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Turrets: upgrade walker
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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, bool(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             return true;
353         }
354         METHOD(WalkerTurret, tr_think, bool(WalkerTurret thistur))
355         {
356             fixedmakevectors(self.angles);
357
358             if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
359                 walker_move_path();
360             else if (self.enemy == world)
361             {
362                 if(self.pathcurrent)
363                     walker_move_path();
364                 else
365                 {
366                     if(self.enemy_last_time != 0)
367                     {
368                         if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
369                             self.enemy_last_time = 0;
370                         else
371                             walker_move_to(self.enemy_last_loc, 0);
372                     }
373                     else
374                     {
375                         if(self.animflag != ANIM_NO)
376                         {
377                             traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
378
379                             if(trace_fraction != 1.0)
380                                 self.tur_head.idletime = -1337;
381                             else
382                             {
383                                 traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
384                                 if(trace_fraction == 1.0)
385                                     self.tur_head.idletime = -1337;
386                             }
387
388                             if(self.tur_head.idletime == -1337)
389                             {
390                                 self.moveto = self.origin + randomvec() * 256;
391                                 self.tur_head.idletime = 0;
392                             }
393
394                             self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
395                             self.moveto_z = self.origin_z + 64;
396                             walker_move_to(self.moveto, 0);
397                         }
398
399                         if(self.idletime < time)
400                         {
401                             if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
402                             {
403                                 self.idletime = time + 1 + random() * 5;
404                                 self.moveto = self.origin;
405                                 self.animflag = ANIM_NO;
406                             }
407                             else
408                             {
409                                 self.animflag = ANIM_WALK;
410                                 self.idletime = time + 4 + random() * 2;
411                                 self.moveto = self.origin + randomvec() * 256;
412                                 self.tur_head.moveto = self.moveto;
413                                 self.tur_head.idletime = 0;
414                             }
415                         }
416                     }
417                 }
418             }
419             else
420             {
421                 if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_melee_range) && self.animflag != ANIM_MELEE)
422                 {
423                     vector wish_angle;
424
425                     wish_angle = angleofs(self, self.enemy);
426                     if (self.animflag != ANIM_SWIM)
427                     if (fabs(wish_angle_y) < 15)
428                     {
429                         self.moveto   = self.enemy.origin;
430                         self.steerto  = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
431                         self.animflag = ANIM_MELEE;
432                     }
433                 }
434                 else if (self.tur_head.attack_finished_single < time)
435                 {
436                     if(self.tur_head.shot_volly)
437                     {
438                         self.animflag = ANIM_NO;
439
440                         self.tur_head.shot_volly = self.tur_head.shot_volly -1;
441                         if(self.tur_head.shot_volly == 0)
442                             self.tur_head.attack_finished_single = time + (autocvar_g_turrets_unit_walker_rocket_refire);
443                         else
444                             self.tur_head.attack_finished_single = time + 0.2;
445
446                         if(self.tur_head.shot_volly > 1)
447                             walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
448                         else
449                             walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
450                     }
451                     else
452                     {
453                         if (self.tur_dist_enemy > (autocvar_g_turrets_unit_walker_rocket_range_min))
454                         if (self.tur_dist_enemy < (autocvar_g_turrets_unit_walker_rocket_range))
455                             self.tur_head.shot_volly = 4;
456                     }
457                 }
458                 else
459                 {
460                     if (self.animflag != ANIM_MELEE)
461                         walker_move_to(self.enemy.origin, self.tur_dist_enemy);
462                 }
463             }
464
465             {
466                 vector real_angle;
467                 float turny = 0, turnx = 0;
468                 float vz;
469
470                 real_angle = vectoangles(self.steerto) - self.angles;
471                 vz = self.velocity_z;
472
473                 switch (self.animflag)
474                 {
475                     case ANIM_NO:
476                         movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
477                         break;
478
479                     case ANIM_TURN:
480                         turny = (autocvar_g_turrets_unit_walker_turn);
481                         movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
482                         break;
483
484                     case ANIM_WALK:
485                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
486                         movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_walk), 0.6);
487                         break;
488
489                     case ANIM_RUN:
490                         turny = (autocvar_g_turrets_unit_walker_turn_run);
491                         movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_run), 0.6);
492                         break;
493
494                     case ANIM_STRAFE_L:
495                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
