4 #include "tesla_weapon.qh"
6 CLASS(TeslaCoil, Turret)
7 /* spawnflags */ ATTRIB(TeslaCoil, spawnflags, int, TUR_FLAG_HITSCAN | TUR_FLAG_PLAYER | TUR_FLAG_MISSILE);
8 /* mins */ ATTRIB(TeslaCoil, mins, vector, '-60 -60 0');
9 /* maxs */ ATTRIB(TeslaCoil, maxs, vector, '60 60 128');
10 /* modelname */ ATTRIB(TeslaCoil, mdl, string, "tesla_base.md3");
11 /* model */ ATTRIB_STRZONE(TeslaCoil, model, string, strcat("models/turrets/", this.mdl));
12 /* head_model */ ATTRIB_STRZONE(TeslaCoil, head_model, string, strcat("models/turrets/", "tesla_head.md3"));
13 /* netname */ ATTRIB(TeslaCoil, netname, string, "tesla");
14 /* fullname */ ATTRIB(TeslaCoil, turret_name, string, _("Tesla Coil"));
15 ATTRIB(TeslaCoil, m_weapon, Weapon, WEP_TESLA);
17 REGISTER_TURRET(TESLA, NEW(TeslaCoil));
25 spawnfunc(turret_tesla) { if (!turret_initialize(this, TUR_TESLA)) delete(this); }
27 METHOD(TeslaCoil, tr_think, void(TeslaCoil thistur, entity it))
31 it.tur_head.avelocity = '0 0 0';
35 if(it.ammo < it.shot_dmg)
37 it.tur_head.avelocity = '0 45 0' * (it.ammo / it.shot_dmg);
41 it.tur_head.avelocity = '0 180 0' * (it.ammo / it.shot_dmg);
43 if(it.attack_finished_single[0] > time)
47 f = (it.ammo / it.ammo_max);
51 te_csqc_lightningarc(it.tur_shotorg,it.tur_shotorg + (randomvec() * 350));
55 bool turret_tesla_firecheck(entity this);
56 METHOD(TeslaCoil, tr_setup, void(TeslaCoil this, entity it))
58 it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
59 TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
61 it.turret_firecheckfunc = turret_tesla_firecheck;
62 it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
63 TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
65 it.firecheck_flags = TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AMMO_OWN;
66 it.shoot_flags = TFL_SHOOT_CUSTOM;
67 it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
68 it.aim_flags = TFL_AIM_NO;
69 it.track_flags = TFL_TRACK_NO;
72 bool turret_tesla_firecheck(entity this)
74 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
75 float do_target_scan = 0;
77 if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
80 // Old target (if any) invalid?
81 if(this.target_validate_time < time)
82 if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
85 this.target_validate_time = time + 0.5;
89 // But never more often then g_turrets_targetscan_mindelay!
90 if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
95 this.enemy = turret_select_target(this);
96 this.target_select_time = time;
99 if(!turret_firecheck(this))