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Turrets: make plasma turrets use weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / walker.qc
1 #ifndef TUR_WALKER_H
2 #define TUR_WALKER_H
3
4 CLASS(WalkerTurret, Turret)
5 /* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE);
6 /* mins       */ ATTRIB(WalkerTurret, mins, vector, '-70 -70 0');
7 /* maxs       */ ATTRIB(WalkerTurret, maxs, vector, '70 70 95');
8 /* modelname  */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3");
9 /* model      */ ATTRIB(WalkerTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
10 /* head_model */ ATTRIB(WalkerTurret, head_model, string, strzone(strcat("models/turrets/", "walker_head_minigun.md3")));
11 /* netname    */ ATTRIB(WalkerTurret, netname, string, "walker");
12 /* fullname   */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret"));
13 ENDCLASS(WalkerTurret)
14
15 REGISTER_TURRET(WALKER, NEW(WalkerTurret));
16
17 #endif
18
19 #ifdef IMPLEMENTATION
20 #ifdef SVQC
21 float autocvar_g_turrets_unit_walker_melee_damage;
22 float autocvar_g_turrets_unit_walker_melee_force;
23 float autocvar_g_turrets_unit_walker_melee_range;
24 float autocvar_g_turrets_unit_walker_rocket_damage;
25 float autocvar_g_turrets_unit_walker_rocket_radius;
26 float autocvar_g_turrets_unit_walker_rocket_force;
27 float autocvar_g_turrets_unit_walker_rocket_speed;
28 float autocvar_g_turrets_unit_walker_rocket_range;
29 float autocvar_g_turrets_unit_walker_rocket_range_min;
30 float autocvar_g_turrets_unit_walker_rocket_refire;
31 float autocvar_g_turrets_unit_walker_rocket_turnrate;
32 float autocvar_g_turrets_unit_walker_speed_stop;
33 float autocvar_g_turrets_unit_walker_speed_walk;
34 float autocvar_g_turrets_unit_walker_speed_run;
35 float autocvar_g_turrets_unit_walker_speed_jump;
36 float autocvar_g_turrets_unit_walker_speed_swim;
37 float autocvar_g_turrets_unit_walker_speed_roam;
38 float autocvar_g_turrets_unit_walker_turn;
39 float autocvar_g_turrets_unit_walker_turn_walk;
40 float autocvar_g_turrets_unit_walker_turn_strafe;
41 float autocvar_g_turrets_unit_walker_turn_swim;
42 float autocvar_g_turrets_unit_walker_turn_run;
43
44 #define ANIM_NO         0
45 #define ANIM_TURN       1
46 #define ANIM_WALK       2
47 #define ANIM_RUN        3
48 #define ANIM_STRAFE_L   4
49 #define ANIM_STRAFE_R   5
50 #define ANIM_JUMP       6
51 #define ANIM_LAND       7
52 #define ANIM_PAIN       8
53 #define ANIM_MELEE      9
54 #define ANIM_SWIM       10
55 #define ANIM_ROAM       11
56
57 .float animflag;
58 .float idletime;
59
60 #define WALKER_PATH(s,e) pathlib_astar(s,e)
61
62 float walker_firecheck()
63 {SELFPARAM();
64     if (self.animflag == ANIM_MELEE)
65         return 0;
66
67     return turret_firecheck();
68 }
69
70 void walker_melee_do_dmg()
71 {SELFPARAM();
72     vector where;
73     entity e;
74
75     makevectors(self.angles);
76     where = self.origin + v_forward * 128;
77
78     e = findradius(where,32);
79     while (e)
80     {
81         if (turret_validate_target(self, e, self.target_validate_flags))
82             if (e != self && e.owner != self)
83                 Damage(e, self, self, (autocvar_g_turrets_unit_walker_melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * (autocvar_g_turrets_unit_walker_melee_force));
84
85         e = e.chain;
86     }
87 }
88
89 void walker_setnoanim()
90 {SELFPARAM();
91     turrets_setframe(ANIM_NO, false);
92     self.animflag = self.frame;
93 }
94 void walker_rocket_explode()
95 {SELFPARAM();
96     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, world);
97     remove (self);
98 }
99
100 void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
101 {SELFPARAM();
102     self.health = self.health - damage;
103     self.velocity = self.velocity + vforce;
104
105     if (self.health <= 0)
106         W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
107 }
108
109 #define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
110 void walker_rocket_loop();
111 void walker_rocket_think()
112 {SELFPARAM();
113     vector newdir;
114     float edist;
115     float itime;
116     float m_speed;
117
118     self.nextthink = time;
119
120     edist = vlen(self.enemy.origin - self.origin);
121
122     // Simulate crude guidance
123     if (self.cnt < time)
124     {
125         if (edist < 1000)
126             self.tur_shotorg = randomvec() * min(edist, 64);
127         else
128             self.tur_shotorg = randomvec() * min(edist, 256);
129
130         self.cnt = time + 0.5;
131     }
132
133     if (edist < 128)
134         self.tur_shotorg = '0 0 0';
135
136     if (self.max_health < time)
137     {
138         self.think        = walker_rocket_explode;
139         self.nextthink  = time;
140         return;
141     }
142
143     if (self.shot_dmg != 1337 && random() < 0.01)
144     {
145         walker_rocket_loop();
146         return;
147     }
148
149     m_speed = vlen(self.velocity);
