#include "mapvoting.qh"
#include "modeleffects.qh"
#include "particles.qh"
+ #include "prandom.qh"
#include "scoreboard.qh"
#include "shownames.qh"
- #include "target_music.qh"
+ #include "sortlist.qh"
-#include "tturrets.qh"
#include "tuba.qh"
+ #include "t_items.qh"
#include "wall.qh"
#include "waypointsprites.qh"
- #include "vehicles/vehicles.qh"
+ #include "../common/vehicles/unit/bumblebee.qh"
+ #include "../common/vehicles/cl_vehicles.qh"
+ #include "../common/vehicles/vehicles.qh"
- #include "../server/vehicles/bumblebee.qh"
+ #include "weapons/projectile.qh"
+ #include "../common/buffs.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/effects.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/monsters/all.qh"
+ #include "../common/nades.qh"
#include "../common/net_notice.qh"
+ #include "../common/notifications.qh"
+ #include "../common/stats.qh"
+ #include "../common/teams.qh"
- #include "../common/monsters/monsters.qh"
+ #include "../common/items/all.qh"
+
+ #include "../common/mutators/base.qh"
+
+ #include "../common/weapons/all.qh"
+
+ #include "../csqcmodellib/cl_model.qh"
+ #include "../csqcmodellib/interpolate.qh"
+
+ #include "../common/triggers/include.qh"
+#include "../common/turrets/cl_turrets.qh"
+#include "../common/turrets/turrets.qh"
+
#include "../warpzonelib/client.qh"
// --------------------------------------------------------------------------
GetTeam(NUM_SPECTATOR, true); // add specs first
// needs to be done so early because of the constants they create
- CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ static_init();
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
- CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
CALL_ACCUMULATED_FUNCTION(RegisterHUD_Panels);
Hook_Precache();
GibSplash_Precache();
Casings_Precache();
- Vehicles_Precache();
- turrets_precache();
Tuba_Precache();
CSQCPlayer_Precache();
scoreboard.qc
shownames.qc
sortlist.qc
- target_music.qc
teamradar.qc
-tturrets.qc
tuba.qc
- vehicles/vehicles.qc
+ t_items.qc
view.qc
wall.qc
waypointsprites.qc
../common/urllib.qc
../common/util.qc
- ../common/command/generic.qc
- ../common/command/markup.qc
- ../common/command/rpn.qc
+ ../common/viewloc.qc
- ../common/monsters/monsters.qc
++../common/weapons/all.qc // TODO
+
+ ../common/items/all.qc
+
+ ../common/monsters/all.qc
+../common/turrets/cl_turrets.qc
+../common/turrets/turrets.qc
+
- ../common/weapons/weapons.qc // TODO
+
+ ../common/weapons/all.qc // TODO
+
+ ../common/triggers/include.qc
../csqcmodellib/cl_model.qc
../csqcmodellib/cl_player.qc
../warpzonelib/anglestransform.qc
../warpzonelib/client.qc
+
../warpzonelib/common.qc
../warpzonelib/mathlib.qc
+ ../warpzonelib/util_server.qc
+
+ ../../mod/client/progs.inc
+ #include "command.qh"
#include "generic.qh"
- #include "shared_defs.qh"
- #include "../turrets/config.qh"
+
+ #include "markup.qh"
+ #include "rpn.qh"
+
+ #include "../mapinfo.qh"
+ #include "../test.qh"
+
+ #ifndef MENUQC
+ #include "../notifications.qh"
+ #endif
+
+ #ifdef CSQC
+ #include "../../client/command/cl_cmd.qh"
+ #endif
+
+ #ifdef SVQC
+ #include "../../server/command/banning.qh"
+ #include "../../server/command/cmd.qh"
+ #include "../../server/command/common.qh"
+ #include "../../server/command/sv_cmd.qh"
-
++ #include "../../common/turrets/config.qh"
+ #include "../../common/weapons/config.qh"
+ #endif
// =========================================================
// Generic program common command code, written by Samual
#define GENERIC_COMMANDS(request,arguments,command) \
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("dumpitems", GenericCommand_dumpitems(request), "Dump all items to the console") \
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("dumpweapons", GenericCommand_dumpweapons(request), "Dump all weapons into weapons_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") \
#include "../../server/defs.qh"
#include "../deathtypes.qh"
#include "../../server/mutators/mutators_include.qh"
- #include "../../server/vehicles/vehicles_def.qh"
- #include "../../server/tturrets/include/turrets_early.qh"
++ #include "../../server/steerlib.qh"
++ #include "../turrets/sv_turrets.qh"
++ #include "../turrets/util.qh"
+ #include "../vehicles/sv_vehicles.qh"
#include "../../server/campaign.qh"
#include "../../server/command/common.qh"
#include "../../server/command/cmd.qh"
+ #include "../triggers/triggers.qh"
#include "../../csqcmodellib/sv_model.qh"
#include "../../server/round_handler.qh"
- #include "../../server/tturrets/include/turrets.qh"
#endif
// =========================
#include "../client/defs.qh"
#include "nades.qh"
#include "buffs.qh"
- #include "../client/movetypes.qh"
+ #include "../common/movetypes/movetypes.qh"
- #include "../server/tturrets/include/turrets_early.qh"
#include "../client/main.qh"
#include "../csqcmodellib/cl_model.qh"
#elif defined(MENUQC)
#include "../dpdefs/progsdefs.qh"
#include "constants.qh"
#include "../server/constants.qh"
++ #include "../common/turrets/sv_turrets.qh"
#endif
--- /dev/null
- #include "../../server/tturrets/include/turrets_early.qh"
+ #include "teleporters.qh"
+
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #include "../../server/_all.qh"
+ #include "../../warpzonelib/common.qh"
+ #include "../../warpzonelib/util_server.qh"
+ #include "../../warpzonelib/server.qh"
+ #include "../constants.qh"
+ #include "../triggers/subs.qh"
+ #include "../util.qh"
+ #include "../../server/weapons/csqcprojectile.qh"
+ #include "../../server/autocvars.qh"
+ #include "../../server/constants.qh"
+ #include "../../server/defs.qh"
+ #include "../deathtypes.qh"
++ #include "../turrets/sv_turrets.qh"
+ #include "../vehicles/sv_vehicles.qh"
+ #include "../mapinfo.qh"
+ #include "../../server/anticheat.qh"
+ #endif
+
+ #ifdef SVQC
+
+ float check_tdeath(entity player, vector org, vector telefragmin, vector telefragmax)
+ {
+ if (IS_PLAYER(player) && player.health >= 1)
+ {
+ TDEATHLOOP(org)
+ {
+ if (!(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team))
+ if(IS_PLAYER(head))
+ if(head.health >= 1)
+ return 1;
+ }
+ }
+ return 0;
+ }
+
+ void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax)
+ {
+ TDEATHLOOP(player.origin)
+ {
+ if (IS_PLAYER(player) && player.health >= 1)
+ {
+ if (!(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team))
+ {
+ if(IS_PLAYER(head))
+ if(head.health >= 1)
+ ++tdeath_hit;
+ Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
+ }
+ }
+ else // dead bodies and monsters gib themselves instead of telefragging
+ Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0');
