#ifndef TUR_HELLION_H #define TUR_HELLION_H REGISTER_TURRET( /* TUR_##id */ HELLION, /* function */ t_hellion, /* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_FASTPROJ | TUR_FLAG_PLAYER | TUR_FLAG_MISSILE, /* mins,maxs */ '-32 -32 0', '32 32 64', /* model */ "base.md3", /* head_model */ "hellion.md3", /* netname */ "hellion", /* fullname */ _("Hellion Missile Turret") ); #endif #ifdef IMPLEMENTATION #ifdef SVQC float autocvar_g_turrets_unit_hellion_shot_speed_gain; float autocvar_g_turrets_unit_hellion_shot_speed_max; void turret_hellion_missile_think() {SELFPARAM(); vector olddir,newdir; vector pre_pos; float itime; self.nextthink = time + 0.05; olddir = normalize(self.velocity); if(self.max_health < time) turret_projectile_explode(); // Enemy dead? just keep on the current heading then. if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO)) { // Make sure we dont return to tracking a respawned player self.enemy = world; // Turn model self.angles = vectoangles(self.velocity); if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) ) turret_projectile_explode(); // Accelerate self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); UpdateCSQCProjectile(self); return; } // Enemy in range? if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2) turret_projectile_explode(); // Predict enemy position itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity); pre_pos = self.enemy.origin + self.enemy.velocity * itime; pre_pos = (pre_pos + self.enemy.origin) * 0.5; // Find out the direction to that place newdir = normalize(pre_pos - self.origin); // Turn newdir = normalize(olddir + newdir * 0.35); // Turn model self.angles = vectoangles(self.velocity); // Accelerate self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); if (itime < 0.05) self.think = turret_projectile_explode; UpdateCSQCProjectile(self); } void spawnfunc_turret_hellion() { SELFPARAM(); if(!turret_initialize(TUR_HELLION.m_id)) remove(self); } float t_hellion(float req) {SELFPARAM(); switch(req) { case TR_ATTACK: { entity missile; if(self.tur_head.frame != 0) self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire")); else self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2")); missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE); te_explosion (missile.origin); missile.think = turret_hellion_missile_think; missile.nextthink = time; missile.flags = FL_PROJECTILE; missile.max_health = time + 9; missile.tur_aimpos = randomvec() * 128; missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT; self.tur_head.frame += 1; return true; } case TR_THINK: { if (self.tur_head.frame != 0) self.tur_head.frame += 1; if (self.tur_head.frame >= 7) self.tur_head.frame = 0; return true; } case TR_DEATH: { return true; } case TR_SETUP: { self.aim_flags = TFL_AIM_SIMPLE; self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK ; self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_AMMO_OWN; self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE; return true; } case TR_PRECACHE: { return true; } } return true; } #endif // SVQC #ifdef CSQC float t_hellion(float req) { switch(req) { case TR_SETUP: { return true; } case TR_PRECACHE: { return true; } } return true; } #endif // CSQC #endif // REGISTER_TURRET