#ifndef SV_TURRETS_H #define SV_TURRETS_H // turret fields .float ticrate; // interal ai think rate .vector aim_idle; // where to aim while idle .entity tur_head; // top part of the turret .entity tur_defend; // defend this entity .vector tur_shotorg; // shot origin .vector tur_aimpos; // aiming location .float tur_impacttime; // predicted projectile impact time .entity tur_impactent; // entity the projectile hit .float tur_dist_enemy; // distance to enemy .float tur_dist_aimpos; // distance to aim location .float tur_dist_impact_to_aimpos; // distance impact<->aim .float volly_counter; // decrement counter from .shot_volly to 0 .float shot_refire; // attack refire .float shot_speed; // projectile speed .float shot_spread; // inaccuracy .float shot_dmg; // core damage of projectile .float shot_radius; // projectile damage radius .float shot_force; // projectile damage force .float shot_volly; // smaller than 1 = shoot # times at target .float shot_volly_refire; // refire after completed volly .float target_range; .float target_range_min; .float target_range_optimal; .float target_select_rangebias; .float target_select_samebias; .float target_select_anglebias; .float target_select_missilebias; .float target_select_playerbias; .float target_select_time; // last time turret had a valid target .float target_validate_time; // throttle re-validation of current target .float aim_firetolerance_dist; .float aim_speed; .float aim_maxpitch; .float aim_maxrotate; .float ammo; // current ammo .float ammo_recharge; // recharge rate .float ammo_max; // maximum ammo .vector idle_aim; /// Map time control over pain inflicted .float turret_scale_damage; /// Map time control targetting range .float turret_scale_range; /// Map time control refire .float turret_scale_refire; /// Map time control ammo held and recharged .float turret_scale_ammo; /// Map time control aim speed .float turret_scale_aim; /// Map time control health .float turret_scale_health; /// Map time control respawn time .float turret_scale_respawn; // tracking type .float track_type; const float TFL_TRACKTYPE_STEPMOTOR = 1; // hard angle increments, ugly for fast turning with best accuracy const float TFL_TRACKTYPE_FLUIDPRECISE = 2; // smooth absolute movement, looks OK with fair accuracy const float TFL_TRACKTYPE_FLUIDINERTIA = 3; // simulated inertia ("wobbly" mode), worst accuracy, depends on below flags .float track_accel_pitch; .float track_accel_rotate; .float track_blendrate; void() turret_respawn; /// updates aim org, shot org, shot dir and enemy org for selected turret void turret_do_updates(entity e_turret); .vector tur_shotdir_updated; .float() turret_firecheckfunc; // TODO: deprecate! /// Function to use for target evaluation. usualy turret_targetscore_generic .float(entity _turret, entity _target) turret_score_target; .float(entity e_target,entity e_sender) turret_addtarget; .entity pathcurrent; float turret_count; // debugging // Uncomment below to enable various debug output. //#define TURRET_DEBUG //#define TURRET_DEBUG_TARGETVALIDATE //#define TURRET_DEBUG_TARGETSELECT #ifdef TURRET_DEBUG .float tur_debug_dmg_t_h; // total damage that hit something (can be more than tur_debug_dmg_t_f since it should count radius damage) .float tur_debug_dmg_t_f; // total damage .float tur_debug_start; // turret initialization time .float tur_debug_tmr1; // random timer .float tur_debug_tmr2; // random timer .float tur_debug_tmr3; // random timer .vector tur_debug_rvec; // random vector #endif // aiming vector tvt_thadv; // turret head angle diff vector, updated by a successful call to turret_validate_target vector tvt_tadv; // turret angle diff vector, updated by a successful call to turret_validate_target float tvt_thadf; // turret head angle diff float, updated by a successful call to turret_validate_target float tvt_tadf; // turret angle diff float, updated by a successful call to turret_validate_target float tvt_dist; // turret distance, updated by a successful call to turret_validate_target #endif