return normalize(vr + vl);
}
-
-
-//////////////////////////////////////////////
-// Testting //
-// Everything below this point is a mess :D //
-//////////////////////////////////////////////
-//#define TLIBS_TETSLIBS
-#ifdef TLIBS_TETSLIBS
-void flocker_die(entity this)
-{
- Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
-
- this.owner.cnt += 1;
- this.owner = NULL;
-
- this.nextthink = time;
- setthink(this, SUB_Remove);
-}
-
-
-void flocker_think(entity this)
-{
- vector dodgemove,swarmmove;
- vector reprellmove,wandermove,newmove;
-
- this.angles_x = this.angles.x * -1;
- makevectors(this.angles);
- this.angles_x = this.angles.x * -1;
-
- dodgemove = steerlib_traceavoid(this, 0.35,1000);
- swarmmove = steerlib_flock(this, 500,75,700,500);
- reprellmove = steerlib_repell(this, this.owner.enemy.origin+this.enemy.velocity,2000) * 700;
-
- if(dodgemove == '0 0 0')
- {
- this.pos1 = steerlib_wander(this, 0.5,0.1,this.pos1);
- wandermove = this.pos1 * 50;
- }
- else
- this.pos1 = normalize(this.velocity);
-
- dodgemove = dodgemove * vlen(this.velocity) * 5;
-
- newmove = swarmmove + reprellmove + wandermove + dodgemove;
- this.velocity = movelib_inertmove_byspeed(this, newmove,300,0.2,0.9);
- //this.velocity = movelib_inertmove(this, dodgemove,0.65);
-
- this.velocity = movelib_dragvec(this, 0.01,0.6);
-
- this.angles = vectoangles(this.velocity);
-
- if(this.health <= 0)
- flocker_die(this);
- else
- this.nextthink = time + 0.1;
-}
-
-MODEL(FLOCKER, "models/turrets/rocket.md3");
-
-void spawn_flocker(entity this)
-{
- entity flocker = new(flocker);
-
- setorigin(flocker, this.origin + '0 0 32');
- setmodel (flocker, MDL_FLOCKER);
- setsize (flocker, '-3 -3 -3', '3 3 3');
-
- flocker.flock_id = this.flock_id;
- flocker.owner = this;
- setthink(flocker, flocker_think);
- flocker.nextthink = time + random() * 5;
- PROJECTILE_MAKETRIGGER(flocker);
- set_movetype(flocker, MOVETYPE_BOUNCEMISSILE);
- flocker.effects = EF_LOWPRECISION;
- flocker.velocity = randomvec() * 300;
- flocker.angles = vectoangles(flocker.velocity);
- flocker.health = 10;
- flocker.pos1 = normalize(flocker.velocity + randomvec() * 0.1);
-
- IL_PUSH(g_flockers, flocker);
-
- this.cnt = this.cnt -1;
-
-}
-
-void flockerspawn_think(entity this)
-{
- if(this.cnt > 0)
- spawn_flocker(this);
-
- this.nextthink = time + this.delay;
-
-}
-
-void flocker_hunter_think(entity this)
-{
- vector dodgemove,attractmove,newmove;
- entity ee;
-
- this.angles_x = this.angles.x * -1;
- makevectors(this.angles);
- this.angles_x = this.angles.x * -1;
-
- if(this.enemy)
- if(vdist(this.enemy.origin - this.origin, <, 64))
- {
- ee = this.enemy;
- ee.health = -1;
- this.enemy = NULL;
-
- }
-
- if(!this.enemy)
- {
- IL_EACH(g_flockers, it.flock_id == this.flock_id,
- {
- if(it == this.owner || it == ee)
- continue;
-
- if(!this.enemy || vlen2(this.origin - it.origin) > vlen2(this.origin - this.enemy.origin))
- this.enemy = it;
- });
- }
-
- if(this.enemy)
- attractmove = steerlib_attract(this, this.enemy.origin+this.enemy.velocity * 0.1,5000) * 1250;
- else
- attractmove = normalize(this.velocity) * 200;
-
- dodgemove = steerlib_traceavoid(this, 0.35,1500) * vlen(this.velocity);
-
- newmove = dodgemove + attractmove;
- this.velocity = movelib_inertmove_byspeed(this, newmove,1250,0.3,0.7);
- this.velocity = movelib_dragvec(this, 0.01,0.5);
-
- this.angles = vectoangles(this.velocity);
- this.nextthink = time + 0.1;
-}
-
-
-float globflockcnt;
-spawnfunc(flockerspawn)
-{
- ++globflockcnt;
-
- if(!this.cnt) this.cnt = 20;
- if(!this.delay) this.delay = 0.25;
- if(!this.flock_id) this.flock_id = globflockcnt;
-
- setthink(this, flockerspawn_think);
- this.nextthink = time + 0.25;
-
- this.enemy = new(FLock Hunter);
-
- setmodel(this.enemy, MDL_FLOCKER);
- setorigin(this.enemy, this.origin + '0 0 768' + (randomvec() * 128));
-
- this.enemy.scale = 3;
- this.enemy.effects = EF_LOWPRECISION;
- set_movetype(this.enemy, MOVETYPE_BOUNCEMISSILE);
- PROJECTILE_MAKETRIGGER(this.enemy);
- setthink(this.enemy, flocker_hunter_think);
- this.enemy.nextthink = time + 10;
- this.enemy.flock_id = this.flock_id;
- this.enemy.owner = this;
-
- IL_PUSH(g_flockers, this);
- IL_PUSH(g_flockers, this.enemy);
-}
-#endif
-
-
-