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 (cvar("g_turrets_reloadcvars"))
15 if (!self.shot_speed_max) self.shot_speed_max = cvar("g_turrets_unit_hellion_std_shot_speed_max");
16 if (!self.shot_speed_gain) self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");
19 if (self.tur_head.frame != 0)
20 self.tur_head.frame = self.tur_head.frame + 1;
22 if (self.tur_head.frame > 7)
23 self.tur_head.frame = 0;
26 void turret_hellion_attack()
30 sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM);
33 //self.tur_shotorg_y = self.tur_shotorg_y * -1;
36 setorigin(missile, self.tur_shotorg);
37 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
39 missile.classname = "hellion_missile";
41 missile.bot_dodge = TRUE;
42 missile.bot_dodgerating = self.shot_dmg;
43 missile.takedamage = DAMAGE_YES;
44 missile.event_damage = turret_hellion_missile_damage;
45 missile.damageforcescale = 2;
47 missile.enemy = self.enemy;
48 missile.think = turret_hellion_missile_think;
49 missile.nextthink = time;// + 0.2;
50 missile.solid = SOLID_BBOX;
51 missile.movetype = MOVETYPE_FLY;
52 missile.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
53 missile.angles = vectoangles(missile.velocity);
54 missile.touch = turret_hellion_missile_explode;
55 missile.flags = FL_PROJECTILE;
56 missile.solid = SOLID_BBOX;
57 missile.tur_health = time + 9;
58 missile.tur_aimpos = randomvec() * 128;
59 te_explosion (missile.origin);
61 CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
63 if (self.tur_head.frame == 0)
64 self.tur_head.frame = self.tur_head.frame + 1;
68 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
70 self.health = self.health - damage;
71 self.velocity = self.velocity + vforce;
72 if (self.health <= 0) turret_hellion_missile_explode();
75 void turret_hellion_missile_think()
81 self.nextthink = time + 0.05;
83 olddir = normalize(self.velocity);
85 if(self.tur_health < time)
86 turret_hellion_missile_explode();
88 // Enemy dead? just keep on the current heading then.
89 if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
92 // Make sure we dont return to tracking a respawned player
96 self.angles = vectoangles(self.velocity);
98 if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
99 turret_hellion_missile_explode();
102 self.velocity = olddir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);
104 UpdateCSQCProjectile(self);
110 if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
111 turret_hellion_missile_explode();
113 // Predict enemy position
114 itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
115 pre_pos = self.enemy.origin + self.enemy.velocity * itime;
117 pre_pos = (pre_pos + self.enemy.origin) * 0.5;
119 // Find out the direction to that place
120 newdir = normalize(pre_pos - self.origin);
123 newdir = normalize(olddir + newdir * 0.35);
126 self.angles = vectoangles(self.velocity);
129 self.velocity = newdir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);
132 self.think = turret_hellion_missile_explode;
134 UpdateCSQCProjectile(self);
137 void turret_hellion_missile_explode()
142 if(self.event_damage != SUB_Null)
144 self.event_damage = SUB_Null;
145 self.think = turret_hellion_missile_explode;
146 self.nextthink = time;
150 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
151 org2 = findbetterlocation (self.origin, 16);
153 // LordHavoc: TE_TEI_BIGEXPLOSION
154 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
155 WriteByte (MSG_BROADCAST, 78);
156 WriteCoord (MSG_BROADCAST, org2_x);
157 WriteCoord (MSG_BROADCAST, org2_y);
158 WriteCoord (MSG_BROADCAST, org2_z);
160 //w_deathtypestring = "could not dodge the twin missiles.";
161 self.event_damage = SUB_Null;
162 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);
165 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
166 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
169 // Target dead, get another is still targeting the same.
170 if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
171 self.owner.enemy = world;
176 void turret_hellion_dinit()
178 if (self.netname == "") self.netname = "Hellion Missile Turret";
180 if not (self.shot_speed_max)
181 self.shot_speed_max = cvar("g_turrets_unit_hellion_std_shot_speed_max");
183 if not (self.shot_speed_gain)
184 self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");
186 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;
187 self.aim_flags = TFL_AIM_SIMPLE;
188 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK ;
189 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;
190 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
192 if (turret_stdproc_init("hellion_std",0,"models/turrets/base.md3","models/turrets/hellion.md3") == 0)
198 if (!turret_tag_fire_update())
199 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
201 self.turret_firefunc = turret_hellion_attack;
202 self.turret_postthink = turret_hellion_postthink;
205 /*QUAKED turret_hellion (0 .5 .8) ?
207 void spawnfunc_turret_hellion()
209 precache_model ("models/turrets/hellion.md3");
210 precache_model ("models/turrets/base.md3");
212 self.think = turret_hellion_dinit;
213 self.nextthink = time + 0.5;