1 #define cvar_base "g_turrets_unit_"
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4 float turret_customizeentityforclient()
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8 float Turret_SendEntity(entity to, float sf)
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11 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
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12 WriteCoord(MSG_ENTITY, self.tur_head.angles_x);
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13 WriteCoord(MSG_ENTITY, self.tur_head.angles_y);
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14 WriteByte(MSG_ENTITY, self.tur_head.frame);
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16 //WriteCoord(MSG_ENTITY, self.tur_head.angles_z);
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22 void load_unit_settings(entity ent,string unitname,float is_reload)
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26 // dprint("Reloading turret ",e_turret.netname,"\n");
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31 if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
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32 if not (ent.turret_scale_range) ent.turret_scale_range = 1;
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33 if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
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34 if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
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35 if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
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36 if not (ent.turret_scale_health) ent.turret_scale_health = 1;
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37 if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
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39 sbase = strcat(cvar_base,unitname);
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43 ent.tur_head.avelocity = '0 0 0';
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45 ent.tur_head.angles = '0 0 0';
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48 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
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49 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
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51 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
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52 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
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53 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
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54 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
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55 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
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56 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
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57 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
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58 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
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60 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
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61 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
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62 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
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63 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
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65 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
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66 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
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67 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
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68 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
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69 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
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71 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
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72 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
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74 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
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75 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
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76 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
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77 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
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79 ent.track_type = cvar(strcat(sbase,"_track_type"));
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80 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
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81 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
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82 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
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85 if(ent.turret_respawnhook)
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86 ent.turret_respawnhook();
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91 float turret_stdproc_true()
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96 float turret_stdproc_false()
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102 void turret_stdproc_nothing()
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109 ** updates enemy distances, predicted impact point/time
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110 ** and updated aim<->predict impact distance.
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112 void turret_do_updates(entity t_turret)
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114 vector enemy_pos,oldpos;
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120 enemy_pos = real_origin(self.enemy);
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122 turret_tag_fire_update();
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124 self.tur_shotdir_updated = normalize(v_forward);
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126 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
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127 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
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129 if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
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131 oldpos = self.enemy.origin;
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132 setorigin(self.enemy,self.tur_aimpos);
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133 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
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134 setorigin(self.enemy,oldpos);
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136 if(trace_ent == self.enemy)
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137 self.tur_dist_impact_to_aimpos = 0;
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139 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);// - (vlen(self.enemy.maxs - self.enemy.mins)*0.5);
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141 self.tur_impactent = trace_ent;
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142 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
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146 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
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147 //traceline(self.tur_shotorg, self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
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149 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins)*0.5);
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150 self.tur_impactent = trace_ent;
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151 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
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158 vector turret_fovsearch_pingpong()
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161 if(self.phase < time)
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163 if( self.tur_head.phase )
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164 self.tur_head.phase = 0;
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166 self.tur_head.phase = 1;
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167 self.phase = time + 5;
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170 if( self.tur_head.phase)
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171 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
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173 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
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178 vector turret_fovsearch_steprot()
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183 wish_angle = self.tur_head.angles;
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184 wish_angle_x = self.idle_aim_x;
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186 if (self.phase < time)
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188 //rot_add = self.aim_maxrot / self.target_select_fov;
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189 wish_angle_y += (self.target_select_fov * 2);
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191 if(wish_angle_y > 360)
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192 wish_angle_y = wish_angle_y - 360;
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194 self.phase = time + 1.5;
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200 vector turret_fovsearch_random()
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204 if (self.phase < time)
