-#ifndef TURRET_WALKER_H
-#define TURRET_WALKER_H
-
-//#define WALKER_FANCYPATHING
-
-#include "walker_weapon.qh"
-
-CLASS(WalkerTurret, Turret)
-/* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE);
-/* mins */ ATTRIB(WalkerTurret, mins, vector, '-70 -70 0');
-/* maxs */ ATTRIB(WalkerTurret, maxs, vector, '70 70 95');
-/* modelname */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3");
-/* model */ ATTRIB_STRZONE(WalkerTurret, model, string, strcat("models/turrets/", this.mdl));
-/* head_model */ ATTRIB_STRZONE(WalkerTurret, head_model, string, strcat("models/turrets/", "walker_head_minigun.md3"));
-/* netname */ ATTRIB(WalkerTurret, netname, string, "walker");
-/* fullname */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret"));
- ATTRIB(WalkerTurret, m_weapon, Weapon, WEP_WALKER);
-ENDCLASS(WalkerTurret)
-REGISTER_TURRET(WALKER, NEW(WalkerTurret));
-
-#endif
+#include "walker.qh"
#ifdef IMPLEMENTATION
.float animflag;
.float idletime;
-#define WALKER_PATH(s,e) pathlib_astar(s,e)
+#define WALKER_PATH(this, s, e) pathlib_astar(this, s, e)
-float walker_firecheck()
-{SELFPARAM();
- if (self.animflag == ANIM_MELEE)
- return 0;
+bool walker_firecheck(entity this)
+{
+ if (this.animflag == ANIM_MELEE)
+ return false;
- return turret_firecheck();
+ return turret_firecheck(this);
}
void walker_melee_do_dmg(entity this)
vector where;
entity e;
- makevectors(self.angles);
- where = self.origin + v_forward * 128;
+ makevectors(this.angles);
+ where = this.origin + v_forward * 128;
e = findradius(where,32);
while (e)
{
- if (turret_validate_target(self, e, self.target_validate_flags))
- if (e != self && e.owner != self)
- Damage(e, self, self, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE.m_id, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
+ if (turret_validate_target(this, e, this.target_validate_flags))
+ if (e != this && e.owner != this)
+ Damage(e, this, this, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE.m_id, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
e = e.chain;
}
void walker_setnoanim(entity this)
{
- turrets_setframe(ANIM_NO, false);
- self.animflag = self.frame;
+ turrets_setframe(this, ANIM_NO, false);
+ this.animflag = this.frame;
+}
+void walker_rocket_explode(entity this)
+{
+ RadiusDamage (this, this.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), this, NULL, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET.m_id, NULL);
+ delete (this);
}
-void walker_rocket_explode()
-{SELFPARAM();
- RadiusDamage (self, self.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), self, world, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET.m_id, world);
- remove (self);
+
+void walker_rocket_touch(entity this, entity toucher)
+{
+ walker_rocket_explode(this);
}
void walker_rocket_damage(entity this, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
this.velocity = this.velocity + vforce;
if (this.health <= 0)
- WITHSELF(this, W_PrepareExplosionByDamage(this.owner, walker_rocket_explode));
+ W_PrepareExplosionByDamage(this, this.owner, walker_rocket_explode);
}
-#define WALKER_ROCKET_MOVE movelib_move_simple(self, newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
-void walker_rocket_loop();
-void walker_rocket_think()
-{SELFPARAM();
+#define WALKER_ROCKET_MOVE(s) movelib_move_simple((s), newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(s)
+void walker_rocket_loop(entity this);
+void walker_rocket_think(entity this)
+{
vector newdir;
float edist;
float itime;
float m_speed;
- self.nextthink = time;
+ this.nextthink = time;
- edist = vlen(self.enemy.origin - self.origin);
+ edist = vlen(this.enemy.origin - this.origin);
// Simulate crude guidance
- if (self.cnt < time)
+ if (this.cnt < time)
{
if (edist < 1000)
- self.tur_shotorg = randomvec() * min(edist, 64);
+ this.tur_shotorg = randomvec() * min(edist, 64);
else
- self.tur_shotorg = randomvec() * min(edist, 256);
+ this.tur_shotorg = randomvec() * min(edist, 256);
- self.cnt = time + 0.5;
+ this.cnt = time + 0.5;
}
if (edist < 128)
- self.tur_shotorg = '0 0 0';
+ this.tur_shotorg = '0 0 0';
- if (self.max_health < time)
+ if (this.max_health < time)
{
- self.think = walker_rocket_explode;
- self.nextthink = time;
+ setthink(this, walker_rocket_explode);
+ this.nextthink = time;
return;
}
- if (self.shot_dmg != 1337 && random() < 0.01)
+ if (this.shot_dmg != 1337 && random() < 0.01)
{
- walker_rocket_loop();
+ walker_rocket_loop(this);
return;
}
- m_speed = vlen(self.velocity);
+ m_speed = vlen(this.velocity);
// Enemy dead? just keep on the current heading then.