+ }
+ }
+
+ void spawn_tdeath(vector v0, entity e, vector v)
+ {
+ tdeath(e, e, e, '0 0 0', '0 0 0');
+ }
+
+ void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
+ {
+ entity telefragger;
+ vector from;
+
+ if(teleporter.owner)
+ telefragger = teleporter.owner;
+ else
+ telefragger = player;
+
+ makevectors (to_angles);
+
+ if(player.teleportable == TELEPORT_NORMAL) // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers
+ {
+ if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
+ {
+ if(tflags & TELEPORT_FLAG_SOUND)
+ sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTEN_NORM);
+ if(tflags & TELEPORT_FLAG_PARTICLES)
+ {
+ Send_Effect("teleport", player.origin, '0 0 0', 1);
+ Send_Effect("teleport", to + v_forward * 32, '0 0 0', 1);
+ }
+ self.pushltime = time + 0.2;
+ }
+ }
+
+ // Relocate the player
+ // assuming to allows PL_MIN to PL_MAX box and some more
+ from = player.origin;
+ setorigin (player, to);
+ player.oldorigin = to; // don't undo the teleport by unsticking
+ player.angles = to_angles;
+ player.fixangle = true;
+ player.velocity = to_velocity;
+ BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
+
+ makevectors(player.angles);
+ Reset_ArcBeam(player, v_forward);
+ UpdateCSQCProjectileAfterTeleport(player);
+
+ if(IS_PLAYER(player))
+ {
+ if(tflags & TELEPORT_FLAG_TDEATH)
+ if(player.takedamage && player.deadflag == DEAD_NO && !g_race && !g_cts && (autocvar_g_telefrags || (tflags & TELEPORT_FLAG_FORCE_TDEATH)))
+ tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
+
+ // player no longer is on ground
+ player.flags &= ~FL_ONGROUND;
+
+ // reset tracking of oldvelocity for impact damage (sudden velocity changes)
+ player.oldvelocity = player.velocity;
+
+ // reset tracking of who pushed you into a hazard (for kill credit)
+ if(teleporter.owner)
+ {
+ player.pusher = teleporter.owner;
+ player.pushltime = time + autocvar_g_maxpushtime;
+ player.istypefrag = player.BUTTON_CHAT;
+ }
+ else
+ {
+ player.pushltime = 0;
+ player.istypefrag = 0;
+ }
+
+ player.lastteleporttime = time;
+ }
+ }
+
+ entity Simple_TeleportPlayer(entity teleporter, entity player)
+ {
+ vector locout;
+ entity e;
+ float p;
+
+ // Find the output teleporter
+ if(teleporter.enemy)
+ {
+ e = teleporter.enemy;
+ }
+ else
+ {
+ RandomSelection_Init();
+ for(e = world; (e = find(e, targetname, teleporter.target)); )
+ {
+ p = 1;
+ if(autocvar_g_telefrags_avoid)
+ {
+ locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
+ if(check_tdeath(player, locout, '0 0 0', '0 0 0'))
+ p = 0;
+ }
+ RandomSelection_Add(e, 0, string_null, (e.cnt ? e.cnt : 1), p);
+ }
+ e = RandomSelection_chosen_ent;
+ }
+
+ if(!e) { sprint(player, "Teleport destination vanished. Sorry... please complain to the mapper.\n"); }
+
+ makevectors(e.mangle);
+
+ if(e.speed)
+ if(vlen(player.velocity) > e.speed)
+ player.velocity = normalize(player.velocity) * max(0, e.speed);
+
+ if(autocvar_g_teleport_maxspeed)
+ if(vlen(player.velocity) > autocvar_g_teleport_maxspeed)
+ player.velocity = normalize(player.velocity) * max(0, autocvar_g_teleport_maxspeed);
+
+ locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
+ TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
+
+ return e;
+ }
+
+ void teleport_findtarget (void)
+ {
+ entity e;
+ float n;
+
+ n = 0;
+ for(e = world; (e = find(e, targetname, self.target)); )
+ {
+ ++n;
+ if(e.movetype == MOVETYPE_NONE)
+ waypoint_spawnforteleporter(self, e.origin, 0);
+ if(e.classname != "info_teleport_destination")
+ print("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
+ }
+
+ if(n == 0)
+ {
+ // no dest!
+ objerror ("Teleporter with nonexistant target");
+ return;
+ }
+ else if(n == 1)
+ {
+ // exactly one dest - bots love that
+ self.enemy = find(e, targetname, self.target);
+ }
+ else
+ {
+ // have to use random selection every single time
+ self.enemy = world;
+ }
+
+ // now enable touch
+ self.touch = Teleport_Touch;
+ }
+
+ entity Teleport_Find(vector mi, vector ma)
+ {
+ entity e;
+ for(e = world; (e = find(e, classname, "trigger_teleport")); )
+ if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
+ return e;
+ return world;
+ }
+
+ void WarpZone_PostTeleportPlayer_Callback(entity pl)
+ {
+ makevectors(pl.angles);
+ Reset_ArcBeam(pl, v_forward);
+ UpdateCSQCProjectileAfterTeleport(pl);
+ {
+ entity oldself = self;
+ self = pl;
+ anticheat_fixangle();
+ self = oldself;
+ }
+ // "disown" projectiles after teleport
+ if(pl.owner)
+ if(pl.owner == pl.realowner)
+ {
+ if(!(pl.flags & FL_PROJECTILE))
+ print("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".\n");
+ pl.owner = world;
+ }
+ if(IS_PLAYER(pl))
+ {
+ // reset tracking of oldvelocity for impact damage (sudden velocity changes)
+ pl.oldvelocity = pl.velocity;
+ // reset teleport time tracking too (or multijump can cause insane speeds)
+ pl.lastteleporttime = time;
+ }
+ }
+ #endif
--- /dev/null
- txt = "gfx/vehicles/vth-mover.tga";
+void turret_remove()
+{
+ remove(self.tur_head);
+ //remove(self.enemy);
+ self.tur_head = world;
+}
+
+.vector glowmod;
+void turret_changeteam()
+{
+ self.glowmod = Team_ColorRGB(self.team - 1) * 2;
+ self.teamradar_color = Team_ColorRGB(self.team - 1);
+
+ 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)
+ {
+ if((get_turretinfo(self.turretid)).spawnflags & TUR_FLAG_MOVE)
- txt = "gfx/vehicles/vth-stationary.tga";
++ txt = "gfx/vehicles/turret_moving.tga";
+ else
- vector pz = drawgetimagesize(txt) * 0.25;
- drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.75, DRAWFLAG_NORMAL);
++ txt = "gfx/vehicles/turret_stationary.tga";
+
++ vector pz = drawgetimagesize(txt) * autocvar_cl_vehicles_crosshair_size;
++ drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.7, DRAWFLAG_NORMAL);
+ }
+ }
+
+ 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';
+ printf("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_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 turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+#ifdef SVQC
+#include "../../server/autocvars.qh"
+
+// 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
+ {
+ prep = pre_pos;
+
+ distance = vlen(prep - self.tur_shotorg);
+ impact_time = distance / self.shot_speed;
+
+ prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
+
+ if(self.aim_flags & TFL_AIM_ZPREDICT)
+ if(!(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_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_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
++void turret_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{
+ // Enough already!