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206 wish_angle_y = random() * self.aim_maxrot;
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208 wish_angle_y *= -1;
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210 wish_angle_x = random() * self.aim_maxpitch;
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212 wish_angle_x *= -1;
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214 self.phase = time + 5;
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216 self.tur_aimpos = wish_angle;
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219 return self.idle_aim + self.tur_aimpos;
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224 ** Handles head rotation according to
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225 ** the units .track_type and .track_flags
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227 //.entity aim_mark;
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228 void turret_stdproc_track()
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230 vector target_angle; // This is where we want to aim
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231 vector move_angle; // This is where we can aim
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234 if (self.track_flags == TFL_TRACK_NO)
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237 if not (self.tur_active)
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238 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
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239 else if (self.enemy == world)
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241 if(time > self.lip)
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242 target_angle = self.idle_aim + self.angles;
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244 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
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248 // Find the direction
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249 target_angle = normalize(self.tur_aimpos - self.tur_shotorg);
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250 target_angle = vectoangles(target_angle); // And make a angle
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253 self.tur_head.angles_x = safeangle(self.tur_head.angles_x);
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254 self.tur_head.angles_y = safeangle(self.tur_head.angles_y);
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256 // Find the diffrence between where we currently aim and where we want to aim
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257 move_angle = target_angle - (self.angles + self.tur_head.angles);
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258 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
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263 switch(self.track_type)
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265 case TFL_TRACKTYPE_STEPMOTOR:
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266 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
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267 if (self.track_flags & TFL_TRACK_PITCH)
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269 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
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270 if(self.tur_head.angles_x > self.aim_maxpitch)
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271 self.tur_head.angles_x = self.aim_maxpitch;
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273 if(self.tur_head.angles_x < -self.aim_maxpitch)
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274 self.tur_head.angles_x = self.aim_maxpitch;
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277 if (self.track_flags & TFL_TRACK_ROT)
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279 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
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280 if(self.tur_head.angles_y > self.aim_maxrot)
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281 self.tur_head.angles_y = self.aim_maxrot;
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283 if(self.tur_head.angles_y < -self.aim_maxrot)
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284 self.tur_head.angles_y = self.aim_maxrot;
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289 case TFL_TRACKTYPE_FLUIDINERTIA:
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290 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
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291 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
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292 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
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293 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
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296 case TFL_TRACKTYPE_FLUIDPRECISE:
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298 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
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299 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
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305 if (self.track_flags & TFL_TRACK_PITCH)
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307 self.tur_head.avelocity_x = move_angle_x;
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308 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
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310 self.tur_head.avelocity_x = 0;
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311 self.tur_head.angles_x = self.aim_maxpitch;
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313 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
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315 self.tur_head.avelocity_x = 0;
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316 self.tur_head.angles_x = self.aim_maxpitch;
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322 if (self.track_flags & TFL_TRACK_ROT)
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324 self.tur_head.avelocity_y = move_angle_y;
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326 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
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328 self.tur_head.avelocity_y = 0;
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329 self.tur_head.angles_y = self.aim_maxrot;
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332 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
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334 self.tur_head.avelocity_y = 0;
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335 self.tur_head.angles_y = self.aim_maxrot;
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345 - = not implemented
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348 + TFL_FIRECHECK_WORLD
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349 + TFL_FIRECHECK_DEAD
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350 + TFL_FIRECHECK_DISTANCES
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351 - TFL_FIRECHECK_LOS
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352 + TFL_FIRECHECK_AIMDIST
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353 + TFL_FIRECHECK_REALDIST
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354 - TFL_FIRECHECK_ANGLEDIST
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355 - TFL_FIRECHECK_TEAMCECK
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356 + TFL_FIRECHECK_AFF
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357 + TFL_FIRECHECK_OWM_AMMO
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358 + TFL_FIRECHECK_OTHER_AMMO
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359 + TFL_FIRECHECK_REFIRE
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363 ** Preforms pre-fire checks based on the uints firecheck_flags
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365 float turret_stdproc_firecheck()
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367 // This one just dont care =)
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368 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
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371 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
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372 if (self.attack_finished_single >= time) return 0;
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374 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
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375 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
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376 if not (self.volly_counter == self.shot_volly)
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379 // Lack of zombies makes shooting dead things unnecessary :P
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380 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
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381 if (self.enemy.deadflag != DEAD_NO)
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384 // Plz stop killing the world!
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385 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
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386 if (self.enemy == world)
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390 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
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391 if (self.ammo < self.shot_dmg)
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394 // Other's ammo? (support-supply units)
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395 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
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396 if (self.enemy.ammo >= self.enemy.ammo_max)
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399 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
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401 // Not close enougth?