- if (self.enemy == world || IS_DEAD(self.enemy))
- self.enemy = world;
+ if (this.enemy == NULL || IS_DEAD(this.enemy))
+ this.enemy = NULL;
- if (self.enemy)
+ if (this.enemy)
{
itime = max(edist / m_speed, 1);
- newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
+ newdir = steerlib_pull(this, this.enemy.origin + this.tur_shotorg);
}
else
- newdir = normalize(self.velocity);
+ newdir = normalize(this.velocity);
- WALKER_ROCKET_MOVE;
+ WALKER_ROCKET_MOVE(this);
}
-void walker_rocket_loop3()
-{SELFPARAM();
- vector newdir;
- self.nextthink = time;
+void walker_rocket_loop3(entity this)
+{
+ this.nextthink = time;
- if (self.max_health < time)
+ if (this.max_health < time)
{
- self.think = walker_rocket_explode;
+ setthink(this, walker_rocket_explode);
return;
}
- if(vdist(self.origin - self.tur_shotorg, <, 100))
+ if(vdist(this.origin - this.tur_shotorg, <, 100))
{
- self.think = walker_rocket_think;
+ setthink(this, walker_rocket_think);
return;
}
- newdir = steerlib_pull(self.tur_shotorg);
- WALKER_ROCKET_MOVE;
+ vector newdir = steerlib_pull(this, this.tur_shotorg);
+ WALKER_ROCKET_MOVE(this);
- self.angles = vectoangles(self.velocity);
+ this.angles = vectoangles(this.velocity);
}
-void walker_rocket_loop2()
-{SELFPARAM();
- vector newdir;
-
- self.nextthink = time;
+void walker_rocket_loop2(entity this)
+{
+ this.nextthink = time;
- if (self.max_health < time)
+ if (this.max_health < time)
{
- self.think = walker_rocket_explode;
+ setthink(this, walker_rocket_explode);
return;
}
- if(vdist(self.origin - self.tur_shotorg, <, 100))
+ if(vdist(this.origin - this.tur_shotorg, <, 100))
{
- self.tur_shotorg = self.origin - '0 0 200';
- self.think = walker_rocket_loop3;
+ this.tur_shotorg = this.origin - '0 0 200';
+ setthink(this, walker_rocket_loop3);
return;
}
- newdir = steerlib_pull(self.tur_shotorg);
- WALKER_ROCKET_MOVE;
+ vector newdir = steerlib_pull(this, this.tur_shotorg);
+ WALKER_ROCKET_MOVE(this);
}
-void walker_rocket_loop()
-{SELFPARAM();
- self.nextthink = time;
- self.tur_shotorg = self.origin + '0 0 300';
- self.think = walker_rocket_loop2;
- self.shot_dmg = 1337;
+void walker_rocket_loop(entity this)
+{
+ this.nextthink = time;
+ this.tur_shotorg = this.origin + '0 0 300';
+ setthink(this, walker_rocket_loop2);
+ this.shot_dmg = 1337;
}
-void walker_fire_rocket(vector org)
-{SELFPARAM();
- entity rocket;
-
- fixedmakevectors(self.angles);
+void walker_fire_rocket(entity this, vector org)
+{
+ fixedmakevectors(this.angles);
te_explosion (org);
- rocket = new(walker_rocket);
+ entity rocket = new(walker_rocket);
setorigin(rocket, org);
- sound (self, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
+ sound (this, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
- rocket.owner = self;
+ rocket.owner = this;
rocket.bot_dodge = true;
rocket.bot_dodgerating = 50;
rocket.takedamage = DAMAGE_YES;
rocket.health = 25;
rocket.tur_shotorg = randomvec() * 512;
rocket.cnt = time + 1;
- rocket.enemy = self.enemy;
+ rocket.enemy = this.enemy;
if (random() < 0.01)
- rocket.think = walker_rocket_loop;
+ setthink(rocket, walker_rocket_loop);
else
- rocket.think = walker_rocket_think;
+ setthink(rocket, walker_rocket_think);
rocket.event_damage = walker_rocket_damage;
rocket.nextthink = time;
- rocket.movetype = MOVETYPE_FLY;
+ set_movetype(rocket, MOVETYPE_FLY);
rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
rocket.angles = vectoangles(rocket.velocity);
- rocket.touch = walker_rocket_explode;