+ if(self.deadflag == DEAD_DEAD)
+ return;
+
+ // Inactive turrets take no damage. (hm..)
+ if(!self.active)
+ return;
+
+ if(SAME_TEAM(self, attacker))
+ {
+ 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(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
+ if(!ent.turret_scale_range) ent.turret_scale_range = 1;
+ if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
+ if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
+ if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
+ if(!ent.turret_scale_health) ent.turret_scale_health = 1;
+ if(!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, world, 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, world, self.owner.shot_force, self.totalfrags, world);
+#endif
+ remove(self);
+}
+
+void turret_projectile_touch()
+{
+ PROJECTILE_TOUCH;
+ turret_projectile_explode();
+}
+
- if(e_target.vehicle_flags & VHF_ISVEHICLE)
++void turret_projectile_damage(entity inflictor, entity attacker, float damage, int 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(!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)
+ return -2;
+
+ if(e_target.owner == e_turret)
+ return -0.5;
+
+ if(!checkpvs(e_target.origin, e_turret))
+ return -1;
+
+ if(e_target.alpha <= 0.3)
+ return -1;
+
+ 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.turret_flags & TUR_FLAG_ISTURRET)
++ if(IS_VEHICLE(e_target))
+ {
+ if (e_target.vehicle_health <= 0)
+ return -6;
+ }
+ else if (e_target.health <= 0)
+ return -6;
+ else if(e_target.frozen > 0)
+ return -6;
+
+ // player
+ if (IS_CLIENT(e_target))
+ {
+ if(!(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(!(validate_flags & TFL_TARGETSELECT_MISSILES))
+ return -10;
+
+ if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
+ if(!(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 (!(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(!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(!(self.aim_flags & TFL_AIM_NO))
+ self.tur_aimpos = turret_aim_generic();
+
+ // Turn & pitch?
+ if(!(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(!(self.aim_flags & TFL_AIM_NO))
+ self.tur_aimpos = turret_aim_generic();
+
+ // Turn & pitch
+ if(!(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(!(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(!(self.aim_flags & TFL_AIM_NO))
+ self.tur_aimpos = turret_aim_generic();
+
+ // Turn & pitch?
+ if(!(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(MUTATOR_CALLHOOK(TurretSpawn))
++ if (IS_TURRET(e))
+ {
+ 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(!autocvar_g_turrets)
+ return false;
+
+ entity e;
+ entity tur = get_turretinfo(tur_id);
+ if(tur.turretid == 0)
+ return false; // invalid turret
+
+ if(!self.tur_head) { TUR_ACTION(tur_id, TR_PRECACHE); } // if tur_head exists, we can assume this turret re-spawned
+
+ e = find(world, classname, "turret_manager");
+ if(!e)
+ {
+ e = spawn();
+ e.classname = "turret_manager";
+ e.think = turrets_manager_think;
+ e.nextthink = time + 2;
+ }
+
+ if(!(self.spawnflags & TSF_SUSPENDED))
+ builtin_droptofloor();
+
+ self.cvar_basename = tur.cvar_basename;
+ load_unit_settings(self, self.cvar_basename, 0);
+
+ if(!self.team || !teamplay) { self.team = MAX_SHOT_DISTANCE; }
+ if(!self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
+ if(!self.health) { self.health = 1000; }
+ if(!self.shot_refire) { self.shot_refire = 1; }
+ if(!self.tur_shotorg) { self.tur_shotorg = '50 0 50'; }
+ if(!self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
+ if(!self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
+ if(!self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
+ if(!self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
+ if(!self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
+ if(!self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
+ if(!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
+ if(!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(!self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
+ if(!self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
+ if(!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(!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, self))
+ return false;
+
+ return true;
+}
+#endif
--- /dev/null
+#ifndef SV_TURRETS_H
+#define SV_TURRETS_H
+
+// 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;
+
+void() turret_respawn;
+
+/// 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!
+
++void turrets_setframe(float _frame, float client_only);
++
++float turret_initialize(float tur_id);
++
+/// 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
+
+#endif
--- /dev/null
- precache_model ("models/turrets/terrainbase.md3");
+#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/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();
+ #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
- // 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;
+#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")
+);
+#else
+#ifdef SVQC
+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;
+
+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
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
- self.pathcurrent = self.pathcurrent.enemy;
++ // 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 (self.pathcurrent)
- {
++ if (vlen(self.origin - self.pathcurrent.origin) < 64)
++ self.pathcurrent = self.pathcurrent.enemy;
+#endif
+
- self.moveto = self.pathcurrent.origin;
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
++ if (self.pathcurrent)
++ {
+
- movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
- }
++ self.moveto = self.pathcurrent.origin;
++ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
- 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, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
- }
- else if (self.tur_head.spawnshieldtime < 2)
- {
-
- newframe = ewheel_anim_fwd_slow;
- movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
- }
- else
- {
- newframe = ewheel_anim_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_anim_bck_slow;
- movelib_move_simple(v_forward * -1, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
- }
- else
- {
- newframe = ewheel_anim_stop;
- movelib_beak_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
- }
-
- turrets_setframe(newframe, false);
++ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
++ }
+}
+
+void ewheel_move_enemy()
+{
- 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));
++ 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, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
++ }
++ else if (self.tur_head.spawnshieldtime < 2)
++ {
++
++ newframe = ewheel_anim_fwd_slow;
++ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
++ }
++ else
++ {
++ newframe = ewheel_anim_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_anim_bck_slow;
++ movelib_move_simple(v_forward * -1, (autocvar_g_turrets_unit_ewheel_speed_slow), 0.4);
++ }
++ else
++ {
++ newframe = ewheel_anim_stop;
++ movelib_beak_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
++ }
++
++ turrets_setframe(newframe, false);
+}
+
+void ewheel_move_idle()
+{
- 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_BLASTER, 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';
++ 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 spawnfunc_turret_ewheel() { if(!turret_initialize(TUR_EWHEEL)) remove(self); }
+
+float t_ewheel(float req)
+{
- if (self.pathcurrent)
- pathlib_deletepath(self.pathcurrent.owner);
++ 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_BLASTER, TRUE, TRUE);
++ _mis.missile_flags = MIF_SPLASH;
++
++ Send_Effect("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
- 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
- {
++ if (self.pathcurrent)
++ pathlib_deletepath(self.pathcurrent.owner);
+#endif
- self.pathcurrent = WALKER_PATH(self.origin,e.origin);
- self.pathgoal = e;
++ 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 = e;
++ self.pathcurrent = WALKER_PATH(self.origin,e.origin);
++ self.pathgoal = e;
+#else
- }
- }
- }
-
- 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 = (autocvar_g_turrets_unit_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;
- }
- }
-
- return true;
++ self.pathcurrent = e;
+#endif
- float dt;
++ }
++ }
++ }
++
++ 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 = (autocvar_g_turrets_unit_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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+
+void ewheel_draw()
+{
- dt = time - self.move_time;
- self.move_time = time;
- if(dt <= 0)
- return;
++ float dt;
+
- 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;
++ dt = time - self.move_time;
++ self.move_time = time;
++ if(dt <= 0)