150
151     // Enemy dead? just keep on the current heading then.
152     if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
153         self.enemy = world;
154
155     if (self.enemy)
156     {
157         itime = max(edist / m_speed, 1);
158         newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
159     }
160     else
161         newdir  = normalize(self.velocity);
162
163     WALKER_ROCKET_MOVE;
164 }
165
166 void walker_rocket_loop3()
167 {SELFPARAM();
168     vector newdir;
169     self.nextthink = time;
170
171     if (self.max_health < time)
172     {
173         self.think = walker_rocket_explode;
174         return;
175     }
176
177     if (vlen(self.origin - self.tur_shotorg) < 100 )
178     {
179         self.think = walker_rocket_think;
180         return;
181     }
182
183     newdir = steerlib_pull(self.tur_shotorg);
184     WALKER_ROCKET_MOVE;
185
186     self.angles = vectoangles(self.velocity);
187 }
188
189 void walker_rocket_loop2()
190 {SELFPARAM();
191     vector newdir;
192
193     self.nextthink = time;
194
195     if (self.max_health < time)
196     {
197         self.think = walker_rocket_explode;
198         return;
199     }
200
201     if (vlen(self.origin - self.tur_shotorg) < 100 )
202     {
203         self.tur_shotorg = self.origin - '0 0 200';
204         self.think = walker_rocket_loop3;
205         return;
206     }
207
208     newdir = steerlib_pull(self.tur_shotorg);
209     WALKER_ROCKET_MOVE;
210 }
211
212 void walker_rocket_loop()
213 {SELFPARAM();
214     self.nextthink = time;
215     self.tur_shotorg = self.origin + '0 0 300';
216     self.think = walker_rocket_loop2;
217     self.shot_dmg = 1337;
218 }
219
220 void walker_fire_rocket(vector org)
221 {SELFPARAM();
222     entity rocket;
223
224     fixedmakevectors(self.angles);
225
226     te_explosion (org);
227
228     rocket = spawn ();
229     setorigin(rocket, org);
230
231     sound (self, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
232     setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
233
234     rocket.classname              = "walker_rocket";
235     rocket.owner                          = self;
236     rocket.bot_dodge              = true;
237     rocket.bot_dodgerating      = 50;
238     rocket.takedamage            = DAMAGE_YES;
239     rocket.damageforcescale   = 2;
240     rocket.health                        = 25;
241     rocket.tur_shotorg          = randomvec() * 512;
242     rocket.cnt                          = time + 1;
243     rocket.enemy                          = self.enemy;
244
245     if (random() < 0.01)
246         rocket.think              = walker_rocket_loop;
247     else
248         rocket.think              = walker_rocket_think;
249
250     rocket.event_damage    = walker_rocket_damage;
251
252     rocket.nextthink              = time;
253     rocket.movetype                = MOVETYPE_FLY;
254     rocket.velocity                = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
255     rocket.angles                        = vectoangles(rocket.velocity);
256     rocket.touch                          = walker_rocket_explode;
257     rocket.flags                          = FL_PROJECTILE;
258     rocket.solid                          = SOLID_BBOX;
259     rocket.max_health            = time + 9;
260     rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
261
262     CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
263 }
264
265 .vector enemy_last_loc;
266 .float enemy_last_time;
267 void walker_move_to(vector _target, float _dist)
268 {SELFPARAM();
269     switch (self.waterlevel)
270     {
271         case WATERLEVEL_NONE:
272             if (_dist > 500)
273                 self.animflag = ANIM_RUN;
274             else
275                 self.animflag = ANIM_WALK;
276         case WATERLEVEL_WETFEET:
277         case WATERLEVEL_SWIMMING:
278             if (self.animflag != ANIM_SWIM)
279                 self.animflag = ANIM_WALK;
280             else
281                 self.animflag = ANIM_SWIM;
282             break;
283         case WATERLEVEL_SUBMERGED:
284             self.animflag = ANIM_SWIM;
285     }
286
287     self.moveto = _target;
288     self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
289
290     if(self.enemy)
291     {
292         self.enemy_last_loc = _target;
293         self.enemy_last_time = time;
294     }
295 }
296
297 //#define WALKER_FANCYPATHING
298
299 void walker_move_path()
300 {SELFPARAM();
301 #ifdef WALKER_FANCYPATHING
302     // Are we close enougth to a path node to switch to the next?
303     if (vlen(self.origin  - self.pathcurrent.origin) < 64)
304         if (self.pathcurrent.path_next == world)
305         {
306             // Path endpoint reached
307             pathlib_deletepath(self.pathcurrent.owner);
308             self.pathcurrent = world;
309
310             if (self.pathgoal)
311             {