- rocket.flags = FL_PROJECTILE;
+ settouch(rocket, walker_rocket_touch);
+ rocket.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, rocket);
+ IL_PUSH(g_bot_dodge, rocket);
rocket.solid = SOLID_BBOX;
rocket.max_health = time + 9;
rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
.vector enemy_last_loc;
.float enemy_last_time;
-void walker_move_to(vector _target, float _dist)
-{SELFPARAM();
- switch (self.waterlevel)
+void walker_move_to(entity this, vector _target, float _dist)
+{
+ switch (this.waterlevel)
{
case WATERLEVEL_NONE:
if (_dist > 500)
- self.animflag = ANIM_RUN;
+ this.animflag = ANIM_RUN;
else
- self.animflag = ANIM_WALK;
+ this.animflag = ANIM_WALK;
case WATERLEVEL_WETFEET:
case WATERLEVEL_SWIMMING:
- if (self.animflag != ANIM_SWIM)
- self.animflag = ANIM_WALK;
+ if (this.animflag != ANIM_SWIM)
+ this.animflag = ANIM_WALK;
else
- self.animflag = ANIM_SWIM;
+ this.animflag = ANIM_SWIM;
break;
case WATERLEVEL_SUBMERGED:
- self.animflag = ANIM_SWIM;
+ this.animflag = ANIM_SWIM;
}
- self.moveto = _target;
- self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
+ this.moveto = _target;
+ this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
- if(self.enemy)
+ if(this.enemy)
{
- self.enemy_last_loc = _target;
- self.enemy_last_time = time;
+ this.enemy_last_loc = _target;
+ this.enemy_last_time = time;
}
}
-void walker_move_path()
-{SELFPARAM();
+void walker_move_path(entity this)
+{
#ifdef WALKER_FANCYPATHING
// Are we close enougth to a path node to switch to the next?
- if(vdist(self.origin - self.pathcurrent.origin, <, 64))
- if (self.pathcurrent.path_next == world)
+ if(vdist(this.origin - this.pathcurrent.origin, <, 64))
+ if (this.pathcurrent.path_next == NULL)
{
// Path endpoint reached
- pathlib_deletepath(self.pathcurrent.owner);
- self.pathcurrent = world;
+ pathlib_deletepath(this.pathcurrent.owner);
+ this.pathcurrent = NULL;
- if (self.pathgoal)
+ if (this.pathgoal)
{
- if (self.pathgoal.use)
- self.pathgoal.use();
+ if (this.pathgoal.use)
+ this.pathgoal.use(this, NULL, NULL);
- if (self.pathgoal.enemy)
+ if (this.pathgoal.enemy)
{
- self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
- self.pathgoal = self.pathgoal.enemy;
+ this.pathcurrent = WALKER_PATH(this, this.pathgoal.origin, this.pathgoal.enemy.origin);
+ this.pathgoal = this.pathgoal.enemy;
}
}
else
- self.pathgoal = world;
+ this.pathgoal = NULL;
}
else
- self.pathcurrent = self.pathcurrent.path_next;
+ this.pathcurrent = this.pathcurrent.path_next;
- self.moveto = self.pathcurrent.origin;
- self.steerto = steerlib_attract2(self, self.moveto,0.5,500,0.95);
- walker_move_to(self.moveto, 0);
+ this.moveto = this.pathcurrent.origin;
+ this.steerto = steerlib_attract2(this, this.moveto,0.5,500,0.95);
+ walker_move_to(this, this.moveto, 0);
#else
- if(vdist(self.origin - self.pathcurrent.origin, <, 64))
- self.pathcurrent = self.pathcurrent.enemy;
+ if(vdist(this.origin - this.pathcurrent.origin, <, 64))
+ this.pathcurrent = this.pathcurrent.enemy;
- if(!self.pathcurrent)
+ if(!this.pathcurrent)
return;
- self.moveto = self.pathcurrent.origin;
- self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
- walker_move_to(self.moveto, 0);
+ this.moveto = this.pathcurrent.origin;
+ this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
+ walker_move_to(this, this.moveto, 0);
#endif
}
-spawnfunc(turret_walker) { if(!turret_initialize(TUR_WALKER)) remove(self); }