++ return;
+
- if (self.health < 127)
- if(random() < 0.05)
- te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
++ 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;
+
- 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:
- {
- return true;
- }
- }
-
- return true;
++ 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:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- 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 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")
+);
+#else
+#ifdef SVQC
+void turret_flac_projectile_think_explode()
+{
- float d;
- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, 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;
++ 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
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
++ float d;
++ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, 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
- remove(self);
++ RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
+#endif
- switch(req)
- {
- case TR_ATTACK:
- {
- entity proj;
++ remove(self);
+}
+
+void spawnfunc_turret_flac() { if(!turret_initialize(TUR_FLAC)) remove(self); }
+
+float t_flac(float req)
+{
- turret_tag_fire_update();
++ switch(req)
++ {
++ case TR_ATTACK:
++ {
++ entity proj;
+
- 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;
++ turret_tag_fire_update();
+
- 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;
- }
- }
++ proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
++ Send_Effect("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;
+
- return true;
++ self.tur_head.frame = self.tur_head.frame + 1;
++ if (self.tur_head.frame >= 4)
++ self.tur_head.frame = 0;
+
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
++ 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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_flac(float req)
+{
- return true;
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- if (self.attack_finished_single > time)
- return 0;
+#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")
+);
+#else
+#ifdef SVQC
+float turret_fusionreactor_firecheck()
+{
- if (self.enemy.deadflag != DEAD_NO)
- return 0;
++ if (self.attack_finished_single > time)
++ return 0;
+
- if (self.enemy == world)
- return 0;
++ if (self.enemy.deadflag != DEAD_NO)
++ return 0;
+
- if (self.ammo < self.shot_dmg)
- return 0;
++ if (self.enemy == world)
++ return 0;
+
- if (self.enemy.ammo >= self.enemy.ammo_max)
- return 0;
++ if (self.ammo < self.shot_dmg)
++ return 0;
+
- if (vlen(self.enemy.origin - self.origin) > self.target_range)
- return 0;
++ if (self.enemy.ammo >= self.enemy.ammo_max)
++ return 0;
+
- if(self.team != self.enemy.team)
- return 0;
++ if (vlen(self.enemy.origin - self.origin) > self.target_range)
++ return 0;
+
- if(!(self.enemy.ammo_flags & TFL_AMMO_ENERGY))
- return 0;
++ if(self.team != self.enemy.team)
++ return 0;
+
- return 1;
++ if(!(self.enemy.ammo_flags & TFL_AMMO_ENERGY))
++ return 0;
+
- 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;
- }
- }
-
- return true;
++ return 1;
+}
+
+void spawnfunc_turret_fusionreactor() { if(!turret_initialize(TUR_FUSIONREACTOR)) remove(self); }
+
+float t_fusionreactor(float req)
+{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
++ 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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_fusionreactor(float req)
+{
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- vector olddir,newdir;
- vector pre_pos;
- float itime;
+#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")
+);
+#else
+#ifdef SVQC
+float autocvar_g_turrets_unit_hellion_shot_speed_gain;
+float autocvar_g_turrets_unit_hellion_shot_speed_max;
+
+void turret_hellion_missile_think()
+{
- self.nextthink = time + 0.05;
++ vector olddir,newdir;
++ vector pre_pos;
++ float itime;
+
- olddir = normalize(self.velocity);
++ self.nextthink = time + 0.05;
+
- if(self.max_health < time)
- turret_projectile_explode();
++ olddir = normalize(self.velocity);
+
- // Enemy dead? just keep on the current heading then.
- if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
- {
++ if(self.max_health < time)
++ turret_projectile_explode();
+
- // Make sure we dont return to tracking a respawned player
- self.enemy = world;
++ // Enemy dead? just keep on the current heading then.
++ if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
++ {
+
- // Turn model
- self.angles = vectoangles(self.velocity);
++ // Make sure we dont return to tracking a respawned player
++ self.enemy = world;
+
- if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
- turret_projectile_explode();
++ // Turn model
++ self.angles = vectoangles(self.velocity);
+
- // Accelerate
- self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
++ if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
++ turret_projectile_explode();
+
- UpdateCSQCProjectile(self);
++ // Accelerate
++ self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+
- return;
- }
++ UpdateCSQCProjectile(self);
+
- // Enemy in range?
- if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
- turret_projectile_explode();
++ return;
++ }
+
- // Predict enemy position
- itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
- pre_pos = self.enemy.origin + self.enemy.velocity * itime;
++ // Enemy in range?
++ if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
++ turret_projectile_explode();
+
- pre_pos = (pre_pos + self.enemy.origin) * 0.5;
++ // Predict enemy position
++ itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
++ pre_pos = self.enemy.origin + self.enemy.velocity * itime;
+
- // Find out the direction to that place
- newdir = normalize(pre_pos - self.origin);
++ pre_pos = (pre_pos + self.enemy.origin) * 0.5;
+
- // Turn
- newdir = normalize(olddir + newdir * 0.35);
++ // Find out the direction to that place
++ newdir = normalize(pre_pos - self.origin);
+
- // Turn model
- self.angles = vectoangles(self.velocity);
++ // Turn
++ newdir = normalize(olddir + newdir * 0.35);
+
- // Accelerate
- self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
++ // Turn model
++ self.angles = vectoangles(self.velocity);
+
- if (itime < 0.05)
- self.think = turret_projectile_explode;
++ // Accelerate
++ self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+
- UpdateCSQCProjectile(self);
++ if (itime < 0.05)
++ self.think = turret_projectile_explode;
+
- 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;
- }
- }
-
- return true;
++ UpdateCSQCProjectile(self);
+}
+
+void spawnfunc_turret_hellion() { if(!turret_initialize(TUR_HELLION)) remove(self); }
+
+float t_hellion(float req)
+{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
++ 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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_hellion(float req)
+{
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- if (e_target == world)
- return 0;
+#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")
+);
+#else
+#ifdef SVQC
+float autocvar_g_turrets_unit_hk_shot_speed;
+float autocvar_g_turrets_unit_hk_shot_speed_accel;
+float autocvar_g_turrets_unit_hk_shot_speed_accel2;
+float autocvar_g_turrets_unit_hk_shot_speed_decel;
+float autocvar_g_turrets_unit_hk_shot_speed_max;
+float autocvar_g_turrets_unit_hk_shot_speed_turnrate;
+
+//#define TURRET_DEBUG_HK
+
+#ifdef TURRET_DEBUG_HK
+.float atime;
+#endif
+
+float hk_is_valid_target(entity e_target)
+{
- // If only this was used more..
- if (e_target.flags & FL_NOTARGET)
- return 0;
++ if (e_target == world)
++ return 0;
+
- // Cant touch this
- if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
- return 0;
++ // If only this was used more..
++ if (e_target.flags & FL_NOTARGET)
++ return 0;
+
- // player
- if (IS_CLIENT(e_target))
- {
- if (self.owner.target_select_playerbias < 0)
- return 0;
++ // Cant touch this
++ if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
++ return 0;
+
- if (e_target.deadflag != DEAD_NO)
- return 0;
- }
++ // player
++ if (IS_CLIENT(e_target))
++ {
++ if (self.owner.target_select_playerbias < 0)
++ return 0;
+
- // Missile
- if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
- return 0;
++ if (e_target.deadflag != DEAD_NO)
++ return 0;
++ }
+
- // Team check
- if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
- return 0;
++ // Missile
++ if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
++ return 0;
+
- return 1;
++ // Team check
++ if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
++ return 0;
+
- 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_shot_speed)) )
- myspeed = max(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_decel), (autocvar_g_turrets_unit_hk_shot_speed));
-
- // Failry clear, accelerate.
