2 .float shot_speed_gain;
4 void spawnfunc_turret_hellion();
5 void turret_hellion_dinit();
6 void turret_hellion_attack();
7 void turret_hellion_missile_explode();
8 void turret_hellion_missile_think();
9 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
11 void turret_hellion_postthink()
13 if (autocvar_g_turrets_reloadcvars)
15 if (!self.shot_speed_max) self.shot_speed_max = autocvar_g_turrets_unit_hellion_std_shot_speed_max;
16 if (!self.shot_speed_gain) self.shot_speed_gain = autocvar_g_turrets_unit_hellion_std_shot_speed_gain;
19 if (self.tur_head.frame != 0)
20 self.tur_head.frame += 1;
22 if (self.tur_head.frame >= 7)
23 self.tur_head.frame = 0;
26 void turret_hellion_attack()
30 if(self.tur_head.frame != 0)
31 self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
33 self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2"));
35 sound (self, CH_WEAPON_A, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM);
38 setorigin(missile, self.tur_shotorg);
39 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
41 missile.classname = "hellion_missile";
43 missile.bot_dodge = TRUE;
44 missile.bot_dodgerating = self.shot_dmg;
45 missile.takedamage = DAMAGE_YES;
46 missile.event_damage = turret_hellion_missile_damage;
47 missile.damageforcescale = 2;
49 missile.enemy = self.enemy;
50 missile.think = turret_hellion_missile_think;
51 missile.nextthink = time;// + 0.2;
52 missile.solid = SOLID_BBOX;
53 missile.movetype = MOVETYPE_FLY;
54 missile.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
55 missile.angles = vectoangles(missile.velocity);
56 missile.touch = turret_hellion_missile_explode;
57 missile.flags = FL_PROJECTILE;
58 missile.solid = SOLID_BBOX;
59 missile.tur_health = time + 9;
60 missile.tur_aimpos = randomvec() * 128;
61 te_explosion (missile.origin);
62 CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
64 self.tur_head.frame += 1;
67 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
69 self.health = self.health - damage;
70 self.velocity = self.velocity + vforce;
71 if (self.health <= 0) turret_hellion_missile_explode();
74 void turret_hellion_missile_think()
80 self.nextthink = time + 0.05;
82 olddir = normalize(self.velocity);
84 if(self.tur_health < time)
85 turret_hellion_missile_explode();
87 // Enemy dead? just keep on the current heading then.
88 if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
91 // Make sure we dont return to tracking a respawned player
95 self.angles = vectoangles(self.velocity);
97 if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
98 turret_hellion_missile_explode();
101 self.velocity = olddir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);
103 UpdateCSQCProjectile(self);
109 if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
110 turret_hellion_missile_explode();
112 // Predict enemy position
113 itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
114 pre_pos = self.enemy.origin + self.enemy.velocity * itime;
116 pre_pos = (pre_pos + self.enemy.origin) * 0.5;
118 // Find out the direction to that place
119 newdir = normalize(pre_pos - self.origin);
122 newdir = normalize(olddir + newdir * 0.35);
125 self.angles = vectoangles(self.velocity);
128 self.velocity = newdir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);
131 self.think = turret_hellion_missile_explode;
133 UpdateCSQCProjectile(self);
136 void turret_hellion_missile_explode()
140 if(self.event_damage != SUB_Null)
142 self.event_damage = SUB_Null;
143 self.think = turret_hellion_missile_explode;
144 self.nextthink = time;
148 self.event_damage = SUB_Null;
149 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET_HELLION, world);
152 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
153 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
156 // Target dead, get another is still targeting the same.
157 if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
158 self.owner.enemy = world;
163 void turret_hellion_dinit()
165 if (self.netname == "") self.netname = "Hellion Missile Turret";
167 if not (self.shot_speed_max)
168 self.shot_speed_max = autocvar_g_turrets_unit_hellion_std_shot_speed_max;
170 if not (self.shot_speed_gain)
171 self.shot_speed_gain = autocvar_g_turrets_unit_hellion_std_shot_speed_gain;
173 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;
174 self.aim_flags = TFL_AIM_SIMPLE;
175 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK ;
176 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_OWM_AMMO;
177 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
179 if (turret_stdproc_init("hellion_std", "models/turrets/base.md3", "models/turrets/hellion.md3", TID_HELLION) == 0)
185 self.turret_firefunc = turret_hellion_attack;
186 self.turret_postthink = turret_hellion_postthink;
189 /*QUAKED turret_hellion (0 .5 .8) ?
191 void spawnfunc_turret_hellion()
193 precache_model ("models/turrets/hellion.md3");
194 precache_model ("models/turrets/base.md3");
196 self.think = turret_hellion_dinit;
197 self.nextthink = time + 0.5;