--- /dev/null
-#include "tturrets.qh"
+ #include "mapvoting.qh"
+ #include "modeleffects.qh"
+ #include "particles.qh"
+ #include "scoreboard.qh"
+ #include "shownames.qh"
+ #include "target_music.qh"
- turrets_precache();
+ #include "tuba.qh"
+ #include "wall.qh"
+ #include "waypointsprites.qh"
+
+ #include "vehicles/vehicles.qh"
+
+ #include "../server/vehicles/bumblebee.qh"
+
+ #include "../common/net_notice.qh"
+
+ #include "../common/monsters/monsters.qh"
+
++#include "../common/turrets/cl_turrets.qh"
++#include "../common/turrets/turrets.qh"
++
+ #include "../warpzonelib/client.qh"
+
+ // --------------------------------------------------------------------------
+ // BEGIN REQUIRED CSQC FUNCTIONS
+ //include "main.qh"
+
+ entity clearentity_ent;
+ void clearentity(entity e)
+ {
+ if (!clearentity_ent)
+ {
+ clearentity_ent = spawn();
+ clearentity_ent.classname = "clearentity";
+ }
+ int n = e.entnum;
+ copyentity(clearentity_ent, e);
+ e.entnum = n;
+ }
+
+ #define DP_CSQC_ENTITY_REMOVE_IS_B0RKED
+ void menu_show_error()
+ {
+ drawstring('0 200 0', _("ERROR - MENU IS VISIBLE BUT NO MENU WAS DEFINED!"), '8 8 0', '1 0 0', 1, 0);
+ }
+
+ // CSQC_Init : Called every time the CSQC code is initialized (essentially at map load)
+ // Useful for precaching things
+
+ void menu_sub_null()
+ {
+ }
+
+ string forcefog;
+ void WaypointSprite_Load();
+ void ConsoleCommand_macro_init();
+ void CSQC_Init(void)
+ {
+ prvm_language = cvar_string("prvm_language");
+
+ #ifdef WATERMARK
+ dprintf("^4CSQC Build information: ^1%s\n", WATERMARK);
+ #endif
+
+ int i;
+
+ binddb = db_create();
+ tempdb = db_create();
+ ClientProgsDB = db_load("client.db");
+ compressShortVector_init();
+
+ draw_endBoldFont();
+ menu_visible = false;
+ menu_show = menu_show_error;
+ menu_action = func_null;
+
+ for(i = 0; i < 255; ++i)
+ if(getplayerkeyvalue(i, "viewentity") == "")
+ break;
+ maxclients = i;
+
+ //registercommand("hud_configure");
+ //registercommand("hud_save");
+ //registercommand("menu_action");
+
+ ConsoleCommand_macro_init();
+
+ registercvar("hud_usecsqc", "1");
+ registercvar("scoreboard_columns", "default");
+
+ registercvar("cl_nade_type", "3");
+ registercvar("cl_pokenade_type", "zombie");
+
+ gametype = 0;
+
+ // hud_fields uses strunzone on the titles!
+ for(i = 0; i < MAX_HUD_FIELDS; ++i)
+ hud_title[i] = strzone("(null)");
+
+ Cmd_HUD_SetFields(0);
+
+ postinit = false;
+
+ calledhooks = 0;
+
+ teams = Sort_Spawn();
+ players = Sort_Spawn();
+
+ GetTeam(NUM_SPECTATOR, true); // add specs first
+
+ // needs to be done so early because of the constants they create
+ CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
++ 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);
+ CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
+
+ WaypointSprite_Load();
+
+ // precaches
+ precache_model("null");
+ precache_sound("misc/hit.wav");
+ precache_sound("misc/typehit.wav");
+
+ Projectile_Precache();
+ Hook_Precache();
+ GibSplash_Precache();
+ Casings_Precache();
+ Vehicles_Precache();
+ Tuba_Precache();
+ CSQCPlayer_Precache();
+
+ if(autocvar_cl_reticle)
+ {
+ precache_pic("gfx/reticle_normal");
+ // weapon reticles are precached in weapon files
+ }
+
+ get_mi_min_max_texcoords(1); // try the CLEVER way first
+ minimapname = strcat("gfx/", mi_shortname, "_radar.tga");
+ shortmapname = mi_shortname;
+
+ if(precache_pic(minimapname) == "")
+ {
+ // but maybe we have a non-clever minimap
+ minimapname = strcat("gfx/", mi_shortname, "_mini.tga");
+ if(precache_pic(minimapname) == "")
+ minimapname = ""; // FAIL
+ else
+ get_mi_min_max_texcoords(0); // load new texcoords
+ }
+
+ mi_center = (mi_min + mi_max) * 0.5;
+ mi_scale = mi_max - mi_min;
+ minimapname = strzone(minimapname);
+
+ WarpZone_Init();
+
+ hud_skin_path = strzone(strcat("gfx/hud/", autocvar_hud_skin));
+ draw_currentSkin = strzone(strcat("gfx/menu/", cvar_string("menu_skin")));
+ }
+
+ // CSQC_Shutdown : Called every time the CSQC code is shutdown (changing maps, quitting, etc)
+ void Shutdown(void)
+ {
+ WarpZone_Shutdown();
+
+ remove(teams);
+ remove(players);
+ db_close(binddb);
+ db_close(tempdb);
+ if(autocvar_cl_db_saveasdump)
+ db_dump(ClientProgsDB, "client.db");
+ else
+ db_save(ClientProgsDB, "client.db");
+ db_close(ClientProgsDB);
+
+ if(camera_active)
+ cvar_set("chase_active",ftos(chase_active_backup));
+
+ // unset the event chasecam's chase_active
+ if(autocvar_chase_active < 0)
+ cvar_set("chase_active", "0");
+
+ if (!isdemo())
+ {
+ if (!(calledhooks & HOOK_START))
+ localcmd("\n_cl_hook_gamestart nop\n");
+ if (!(calledhooks & HOOK_END))
+ localcmd("\ncl_hook_gameend\n");
+ }
+ }
+
+ .float has_team;
+ float SetTeam(entity o, int Team)
+ {
+ entity tm;
+ if(teamplay)
+ {
+ switch(Team)
+ {
+ case -1:
+ case NUM_TEAM_1:
+ case NUM_TEAM_2:
+ case NUM_TEAM_3:
+ case NUM_TEAM_4:
+ break;
+ default:
+ if(GetTeam(Team, false) == world)
+ {
+ dprintf("trying to switch to unsupported team %d\n", Team);
+ Team = NUM_SPECTATOR;
+ }
+ break;
+ }
+ }
+ else
+ {
+ switch(Team)
+ {
+ case -1:
+ case 0:
+ break;
+ default:
+ if(GetTeam(Team, false) == world)
+ {
+ dprintf("trying to switch to unsupported team %d\n", Team);
+ Team = NUM_SPECTATOR;
+ }
+ break;
+ }
+ }
+ if(Team == -1) // leave
+ {
+ if(o.has_team)
+ {
+ tm = GetTeam(o.team, false);
+ tm.team_size -= 1;
+ o.has_team = 0;
+ return true;
+ }
+ }
+ else
+ {
+ if (!o.has_team)
+ {
+ o.team = Team;
+ tm = GetTeam(Team, true);
+ tm.team_size += 1;
+ o.has_team = 1;
+ return true;
+ }
+ else if(Team != o.team)
+ {
+ tm = GetTeam(o.team, false);
+ tm.team_size -= 1;
+ o.team = Team;
+ tm = GetTeam(Team, true);
+ tm.team_size += 1;
+ return true;
+ }
+ }
+ return false;
+ }
+
+ void Playerchecker_Think()
+ {
+ int i;
+ entity e;
+ for(i = 0; i < maxclients; ++i)
+ {
+ e = playerslots[i];
+ if(GetPlayerName(i) == "")
+ {
+ if(e.sort_prev)
+ {
+ // player disconnected
+ SetTeam(e, -1);
+ RemovePlayer(e);
+ e.sort_prev = world;
+ //e.gotscores = 0;
+ }
+ }
+ else
+ {
+ if (!e.sort_prev)
+ {
+ // player connected
+ if (!e)
+ playerslots[i] = e = spawn();
+ e.sv_entnum = i;
+ e.ping = 0;
+ e.ping_packetloss = 0;
+ e.ping_movementloss = 0;
+ //e.gotscores = 0; // we might already have the scores...
+ SetTeam(e, GetPlayerColor(i)); // will not hurt; later updates come with HUD_UpdatePlayerTeams
+ RegisterPlayer(e);
+ HUD_UpdatePlayerPos(e);
+ }
+ }
+ }
+ self.nextthink = time + 0.2;
+ }
+
+ void Porto_Init();
+ void TrueAim_Init();
+ void PostInit(void)
+ {
+ entity playerchecker;
+ playerchecker = spawn();
+ playerchecker.think = Playerchecker_Think;
+ playerchecker.nextthink = time + 0.2;
+
+ Porto_Init();
+ TrueAim_Init();
+
+ postinit = true;
+ }
+
+ // CSQC_InputEvent : Used to perform actions based on any key pressed, key released and mouse on the client.
+ // Return value should be 1 if CSQC handled the input, otherwise return 0 to have the input passed to the engine.
+ // All keys are in ascii.
+ // bInputType = 0 is key pressed, 1 is key released, 2 and 3 are mouse input.
+ // In the case of keyboard input, nPrimary is the ascii code, and nSecondary is 0.
+ // In the case of mouse input, nPrimary is xdelta, nSecondary is ydelta.
+ // In the case of mouse input after a setcursormode(1) call, nPrimary is xpos, nSecondary is ypos.
+ float CSQC_InputEvent(float bInputType, float nPrimary, float nSecondary)
+ {
+ float bSkipKey;
+ bSkipKey = false;
+
+ if (HUD_Panel_InputEvent(bInputType, nPrimary, nSecondary))
+ return true;
+
+ if (MapVote_InputEvent(bInputType, nPrimary, nSecondary))
+ return true;
+
+ if(menu_visible && menu_action)
+ if(menu_action(bInputType, nPrimary, nSecondary))
+ return true;
+
+ return bSkipKey;
+ }
+
+ // END REQUIRED CSQC FUNCTIONS
+ // --------------------------------------------------------------------------
+
+ // --------------------------------------------------------------------------
+ // BEGIN OPTIONAL CSQC FUNCTIONS
+ void Ent_RemoveEntCS()
+ {
+ entcs_receiver[self.sv_entnum] = world;
+ }
+ void Ent_ReadEntCS()
+ {
+ int sf;
+ InterpolateOrigin_Undo();
+
+ self.classname = "entcs_receiver";
+ sf = ReadByte();
+
+ if(sf & 1)
+ self.sv_entnum = ReadByte();
+ if(sf & 2)
+ {
+ self.origin_x = ReadShort();
+ self.origin_y = ReadShort();
+ self.origin_z = ReadShort();
+ setorigin(self, self.origin);
+ }
+ if(sf & 4)
+ {
+ self.angles_y = ReadByte() * 360.0 / 256;
+ self.angles_x = self.angles_z = 0;
+ }
+ if(sf & 8)
+ self.healthvalue = ReadByte() * 10;
+ if(sf & 16)
+ self.armorvalue = ReadByte() * 10;
+
+ entcs_receiver[self.sv_entnum] = self;
+ self.entremove = Ent_RemoveEntCS;
+ self.iflags |= IFLAG_ORIGIN;
+
+ InterpolateOrigin_Note();
+ }
+
+ void Ent_Remove();
+
+ void Ent_RemovePlayerScore()
+ {
+ if(self.owner) {
+ SetTeam(self.owner, -1);
+ self.owner.gotscores = 0;
+ for(int i = 0; i < MAX_SCORE; ++i) {
+ self.owner.(scores[i]) = 0; // clear all scores
+ }
+ }
+ }
+
+ void Ent_ReadPlayerScore()
+ {
+ int i, n;
+ bool isNew;
+ entity o;
+
+ // damnit -.- don't want to go change every single .sv_entnum in hud.qc AGAIN
+ // (no I've never heard of M-x replace-string, sed, or anything like that)
+ isNew = !self.owner; // workaround for DP bug
+ n = ReadByte()-1;
+
+ #ifdef DP_CSQC_ENTITY_REMOVE_IS_B0RKED
+ if(!isNew && n != self.sv_entnum)
+ {
+ //print("A CSQC entity changed its owner!\n");
+ printf("A CSQC entity changed its owner! (edict: %d, classname: %s)\n", num_for_edict(self), self.classname);
+ isNew = true;
+ Ent_Remove();
+ self.enttype = ENT_CLIENT_SCORES;
+ }
+ #endif
+
+ self.sv_entnum = n;
+
+ if (!(playerslots[self.sv_entnum]))
+ playerslots[self.sv_entnum] = spawn();
+ o = self.owner = playerslots[self.sv_entnum];
+ o.sv_entnum = self.sv_entnum;
+ o.gotscores = 1;
+
+ //if (!o.sort_prev)
+ // RegisterPlayer(o);
+ //playerchecker will do this for us later, if it has not already done so
+
+ int sf, lf;
+ #if MAX_SCORE <= 8
+ sf = ReadByte();
+ lf = ReadByte();
+ #else
+ sf = ReadShort();
+ lf = ReadShort();
+ #endif
+ int p;
+ for(i = 0, p = 1; i < MAX_SCORE; ++i, p *= 2)
+ if(sf & p)
+ {
+ if(lf & p)
+ o.(scores[i]) = ReadInt24_t();
+ else
+ o.(scores[i]) = ReadChar();
+ }
+
+ if(o.sort_prev)
+ HUD_UpdatePlayerPos(o); // if not registered, we cannot do this yet!
+
+ self.entremove = Ent_RemovePlayerScore;
+ }
+
+ void Ent_ReadTeamScore()
+ {
+ int i;
+ entity o;
+
+ self.team = ReadByte();
+ o = self.owner = GetTeam(self.team, true); // these team numbers can always be trusted
+
+ int sf, lf;
+ #if MAX_TEAMSCORE <= 8
+ sf = ReadByte();
+ lf = ReadByte();
+ #else
+ sf = ReadShort();
+ lf = ReadShort();
+ #endif
+ int p;
+ for(i = 0, p = 1; i < MAX_TEAMSCORE; ++i, p *= 2)
+ if(sf & p)
+ {
+ if(lf & p)
+ o.(teamscores[i]) = ReadInt24_t();
+ else
+ o.(teamscores[i]) = ReadChar();
+ }
+
+ HUD_UpdateTeamPos(o);
+ }
+
+ void Ent_ClientData()
+ {
+ float newspectatee_status;
+
+ int f = ReadByte();
+
+ scoreboard_showscores_force = (f & 1);
+
+ if(f & 2)
+ {
+ newspectatee_status = ReadByte();
+ if(newspectatee_status == player_localnum + 1)
+ newspectatee_status = -1; // observing
+ }
+ else
+ newspectatee_status = 0;
+
+ spectatorbutton_zoom = (f & 4);
+
+ if(f & 8)
+ {
+ angles_held_status = 1;
+ angles_held.x = ReadAngle();
+ angles_held.y = ReadAngle();
+ angles_held.z = 0;
+ }
+ else
+ angles_held_status = 0;
+
+ if(newspectatee_status != spectatee_status)
+ {
+ // clear race stuff
+ race_laptime = 0;
+ race_checkpointtime = 0;
+ }
+ if (autocvar_hud_panel_healtharmor_progressbar_gfx)
+ {
+ if ( (spectatee_status == -1 && newspectatee_status > 0) //before observing, now spectating
+ || (spectatee_status > 0 && newspectatee_status > 0 && spectatee_status != newspectatee_status) //changed spectated player
+ )
+ prev_p_health = -1;
+ else if(spectatee_status && !newspectatee_status) //before observing/spectating, now playing
+ prev_health = -1;
+ }
+ spectatee_status = newspectatee_status;
+
+ // we could get rid of spectatee_status, and derive it from player_localentnum and player_localnum
+ }
+
+ void Ent_Nagger()
+ {
+ int i, j, b, f;
+
+ int nags = ReadByte(); // NAGS NAGS NAGS NAGS NAGS NAGS NADZ NAGS NAGS NAGS
+
+ if(!(nags & 4))
+ {
+ if(vote_called_vote)
+ strunzone(vote_called_vote);
+ vote_called_vote = string_null;
+ vote_active = 0;
+ }
+ else
+ {
+ vote_active = 1;
+ }
+
+ if(nags & 64)
+ {
+ vote_yescount = ReadByte();
+ vote_nocount = ReadByte();
+ vote_needed = ReadByte();
+ vote_highlighted = ReadChar();
+ }
+
+ if(nags & 128)
+ {
+ if(vote_called_vote)
+ strunzone(vote_called_vote);
+ vote_called_vote = strzone(ColorTranslateRGB(ReadString()));
+ }
+
+ if(nags & 1)
+ {
+ for(j = 0; j < maxclients; ++j)
+ if(playerslots[j])
+ playerslots[j].ready = 1;
+ for(i = 1; i <= maxclients; i += 8)
+ {
+ f = ReadByte();
+ for(j = i-1, b = 1; b < 256; b *= 2, ++j)
+ if (!(f & b))
+ if(playerslots[j])
+ playerslots[j].ready = 0;
+ }
+ }
+
+ ready_waiting = (nags & 1);
+ ready_waiting_for_me = (nags & 2);
+ vote_waiting = (nags & 4);
+ vote_waiting_for_me = (nags & 8);
+ warmup_stage = (nags & 16);
+ }
+
+ void Ent_EliminatedPlayers()
+ {
+ int i, j, b, f;
+
+ int sf = ReadByte();
+ if(sf & 1)
+ {
+ for(j = 0; j < maxclients; ++j)
+ if(playerslots[j])
+ playerslots[j].eliminated = 1;
+ for(i = 1; i <= maxclients; i += 8)
+ {
+ f = ReadByte();
+ for(j = i-1, b = 1; b < 256; b *= 2, ++j)
+ if (!(f & b))
+ if(playerslots[j])
+ playerslots[j].eliminated = 0;
+ }
+ }
+ }
+
+ void Ent_RandomSeed()
+ {
+ float s;
+ prandom_debug();
+ s = ReadShort();
+ psrandom(s);
+ }
+
+ void Ent_ReadAccuracy(void)
+ {
+ int f, w;
+ int sf = ReadInt24_t();
+ if(sf == 0)
+ {
+ for(w = 0; w <= WEP_LAST - WEP_FIRST; ++w)
+ weapon_accuracy[w] = -1;
+ return;
+ }
+
+ for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
+ {
+ if(sf & f)
+ {
+ int b = ReadByte();
+ if(b == 0)
+ weapon_accuracy[w] = -1;
+ else if(b == 255)
+ weapon_accuracy[w] = 1.0; // no better error handling yet, sorry
+ else
+ weapon_accuracy[w] = (b - 1.0) / 100.0;
+ }
+ if(f == 0x800000)
+ f = 1;
+ else
+ f *= 2;
+ }
+ }
+
+ void Spawn_Draw(void)
+ {
+ pointparticles(self.cnt, self.origin + '0 0 28', '0 0 2', bound(0, frametime, 0.1));
+ }
+
+ void Ent_ReadSpawnPoint(float is_new) // entity for spawnpoint
+ {
+ float teamnum = (ReadByte() - 1);
+ vector spn_origin;
+ spn_origin.x = ReadShort();
+ spn_origin.y = ReadShort();
+ spn_origin.z = ReadShort();
+
+ if(is_new)
+ {
+ self.origin = spn_origin;
+ setsize(self, PL_MIN, PL_MAX);
+ droptofloor();
+
+ /*if(autocvar_cl_spawn_point_model) // needs a model first
+ {
+ self.mdl = "models/spawnpoint.md3";
+ self.colormod = Team_ColorRGB(teamnum);
+ precache_model(self.mdl);
+ setmodel(self, self.mdl);
+ self.drawmask = MASK_NORMAL;
+ //self.movetype = MOVETYPE_NOCLIP;
+ //self.draw = Spawn_Draw;
+ }*/
+ if(autocvar_cl_spawn_point_particles)
+ {
+ if((serverflags & SERVERFLAG_TEAMPLAY))
+ {
+ switch(teamnum)
+ {
+ case NUM_TEAM_1: self.cnt = particleeffectnum("spawn_point_red"); break;
+ case NUM_TEAM_2: self.cnt = particleeffectnum("spawn_point_blue"); break;
+ case NUM_TEAM_3: self.cnt = particleeffectnum("spawn_point_yellow"); break;
+ case NUM_TEAM_4: self.cnt = particleeffectnum("spawn_point_pink"); break;
+ default: self.cnt = particleeffectnum("spawn_point_neutral"); break;
+ }
+ }
+ else { self.cnt = particleeffectnum("spawn_point_neutral"); }
+
+ self.draw = Spawn_Draw;
+ }
+ }
+
+ //printf("Ent_ReadSpawnPoint(is_new = %d); origin = %s, team = %d, effect = %d\n", is_new, vtos(self.origin), teamnum, self.cnt);
+ }
+
+ void Ent_ReadSpawnEvent(float is_new)
+ {
+ // If entnum is 0, ONLY do the local spawn actions
+ // this way the server can disable the sending of
+ // spawn origin or such to clients if wanted.
+ float entnum = ReadByte();
+
+ if(entnum)
+ {
+ self.origin_x = ReadShort();
+ self.origin_y = ReadShort();
+ self.origin_z = ReadShort();
+
+ if(is_new)
+ {
+ float teamnum = GetPlayerColor(entnum - 1);
+
+ if(autocvar_cl_spawn_event_particles)
+ {
+ switch(teamnum)
+ {
+ case NUM_TEAM_1: pointparticles(particleeffectnum("spawn_event_red"), self.origin, '0 0 0', 1); break;
+ case NUM_TEAM_2: pointparticles(particleeffectnum("spawn_event_blue"), self.origin, '0 0 0', 1); break;
+ case NUM_TEAM_3: pointparticles(particleeffectnum("spawn_event_yellow"), self.origin, '0 0 0', 1); break;
+ case NUM_TEAM_4: pointparticles(particleeffectnum("spawn_event_pink"), self.origin, '0 0 0', 1); break;
+ default: pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); break;
+ }
+ }
+ if(autocvar_cl_spawn_event_sound)
+ {
+ sound(self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTEN_NORM);
+ }
+ }
+ }
+
+ // local spawn actions
+ if(is_new && (!entnum || (entnum == player_localentnum)))
+ {
+ zoomin_effect = 1;
+ current_viewzoom = (1 / bound(1, autocvar_cl_spawnzoom_factor, 16));
+
+ if(autocvar_cl_unpress_zoom_on_spawn)
+ {
+ localcmd("-zoom\n");
+ button_zoom = false;
+ }
+ }
+
+ //printf("Ent_ReadSpawnEvent(is_new = %d); origin = %s, entnum = %d, localentnum = %d\n", is_new, vtos(self.origin), entnum, player_localentnum);
+ }
+
+ // CSQC_Ent_Update : Called every frame that the server has indicated an update to the SSQC / CSQC entity has occured.
+ // The only parameter reflects if the entity is "new" to the client, meaning it just came into the client's PVS.