- if ( (ff > 0.7) && (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) )
- myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel), (autocvar_g_turrets_unit_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 < (autocvar_g_turrets_unit_hk_shot_speed_max))
- myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
-
- wishdir = ve;
- }
-
- if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time))
- myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_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 * (autocvar_g_turrets_unit_hk_shot_speed_turnrate));
-
- // Set heading & speed
- self.velocity = newdir * myspeed;
-
- // Align model with new heading
- self.angles = vectoangles(self.velocity);
++ return 1;
+}
+
+void turret_hk_missile_think()
+{
- //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;
- //}
++ 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_shot_speed)) )
++ myspeed = max(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_decel), (autocvar_g_turrets_unit_hk_shot_speed));
++
++ // Failry clear, accelerate.
++ if ( (ff > 0.7) && (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) )
++ myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel), (autocvar_g_turrets_unit_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 < (autocvar_g_turrets_unit_hk_shot_speed_max))
++ myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
++
++ wishdir = ve;
++ }
++
++ if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time))
++ myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_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 * (autocvar_g_turrets_unit_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
- UpdateCSQCProjectile(self);
++ //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
+
- if (e_target)
- {
- if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
- {
- self.enemy = e_target;
- return 1;
- }
- }
-
- return 0;
++ UpdateCSQCProjectile(self);
+}
+
+float turret_hk_addtarget(entity e_target,entity e_sender)
+{
- 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;
- }
- }
-
- return true;
++ 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(!turret_initialize(TUR_HK)) remove(self); }
+
+float t_hk(float req)
+{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
++ 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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_hk(float req)
+{
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- switch(req)
- {
- case TR_ATTACK:
- {
- fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
+#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")
+);
+#else
+#ifdef SVQC
+void spawnfunc_turret_machinegun() { if(!turret_initialize(TUR_MACHINEGUN)) remove(self); }
+
++void W_MachineGun_MuzzleFlash(void);
++
+float t_machinegun(float req)
+{
- W_MachineGun_MuzzleFlash();
- setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
++ switch(req)
++ {
++ case TR_ATTACK:
++ {
++ fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
+
- 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;
- self.turret_flags |= TUR_FLAG_HITSCAN;
++ W_MachineGun_MuzzleFlash();
++ setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
+
- 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;
- }
- }
++ 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;
++ self.turret_flags |= TUR_FLAG_HITSCAN;
+
- return true;
++ 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;
++ }
++ }
+
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_machinegun(float req)
+{
- return true;
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- switch(req)
- {
- case TR_ATTACK:
- {
- entity missile;
+#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")
+);
+#else
+#ifdef SVQC
+void spawnfunc_turret_mlrs() { if(!turret_initialize(TUR_MLRS)) remove(self); }
+
+float t_mlrs(float req)
+{
- 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);
++ switch(req)
++ {
++ case TR_ATTACK:
++ {
++ entity missile;
+
- 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;
++ 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_PRECACHE:
- {
- precache_model ("models/turrets/base.md3");
- precache_model ("models/turrets/mlrs.md3");
- return true;
- }
- }
++ 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;
++ 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;
+
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
++ 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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_mlrs(float req)
+{
- return true;
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- if (self.fireflag != 0) return 0;
- return turret_firecheck();
+#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")
+);
+#else
+#ifdef SVQC
+.float fireflag;
+
+float turret_phaser_firecheck()
+{
- 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;
++ if (self.fireflag != 0) return 0;
++ return turret_firecheck();
+}
+
+void beam_think()
+{
- 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;
- }
- }
-
- return true;
++ 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(!turret_initialize(TUR_PHASER)) remove(self); }
+
+float t_phaser(float req)
+{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
++ 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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_phaser(float req)
+{
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- switch(req)
- {
- case TR_ATTACK:
- {
- if(g_instagib)
- {
- 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;
- string s;
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- s = strcat("TE_TEI_G3", ((self.team) ? Static_Team_ColorName_Upper(self.team) : ""));
-
- WarpZone_TrailParticles(world, particleeffectnum(s), 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;
- }
- }
-
- return true;
+#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")
+);
+#else
+#ifdef SVQC
+void spawnfunc_turret_plasma() { if(!turret_initialize(TUR_PLASMA)) remove(self); }
+
+float t_plasma(float req)
+{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
++ switch(req)
++ {
++ case TR_ATTACK:
++ {
++ if(g_instagib)
++ {
++ 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);
++
++ Send_Effect("nex_muzzleflash", self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
++
++ // teamcolor / hit beam effect
++ vector v;
++ string s;
++ v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
++ s = strcat("TE_TEI_G3", ((self.team) ? Static_Team_ColorName_Upper(self.team) : ""));
++
++ WarpZone_TrailParticles(world, particleeffectnum(s), 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;
++
++ Send_Effect("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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_plasma(float req)
+{
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- switch(req)
- {
- case TR_ATTACK:
- {
- if(g_instagib)
- {
- 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;
- string s;
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- s = strcat("TE_TEI_G3", ((self.team) ? Static_Team_ColorName_Upper(self.team) : ""));
-
- WarpZone_TrailParticles(world, particleeffectnum(s), 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;
- }
- }
-
- return true;
+#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")
+);
+#else
+#ifdef SVQC
+void spawnfunc_turret_plasma_dual() { if(!turret_initialize(TUR_PLASMA_DUAL)) remove(self); }
+
+float t_plasma_dual(float req)
+{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
++ switch(req)
++ {
++ case TR_ATTACK:
++ {
++ if(g_instagib)
++ {
++ 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);
++
++
++ Send_Effect("nex_muzzleflash", self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
++
++ // teamcolor / hit beam effect
++ vector v;
++ string s;
++ v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
++ s = strcat("TE_TEI_G3", ((self.team) ? Static_Team_ColorName_Upper(self.team) : ""));
++
++ WarpZone_TrailParticles(world, particleeffectnum(s), 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;
++ Send_Effect("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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_plasma_dual(float req)
+{
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- 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;
+#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")
+);
+#else
+#ifdef SVQC
+entity toast(entity from, float range, float damage)
+{
- // 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(!turret_firecheck())
- return 0;
-
- if(self.enemy)
- return 1;
-
- return 0;
++ 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()
+{
- 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(!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;
- }
- }
-
- return true;
++ // 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(!turret_firecheck())
++ return 0;
++
++ if(self.enemy)
++ return 1;
++
++ return 0;
+}
+
+void spawnfunc_turret_tesla() { if(!turret_initialize(TUR_TESLA)) remove(self); }
+
+float t_tesla(float req)
+{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
++ 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(!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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_tesla(float req)
+{
++ switch(req)
++ {
++ case TR_SETUP:
++ {
++ return true;
++ }