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402 //if (self.tur_dist_aimpos > self.target_range_fire) return 0;
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405 if (self.tur_dist_aimpos < self.target_range_min)
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409 // Try to avoid FF?
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410 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
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411 if (self.tur_impactent.team == self.team)
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414 // aim<->predicted impact
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415 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
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416 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
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419 //if (self.tur_impactent != self.enemy)
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422 if (self.shot_volly > 1)
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423 if (self.volly_counter == self.shot_volly)
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424 if (self.ammo < (self.shot_dmg * self.shot_volly))
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427 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
\r
428 if(self.tur_impactent != self.enemy)
\r
435 + TFL_TARGETSELECT_NO
\r
436 + TFL_TARGETSELECT_LOS
\r
437 + TFL_TARGETSELECT_PLAYERS
\r
438 + TFL_TARGETSELECT_MISSILES
\r
439 - TFL_TARGETSELECT_TRIGGERTARGET
\r
440 + TFL_TARGETSELECT_ANGLELIMITS
\r
441 + TFL_TARGETSELECT_RANGELIMTS
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442 + TFL_TARGETSELECT_TEAMCHECK
\r
443 - TFL_TARGETSELECT_NOBUILTIN
\r
444 + TFL_TARGETSELECT_OWNTEAM
\r
448 ** Evaluate a entity for target valitity based on validate_flags
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449 ** NOTE: the caller must check takedamage before calling this, to inline this check.
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451 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
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455 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
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458 if(e_target.owner == e_turret)
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461 if not(checkpvs(e_target.origin, e_turret))
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467 if(e_target.stat_eaten) // don't shoot someone in the belly
\r
471 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
\r
474 if (validate_flags & TFL_TARGETSELECT_NO)
\r
477 // If only this was used more..
\r
478 if (e_target.flags & FL_NOTARGET)
\r
482 if (e_target.health < 0)
\r
486 if (e_target.flags & FL_CLIENT)
\r
488 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
\r
491 if (e_target.deadflag != DEAD_NO)
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496 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
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497 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
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498 if(e_target.team != e_turret.team) // Dont break support units.
\r
502 if (e_target.flags & FL_PROJECTILE)
\r
503 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
\r
506 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
\r
507 if not (e_target.flags & FL_PROJECTILE)
\r
511 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
\r
513 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
\r
515 if (e_target.team != e_turret.team)
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518 if (e_turret.team != e_target.owner.team)
\r
523 if (e_target.team == e_turret.team)
\r
526 if (e_turret.team == e_target.owner.team)
\r
532 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
\r
533 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
\r
535 if (tvt_dist < e_turret.target_range_min)
\r
538 if (tvt_dist > e_turret.target_range)
\r
542 // Can we even aim this thing?
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543 tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target);
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544 //tvt_thadv = angleofs(e_turret.angles,e_target);
\r
548 tvt_tadv = shortangle_vxy(angleofs(e_turret,e_target),e_turret.angles);
\r
549 tvt_thadf = vlen(tvt_thadv);
\r
550 tvt_tadf = vlen(tvt_tadv);
\r
553 if(validate_flags & TFL_TARGETSELECT_FOV)
\r
555 if(e_turret.target_select_fov < tvt_thadf)
\r
560 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
\r
562 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
\r
565 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
\r
570 if (validate_flags & TFL_TARGETSELECT_LOS)
\r
572 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
\r
573 traceline(e_turret.tur_shotorg,v_tmp,0,e_turret);
\r
575 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
\r
579 if (e_target.classname == "grabber")
\r
583 if (e_target.classname == "func_button")
\r
587 // Don't attack in RPG if this is not allowed
\r
588 if(cvar("g_rpg") && !cvar("g_rpg_turretattack"))
\r
591 #ifdef TURRET_DEBUG_TARGETSELECT
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592 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
\r
598 entity turret_select_target()
\r
600 entity e; // target looper entity
\r
601 float score; // target looper entity score
\r
602 entity e_enemy; // currently best scoreing target
\r
603 float m_score; // currently best scoreing target's score
\r
608 if(self.enemy.takedamage)
\r
609 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
\r
611 e_enemy = self.enemy;
\r
612 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
\r
615 self.enemy = world;
\r
617 e = findradius(self.origin,self.target_range);
\r
619 // Nothing to aim at?