+ void Ent_RadarLink();
+ void Ent_Init();
+ void Ent_ScoresInfo();
+ void CSQC_Ent_Update(float bIsNewEntity)
+ {
+ float t;
+ float savetime;
+ t = ReadByte();
+
+ if(autocvar_developer_csqcentities)
+ printf("CSQC_Ent_Update(%d) with self=%i self.entnum=%d self.enttype=%d t=%d\n", bIsNewEntity, self, self.entnum, self.enttype, t);
+
+ // set up the "time" global for received entities to be correct for interpolation purposes
+ savetime = time;
+ if(servertime)
+ {
+ time = servertime;
+ }
+ else
+ {
+ serverprevtime = time;
+ serverdeltatime = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+ time = serverprevtime + serverdeltatime;
+ }
+
+ #ifdef DP_CSQC_ENTITY_REMOVE_IS_B0RKED
+ if(self.enttype)
+ {
+ if(t != self.enttype || bIsNewEntity)
+ {
+ //print("A CSQC entity changed its type!\n");
+ printf("A CSQC entity changed its type! (edict: %d, server: %d, type: %d -> %d)\n", num_for_edict(self), self.entnum, self.enttype, t);
+ Ent_Remove();
+ clearentity(self);
+ bIsNewEntity = 1;
+ }
+ }
+ else
+ {
+ if(!bIsNewEntity)
+ {
+ printf("A CSQC entity appeared out of nowhere! (edict: %d, server: %d, type: %d)\n", num_for_edict(self), self.entnum, t);
+ bIsNewEntity = 1;
+ }
+ }
+ #endif
+ self.enttype = t;
+ switch(t)
+ {
+ case ENT_CLIENT_ENTCS: Ent_ReadEntCS(); break;
+ case ENT_CLIENT_SCORES: Ent_ReadPlayerScore(); break;
+ case ENT_CLIENT_TEAMSCORES: Ent_ReadTeamScore(); break;
+ case ENT_CLIENT_POINTPARTICLES: Ent_PointParticles(); break;
+ case ENT_CLIENT_RAINSNOW: Ent_RainOrSnow(); break;
+ case ENT_CLIENT_LASER: Ent_Laser(); break;
+ case ENT_CLIENT_NAGGER: Ent_Nagger(); break;
+ case ENT_CLIENT_ELIMINATEDPLAYERS: Ent_EliminatedPlayers(); break;
+ case ENT_CLIENT_WAYPOINT: Ent_WaypointSprite(); break;
+ case ENT_CLIENT_RADARLINK: Ent_RadarLink(); break;
+ case ENT_CLIENT_PROJECTILE: Ent_Projectile(); break;
+ case ENT_CLIENT_GIBSPLASH: Ent_GibSplash(bIsNewEntity); break;
+ case ENT_CLIENT_DAMAGEINFO: Ent_DamageInfo(bIsNewEntity); break;
+ case ENT_CLIENT_CASING: Ent_Casing(bIsNewEntity); break;
+ case ENT_CLIENT_INIT: Ent_Init(); break;
+ case ENT_CLIENT_SCORES_INFO: Ent_ScoresInfo(); break;
+ case ENT_CLIENT_MAPVOTE: Ent_MapVote(); break;
+ case ENT_CLIENT_CLIENTDATA: Ent_ClientData(); break;
+ case ENT_CLIENT_RANDOMSEED: Ent_RandomSeed(); break;
+ case ENT_CLIENT_WALL: Ent_Wall(); break;
+ case ENT_CLIENT_MODELEFFECT: Ent_ModelEffect(bIsNewEntity); break;
+ case ENT_CLIENT_TUBANOTE: Ent_TubaNote(bIsNewEntity); break;
+ case ENT_CLIENT_WARPZONE: WarpZone_Read(bIsNewEntity); break;
+ case ENT_CLIENT_WARPZONE_CAMERA: WarpZone_Camera_Read(bIsNewEntity); break;
+ case ENT_CLIENT_WARPZONE_TELEPORTED: WarpZone_Teleported_Read(bIsNewEntity); break;
+ case ENT_CLIENT_TRIGGER_MUSIC: Ent_ReadTriggerMusic(); break;
+ case ENT_CLIENT_HOOK: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_HOOK); break;
+ case ENT_CLIENT_ARC_BEAM: Ent_ReadArcBeam(bIsNewEntity); break;
+ case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break;
+ case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break;
+ case ENT_CLIENT_TURRET: ent_turret(); break;
+ case ENT_CLIENT_MODEL: CSQCModel_Read(bIsNewEntity); break;
+ case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break;
+ case ENT_CLIENT_BUMBLE_RAYGUN: bumble_raygun_read(bIsNewEntity); break;
+ case ENT_CLIENT_SPAWNPOINT: Ent_ReadSpawnPoint(bIsNewEntity); break;
+ case ENT_CLIENT_SPAWNEVENT: Ent_ReadSpawnEvent(bIsNewEntity); break;
+ case ENT_CLIENT_NOTIFICATION: Read_Notification(bIsNewEntity); break;
+ case ENT_CLIENT_HEALING_ORB: ent_healer(); break;
+
+ default:
+ //error(strcat(_("unknown entity type in CSQC_Ent_Update: %d\n"), self.enttype));
+ error(sprintf("Unknown entity type in CSQC_Ent_Update (enttype: %d, edict: %d, classname: %s)\n", self.enttype, num_for_edict(self), self.classname));
+ break;
+ }
+
+ time = savetime;
+ }
+ // Destructor, but does NOT deallocate the entity by calling remove(). Also
+ // used when an entity changes its type. For an entity that someone interacts
+ // with others, make sure it can no longer do so.
+ void Ent_Remove()
+ {
+ if(self.entremove)
+ self.entremove();
+
+ if(self.skeletonindex)
+ {
+ skel_delete(self.skeletonindex);
+ self.skeletonindex = 0;
+ }
+
+ if(self.snd_looping > 0)
+ {
+ sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
+ self.snd_looping = 0;
+ }
+
+ self.enttype = 0;
+ self.classname = "";
+ self.draw = menu_sub_null;
+ self.entremove = menu_sub_null;
+ // TODO possibly set more stuff to defaults
+ }
+ // CSQC_Ent_Remove : Called when the server requests a SSQC / CSQC entity to be removed. Essentially call remove(self) as well.
+ void CSQC_Ent_Remove()
+ {
+ if(autocvar_developer_csqcentities)
+ printf("CSQC_Ent_Remove() with self=%i self.entnum=%d self.enttype=%d\n", self, self.entnum, self.enttype);
+
+ if(wasfreed(self))
+ {
+ print("WARNING: CSQC_Ent_Remove called for already removed entity. Packet loss?\n");
+ return;
+ }
+ if(self.enttype)
+ Ent_Remove();
+ remove(self);
+ }
+
+ void Gamemode_Init()
+ {
+ if (!isdemo())
+ {
+ if(!(calledhooks & HOOK_START))
+ localcmd("\n_cl_hook_gamestart ", MapInfo_Type_ToString(gametype), "\n");
+ calledhooks |= HOOK_START;
+ }
+ }
+ // CSQC_Parse_StuffCmd : Provides the stuffcmd string in the first parameter that the server provided. To execute standard behavior, simply execute localcmd with the string.
+ void CSQC_Parse_StuffCmd(string strMessage)
+ {
+ if(autocvar_developer_csqcentities)
+ printf("CSQC_Parse_StuffCmd(\"%s\")\n", strMessage);
+
+ localcmd(strMessage);
+ }
+ // CSQC_Parse_Print : Provides the print string in the first parameter that the server provided. To execute standard behavior, simply execute print with the string.
+ void CSQC_Parse_Print(string strMessage)
+ {
+ if(autocvar_developer_csqcentities)
+ printf("CSQC_Parse_Print(\"%s\")\n", strMessage);
+
+ print(ColorTranslateRGB(strMessage));
+ }
+
+ // CSQC_Parse_CenterPrint : Provides the centerprint_hud string in the first parameter that the server provided.
+ void CSQC_Parse_CenterPrint(string strMessage)
+ {
+ if(autocvar_developer_csqcentities)
+ printf("CSQC_Parse_CenterPrint(\"%s\")\n", strMessage);
+
+ centerprint_hud(strMessage);
+ }
+
+ string notranslate_fogcmd1 = "\nfog ";
+ string notranslate_fogcmd2 = "\nr_fog_exp2 0\nr_drawfog 1\n";
+ void Fog_Force()
+ {
+ // TODO somehow thwart prvm_globalset client ...
+
+ if(autocvar_cl_orthoview && autocvar_cl_orthoview_nofog)
+ { localcmd("\nr_drawfog 0\n"); }
+ else if(forcefog != "")
+ { localcmd(strcat(notranslate_fogcmd1, forcefog, notranslate_fogcmd2)); }
+ }
+
+ void Gamemode_Init();
+ void Ent_ScoresInfo()
+ {
+ int i;
+ self.classname = "ent_client_scores_info";
+ gametype = ReadInt24_t();
+ HUD_ModIcons_SetFunc();
+ for(i = 0; i < MAX_SCORE; ++i)
+ {
+ if(scores_label[i])
+ strunzone(scores_label[i]);
+ scores_label[i] = strzone(ReadString());
+ scores_flags[i] = ReadByte();
+ }
+ for(i = 0; i < MAX_TEAMSCORE; ++i)
+ {
+ if(teamscores_label[i])
+ strunzone(teamscores_label[i]);
+ teamscores_label[i] = strzone(ReadString());
+ teamscores_flags[i] = ReadByte();
+ }
+ HUD_InitScores();
+ Gamemode_Init();
+ }
+
+ void Ent_Init()
+ {
+ self.classname = "ent_client_init";
+
+ nb_pb_period = ReadByte() / 32; //Accuracy of 1/32th
+
+ hook_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+ hook_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+ hook_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+ hook_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+
+ if(forcefog)
+ strunzone(forcefog);
+ forcefog = strzone(ReadString());
+
+ armorblockpercent = ReadByte() / 255.0;
+
+ g_balance_mortar_bouncefactor = ReadCoord();
+ g_balance_mortar_bouncestop = ReadCoord();
+ g_balance_electro_secondary_bouncefactor = ReadCoord();
+ g_balance_electro_secondary_bouncestop = ReadCoord();
+
+ vortex_scope = !ReadByte();
+ rifle_scope = !ReadByte();
+
+ serverflags = ReadByte();
+
+ minelayer_maxmines = ReadByte();
+
+ hagar_maxrockets = ReadByte();
+
+ g_trueaim_minrange = ReadCoord();
+ g_balance_porto_secondary = ReadByte();
+
+ if(!postinit)
+ PostInit();
+ }
+
+ void Net_ReadRace()
+ {
+ float b;
+
+ b = ReadByte();
+
+ switch(b)
+ {
+ case RACE_NET_CHECKPOINT_HIT_QUALIFYING:
+ race_checkpoint = ReadByte();
+ race_time = ReadInt24_t();
+ race_previousbesttime = ReadInt24_t();
+ if(race_previousbestname)
+ strunzone(race_previousbestname);
+ race_previousbestname = strzone(ColorTranslateRGB(ReadString()));
+
+ race_checkpointtime = time;
+
+ if(race_checkpoint == 0 || race_checkpoint == 254)
+ {
+ race_penaltyaccumulator = 0;
+ race_laptime = time; // valid
+ }
+
+ break;
+
+ case RACE_NET_CHECKPOINT_CLEAR:
+ race_laptime = 0;
+ race_checkpointtime = 0;
+ break;
+
+ case RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING:
+ race_laptime = ReadCoord();
+ race_checkpointtime = -99999;
+ // fall through
+ case RACE_NET_CHECKPOINT_NEXT_QUALIFYING:
+ race_nextcheckpoint = ReadByte();
+
+ race_nextbesttime = ReadInt24_t();
+ if(race_nextbestname)
+ strunzone(race_nextbestname);
+ race_nextbestname = strzone(ColorTranslateRGB(ReadString()));
+ break;
+
+ case RACE_NET_CHECKPOINT_HIT_RACE:
+ race_mycheckpoint = ReadByte();
+ race_mycheckpointtime = time;
+ race_mycheckpointdelta = ReadInt24_t();
+ race_mycheckpointlapsdelta = ReadByte();
+ if(race_mycheckpointlapsdelta >= 128)
+ race_mycheckpointlapsdelta -= 256;
+ if(race_mycheckpointenemy)
+ strunzone(race_mycheckpointenemy);
+ race_mycheckpointenemy = strzone(ColorTranslateRGB(ReadString()));
+ break;
+
+ case RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT:
+ race_othercheckpoint = ReadByte();
+ race_othercheckpointtime = time;
+ race_othercheckpointdelta = ReadInt24_t();
+ race_othercheckpointlapsdelta = ReadByte();
+ if(race_othercheckpointlapsdelta >= 128)
+ race_othercheckpointlapsdelta -= 256;
+ if(race_othercheckpointenemy)
+ strunzone(race_othercheckpointenemy);
+ race_othercheckpointenemy = strzone(ColorTranslateRGB(ReadString()));
+ break;
+
+ case RACE_NET_PENALTY_RACE:
+ race_penaltyeventtime = time;
+ race_penaltytime = ReadShort();
+ //race_penaltyaccumulator += race_penaltytime;
+ if(race_penaltyreason)
+ strunzone(race_penaltyreason);
+ race_penaltyreason = strzone(ReadString());
+ break;
+
+ case RACE_NET_PENALTY_QUALIFYING:
+ race_penaltyeventtime = time;
+ race_penaltytime = ReadShort();
+ race_penaltyaccumulator += race_penaltytime;
+ if(race_penaltyreason)
+ strunzone(race_penaltyreason);
+ race_penaltyreason = strzone(ReadString());
+ break;
+
+ case RACE_NET_SERVER_RECORD:
+ race_server_record = ReadInt24_t();
+ break;
+ case RACE_NET_SPEED_AWARD:
+ race_speedaward = ReadInt24_t();
+ if(race_speedaward_holder)
+ strunzone(race_speedaward_holder);
+ race_speedaward_holder = strzone(ReadString());
+ break;
+ case RACE_NET_SPEED_AWARD_BEST:
+ race_speedaward_alltimebest = ReadInt24_t();
+ if(race_speedaward_alltimebest_holder)
+ strunzone(race_speedaward_alltimebest_holder);
+ race_speedaward_alltimebest_holder = strzone(ReadString());
+ break;
+ case RACE_NET_SERVER_RANKINGS:
+ float prevpos, del;
+ int pos = ReadShort();
+ prevpos = ReadShort();
+ del = ReadShort();
+
+ // move other rankings out of the way
+ int i;
+ if (prevpos) {
+ for (i=prevpos-1;i>pos-1;--i) {
+ grecordtime[i] = grecordtime[i-1];
+ if(grecordholder[i])
+ strunzone(grecordholder[i]);
+ grecordholder[i] = strzone(grecordholder[i-1]);
+ }
+ } else if (del) { // a record has been deleted by the admin
+ for (i=pos-1; i<= RANKINGS_CNT-1; ++i) {
+ if (i == RANKINGS_CNT-1) { // clear out last record
+ grecordtime[i] = 0;
+ if (grecordholder[i])
+ strunzone(grecordholder[i]);
+ grecordholder[i] = string_null;
+ }
+ else {
+ grecordtime[i] = grecordtime[i+1];
+ if (grecordholder[i])
+ strunzone(grecordholder[i]);
+ grecordholder[i] = strzone(grecordholder[i+1]);
+ }
+ }
+ } else { // player has no ranked record yet
+ for (i=RANKINGS_CNT-1;i>pos-1;--i) {
+ grecordtime[i] = grecordtime[i-1];
+ if(grecordholder[i])
+ strunzone(grecordholder[i]);
+ grecordholder[i] = strzone(grecordholder[i-1]);
+ }
+ }
+
+ // store new ranking
+ if(grecordholder[pos-1] != "")
+ strunzone(grecordholder[pos-1]);
+ grecordholder[pos-1] = strzone(ReadString());
+ grecordtime[pos-1] = ReadInt24_t();
+ if(grecordholder[pos-1] == GetPlayerName(player_localnum))
+ race_myrank = pos;
+ break;
+ case RACE_NET_SERVER_STATUS:
+ race_status = ReadShort();
+ if(race_status_name)
+ strunzone(race_status_name);
+ race_status_name = strzone(ReadString());
+ }
+ }
+
+ void Net_TeamNagger()
+ {
+ teamnagger = 1;
+ }
+
+ void Net_ReadPingPLReport()
+ {
+ int e, pi, pl, ml;
+ e = ReadByte();
+ pi = ReadShort();
+ pl = ReadByte();
+ ml = ReadByte();
+ if (!(playerslots[e]))
+ return;
+ playerslots[e].ping = pi;
+ playerslots[e].ping_packetloss = pl / 255.0;
+ playerslots[e].ping_movementloss = ml / 255.0;
+ }
+
+ void Net_WeaponComplain()
+ {
+ complain_weapon = ReadByte();
+
+ if(complain_weapon_name)
+ strunzone(complain_weapon_name);
+ complain_weapon_name = strzone(WEP_NAME(complain_weapon));
+
+ complain_weapon_type = ReadByte();
+
+ complain_weapon_time = time;
+ weapontime = time; // ping the weapon panel
+
+ switch(complain_weapon_type)
+ {
+ case 0: Local_Notification(MSG_MULTI, ITEM_WEAPON_NOAMMO, complain_weapon); break;
+ case 1: Local_Notification(MSG_MULTI, ITEM_WEAPON_DONTHAVE, complain_weapon); break;
+ default: Local_Notification(MSG_MULTI, ITEM_WEAPON_UNAVAILABLE, complain_weapon); break;
+ }
+ }
+
+ // CSQC_Parse_TempEntity : Handles all temporary entity network data in the CSQC layer.
+ // You must ALWAYS first acquire the temporary ID, which is sent as a byte.
+ // Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
+ float CSQC_Parse_TempEntity()
+ {
+ float bHandled;
+ bHandled = true;
+ // Acquire TE ID
+ float nTEID;
+ nTEID = ReadByte();
+
+ if(autocvar_developer_csqcentities)
+ printf("CSQC_Parse_TempEntity() with nTEID=%d\n", nTEID);
+
+ // NOTE: Could just do return instead of break...
+ switch(nTEID)
+ {
+ case TE_CSQC_TARGET_MUSIC:
+ Net_TargetMusic();
+ bHandled = true;
+ break;
+ case TE_CSQC_PICTURE:
+ Net_MapVote_Picture();
+ bHandled = true;
+ break;
+ case TE_CSQC_RACE:
+ Net_ReadRace();
+ bHandled = true;
+ break;
+ case TE_CSQC_VORTEXBEAMPARTICLE:
+ Net_ReadVortexBeamParticle();
+ bHandled = true;
+ break;
+ case TE_CSQC_TEAMNAGGER:
+ Net_TeamNagger();
+ bHandled = true;
+ break;
+ case TE_CSQC_ARC:
+ Net_ReadArc();
+ bHandled = true;
+ break;
+ case TE_CSQC_PINGPLREPORT:
+ Net_ReadPingPLReport();
+ bHandled = true;
+ break;
+ case TE_CSQC_WEAPONCOMPLAIN:
+ Net_WeaponComplain();
+ bHandled = true;
+ break;
+ case TE_CSQC_VEHICLESETUP:
+ Net_VehicleSetup();
+ bHandled = true;
+ break;
+ case TE_CSQC_SVNOTICE:
+ cl_notice_read();
+ bHandled = true;
+ break;
+ case TE_CSQC_SHOCKWAVEPARTICLE:
+ Net_ReadShockwaveParticle();
+ bHandled = true;
+ break;
+ default:
+ // No special logic for this temporary entity; return 0 so the engine can handle it
+ bHandled = false;
+ break;
+ }
+
+ return bHandled;
+ }
+
+ string getcommandkey(string text, string command)
+ {
+ string keys;
+ float n, j, k, l = 0;
+
+ if (!autocvar_hud_showbinds)
+ return text;
+
+ keys = db_get(binddb, command);
+ if (keys == "")
+ {
+ n = tokenize(findkeysforcommand(command, 0)); // uses '...' strings
+ for(j = 0; j < n; ++j)
+ {
+ k = stof(argv(j));
+ if(k != -1)
+ {
+ if ("" == keys)
+ keys = keynumtostring(k);
+ else
+ keys = strcat(keys, ", ", keynumtostring(k));
+
+ ++l;
+ if (autocvar_hud_showbinds_limit > 0 && autocvar_hud_showbinds_limit <= l)
+ break;
+ }
+
+ }
+ if (keys == "")
+ keys = "NO_KEY";
+ db_put(binddb, command, keys);
+ }
+
+ if (keys == "NO_KEY") {
+ if (autocvar_hud_showbinds > 1)
+ return sprintf(_("%s (not bound)"), text);
+ else
+ return text;
+ }
+ else if (autocvar_hud_showbinds > 1)
+ return sprintf("%s (%s)", text, keys);
+ else
+ return keys;
+ }
../../csprogs.dat
../common/util-pre.qh
- sys-pre.qh
- ../dpdefs/csprogsdefs.qc
- sys-post.qh
+ ../dpdefs/csprogsdefs.qh
- Defs.qc
- ../dpdefs/keycodes.qc
- ../common/constants.qh
- ../common/stats.qh
-
- ../warpzonelib/anglestransform.qh
- ../warpzonelib/mathlib.qh
- ../warpzonelib/common.qh
- ../warpzonelib/client.qh
-
- ../common/playerstats.qh
- ../common/teams.qh
- ../common/util.qh
- ../common/nades.qh
- ../common/buffs.qh
- ../common/test.qh
- ../common/counting.qh
- ../common/weapons/weapons.qh // TODO
- ../common/mapinfo.qh
- ../common/command/markup.qh
- ../common/command/rpn.qh
- ../common/command/generic.qh
- ../common/command/shared_defs.qh
- ../common/urllib.qh
- ../common/animdecide.qh
- command/cl_cmd.qh
-
- ../common/monsters/monsters.qh
-
- autocvars.qh
-
- ../common/notifications.qh // must be after autocvars
- ../common/deathtypes.qh // must be after notifications
-
- ../common/turrets/turrets.qh
- ../common/turrets/cl_turrets.qh
-
- damage.qh
-
- ../csqcmodellib/interpolate.qh
- teamradar.qh
- hud.qh
- scoreboard.qh
- waypointsprites.qh
- movetypes.qh
- prandom.qh
- bgmscript.qh
- noise.qh
- ../server/movelib.qc
- main.qh
- vehicles/vehicles.qh
- ../common/csqcmodel_settings.qh
- ../csqcmodellib/common.qh
- ../csqcmodellib/cl_model.qh
- ../csqcmodellib/cl_player.qh
- weapons/projectile.qh // TODO
- player_skeleton.qh
-
- sortlist.qc
- miscfunctions.qc
- ../server/t_items.qh
- ../server/t_items.qc
-
- teamradar.qc
- hud_config.qc
- hud.qc
- scoreboard.qc
- mapvoting.qc
+ announcer.qc
+ bgmscript.qc
+ casings.qc
csqcmodel_hooks.qc
- ../common/net_notice.qc
-
- rubble.qc
- hook.qc
- particles.qc
- laser.qc
- weapons/projectile.qc // TODO
- gibs.qc
damage.qc
- casings.qc
- ../csqcmodellib/cl_model.qc
- ../csqcmodellib/cl_player.qc
effects.qc
- wall.qc
+ gibs.qc
+ hook.qc
+ hud_config.qc
+ hud.qc
+ laser.qc
+ main.qc
+ mapvoting.qc
+ miscfunctions.qc
modeleffects.qc
- tuba.qc
+ movetypes.qc
+ noise.qc
+ particles.qc
+ player_skeleton.qc
+ prandom.qc
+ rubble.qc
+ scoreboard.qc
+ shownames.qc
+ sortlist.qc
target_music.qc
-
+ teamradar.qc
-tturrets.qc
+ tuba.qc
vehicles/vehicles.qc
- ../server/vehicles/bumblebee.qc
- shownames.qh
- shownames.qc
-
- announcer.qc
- Main.qc
- View.qc
- ../csqcmodellib/interpolate.qc
+ view.qc
+ wall.qc
waypointsprites.qc
- movetypes.qc
- prandom.qc
- bgmscript.qc
- noise.qc
+ command/cl_cmd.qc
+
+ weapons/projectile.qc // TODO
+
+ ../common/animdecide.qc
+ ../common/buffs.qc
+ ../common/mapinfo.qc
+ ../common/nades.qc
+ ../common/net_notice.qc
+ ../common/notifications.qc
+ ../common/playerstats.qc
../common/test.qc
+ ../common/urllib.qc
../common/util.qc
- ../common/playerstats.qc
- ../common/notifications.qc
+
+ ../common/command/generic.qc
../common/command/markup.qc
../common/command/rpn.qc
- ../common/command/generic.qc
- ../common/mapinfo.qc
- ../common/weapons/weapons.qc // TODO
- ../common/urllib.qc
- command/cl_cmd.qc
../common/monsters/monsters.qc
- ../common/nades.qc
- ../common/buffs.qc
++../common/turrets/cl_turrets.qc
++../common/turrets/turrets.qc
++
+ ../common/weapons/weapons.qc // TODO
+
+ ../csqcmodellib/cl_model.qc
+ ../csqcmodellib/cl_player.qc
+ ../csqcmodellib/interpolate.qc
+
+ ../server/movelib.qc
+ ../server/t_items.qc
+ ../server/vehicles/bumblebee.qc
../warpzonelib/anglestransform.qc
- ../warpzonelib/mathlib.qc
- ../warpzonelib/common.qc
../warpzonelib/client.qc
- ../common/turrets/cl_turrets.qc
- ../common/turrets/turrets.qc
-
- player_skeleton.qc
- ../common/animdecide.qc
+
+ ../warpzonelib/common.qc
+ ../warpzonelib/mathlib.qc
+++ /dev/null
-#include "tturrets.qh"
-#include "waypointsprites.qh"
-
-#include "../server/movelib.qh"
-
--string tid2info_base;
--string tid2info_head;
--string tid2info_name;
--vector tid2info_min;
--vector tid2info_max;
--
--void turret_tid2info(float _tid);
--void turret_precache(float _tid);
--float turret_is_precache[TID_LAST];
--
--void turrets_precache()
--{
-- turret_precache(TID_COMMON);
--}
--
- void turret_precache(float _tid)
-void turret_precache(int _tid)
--{
-- if (!turret_is_precache[TID_COMMON])
-- {
-- precache_sound ("weapons/rocket_impact.wav");
-- precache_model ("models/turrets/base-gib1.md3");
-- precache_model ("models/turrets/base-gib2.md3");
-- precache_model ("models/turrets/base-gib3.md3");
-- precache_model ("models/turrets/base-gib4.md3");
-- precache_model ("models/turrets/head-gib1.md3");
-- precache_model ("models/turrets/head-gib2.md3");
-- precache_model ("models/turrets/head-gib3.md3");
-- precache_model ("models/turrets/head-gib4.md3");
-- precache_model ("models/turrets/terrainbase.md3");
-- precache_model ("models/turrets/base.md3");
-- precache_model ("models/turrets/rocket.md3");
-- }
-- turret_tid2info(_tid);
-- if(turret_is_precache[_tid])
-- return;
--
-- switch(_tid)
-- {
-- case TID_EWHEEL:
-- precache_model ("models/turrets/ewheel-base2.md3");
-- precache_model ("models/turrets/ewheel-gun1.md3");
-- break;
-- case TID_FLAC:
-- precache_model ("models/turrets/flac.md3");
-- break;
-- case TID_FUSION:
-- precache_model ("models/turrets/reactor.md3");
-- break;
-- case TID_HELLION:
-- precache_model ("models/turrets/hellion.md3");
-- break;
-- case TID_HK:
-- precache_model ("models/turrets/hk.md3");
-- break;
-- case TID_MACHINEGUN:
-- precache_model ("models/turrets/machinegun.md3");
-- precache_sound ("weapons/uzi_fire.wav");
-- break;
-- case TID_MLRS:
-- precache_model ("models/turrets/mlrs.md3");
-- break;
-- case TID_PHASER:
-- precache_model ("models/turrets/phaser.md3");
-- precache_model ("models/turrets/phaser_beam.md3");
-- precache_sound ("turrets/phaser.wav");
-- break;
-- case TID_PLASMA:
-- precache_model ("models/turrets/plasma.md3");
-- break;
-- case TID_PLASMA_DUAL:
-- precache_model ("models/turrets/plasmad.md3");
-- break;
-- case TID_TESLA:
-- precache_model ("models/turrets/tesla_head.md3");
-- precache_model ("models/turrets/tesla_base.md3");
-- break;
-- case TID_WALKER:
-- precache_model ("models/turrets/walker_head_minigun.md3");
-- precache_model ("models/turrets/walker_body.md3");
-- precache_sound ("weapons/uzi_fire.wav");
-- break;
-- }
- turret_is_precache[_tid] = TRUE;
- turret_is_precache[_tid] = true;
--}
--
--void turret_tid2info(float _tid)
--{
-- tid2info_base = "models/turrets/base.md3";
-- tid2info_min = '-32 -32 0';
-- tid2info_max = '32 32 64';
--
-- switch(_tid)
-- {
-- case TID_EWHEEL:
-- tid2info_base = "models/turrets/ewheel-base2.md3";
-- tid2info_head = "models/turrets/ewheel-gun1.md3";
-- tid2info_name = "eWheel";
-- break;
-- case TID_FLAC:
-- tid2info_head = "models/turrets/flac.md3";
-- tid2info_name = "Flac Cannon";
-- break;
-- case TID_FUSION:
-- tid2info_head = "models/turrets/reactor.md3";
-- tid2info_name = "Fusion Reactor";
-- tid2info_min = '-34 -34 0';
-- tid2info_max = '34 34 90';
-- break;
-- case TID_HELLION:
-- tid2info_head = "models/turrets/hellion.md3";
-- tid2info_name = "Hellion";
-- break;
-- case TID_HK:
-- tid2info_head = "models/turrets/hk.md3";
-- tid2info_name = "Hunter-Killer";
-- break;
-- case TID_MACHINEGUN:
-- tid2info_head = "models/turrets/machinegun.md3";
-- tid2info_name = "Machinegun";
-- break;
-- case TID_MLRS:
-- tid2info_head = "models/turrets/mlrs.md3";
-- tid2info_name = "MLRS";
-- break;
-- case TID_PHASER:
-- tid2info_head = "models/turrets/phaser.md3";
-- tid2info_name = "Phaser";
-- break;
-- case TID_PLASMA:
-- tid2info_head = "models/turrets/plasma.md3";
-- tid2info_name = "Plasma";
-- break;
-- case TID_PLASMA_DUAL:
-- tid2info_head = "models/turrets/plasmad.md3";
-- tid2info_name = "Dual Plasma";
-- break;
-- case TID_TESLA:
-- tid2info_base = "models/turrets/tesla_base.md3";
-- tid2info_head = "models/turrets/tesla_head.md3";
-- tid2info_name = "Tesla coil";
-- tid2info_min = '-60 -60 0';
-- tid2info_max ='60 60 128';
-- break;
-- case TID_WALKER:
-- tid2info_base = "models/turrets/walker_body.md3";
-- tid2info_head = "models/turrets/walker_head_minigun.md3";
-- tid2info_name = "Walker";
-- tid2info_min = '-70 -70 0';
-- tid2info_max = '70 70 95';
-- break;
-- }
--}
--
--void turret_remove()
--{
-- remove(self.tur_head);
-- //remove(self.enemy);
-- self.tur_head = world;
--}
--
--.vector glowmod;
--void turret_changeteam()
--{
-- switch(self.team - 1)
-- {
-- case NUM_TEAM_1: // Red
-- self.glowmod = '2 0 0';
-- self.teamradar_color = '1 0 0';
-- break;
--
-- case NUM_TEAM_2: // Blue
-- self.glowmod = '0 0 2';
-- self.teamradar_color = '0 0 1';
-- break;
--
-- case NUM_TEAM_3: // Yellow
-- self.glowmod = '1 1 0';
-- self.teamradar_color = '1 1 0';
-- break;
--
-- case NUM_TEAM_4: // Pink
-- self.glowmod = '1 0 1';
-- self.teamradar_color = '1 0 1';
-- break;
-- }
--
-- if(self.team)
-- self.colormap = 1024 + (self.team - 1) * 17;
--
-- self.tur_head.colormap = self.colormap;
-- self.tur_head.glowmod = self.glowmod;
--
--}
--
--void turret_head_draw()
--{
-- self.drawmask = MASK_NORMAL;
--}
--
--void turret_draw()
--{
-- float dt;
--
-- dt = time - self.move_time;
-- self.move_time = time;
-- if(dt <= 0)
-- return;
--
-- self.tur_head.angles += dt * self.tur_head.move_avelocity;
--
-- if (self.health < 127)
-- {
-- dt = random();
--
-- if(dt < 0.03)
-- te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
-- }
--
-- if(self.health < 85)
-- if(dt < 0.01)
-- pointparticles(particleeffectnum("smoke_large"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
--
-- if(self.health < 32)
-- if(dt < 0.015)
-- pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
--
--}
--
--void turret_draw2d()
--{
-- if(self.netname == "")
-- return;
--
-- if(!autocvar_g_waypointsprite_turrets)
-- return;
--
-- if(autocvar_cl_hidewaypoints)
-- return;
--
-- float dist = vlen(self.origin - view_origin);
-- float t = (GetPlayerColor(player_localnum) + 1);
--
-- vector o;
-- string txt;
--
-- if(autocvar_cl_vehicles_hud_tactical)
-- if(dist < 10240 && t != self.team)
-- {
-- // TODO: Vehicle tactical hud
-- o = project_3d_to_2d(self.origin + '0 0 32');
- if(o_z < 0
- || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
- || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
- || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
- || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
- 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;
- o.z = 0;
-- if(hud != HUD_NORMAL)
-- {
-- switch(hud)
-- {
-- case HUD_SPIDERBOT:
-- case HUD_WAKIZASHI:
-- case HUD_RAPTOR:
-- case HUD_BUMBLEBEE:
-- if(self.turret_type == TID_EWHEEL || self.turret_type == TID_WALKER)
-- txt = "gfx/vehicles/vth-mover.tga";
-- else
-- txt = "gfx/vehicles/vth-stationary.tga";
--
-- vector pz = drawgetimagesize(txt) * 0.25;
-- drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.75, DRAWFLAG_NORMAL);
-- break;
-- }
-- }
-- }
--
-- if(dist > self.maxdistance)
-- return;
--
-- string spriteimage = self.netname;
-- float a = self.alpha * autocvar_hud_panel_fg_alpha;
-- vector rgb = spritelookupcolor(spriteimage, self.teamradar_color);
--
--
-- if(self.maxdistance > waypointsprite_normdistance)
-- a *= pow(bound(0, (self.maxdistance - dist) / (self.maxdistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent);
-- else if(self.maxdistance > 0)
-- a *= pow(bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1), waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
--
-- if(rgb == '0 0 0')
-- {
-- self.teamradar_color = '1 0 1';
-- 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)))
- 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;
- 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);
- 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) );
- crosshairdistance = sqrt( pow(o.x - vid_conwidth/2, 2) + pow(o.y - vid_conheight/2, 2) );
--
-- t = waypointsprite_scale * vidscale;
-- a *= waypointsprite_alpha;
--
-- {
-- a = a * (1 - (1 - waypointsprite_distancefadealpha) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
-- t = t * (1 - (1 - waypointsprite_distancefadescale) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
-- }
-- if (edgedistance_min < waypointsprite_edgefadedistance) {
-- a = a * (1 - (1 - waypointsprite_edgefadealpha) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
-- t = t * (1 - (1 - waypointsprite_edgefadescale) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
-- }
-- if(crosshairdistance < waypointsprite_crosshairfadedistance) {
-- a = a * (1 - (1 - waypointsprite_crosshairfadealpha) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
-- t = t * (1 - (1 - waypointsprite_crosshairfadescale) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
-- }
--
-- o = drawspritearrow(o, M_PI, rgb, a, SPRITE_ARROW_SCALE * t);
-- o = drawspritetext(o, M_PI, (SPRITE_HEALTHBAR_WIDTH + 2 * SPRITE_HEALTHBAR_BORDER) * t, rgb, a, waypointsprite_fontsize * '1 1 0', txt);
-- drawhealthbar(
-- o,
-- 0,
-- self.health / 255,
-- '0 0 0',
-- '0 0 0',
-- 0.5 * SPRITE_HEALTHBAR_WIDTH * t,
-- 0.5 * SPRITE_HEALTHBAR_HEIGHT * t,
-- SPRITE_HEALTHBAR_MARGIN * t + 0.5 * waypointsprite_fontsize,
-- SPRITE_HEALTHBAR_BORDER * t,
-- 0,
-- rgb,
-- a * SPRITE_HEALTHBAR_BORDERALPHA,
-- rgb,
-- a * SPRITE_HEALTHBAR_HEALTHALPHA,
-- DRAWFLAG_NORMAL
-- );
--}
--
--void turret_walker_draw()
--{
-- float dt;
--
-- dt = time - self.move_time;
-- self.move_time = time;
-- if(dt <= 0)
-- return;
--
-- fixedmakevectors(self.angles);
-- movelib_groundalign4point(300, 100, 0.25, 45);
-- setorigin(self, self.origin + self.velocity * dt);
-- self.tur_head.angles += dt * self.tur_head.move_avelocity;
- self.angles_y = self.move_angles_y;
- self.angles_y = self.move_angles.y;
--
-- if (self.health < 127)
-- if(random() < 0.15)
-- te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
--}
--
--void turret_ewheel_draw()
--{
-- float dt;
--
-- dt = time - self.move_time;
-- self.move_time = time;
-- if(dt <= 0)
-- return;
--
-- fixedmakevectors(self.angles);
-- setorigin(self, self.origin + self.velocity * dt);
-- self.tur_head.angles += dt * self.tur_head.move_avelocity;
- self.angles_y = self.move_angles_y;
- self.angles_y = self.move_angles.y;
--
-- if (self.health < 127)
-- if(random() < 0.05)
-- te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
--}
--
- void(entity e, entity tagentity, string tagname) setattachment = #443;
--void turret_construct()
--{
-- if(self.tur_head == world)
-- self.tur_head = spawn();
--
-- turret_tid2info(self.turret_type);
-- self.netname = tid2info_name;
--
-- setorigin(self, self.origin);
-- setmodel(self, tid2info_base);
-- setmodel(self.tur_head, tid2info_head);
-- setsize(self, tid2info_min, tid2info_max);
-- setsize(self.tur_head, '0 0 0', '0 0 0');
--
-- if(self.turret_type == TID_EWHEEL)
-- setattachment(self.tur_head, self, "");
-- else
-- setattachment(self.tur_head, self, "tag_head");
--
-- self.tur_head.classname = "turret_head";
-- self.tur_head.owner = self;
-- self.tur_head.move_movetype = MOVETYPE_NOCLIP;
-- self.move_movetype = MOVETYPE_NOCLIP;
-- self.tur_head.angles = self.angles;
-- self.health = 255;
-- self.solid = SOLID_BBOX;
-- self.tur_head.solid = SOLID_NOT;
-- self.movetype = MOVETYPE_NOCLIP;
-- self.tur_head.movetype = MOVETYPE_NOCLIP;
-- self.draw = turret_draw;
-- self.entremove = turret_remove;
-- self.drawmask = MASK_NORMAL;
-- self.tur_head.drawmask = MASK_NORMAL;
-- self.anim_start_time = 0;
-- self.draw2d = turret_draw2d;
-- self.maxdistance = autocvar_g_waypointsprite_turrets_maxdist;
-- self.teamradar_color = '1 0 0';
-- self.alpha = 1;
--
-- if(self.turret_type == TID_EWHEEL || self.turret_type == TID_WALKER)
-- {
-- self.gravity = 1;
-- self.movetype = MOVETYPE_BOUNCE;
-- self.move_movetype = MOVETYPE_BOUNCE;
-- self.move_origin = self.origin;
-- self.move_time = time;
-- switch(self.turret_type)
-- {
-- case TID_EWHEEL:
-- self.draw = turret_ewheel_draw;
-- break;
-- case TID_WALKER:
-- self.draw = turret_walker_draw;
-- break;
--
-- }
-- }
--}
--
--entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode);
--void turret_gibboom();
--void turret_gib_draw()
--{
-- Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
--
-- self.drawmask = MASK_NORMAL;
--
-- if(self.cnt)
-- {
-- if(time >= self.nextthink)
-- {
-- turret_gibboom();
-- remove(self);
-- }
-- }
-- else
-- {
-- self.alpha = bound(0, self.nextthink - time, 1);
-- if(self.alpha < ALPHA_MIN_VISIBLE)
-- remove(self);
-- }
--}
--
--void turret_gibboom()
--{
-- float i;
--
-- sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
-- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
--
-- for (i = 1; i < 5; i = i + 1)
- turret_gibtoss(strcat("models/turrets/head-gib", ftos(i), ".md3"), self.origin + '0 0 2', self.velocity + randomvec() * 700, '0 0 0', FALSE);
- turret_gibtoss(strcat("models/turrets/head-gib", ftos(i), ".md3"), self.origin + '0 0 2', self.velocity + randomvec() * 700, '0 0 0', false);
--}
--
--entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode)
--{
-- entity gib;
--
-- traceline(_from, _to, MOVE_NOMONSTERS, world);
-- if(trace_startsolid)
-- return world;
--
-- gib = spawn();
-- setorigin(gib, _from);
-- setmodel(gib, _model);
-- gib.colormod = _cmod;
-- gib.solid = SOLID_CORPSE;
-- gib.draw = turret_gib_draw;
-- gib.cnt = _explode;
-- setsize(gib, '-1 -1 -1', '1 1 1');
-- if(_explode)
-- {
-- gib.nextthink = time + 0.2 * (autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15));
-- gib.effects = EF_FLAME;
-- }
-- else
-- gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
--
-- gib.gravity = 1;
-- gib.move_movetype = MOVETYPE_BOUNCE;
-- gib.move_origin = _from;
-- setorigin(gib, _from);
-- gib.move_velocity = _to;
-- gib.move_avelocity = prandomvec() * 32;
-- gib.move_time = time;
-- gib.damageforcescale = 1;
-- gib.classname = "turret_gib";
--
-- return gib;
--}
--
--void turret_die()
--{
--
-- sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
-- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
-- turret_tid2info(self.turret_type);
-- if (!autocvar_cl_nogibs)
-- {
-- // Base
-- if(self.turret_type == TID_EWHEEL)
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', self.velocity + '0 0 400' + '0.1 0.1 1' * (random() * 400), '-1 -1 -1', TRUE);
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', self.velocity + '0 0 400' + '0.1 0.1 1' * (random() * 400), '-1 -1 -1', true);
-- else if (self.turret_type == TID_WALKER)
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', self.velocity + '0 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', TRUE);
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', self.velocity + '0 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', true);
-- else if (self.turret_type == TID_TESLA)
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', '0 0 200', '-1 -1 -1', FALSE);
- turret_gibtoss(tid2info_base, self.origin + '0 0 18', '0 0 200', '-1 -1 -1', false);
-- else
-- {
-- if (random() > 0.5)
-- {
- turret_gibtoss("models/turrets/base-gib2.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
- turret_gibtoss("models/turrets/base-gib3.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
- turret_gibtoss("models/turrets/base-gib4.md3", self.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', FALSE);
- 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);
- turret_gibtoss("models/turrets/base-gib1.md3", self.origin + '0 0 8', '0 0 0', '0 0 0', true);
--
- entity headgib = turret_gibtoss(tid2info_head, self.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', TRUE);
- entity headgib = turret_gibtoss(tid2info_head, self.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', true);
-- if(headgib)
-- {
-- headgib.angles = headgib.move_angles = self.tur_head.angles;
-- headgib.avelocity = headgib.move_avelocity = self.tur_head.move_avelocity + randomvec() * 45;
- headgib.avelocity_y = headgib.move_avelocity_y = headgib.move_avelocity_y * 5;
- headgib.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();
- int sf = ReadByte();
--
-- if(sf & TNSF_SETUP)
-- {
-- self.turret_type = ReadByte();
--
-- self.origin_x = ReadCoord();
-- self.origin_y = ReadCoord();
-- self.origin_z = ReadCoord();
-- setorigin(self, self.origin);
--
-- self.angles_x = ReadAngle();
-- self.angles_y = ReadAngle();
--
-- turret_precache(self.turret_type);
-- turret_construct();
-- self.colormap = 1024;
-- self.glowmod = '0 1 1';
-- self.tur_head.colormap = self.colormap;
-- self.tur_head.glowmod = self.glowmod;
-- }
--
-- if(sf & TNSF_ANG)
-- {
-- if(self.tur_head == world) // aparenly this can happpen before TNSF_SETUP. great.
-- self.tur_head = spawn();
--
-- self.tur_head.move_angles_x = ReadShort();
-- self.tur_head.move_angles_y = ReadShort();
-- //self.tur_head.angles = self.angles + self.tur_head.move_angles;
-- self.tur_head.angles = self.tur_head.move_angles;
-- }
--
-- if(sf & TNSF_AVEL)
-- {
-- if(self.tur_head == world) // aparenly this can happpen before TNSF_SETUP. great.
-- self.tur_head = spawn();
--
-- self.tur_head.move_avelocity_x = ReadShort();
-- self.tur_head.move_avelocity_y = ReadShort();
-- }
--
-- if(sf & TNSF_MOVE)
-- {
-- self.origin_x = ReadShort();
-- self.origin_y = ReadShort();
-- self.origin_z = ReadShort();
-- setorigin(self, self.origin);
--
-- self.velocity_x = ReadShort();
-- self.velocity_y = ReadShort();
-- self.velocity_z = ReadShort();
--
-- self.move_angles_y = ReadShort();
--
-- self.move_time = time;
-- self.move_velocity = self.velocity;
-- self.move_origin = self.origin;
-- }
--
-- if(sf & TNSF_ANIM)
-- {
-- self.frame1time = ReadCoord();
-- self.frame = ReadByte();
-- }
--
-- if(sf & TNSF_STATUS)
-- {
- float _tmp;
- _tmp = ReadByte();
- int _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;
--}
+ #include "generic.qh"
+ #include "shared_defs.qh"
++#include "../turrets/config.qh"
+
// =========================================================
// Generic program common command code, written by Samual
// Last updated: February 19th, 2012
- #include "../../server/tturrets/include/turrets_early.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #include "../../dpdefs/progsdefs.qh"
+ #include "../../dpdefs/dpextensions.qh"
+ #include "../../warpzonelib/common.qh"
+ #include "../constants.qh"
+ #include "../teams.qh"
+ #include "../util.qh"
+ #include "monsters.qh"
+ #include "sv_monsters.qh"
+ #include "../weapons/weapons.qh"
+ #include "../../server/autocvars.qh"
+ #include "../../server/defs.qh"
+ #include "../deathtypes.qh"
+ #include "../../server/mutators/mutators_include.qh"
- #include "../../server/tturrets/include/turrets.qh"
+ #include "../../server/vehicles/vehicles_def.qh"
+ #include "../../server/campaign.qh"
+ #include "../../server/command/common.qh"
+ #include "../../server/command/cmd.qh"
+ #include "../../csqcmodellib/sv_model.qh"
+ #include "../../server/round_handler.qh"
+ #endif
+
// =========================
// SVQC Monster Properties
// =========================
- .float healer_lifetime;
- .float healer_radius;
+ #if defined(CSQC)
+ #include "../dpdefs/csprogsdefs.qh"
+ #include "../client/defs.qh"
+ #include "nades.qh"
+ #include "buffs.qh"
+ #include "../client/movetypes.qh"
- #include "../server/tturrets/include/turrets_early.qh"
+ #include "../client/main.qh"
+ #include "../csqcmodellib/cl_model.qh"
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qh"
+ #include "constants.qh"
+ #include "../server/constants.qh"
+ #endif
+
#ifdef SVQC
- float healer_send(entity to, float sf)
+ float healer_send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_HEALING_ORB);
WriteByte(MSG_ENTITY, sf);
--- /dev/null
- void(entity e, entity tagentity, string tagname) setattachment = #443;
+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-mover.tga";
+ else
+ txt = "gfx/vehicles/vth-stationary.tga";
+
+ vector pz = drawgetimagesize(txt) * 0.25;
+ drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.75, DRAWFLAG_NORMAL);
+ }
+ }
+
+ 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
+ );
+}
+
- turret_gibtoss(strcat("models/turrets/head-gib", ftos(i), ".md3"), self.origin + '0 0 2', self.velocity + randomvec() * 700, '0 0 0', FALSE);
+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((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);
++ 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 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', TRUE);
++ 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', '0 0 200', '-1 -1 -1', FALSE);
++ 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("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);
++ 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-gib1.md3", self.origin + '0 0 8', '0 0 0', '0 0 0', TRUE);
++ 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
- entity headgib = turret_gibtoss((get_turretinfo(self.turretid)).head_model, self.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', TRUE);
++ 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
++#ifndef CL_TURRETS_H
++#define CL_TURRETS_H
++
+void ent_turret();
++
++#endif
--- /dev/null
- // ==========================
- // Turret Config Generator
- // ==========================
++#ifndef TURRETS_CONFIG_H
++#define TURRETS_CONFIG_H
++
++#ifdef SVQC
+
+void Dump_Turret_Settings(void);
+float tur_config_file;
+float tur_config_alsoprint;
+
+#define MAX_TUR_CONFIG 256
+float TUR_CONFIG_COUNT;
+string tur_config_queue[MAX_TUR_CONFIG];
+
+#define TUR_CONFIG_QUEUE(a) { \
+ tur_config_queue[TUR_CONFIG_COUNT] = a; \
+ ++TUR_CONFIG_COUNT; }
+
+#define TUR_CONFIG_WRITETOFILE(a) { \
+ fputs(tur_config_file, a); \
+ if(tur_config_alsoprint) { print(a); } }
+
+#define TUR_CONFIG_WRITE_CVARS(turret,name) \
+ { TUR_CONFIG_QUEUE( \
+ sprintf("set g_turrets_unit_%s_%s %g\n", #turret, #name, \
+ cvar(sprintf("g_turrets_unit_%s_%s", #turret, #name)))) } \
+
+#define TUR_CONFIG_SETTINGS(tursettings) \
+ #define TUR_ADD_CVAR(turret,name) TUR_CONFIG_WRITE_CVARS(turret,name) \
+ tursettings \
+ #undef TUR_ADD_CVAR
++
++#endif
++
++#endif
--- /dev/null
- // =========================
- // SVQC Turret Properties
- // =========================
-
++#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_respawn;
+void turret_hide()
+{
+ self.effects |= EF_NODRAW;
+ self.nextthink = time + self.respawntime - 0.2;
+ self.think = turret_respawn;
+}
+
+void turret_die()
+{
+ self.deadflag = DEAD_DEAD;
+ self.tur_head.deadflag = self.deadflag;
+
+// Unsolidify and hide real parts
+ self.solid = SOLID_NOT;
+ self.tur_head.solid = self.solid;
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ self.health = 0;
+
+// Go boom
+ //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
+
+ if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
+ {
+ TUR_ACTION(self.turretid, TR_DEATH);
+
+ remove(self.tur_head);
+ remove(self);
+ }
+ else
+ {
+ // Setup respawn
+ self.SendFlags |= TNSF_STATUS;
+ self.nextthink = time + 0.2;
+ self.think = turret_hide;
+
+ TUR_ACTION(self.turretid, TR_DEATH);
+ }
+}
+
+void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+{
- // Enougth allready!