++ case TR_PRECACHE:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- if (self.animflag == ANIM_MELEE)
- return 0;
+#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")
+);
+#else
+#ifdef SVQC
+float autocvar_g_turrets_unit_walker_melee_damage;
+float autocvar_g_turrets_unit_walker_melee_force;
+float autocvar_g_turrets_unit_walker_melee_range;
+float autocvar_g_turrets_unit_walker_rocket_damage;
+float autocvar_g_turrets_unit_walker_rocket_radius;
+float autocvar_g_turrets_unit_walker_rocket_force;
+float autocvar_g_turrets_unit_walker_rocket_speed;
+float autocvar_g_turrets_unit_walker_rocket_range;
+float autocvar_g_turrets_unit_walker_rocket_range_min;
+float autocvar_g_turrets_unit_walker_rocket_refire;
+float autocvar_g_turrets_unit_walker_rocket_turnrate;
+float autocvar_g_turrets_unit_walker_speed_stop;
+float autocvar_g_turrets_unit_walker_speed_walk;
+float autocvar_g_turrets_unit_walker_speed_run;
+float autocvar_g_turrets_unit_walker_speed_jump;
+float autocvar_g_turrets_unit_walker_speed_swim;
+float autocvar_g_turrets_unit_walker_speed_roam;
+float autocvar_g_turrets_unit_walker_turn;
+float autocvar_g_turrets_unit_walker_turn_walk;
+float autocvar_g_turrets_unit_walker_turn_strafe;
+float autocvar_g_turrets_unit_walker_turn_swim;
+float autocvar_g_turrets_unit_walker_turn_run;
+
+#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_MELEE 9
+#define ANIM_SWIM 10
+#define ANIM_ROAM 11
+
+.float animflag;
+.float idletime;
+
+#define WALKER_PATH(s,e) pathlib_astar(s,e)
+
+float walker_firecheck()
+{
- return turret_firecheck();
++ if (self.animflag == ANIM_MELEE)
++ return 0;
+
- vector where;
- entity e;
++ return turret_firecheck();
+}
+
+void walker_melee_do_dmg()
+{
- makevectors(self.angles);
- where = self.origin + v_forward * 128;
++ vector where;
++ entity e;
+
- 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_melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
++ makevectors(self.angles);
++ where = self.origin + v_forward * 128;
+
- e = e.chain;
- }
++ 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_melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
+
- turrets_setframe(ANIM_NO, false);
- self.animflag = self.frame;
++ e = e.chain;
++ }
+}
+
+void walker_setnoanim()
+{
- RadiusDamage (self, self.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), self, world, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET, world);
- remove (self);
++ turrets_setframe(ANIM_NO, false);
++ self.animflag = self.frame;
+}
+void walker_rocket_explode()
+{
- self.health = self.health - damage;
- self.velocity = self.velocity + vforce;
++ RadiusDamage (self, self.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), self, world, (autocvar_g_turrets_unit_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)
+{
- if (self.health <= 0)
- W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
++ self.health = self.health - damage;
++ self.velocity = self.velocity + vforce;
+
- 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;
++ if (self.health <= 0)
++ W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
+}
+
+#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
+void walker_rocket_loop();
+void walker_rocket_think()
+{
- vector newdir;
- self.nextthink = time;
++ 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()
+{
- if (self.max_health < time)
- {
- self.think = walker_rocket_explode;
- return;
- }
++ vector newdir;
++ self.nextthink = time;
+
- if (vlen(self.origin - self.tur_shotorg) < 100 )
- {
- self.think = walker_rocket_think;
- return;
- }
++ if (self.max_health < time)
++ {
++ self.think = walker_rocket_explode;
++ return;
++ }
+
- newdir = steerlib_pull(self.tur_shotorg);
- WALKER_ROCKET_MOVE;
++ if (vlen(self.origin - self.tur_shotorg) < 100 )
++ {
++ self.think = walker_rocket_think;
++ return;
++ }
+
- self.angles = vectoangles(self.velocity);
++ newdir = steerlib_pull(self.tur_shotorg);
++ WALKER_ROCKET_MOVE;
+
- vector newdir;
++ self.angles = vectoangles(self.velocity);
+}
+
+void walker_rocket_loop2()
+{
- self.nextthink = time;
++ vector newdir;
+
- if (self.max_health < time)
- {
- self.think = walker_rocket_explode;
- return;
- }
++ self.nextthink = time;
+
- if (vlen(self.origin - self.tur_shotorg) < 100 )
- {
- self.tur_shotorg = self.origin - '0 0 200';
- self.think = walker_rocket_loop3;
- return;
- }
++ if (self.max_health < time)
++ {
++ self.think = walker_rocket_explode;
++ return;
++ }
+
- newdir = steerlib_pull(self.tur_shotorg);
- WALKER_ROCKET_MOVE;
++ if (vlen(self.origin - self.tur_shotorg) < 100 )
++ {
++ self.tur_shotorg = self.origin - '0 0 200';
++ self.think = walker_rocket_loop3;
++ return;
++ }
+
- self.nextthink = time;
- self.tur_shotorg = self.origin + '0 0 300';
- self.think = walker_rocket_loop2;
- self.shot_dmg = 1337;
++ newdir = steerlib_pull(self.tur_shotorg);
++ WALKER_ROCKET_MOVE;
+}
+
+void walker_rocket_loop()
+{
- 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_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
++ 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)
+{
- 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;
- }
++ 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_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)
+{
- // 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);
++ 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
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
- self.pathcurrent = self.pathcurrent.enemy;
++ // 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(!self.pathcurrent)
- return;
++ if (vlen(self.origin - self.pathcurrent.origin) < 64)
++ self.pathcurrent = self.pathcurrent.enemy;
+
- self.moveto = self.pathcurrent.origin;
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
- walker_move_to(self.moveto, 0);
++ if(!self.pathcurrent)
++ return;
+
- switch(req)
- {
- case TR_ATTACK:
- {
- sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
- fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0);
- 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 != 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_melee_range) && self.animflag != ANIM_MELEE)
- {
- 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_MELEE;
- }
- }
- 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_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_rocket_range_min))
- if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
- self.tur_head.shot_volly = 4;
- }
- }
- else
- {
- if (self.animflag != 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 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_MELEE:
- if(self.frame != ANIM_MELEE)
- {
- defer(0.41, walker_setnoanim);
- defer(0.21, walker_melee_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);
-
- return true;
- }
- case TR_DEATH:
- {
++ 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(!turret_initialize(TUR_WALKER)) remove(self); }
+
+float t_walker(float req)
+{
- if (self.pathcurrent)
- pathlib_deletepath(self.pathcurrent.owner);
++ switch(req)
++ {
++ case TR_ATTACK:
++ {
++ sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
++ fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0);
++ Send_Effect("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 != 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_melee_range) && self.animflag != ANIM_MELEE)
++ {
++ 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_MELEE;
++ }
++ }
++ 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_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_rocket_range_min))
++ if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
++ self.tur_head.shot_volly = 4;
++ }
++ }
++ else
++ {
++ if (self.animflag != 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 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_MELEE:
++ if(self.frame != ANIM_MELEE)
++ {
++ defer(0.41, walker_setnoanim);
++ defer(0.21, walker_melee_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);
++
++ return true;
++ }
++ case TR_DEATH:
++ {
+#ifdef WALKER_FANCYPATHING
- 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;
- self.turret_flags |= TUR_FLAG_HITSCAN;
-
- 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
- {
++ if (self.pathcurrent)
++ pathlib_deletepath(self.pathcurrent.owner);
+#endif
- self.pathcurrent = WALKER_PATH(self.origin, e.origin);
- self.pathgoal = e;
++ 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;
++ self.turret_flags |= TUR_FLAG_HITSCAN;
++
++ 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 = e;
++ self.pathcurrent = WALKER_PATH(self.origin, e.origin);
++ self.pathgoal = e;
+#else
- }
- }
-
- 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;
- }
- }
-
- return true;
++ self.pathcurrent = e;
+#endif
- 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);
++ }
++ }
++
++ 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;
++ }
++ }
++
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+
+#include "../../../server/movelib.qh"
+
+void walker_draw()
+{
- 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:
- {
- return true;
- }
- }
-
- return true;
++ 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:
++ {
++ return true;
++ }
++ }
++
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- float bforce, float f_dmg, float f_velfactor, float deathtype)
+/*
+* 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.
