrot 360
-set g_turrets_unit_hk_std_aim_maxpitch 20
-
-set g_turrets_unit_hk_std_track_type 3
-set g_turrets_unit_hk_std_track_accel_pitch 0.25
-set g_turrets_unit_hk_std_track_accel_rot 0.6
-set g_turrets_unit_hk_std_track_blendrate 0.2
-
+++ /dev/null
-set g_turrets_unit_machinegun_std_health 256
-set g_turrets_unit_machinegun_std_respawntime 60
-
-set g_turrets_unit_machinegun_std_shot_dmg 10
-set g_turrets_unit_machinegun_std_shot_refire 0.1
-set g_turrets_unit_machinegun_std_shot_spread 0.015
-set g_turrets_unit_machinegun_std_shot_force 20
-set g_turrets_unit_machinegun_std_shot_radius 0
-set g_turrets_unit_machinegun_std_shot_speed 34920
-
-set g_turrets_unit_machinegun_std_shot_volly 5
-set g_turrets_unit_machinegun_std_shot_volly_refire 0.5
-
-set g_turrets_unit_machinegun_std_target_range 4500
-set g_turrets_unit_machinegun_std_target_range_min 2
-set g_turrets_unit_machinegun_std_target_range_optimal 1000
-
-set g_turrets_unit_machinegun_std_target_select_rangebias 0.25
-set g_turrets_unit_machinegun_std_target_select_samebias 0.25
-set g_turrets_unit_machinegun_std_target_select_anglebias 0.5
-set g_turrets_unit_machinegun_std_target_select_playerbias 1
-set g_turrets_unit_machinegun_std_target_select_missilebias 0
-
-set g_turrets_unit_machinegun_std_ammo_max 1500
-set g_turrets_unit_machinegun_std_ammo 300
-set g_turrets_unit_machinegun_std_ammo_recharge 75
-
-set g_turrets_unit_machinegun_std_aim_firetolerance_dist 25
-set g_turrets_unit_machinegun_std_aim_speed 120
-set g_turrets_unit_machinegun_std_aim_maxrot 360
-set g_turrets_unit_machinegun_std_aim_maxpitch 25
-
-set g_turrets_unit_machinegun_std_track_type 3
-set g_turrets_unit_machinegun_std_track_accel_pitch 0.4
-set g_turrets_unit_machinegun_std_track_accel_rot 0.9
-set g_turrets_unit_machinegun_std_track_blendrate 0.2
-
-
+++ /dev/null
-set g_turrets_unit_mlrs_std_health 500
-set g_turrets_unit_mlrs_std_respawntime 60
-
-set g_turrets_unit_mlrs_std_shot_dmg 50
-set g_turrets_unit_mlrs_std_shot_refire 0.1
-set g_turrets_unit_mlrs_std_shot_radius 125
-set g_turrets_unit_mlrs_std_shot_speed 2000
-set g_turrets_unit_mlrs_std_shot_spread 0.05
-set g_turrets_unit_mlrs_std_shot_force 25
-
-set g_turrets_unit_mlrs_std_shot_volly 6
-
-// !must be correctly matched with ammo_recharge as this unit use
-// volly_always. (means ammo_recharge * ammo_max must be eaqual to volly_refire)
-set g_turrets_unit_mlrs_std_shot_volly_refire 4
-
-set g_turrets_unit_mlrs_std_target_range 3000
-set g_turrets_unit_mlrs_std_target_range_min 500
-set g_turrets_unit_mlrs_std_target_range_optimal 500
-
-set g_turrets_unit_mlrs_std_target_select_rangebias 0.25
-set g_turrets_unit_mlrs_std_target_select_samebias 0.5
-set g_turrets_unit_mlrs_std_target_select_anglebias 0.5
-set g_turrets_unit_mlrs_std_target_select_playerbias 1
-set g_turrets_unit_mlrs_std_target_select_missilebias 0
-
-// !must be shot_dmg * 6 as this unit uses ammo to control the animation
-set g_turrets_unit_mlrs_std_ammo_max 300
-set g_turrets_unit_mlrs_std_ammo 300
-set g_turrets_unit_mlrs_std_ammo_recharge 75
-