\r
620 if (!e) return world;
\r
626 f = turret_validate_target(self,e,self.target_select_flags);
\r
629 score = self.turret_score_target(self,e);
\r
630 if ((score > m_score) && (score > 0))
\r
643 void turret_think()
\r
647 self.nextthink = time + self.ticrate;
\r
649 // ONS uses somewhat backwards linking.
\r
652 if not (g_onslaught)
\r
655 e = find(world,targetname,self.target);
\r
657 self.team = e.team;
\r
660 if (self.team != self.tur_head.team)
\r
661 turret_stdproc_respawn();
\r
664 #ifdef TURRET_DEBUG
\r
665 if (self.tur_dbg_tmr1 < time)
\r
667 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
\r
668 paint_target(self,256,self.tur_dbg_rvec,0.9);
\r
669 self.tur_dbg_tmr1 = time + 1;
\r
674 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
\r
675 if (self.ammo < self.ammo_max)
\r
676 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
\r
679 // Inactive turrets needs to run the think loop,
\r
680 // So they can handle animation and wake up if need be.
\r
681 if not (self.tur_active)
\r
683 turret_stdproc_track();
\r
687 //This is just wrong :| and unlikely to ever happen.
\r
689 if(self.deadflag != DEAD_NO)
\r
691 dprint("WARNING: dead turret running the think function!\n");
\r
696 // This is typicaly used for zaping every target in range
\r
697 // turret_fusionreactor uses this to recharge friendlys.
\r
698 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
\r
700 // Do a self.turret_fire for every valid target.
\r
701 e = findradius(self.origin,self.target_range);
\r
706 if (turret_validate_target(self,e,self.target_validate_flags))
\r
710 turret_do_updates(self);
\r
712 if (self.turret_firecheckfunc())
\r
719 self.enemy = world;
\r
721 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
\r
723 // This one is doing something.. oddball. assume its handles what needs to be handled.
\r
726 if not(self.aim_flags & TFL_AIM_NO)
\r
727 self.tur_aimpos = turret_stdproc_aim_generic();
\r
730 if not(self.track_flags & TFL_TRACK_NO)
\r
731 turret_stdproc_track();
\r
733 turret_do_updates(self);
\r
736 if (self.turret_firecheckfunc())
\r
741 // Special case for volly always. if it fired once it must compleate the volly.
\r
742 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
\r
743 if(self.volly_counter != self.shot_volly)
\r
745 // Predict or whatnot
\r
746 if not(self.aim_flags & TFL_AIM_NO)
\r
747 self.tur_aimpos = turret_stdproc_aim_generic();
\r
750 if not(self.track_flags & TFL_TRACK_NO)
\r
751 turret_stdproc_track();
\r
753 turret_do_updates(self);
\r
756 if (self.turret_firecheckfunc() != 0)
\r
759 if(self.turret_postthink)
\r
760 self.turret_postthink();
\r
765 // Check if we have a vailid enemy, and try to find one if we dont.
\r
767 // g_turrets_targetscan_maxdelay forces a target re-scan this often
\r
768 float do_target_scan;
\r
769 if((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
\r
770 do_target_scan = 1;
\r
772 // Old target (if any) invalid?
\r
773 if (turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0)
\r
774 do_target_scan = 1;
\r
776 // But never more often then g_turrets_targetscan_mindelay!
\r
777 if (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
\r
778 do_target_scan = 0;
\r
782 self.enemy = turret_select_target();
\r
783 self.target_select_time = time;
\r
786 // No target, just go to idle, do any custom stuff and bail.