++ // 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;
++ 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();
+}
+
+void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+{
+ self.velocity += vforce;
+ self.health -= damage;
+ //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
+ if(self.health <= 0)
+ W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
+}
+
+entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
+{
+ entity proj;
+
+ sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
+ proj = spawn ();
+ setorigin(proj, self.tur_shotorg);
+ setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
+ proj.owner = self;
+ proj.realowner = self;
- proj.bot_dodge = TRUE;
++ proj.bot_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_target.vehicle_flags & VHF_ISVEHICLE)
+ {
+ 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);
++ Net_LinkEntity(self, true, 0, turret_send);
+ self.think = turret_think;
+ self.nextthink = time;
+ self.tur_head.effects = EF_NODRAW;
+}
+
+void turrets_manager_think()
+{
+ self.nextthink = time + 1;
+
+ entity e;
+ if (autocvar_g_turrets_reloadcvars == 1)
+ {
+ e = nextent(world);
+ while (e)
+ {
+ if (e.turret_flags & TUR_FLAG_ISTURRET)
+ {
+ load_unit_settings(e,e.cvar_basename,1);
+ TUR_ACTION(self.turretid, TR_THINK);
+ }
+
+ e = nextent(e);
+ }
+ cvar_set("g_turrets_reloadcvars","0");
+ }
+}
+
+float turret_initialize(float tur_id)
+{
+ if(!autocvar_g_turrets)
- return FALSE;
++ return false;
+
+ entity e;
+ entity tur = get_turretinfo(tur_id);
+ if(tur.turretid == 0)
- return FALSE; // invalid turret
++ 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.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))
- return FALSE;
++ return false;
+
- return TRUE;
++ 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!
+
+/// 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
- entity get_turretinfo(float id);
++#ifndef TURRETS_H
++#define TURRETS_H
++
+// turret requests
+#define TR_SETUP 1 // (BOTH) setup turret data
+#define TR_THINK 2 // (SERVER) logic to run every frame
+#define TR_DEATH 3 // (SERVER) called when turret dies
+#define TR_PRECACHE 4 // (BOTH) precaches models/sounds used by this turret
+#define TR_ATTACK 5 // (SERVER) called when turret attacks
+#define TR_CONFIG 6 // (ALL)
+
+// functions:
- .float target_select_flags;
- .float target_validate_flags;
- const float TFL_TARGETSELECT_NO = 2; // don't automatically find targets
- const float TFL_TARGETSELECT_LOS = 4; // require line of sight to find targets
- const float TFL_TARGETSELECT_PLAYERS = 8; // target players
- const float TFL_TARGETSELECT_MISSILES = 16; // target projectiles
- const float TFL_TARGETSELECT_TRIGGERTARGET = 32; // respond to turret_trigger_target events
- const float TFL_TARGETSELECT_ANGLELIMITS = 64; // apply extra angular limits to target selection
- const float TFL_TARGETSELECT_RANGELIMITS = 128; // limit target selection range
- const float TFL_TARGETSELECT_TEAMCHECK = 256; // don't attack teammates
- const float TFL_TARGETSELECT_NOBUILTIN = 512; // only attack targets when triggered
- const float TFL_TARGETSELECT_OWNTEAM = 1024; // only attack teammates
- const float TFL_TARGETSELECT_NOTURRETS = 2048; // don't attack other turrets
- const float TFL_TARGETSELECT_FOV = 4096; // extra limits to attack range
- const float TFL_TARGETSELECT_MISSILESONLY = 8192; // only attack missiles
++entity get_turretinfo(int id);
+
+// fields:
+.entity tur_head;
+
+// target selection flags
- .float aim_flags;
- const float TFL_AIM_NO = 1; // no aiming
- const float TFL_AIM_SPLASH = 2; // aim for ground around the target's feet
- const float TFL_AIM_LEAD = 4; // try to predict target movement
- const float TFL_AIM_SHOTTIMECOMPENSATE = 8; // compensate for shot traveltime when leading
- const float TFL_AIM_ZPREDICT = 16; // predict target's z position at impact
- const float TFL_AIM_SIMPLE = 32; // aim at player's current location
++.int target_select_flags;
++.int target_validate_flags;
++const int TFL_TARGETSELECT_NO = 2; // don't automatically find targets
++const int TFL_TARGETSELECT_LOS = 4; // require line of sight to find targets
++const int TFL_TARGETSELECT_PLAYERS = 8; // target players
++const int TFL_TARGETSELECT_MISSILES = 16; // target projectiles
++const int TFL_TARGETSELECT_TRIGGERTARGET = 32; // respond to turret_trigger_target events
++const int TFL_TARGETSELECT_ANGLELIMITS = 64; // apply extra angular limits to target selection
++const int TFL_TARGETSELECT_RANGELIMITS = 128; // limit target selection range
++const int TFL_TARGETSELECT_TEAMCHECK = 256; // don't attack teammates
++const int TFL_TARGETSELECT_NOBUILTIN = 512; // only attack targets when triggered
++const int TFL_TARGETSELECT_OWNTEAM = 1024; // only attack teammates
++const int TFL_TARGETSELECT_NOTURRETS = 2048; // don't attack other turrets
++const int TFL_TARGETSELECT_FOV = 4096; // extra limits to attack range
++const int TFL_TARGETSELECT_MISSILESONLY = 8192; // only attack missiles
+
+// aim flags
- .float track_flags;
- const float TFL_TRACK_NO = 2; // don't move head
- const float TFL_TRACK_PITCH = 4; // pitch head
- const float TFL_TRACK_ROTATE = 8; // rotate head
++.int aim_flags;
++const int TFL_AIM_NO = 1; // no aiming
++const int TFL_AIM_SPLASH = 2; // aim for ground around the target's feet
++const int TFL_AIM_LEAD = 4; // try to predict target movement
++const int TFL_AIM_SHOTTIMECOMPENSATE = 8; // compensate for shot traveltime when leading
++const int TFL_AIM_ZPREDICT = 16; // predict target's z position at impact
++const int TFL_AIM_SIMPLE = 32; // aim at player's current location
+
+// tracking flags
- .float firecheck_flags;
- const float TFL_FIRECHECK_DEAD = 4; // don't attack dead targets (zombies?)
- const float TFL_FIRECHECK_DISTANCES = 8; // another range check
- const float TFL_FIRECHECK_LOS = 16; // line of sight
- const float TFL_FIRECHECK_AIMDIST = 32; // consider distance impactpoint<->aimspot
- const float TFL_FIRECHECK_REALDIST = 64; // consider enemy origin<->impactpoint
- const float TFL_FIRECHECK_ANGLEDIST = 128; // consider angular diff head<->aimspot
- const float TFL_FIRECHECK_TEAMCHECK = 256; // don't attack teammates
- const float TFL_FIRECHECK_AFF = 512; // try to avoid any friendly fire
- const float TFL_FIRECHECK_AMMO_OWN = 1024; // own ammo needs to be larger than damage dealt
- const float TFL_FIRECHECK_AMMO_OTHER = 2048; // target's ammo needs to be less than max
- const float TFL_FIRECHECK_REFIRE = 4096; // check single attack finished delays
- const float TFL_FIRECHECK_NO = 16384; // no prefire checks
++.int track_flags;
++const int TFL_TRACK_NO = 2; // don't move head
++const int TFL_TRACK_PITCH = 4; // pitch head
++const int TFL_TRACK_ROTATE = 8; // rotate head
+
+// prefire checks
- .float shoot_flags;
- const float TFL_SHOOT_NO = 64; // no attacking
- const float TFL_SHOOT_VOLLY = 2; // fire in vollies
- const float TFL_SHOOT_VOLLYALWAYS = 4; // always do a full volly, even if target is lost
- const float TFL_SHOOT_HITALLVALID = 8; // loop through all valid targets
- const float TFL_SHOOT_CLEARTARGET = 16; // lose target after attack (after volly is done if in volly mode)
- const float TFL_SHOOT_CUSTOM = 32; // custom attacking
++.int firecheck_flags;
++const int TFL_FIRECHECK_DEAD = 4; // don't attack dead targets (zombies?)
++const int TFL_FIRECHECK_DISTANCES = 8; // another range check
++const int TFL_FIRECHECK_LOS = 16; // line of sight
++const int TFL_FIRECHECK_AIMDIST = 32; // consider distance impactpoint<->aimspot
++const int TFL_FIRECHECK_REALDIST = 64; // consider enemy origin<->impactpoint
++const int TFL_FIRECHECK_ANGLEDIST = 128; // consider angular diff head<->aimspot
++const int TFL_FIRECHECK_TEAMCHECK = 256; // don't attack teammates
++const int TFL_FIRECHECK_AFF = 512; // try to avoid any friendly fire
++const int TFL_FIRECHECK_AMMO_OWN = 1024; // own ammo needs to be larger than damage dealt
++const int TFL_FIRECHECK_AMMO_OTHER = 2048; // target's ammo needs to be less than max
++const int TFL_FIRECHECK_REFIRE = 4096; // check single attack finished delays
++const int TFL_FIRECHECK_NO = 16384; // no prefire checks
+
+// attack flags
- .float turret_flags;
- const float TUR_FLAG_NONE = 0; // no abilities
- const float TUR_FLAG_SNIPER = 2; // sniping turret
- const float TUR_FLAG_SPLASH = 4; // can deal splash damage
- const float TUR_FLAG_HITSCAN = 8; // hit scan
- const float TUR_FLAG_MULTIGUN = 16; // multiple guns
- const float TUR_FLAG_GUIDED = 32; // laser guided projectiles
- const float TUR_FLAG_SLOWPROJ = 64; // turret fires slow projectiles
- const float TUR_FLAG_MEDPROJ = 128; // turret fires medium projectiles
- const float TUR_FLAG_FASTPROJ = 256; // turret fires fast projectiles
- const float TUR_FLAG_PLAYER = 512; // can damage players
- const float TUR_FLAG_MISSILE = 1024; // can damage missiles
- const float TUR_FLAG_SUPPORT = 2048; // supports other units
- const float TUR_FLAG_AMMOSOURCE = 4096; // can provide ammunition
- const float TUR_FLAG_RECIEVETARGETS = 8192; // can recieve targets from external sources
- const float TUR_FLAG_MOVE = 16384; // can move
- const float TUR_FLAG_ROAM = 32768; // roams around if not attacking
- const float TUR_FLAG_ISTURRET = 65536; // identifies this unit as a turret
++.int shoot_flags;
++const int TFL_SHOOT_NO = 64; // no attacking
++const int TFL_SHOOT_VOLLY = 2; // fire in vollies
++const int TFL_SHOOT_VOLLYALWAYS = 4; // always do a full volly, even if target is lost
++const int TFL_SHOOT_HITALLVALID = 8; // loop through all valid targets
++const int TFL_SHOOT_CLEARTARGET = 16; // lose target after attack (after volly is done if in volly mode)
++const int TFL_SHOOT_CUSTOM = 32; // custom attacking
+
+// turret capabilities
- const float TFL_AMMO_NONE = 64; // doesn't use ammo
- const float TFL_AMMO_ENERGY = 2; // uses power
- const float TFL_AMMO_BULLETS = 4; // uses bullets
- const float TFL_AMMO_ROCKETS = 8; // uses explosives
- const float TFL_AMMO_RECHARGE = 16; // regenerates ammo
- const float TFL_AMMO_RECIEVE = 32; // can recieve ammo from support units
++.int turret_flags;
++const int TUR_FLAG_NONE = 0; // no abilities
++const int TUR_FLAG_SNIPER = 2; // sniping turret
++const int TUR_FLAG_SPLASH = 4; // can deal splash damage
++const int TUR_FLAG_HITSCAN = 8; // hit scan
++const int TUR_FLAG_MULTIGUN = 16; // multiple guns
++const int TUR_FLAG_GUIDED = 32; // laser guided projectiles
++const int TUR_FLAG_SLOWPROJ = 64; // turret fires slow projectiles
++const int TUR_FLAG_MEDPROJ = 128; // turret fires medium projectiles
++const int TUR_FLAG_FASTPROJ = 256; // turret fires fast projectiles
++const int TUR_FLAG_PLAYER = 512; // can damage players
++const int TUR_FLAG_MISSILE = 1024; // can damage missiles
++const int TUR_FLAG_SUPPORT = 2048; // supports other units
++const int TUR_FLAG_AMMOSOURCE = 4096; // can provide ammunition
++const int TUR_FLAG_RECIEVETARGETS = 8192; // can recieve targets from external sources
++const int TUR_FLAG_MOVE = 16384; // can move
++const int TUR_FLAG_ROAM = 32768; // roams around if not attacking
++const int TUR_FLAG_ISTURRET = 65536; // identifies this unit as a turret
+
+// ammo types
+#define ammo_flags currentammo
- .float damage_flags;
- const float TFL_DMG_NO = 256; // doesn't take damage
- const float TFL_DMG_YES = 2; // can be damaged
- const float TFL_DMG_TEAM = 4; // can be damaged by teammates
- const float TFL_DMG_RETALIATE = 8; // target attackers
- const float TFL_DMG_RETALIATE_TEAM = 16; // target attackers, even if on same team
- const float TFL_DMG_TARGETLOSS = 32; // loses target when damaged
- const float TFL_DMG_AIMSHAKE = 64; // damage throws off aim
- const float TFL_DMG_HEADSHAKE = 128; // damage shakes head
- const float TFL_DMG_DEATH_NORESPAWN = 256; // no re-spawning
++const int TFL_AMMO_NONE = 64; // doesn't use ammo
++const int TFL_AMMO_ENERGY = 2; // uses power
++const int TFL_AMMO_BULLETS = 4; // uses bullets
++const int TFL_AMMO_ROCKETS = 8; // uses explosives
++const int TFL_AMMO_RECHARGE = 16; // regenerates ammo
++const int TFL_AMMO_RECIEVE = 32; // can recieve ammo from support units
+
+// damage flags
- const float TSF_SUSPENDED = 1;
- const float TSF_TERRAINBASE = 2; // currently unused
- const float TSF_NO_AMMO_REGEN = 4; // disable builtin ammo regeneration
- const float TSF_NO_PATHBREAK = 8; // don't break path to chase enemies, will still fire at them if possible
- const float TSL_NO_RESPAWN = 16; // don't re-spawn
- const float TSL_ROAM = 32; // roam while idle
++.int damage_flags;
++const int TFL_DMG_NO = 256; // doesn't take damage
++const int TFL_DMG_YES = 2; // can be damaged
++const int TFL_DMG_TEAM = 4; // can be damaged by teammates
++const int TFL_DMG_RETALIATE = 8; // target attackers
++const int TFL_DMG_RETALIATE_TEAM = 16; // target attackers, even if on same team
++const int TFL_DMG_TARGETLOSS = 32; // loses target when damaged
++const int TFL_DMG_AIMSHAKE = 64; // damage throws off aim
++const int TFL_DMG_HEADSHAKE = 128; // damage shakes head
++const int TFL_DMG_DEATH_NORESPAWN = 256; // no re-spawning
+
+// spawn flags
- const float TNSF_UPDATE = 2;
- const float TNSF_STATUS = 4;
- const float TNSF_SETUP = 8;
- const float TNSF_ANG = 16;
- const float TNSF_AVEL = 32;
- const float TNSF_MOVE = 64;
++const int TSF_SUSPENDED = 1;
++const int TSF_TERRAINBASE = 2; // currently unused
++const int TSF_NO_AMMO_REGEN = 4; // disable builtin ammo regeneration
++const int TSF_NO_PATHBREAK = 8; // don't break path to chase enemies, will still fire at them if possible
++const int TSL_NO_RESPAWN = 16; // don't re-spawn
++const int TSL_ROAM = 32; // roam while idle
+
+// send flags
- const float TNSF_ANIM = 128;
++const int TNSF_UPDATE = 2;
++const int TNSF_STATUS = 4;
++const int TNSF_SETUP = 8;
++const int TNSF_ANG = 16;
++const int TNSF_AVEL = 32;
++const int TNSF_MOVE = 64;
+.float anim_start_time;
- const float TNSF_FULL_UPDATE = 16777215;
++const int TNSF_ANIM = 128;
+
- .float turretid; // TUR_...
++const int TNSF_FULL_UPDATE = 16777215;
+
+
+// entity properties of turretinfo:
++.int turretid; // TUR_...
+.string netname; // short name
+.string turret_name; // human readable name
+.float(float) turret_func; // m_...
+.string mdl; // currently a copy of the model
+.string model; // full name of model
+.string head_model; // full name of tur_head model
+.string cvar_basename; // TODO: deprecate!
+.float spawnflags;
+.vector mins, maxs; // turret hitbox size
+
+// other useful macros
+#define TUR_ACTION(turrettype,mrequest) (get_turretinfo(turrettype)).turret_func(mrequest)
+#define TUR_NAME(turrettype) (get_turretinfo(turrettype)).turret_name
+
+// =====================
+// Turret Registration
+// =====================
+
+float t_null(float dummy);
+void register_turret(float id, float(float) func, float turretflags, vector min_s, vector max_s, string modelname, string headmodelname, string shortname, string mname);
+void register_turrets_done();
+
+const float TUR_MAXCOUNT = 24;
+#define TUR_FIRST 1
+float TUR_COUNT;
+float TUR_LAST;
+
+#define REGISTER_TURRET_2(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
+ float id; \
+ float func(float); \
+ void RegisterTurrets_##id() \
+ { \
+ TUR_LAST = (id = TUR_FIRST + TUR_COUNT); \
+ ++TUR_COUNT; \
+ register_turret(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname); \
+ } \
+ ACCUMULATE_FUNCTION(RegisterTurrets, RegisterTurrets_##id)
+#ifdef MENUQC
+#define REGISTER_TURRET(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
+ REGISTER_TURRET_2(TUR_##id,t_null,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname)
+#else
+#define REGISTER_TURRET(id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname) \
+ REGISTER_TURRET_2(TUR_##id,func,turretflags,min_s,max_s,modelname,headmodelname,shortname,mname)
+#endif
+
+#define TUR_DUPECHECK(dupecheck,cvar) \
+ #ifndef dupecheck \
+ #define dupecheck \
+ float cvar; \
+ #else \
+ #error DUPLICATE TURRET CVAR: cvar \
+ #endif
+
+#define TUR_ADD_CVAR(turret,name) \
+ TUR_DUPECHECK(TUR_CVAR_##turret##_##name, autocvar_g_turrets_unit_##turret##_##name)
+
+#define TUR_CVAR(turret,name) autocvar_g_turrets_unit_##turret##_##name
+
+#include "all.qh"
+
+#undef TUR_ADD_CVAR
+#undef REGISTER_TURRET
+ACCUMULATE_FUNCTION(RegisterTurrets, register_turrets_done);
++
++#endif
--- /dev/null
- turrets_setframe(newframe, FALSE);
+#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
+ // Are we close enougth to a path node to switch to the next?
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (self.pathcurrent.path_next == world)
+ {
+ // Path endpoint reached
+ pathlib_deletepath(self.pathcurrent.owner);
+ self.pathcurrent = world;
+
+ if (self.pathgoal)
+ {
+ if (self.pathgoal.use)
+ self.pathgoal.use();
+
+ if (self.pathgoal.enemy)
+ {
+ self.pathcurrent = pathlib_astar(self.pathgoal.origin,self.pathgoal.enemy.origin);
+ self.pathgoal = self.pathgoal.enemy;
+ }
+ }
+ else
+ self.pathgoal = world;
+ }
+ else
+ self.pathcurrent = self.pathcurrent.path_next;
+
+#else
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ self.pathcurrent = self.pathcurrent.enemy;
+#endif
+
+ if (self.pathcurrent)
+ {
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ movelib_move_simple(v_forward, (autocvar_g_turrets_unit_ewheel_speed_fast), 0.4);
+ }
+}
+
+void ewheel_move_enemy()
+{
+ float newframe;
+
+ self.steerto = steerlib_arrive(self.enemy.origin,self.target_range_optimal);
+
+ self.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));
+ }
+
- return TRUE;
++ turrets_setframe(newframe, false);
+}
+
+void ewheel_move_idle()
+{
+ if(self.frame != 0)
+ {
+ self.SendFlags |= TNSF_ANIM;
+ self.anim_start_time = time;
+ }
+
+ self.frame = 0;
+ if (vlen(self.velocity))
+ movelib_beak_simple((autocvar_g_turrets_unit_ewheel_speed_stop));
+}
+
+void spawnfunc_turret_ewheel() { if(!turret_initialize(TUR_EWHEEL)) remove(self); }
+
+float t_ewheel(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ float i;
+ entity _mis;
+
+ for (i = 0; i < 1; ++i)
+ {
+ turret_do_updates(self);
+
+ _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_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;
++ 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;
++ return true;
+ }
+ case TR_DEATH:
+ {
+ self.velocity = '0 0 0';
+
+#ifdef EWHEEL_FANCYPATH
+ if (self.pathcurrent)
+ pathlib_deletepath(self.pathcurrent.owner);
+#endif
+ self.pathcurrent = world;
+
- self.iscreature = TRUE;
++ return true;
+ }
+ case TR_SETUP:
+ {
+ entity e;
+
+ if(self.movetype == MOVETYPE_WALK)
+ {
+ self.velocity = '0 0 0';
+ self.enemy = world;
+
+ setorigin(self, self.pos1);
+
+ if (self.target != "")
+ {
+ e = find(world, targetname, self.target);
+ if (!e)
+ {
+ dprint("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
+ self.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ dprint("Warning: not a turrret path\n");
+ else
+ {
+
+#ifdef EWHEEL_FANCYPATH
+ self.pathcurrent = WALKER_PATH(self.origin,e.origin);
+ self.pathgoal = e;
+#else
+ self.pathcurrent = e;
+#endif
+ }
+ }
+ }
+
- self.damagedbycontents = TRUE;
++ self.iscreature = true;
+ self.teleportable = TELEPORT_NORMAL;
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/ewheel-base2.md3");
+ precache_model ("models/turrets/ewheel-gun1.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+
+void ewheel_draw()
+{
+ float dt;
+
+ dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0)
+ return;
+
+ fixedmakevectors(self.angles);
+ setorigin(self, self.origin + self.velocity * dt);
+ self.tur_head.angles += dt * self.tur_head.move_avelocity;
+ self.angles_y = self.move_angles_y;
+
+ if (self.health < 127)
+ if(random() < 0.05)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+}
+
+float t_ewheel(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ self.gravity = 1;
+ self.movetype = MOVETYPE_BOUNCE;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_origin = self.origin;
+ self.move_time = time;
+ self.draw = ewheel_draw;
+
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- return TRUE;
+#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()
+{
+ if(self.enemy != world)
+ if(vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
+ setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
+
+#ifdef TURRET_DEBUG
+ float d;
+ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, 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
+ 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
+ remove(self);
+}
+
+void spawnfunc_turret_flac() { if(!turret_initialize(TUR_FLAC)) remove(self); }
+
+float t_flac(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity proj;
+
+ turret_tag_fire_update();
+
+ proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
+ pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ proj.think = turret_flac_projectile_think_explode;
+ proj.nextthink = time + self.tur_impacttime + (random() * 0.01 - random() * 0.01);
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+
+ self.tur_head.frame = self.tur_head.frame + 1;
+ if (self.tur_head.frame >= 4)
+ self.tur_head.frame = 0;
+
- return TRUE;
++ return true;
+ }
+ case TR_THINK:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/flac.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_flac(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- return TRUE;
+#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.attack_finished_single > time)
+ return 0;
+
+ if (self.enemy.deadflag != DEAD_NO)
+ return 0;
+
+ if (self.enemy == world)
+ return 0;
+
+ if (self.ammo < self.shot_dmg)
+ return 0;
+
+ if (self.enemy.ammo >= self.enemy.ammo_max)
+ return 0;
+
+ if (vlen(self.enemy.origin - self.origin) > self.target_range)
+ return 0;
+
+ if(self.team != self.enemy.team)
+ return 0;
+
+ if(!(self.enemy.ammo_flags & TFL_AMMO_ENERGY))
+ return 0;
+
+ return 1;
+}
+
+void spawnfunc_turret_fusionreactor() { if(!turret_initialize(TUR_FUSIONREACTOR)) remove(self); }
+
+float t_fusionreactor(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ vector fl_org;
+
+ self.enemy.ammo = min(self.enemy.ammo + self.shot_dmg,self.enemy.ammo_max);
+ fl_org = 0.5 * (self.enemy.absmin + self.enemy.absmax);
+ te_smallflash(fl_org);
+
- return TRUE;
++ return true;
+ }
+ case TR_THINK:
+ {
+ self.tur_head.avelocity = '0 250 0' * (self.ammo / self.ammo_max);
+
- return TRUE;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/reactor.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_fusionreactor(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- return TRUE;
+#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()
+{
+ vector olddir,newdir;
+ vector pre_pos;
+ float itime;
+
+ self.nextthink = time + 0.05;
+
+ olddir = normalize(self.velocity);
+
+ if(self.max_health < time)
+ turret_projectile_explode();
+
+ // Enemy dead? just keep on the current heading then.
+ if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
+ {
+
+ // Make sure we dont return to tracking a respawned player
+ self.enemy = world;
+
+ // Turn model
+ self.angles = vectoangles(self.velocity);
+
+ if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
+ turret_projectile_explode();
+
+ // Accelerate
+ self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+
+ UpdateCSQCProjectile(self);
+
+ return;
+ }
+
+ // Enemy in range?