-set g_turrets_unit_mlrs_std_aim_firetolerance_dist 120
-set g_turrets_unit_mlrs_std_aim_speed 100
-set g_turrets_unit_mlrs_std_aim_maxrot 360
-set g_turrets_unit_mlrs_std_aim_maxpitch 20
-
-set g_turrets_unit_mlrs_std_track_type 3
-set g_turrets_unit_mlrs_std_track_accel_pitch 0.5
-set g_turrets_unit_mlrs_std_track_accel_rot 0.7
-set g_turrets_unit_mlrs_std_track_blendrate 0.2
+++ /dev/null
-set g_turrets_unit_phaser_std_health 500
-
-set g_turrets_unit_phaser_std_respawntime 90
-
-set g_turrets_unit_phaser_std_shot_dmg 100
-set g_turrets_unit_phaser_std_shot_refire 4
-set g_turrets_unit_phaser_std_shot_radius 8
-set g_turrets_unit_phaser_std_shot_speed 4 // Used for how long to sustain the beam for this turret (seconds)
-set g_turrets_unit_phaser_std_shot_spread 0
-set g_turrets_unit_phaser_std_shot_force 5
-set g_turrets_unit_phaser_std_shot_volly 0
-set g_turrets_unit_phaser_std_shot_volly_refire 5
-
-set g_turrets_unit_phaser_std_target_range 3000
-set g_turrets_unit_phaser_std_target_range_min 0
-set g_turrets_unit_phaser_std_target_range_optimal 1500
-
-set g_turrets_unit_phaser_std_target_select_rangebias 0.85
-set g_turrets_unit_phaser_std_target_select_samebias 0
-set g_turrets_unit_phaser_std_target_select_anglebias 0.25
-set g_turrets_unit_phaser_std_target_select_playerbias 1
-set g_turrets_unit_phaser_std_target_select_missilebias 0
-
-set g_turrets_unit_phaser_std_ammo_max 2000
-set g_turrets_unit_phaser_std_ammo 1000
-set g_turrets_unit_phaser_std_ammo_recharge 25
-
-set g_turrets_unit_phaser_std_aim_firetolerance_dist 100
-
-set g_turrets_unit_phaser_std_aim_speed 300
-set g_turrets_unit_phaser_std_aim_maxrot 360
-set g_turrets_unit_phaser_std_aim_maxpitch 30
-
-set g_turrets_unit_phaser_std_track_type 3
-set g_turrets_unit_phaser_std_track_accel_pitch 0.5
-set g_turrets_unit_phaser_std_track_accel_rot 0.65
-set g_turrets_unit_phaser_std_track_blendrate 0.2
-
+++ /dev/null
-set g_turrets_unit_plasma_std_health 500
-set g_turrets_unit_plasma_std_respawntime 60
-
-// Do this mutch damage
-set g_turrets_unit_plasma_std_shot_dmg 80
-//This often
-set g_turrets_unit_plasma_std_shot_refire 0.6
-//Over this mutch area
-set g_turrets_unit_plasma_std_shot_radius 150
-//Traveling at this speed
-set g_turrets_unit_plasma_std_shot_speed 2000
-//With a random spread of
-set g_turrets_unit_plasma_std_shot_spread 0.015
-//Pushing things this hard
-set g_turrets_unit_plasma_std_shot_force 100
-//Each volly is this many shots (0=1)
-set g_turrets_unit_plasma_std_shot_volly 0
-// Refire time upon compleated volly
-set g_turrets_unit_plasma_std_shot_volly_refire 0
-
-// Scan for targets within this range
-set g_turrets_unit_plasma_std_target_range 3500
-// But no close then this
-set g_turrets_unit_plasma_std_target_range_min 200
-// If we have a choise, prefer the ones closer to this distance
-set g_turrets_unit_plasma_std_target_range_optimal 500
-
-
-// Targetselect is made for each turret based on range, angle (turrets needs to turn to aim at), if its a player / missile
-// scale range score this mucth
-set g_turrets_unit_plasma_std_target_select_rangebias 0.5