+spawnfunc(turret_walker) { if(!turret_initialize(this, TUR_WALKER)) delete(this); }
METHOD(WalkerTurret, tr_think, void(WalkerTurret thistur, entity it))
{
- SELFPARAM();
- fixedmakevectors(self.angles);
+ fixedmakevectors(it.angles);
- if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
- walker_move_path();
- else if (self.enemy == world)
+ if (it.spawnflags & TSF_NO_PATHBREAK && it.pathcurrent)
+ walker_move_path(it);
+ else if (it.enemy == NULL)
{
- if(self.pathcurrent)
- walker_move_path();
+ if(it.pathcurrent)
+ walker_move_path(it);
else
{
- if(self.enemy_last_time != 0)
+ if(it.enemy_last_time != 0)
{
- if(vdist(self.origin - self.enemy_last_loc, <, 128) || time - self.enemy_last_time > 10)
- self.enemy_last_time = 0;
+ if(vdist(it.origin - it.enemy_last_loc, <, 128) || time - it.enemy_last_time > 10)
+ it.enemy_last_time = 0;
else
- walker_move_to(self.enemy_last_loc, 0);
+ walker_move_to(it, it.enemy_last_loc, 0);
}
else
{
- if(self.animflag != ANIM_NO)
+ if(it.animflag != ANIM_NO)
{
- traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
+ traceline(it.origin + '0 0 64', it.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, it);
if(trace_fraction != 1.0)
- self.tur_head.idletime = -1337;
+ it.tur_head.idletime = -1337;
else
{
- traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
+ traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, it);
if(trace_fraction == 1.0)
- self.tur_head.idletime = -1337;
+ it.tur_head.idletime = -1337;
}
- if(self.tur_head.idletime == -1337)
+ if(it.tur_head.idletime == -1337)
{
- self.moveto = self.origin + randomvec() * 256;
- self.tur_head.idletime = 0;
+ it.moveto = it.origin + randomvec() * 256;
+ it.tur_head.idletime = 0;
}
- self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
- self.moveto_z = self.origin_z + 64;
- walker_move_to(self.moveto, 0);
+ it.moveto = it.moveto * 0.9 + ((it.origin + v_forward * 500) + randomvec() * 400) * 0.1;
+ it.moveto_z = it.origin_z + 64;
+ walker_move_to(it, it.moveto, 0);
}
- if(self.idletime < time)
+ if(it.idletime < time)
{
- if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
+ if(random() < 0.5 || !(it.spawnflags & TSL_ROAM))
{
- self.idletime = time + 1 + random() * 5;
- self.moveto = self.origin;
- self.animflag = ANIM_NO;
+ it.idletime = time + 1 + random() * 5;
+ it.moveto = it.origin;
+ it.animflag = ANIM_NO;
}
else
{
- self.animflag = ANIM_WALK;
- self.idletime = time + 4 + random() * 2;
- self.moveto = self.origin + randomvec() * 256;
- self.tur_head.moveto = self.moveto;
- self.tur_head.idletime = 0;
+ it.animflag = ANIM_WALK;
+ it.idletime = time + 4 + random() * 2;
+ it.moveto = it.origin + randomvec() * 256;
+ it.tur_head.moveto = it.moveto;
+ it.tur_head.idletime = 0;
}
}
}
}
else
{
- if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
+ if (it.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && it.animflag != ANIM_MELEE)
{
vector wish_angle;
- wish_angle = angleofs(self, self.enemy);
- if (self.animflag != ANIM_SWIM)
+ wish_angle = angleofs(it, it.enemy);
+ if (it.animflag != ANIM_SWIM)
if (fabs(wish_angle_y) < 15)
{
- self.moveto = self.enemy.origin;
- self.steerto = steerlib_attract2(self, self.moveto, 0.5, 500, 0.95);
- self.animflag = ANIM_MELEE;
+ it.moveto = it.enemy.origin;
+ it.steerto = steerlib_attract2(it, it.moveto, 0.5, 500, 0.95);
+ it.animflag = ANIM_MELEE;
}
}
- else if (self.tur_head.attack_finished_single[0] < time)
+ else if (it.tur_head.attack_finished_single[0] < time)