312                 if (self.pathgoal.use)
313                     self.pathgoal.use();
314
315                 if (self.pathgoal.enemy)
316                 {
317                     self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
318                     self.pathgoal = self.pathgoal.enemy;
319                 }
320             }
321             else
322                 self.pathgoal = world;
323         }
324         else
325             self.pathcurrent = self.pathcurrent.path_next;
326
327     self.moveto = self.pathcurrent.origin;
328     self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
329     walker_move_to(self.moveto, 0);
330
331 #else
332     if (vlen(self.origin - self.pathcurrent.origin) < 64)
333         self.pathcurrent = self.pathcurrent.enemy;
334
335     if(!self.pathcurrent)
336         return;
337
338     self.moveto = self.pathcurrent.origin;
339     self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
340     walker_move_to(self.moveto, 0);
341 #endif
342 }
343
344 void spawnfunc_turret_walker() { SELFPARAM(); if(!turret_initialize(TUR_WALKER.m_id)) remove(self); }
345
346         METHOD(WalkerTurret, tr_attack, void(WalkerTurret thistur))
347         {
348             sound (self, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
349             fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0);
350             Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
351         }
352         METHOD(WalkerTurret, tr_think, bool(WalkerTurret thistur))
353         {
354             fixedmakevectors(self.angles);
355
356             if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
357                 walker_move_path();
358             else if (self.enemy == world)
359             {
360                 if(self.pathcurrent)
361                     walker_move_path();
362                 else
363                 {
364                     if(self.enemy_last_time != 0)
365                     {
366                         if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
367                             self.enemy_last_time = 0;
368                         else
369                             walker_move_to(self.enemy_last_loc, 0);
370                     }
371                     else
372                     {
373                         if(self.animflag != ANIM_NO)
374                         {
375                             traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
376
377                             if(trace_fraction != 1.0)
378                                 self.tur_head.idletime = -1337;
379                             else
380                             {
381                                 traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
382                                 if(trace_fraction == 1.0)
383                                     self.tur_head.idletime = -1337;
384                             }
385
386                             if(self.tur_head.idletime == -1337)
387                             {
388                                 self.moveto = self.origin + randomvec() * 256;
389                                 self.tur_head.idletime = 0;
390                             }
391
392                             self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
393                             self.moveto_z = self.origin_z + 64;
394                             walker_move_to(self.moveto, 0);
395                         }
396
397                         if(self.idletime < time)
398                         {
399                             if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
400                             {
401                                 self.idletime = time + 1 + random() * 5;
402                                 self.moveto = self.origin;
403                                 self.animflag = ANIM_NO;
404                             }
405                             else
406                             {
407                                 self.animflag = ANIM_WALK;
408                                 self.idletime = time + 4 + random() * 2;
409                                 self.moveto = self.origin + randomvec() * 256;
410                                 self.tur_head.moveto = self.moveto;
411                                 self.tur_head.idletime = 0;
412                             }
413                         }
414                     }
415                 }
416             }
417             else
418             {
419                 if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
420                 {
421                     vector wish_angle;
422
423                     wish_angle = angleofs(self, self.enemy);
424                     if (self.animflag != ANIM_SWIM)
425                     if (fabs(wish_angle_y) < 15)
426                     {
427                         self.moveto   = self.enemy.origin;