\r
787 if (self.enemy == world)
\r
790 if not(self.track_flags & TFL_TRACK_NO)
\r
791 turret_stdproc_track();
\r
793 // do any per-turret stuff
\r
794 if(self.turret_postthink)
\r
795 self.turret_postthink();
\r
801 self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
\r
804 if not(self.aim_flags & TFL_AIM_NO)
\r
805 self.tur_aimpos = turret_stdproc_aim_generic();
\r
808 if not(self.track_flags & TFL_TRACK_NO)
\r
809 turret_stdproc_track();
\r
811 turret_do_updates(self);
\r
814 if (self.turret_firecheckfunc())
\r
818 // do any per-turret stuff
\r
819 if(self.turret_postthink)
\r
820 self.turret_postthink();
\r
825 if (cvar("g_turrets_nofire") != 0)
\r
829 // unlikely to ever happen.
\r
830 if (self.deadflag != DEAD_NO)
\r
833 if not (self.tur_active)
\r
837 self.turret_firefunc();
\r
839 self.attack_finished_single = time + self.shot_refire;
\r
840 self.ammo -= self.shot_dmg;
\r
841 self.volly_counter = self.volly_counter - 1;
\r
843 if (self.volly_counter <= 0)
\r
845 self.volly_counter = self.shot_volly;
\r
847 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
\r
848 self.enemy = world;
\r
850 if (self.shot_volly > 1)
\r
851 self.attack_finished_single = time + self.shot_volly_refire;
\r
854 #ifdef TURRET_DEBUG
\r
855 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
\r
859 void turret_stdproc_fire()
\r
861 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
\r
865 When .used a turret switch team to activator.team.
\r
866 If activator is world, the turrets goes inactive.
\r
868 void turret_stdproc_use()
\r
870 dprint("Turret ",self.netname, " used by ",activator.classname,"\n");
\r
872 self.team = activator.team;
\r
875 self.tur_active = 0;
\r
877 self.tur_active = 1;
\r
883 //Net_LinkEntity(self, FALSE, 0, Turret_SendEntity);
\r
884 self.think = turret_think;
\r
885 self.nextthink = time;
\r
888 void turrets_manager_think()
\r
890 self.nextthink = time + 1;
\r
893 if (cvar("g_turrets_reloadcvars") == 1)
\r
895 e = nextent(world);
\r
898 if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
\r
900 load_unit_settings(e,e.cvar_basename,1);
\r
901 if(e.turret_postthink)
\r
902 e.turret_postthink();
\r
907 cvar_set("g_turrets_reloadcvars","0");
\r
912 * Standard turret initialization. use this!
\r
913 * (unless you have a very good reason not to)
\r
914 * if the return value is 0, the turret should be removed.
\r
916 float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head)
\r
920 // Are turrets allowed atm?
\r
921 if (cvar("g_turrets") == 0)
\r
925 e = find(world, classname, "turret_manager");
\r
930 setorigin(e,'0 0 0');
\r
931 setmodel(e,"models/turrets/phaser.md3");
\r
933 v = gettaginfo(e,gettagindex(e,"tag_fire"));
\r
936 objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
\r
941 e.classname = "turret_manager";
\r
942 e.think = turrets_manager_think;
\r
943 e.nextthink = time + 2;
\r
948 dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
\r
952 // Terrainbase spawnflag. This puts a enlongated model
\r
953 // under the turret, so it looks ok on uneaven surfaces.
\r
954 if (self.spawnflags & TSF_TERRAINBASE)
\r
958 setmodel(tb,"models/turrets/terrainbase.md3");
\r
959 setorigin(tb,self.origin);
\r
960 tb.solid = SOLID_BBOX;
\r
963 self.cvar_basename = cvar_base_name;
\r
964 load_unit_settings(self,self.cvar_basename, 0);
\r
966 // Handle turret teams.
\r
967 if (cvar("g_assault") != 0)
\r
970 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
972 else if not (teamplay)
\r
973 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
974 else if(g_onslaught && self.targetname)
\r
976 e = find(world,target,self.targetname);
\r
979 self.team = e.team;
\r
983 else if(!self.team)
\r
984 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
987 * Try to guess some reasonaly defaults
\r
988 * for missing params and do sanety checks
\r
989 * thise checks could produce some "interesting" results
\r
990 * if it hits a glitch in my logic :P so try to set as mutch
\r
991 * as possible beforehand.