{
- if(self.tur_head.shot_volly)
+ if(it.tur_head.shot_volly)
{
- self.animflag = ANIM_NO;
+ it.animflag = ANIM_NO;
- self.tur_head.shot_volly = self.tur_head.shot_volly -1;
- if(self.tur_head.shot_volly == 0)
- self.tur_head.attack_finished_single[0] = time + (autocvar_g_turrets_unit_walker_rocket_refire);
+ it.tur_head.shot_volly = it.tur_head.shot_volly -1;
+ if(it.tur_head.shot_volly == 0)
+ it.tur_head.attack_finished_single[0] = time + (autocvar_g_turrets_unit_walker_rocket_refire);
else
- self.tur_head.attack_finished_single[0] = time + 0.2;
+ it.tur_head.attack_finished_single[0] = time + 0.2;
- if(self.tur_head.shot_volly > 1)
- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
+ if(it.tur_head.shot_volly > 1)
+ walker_fire_rocket(it, gettaginfo(it, gettagindex(it, "tag_rocket01")));
else
- walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
+ walker_fire_rocket(it, gettaginfo(it, gettagindex(it, "tag_rocket02")));
}
else
{
- if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
- if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
- self.tur_head.shot_volly = 4;
+ if (it.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
+ if (it.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
+ it.tur_head.shot_volly = 4;
}
}
else
{
- if (self.animflag != ANIM_MELEE)
- walker_move_to(self.enemy.origin, self.tur_dist_enemy);
+ if (it.animflag != ANIM_MELEE)
+ walker_move_to(it, it.enemy.origin, it.tur_dist_enemy);
}
}
float turny = 0, turnx = 0;
float vz;
- real_angle = vectoangles(self.steerto) - self.angles;
- vz = self.velocity_z;
+ real_angle = vectoangles(it.steerto) - it.angles;
+ vz = it.velocity_z;
- switch (self.animflag)
+ switch (it.animflag)
{
case ANIM_NO:
- movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
+ movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
break;
case ANIM_TURN:
turny = (autocvar_g_turrets_unit_walker_turn);
- movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
+ movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
break;
case ANIM_WALK:
turny = (autocvar_g_turrets_unit_walker_turn_walk);
- movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
+ movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
break;
case ANIM_RUN:
turny = (autocvar_g_turrets_unit_walker_turn_run);
- movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
+ movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
break;
case ANIM_STRAFE_L:
turny = (autocvar_g_turrets_unit_walker_turn_strafe);
- movelib_move_simple(self, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+ movelib_move_simple(it, v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
break;
case ANIM_STRAFE_R:
turny = (autocvar_g_turrets_unit_walker_turn_strafe);
- movelib_move_simple(self, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
+ movelib_move_simple(it, v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
break;
case ANIM_JUMP:
- self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
+ it.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
break;
case ANIM_LAND:
break;
case ANIM_PAIN:
- if(self.frame != ANIM_PAIN)
- defer(self, 0.25, walker_setnoanim);
+ if(it.frame != ANIM_PAIN)
+ defer(it, 0.25, walker_setnoanim);
break;
case ANIM_MELEE:
- if(self.frame != ANIM_MELEE)
+ if(it.frame != ANIM_MELEE)
{
- defer(self, 0.41, walker_setnoanim);
- defer(self, 0.21, walker_melee_do_dmg);
+ defer(it, 0.41, walker_setnoanim);
+ defer(it, 0.21, walker_melee_do_dmg);