428                         self.steerto  = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
429                         self.animflag = ANIM_MELEE;
430                     }
431                 }
432                 else if (self.tur_head.attack_finished_single < time)
433                 {
434                     if(self.tur_head.shot_volly)
435                     {
436                         self.animflag = ANIM_NO;
437
438                         self.tur_head.shot_volly = self.tur_head.shot_volly -1;
439                         if(self.tur_head.shot_volly == 0)
440                             self.tur_head.attack_finished_single = time + (autocvar_g_turrets_unit_walker_rocket_refire);
441                         else
442                             self.tur_head.attack_finished_single = time + 0.2;
443
444                         if(self.tur_head.shot_volly > 1)
445                             walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
446                         else
447                             walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
448                     }
449                     else
450                     {
451                         if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
452                         if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
453                             self.tur_head.shot_volly = 4;
454                     }
455                 }
456                 else
457                 {
458                     if (self.animflag != ANIM_MELEE)
459                         walker_move_to(self.enemy.origin, self.tur_dist_enemy);
460                 }
461             }
462
463             {
464                 vector real_angle;
465                 float turny = 0, turnx = 0;
466                 float vz;
467
468                 real_angle = vectoangles(self.steerto) - self.angles;
469                 vz = self.velocity_z;
470
471                 switch (self.animflag)
472                 {
473                     case ANIM_NO:
474                         movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
475                         break;
476
477                     case ANIM_TURN:
478                         turny = (autocvar_g_turrets_unit_walker_turn);
479                         movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
480                         break;
481
482                     case ANIM_WALK:
483                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
484                         movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
485                         break;
486
487                     case ANIM_RUN:
488                         turny = (autocvar_g_turrets_unit_walker_turn_run);
489                         movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
490                         break;
491
492                     case ANIM_STRAFE_L:
493                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
494                         movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
495                         break;
496
497                     case ANIM_STRAFE_R:
498                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
499                         movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
500                         break;
501
502                     case ANIM_JUMP:
503                         self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
504                         break;
505
506                     case ANIM_LAND:
507                         break;
508
509                     case ANIM_PAIN:
510                         if(self.frame != ANIM_PAIN)
511                             defer(0.25, walker_setnoanim);
512
513                         break;
514
515                     case ANIM_MELEE:
516                         if(self.frame != ANIM_MELEE)
517                         {
518                             defer(0.41, walker_setnoanim);
519                             defer(0.21, walker_melee_do_dmg);
520                         }
521
522                         movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
523                         break;
524
525                     case ANIM_SWIM:
526                         turny = (autocvar_g_turrets_unit_walker_turn_swim);
527                         turnx = (autocvar_g_turrets_unit_walker_turn_swim);
528
529                         self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
530                         movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
531                         vz = self.velocity_z + sin(time * 4) * 8;
532                         break;
533
534                     case ANIM_ROAM:
535                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
536                         movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
