#include "hellion_weapon.qh" #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(entity this); SOUND(HellionAttack_FIRE, W_Sound("electro_fire")); METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { bool isPlayer = IS_PLAYER(actor); if (fire & 1) if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; actor.shot_radius = 500; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } if (!isPlayer) { if (actor.tur_head.frame != 0) actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire")); else actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2")); } entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false); te_explosion (missile.origin); setthink(missile, turret_hellion_missile_think); missile.nextthink = time; missile.max_health = time + 9; missile.tur_aimpos = randomvec() * 128; missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT; if (!isPlayer) actor.tur_head.frame += 1; } } void turret_hellion_missile_think(entity this) { vector olddir,newdir; vector pre_pos; float itime; this.nextthink = time + 0.05; olddir = normalize(this.velocity); if(this.max_health < time) turret_projectile_explode(this); // Enemy dead? just keep on the current heading then. if ((this.enemy == NULL) || (IS_DEAD(this.enemy))) { // Make sure we dont return to tracking a respawned player this.enemy = NULL; // Turn model this.angles = vectoangles(this.velocity); if(vdist(this.origin - this.owner.origin, >, (this.owner.shot_radius * 5))) turret_projectile_explode(this); // Accelerate this.velocity = olddir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); UpdateCSQCProjectile(this); return; } // Enemy in range? if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 0.2)) turret_projectile_explode(this); // Predict enemy position itime = vlen(this.enemy.origin - this.origin) / vlen(this.velocity); pre_pos = this.enemy.origin + this.enemy.velocity * itime; pre_pos = (pre_pos + this.enemy.origin) * 0.5; // Find out the direction to that place newdir = normalize(pre_pos - this.origin); // Turn newdir = normalize(olddir + newdir * 0.35); // Turn model this.angles = vectoangles(this.velocity); // Accelerate this.velocity = newdir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max)); if (itime < 0.05) setthink(this, turret_projectile_explode); UpdateCSQCProjectile(this); } #endif #endif