}
- movelib_brake_simple(self, (autocvar_g_turrets_unit_walker_speed_stop));
+ movelib_brake_simple(it, (autocvar_g_turrets_unit_walker_speed_stop));
break;
case ANIM_SWIM:
turny = (autocvar_g_turrets_unit_walker_turn_swim);
turnx = (autocvar_g_turrets_unit_walker_turn_swim);
- self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
- movelib_move_simple(self, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
- vz = self.velocity_z + sin(time * 4) * 8;
+ it.angles_x += bound(-10, shortangle_f(real_angle_x, it.angles_x), 10);
+ movelib_move_simple(it, v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
+ vz = it.velocity_z + sin(time * 4) * 8;
break;
case ANIM_ROAM:
turny = (autocvar_g_turrets_unit_walker_turn_walk);
- movelib_move_simple(self, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
+ movelib_move_simple(it, v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
break;
}
if(turny)
{
- turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
- self.angles_y += turny;
+ turny = bound( turny * -1, shortangle_f(real_angle_y, it.angles_y), turny );
+ it.angles_y += turny;
}
if(turnx)
{
- turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
- self.angles_x += turnx;
+ turnx = bound( turnx * -1, shortangle_f(real_angle_x, it.angles_x), turnx );
+ it.angles_x += turnx;
}
- self.velocity_z = vz;
+ it.velocity_z = vz;
}
- if(self.origin != self.oldorigin)
- self.SendFlags |= TNSF_MOVE;
+ if(it.origin != it.oldorigin)
+ it.SendFlags |= TNSF_MOVE;
- self.oldorigin = self.origin;
- turrets_setframe(self.animflag, false);
+ it.oldorigin = it.origin;
+ turrets_setframe(it, it.animflag, false);
}
METHOD(WalkerTurret, tr_death, void(WalkerTurret this, entity it))
{
entity e;
// Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
- if(it.movetype == MOVETYPE_WALK)
+ if(it.move_movetype == MOVETYPE_WALK)
{
if(it.pos1)
setorigin(it, it.pos1);
it.damagedbycontents = true;
it.solid = SOLID_SLIDEBOX;
it.takedamage = DAMAGE_AIM;
- if(it.movetype != MOVETYPE_WALK)
+ if(it.move_movetype != MOVETYPE_WALK)
{
setorigin(it, it.origin);
tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
it.pos1 = it.origin;
it.pos2 = it.angles;
}
- it.movetype = MOVETYPE_WALK;
+ set_movetype(it, MOVETYPE_WALK);
it.idle_aim = '0 0 0';
it.turret_firecheckfunc = walker_firecheck;
if (it.target != "")
{
- e = find(world, targetname, it.target);
+ e = find(NULL, targetname, it.target);
if (!e)
{
- LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
+ LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!");
it.target = "";
}
if (e.classname != "turret_checkpoint")
- LOG_TRACE("Warning: not a turrret path\n");
+ LOG_TRACE("Warning: not a turrret path");
else
{
#ifdef WALKER_FANCYPATHING
- it.pathcurrent = WALKER_PATH(it.origin, e.origin);
+ it.pathcurrent = WALKER_PATH(it, it.origin, e.origin);
it.pathgoal = e;
#else
it.pathcurrent = e;
fixedmakevectors(this.angles);
movelib_groundalign4point(this, 300, 100, 0.25, 45);
setorigin(this, this.origin + this.velocity * dt);
- this.tur_head.angles += dt * this.tur_head.move_avelocity;
- this.angles_y = this.move_angles_y;
+ this.tur_head.angles += dt * this.tur_head.avelocity;
if (this.health < 127)
if(random() < 0.15)
METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
{
it.gravity = 1;
- it.movetype = MOVETYPE_BOUNCE;
- it.move_movetype = MOVETYPE_BOUNCE;
- it.move_origin = it.origin;
+ set_movetype(it, MOVETYPE_BOUNCE);
it.move_time = time;
it.draw = walker_draw;
}