-// scale 'same' score this mutch (stick with same target)
-set g_turrets_unit_plasma_std_target_select_samebias 0.01
-// and so on
-set g_turrets_unit_plasma_std_target_select_anglebias 0.25
-set g_turrets_unit_plasma_std_target_select_playerbias 1
-set g_turrets_unit_plasma_std_target_select_missilebias 0
-
-// Can carry this mutch ammo. one dmg = one ammo
-set g_turrets_unit_plasma_std_ammo_max 640
-// Start with this mutch ammo
-set g_turrets_unit_plasma_std_ammo 320
-// Regain ammo this fast (per sec)
-set g_turrets_unit_plasma_std_ammo_recharge 40
-
-// If predicted emeypos is this or closer to predicted impact, fire is ok
-set g_turrets_unit_plasma_std_aim_firetolerance_dist 120
-// Aim how fast. for track_type 1 this is dgr/sec, for 2 & 3 its the maximum angle speed added each second
-set g_turrets_unit_plasma_std_aim_speed 200
-// Max rottation of head
-set g_turrets_unit_plasma_std_aim_maxrot 360
-// Max pitch of head
-set g_turrets_unit_plasma_std_aim_maxpitch 30
-
-// How the head turns.
-// 1 = hard steps, good for aiming preformace, bad for visuals.
-// 2 = smooth w/o inertia
-// 3 = smmoth with simulated inertia
-set g_turrets_unit_plasma_std_track_type 3
-// Following controls how _track_type = 3 works.
-set g_turrets_unit_plasma_std_track_accel_pitch 0.5
-set g_turrets_unit_plasma_std_track_accel_rot 0.7
-set g_turrets_unit_plasma_std_track_blendrate 0.2
-
+++ /dev/null
-set g_turrets_unit_plasma_dual_health 500
-set g_turrets_unit_plasma_dual_respawntime 60
-
-set g_turrets_unit_plasma_dual_shot_dmg 80
-set g_turrets_unit_plasma_dual_shot_refire 0.35
-set g_turrets_unit_plasma_dual_shot_radius 150
-set g_turrets_unit_plasma_dual_shot_speed 2000
-set g_turrets_unit_plasma_dual_shot_spread 0.015
-set g_turrets_unit_plasma_dual_shot_force 100
-
-set g_turrets_unit_plasma_dual_shot_volly 0
-set g_turrets_unit_plasma_dual_shot_volly_refire 0
-
-set g_turrets_unit_plasma_dual_target_range 3000
-set g_turrets_unit_plasma_dual_target_range_min 80
-set g_turrets_unit_plasma_dual_target_range_optimal 1000
-
-set g_turrets_unit_plasma_dual_target_select_rangebias 0.2
-set g_turrets_unit_plasma_dual_target_select_samebias 0.4
-set g_turrets_unit_plasma_dual_target_select_anglebias 0.4
-set g_turrets_unit_plasma_dual_target_select_playerbias 1
-set g_turrets_unit_plasma_dual_target_select_missilebias 0
-
-set g_turrets_unit_plasma_dual_ammo_max 640
-set g_turrets_unit_plasma_dual_ammo 320
-set g_turrets_unit_plasma_dual_ammo_recharge 40
-
-set g_turrets_unit_plasma_dual_aim_firetolerance_dist 200
-
-set g_turrets_unit_plasma_dual_aim_speed 100
-set g_turrets_unit_plasma_dual_aim_maxrot 360
-set g_turrets_unit_plasma_dual_aim_maxpitch 30
-
-set g_turrets_unit_plasma_dual_track_type 3
-set g_turrets_unit_plasma_dual_track_accel_pitch 0.5
-set g_turrets_unit_plasma_dual_track_accel_rot 0.7
-set g_turrets_unit_plasma_dual_track_blendrate 0.2
-
+++ /dev/null
-set g_turrets_unit_tesla_std_health 1000
-set g_turrets_unit_tesla_std_respawntime 120
-
-set g_turrets_unit_tesla_std_shot_dmg 200
-set g_turrets_unit_tesla_std_shot_refire 1.5
-set g_turrets_unit_tesla_std_shot_force 400