\r
993 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
994 if not (self.ticrate) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
\r
996 if not (self.ticrate) self.ticrate = 0.1; // 10 fps for normal turrets
\r
998 self.ticrate = bound(sys_frametime,self.ticrate,60); // keep it sane
\r
1001 if (self.netname == "")
\r
1002 self.netname = self.classname;
\r
1004 if not (self.respawntime)
\r
1005 self.respawntime = 60;
\r
1006 self.respawntime = max(-1,self.respawntime);
\r
1008 if not (self.health)
\r
1009 self.health = 1000;
\r
1010 self.tur_health = max(1,self.health);
\r
1012 if not (self.turrcaps_flags)
\r
1013 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
1015 if (!self.damage_flags)
\r
1016 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
1019 if not (self.shot_refire)
\r
1020 self.shot_refire = 1;
\r
1021 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
1023 if not (self.shot_dmg)
\r
1024 self.shot_dmg = self.shot_refire * 50;
\r
1025 self.shot_dmg = max(1,self.shot_dmg);
\r
1027 if not (self.shot_radius)
\r
1028 self.shot_radius = self.shot_dmg * 0.5;
\r
1029 self.shot_radius = max(1,self.shot_radius);
\r
1031 if not (self.shot_speed)
\r
1032 self.shot_speed = 2500;
\r
1033 self.shot_speed = max(1,self.shot_speed);
\r
1035 if not (self.shot_spread)
\r
1036 self.shot_spread = 0.0125;
\r
1037 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
1039 if not (self.shot_force)
\r
1040 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
1041 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
1043 if not (self.shot_volly)
\r
1044 self.shot_volly = 1;
\r
1045 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
1047 if not (self.shot_volly_refire)
\r
1048 self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
1049 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
1051 if not (self.firecheck_flags)
\r
1052 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
1053 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
1054 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
1057 if not (self.target_range)
\r
1058 self.target_range = self.shot_speed * 0.5;
\r
1059 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
1061 if not (self.target_range_min)
\r
1062 self.target_range_min = self.shot_radius * 2;
\r
1063 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
1065 //if (!self.target_range_fire)
\r
1066 // self.target_range_fire = self.target_range * 0.8;
\r
1067 //self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
1069 if not (self.target_range_optimal)
\r
1070 self.target_range_optimal = self.target_range * 0.5;
\r
1071 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
1075 if not (self.aim_maxrot)
\r
1076 self.aim_maxrot = 90;
\r
1077 self.aim_maxrot = bound(0,self.aim_maxrot,360);
\r
1079 if not (self.aim_maxpitch)
\r
1080 self.aim_maxpitch = 20;
\r
1081 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
1083 if not (self.aim_speed)
\r
1084 self.aim_speed = 36;
\r
1085 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1087 if not (self.aim_firetolerance_dist)
\r
1088 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
1089 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
1091 if not (self.aim_flags)
\r
1093 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
\r
1094 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
\r
1095 self.aim_flags |= TFL_AIM_GROUND2;
\r
1098 // Sill the most tested (and aim-effective)
\r
1099 if not (self.track_type)
\r
1100 self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
1102 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
1104 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
\r
1105 // Can inmapt aim preformance alot.
\r
1106 // needs a bit diffrent aimspeed
\r
1108 if not (self.aim_speed)
\r
1109 self.aim_speed = 180;
\r
1110 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1112 if not (self.track_accel_pitch)
\r
1113 self.track_accel_pitch = 0.5;
\r
1115 if not (self.track_accel_rot)
\r
1116 self.track_accel_rot = 0.5;
\r
1118 if not (self.track_blendrate)
\r
1119 self.track_blendrate = 0.35;
\r
1122 if (!self.track_flags)
\r
1123 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
1126 // Target selection stuff.