+*/
+float turret_tag_fire_update()
+{
+ 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, int 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
--- /dev/null
-#include "../server/tturrets/include/turrets_early.qh"
+ #ifndef VEHICLES_DEF_H
+ #define VEHICLES_DEF_H
+ #ifdef SVQC
+
++#include "../turrets/sv_turrets.qh"
+ #include "sv_vehicles.qh"
+
+ // #define VEHICLES_USE_ODE
+
+ // vehicle cvars
+ float autocvar_g_vehicles;
+ float autocvar_g_vehicles_enter;
+ float autocvar_g_vehicles_enter_radius;
+ float autocvar_g_vehicles_steal;
+ float autocvar_g_vehicles_steal_show_waypoint;
+ float autocvar_g_vehicles_crush_dmg;
+ float autocvar_g_vehicles_crush_force;
+ float autocvar_g_vehicles_delayspawn;
+ float autocvar_g_vehicles_delayspawn_jitter;
+ float autocvar_g_vehicles_allow_bots;
+ float autocvar_g_vehicles_teams;
+ float autocvar_g_vehicles_teleportable;
+ float autocvar_g_vehicles_vortex_damagerate = 0.5;
+ float autocvar_g_vehicles_machinegun_damagerate = 0.5;
+ float autocvar_g_vehicles_rifle_damagerate = 0.75;
+ float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
+ float autocvar_g_vehicles_tag_damagerate = 5;
+ float autocvar_g_vehicles_weapon_damagerate = 1;
+
+ // flags:
+ .int vehicle_flags;
+
+ // vehicle definitions
+ .entity gun1;
+ .entity gun2;
+ .entity gun3;
+ .entity vehicle_shieldent; /// Entity to disply the shild effect on damage
+ .entity vehicle;
+ .entity vehicle_viewport;
+ .entity vehicle_hudmodel;
+ .entity vehicle_controller;
+
+ .entity gunner1;
+ .entity gunner2;
+
+ .float vehicle_health; /// If self is player this is 0..100 indicating precentage of health left on vehicle. If self is vehile, this is the real health value.
+ .float vehicle_energy; /// If self is player this is 0..100 indicating precentage of energy left on vehicle. If self is vehile, this is the real energy value.
+ .float vehicle_shield; /// If self is player this is 0..100 indicating precentage of shield left on vehicle. If self is vehile, this is the real shield value.
+
+ .float vehicle_ammo1; /// If self is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already stored in vehicle_energy. If self is vehile, this is the real ammo1 value.
+ .float vehicle_reload1; /// If self is player this is 0..100 indicating percentage of primary reload status. If self is vehile, this is the real reload1 value.
+ .float vehicle_ammo2; /// If self is player this is 0..100 indicating percentage of secondary ammo left. If self is vehile, this is the real ammo2 value.
+ .float vehicle_reload2; /// If self is player this is 0..100 indicating percentage of secondary reload status. If self is vehile, this is the real reload2 value.
+
+ .float sound_nexttime;
+ const float VOL_VEHICLEENGINE = 1;
+
+ const float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05
+ const float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A
+ const float SVC_UPDATEENTITY = 128; // Net.Protocol 0x80
+
+ const float VHSF_NORMAL = 0;
+ const float VHSF_FACTORY = 2;
+
+ .int hud;
+ .float dmg_time;
+
+ .int volly_counter;
+
+ const int MAX_AXH = 4;
+ .entity AuxiliaryXhair[MAX_AXH];
+
+ .entity wps_intruder;
+
+ .entity lock_target;
+ .float lock_strength;
+ .float lock_time;
+ .float lock_soundtime;
+ const float DAMAGE_TARGETDRONE = 10;
+
+ // vehicle functions
+ .void(int _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
+ .bool(int _imp) vehicles_impulse;
+ .int vehicle_weapon2mode;
+ .void(int exit_flags) vehicle_exit;
+ .bool() vehicle_enter;
+ const int VHEF_NORMAL = 0; /// User pressed exit key
+ const int VHEF_EJECT = 1; /// User pressed exit key 3 times fast (not implemented) or vehile is dying
+ const int VHEF_RELEASE = 2; /// Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (not implemented)
+
+ float force_fromtag_power;
+ float force_fromtag_normpower;
+ vector force_fromtag_origin;
+
+ float vehicles_exit_running;
+
+ // macros
+ #define VEHICLE_UPDATE_PLAYER(ply,fld,vhname) \
+ ply.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
+
+ .float vehicle_enter_delay; // prevent players jumping to and from vehicles instantly
+
+ void vehicles_exit(float eject);
+ float vehicle_initialize(float vehicle_id, float nodrop);
+ bool vehicle_impulse(int imp);
+ bool vehicles_crushable(entity e);
+
+ #endif
+
+ #endif
float autocvar_g_triggerimpulse_accel_power;
float autocvar_g_triggerimpulse_directional_multiplier;
float autocvar_g_triggerimpulse_radial_multiplier;
- float autocvar_g_turrets;
+ bool autocvar_g_turrets;
float autocvar_g_turrets_aimidle_delay;
- float autocvar_g_turrets_nofire;
- float autocvar_g_turrets_reloadcvars;
+ bool autocvar_g_turrets_nofire;
+ bool autocvar_g_turrets_reloadcvars;
float autocvar_g_turrets_targetscan_maxdelay;
float autocvar_g_turrets_targetscan_mindelay;
- float autocvar_g_use_ammunition;
- float autocvar_g_waypointeditor;
- float autocvar_g_waypointeditor_auto;
- float autocvar_g_waypoints_for_items;
-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;
+ bool autocvar_g_use_ammunition;
+ bool autocvar_g_waypointeditor;
+ int autocvar_g_waypointeditor_auto;
-int autocvar_g_waypoints_for_items;
++bool autocvar_g_waypoints_for_items;
float autocvar_g_weapon_charge_colormod_blue_full;
float autocvar_g_weapon_charge_colormod_blue_half;
float autocvar_g_weapon_charge_colormod_green_full;
#include "g_damage.qh"
-
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "../warpzonelib/common.qh"
- #include "../common/constants.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/accuracy.qh"
- #include "weapons/csqcprojectile.qh"
- #include "weapons/selection.qh"
- #include "t_items.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "../common/turrets/turrets.qh"
- #include "../common/turrets/sv_turrets.qh"
- #include "vehicles/vehicles_def.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "../common/playerstats.qh"
- #include "g_hook.qh"
- #include "scores.qh"
- #include "spawnpoints.qh"
- #endif
-
- float Damage_DamageInfo_SendEntity(entity to, float sf)
+ #include "_all.qh"
+
+ #include "g_hook.qh"
+ #include "mutators/mutators_include.qh"
+ #include "scores.qh"
+ #include "waypointsprites.qh"
+ #include "spawnpoints.qh"
-#include "tturrets/include/turrets_early.qh"
+ #include "t_items.qh"
+ #include "../common/vehicles/sv_vehicles.qh"