+ if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
+ turret_projectile_explode();
+
+ // Predict enemy position
+ itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
+ pre_pos = self.enemy.origin + self.enemy.velocity * itime;
+
+ pre_pos = (pre_pos + self.enemy.origin) * 0.5;
+
+ // Find out the direction to that place
+ newdir = normalize(pre_pos - self.origin);
+
+ // Turn
+ newdir = normalize(olddir + newdir * 0.35);
+
+ // Turn model
+ self.angles = vectoangles(self.velocity);
+
+ // Accelerate
+ self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+
+ if (itime < 0.05)
+ self.think = turret_projectile_explode;
+
+ UpdateCSQCProjectile(self);
+}
+
+void spawnfunc_turret_hellion() { if(!turret_initialize(TUR_HELLION)) remove(self); }
+
+float t_hellion(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity missile;
+
+ if(self.tur_head.frame != 0)
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
+ else
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2"));
+
+ missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE);
+ te_explosion (missile.origin);
+ missile.think = turret_hellion_missile_think;
+ missile.nextthink = time;
+ missile.flags = FL_PROJECTILE;
+ missile.max_health = time + 9;
+ missile.tur_aimpos = randomvec() * 128;
+ missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
+ self.tur_head.frame += 1;
+
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/hellion.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_hellion(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- traceline(self.origin, pre_pos,TRUE,self.enemy);
+#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 (e_target == world)
+ return 0;
+
+ // If only this was used more..
+ if (e_target.flags & FL_NOTARGET)
+ return 0;
+
+ // Cant touch this
+ if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
+ return 0;
+
+ // player
+ if (IS_CLIENT(e_target))
+ {
+ if (self.owner.target_select_playerbias < 0)
+ return 0;
+
+ if (e_target.deadflag != DEAD_NO)
+ return 0;
+ }
+
+ // Missile
+ if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
+ return 0;
+
+ // Team check
+ if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
+ return 0;
+
+ return 1;
+}
+
+void turret_hk_missile_think()
+{
+ vector vu, vd, vf, vl, vr, ve; // Vector (direction)
+ float fu, fd, ff, fl, fr, fe; // Fraction to solid
+ vector olddir,wishdir,newdir; // Final direction
+ float lt_for; // Length of Trace FORwrad
+ float lt_seek; // Length of Trace SEEK (left, right, up down)
+ float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
+ vector pre_pos;
+ float myspeed;
+ entity e;
+ float ad,edist;
+
+ self.nextthink = time + self.ticrate;
+
+ //if (self.cnt < time)
+ // turret_hk_missile_explode();
+
+ if (self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ // Pick the closest valid target.
+ if (!self.enemy)
+ {
+ e = findradius(self.origin, 5000);
+ while (e)
+ {
+ if (hk_is_valid_target(e))
+ {
+ if (!self.enemy)
+ self.enemy = e;
+ else
+ if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
+ self.enemy = e;
+ }
+ e = e.chain;
+ }
+ }
+
+ self.angles = vectoangles(self.velocity);
+ self.angles_x = self.angles_x * -1;
+ makevectors(self.angles);
+ self.angles_x = self.angles_x * -1;
+
+ if (self.enemy)
+ {
+ edist = vlen(self.origin - self.enemy.origin);
+ // Close enougth to do decent damage?
+ if ( edist <= (self.owner.shot_radius * 0.25) )
+ {
+ turret_projectile_explode();
+ return;
+ }
+
+ // Get data on enemy position
+ pre_pos = self.enemy.origin +
+ self.enemy.velocity *
+ min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
+
- traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);
++ 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 + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);
++ 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 + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
++ 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_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
++ 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 + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
++ traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
+ vu = trace_endpos;
+ fu = trace_fraction;
+
+ // Trace down
- return TRUE;
++ 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
+ //if(self.atime < time) {
+ if ((fe <= 0.99)||(edist > 1000))
+ {
+ te_lightning2(world,self.origin, self.origin + vr * lt_seek);
+ te_lightning2(world,self.origin, self.origin + vl * lt_seek);
+ te_lightning2(world,self.origin, self.origin + vu * lt_seek);
+ te_lightning2(world,self.origin, self.origin + vd * lt_seek);
+ te_lightning2(world,self.origin, vf);
+ }
+ else
+ {
+ te_lightning2(world,self.origin, self.enemy.origin);
+ }
+ bprint("Speed: ", ftos(rint(myspeed)), "\n");
+ bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
+ bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
+ self.atime = time + 0.2;
+ //}
+#endif
+
+ UpdateCSQCProjectile(self);
+}
+
+float turret_hk_addtarget(entity e_target,entity e_sender)
+{
+ if (e_target)
+ {
+ if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
+ {
+ self.enemy = e_target;
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+void spawnfunc_turret_hk() { if(!turret_initialize(TUR_HK)) remove(self); }
+
+float t_hk(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity missile;
+
+ missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
+ te_explosion (missile.origin);
+
+ missile.think = turret_hk_missile_think;
+ missile.nextthink = time + 0.25;
+ missile.movetype = MOVETYPE_BOUNCEMISSILE;
+ missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
+ missile.angles = vectoangles(missile.velocity);
+ missile.cnt = time + 30;
+ missile.ticrate = max(autocvar_sys_ticrate, 0.05);
+ missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
+
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = self.tur_head.frame + 1;
+
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/hk.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_hk(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- return TRUE;
+#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); }
+
+float t_machinegun(float req)
+{
+ 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);
+
+ W_MachineGun_MuzzleFlash();
+ setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
+
- return TRUE;
++ return true;
+ }
+ case TR_THINK:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_machinegun(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- return TRUE;
+#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)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity missile;
+
+ turret_tag_fire_update();
+ missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_MLRS, PROJECTILE_ROCKET, TRUE, TRUE);
+ missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
+ missile.missile_flags = MIF_SPLASH;
+ te_explosion (missile.origin);
+
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_SETUP:
+ {
+ self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+ self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
+
+ self.damage_flags |= TFL_DMG_HEADSHAKE;
+ self.shoot_flags |= TFL_SHOOT_VOLLYALWAYS;
+ self.volly_counter = self.shot_volly;
+
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/mlrs.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_mlrs(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- beam.bot_dodge = TRUE;
+#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 (self.fireflag != 0) return 0;
+ return turret_firecheck();
+}
+
+void beam_think()
+{
+ if ((time > self.cnt) || (self.owner.deadflag != DEAD_NO))
+ {
+ self.owner.attack_finished_single = time + self.owner.shot_refire;
+ self.owner.fireflag = 2;
+ self.owner.tur_head.frame = 10;
+ sound (self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ remove(self);
+ return;
+ }
+
+ turret_do_updates(self.owner);
+
+ if (time - self.shot_spread > 0)
+ {
+ self.shot_spread = time + 2;
+ sound (self, CH_SHOTS_SINGLE, "turrets/phaser.wav", VOL_BASE, ATTEN_NORM);
+ }
+
+
+ self.nextthink = time + self.ticrate;
+
+ self.owner.attack_finished_single = time + frametime;
+ entity oldself;
+ oldself = self;
+ self = self.owner;
+ FireImoBeam ( self.tur_shotorg,
+ self.tur_shotorg + self.tur_shotdir_updated * self.target_range,
+ '-1 -1 -1' * self.shot_radius,
+ '1 1 1' * self.shot_radius,
+ self.shot_force,
+ oldself.shot_dmg,
+ 0.75,
+ DEATH_TURRET_PHASER);
+ self = oldself;
+ self.scale = vlen(self.owner.tur_shotorg - trace_endpos) / 256;
+
+}
+
+void spawnfunc_turret_phaser() { if(!turret_initialize(TUR_PHASER)) remove(self); }
+
+float t_phaser(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity beam;
+
+ beam = spawn();
+ beam.ticrate = 0.1; //autocvar_sys_ticrate;
+ setmodel(beam,"models/turrets/phaser_beam.md3");
+ beam.effects = EF_LOWPRECISION;
+ beam.solid = SOLID_NOT;
+ beam.think = beam_think;
+ beam.cnt = time + self.shot_speed;
+ beam.shot_spread = time + 2;
+ beam.nextthink = time;
+ beam.owner = self;
+ beam.shot_dmg = self.shot_dmg / (self.shot_speed / beam.ticrate);
+ beam.scale = self.target_range / 256;
+ beam.movetype = MOVETYPE_NONE;
+ beam.enemy = self.enemy;
- return TRUE;
++ 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;
++ 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;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ 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;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_phaser(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- 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_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;
++ 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;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/plasma.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_plasma(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- 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_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;
++ 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;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/plasmad.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_plasma_dual(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- if (t == world) return TRUE;
+#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)
+{
+ entity e;
+ entity etarget = world;
+ float d,dd;
+ float r;
+
+ dd = range + 1;
+
+ e = findradius(from.origin,range);
+ while (e)
+ {
+ if ((e.railgunhit != 1) && (e != from))
+ {
+ r = turret_validate_target(self,e,self.target_validate_flags);
+ if (r > 0)
+ {
+ traceline(from.origin,0.5 * (e.absmin + e.absmax),MOVE_WORLDONLY,from);
+ if (trace_fraction == 1.0)
+ {
+ d = vlen(e.origin - from.origin);
+ if (d < dd)
+ {
+ dd = d;
+ etarget = e;
+ }
+ }
+ }
+ }
+ e = e.chain;
+ }
+
+ if (etarget)
+ {
+ te_csqc_lightningarc(from.origin,etarget.origin);
+ Damage(etarget, self, self, damage, DEATH_TURRET_TESLA, etarget.origin, '0 0 0');
+ etarget.railgunhit = 1;
+ }
+
+ return etarget;
+}
+
+float turret_tesla_firecheck()
+{
+ // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
+ float do_target_scan = 0;
+
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
+ do_target_scan = 1;
+
+ // Old target (if any) invalid?
+ if(self.target_validate_time < time)
+ if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
+ {
+ self.enemy = world;
+ self.target_validate_time = time + 0.5;
+ do_target_scan = 1;
+ }
+
+ // But never more often then g_turrets_targetscan_mindelay!
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
+ do_target_scan = 0;
+
+ if(do_target_scan)
+ {
+ self.enemy = turret_select_target();
+ self.target_select_time = time;
+ }
+
+ if(!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_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);
+
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_THINK:
+ {
+ if(!self.active)
+ {
+ self.tur_head.avelocity = '0 0 0';
- return TRUE;
++ 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;
++ 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;
++ return true;
+ }
+ case TR_DEATH:
+ {
- return TRUE;
++ 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;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/tesla_base.md3");
+ precache_model ("models/turrets/tesla_head.md3");
- return TRUE;
++ return true;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+float t_tesla(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- turrets_setframe(ANIM_NO, FALSE);
+#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()
+{
+ if (self.animflag == ANIM_MELEE)
+ return 0;
+
+ return turret_firecheck();
+}
+
+void walker_melee_do_dmg()
+{
+ vector where;
+ entity e;
+
+ makevectors(self.angles);
+ where = self.origin + v_forward * 128;
+
+ e = findradius(where,32);
+ while (e)
+ {
+ if (turret_validate_target(self, e, self.target_validate_flags))
+ if (e != self && e.owner != self)
+ Damage(e, self, self, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
+
+ e = e.chain;
+ }
+}
+
+void walker_setnoanim()
+{
- rocket.bot_dodge = TRUE;
++ turrets_setframe(ANIM_NO, false);
+ self.animflag = self.frame;
+}
+void walker_rocket_explode()
+{
+ 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)
+{
+ self.health = self.health - damage;
+ self.velocity = self.velocity + vforce;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
+}
+
+#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
+void walker_rocket_loop();
+void walker_rocket_think()
+{
+ vector newdir;
+ float edist;
+ float itime;
+ float m_speed;
+
+ self.nextthink = time;
+
+ edist = vlen(self.enemy.origin - self.origin);
+
+ // Simulate crude guidance
+ if (self.cnt < time)
+ {
+ if (edist < 1000)
+ self.tur_shotorg = randomvec() * min(edist, 64);
+ else
+ self.tur_shotorg = randomvec() * min(edist, 256);
+
+ self.cnt = time + 0.5;
+ }
+
+ if (edist < 128)
+ self.tur_shotorg = '0 0 0';
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ self.nextthink = time;
+ return;
+ }
+
+ if (self.shot_dmg != 1337 && random() < 0.01)
+ {
+ walker_rocket_loop();
+ return;
+ }
+
+ m_speed = vlen(self.velocity);
+
+ // Enemy dead? just keep on the current heading then.
+ if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if (self.enemy)
+ {
+ itime = max(edist / m_speed, 1);
+ newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
+ }
+ else
+ newdir = normalize(self.velocity);
+
+ WALKER_ROCKET_MOVE;
+}
+
+void walker_rocket_loop3()
+{
+ vector newdir;
+ self.nextthink = time;
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ return;
+ }
+
+ if (vlen(self.origin - self.tur_shotorg) < 100 )
+ {
+ self.think = walker_rocket_think;
+ return;
+ }
+
+ newdir = steerlib_pull(self.tur_shotorg);
+ WALKER_ROCKET_MOVE;
+
+ self.angles = vectoangles(self.velocity);
+}
+
+void walker_rocket_loop2()
+{
+ vector newdir;
+
+ self.nextthink = time;
+
+ if (self.max_health < time)
+ {
+ self.think = walker_rocket_explode;
+ return;
+ }
+
+ if (vlen(self.origin - self.tur_shotorg) < 100 )
+ {
+ self.tur_shotorg = self.origin - '0 0 200';
+ self.think = walker_rocket_loop3;
+ return;
+ }
+
+ newdir = steerlib_pull(self.tur_shotorg);
+ WALKER_ROCKET_MOVE;
+}
+
+void walker_rocket_loop()
+{
+ self.nextthink = time;
+ self.tur_shotorg = self.origin + '0 0 300';
+ self.think = walker_rocket_loop2;
+ self.shot_dmg = 1337;
+}
+
+void walker_fire_rocket(vector org)
+{
+ entity rocket;
+
+ fixedmakevectors(self.angles);
+
+ te_explosion (org);
+
+ rocket = spawn ();
+ setorigin(rocket, org);
+
+ sound (self, CH_WEAPON_A, "weapons/hagar_fire.wav", VOL_BASE, ATTEN_NORM);
+ setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+ rocket.classname = "walker_rocket";
+ rocket.owner = self;
- CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
++ 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;
+
- return TRUE;
++ CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
+}
+
+.vector enemy_last_loc;
+.float enemy_last_time;
+void walker_move_to(vector _target, float _dist)
+{
+ switch (self.waterlevel)
+ {
+ case WATERLEVEL_NONE:
+ if (_dist > 500)
+ self.animflag = ANIM_RUN;
+ else
+ self.animflag = ANIM_WALK;
+ case WATERLEVEL_WETFEET:
+ case WATERLEVEL_SWIMMING:
+ if (self.animflag != ANIM_SWIM)
+ self.animflag = ANIM_WALK;
+ else
+ self.animflag = ANIM_SWIM;
+ break;
+ case WATERLEVEL_SUBMERGED:
+ self.animflag = ANIM_SWIM;
+ }
+
+ self.moveto = _target;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+
+ if(self.enemy)
+ {
+ self.enemy_last_loc = _target;
+ self.enemy_last_time = time;
+ }
+}
+
+//#define WALKER_FANCYPATHING
+
+void walker_move_path()
+{
+#ifdef WALKER_FANCYPATHING
+ // Are we close enougth to a path node to switch to the next?
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (self.pathcurrent.path_next == world)
+ {
+ // Path endpoint reached
+ pathlib_deletepath(self.pathcurrent.owner);
+ self.pathcurrent = world;
+
+ if (self.pathgoal)
+ {
+ if (self.pathgoal.use)
+ self.pathgoal.use();
+
+ if (self.pathgoal.enemy)
+ {
+ self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
+ self.pathgoal = self.pathgoal.enemy;
+ }
+ }
+ else
+ self.pathgoal = world;
+ }
+ else
+ self.pathcurrent = self.pathcurrent.path_next;
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
+ walker_move_to(self.moveto, 0);
+
+#else
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ self.pathcurrent = self.pathcurrent.enemy;
+
+ if(!self.pathcurrent)
+ return;
+
+ self.moveto = self.pathcurrent.origin;
+ self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+ walker_move_to(self.moveto, 0);
+#endif
+}
+
+void spawnfunc_turret_walker() { if(!turret_initialize(TUR_WALKER)) remove(self); }
+
+float t_walker(float req)
+{
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
+ 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);
+
- turrets_setframe(self.animflag, FALSE);
++ 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;
- return TRUE;
++ turrets_setframe(self.animflag, false);
+
- return TRUE;
++ return true;
+ }
+ case TR_DEATH:
+ {
+#ifdef WALKER_FANCYPATHING
+ if (self.pathcurrent)
+ pathlib_deletepath(self.pathcurrent.owner);
+#endif
+ self.pathcurrent = world;
+
- self.iscreature = TRUE;
++ 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.damagedbycontents = TRUE;
++ self.iscreature = true;
+ self.teleportable = TELEPORT_NORMAL;
- return TRUE;
++ self.damagedbycontents = true;
+ self.solid = SOLID_SLIDEBOX;
+ self.takedamage = DAMAGE_AIM;
+ if(self.movetype != MOVETYPE_WALK)
+ {
+ setorigin(self, self.origin);
+ tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
+ setorigin(self, trace_endpos + '0 0 4');
+ self.pos1 = self.origin;
+ self.pos2 = self.angles;
+ }
+ self.movetype = MOVETYPE_WALK;
+ self.idle_aim = '0 0 0';
+ self.turret_firecheckfunc = walker_firecheck;
+
+ if (self.target != "")
+ {
+ e = find(world, targetname, self.target);
+ if (!e)
+ {
+ dprint("Initital waypoint for walker does NOT exsist, fix your map!\n");
+ self.target = "";
+ }
+
+ if (e.classname != "turret_checkpoint")
+ dprint("Warning: not a turrret path\n");
+ else
+ {
+#ifdef WALKER_FANCYPATHING
+ self.pathcurrent = WALKER_PATH(self.origin, e.origin);
+ self.pathgoal = e;
+#else
+ self.pathcurrent = e;
+#endif
+ }
+ }
+
- return TRUE;
++ 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;
+ }
+ }
+
- return TRUE;
++ return true;
+}
+
+#endif // SVQC
+#ifdef CSQC
+
++#include "../../../server/movelib.qh"
++
+void walker_draw()
+{
+ float dt;
+
+ dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0)
+ return;
+
+ fixedmakevectors(self.angles);
+ movelib_groundalign4point(300, 100, 0.25, 45);
+ setorigin(self, self.origin + self.velocity * dt);
+ self.tur_head.angles += dt * self.tur_head.move_avelocity;
+ self.angles_y = self.move_angles_y;
+
+ if (self.health < 127)
+ if(random() < 0.15)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+}
+
+float t_walker(float req)
+{
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ self.gravity = 1;
+ self.movetype = MOVETYPE_BOUNCE;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_origin = self.origin;
+ self.move_time = time;
+ self.draw = walker_draw;
+
- return TRUE;
++ return true;
+ }
+ case TR_PRECACHE:
+ {
- return TRUE;
++ return true;
+ }
+ }
+
++ return true;
+}
+
+#endif // CSQC
+#endif // REGISTER_TURRET
--- /dev/null
- #define turret_tag_fire_update() self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));v_forward = normalize(v_forward)
- float turret_tag_fire_update_s()
+/*
+* 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.
+*/
- return FALSE;
++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 TRUE;
++ return false;
+ }
+
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
+ v_forward = normalize(v_forward);
+
- tracebox(start, smin, smax, end, FALSE, self);
++ return true;
+}
+
+/*
+* Railgun-like beam, but has thickness and suppots slowing of target
+*/
+void FireImoBeam (vector start, vector end, vector smin, vector smax,
+ float bforce, float f_dmg, float f_velfactor, float deathtype)
+
+{
+ vector hitloc, force, endpoint, dir;
+ entity ent;
+
+ dir = normalize(end - start);
+ force = dir * bforce;
+
+ // go a little bit into the wall because we need to hit this wall later
+ end = end + dir;
+
+ // trace multiple times until we hit a wall, each obstacle will be made unsolid.