496                         movelib_move_simple(v_right * -1, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
497                         break;
498
499                     case ANIM_STRAFE_R:
500                         turny = (autocvar_g_turrets_unit_walker_turn_strafe);
501                         movelib_move_simple(v_right, (autocvar_g_turrets_unit_walker_speed_walk), 0.8);
502                         break;
503
504                     case ANIM_JUMP:
505                         self.velocity += '0 0 1' * (autocvar_g_turrets_unit_walker_speed_jump);
506                         break;
507
508                     case ANIM_LAND:
509                         break;
510
511                     case ANIM_PAIN:
512                         if(self.frame != ANIM_PAIN)
513                             defer(0.25, walker_setnoanim);
514
515                         break;
516
517                     case ANIM_MELEE:
518                         if(self.frame != ANIM_MELEE)
519                         {
520                             defer(0.41, walker_setnoanim);
521                             defer(0.21, walker_melee_do_dmg);
522                         }
523
524                         movelib_beak_simple((autocvar_g_turrets_unit_walker_speed_stop));
525                         break;
526
527                     case ANIM_SWIM:
528                         turny = (autocvar_g_turrets_unit_walker_turn_swim);
529                         turnx = (autocvar_g_turrets_unit_walker_turn_swim);
530
531                         self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
532                         movelib_move_simple(v_forward, (autocvar_g_turrets_unit_walker_speed_swim), 0.3);
533                         vz = self.velocity_z + sin(time * 4) * 8;
534                         break;
535
536                     case ANIM_ROAM:
537                         turny = (autocvar_g_turrets_unit_walker_turn_walk);
538                         movelib_move_simple(v_forward ,(autocvar_g_turrets_unit_walker_speed_roam), 0.5);
539                         break;
540                 }
541
542                 if(turny)
543                 {
544                     turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
545                     self.angles_y += turny;
546                 }
547
548                 if(turnx)
549                 {
550                     turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
551                     self.angles_x += turnx;
552                 }
553
554                 self.velocity_z = vz;
555             }
556
557
558             if(self.origin != self.oldorigin)
559                 self.SendFlags |= TNSF_MOVE;
560
561             self.oldorigin = self.origin;
562             turrets_setframe(self.animflag, false);
563
564             return true;
565         }
566         METHOD(WalkerTurret, tr_death, bool(WalkerTurret thistur))
567         {
568 #ifdef WALKER_FANCYPATHING
569             if (self.pathcurrent)
570                 pathlib_deletepath(self.pathcurrent.owner);
571 #endif
572             self.pathcurrent = world;
573
574             return true;
575         }
576         METHOD(WalkerTurret, tr_setup, bool(WalkerTurret thistur))
577         {
578             self.ticrate = 0.05;
579
580             entity e;
581
582             // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
583             if(self.movetype == MOVETYPE_WALK)
584             {
585                 if(self.pos1)
586                     setorigin(self, self.pos1);
587                 if(self.pos2)
588                     self.angles = self.pos2;
589             }
590
591             self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
592             self.aim_flags = TFL_AIM_LEAD;
593             self.turret_flags |= TUR_FLAG_HITSCAN;
594
595             self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
596             self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
597             self.iscreature = true;
598             self.teleportable = TELEPORT_NORMAL;
599             self.damagedbycontents = true;
600             self.solid = SOLID_SLIDEBOX;
601             self.takedamage = DAMAGE_AIM;
602             if(self.movetype != MOVETYPE_WALK)
603             {
604                 setorigin(self, self.origin);
605                 tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
606                 setorigin(self, trace_endpos + '0 0 4');
607                 self.pos1 = self.origin;
608                 self.pos2 = self.angles;
609             }
610             self.movetype = MOVETYPE_WALK;
611             self.idle_aim = '0 0 0';
612             self.turret_firecheckfunc = walker_firecheck;
613
614             if (self.target != "")
615             {
616                 e = find(world, targetname, self.target);
617                 if (!e)
618                 {
619                     LOG_TRACE("Initital waypoint for walker does NOT exsist, fix your map!\n");
620                     self.target = "";
621                 }
622
623                 if (e.classname != "turret_checkpoint")
624                     LOG_TRACE("Warning: not a turrret path\n");
625                 else
626                 {
627 #ifdef WALKER_FANCYPATHING
628                     self.pathcurrent = WALKER_PATH(self.origin, e.origin);
629                     self.pathgoal = e;
630 #else
631                     self.pathcurrent = e;
632 #endif
633                 }
634             }
635
636             return true;
637         }
638         METHOD(WalkerTurret, tr_precache, bool(WalkerTurret thistur))
639         {
640             return true;
641         }
642
643 #endif // SVQC
644 #ifdef CSQC
645
646 #include "../../../client/movelib.qh"
647
648 void walker_draw()
649 {SELFPARAM();
650     float dt;
651
652     dt = time - self.move_time;
653     self.move_time = time;
654     if(dt <= 0)
655         return;
656
657     fixedmakevectors(self.angles);
658     movelib_groundalign4point(300, 100, 0.25, 45);
659     setorigin(self, self.origin + self.velocity * dt);
660     self.tur_head.angles += dt * self.tur_head.move_avelocity;
661     self.angles_y = self.move_angles_y;
662
663     if (self.health < 127)
664     if(random() < 0.15)
665         te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
666 }
667
668         METHOD(WalkerTurret, tr_setup, bool(WalkerTurret thistur))
669         {
670             self.gravity                = 1;
671             self.movetype               = MOVETYPE_BOUNCE;
672             self.move_movetype  = MOVETYPE_BOUNCE;
673             self.move_origin    = self.origin;
674             self.move_time              = time;
675             self.draw                   = walker_draw;
676
677             return true;
678         }
679         METHOD(WalkerTurret, tr_precache, bool(WalkerTurret thistur))
680         {
681             return true;
682         }
683
684 #endif // CSQC
685 #endif // REGISTER_TURRET