\r
1127 if not (self.target_select_rangebias)
\r
1128 self.target_select_rangebias = 1;
\r
1129 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
1131 if not (self.target_select_samebias)
\r
1132 self.target_select_samebias = 1;
\r
1133 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
1135 if not (self.target_select_anglebias)
\r
1136 self.target_select_anglebias = 1;
\r
1137 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
1139 if not (self.target_select_missilebias)
\r
1140 self.target_select_missilebias = -10;
\r
1142 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
1143 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
1145 if not (self.target_select_flags)
\r
1147 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
\r
1148 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
1150 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
1151 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
\r
1153 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
\r
1154 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
\r
1156 // self.target_select_flags = TFL_TARGETSELECT_NO;
\r
1159 self.target_validate_flags = self.target_select_flags;
\r
1163 if not (self.ammo_max)
\r
1164 self.ammo_max = self.shot_dmg * 10;
\r
1165 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
1167 if not (self.ammo)
\r
1168 self.ammo = self.shot_dmg * 5;
\r
1169 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
1171 if not (self.ammo_recharge)
\r
1172 self.ammo_recharge = self.shot_dmg * 0.5;
\r
1173 self.ammo_recharge = max(0,self.ammo_recharge);
\r
1175 // Convert the recharge from X per sec to X per ticrate
\r
1176 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
1178 if not (self.ammo_flags)
\r
1179 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
1182 if(self.spawnflags & TSL_NO_RESPAWN)
\r
1183 if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
\r
1184 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
\r
1186 // Offsets & origins
\r
1187 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
1189 // End of default & sanety checks, start building the turret.
\r
1191 // Spawn extra bits
\r
1192 self.tur_head = spawn();
\r
1193 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
1194 self.tur_head.team = self.team;
\r
1195 self.tur_head.owner = self;
\r
1197 setmodel(self,base);
\r
1198 setmodel(self.tur_head,head);
\r
1200 setsize(self,'-32 -32 0','32 32 64');
\r
1201 setsize(self.tur_head,'0 0 0','0 0 0');
\r
1203 setorigin(self.tur_head,'0 0 0');
\r
1204 setattachment(self.tur_head, self, "tag_head");
\r
1207 self.health = 150;
\r
1209 self.tur_health = self.health;
\r
1210 self.solid = SOLID_BBOX;
\r
1211 self.tur_head.solid = SOLID_NOT;
\r
1212 self.takedamage = DAMAGE_AIM;
\r
1213 self.tur_head.takedamage = DAMAGE_NO;
\r
1214 self.movetype = MOVETYPE_NOCLIP;
\r
1215 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
1218 if not (self.tur_defend)
\r
1219 if (self.target != "")
\r
1221 self.tur_defend = find(world, targetname, self.target);
\r
1222 if (self.tur_defend == world)
\r
1225 dprint("Turret has invalid defendpoint!\n");
\r
1229 // In target defend mode, aim on the spot to defend when idle.
\r
1230 if (self.tur_defend)
\r
1231 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
1233 self.idle_aim = '0 0 0';
\r
1236 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
1237 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
1239 // Attach stdprocs. override when and what needed
\r
1240 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
1242 self.turret_score_target = turret_stdproc_targetscore_support;
\r
1243 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1244 self.turret_firefunc = turret_stdproc_fire;
\r
1245 self.event_damage = turret_stdproc_damage;
\r
1249 self.turret_score_target = turret_stdproc_targetscore_generic;
\r
1250 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1251 self.turret_firefunc = turret_stdproc_fire;
\r
1252 self.event_damage = turret_stdproc_damage;
\r
1255 self.use = turret_stdproc_use;
\r
1256 self.bot_attack = TRUE;
\r
1258 // Initiate the main AI loop
\r
1260 self.think = turret_link;
\r
1262 self.think = turret_think;
\r
1265 self.nextthink = time + 1;
\r
1266 self.nextthink += turret_count * sys_frametime;
\r
1268 self.tur_head.team = self.team;
\r
1269 self.view_ofs = '0 0 0';
\r
1271 #ifdef TURRET_DEBUG
\r
1272 self.tur_dbg_start = self.nextthink;
\r
1273 while (vlen(self.tur_dbg_rvec) < 2)
\r
1274 self.tur_dbg_rvec = randomvec() * 4;
\r
1276 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
1277 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
1278 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
1282 self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
\r
1284 self.classname = "turret_main";
\r
1286 self.tur_active = 1;
\r
1288 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
\r
1289 if (g_onslaught && ee)
\r