+ #include "weapons/accuracy.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "weapons/selection.qh"
+ #include "../common/buffs.qh"
+ #include "../common/constants.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/notifications.qh"
+ #include "../common/movetypes/movetypes.qh"
+ #include "../common/playerstats.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include "../common/weapons/all.qh"
+ #include "../csqcmodellib/sv_model.qh"
+ #include "../warpzonelib/common.qh"
+
+ float Damage_DamageInfo_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
WriteShort(MSG_ENTITY, self.projectiledeathtype);
else
victim = targ;
- if(IS_PLAYER(victim) || ((victim.turret_flags & TUR_FLAG_ISTURRET) && victim.active == ACTIVE_ACTIVE) || (victim.flags & FL_MONSTER))
- if(IS_PLAYER(victim) || IS_TURRET(victim) || IS_MONSTER(victim))
++ if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim))
{
if(DIFF_TEAM(victim, attacker) && !victim.frozen)
{
#include "../common/notifications.qh"
#include "../common/deathtypes.qh"
#include "mutators/mutators_include.qh"
- #include "vehicles/vehicles_def.qh"
- #include "tturrets/include/turrets_early.qh"
++ #include "../common/turrets/sv_turrets.qh"
+ #include "../common/vehicles/sv_vehicles.qh"
#include "../csqcmodellib/sv_model.qh"
#include "../common/playerstats.qh"
#include "g_hook.qh"
self.classname = "worldspawn"; // safeguard against various stuff ;)
// needs to be done so early because of the constants they create
- CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ static_init();
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
- CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
- CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
+ CALL_ACCUMULATED_FUNCTION(RegisterEffects);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
MapInfo_Enumerate();
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
server_is_dedicated = (stof(cvar_defstring("is_dedicated")) ? true : false);
// needs to be done so early because of the constants they create
- CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ static_init();
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
- CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
- CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
+ CALL_ACCUMULATED_FUNCTION(RegisterEffects);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
- #if defined(CSQC)
- #elif defined(MENUQC)
- #elif defined(SVQC)
- #include "miscfunctions.qh"
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../common/playerstats.qh"
- #include "../warpzonelib/anglestransform.qh"
- #include "../warpzonelib/server.qh"
- #include "../common/constants.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/urllib.qh"
- #include "../common/command/generic.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/accuracy.qh"
- #include "weapons/csqcprojectile.qh"
- #include "weapons/selection.qh"
- #include "t_items.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "../common/mapinfo.qh"
- #include "command/common.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "ipban.qh"
- #endif
+ #include "miscfunctions.qh"
+ #include "_all.qh"
+ #include "antilag.qh"
+ #include "command/common.qh"
+ #include "constants.qh"
+ #include "g_hook.qh"
+ #include "ipban.qh"
+ #include "mutators/mutators_include.qh"
-#include "tturrets/include/turrets_early.qh"
+ #include "t_items.qh"
+ #include "weapons/accuracy.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "weapons/selection.qh"
+ #include "../common/command/generic.qh"
+ #include "../common/constants.qh"
+ #include "../common/deathtypes.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/notifications.qh"
+ #include "../common/playerstats.qh"
+ #include "../common/teams.qh"
+ #include "../common/triggers/subs.qh"
+ #include "../common/urllib.qh"
+ #include "../common/util.qh"
++#include "../common/turrets/sv_turrets.qh"
+ #include "../common/weapons/all.qh"
+ #include "../csqcmodellib/sv_model.qh"
+ #include "../warpzonelib/anglestransform.qh"
+ #include "../warpzonelib/server.qh"
void crosshair_trace(entity pl)
{
#include "../common/constants.qh"
#include "../common/mapinfo.qh"
++#include "../common/turrets/turrets.qh"
#ifdef RELEASE
#define cvar_string_normal builtin_cvar_string
#define IS_REAL_CLIENT(v) (clienttype(v) == CLIENTTYPE_REAL)
#define IS_NOT_A_CLIENT(v) (clienttype(v) == CLIENTTYPE_NOTACLIENT)
-#define IS_TURRET(v) (v.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ #define IS_MONSTER(v) (v.flags & FL_MONSTER)
+ #define IS_VEHICLE(v) (v.vehicle_flags & VHF_ISVEHICLE)
++#define IS_TURRET(v) (v.turret_flags & TUR_FLAG_ISTURRET)
+
#define FOR_EACH_CLIENTSLOT(v) for(v = world; (v = nextent(v)) && (num_for_edict(v) <= maxclients); )
#define FOR_EACH_CLIENT(v) FOR_EACH_CLIENTSLOT(v) if(IS_CLIENT(v))
#define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(IS_REAL_CLIENT(v))
#include "../../common/notifications.qh"
#include "../../common/deathtypes.qh"
#include "mutators_include.qh"
- #include "../vehicles/vehicles_def.qh"
- #include "../tturrets/include/turrets_early.qh"
++ #include "../../common/turrets/sv_turrets.qh"
+ #include "../../common/vehicles/sv_vehicles.qh"
#include "../campaign.qh"
#include "../../common/campaign_common.qh"
#include "../../common/mapinfo.qh"
#include "../playerdemo.qh"
#include "../round_handler.qh"
#include "../item_key.qh"
- #include "../secret.qh"
#include "../pathlib/pathlib.qh"
- #include "../vehicles/vehicles.qh"
- #include "../tturrets/include/turrets.qh"
++ #include "../../common/vehicles/vehicles.qh"
#endif
- #include "base.qc"
+ #include "../../common/mutators/base.qh"
#include "gamemode_assault.qc"
#include "gamemode_ca.qc"
#include "gamemode_ctf.qc"
../common/nades.qc
../common/net_notice.qc
../common/notifications.qc
+ ../common/physics.qc
../common/playerstats.qc
+ ../common/p2mathlib.qc
../common/test.qc
+ ../common/viewloc.qc
+ ../common/triggers/include.qc
../common/urllib.qc
../common/util.qc
+ ../common/vehicles/vehicles_include.qc
+
+ ../common/items/all.qc
+
+../common/turrets/sv_turrets.qc
+../common/turrets/config.qc
+../common/turrets/util.qc
+../common/turrets/turrets.qc
+../common/turrets/checkpoint.qc
+../common/turrets/targettrigger.qc
../common/weapons/config.qc
- ../common/weapons/weapons.qc // TODO
+ ../common/weapons/all.qc // TODO
../csqcmodellib/sv_model.qc