+ // note down which entities were hit so we can damage them later
+ while (1)
+ {
- trace_ent.railgunhit = TRUE;
++ 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
- ent = findfloat(world, railgunhit, TRUE);
++ 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(ent, railgunhit, TRUE);
++ ent = findfloat(world, railgunhit, true);
+ while (ent)
+ {
+ // restore their solid type
+ ent.solid = ent.railgunhitsolidbackup;
- ent = findfloat(world, railgunhit, TRUE);
++ ent = findfloat(ent, railgunhit, true);
+ }
+
+ // find all the entities the railgun hit and hurt them
- ent.railgunhit = FALSE;
++ 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 = findfloat(ent, railgunhit, TRUE);
++ 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
--- /dev/null
++#ifndef TURRETS_UTIL_H
++#define TURRETS_UTIL_H
++
++vector real_origin(entity ent);
++float shortangle_f(float ang1, float ang2);
++float anglemods(float v);
++float turret_tag_fire_update();
++vector shortangle_vxy(vector ang1, vector ang2);
++vector angleofs(entity from, entity to);
++vector angleofs3(vector from, vector from_a, entity to);
++void FireImoBeam (vector start, vector end, vector smin, vector smax, float bforce, float f_dmg, float f_velfactor, float deathtype);
++
++#endif
- .float dmg;
- .float dmg_edge;
- .float dmg_force;
- .float dmg_radius;
+ #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 "tturrets/include/turrets_early.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)
{
--- /dev/null
- #include "tturrets/include/turrets_early.qh"
+ #ifndef G_DAMAGE_H
+ #define G_DAMAGE_H
+
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qh"
+ #include "../dpdefs/dpextensions.qh"
+ #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 "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 dmg;
+ .float dmg_edge;
+ .float dmg_force;
+ .float dmg_radius;
+
+ float Damage_DamageInfo_SendEntity(entity to, float sf);
+
+ void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner);
+
+ float checkrules_firstblood;
+
+ float yoda;
+ float damage_goodhits;
+ float damage_gooddamage;
+
+ .float dmg_team;
+ .float teamkill_complain;
+ .float teamkill_soundtime;
+ .entity teamkill_soundsource;
+ .entity pusher;
+ .float istypefrag;
+ .float taunt_soundtime;
+
+ float IsFlying(entity a);
+
+ void UpdateFrags(entity player, float f);
+
+ // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
+ void W_SwitchWeapon_Force(entity e, float w);
+ entity GiveFrags_randomweapons;
+ void GiveFrags (entity attacker, entity targ, float f, float deathtype);
+
+ string AppendItemcodes(string s, entity player);
+
+ void LogDeath(string mode, float deathtype, entity killer, entity killed);
+
+ void Obituary_SpecialDeath(
+ entity notif_target,
+ float murder,
+ float deathtype,
+ string s1, string s2, string s3,
+ float f1, float f2, float f3);
+
+ float w_deathtype;
+ float Obituary_WeaponDeath(
+ entity notif_target,
+ float murder,
+ float deathtype,
+ string s1, string s2, string s3,
+ float f1, float f2);
+
+ void Obituary(entity attacker, entity inflictor, entity targ, float deathtype);
+
+ void Ice_Think();
+
+ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint);
+
+ void Unfreeze (entity targ);
+
+ // these are updated by each Damage call for use in button triggering and such
+ entity damage_targ;
+ entity damage_inflictor;
+ entity damage_attacker;
+
+ void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+
+ float RadiusDamage_running;
+ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity);
+ // Returns total damage applies to creatures
+
+ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity);
+
+ .float fire_damagepersec;
+ .float fire_endtime;
+ .float fire_deathtype;
+ .entity fire_owner;
+ .float fire_hitsound;
+ .entity fire_burner;
+
+ void fireburner_think();
+
+ float Fire_IsBurning(entity e);
+
+ float Fire_AddDamage(entity e, entity o, float d, float t, float dt);
+
+ void Fire_ApplyDamage(entity e);
+
+ void Fire_ApplyEffect(entity e);
+
+ void fireburner_think();
+ #endif
- #define LATENCY_THINKRATE 10
+ #include "g_world.qh"
+
+ #include "../common/buffs.qh"
+
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #include "../common/constants.qh"
+ #include "../common/stats.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include "../common/monsters/sv_monsters.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "weapons/weaponstats.qh"
+ #include "autocvars.qh"
+ #include "constants.qh"
+ #include "defs.qh"
+ #include "../common/notifications.qh"
+ #include "mutators/mutators_include.qh"
+ #include "campaign.qh"
+ #include "../common/mapinfo.qh"
+ #include "command/common.qh"
+ #include "command/vote.qh"
+ #include "command/getreplies.qh"
+ #include "command/sv_cmd.qh"
+ #include "anticheat.qh"
+ #include "cheats.qh"
++ #include "../common/turrets/turrets.qh"
+ #include "../common/playerstats.qh"
+ #include "g_hook.qh"
+ #include "scores.qh"
+ #include "mapvoting.qh"
+ #include "ipban.qh"
+ #include "race.qh"
+ #include "antilag.qh"
+ #include "secret.qh"
+ #endif
+
+ const float LATENCY_THINKRATE = 10;
.float latency_sum;
.float latency_cnt;
.float latency_time;
- var void remove(entity e);
- void objerror(string s);
- void droptofloor();
- .vector dropped_origin;
+ #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 "tturrets/include/turrets_early.qh"
+ #include "../common/mapinfo.qh"
+ #include "command/common.qh"
+ #include "../csqcmodellib/sv_model.qh"
+ #include "ipban.qh"
+ #endif
- void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
void crosshair_trace(entity pl)
{
traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * MAX_SHOT_DISTANCE, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
- #include "../tturrets/include/turrets_early.qh"
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #include "../../dpdefs/progsdefs.qh"
+ #include "../../dpdefs/dpextensions.qh"
+ #include "../../warpzonelib/anglestransform.qh"
+ #include "../../warpzonelib/mathlib.qh"
+ #include "../../warpzonelib/common.qh"
+ #include "../../warpzonelib/util_server.qh"
+ #include "../../warpzonelib/server.qh"
+ #include "../../common/constants.qh"
+ #include "../../common/stats.qh"
+ #include "../../common/teams.qh"
+ #include "../../common/util.qh"
+ #include "../../common/nades.qh"
+ #include "../../common/buffs.qh"
+ #include "../../common/test.qh"
+ #include "../../common/counting.qh"
+ #include "../../common/urllib.qh"
+ #include "../../common/command/markup.qh"
+ #include "../../common/command/rpn.qh"
+ #include "../../common/command/generic.qh"
+ #include "../../common/command/shared_defs.qh"
+ #include "../../common/net_notice.qh"
+ #include "../../common/animdecide.qh"
+ #include "../../common/monsters/monsters.qh"
+ #include "../../common/monsters/sv_monsters.qh"
+ #include "../../common/monsters/spawn.qh"
+ #include "../../common/weapons/config.qh"
+ #include "../../common/weapons/weapons.qh"
+ #include "../weapons/accuracy.qh"
+ #include "../weapons/common.qh"
+ #include "../weapons/csqcprojectile.qh"
+ #include "../weapons/hitplot.qh"
+ #include "../weapons/selection.qh"
+ #include "../weapons/spawning.qh"
+ #include "../weapons/throwing.qh"
+ #include "../weapons/tracing.qh"
+ #include "../weapons/weaponstats.qh"
+ #include "../weapons/weaponsystem.qh"
+ #include "../t_items.qh"
+ #include "../autocvars.qh"
+ #include "../constants.qh"
+ #include "../defs.qh"
+ #include "../../common/notifications.qh"
+ #include "../../common/deathtypes.qh"
+ #include "mutators_include.qh"
- #include "../tturrets/include/turrets.qh"
+ #include "../vehicles/vehicles_def.qh"
+ #include "../campaign.qh"
+ #include "../../common/campaign_common.qh"
+ #include "../../common/mapinfo.qh"
+ #include "../command/common.qh"
+ #include "../command/banning.qh"
+ #include "../command/radarmap.qh"
+ #include "../command/vote.qh"
+ #include "../command/getreplies.qh"
+ #include "../command/cmd.qh"
+ #include "../command/sv_cmd.qh"
+ #include "../../common/csqcmodel_settings.qh"
+ #include "../../csqcmodellib/common.qh"
+ #include "../../csqcmodellib/sv_model.qh"
+ #include "../anticheat.qh"
+ #include "../cheats.qh"
+ #include "../../common/playerstats.qh"
+ #include "../portals.qh"
+ #include "../g_hook.qh"
+ #include "../scores.qh"
+ #include "../spawnpoints.qh"
+ #include "../mapvoting.qh"
+ #include "../ipban.qh"
+ #include "../race.qh"
+ #include "../antilag.qh"
+ #include "../playerdemo.qh"
+ #include "../round_handler.qh"
+ #include "../item_key.qh"
+ #include "../secret.qh"
+ #include "../pathlib/pathlib.qh"
+ #include "../vehicles/vehicles.qh"
+ #endif
+
#include "base.qc"
#include "gamemode_assault.qc"
#include "gamemode_ca.qc"
weapons/tracing.qc
weapons/weaponstats.qc
weapons/weaponsystem.qc
- ../common/weapons/config.qc
- ../common/weapons/weapons.qc // TODO
- t_items.qc
- cl_impulse.qc
-
- ent_cs.qc
-
- cl_player.qc
- cl_client.qc
- t_plats.qc
- antilag.qc
-
- //ctf.qc
- //domination.qc
- //mode_onslaught.qc
- //nexball.qc
- g_hook.qc
-
- t_swamp.qc
-
- campaign.qc
+ ../common/animdecide.qc
+ ../common/buffs.qc
../common/campaign_file.qc
../common/campaign_setup.qc
- ../common/urllib.qc
-
+ ../common/command/generic.qc
../common/command/markup.qc
../common/command/rpn.qc
- ../common/command/generic.qc
- ../common/net_notice.qc
-
- command/common.qc
- command/banning.qc
- command/radarmap.qc
- command/vote.qc
- command/getreplies.qc
- command/cmd.qc
- command/sv_cmd.qc
-
- //assault.qc
-
- ipban.qc
-
../common/mapinfo.qc
-
- t_quake3.qc
- t_halflife.qc
- t_quake.qc
-
- race.qc
-
-
- //// tZork Vehicles ////
- vehicles/vehicles.qh
-
- scores.qc
-
- spawnpoints.qc
-
- portals.qc
-
- target_spawn.qc
- func_breakable.qc
- target_music.qc
-
+ ../common/monsters/monsters.qc
+ ../common/monsters/spawn.qc
+ ../common/monsters/sv_monsters.qc
../common/nades.qc
- ../common/buffs.qc
-
- ../csqcmodellib/sv_model.qc
-
- playerdemo.qc
-
- anticheat.qc
- cheats.qc
+ ../common/net_notice.qc
+ ../common/notifications.qc
../common/playerstats.qc
-
- round_handler.qc
-
+ ../common/test.qc
+ ../common/urllib.qc
+ ../common/util.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/monsters/sv_monsters.qc
- ../common/monsters/monsters.qc
-
- ../common/monsters/spawn.qc
-
- mutators/mutators_include.qc
+ ../csqcmodellib/sv_model.qc
../warpzonelib/anglestransform.qc
- ../warpzonelib/mathlib.qc
../warpzonelib/common.qc
- ../warpzonelib/util_server.qc
+ ../warpzonelib/mathlib.qc
../warpzonelib/server.qc
-
- ../common/animdecide.qc
- ../common/test.qc
- ../common/util.qc
- ../common/notifications.qc
+ ../warpzonelib/util_server.qc
- #include "tturrets/include/turrets_early.qh"
+ #include "t_teleporters.qh"
+
+ #if defined(CSQC)
+ #elif defined(MENUQC)
+ #elif defined(SVQC)
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/util_server.qh"
+ #include "../warpzonelib/server.qh"
+ #include "../common/constants.qh"
+ #include "../common/util.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "autocvars.qh"
+ #include "constants.qh"
+ #include "defs.qh"
+ #include "../common/deathtypes.qh"
+ #include "vehicles/vehicles_def.qh"
+ #include "../common/mapinfo.qh"
+ #include "anticheat.qh"
+ #endif
+
void trigger_teleport_use()
{
if(teamplay)
+++ /dev/null
--#define cvar_base "g_turrets_unit_"
--.float clientframe;
--void turrets_setframe(float _frame, float client_only)
--{
-- if((client_only ? self.clientframe : self.frame ) != _frame)
-- {
-- self.SendFlags |= TNSF_ANIM;
-- self.anim_start_time = time;
-- }
--
-- if(client_only)
-- self.clientframe = _frame;
-- else
-- self.frame = _frame;
--
--}
--
--float turret_send(entity to, float sf)
--{
--
-- WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
-- WriteByte(MSG_ENTITY, sf);
-- if(sf & TNSF_SETUP)
-- {
-- WriteByte(MSG_ENTITY, self.turret_type);
--
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
- 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);
- 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));
- 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));
- 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.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.velocity.x));
- WriteShort(MSG_ENTITY, rint(self.velocity.y));
- WriteShort(MSG_ENTITY, rint(self.velocity.z));
--
- WriteShort(MSG_ENTITY, rint(self.angles_y));
- WriteShort(MSG_ENTITY, rint(self.angles.y));
-- }
--
-- if(sf & TNSF_ANIM)
-- {
-- WriteCoord(MSG_ENTITY, self.anim_start_time);
-- WriteByte(MSG_ENTITY, self.frame);
-- }
--
-- if(sf & TNSF_STATUS)
-- {
-- WriteByte(MSG_ENTITY, self.team);
--
-- if(self.health <= 0)
-- WriteByte(MSG_ENTITY, 0);
-- else
-- WriteByte(MSG_ENTITY, ceil((self.health / self.tur_health) * 255));
-- }
--
- return TRUE;
- 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_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
-- ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
--
-- ent.track_type = cvar(strcat(sbase,"_track_type"));
-- ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
-- ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
-- ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
--
-- if(is_reload)
-- if(ent.turret_respawnhook)
-- ent.turret_respawnhook();
--}
--
--void turret_projectile_explode()
--{
--
-- self.takedamage = DAMAGE_NO;
-- self.event_damage = func_null;
--#ifdef TURRET_DEBUG
-- float d;
-- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, 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
-- 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();
--}
--
--void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
--{
-- self.velocity += vforce;
-- self.health -= damage;
-- //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
-- if(self.health <= 0)
-- W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
--}
--
--entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
--{
-- entity proj;
--
-- sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
-- proj = spawn ();
-- setorigin(proj, self.tur_shotorg);
-- setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
-- proj.owner = self;
-- proj.realowner = self;
- proj.bot_dodge = TRUE;
- proj.bot_dodge = true;
-- proj.bot_dodgerating = self.shot_dmg;
-- proj.think = turret_projectile_explode;
-- proj.touch = turret_projectile_touch;
-- proj.nextthink = time + 9;
-- proj.movetype = MOVETYPE_FLYMISSILE;
-- proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
-- proj.flags = FL_PROJECTILE;
-- proj.enemy = self.enemy;
-- proj.totalfrags = _death;
-- PROJECTILE_MAKETRIGGER(proj);
-- if(_health)
-- {
-- proj.health = _health;
-- proj.takedamage = DAMAGE_YES;
-- proj.event_damage = turret_projectile_damage;
-- }
-- else
-- proj.flags |= FL_NOTARGET;
--
-- CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
--
-- return proj;
--}
--
--/**
--** updates enemy distances, predicted impact point/time
--** and updated aim<->predict impact distance.
--**/
--void turret_do_updates(entity t_turret)
--{
-- vector enemy_pos;
-- entity oldself;
--
-- oldself = self;
-- self = t_turret;
--
-- enemy_pos = real_origin(self.enemy);
--
-- turret_tag_fire_update();
--
-- self.tur_shotdir_updated = v_forward;
-- self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
-- self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
--
-- /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
-- {
-- oldpos = self.enemy.origin;
-- setorigin(self.enemy, self.tur_aimpos);
-- tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
-- setorigin(self.enemy, oldpos);
--
-- if(trace_ent == self.enemy)
-- self.tur_dist_impact_to_aimpos = 0;
-- else
-- self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
-- }
-- else*/
-- tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
--
-- self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
-- self.tur_impactent = trace_ent;
-- self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
--
-- self = oldself;
--}
--
--/*
--vector turret_fovsearch_pingpong()
--{
-- vector wish_angle;
-- if(self.phase < time)
-- {
-- if( self.tur_head.phase )
-- self.tur_head.phase = 0;
-- else
-- self.tur_head.phase = 1;
-- self.phase = time + 5;
-- }
--
-- if( self.tur_head.phase)
-- wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
-- else
-- wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
--
-- return wish_angle;
--}
--
--vector turret_fovsearch_steprot()
--{
-- vector wish_angle;
-- //float rot_add;
--
-- wish_angle = self.tur_head.angles;
-- wish_angle_x = self.idle_aim_x;
--
-- if (self.phase < time)
-- {
-- //rot_add = self.aim_maxrot / self.target_select_fov;
-- wish_angle_y += (self.target_select_fov * 2);
--
-- if(wish_angle_y > 360)
-- wish_angle_y = wish_angle_y - 360;
--
-- self.phase = time + 1.5;
-- }
--
-- return wish_angle;
--}
--
--vector turret_fovsearch_random()
--{
-- vector wish_angle;
--
-- if (self.phase < time)
-- {
-- wish_angle_y = random() * self.aim_maxrot;
-- if(random() < 0.5)
-- wish_angle_y *= -1;
--
-- wish_angle_x = random() * self.aim_maxpitch;
-- if(random() < 0.5)
-- wish_angle_x *= -1;
--
-- self.phase = time + 5;
--
-- self.tur_aimpos = wish_angle;
-- }
--
-- return self.idle_aim + self.tur_aimpos;
--}
--*/
--
--/**
--** Handles head rotation according to
--** the units .track_type and .track_flags
--**/
--.float turret_framecounter;
--void turret_stdproc_track()
--{
-- vector target_angle; // This is where we want to aim
-- vector move_angle; // This is where we can aim
-- float f_tmp;
-- vector v1, v2;
-- v1 = self.tur_head.angles;
-- v2 = self.tur_head.avelocity;
--
-- if (self.track_flags == TFL_TRACK_NO)
-- return;
--
-- if (!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);
- 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 += 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)
- if(self.tur_head.angles.x < -self.aim_maxpitch)
-- self.tur_head.angles_x = self.aim_maxpitch;
-- }
--
-- if (self.track_flags & TFL_TRACK_ROT)
-- {
- self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
- if(self.tur_head.angles_y > self.aim_maxrot)
- self.tur_head.angles_y += bound(-f_tmp, move_angle.y, f_tmp);
- if(self.tur_head.angles.y > self.aim_maxrot)
-- self.tur_head.angles_y = self.aim_maxrot;
--
- if(self.tur_head.angles_y < -self.aim_maxrot)
- if(self.tur_head.angles.y < -self.aim_maxrot)
-- self.tur_head.angles_y = self.aim_maxrot;
-- }
--
-- // CSQC
-- self.SendFlags |= TNSF_ANG;
--
-- return;
--
-- case TFL_TRACKTYPE_FLUIDINERTIA:
-- f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
- move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
- move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
- move_angle.x = bound(-self.aim_speed, move_angle.x * self.track_accel_pitch * f_tmp, self.aim_speed);
- move_angle.y = bound(-self.aim_speed, move_angle.y * self.track_accel_rot * f_tmp, self.aim_speed);
-- move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
-- break;
--
-- case TFL_TRACKTYPE_FLUIDPRECISE:
--
- move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
- move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
- 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 = 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)
- if((self.tur_head.angles.x + self.tur_head.avelocity.x * self.ticrate) < -self.aim_maxpitch)
-- {
-- self.tur_head.avelocity_x = 0;
-- self.tur_head.angles_x = -self.aim_maxpitch;
--
-- self.SendFlags |= TNSF_ANG;
-- }
-- }
--
-- // rot
-- if (self.track_flags & TFL_TRACK_ROT)
-- {
- self.tur_head.avelocity_y = move_angle_y;
- self.tur_head.avelocity_y = move_angle.y;
--
- if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
- if((self.tur_head.angles.y + self.tur_head.avelocity.y * self.ticrate) > self.aim_maxrot)
-- {
-- self.tur_head.avelocity_y = 0;
-- self.tur_head.angles_y = self.aim_maxrot;
--
-- self.SendFlags |= TNSF_ANG;
-- }
--
- if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
- if((self.tur_head.angles.y + self.tur_head.avelocity.y * self.ticrate) < -self.aim_maxrot)
-- {
-- self.tur_head.avelocity_y = 0;
-- self.tur_head.angles_y = -self.aim_maxrot;
--
-- self.SendFlags |= TNSF_ANG;
-- }
-- }
--
-- self.SendFlags |= TNSF_AVEL;
--
-- // Force a angle update every 10'th frame
-- self.turret_framecounter += 1;
-- if(self.turret_framecounter >= 10)
-- {
-- self.SendFlags |= TNSF_ANG;
-- self.turret_framecounter = 0;
-- }
--}
--
--
--/*
-- + = implemented
-- - = not implemented
--
-- + TFL_FIRECHECK_NO
-- + TFL_FIRECHECK_WORLD
-- + TFL_FIRECHECK_DEAD
-- + TFL_FIRECHECK_DISTANCES
-- - TFL_FIRECHECK_LOS
-- + TFL_FIRECHECK_AIMDIST
-- + TFL_FIRECHECK_REALDIST
-- - TFL_FIRECHECK_ANGLEDIST
-- - TFL_FIRECHECK_TEAMCECK
-- + TFL_FIRECHECK_AFF
-- + TFL_FIRECHECK_OWM_AMMO
-- + TFL_FIRECHECK_OTHER_AMMO
-- + TFL_FIRECHECK_REFIRE
--*/
--
--/**
--** Preforms pre-fire checks based on the uints firecheck_flags
--**/
--float turret_stdproc_firecheck()
--{
-- // This one just dont care =)
-- if (self.firecheck_flags & TFL_FIRECHECK_NO)
-- return 1;
--
-- if (self.enemy == world)
-- return 0;
--
-- // Ready?
-- if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
-- if (self.attack_finished_single > time) return 0;
--
-- // Special case: volly fire turret that has to fire a full volly if a shot was fired.
-- if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
-- if (self.volly_counter != self.shot_volly)
-- if(self.ammo >= self.shot_dmg)
-- return 1;
--
-- // Lack of zombies makes shooting dead things unnecessary :P
-- if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
-- if (self.enemy.deadflag != DEAD_NO)
-- return 0;
--
-- // Own ammo?
-- if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
-- if (self.ammo < self.shot_dmg)
-- return 0;
--
-- // Other's ammo? (support-supply units)
-- if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
-- if (self.enemy.ammo >= self.enemy.ammo_max)
-- return 0;
--
-- // Target of opertunity?
-- if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
-- {
-- self.enemy = self.tur_impactent;
-- return 1;
-- }
--
-- if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
-- {
-- // To close?
-- if (self.tur_dist_aimpos < self.target_range_min)
-- if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
-- return 1; // Target of opertunity?
-- else
-- return 0;
-- }
--
-- // Try to avoid FF?
-- if (self.firecheck_flags & TFL_FIRECHECK_AFF)
-- if (self.tur_impactent.team == self.team)
-- return 0;
--
-- // aim<->predicted impact
-- if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
-- if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
-- return 0;
--
-- // Volly status
-- if (self.shot_volly > 1)
-- if (self.volly_counter == self.shot_volly)
-- if (self.ammo < (self.shot_dmg * self.shot_volly))
-- return 0;
--
-- /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
-- if(self.tur_impactent != self.enemy)
-- return 0;*/
--
-- return 1;
--}
--
--/*
-- + TFL_TARGETSELECT_NO
-- + TFL_TARGETSELECT_LOS
-- + TFL_TARGETSELECT_PLAYERS
-- + TFL_TARGETSELECT_MISSILES
-- - TFL_TARGETSELECT_TRIGGERTARGET
-- + TFL_TARGETSELECT_ANGLELIMITS
-- + TFL_TARGETSELECT_RANGELIMTS
-- + TFL_TARGETSELECT_TEAMCHECK
-- - TFL_TARGETSELECT_NOBUILTIN
-- + TFL_TARGETSELECT_OWNTEAM
--*/
--
--/**
--** Evaluate a entity for target valitity based on validate_flags
--** NOTE: the caller must check takedamage before calling this, to inline this check.
--**/
--float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
--{
-- vector v_tmp;
--
-- //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
-- // return -0.5;
--
-- if(e_target.owner == e_turret)
-- return -0.5;
--
-- if (!checkpvs(e_target.origin, e_turret))
-- return -1;
--
-- if (!e_target)
-- return -2;
--
-- if(g_onslaught)
-- if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
-- return - 3;
--
-- if (validate_flags & TFL_TARGETSELECT_NO)
-- return -4;
--
-- // If only this was used more..
-- if (e_target.flags & FL_NOTARGET)
-- return -5;
--
-- // Cant touch this
-- if(e_target.vehicle_flags & VHF_ISVEHICLE)
-- {
-- if (e_target.vehicle_health <= 0)
-- return -6;
-- }
-- else if (e_target.health <= 0)
-- return -6;
--
-- // player
-- if (IS_CLIENT(e_target))
-- {
-- if (!(validate_flags & TFL_TARGETSELECT_PLAYERS))
-- return -7;
--
-- if (e_target.deadflag != DEAD_NO)
-- return -8;
-- }
--
-- // enemy turrets
-- if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
-- if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
-- if(e_target.team != e_turret.team) // Dont break support units.
-- return -9;
--
-- // Missile
-- if (e_target.flags & FL_PROJECTILE)
-- if (!(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_RANGELIMTS)
-- {
-- if (tvt_dist < e_turret.target_range_min)
-- return -15;
--
-- if (tvt_dist > e_turret.target_range)
-- return -16;
-- }
--
-- // Can we even aim this thing?
-- tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
-- tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
-- tvt_thadf = vlen(tvt_thadv);
-- tvt_tadf = vlen(tvt_tadv);
--
-- /*
-- if(validate_flags & TFL_TARGETSELECT_FOV)
-- {
-- if(e_turret.target_select_fov < tvt_thadf)
-- return -21;
-- }
-- */
--
-- if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
-- {
- if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
- if (fabs(tvt_tadv.x) > e_turret.aim_maxpitch)
-- return -17;
--
- if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
- if (fabs(tvt_tadv.y) > e_turret.aim_maxrot)
-- return -18;
-- }
--
-- // Line of sight?
-- if (validate_flags & TFL_TARGETSELECT_LOS)
-- {
-- v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
--
-- traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
--
-- if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
-- return -19;
-- }
--
-- if (e_target.classname == "grapplinghook")
-- return -20;
--
-- /*
-- if (e_target.classname == "func_button")
-- return -21;
-- */
--
--#ifdef TURRET_DEBUG_TARGETSELECT
-- dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
--#endif
--
-- return 1;
--}
--
--entity turret_select_target()
--{
-- entity e; // target looper entity
-- float score; // target looper entity score
-- entity e_enemy; // currently best scoreing target
-- float m_score; // currently best scoreing target's score
--
-- m_score = 0;
-- if(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
-- {
-- e_enemy = self.enemy;
-- m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
-- }
-- else
-- e_enemy = self.enemy = world;
--
-- e = findradius(self.origin, self.target_range);
--
-- // Nothing to aim at?
-- if (!e)
-- return world;
--
-- while (e)
-- {
-- if(e.takedamage)
-- {
-- float f = turret_validate_target(self, e, self.target_select_flags);
-- //dprint("F is: ", ftos(f), "\n");
-- if ( f > 0)
-- {
-- score = self.turret_score_target(self,e);
-- if ((score > m_score) && (score > 0))
-- {
-- e_enemy = e;
-- m_score = score;
-- }
-- }
-- }
-- e = e.chain;
-- }
--
-- return e_enemy;
--}
--
--void turret_think()
--{
-- entity e;
--
-- self.nextthink = time + self.ticrate;
--
-- // ONS uses somewhat backwards linking.
-- if (teamplay)
-- {
-- if (g_onslaught)
-- if (self.target)
-- {
-- e = find(world, targetname,self.target);
-- if (e != world)
-- self.team = e.team;
-- }
--
-- if (self.team != self.tur_head.team)
-- turret_stdproc_respawn();
-- }
--
--#ifdef TURRET_DEBUG
-- if (self.tur_dbg_tmr1 < time)
-- {
-- if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
-- paint_target(self,256,self.tur_dbg_rvec,0.9);
-- self.tur_dbg_tmr1 = time + 1;
-- }
--#endif
--
-- // Handle ammo
-- if (!(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_stdproc_track();
-- return;
-- }
--
-- // This is typicaly used for zaping every target in range
-- // turret_fusionreactor uses this to recharge friendlys.
-- if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
-- {
-- // Do a self.turret_fire for every valid target.
-- e = findradius(self.origin,self.target_range);
-- while (e)
-- {
-- if(e.takedamage)
-- {
-- if (turret_validate_target(self,e,self.target_validate_flags))
-- {
-- self.enemy = e;
--
-- turret_do_updates(self);
--
-- if (self.turret_firecheckfunc())
-- turret_fire();
-- }
-- }
--
-- e = e.chain;
-- }
-- self.enemy = world;
-- }
-- else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
-- {
-- // This one is doing something.. oddball. assume its handles what needs to be handled.
--
-- // Predict?
-- if (!(self.aim_flags & TFL_AIM_NO))
-- self.tur_aimpos = turret_stdproc_aim_generic();
--
-- // Turn & pitch?
-- if (!(self.track_flags & TFL_TRACK_NO))
-- turret_stdproc_track();
--
-- turret_do_updates(self);
--
-- // Fire?
-- if (self.turret_firecheckfunc())
-- turret_fire();
-- }
-- else
-- {
-- // Special case for volly always. if it fired once it must compleate the volly.
