X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ftturrets%2Finclude%2Fturrets_early.qh;h=9d108c6ae8433c565fdf8162a2c1fbe226feb54c;hb=a7b24450e4c7ca75636df1375d01d2266bd00c8c;hp=d52c00307c0474f5ff59b7a6e81c0ddf79291826;hpb=74f87fc1a53f84b248b57660c105da0d84e2ca41;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/tturrets/include/turrets_early.qh b/qcsrc/server/tturrets/include/turrets_early.qh index d52c00307..9d108c6ae 100644 --- a/qcsrc/server/tturrets/include/turrets_early.qh +++ b/qcsrc/server/tturrets/include/turrets_early.qh @@ -75,26 +75,16 @@ vector real_origin(entity ent); .float aim_flags; /// Dont aim. #define TFL_AIM_NO 1 -/// Go for ground, not direct hit -//#define TFL_AIM_GROUND 2 /// Go for ground, not direct hit, but only if target is on ground. -#define TFL_AIM_GROUND2 4 -/// Use balistic aim. FIXME: not implemented -#define TFL_AIM_BALISTIC 8 +#define TFL_AIM_GROUNDGROUND 2 /// Try to predict target movement (does not account for gravity) -#define TFL_AIM_LEAD 16 +#define TFL_AIM_LEAD 4 /// Compensate for shot traveltime when lead -#define TFL_AIM_SHOTTIMECOMPENSATE 32 -/// Aim slightly in front of target -#define TFL_AIM_INFRONT 64 -/// Aim slightly behind target -#define TFL_AIM_BEHIND 128 -/// blend real and predicted z positions. (fake bounce prediction) -// #define TFL_AIM_ZEASE 256 +#define TFL_AIM_SHOTTIMECOMPENSATE 8 /// Try to do real prediction of targets z pos at impact. -#define TFL_AIM_ZPREDICT 512 +#define TFL_AIM_ZPREDICT 16 /// Simply aim at target's current location -#define TFL_AIM_SIMPLE 1024 +#define TFL_AIM_SIMPLE 32 /// track (turn and pitch head) flags .float track_flags; @@ -111,7 +101,7 @@ vector real_origin(entity ent); #define TFL_TRACKTYPE_STEPMOTOR 1 /// Smoth absolute movement. Looks ok, fair accuracy. #define TFL_TRACKTYPE_FLUIDPRECISE 2 -/// Simulated inertia. "Wobbly mode" Looks kool, can mean really bad accuracy depending on how the feilds below are set +/// Simulated inertia. "Wobbly mode" Looks kool, can mean really bad accuracy depending on how the fields below are set #define TFL_TRACKTYPE_FLUIDINERTIA 3 /// TFL_TRACKTYPE_FLUIDINERTIA: pitch multiplier .float track_accel_pitch; @@ -122,8 +112,6 @@ vector real_origin(entity ent); /// How prefire check is preformed .float firecheck_flags; -/// Dont kill the world -#define TFL_FIRECHECK_WORLD 2 /// Dont kill the dead #define TFL_FIRECHECK_DEAD 4 /// Range limits apply @@ -147,7 +135,7 @@ vector real_origin(entity ent); /// Check own .attack_finished_single vs time #define TFL_FIRECHECK_REFIRE 4096 /// Move the acctual target to aimspot before tracing impact (and back after) -#define TFL_FIRECHECK_VERIFIED 8192 +//#define TFL_FIRECHECK_VERIFIED 8192 /// Dont do any chekcs #define TFL_FIRECHECK_NO 16384 @@ -203,7 +191,8 @@ vector real_origin(entity ent); #define TFL_TURRCAPS_ISTURRET 65536 /// Ammo types needed and/or provided -.float ammo_flags; +//.float ammo_flags; +#define ammo_flags currentammo /// Has and needs no ammo #define TFL_AMMO_NONE 64 /// Uses power @@ -237,8 +226,6 @@ vector real_origin(entity ent); #define TFL_DMG_HEADSHAKE 128 /// Die and stay dead. #define TFL_DMG_DEATH_NORESPAWN 256 -/// Supress std turret gibs on death -#define TFL_DMG_DEATH_NOGIBS 512 // Spawnflags /// Spawn in teambased modes @@ -265,9 +252,6 @@ vector real_origin(entity ent); /// Defend this entity (or ratehr this entitys position) .entity tur_defend; -/// on/off toggle. -.float tur_active; - /// and shoot from here. (can be non constant, think MLRS) .vector tur_shotorg;