2 * Return a angle within +/- 360.
4 float anglemods(float v)
6 v = v - 360 * floor(v / 360);
17 * Return the short angle
19 float shortangle_f(float ang1, float ang2)
35 vector shortangle_v(vector ang1, vector ang2)
39 vtmp_x = shortangle_f(ang1_x,ang2_x);
40 vtmp_y = shortangle_f(ang1_y,ang2_y);
41 vtmp_z = shortangle_f(ang1_z,ang2_z);
46 vector shortangle_vxy(vector ang1, vector ang2)
48 vector vtmp = '0 0 0';
50 vtmp_x = shortangle_f(ang1_x,ang2_x);
51 vtmp_y = shortangle_f(ang1_y,ang2_y);
58 * Get "real" origin, in worldspace, even if ent is attached to something else.
60 vector real_origin(entity ent)
63 vector v = ((ent.absmin + ent.absmax) * 0.5);
68 v = v + ((e.absmin + e.absmax) * 0.5);
76 * Return the angle between two enteties
78 vector angleofs(entity from, entity to)
82 v_res = normalize(to.origin - from.origin);
83 v_res = vectoangles(v_res);
84 v_res = v_res - from.angles;
86 if (v_res_x < 0) v_res_x += 360;
87 if (v_res_x > 180) v_res_x -= 360;
89 if (v_res_y < 0) v_res_y += 360;
90 if (v_res_y > 180) v_res_y -= 360;
95 vector angleofs3(vector from, vector from_a, entity to)
99 v_res = normalize(to.origin - from);
100 v_res = vectoangles(v_res);
101 v_res = v_res - from_a;
103 if (v_res_x < 0) v_res_x += 360;
104 if (v_res_x > 180) v_res_x -= 360;
106 if (v_res_y < 0) v_res_y += 360;
107 if (v_res_y > 180) v_res_y -= 360;
113 * Update self.tur_shotorg by getting up2date bone info
114 * NOTICE this func overwrites the global v_forward, v_right and v_up vectors.
116 float turret_tag_fire_update()
120 error("Call to turret_tag_fire_update with self.tur_head missing!\n");
121 self.tur_shotorg = '0 0 0';
125 self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
126 v_forward = normalize(v_forward);
132 * Railgun-like beam, but has thickness and suppots slowing of target
134 void FireImoBeam (vector start, vector end, vector smin, vector smax,
135 float bforce, float f_dmg, float f_velfactor, int deathtype)
138 vector hitloc, force, endpoint, dir;
141 dir = normalize(end - start);
142 force = dir * bforce;
144 // go a little bit into the wall because we need to hit this wall later
147 // trace multiple times until we hit a wall, each obstacle will be made unsolid.
148 // note down which entities were hit so we can damage them later
151 tracebox(start, smin, smax, end, false, self);
153 // if it is world we can't hurt it so stop now
154 if (trace_ent == world || trace_fraction == 1)
157 if (trace_ent.solid == SOLID_BSP)
160 // make the entity non-solid so we can hit the next one
161 trace_ent.railgunhit = true;
162 trace_ent.railgunhitloc = end;
163 trace_ent.railgunhitsolidbackup = trace_ent.solid;
165 // stop if this is a wall
167 // make the entity non-solid
168 trace_ent.solid = SOLID_NOT;
171 endpoint = trace_endpos;
173 // find all the entities the railgun hit and restore their solid state
174 ent = findfloat(world, railgunhit, true);
177 // restore their solid type
178 ent.solid = ent.railgunhitsolidbackup;
179 ent = findfloat(ent, railgunhit, true);
182 // find all the entities the railgun hit and hurt them
183 ent = findfloat(world, railgunhit, true);
186 // get the details we need to call the damage function
187 hitloc = ent.railgunhitloc;
188 ent.railgunhitloc = '0 0 0';
189 ent.railgunhitsolidbackup = SOLID_NOT;
190 ent.railgunhit = false;
195 Damage (ent, self, self, f_dmg, deathtype, hitloc, force);
196 ent.velocity = ent.velocity * f_velfactor;
197 //ent.alpha = 0.25 + random() * 0.75;
200 // advance to the next entity
201 ent = findfloat(ent, railgunhit, true);
203 trace_endpos = endpoint;
212 self.think = SUB_Remove;
213 self.nextthink = time;
221 self.nextthink = time;
224 void mark_error(vector where,float lifetime)
226 entity err = new(error_marker);
227 setmodel(err, MDL_MARKER);
228 setorigin(err,where);
229 err.movetype = MOVETYPE_NONE;
230 err.think = marker_think;
231 err.nextthink = time;
234 err.cnt = lifetime + time;
237 void mark_info(vector where,float lifetime)
239 entity err = spawn(info_marker);
240 setmodel(err, MDL_MARKER);
241 setorigin(err,where);
242 err.movetype = MOVETYPE_NONE;
243 err.think = marker_think;
244 err.nextthink = time;
247 err.cnt = lifetime + time;
250 entity mark_misc(vector where,float lifetime)
252 entity err = spawn(mark_misc);
253 setmodel(err, MDL_MARKER);
254 setorigin(err,where);
255 err.movetype = MOVETYPE_NONE;
256 err.think = marker_think;
257 err.nextthink = time;
260 err.cnt = lifetime + time;
264 MODEL(TUR_C512, "models/turrets/c512.md3");
267 * Paint a v_color colord circle on target onwho
268 * that fades away over f_time
270 void paint_target(entity onwho, float f_size, vector v_color, float f_time)
275 setmodel(e, MDL_TUR_C512); // precision set above
276 e.scale = (f_size/512);
277 //setsize(e, '0 0 0', '0 0 0');
278 //setattachment(e,onwho,"");
279 setorigin(e,onwho.origin + '0 0 1');
281 e.movetype = MOVETYPE_FLY;
283 e.velocity = (v_color * 32); // + '0 0 1' * 64;
285 e.colormod = v_color;
286 SUB_SetFade(e,time,f_time);
289 void paint_target2(entity onwho, float f_size, vector v_color, float f_time)
294 setmodel(e, MDL_TUR_C512); // precision set above
295 e.scale = (f_size/512);
296 setsize(e, '0 0 0', '0 0 0');
298 setorigin(e,onwho.origin + '0 0 1');
300 e.movetype = MOVETYPE_FLY;
302 e.velocity = (v_color * 32); // + '0 0 1' * 64;
303 e.avelocity_x = -128;
305 e.colormod = v_color;
306 SUB_SetFade(e,time,f_time);
309 void paint_target3(vector where, float f_size, vector v_color, float f_time)
313 setmodel(e, MDL_TUR_C512); // precision set above
314 e.scale = (f_size/512);
315 setsize(e, '0 0 0', '0 0 0');
316 setorigin(e,where+ '0 0 1');
317 e.movetype = MOVETYPE_NONE;
318 e.velocity = '0 0 0';
319 e.colormod = v_color;
320 SUB_SetFade(e,time,f_time);