537                         break;
538                 }
539
540                 if(turny)
541                 {
542                     turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
543                     self.angles_y += turny;
544                 }
545
546                 if(turnx)
547                 {
548                     turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
549                     self.angles_x += turnx;
550                 }
551
552                 self.velocity_z = vz;
553             }
554
555
556             if(self.origin != self.oldorigin)
557                 self.SendFlags |= TNSF_MOVE;
558
559             self.oldorigin = self.origin;
560             turrets_setframe(self.animflag, false);
561
562             return true;
563         }
564         METHOD(WalkerTurret, tr_death, bool(WalkerTurret thistur))
565         {
566 #ifdef WALKER_FANCYPATHING
567             if (self.pathcurrent)
568                 pathlib_deletepath(self.pathcurrent.owner);
569 #endif
570             self.pathcurrent = world;
571
572             return true;
573         }
574         METHOD(WalkerTurret, tr_setup, bool(WalkerTurret thistur))
575         {
576             self.ticrate = 0.05;
577
578             entity e;
579
580             // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
581             if(self.movetype == MOVETYPE_WALK)
582             {
583                 if(self.pos1)
584                     setorigin(self, self.pos1);
585                 if(self.pos2)
586                     self.angles = self.pos2;
587             }
588
589             self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
590             self.aim_flags = TFL_AIM_LEAD;
591             self.turret_flags |= TUR_FLAG_HITSCAN;
592
593             self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
594             self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
595             self.iscreature = true;
596             self.teleportable = TELEPORT_NORMAL;
597             self.damagedbycontents = true;
598             self.solid = SOLID_SLIDEBOX;
599             self.takedamage = DAMAGE_AIM;
600             if(self.movetype != MOVETYPE_WALK)
601             {
602                 setorigin(self, self.origin);
603                 tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
604                 setorigin(self, trace_endpos + '0 0 4');
605                 self.pos1 = self.origin;
606                 self.pos2 = self.angles;
607             }
608             self.movetype = MOVETYPE_WALK;
609             self.idle_aim = '0 0 0';
610             self.turret_firecheckfunc = walker_firecheck;
611
612             if (self.target != "")
613             {
614                 e = find(world, targetname, self.target);
615                 if (!e)
616                 {
617                     LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
618                     self.target = "";
619                 }
620
621                 if (e.classname != "turret_checkpoint")
622                     LOG_TRACE("Warning: not a turrret path\n");
623                 else
624                 {
625 #ifdef WALKER_FANCYPATHING
626                     self.pathcurrent = WALKER_PATH(self.origin, e.origin);
627                     self.pathgoal = e;
628 #else
629                     self.pathcurrent = e;
630 #endif
631                 }
632             }
633
634             return true;
635         }
636         METHOD(WalkerTurret, tr_precache, bool(WalkerTurret thistur))
637         {
638             return true;
639         }
640
641 #endif // SVQC
642 #ifdef CSQC
643
644 #include "../../../client/movelib.qh"
645
646 void walker_draw()
647 {SELFPARAM();
648     float dt;
649
650     dt = time - self.move_time;
651     self.move_time = time;
652     if(dt <= 0)
653         return;
654
655     fixedmakevectors(self.angles);
656     movelib_groundalign4point(300, 100, 0.25, 45);
657     setorigin(self, self.origin + self.velocity * dt);
658     self.tur_head.angles += dt * self.tur_head.move_avelocity;
659     self.angles_y = self.move_angles_y;
660
661     if (self.health < 127)
662     if(random() < 0.15)
663         te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
664 }
665
666         METHOD(WalkerTurret, tr_setup, bool(WalkerTurret thistur))
667         {
668             self.gravity                = 1;
669             self.movetype               = MOVETYPE_BOUNCE;
670             self.move_movetype  = MOVETYPE_BOUNCE;
671             self.move_origin    = self.origin;
672             self.move_time              = time;
673             self.draw                   = walker_draw;
674
675             return true;
676         }
677         METHOD(WalkerTurret, tr_precache, bool(WalkerTurret thistur))
678         {
679             return true;
680         }
681
682 #endif // CSQC
683 #endif // REGISTER_TURRET