-
-set g_turrets_unit_tesla_std_shot_volly 1
-set g_turrets_unit_tesla_std_shot_volly_refire 2.5
-
-set g_turrets_unit_tesla_std_target_range_min 0
-set g_turrets_unit_tesla_std_target_range 1000
-
-set g_turrets_unit_tesla_std_target_select_playerbias 1
-set g_turrets_unit_tesla_std_target_select_missilebias 1
-
-set g_turrets_unit_tesla_std_ammo_max 1000
-set g_turrets_unit_tesla_std_ammo 200
-set g_turrets_unit_tesla_std_ammo_recharge 15
+++ /dev/null
-set g_turrets_unit_walker_std_health 500
-set g_turrets_unit_walker_std_respawntime 60
-
-set g_turrets_unit_walker_speed_run 300
-set g_turrets_unit_walker_speed_roam 100
-set g_turrets_unit_walker_speed_walk 200
-set g_turrets_unit_walker_speed_swim 200
-set g_turrets_unit_walker_speed_jump 800
-set g_turrets_unit_walker_speed_stop 90
-
-set g_turrets_unit_walker_turn 20
-set g_turrets_unit_walker_turn_walk 15
-set g_turrets_unit_walker_turn_run 7
-set g_turrets_unit_walker_turn_swim 10
-set g_turrets_unit_walker_turn_strafe 5
-
-// Main machineguns prop's
-set g_turrets_unit_walker_std_shot_dmg 5
-set g_turrets_unit_walker_std_shot_refire 0.05
-set g_turrets_unit_walker_std_shot_spread 0.025
-set g_turrets_unit_walker_std_shot_force 10
-set g_turrets_unit_walker_std_shot_radius 0
-set g_turrets_unit_walker_std_shot_speed 18000
-
-set g_turrets_unit_walker_std_shot_volly 10
-set g_turrets_unit_walker_std_shot_volly_refire 1
-
-set g_turrets_unit_walker_std_target_range 5000
-set g_turrets_unit_walker_std_target_range_optimal 100
-set g_turrets_unit_walker_std_target_range_min 0
-
-set g_turrets_unit_walker_std_target_select_rangebias 0.25
-set g_turrets_unit_walker_std_target_select_samebias 0.25
-set g_turrets_unit_walker_std_target_select_anglebias 0.5
-set g_turrets_unit_walker_std_target_select_playerbias 1
-set g_turrets_unit_walker_std_target_select_missilebias 0
-
-set g_turrets_unit_walker_std_ammo_max 4000
-set g_turrets_unit_walker_std_ammo 500
-set g_turrets_unit_walker_std_ammo_recharge 100
-
-set g_turrets_unit_walker_std_aim_firetolerance_dist 100
-set g_turrets_unit_walker_std_aim_speed 45
-set g_turrets_unit_walker_std_aim_maxrot 90
-set g_turrets_unit_walker_std_aim_maxpitch 15
-
-// Head (minigun) is attached. must use tractype 1
-set g_turrets_unit_walker_std_track_type 1
-
-// "Wobbly" homing rockets that sometimes loop
-set g_turrets_unit_walker_std_rockets_range 4000
-set g_turrets_unit_walker_std_rockets_range_min 500
-set g_turrets_unit_walker_std_rocket_refire 10
-set g_turrets_unit_walker_std_rocket_dmg 45
-set g_turrets_unit_walker_std_rocket_radius 150
-set g_turrets_unit_walker_std_rocket_force 150
-set g_turrets_unit_walker_std_rocket_turnrate 0.05
-set g_turrets_unit_walker_std_rocket_speed 1000
-
-// Meele attack. Only happens when theres a target directly in front
-set g_turrets_unit_walker_std_meele_range 100
-set g_turrets_unit_walker_std_meele_dmg 100
-set g_turrets_unit_walker_std_meele_force 600
-
-set g_turrets_unit_walker_std_track_accel_pitch 0.5
-set g_turrets_unit_walker_std_track_accel_rot 0.8
-set g_turrets_unit_walker_std_track_blendrate 0.2