-- if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
-- if(self.volly_counter != self.shot_volly)
-- {
-- // Predict or whatnot
-- if (!(self.aim_flags & TFL_AIM_NO))
-- self.tur_aimpos = turret_stdproc_aim_generic();
--
-- // Turn & pitch
-- if (!(self.track_flags & TFL_TRACK_NO))
-- turret_stdproc_track();
--
-- turret_do_updates(self);
--
-- // Fire!
-- if (self.turret_firecheckfunc() != 0)
-- turret_fire();
--
-- if(self.turret_postthink)
-- self.turret_postthink();
--
-- return;
-- }
--
-- // Check if we have a vailid enemy, and try to find one if we dont.
--
-- // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
-- float do_target_scan = 0;
-- if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
-- do_target_scan = 1;
--
-- // Old target (if any) invalid?
-- if(self.target_validate_time < time)
-- if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
-- {
-- self.enemy = world;
-- self.target_validate_time = time + 0.5;
-- do_target_scan = 1;
-- }
--
-- // But never more often then g_turrets_targetscan_mindelay!
-- if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
-- do_target_scan = 0;
--
-- if(do_target_scan)
-- {
-- self.enemy = turret_select_target();
-- self.target_select_time = time;
-- }
--
-- // No target, just go to idle, do any custom stuff and bail.
-- if (self.enemy == world)
-- {
-- // Turn & pitch
-- if (!(self.track_flags & TFL_TRACK_NO))
-- turret_stdproc_track();
--
-- // do any per-turret stuff
-- if(self.turret_postthink)
-- self.turret_postthink();
--
-- // And bail.
-- return;
-- }
-- else
-- self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
--
-- // Predict?
-- if (!(self.aim_flags & TFL_AIM_NO))
-- self.tur_aimpos = turret_stdproc_aim_generic();
--
-- // Turn & pitch?
-- if (!(self.track_flags & TFL_TRACK_NO))
-- turret_stdproc_track();
--
-- turret_do_updates(self);
--
-- // Fire?
-- if (self.turret_firecheckfunc())
-- turret_fire();
-- }
--
-- // do any custom per-turret stuff
-- if(self.turret_postthink)
-- self.turret_postthink();
--}
--
--void turret_fire()
--{
-- if (autocvar_g_turrets_nofire != 0)
-- return;
--
-- self.turret_firefunc();
--
-- self.attack_finished_single = time + self.shot_refire;
-- self.ammo -= self.shot_dmg;
-- self.volly_counter = self.volly_counter - 1;
--
-- if (self.volly_counter <= 0)
-- {
-- self.volly_counter = self.shot_volly;
--
-- if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
-- self.enemy = world;
--
-- if (self.shot_volly > 1)
-- self.attack_finished_single = time + self.shot_volly_refire;
-- }
--
--#ifdef TURRET_DEBUG
-- if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
--#endif
--}
--
--void turret_stdproc_fire()
--{
-- dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
--}
--
--/*
-- When .used a turret switch team to activator.team.
-- If activator is world, the turret go inactive.
--*/
--void turret_stdproc_use()
--{
-- dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
--
-- self.team = activator.team;
--
-- if(self.team == 0)
-- self.active = ACTIVE_NOT;
-- else
-- self.active = ACTIVE_ACTIVE;
--
--}
--
--void turret_link()
--{
- Net_LinkEntity(self, TRUE, 0, turret_send);
- Net_LinkEntity(self, true, 0, turret_send);
-- self.think = turret_think;
-- self.nextthink = time;
-- self.tur_head.effects = EF_NODRAW;
--}
--
--void turrets_manager_think()
--{
-- self.nextthink = time + 1;
--
-- entity e;
-- if (autocvar_g_turrets_reloadcvars == 1)
-- {
-- e = nextent(world);
-- while (e)
-- {
-- if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
-- {
-- load_unit_settings(e,e.cvar_basename,1);
-- if(e.turret_postthink)
-- e.turret_postthink();
-- }
--
-- e = nextent(e);
-- }
-- cvar_set("g_turrets_reloadcvars","0");
-- }
--}
--
--/*
--* Standard turret initialization. use this!
--* (unless you have a very good reason not to)
--* if the return value is 0, the turret should be removed.
--*/
--float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
--{
-- entity e, ee = world;
--
-- // Are turrets allowed?
-- if (autocvar_g_turrets == 0)
-- return 0;
--
-- if(_turret_type < 1 || _turret_type > TID_LAST)
-- {
-- dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
-- return 0;
-- }
-- self.turret_type = _turret_type;
--
-- e = find(world, classname, "turret_manager");
-- if (!e)
-- {
-- e = spawn();
-- e.classname = "turret_manager";
-- e.think = turrets_manager_think;
-- e.nextthink = time + 2;
-- }
--
-- if (!(self.spawnflags & TSF_SUSPENDED))
-- builtin_droptofloor(); // why can't we use regular droptofloor here?
--
-- // Terrainbase spawnflag. This puts a enlongated model
-- // under the turret, so it looks ok on uneaven surfaces.
-- /* TODO: Handle this with CSQC
-- if (self.spawnflags & TSF_TERRAINBASE)
-- {
-- entity tb;
-- tb = spawn();
-- setmodel(tb,"models/turrets/terrainbase.md3");
-- setorigin(tb,self.origin);
-- tb.solid = SOLID_BBOX;
-- }
-- */
--
-- self.cvar_basename = cvar_base_name;
-- load_unit_settings(self, self.cvar_basename, 0);
--
-- self.effects = EF_NODRAW;
--
-- // Handle turret teams.
-- if (!teamplay)
-- self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
-- else if(g_onslaught && self.targetname)
-- {
-- e = find(world,target,self.targetname);
-- if(e != world)
-- {
-- self.team = e.team;
-- ee = e;
-- }
-- }
-- else if(!self.team)
-- self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
--
-- /*
-- * Try to guess some reasonaly defaults
-- * for missing params and do sanety checks
-- * thise checks could produce some "interesting" results
-- * if it hits a glitch in my logic :P so try to set as mutch
-- * as possible beforehand.
-- */
-- if (!self.ticrate)
-- {
-- if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
-- self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
-- else
-- self.ticrate = 0.1; // 10 fps for normal turrets
-- }
--
-- self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
--
--// General stuff
-- if (self.netname == "")
-- self.netname = self.classname;
--
-- if (!self.respawntime)
-- self.respawntime = 60;
-- self.respawntime = max(-1, self.respawntime);
--
-- if (!self.health)
-- self.health = 1000;
-- self.tur_health = max(1, self.health);
- self.bot_attack = TRUE;
- self.monster_attack = TRUE;
- self.bot_attack = true;
- self.monster_attack = true;
--
-- if (!self.turrcaps_flags)
-- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
--
-- if (!self.damage_flags)
-- self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
--
--// Shot stuff.
-- if (!self.shot_refire)
-- self.shot_refire = 1;
-- self.shot_refire = bound(0.01, self.shot_refire, 9999);
--
-- if (!self.shot_dmg)
-- self.shot_dmg = self.shot_refire * 50;
-- self.shot_dmg = max(1, self.shot_dmg);
--
-- if (!self.shot_radius)
-- self.shot_radius = self.shot_dmg * 0.5;
-- self.shot_radius = max(1, self.shot_radius);
--
-- if (!self.shot_speed)
-- self.shot_speed = 2500;
-- self.shot_speed = max(1, self.shot_speed);
--
-- if (!self.shot_spread)
-- self.shot_spread = 0.0125;
-- self.shot_spread = bound(0.0001, self.shot_spread, 500);
--
-- if (!self.shot_force)
-- self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
-- self.shot_force = bound(0.001, self.shot_force, 5000);
--
-- if (!self.shot_volly)
-- self.shot_volly = 1;
-- self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
--
-- if (!self.shot_volly_refire)
-- self.shot_volly_refire = self.shot_refire * self.shot_volly;
-- self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
--
-- if (!self.firecheck_flags)
-- self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
-- TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
-- TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE;
--
--// Range stuff.
-- if (!self.target_range)
-- self.target_range = self.shot_speed * 0.5;
-- self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
--
-- if (!self.target_range_min)
-- self.target_range_min = self.shot_radius * 2;
-- self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
--
-- if (!self.target_range_optimal)
-- self.target_range_optimal = self.target_range * 0.5;
-- self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
--
--
--// Aim stuff.
-- if (!self.aim_maxrot)
-- self.aim_maxrot = 90;
-- self.aim_maxrot = bound(0, self.aim_maxrot, 360);
--
-- if (!self.aim_maxpitch)
-- self.aim_maxpitch = 20;
-- self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
--
-- if (!self.aim_speed)
-- self.aim_speed = 36;
-- self.aim_speed = bound(0.1, self.aim_speed, 1000);
--
-- if (!self.aim_firetolerance_dist)
-- self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
-- self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
--
-- if (!self.aim_flags)
-- {
-- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
-- if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
-- self.aim_flags |= TFL_AIM_GROUNDGROUND;
-- }
--
-- if (!self.track_type)
-- self.track_type = TFL_TRACKTYPE_STEPMOTOR;
--
-- if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
-- {
-- // Fluid / Ineria mode. Looks mutch nicer.
-- // Can reduce aim preformance alot, needs a bit diffrent aimspeed
--
-- if (!self.aim_speed)
-- self.aim_speed = 180;
-- self.aim_speed = bound(0.1, self.aim_speed, 1000);
--
-- if (!self.track_accel_pitch)
-- self.track_accel_pitch = 0.5;
--
-- if (!self.track_accel_rot)
-- self.track_accel_rot = 0.5;
--
-- if (!self.track_blendrate)
-- self.track_blendrate = 0.35;
-- }
--
-- if (!self.track_flags)
-- self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
--
--
--// Target selection stuff.
-- if (!self.target_select_rangebias)
-- self.target_select_rangebias = 1;
-- self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
--
-- if (!self.target_select_samebias)
-- self.target_select_samebias = 1;
-- self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
--
-- if (!self.target_select_anglebias)
-- self.target_select_anglebias = 1;
-- self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
--
-- if (!self.target_select_missilebias)
-- self.target_select_missilebias = -10;
--
-- self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
-- self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
--
-- if (!self.target_select_flags)
-- {
-- self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
-- | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
--
-- if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
-- self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
--
-- if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
-- self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
-- //else
-- // self.target_select_flags = TFL_TARGETSELECT_NO;
-- }
--
-- self.target_validate_flags = self.target_select_flags;
--
--// Ammo stuff
-- if (!self.ammo_max)
-- self.ammo_max = self.shot_dmg * 10;
-- self.ammo_max = max(self.shot_dmg, self.ammo_max);
--
-- if (!self.ammo)
-- self.ammo = self.shot_dmg * 5;
-- self.ammo = bound(0,self.ammo, self.ammo_max);
--
-- if (!self.ammo_recharge)
-- self.ammo_recharge = self.shot_dmg * 0.5;
-- self.ammo_recharge = max(0 ,self.ammo_recharge);
--
-- // Convert the recharge from X per sec to X per ticrate
-- self.ammo_recharge = self.ammo_recharge * self.ticrate;
--
-- if (!self.ammo_flags)
-- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
--
--// Damage stuff
-- if(self.spawnflags & TSL_NO_RESPAWN)
-- if (!(self.damage_flags & TFL_DMG_DEATH_NORESPAWN))
-- self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
--
--// Offsets & origins
-- if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
--
-- if (!self.health)
-- self.health = 150;
--
--// Game hooks
-- if(MUTATOR_CALLHOOK(TurretSpawn))
-- return 0;
--
--// End of default & sanety checks, start building the turret.
--
--// Spawn extra bits
-- self.tur_head = spawn();
-- self.tur_head.netname = self.tur_head.classname = "turret_head";
-- self.tur_head.team = self.team;
-- self.tur_head.owner = self;
--
-- setmodel(self, base);
-- setmodel(self.tur_head, head);
--
-- setsize(self, '-32 -32 0', '32 32 64');
-- setsize(self.tur_head, '0 0 0', '0 0 0');
--
-- setorigin(self.tur_head, '0 0 0');
-- setattachment(self.tur_head, self, "tag_head");
--
-- self.tur_health = self.health;
-- self.solid = SOLID_BBOX;
-- self.tur_head.solid = SOLID_NOT;
-- self.takedamage = DAMAGE_AIM;
-- self.tur_head.takedamage = DAMAGE_NO;
-- self.movetype = MOVETYPE_NOCLIP;
-- self.tur_head.movetype = MOVETYPE_NOCLIP;
--
-- // Defend mode?
-- if (!self.tur_defend)
-- if (self.target != "")
-- {
-- self.tur_defend = find(world, targetname, self.target);
-- if (self.tur_defend == world)
-- {
-- self.target = "";
-- dprint("Turret has invalid defendpoint!\n");
-- }
-- }
--
-- // In target defend mode, aim on the spot to defend when idle.
-- if (self.tur_defend)
-- self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
-- else
-- self.idle_aim = '0 0 0';
--
-- // Attach stdprocs. override when and what needed
-- self.turret_firecheckfunc = turret_stdproc_firecheck;
-- self.turret_firefunc = turret_stdproc_fire;
-- self.event_damage = turret_stdproc_damage;
--
-- if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
-- self.turret_score_target = turret_stdproc_targetscore_support;
-- else
-- self.turret_score_target = turret_stdproc_targetscore_generic;
--
-- self.use = turret_stdproc_use;
--
-- ++turret_count;
-- self.nextthink = time + 1;
-- self.nextthink += turret_count * sys_frametime;
--
-- self.tur_head.team = self.team;
-- self.view_ofs = '0 0 0';
--
--#ifdef TURRET_DEBUG
-- self.tur_dbg_start = self.nextthink;
-- while (vlen(self.tur_dbg_rvec) < 2)
-- self.tur_dbg_rvec = randomvec() * 4;
--
- self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
- self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
- self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
- self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec.x);
- self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec.y);
- self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec.z);
--#endif
--
-- // Its all good.
-- self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
--
-- self.classname = "turret_main";
--
-- self.active = ACTIVE_ACTIVE;
--
-- // In ONS mode, and linked to a ONS ent. need to call the use to set team.
-- if (g_onslaught && ee)
-- {
-- activator = ee;
-- self.use();
-- }
--
-- turret_link();
-- turret_stdproc_respawn();
-- turret_tag_fire_update();
--
-- return 1;
--}
--
--
+++ /dev/null
- #define ewheel_amin_stop 0
- #define ewheel_amin_fwd_slow 1
- #define ewheel_amin_fwd_fast 2
- #define ewheel_amin_bck_slow 3
- #define ewheel_amin_bck_fast 4
-const float ewheel_amin_stop = 0;
-const float ewheel_amin_fwd_slow = 1;
-const float ewheel_amin_fwd_fast = 2;
-const float ewheel_amin_bck_slow = 3;
-const float ewheel_amin_bck_fast = 4;
--
--void ewheel_attack()
--{
-- float i;
-- entity _mis;
--
-- for (i = 0; i < 1; ++i)
-- {
-- turret_do_updates(self);
--
- _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_BLASTER, TRUE, TRUE); // WEAPONTODO: this is not a projectile made by the blaster, add separate effect for it
- _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_BLASTER, true, true); // WEAPONTODO: this is not a projectile made by the blaster, add separate effect for it
-- _mis.missile_flags = MIF_SPLASH;
--
-- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
--
-- self.tur_head.frame += 2;
--
-- if (self.tur_head.frame > 3)
-- self.tur_head.frame = 0;
-- }
--
--}
--//#define EWHEEL_FANCYPATH
--void ewheel_move_path()
--{
--#ifdef EWHEEL_FANCYPATH
-- // Are we close enougth to a path node to switch to the next?
-- if (vlen(self.origin - self.pathcurrent.origin) < 64)
-- if (self.pathcurrent.path_next == world)
-- {
-- // Path endpoint reached
-- pathlib_deletepath(self.pathcurrent.owner);
-- self.pathcurrent = world;
--
-- if (self.pathgoal)
-- {
-- if (self.pathgoal.use)
-- self.pathgoal.use();
--
-- if (self.pathgoal.enemy)
-- {
-- self.pathcurrent = pathlib_astar(self.pathgoal.origin,self.pathgoal.enemy.origin);
-- self.pathgoal = self.pathgoal.enemy;
-- }
-- }
-- else
-- self.pathgoal = world;
-- }
-- else
-- self.pathcurrent = self.pathcurrent.path_next;
--
--#else
-- if (vlen(self.origin - self.pathcurrent.origin) < 64)
-- self.pathcurrent = self.pathcurrent.enemy;
--#endif
--
-- if (self.pathcurrent)
-- {
--
-- self.moveto = self.pathcurrent.origin;
-- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
--
-- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_fast, 0.4);
-- }
--}
--
--void ewheel_move_enemy()
--{
--
-- float newframe;
--
-- self.steerto = steerlib_arrive(self.enemy.origin,self.target_range_optimal);
--
-- //self.steerto = steerlib_standoff(self.enemy.origin,self.target_range_optimal);
-- //self.steerto = steerlib_beamsteer(self.steerto,1024,64,68,256);
-- self.moveto = self.origin + self.steerto * 128;
--
-- if (self.tur_dist_enemy > self.target_range_optimal)
-- {
-- if ( self.tur_head.spawnshieldtime < 1 )
-- {
-- newframe = ewheel_amin_fwd_fast;
-- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_fast, 0.4);
-- }
-- else if (self.tur_head.spawnshieldtime < 2)
-- {
--
-- newframe = ewheel_amin_fwd_slow;
-- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_slow, 0.4);
-- }
-- else
-- {
-- newframe = ewheel_amin_fwd_slow;
-- movelib_move_simple(v_forward, autocvar_g_turrets_unit_ewheel_speed_slower, 0.4);
-- }
-- }
-- else if (self.tur_dist_enemy < self.target_range_optimal * 0.5)
-- {
-- newframe = ewheel_amin_bck_slow;
-- movelib_move_simple(v_forward * -1, autocvar_g_turrets_unit_ewheel_speed_slow, 0.4);
-- }
-- else
-- {
-- newframe = ewheel_amin_stop;
-- movelib_beak_simple(autocvar_g_turrets_unit_ewheel_speed_stop);
-- }
--
- turrets_setframe(newframe , FALSE);
- turrets_setframe(newframe , false);
--
-- /*if(self.frame != newframe)
-- {
-- self.frame = newframe;
-- self.SendFlags |= TNSF_ANIM;
-- self.anim_start_time = time;
-- }*/
--}
--
--
--void ewheel_move_idle()
--{
-- if(self.frame != 0)
-- {
-- self.SendFlags |= TNSF_ANIM;
-- self.anim_start_time = time;
-- }
--
-- self.frame = 0;
-- if (vlen(self.velocity))
-- movelib_beak_simple(autocvar_g_turrets_unit_ewheel_speed_stop);
--}
--
--void ewheel_postthink()
--{
-- float vz;
-- vector wish_angle, real_angle;
--
- vz = self.velocity_z;
- vz = self.velocity.z;
--
- self.angles_x = anglemods(self.angles_x);
- self.angles_y = anglemods(self.angles_y);
- 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);
- self.tur_head.spawnshieldtime = fabs(real_angle.y);
- real_angle.y = bound(-self.tur_head.aim_speed, real_angle.y, self.tur_head.aim_speed);
- self.angles_y = (self.angles.y + real_angle.y);
--
-- if(self.enemy)
-- ewheel_move_enemy();
-- else if(self.pathcurrent)
-- ewheel_move_path();
-- else
-- ewheel_move_idle();
--
--
-- self.velocity_z = vz;
--
-- if(vlen(self.velocity))
-- self.SendFlags |= TNSF_MOVE;
--}
--
--void ewheel_respawnhook()
--{
-- entity e;
--
-- // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
-- if(self.movetype != MOVETYPE_WALK)
-- return;
--
-- self.velocity = '0 0 0';
-- self.enemy = world;
--
-- setorigin(self, self.pos1);
--
-- if (self.target != "")
-- {
-- e = find(world,targetname,self.target);
-- if (!e)
-- {
-- dprint("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
-- self.target = "";
-- }
--
-- if (e.classname != "turret_checkpoint")
-- dprint("Warning: not a turrret path\n");
-- else
-- {
--
--#ifdef EWHEEL_FANCYPATH
-- self.pathcurrent = WALKER_PATH(self.origin,e.origin);
-- self.pathgoal = e;
--#else
-- self.pathcurrent = e;
--#endif
-- }
-- }
--}
--
--void ewheel_diehook()
--{
-- self.velocity = '0 0 0';
--
--#ifdef EWHEEL_FANCYPATH
-- if (self.pathcurrent)
-- pathlib_deletepath(self.pathcurrent.owner);
--#endif
-- self.pathcurrent = world;
--}
--
--void turret_ewheel_dinit()
--{
-- entity e;
--
-- if (self.netname == "")
-- self.netname = "eWheel Turret";
--
-- if (self.target != "")
-- {
-- e = find(world,targetname,self.target);
-- if (!e)
-- {
-- bprint("Warning! initital waypoint for ewheel does NOT exsist!\n");
-- self.target = "";
-- }
--
-- if (e.classname != "turret_checkpoint")
-- dprint("Warning: not a turrret path\n");
-- else
-- self.goalcurrent = e;
-- }
--
-- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
-- self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE | TFL_TURRCAPS_ROAM ;
-- self.turret_respawnhook = ewheel_respawnhook;
--
-- self.turret_diehook = ewheel_diehook;
--
-- if (turret_stdproc_init("ewheel_std", "models/turrets/ewheel-base2.md3", "models/turrets/ewheel-gun1.md3", TID_EWHEEL) == 0)
-- {
-- remove(self);
-- return;
-- }
--
-- self.frame = 1;
-- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
-- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- self.iscreature = TRUE;
- self.iscreature = true;
-- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
- self.damagedbycontents = true;
-- self.movetype = MOVETYPE_WALK;
-- self.solid = SOLID_SLIDEBOX;
-- self.takedamage = DAMAGE_AIM;
-- self.idle_aim = '0 0 0';
-- self.pos1 = self.origin;
--
-- setsize(self, '-32 -32 0', '32 32 48');
--
-- // Our fire routine
-- self.turret_firefunc = ewheel_attack;
-- self.turret_postthink = ewheel_postthink;
-- self.tur_head.frame = 1;
--
-- // Convert from dgr / sec to dgr / tic
-- self.tur_head.aim_speed = autocvar_g_turrets_unit_ewheel_turnrate;
-- self.tur_head.aim_speed = self.tur_head.aim_speed / (1 / self.ticrate);
--
-- //setorigin(self,self.origin + '0 0 128');
-- if (self.target != "")
-- {
-- e = find(world,targetname,self.target);
-- if (!e)
-- {
-- dprint("Initital waypoint for ewheel does NOT exsist, fix your map!\n");
-- self.target = "";
-- }
--
-- if (e.classname != "turret_checkpoint")
-- dprint("Warning: not a turrret path\n");
-- else
-- {
--#ifdef EWHEEL_FANCYPATH
-- self.pathcurrent = WALKER_PATH(self.origin, e.origin);
-- self.pathgoal = e;
--#else
-- self.pathcurrent = e;
--#endif
-- }
-- }
--}
--
--void spawnfunc_turret_ewheel()
--{
-- g_turrets_common_precash();
--
-- precache_model ("models/turrets/ewheel-base2.md3");
-- precache_model ("models/turrets/ewheel-gun1.md3");
--
-- self.think = turret_ewheel_dinit;
-- self.nextthink = time + 0.5;
--}
+++ /dev/null
--void spawnfunc_turret_flac();
--void turret_flac_dinit();
--void turret_flac_attack();
--
--void turret_flac_projectile_think_explode()
--{
-- if(self.enemy != world)
-- if(vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
-- setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
--
--#ifdef TURRET_DEBUG
-- float d;
-- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, 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
-- 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
-- remove(self);
--}
--
--void turret_flac_attack()
--{
-- entity proj;
--
-- turret_tag_fire_update();
--
- proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
- proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, true, true);
-- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
-- proj.think = turret_flac_projectile_think_explode;
-- proj.nextthink = time + self.tur_impacttime + (random() * 0.01 - random() * 0.01);
-- proj.missile_flags = MIF_SPLASH | MIF_PROXY;
--
-- self.tur_head.frame = self.tur_head.frame + 1;
-- if (self.tur_head.frame >= 4)
-- self.tur_head.frame = 0;
--
--}
--
--void turret_flac_dinit()
--{
-- if (self.netname == "")
-- self.netname = "FLAC Cannon";
--
-- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_MISSILEKILL;
-- self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
-- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
--
-- if (turret_stdproc_init("flac_std", "models/turrets/base.md3", "models/turrets/flac.md3", TID_FLAC) == 0)
-- {
-- remove(self);
-- return;
-- }
-- setsize(self.tur_head,'-32 -32 0','32 32 64');
--
-- self.damage_flags |= TFL_DMG_HEADSHAKE;
-- self.target_select_flags |= TFL_TARGETSELECT_NOTURRETS | TFL_TARGETSELECT_MISSILESONLY;
--
-- // Our fire routine
-- self.turret_firefunc = turret_flac_attack;
--
--}
--/*QUAKED turret_flac (0 .5 .8) ?
--*/
--
--void spawnfunc_turret_flac()
--{
-- precache_model ("models/turrets/base.md3");
-- precache_model ("models/turrets/flac.md3");
--
-- self.think = turret_flac_dinit;
-- self.nextthink = time + 0.5;
--}
--
+++ /dev/null
--void spawnfunc_turret_machinegun();
--void turret_machinegun_std_init();
--void turret_machinegun_attack();
--
--//.float bulletcounter;
--void turret_machinegun_attack()
--{
-- fireBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
--
-- W_MachineGun_MuzzleFlash(); // WEAPONTODO
-- setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
--}
--
--
--void turret_machinegun_std_init()
--{
-- if (self.netname == "") self.netname = "Machinegun Turret";
--
-- self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
-- self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
-- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
--
-- self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
--
-- if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
-- {
-- remove(self);
-- return;
-- }
--
-- self.damage_flags |= TFL_DMG_HEADSHAKE;
-- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
--
-- // Our fire routine
-- self.turret_firefunc = turret_machinegun_attack;
--
--}
--
--
--/*QUAKED turret_machinegun (0 .5 .8) ?
--* machinegun turret. does what you'd expect
--*/
--void spawnfunc_turret_machinegun()
--{
-- precache_model ("models/turrets/machinegun.md3");
-- precache_model ("models/turrets/base.md3");
-- precache_sound ("weapons/uzi_fire.wav");
--
-- self.think = turret_machinegun_std_init;
-- self.nextthink = time + 0.5;
--}
--
+++ /dev/null
--void spawnfunc_turret_plasma();
--void spawnfunc_turret_plasma_dual();
--
--void turret_plasma_std_init();
--void turret_plasma_dual_init();
--
--void turret_plasma_attack();
--
--
--void turret_plasma_postthink()
--{
-- if (self.tur_head.frame != 0)
-- self.tur_head.frame = self.tur_head.frame + 1;
--
-- if (self.tur_head.frame > 5)
-- self.tur_head.frame = 0;
--}
--
--void turret_plasma_dual_postthink()
--{
-- if ((self.tur_head.frame != 0) && (self.tur_head.frame != 3))
-- self.tur_head.frame = self.tur_head.frame + 1;
--
-- if (self.tur_head.frame > 6)
-- self.tur_head.frame = 0;
--}
--
--void turret_plasma_minsta_attack (void)
--{
-- float flying;
-- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
--
-- FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
-- 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
--
--
-- pointparticles(particleeffectnum("nex_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
--
-- // teamcolor / hit beam effect
-- vector v;
-- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
-- if(teamplay)
-- {
-- switch(self.team)
-- {
-- case NUM_TEAM_1: // Red
-- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), self.tur_shotorg, v);
-- break;
-- case NUM_TEAM_2: // Blue
-- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), self.tur_shotorg, v);
-- break;
-- case NUM_TEAM_3: // Yellow
-- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), self.tur_shotorg, v);
-- break;
-- case NUM_TEAM_4: // Pink
-- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), self.tur_shotorg, v);
-- break;
-- }
-- }
-- else
-- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), self.tur_shotorg, v);
-- if (self.tur_head.frame == 0)
-- self.tur_head.frame = 1;
--}
--
--void turret_plasma_attack()
--{
- entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
- entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, true, true);
-- missile.missile_flags = MIF_SPLASH;
--
-- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
-- if (self.tur_head.frame == 0)
-- self.tur_head.frame = 1;
--}
--
--void turret_plasma_dual_attack()
--{
- entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
- entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, true, true);
-- missile.missile_flags = MIF_SPLASH;
-- pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
-- self.tur_head.frame += 1;
--}
--
--void turret_plasma_std_init()
--{
-- if (self.netname == "") self.netname = "Plasma Cannon";
--
-- // What ammo to use
-- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
--
-- // How to aim
-- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_GROUNDGROUND;
-- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
--
-- if (turret_stdproc_init("plasma_std", "models/turrets/base.md3", "models/turrets/plasma.md3", TID_PLASMA) == 0)
-- {
-- remove(self);
-- return;
-- }
--
-- self.damage_flags |= TFL_DMG_HEADSHAKE;
-- self.firecheck_flags |= TFL_FIRECHECK_AFF;
--
-- // Our fireing routine
-- if(g_instagib)
-- self.turret_firefunc = turret_plasma_minsta_attack;
-- else
-- self.turret_firefunc = turret_plasma_attack;
--
-- // Custom per turret frame stuff. usualy animation.
-- self.turret_postthink = turret_plasma_postthink;
-- turret_do_updates(self);
--}
--
--
--void turret_plasma_dual_init()
--{
-- if (self.netname == "") self.netname = "Dual Plasma Cannon";
--
-- // What ammo to use
-- self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
--
-- // How to aim at targets
-- self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_GROUNDGROUND ;
-- self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
--
-- if (turret_stdproc_init("plasma_dual", "models/turrets/base.md3", "models/turrets/plasmad.md3", TID_PLASMA_DUAL) == 0)
-- {
-- remove(self);
-- return;
-- }
--
-- self.damage_flags |= TFL_DMG_HEADSHAKE;
-- self.firecheck_flags |= TFL_FIRECHECK_AFF;
--
-- // Our fireing routine
-- self.turret_firefunc = turret_plasma_dual_attack;
--
-- // Custom per turret frame stuff. usualy animation.
-- self.turret_postthink = turret_plasma_dual_postthink;
--}
--
--
--/*
--* Basic moderate (std) or fast (dual) fireing, short-mid range energy cannon.
--* Not too mutch of a therat on its own, but can be rather dangerous in groups.
--* Regenerates ammo slowly, support with a fusionreactor(s) to do some real damage.
--*/
--
--/*QUAKED turret_plasma (0 .5 .8) ?
--*/
--void spawnfunc_turret_plasma()
--{
-- g_turrets_common_precash();
-- precache_model ("models/turrets/plasma.md3");
-- precache_model ("models/turrets/base.md3");
--
-- self.think = turret_plasma_std_init;
-- self.nextthink = time + 0.5;
--}
--
--/*QUAKED turret_plasma_dual (0 .5 .8) ?
--*/
--void spawnfunc_turret_plasma_dual()
--{
--
-- precache_model ("models/turrets/plasmad.md3");
-- precache_model ("models/turrets/base.md3");
--
-- self.think = turret_plasma_dual_init;
-- self.nextthink = time + 0.5;
--}
--
+++ /dev/null
- #define ANIM_NO 0
- #define ANIM_TURN 1
- #define ANIM_WALK 2
- #define ANIM_RUN 3
- #define ANIM_STRAFE_L 4
- #define ANIM_STRAFE_R 5
- #define ANIM_JUMP 6
- #define ANIM_LAND 7
- #define ANIM_PAIN 8
- #define ANIM_MEELE 9
- #define ANIM_SWIM 10
- #define ANIM_ROAM 11
-const float ANIM_NO = 0;
-const float ANIM_TURN = 1;
-const float ANIM_WALK = 2;
-const float ANIM_RUN = 3;
-const float ANIM_STRAFE_L = 4;
-const float ANIM_STRAFE_R = 5;
-const float ANIM_JUMP = 6;
-const float ANIM_LAND = 7;
-const float ANIM_PAIN = 8;
-const float ANIM_MEELE = 9;
-const float ANIM_SWIM = 10;
-const float ANIM_ROAM = 11;
--.float animflag;
--
- #define WALKER_MIN '-70 -70 0'
- #define WALKER_MAX '70 70 95'
-const vector WALKER_MIN = '-70 -70 0';
-const vector WALKER_MAX = '70 70 95';
--
--#define WALKER_PATH(s,e) pathlib_astar(s,e)
--
--float walker_firecheck()
--{
-- if (self.animflag == ANIM_MEELE)
-- return 0;
--
-- return turret_stdproc_firecheck();
--}
--
--void walker_meele_do_dmg()
--{
-- vector where;
-- entity e;
--
-- makevectors(self.angles);
-- where = self.origin + v_forward * 128;
--
-- e = findradius(where,32);
-- while (e)
-- {
-- if (turret_validate_target(self, e, self.target_validate_flags))
-- if (e != self && e.owner != self)
-- Damage(e, self, self, autocvar_g_turrets_unit_walker_std_meele_dmg, DEATH_TURRET_WALK_MEELE, '0 0 0', v_forward * autocvar_g_turrets_unit_walker_std_meele_force);
--
-- e = e.chain;
-- }
--}
--
--void walker_setnoanim()
--{
- turrets_setframe(ANIM_NO, FALSE);
- turrets_setframe(ANIM_NO, false);
-- self.animflag = self.frame;
--}
--void walker_rocket_explode()
--{
-- RadiusDamage (self, self.owner, autocvar_g_turrets_unit_walker_std_rocket_dmg, 0, autocvar_g_turrets_unit_walker_std_rocket_radius, self, world, autocvar_g_turrets_unit_walker_std_rocket_force, DEATH_TURRET_WALK_ROCKET, world);
--
-- remove (self);
--}
--
--void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
--{
-- self.health = self.health - damage;
-- self.velocity = self.velocity + vforce;
--
-- if (self.health <= 0)
-- W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
--}
--
--#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, autocvar_g_turrets_unit_walker_std_rocket_speed, autocvar_g_turrets_unit_walker_std_rocket_turnrate); UpdateCSQCProjectile(self)
--void walker_rocket_loop();
--void walker_rocket_think()
--{
-- vector newdir;
-- float edist;
-- float itime;
-- float m_speed;
--
-- self.nextthink = time;
--
-- edist = vlen(self.enemy.origin - self.origin);
--
-- // Simulate crude guidance
-- if (self.cnt < time)
-- {
-- if (edist < 1000)
-- self.tur_shotorg = randomvec() * min(edist, 64);
-- else
-- self.tur_shotorg = randomvec() * min(edist, 256);
--
-- self.cnt = time + 0.5;
-- }
--
-- if (edist < 128)
-- self.tur_shotorg = '0 0 0';
--
-- if (self.tur_health < time)
-- {
-- self.think = walker_rocket_explode;
-- self.nextthink = time;
-- return;
-- }
--
-- if (self.shot_dmg != 1337 && random() < 0.01)
-- {
-- walker_rocket_loop();
-- return;
-- }
--
-- m_speed = vlen(self.velocity);
--
-- // Enemy dead? just keep on the current heading then.
-- if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
-- self.enemy = world;
--
-- if (self.enemy)
-- {
-- itime = max(edist / m_speed, 1);
-- newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
-- }
-- else
-- newdir = normalize(self.velocity);
--
-- WALKER_ROCKET_MOVE;
--}
--
--void walker_rocket_loop3()
--{
-- vector newdir;
-- self.nextthink = time;
--
-- if (self.tur_health < time)
-- {
-- self.think = walker_rocket_explode;
-- return;
-- }
--
-- if (vlen(self.origin - self.tur_shotorg) < 100 )
-- {
-- self.think = walker_rocket_think;
-- return;
-- }
--
-- newdir = steerlib_pull(self.tur_shotorg);
-- WALKER_ROCKET_MOVE;
--
-- self.angles = vectoangles(self.velocity);
--}
--
--void walker_rocket_loop2()
--{
-- vector newdir;
--
-- self.nextthink = time;
--
-- if (self.tur_health < time)
-- {
-- self.think = walker_rocket_explode;
-- return;
-- }
--
-- if (vlen(self.origin - self.tur_shotorg) < 100 )
-- {
-- self.tur_shotorg = self.origin - '0 0 200';
-- self.think = walker_rocket_loop3;
-- return;
-- }
--
-- newdir = steerlib_pull(self.tur_shotorg);
-- WALKER_ROCKET_MOVE;
--}
--
--void walker_rocket_loop()
--{
-- self.nextthink = time;
-- self.tur_shotorg = self.origin + '0 0 300';
-- self.think = walker_rocket_loop2;
-- self.shot_dmg = 1337;
--}
--
--void walker_fire_rocket(vector org)
--{
-- entity rocket;
--
-- fixedmakevectors(self.angles);
--
-- te_explosion (org);
--
-- rocket = spawn ();
-- setorigin(rocket, org);
--
-- sound (self, CH_WEAPON_A, "weapons/hagar_fire.wav", VOL_BASE, ATTEN_NORM);
-- setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
--
-- rocket.classname = "walker_rocket";
-- rocket.owner = self;
- rocket.bot_dodge = TRUE;
- rocket.bot_dodge = true;
-- rocket.bot_dodgerating = 50;
-- rocket.takedamage = DAMAGE_YES;
-- rocket.damageforcescale = 2;
-- rocket.health = 25;
-- rocket.tur_shotorg = randomvec() * 512;
-- rocket.cnt = time + 1;
-- rocket.enemy = self.enemy;
--
-- if (random() < 0.01)
-- rocket.think = walker_rocket_loop;
-- else
-- rocket.think = walker_rocket_think;
--
-- rocket.event_damage = walker_rocket_damage;
--
-- rocket.nextthink = time;
-- rocket.movetype = MOVETYPE_FLY;
-- rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * autocvar_g_turrets_unit_walker_std_rocket_speed;
-- rocket.angles = vectoangles(rocket.velocity);
-- rocket.touch = walker_rocket_explode;
-- rocket.flags = FL_PROJECTILE;
-- rocket.solid = SOLID_BBOX;
-- rocket.tur_health = time + 9;
-- rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
--
- CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
- CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
--}
--
--.vector enemy_last_loc;
--.float enemy_last_time;
--void walker_move_to(vector _target, float _dist)
--{
-- switch (self.waterlevel)
-- {
-- case WATERLEVEL_NONE:
-- if (_dist > 500)
-- self.animflag = ANIM_RUN;
-- else
-- self.animflag = ANIM_WALK;
-- case WATERLEVEL_WETFEET:
-- case WATERLEVEL_SWIMMING:
-- if (self.animflag != ANIM_SWIM)
-- self.animflag = ANIM_WALK;
-- else
-- self.animflag = ANIM_SWIM;
-- break;
-- case WATERLEVEL_SUBMERGED:
-- self.animflag = ANIM_SWIM;
-- }
--
-- self.moveto = _target;
-- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
--
-- if(self.enemy)
-- {
-- self.enemy_last_loc = _target;
-- self.enemy_last_time = time;
-- }
--}
--
--//#define WALKER_FANCYPATHING
--
--void walker_move_path()
--{
--#ifdef WALKER_FANCYPATHING
-- // Are we close enougth to a path node to switch to the next?
-- if (vlen(self.origin - self.pathcurrent.origin) < 64)
-- if (self.pathcurrent.path_next == world)
-- {
-- // Path endpoint reached
-- pathlib_deletepath(self.pathcurrent.owner);
-- self.pathcurrent = world;
--
-- if (self.pathgoal)
-- {
-- if (self.pathgoal.use)
-- self.pathgoal.use();
--
-- if (self.pathgoal.enemy)
-- {
-- self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
-- self.pathgoal = self.pathgoal.enemy;
-- }
-- }
-- else
-- self.pathgoal = world;
-- }
-- else
-- self.pathcurrent = self.pathcurrent.path_next;
--
-- self.moveto = self.pathcurrent.origin;
-- self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
-- walker_move_to(self.moveto, 0);
--
--#else
-- if (vlen(self.origin - self.pathcurrent.origin) < 64)
-- self.pathcurrent = self.pathcurrent.enemy;
--
-- if(!self.pathcurrent)
-- return;
--
-- self.moveto = self.pathcurrent.origin;
-- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
-- walker_move_to(self.moveto, 0);
--#endif
--}
--
--.float idletime;
--void walker_postthink()
--{
-- fixedmakevectors(self.angles);
--
-- if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
-- walker_move_path();
-- else if (self.enemy == world)
-- {
-- if(self.pathcurrent)
-- walker_move_path();
-- else
-- {
-- if(self.enemy_last_time != 0)
-- {
-- if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
-- self.enemy_last_time = 0;
-- else
-- walker_move_to(self.enemy_last_loc, 0);
-- }
-- else
-- {
-- if(self.animflag != ANIM_NO)
-- {
-- traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
--
-- if(trace_fraction != 1.0)
-- self.tur_head.idletime = -1337;
-- else
-- {
-- traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
-- if(trace_fraction == 1.0)
-- self.tur_head.idletime = -1337;
-- }
--
-- if(self.tur_head.idletime == -1337)
-- {
-- self.moveto = self.origin + randomvec() * 256;
-- self.tur_head.idletime = 0;
-- }
--
-- self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
- self.moveto_z = self.origin_z + 64;
- self.moveto_z = self.origin.z + 64;
-- walker_move_to(self.moveto, 0);
-- }
--
-- if(self.idletime < time)
-- {
-- if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
-- {
-- self.idletime = time + 1 + random() * 5;
-- self.moveto = self.origin;
-- self.animflag = ANIM_NO;
-- }
-- else
-- {
-- self.animflag = ANIM_WALK;
-- self.idletime = time + 4 + random() * 2;
-- self.moveto = self.origin + randomvec() * 256;
-- self.tur_head.moveto = self.moveto;
-- self.tur_head.idletime = 0;
-- }
-- }
-- }
-- }
-- }
-- else
-- {
-- if (self.tur_dist_enemy < autocvar_g_turrets_unit_walker_std_meele_range && self.animflag != ANIM_MEELE)
-- {
-- vector wish_angle;
--
-- wish_angle = angleofs(self, self.enemy);
-- if (self.animflag != ANIM_SWIM)
- if (fabs(wish_angle_y) < 15)
- if (fabs(wish_angle.y) < 15)
-- {
-- self.moveto = self.enemy.origin;
-- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
-- self.animflag = ANIM_MEELE;
-- }
-- }
-- else if (self.tur_head.attack_finished_single < time)
-- {
-- if(self.tur_head.shot_volly)
-- {
-- self.animflag = ANIM_NO;
--
-- self.tur_head.shot_volly = self.tur_head.shot_volly -1;
-- if(self.tur_head.shot_volly == 0)
-- self.tur_head.attack_finished_single = time + autocvar_g_turrets_unit_walker_std_rocket_refire;
-- else
-- self.tur_head.attack_finished_single = time + 0.2;
--
-- if(self.tur_head.shot_volly > 1)
-- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
-- else
-- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
-- }
-- else
-- {
-- if (self.tur_dist_enemy > autocvar_g_turrets_unit_walker_std_rockets_range_min)
-- if (self.tur_dist_enemy < autocvar_g_turrets_unit_walker_std_rockets_range)
-- self.tur_head.shot_volly = 4;
-- }
-- }
-- else
-- {
-- if (self.animflag != ANIM_MEELE)
-- walker_move_to(self.enemy.origin, self.tur_dist_enemy);
-- }
-- }
--
-- //if(self.animflag != ANIM_NO)
-- {
-- vector real_angle;
-- float turny = 0, turnx = 0;
-- float vz;
--
-- real_angle = vectoangles(self.steerto) - self.angles;
- vz = self.velocity_z;
- vz = self.velocity.z;
--
-- switch (self.animflag)
-- {
-- case ANIM_NO:
-- movelib_beak_simple(autocvar_g_turrets_unit_walker_speed_stop);
-- break;
--
-- case ANIM_TURN:
-- turny = autocvar_g_turrets_unit_walker_turn;
-- movelib_beak_simple(autocvar_g_turrets_unit_walker_speed_stop);
-- break;
--
-- case ANIM_WALK:
-- turny = autocvar_g_turrets_unit_walker_turn_walk;
-- movelib_move_simple(v_forward, autocvar_g_turrets_unit_walker_speed_walk, 0.6);
-- break;
--
-- case ANIM_RUN:
-- turny = autocvar_g_turrets_unit_walker_turn_run;
-- movelib_move_simple(v_forward, autocvar_g_turrets_unit_walker_speed_run, 0.6);
-- break;
--
-- case ANIM_STRAFE_L:
-- turny = autocvar_g_turrets_unit_walker_turn_strafe;
-- movelib_move_simple(v_right * -1, autocvar_g_turrets_unit_walker_speed_walk, 0.8);
-- break;
--
-- case ANIM_STRAFE_R:
-- turny = autocvar_g_turrets_unit_walker_turn_strafe;
-- movelib_move_simple(v_right, autocvar_g_turrets_unit_walker_speed_walk, 0.8);
-- break;
--
-- case ANIM_JUMP:
-- self.velocity += '0 0 1' * autocvar_g_turrets_unit_walker_speed_jump;
-- break;
--
-- case ANIM_LAND:
-- break;
--
-- case ANIM_PAIN:
-- if(self.frame != ANIM_PAIN)
-- defer(0.25, walker_setnoanim);
--
-- break;
--
-- case ANIM_MEELE:
-- if(self.frame != ANIM_MEELE)
-- {
-- defer(0.41, walker_setnoanim);
-- defer(0.21, walker_meele_do_dmg);
-- }
--
-- movelib_beak_simple(autocvar_g_turrets_unit_walker_speed_stop);
-- break;
--
-- case ANIM_SWIM:
-- turny = autocvar_g_turrets_unit_walker_turn_swim;
-- turnx = autocvar_g_turrets_unit_walker_turn_swim;
--
- self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
- 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 );
- 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 );
- 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);
- turrets_setframe(self.animflag, false);
--}
--
--void walker_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);
--}
--
--
--void walker_respawnhook()
--{
-- entity e;
--
-- // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
-- if(self.movetype != MOVETYPE_WALK)
-- return;
--
-- setorigin(self, self.pos1);
-- self.angles = self.pos2;
--
-- if (self.target != "")
-- {
-- e = find(world, targetname, self.target);
-- if (!e)
-- {
-- dprint("Warning! initital waypoint for Walker does NOT exsist!\n");
-- self.target = "";
-- }
--
-- if (e.classname != "turret_checkpoint")
-- dprint("Warning: not a turrret path\n");
-- else
-- {
-- #ifdef WALKER_FANCYPATHING
-- self.pathcurrent = WALKER_PATH(self.origin, e.origin);
-- self.pathgoal = e;
--#else
-- self.pathcurrent = e;
--#endif
-- }
-- }
--}
--
--void walker_diehook()
--{
--#ifdef WALKER_FANCYPATHING
-- if (self.pathcurrent)
-- pathlib_deletepath(self.pathcurrent.owner);
--#endif
-- self.pathcurrent = world;
--}
--
--void turret_walker_dinit()
--{
-- entity e;
--
-- if (self.netname == "") self.netname = "Walker Turret";
--
-- self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
-- self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE ;
-- self.aim_flags = TFL_AIM_LEAD;
--
-- self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
--
--
-- self.turret_respawnhook = walker_respawnhook;
-- self.turret_diehook = walker_diehook;
--
-- self.ticrate = 0.05;
-- if (turret_stdproc_init("walker_std", "models/turrets/walker_body.md3", "models/turrets/walker_head_minigun.md3", TID_WALKER) == 0)
-- {
-- remove(self);
-- return;
-- }
-- setsize(self, WALKER_MIN, WALKER_MAX);
-- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
-- self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- self.iscreature = TRUE;
- self.iscreature = true;
-- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
- self.damagedbycontents = true;
-- self.movetype = MOVETYPE_WALK;
-- self.solid = SOLID_SLIDEBOX;
-- self.takedamage = DAMAGE_AIM;
-- setorigin(self, self.origin);
-- tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
-- setorigin(self, trace_endpos + '0 0 4');
-- self.pos1 = self.origin;
-- self.pos2 = self.angles;
-- self.idle_aim = '0 0 0';
-- self.turret_firecheckfunc = walker_firecheck;
-- self.turret_firefunc = walker_attack;
-- self.turret_postthink = walker_postthink;
--
-- if (self.target != "")
-- {
-- e = find(world, targetname, self.target);
-- if (!e)
-- {
-- dprint("Initital waypoint for walker does NOT exsist, fix your map!\n");
-- self.target = "";
-- }
--
-- if (e.classname != "turret_checkpoint")
-- dprint("Warning: not a turrret path\n");
-- else
-- {
--#ifdef WALKER_FANCYPATHING
-- self.pathcurrent = WALKER_PATH(self.origin, e.origin);
-- self.pathgoal = e;
--#else
-- self.pathcurrent = e;
--#endif
-- }
-- }
--}
--
--
--void spawnfunc_turret_walker()
--{
-- g_turrets_common_precash();
--
-- precache_model ("models/turrets/walker_head_minigun.md3");
-- precache_model ("models/turrets/walker_body.md3");
-- precache_model ( "models/turrets/rocket.md3");
-- precache_sound ( "weapons/rocket_impact.wav" );
--
-- self.think = turret_walker_dinit;
-- self.nextthink = time + 0.5;
--}
- #define RACER_MIN '-120 -120 -40'
- #define RACER_MAX '120 120 40'
+ const vector RACER_MIN = '-120 -120 -40';
+ const vector RACER_MAX = '120 120 40';
#ifdef SVQC
++#include "../../common/turrets/util.qh"
++
void racer_exit(float eject);
void racer_enter();
++#include "../../common/turrets/util.qh"
++
float autocvar_g_vehicles_crush_dmg;
float autocvar_g_vehicles_crush_force;
float autocvar_g_vehicles_delayspawn;
-#include "../tturrets/include/turrets_early.qh"
-
+ #ifndef VEHICLES_DEF_H
+ #define VEHICLES_DEF_H
+
// #define VEHICLES_USE_ODE
#define VEHICLES_ENABLED
#ifdef VEHICLES_ENABLED