#include "util.qh" /* * Update this.tur_shotorg by getting up2date bone info * NOTICE this func overwrites the global v_forward, v_right and v_up vectors. */ float turret_tag_fire_update(entity this) { if(!this.tur_head) { LOG_DEBUG("Call to turret_tag_fire_update with this.tur_head missing!"); this.tur_shotorg = '0 0 0'; return false; } this.tur_shotorg = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_fire")); v_forward = normalize(v_forward); return true; } /* * Railgun-like beam, but has thickness and suppots slowing of target */ void FireImoBeam(entity this, vector start, vector end, vector smin, vector smax, float bforce, float f_dmg, float f_velfactor, int deathtype) { vector hitloc, force, endpoint, dir; entity ent; dir = normalize(end - start); force = dir * bforce; // go a little bit into the wall because we need to hit this wall later end = end + dir; // trace multiple times until we hit a wall, each obstacle will be made unsolid. // note down which entities were hit so we can damage them later while (1) { tracebox(start, smin, smax, end, false, this); // if it is NULL we can't hurt it so stop now if (trace_ent == NULL || trace_fraction == 1) break; if (trace_ent.solid == SOLID_BSP) break; // make the entity non-solid so we can hit the next one trace_ent.railgunhit = true; trace_ent.railgunhitloc = end; trace_ent.railgunhitsolidbackup = trace_ent.solid; // stop if this is a wall // make the entity non-solid trace_ent.solid = SOLID_NOT; } endpoint = trace_endpos; // find all the entities the railgun hit and restore their solid state ent = findfloat(NULL, railgunhit, true); while (ent) { // restore their solid type ent.solid = ent.railgunhitsolidbackup; ent = findfloat(ent, railgunhit, true); } // find all the entities the railgun hit and hurt them ent = findfloat(NULL, railgunhit, true); while (ent) { // get the details we need to call the damage function hitloc = ent.railgunhitloc; ent.railgunhitloc = '0 0 0'; ent.railgunhitsolidbackup = SOLID_NOT; ent.railgunhit = false; // apply the damage if (ent.takedamage) { Damage (ent, this, this, f_dmg, deathtype, hitloc, force); ent.velocity = ent.velocity * f_velfactor; //ent.alpha = 0.25 + random() * 0.75; } // advance to the next entity ent = findfloat(ent, railgunhit, true); } trace_endpos = endpoint; } #ifdef TURRET_DEBUG void marker_think(entity this, ) { if(this.cnt) if(this.cnt < time) { setthink(this, SUB_Remove); this.nextthink = time; return; } this.frame += 1; if(this.frame > 29) this.frame = 0; this.nextthink = time; } void mark_error(vector where,float lifetime) { entity err = new(error_marker); setmodel(err, MDL_MARKER); setorigin(err, where); set_movetype(err, MOVETYPE_NONE); setthink(err, marker_think); err.nextthink = time; err.skin = 0; if(lifetime) err.cnt = lifetime + time; } void mark_info(vector where,float lifetime) { entity err = spawn(info_marker); setmodel(err, MDL_MARKER); setorigin(err, where); set_movetype(err, MOVETYPE_NONE); setthink(err, marker_think); err.nextthink = time; err.skin = 1; if(lifetime) err.cnt = lifetime + time; } entity mark_misc(vector where,float lifetime) { entity err = spawn(mark_misc); setmodel(err, MDL_MARKER); setorigin(err, where); set_movetype(err, MOVETYPE_NONE); setthink(err, marker_think); err.nextthink = time; err.skin = 3; if(lifetime) err.cnt = lifetime + time; return err; } MODEL(TUR_C512, "models/turrets/c512.md3"); /* * Paint a v_color colord circle on target onwho * that fades away over f_time */ void paint_target(entity onwho, float f_size, vector v_color, float f_time) { entity e; e = spawn(); setmodel(e, MDL_TUR_C512); // precision set above e.scale = (f_size/512); //setsize(e, '0 0 0', '0 0 0'); //setattachment(e,onwho,""); setorigin(e, onwho.origin + '0 0 1'); e.alpha = 0.15; set_movetype(e, MOVETYPE_FLY); e.velocity = (v_color * 32); // + '0 0 1' * 64; e.colormod = v_color; SUB_SetFade(e,time,f_time); } void paint_target2(entity onwho, float f_size, vector v_color, float f_time) { entity e; e = spawn(); setmodel(e, MDL_TUR_C512); // precision set above e.scale = (f_size/512); setsize(e, '0 0 0', '0 0 0'); setorigin(e, onwho.origin + '0 0 1'); e.alpha = 0.15; set_movetype(e, MOVETYPE_FLY); e.velocity = (v_color * 32); // + '0 0 1' * 64; e.avelocity_x = -128; e.colormod = v_color; SUB_SetFade(e,time,f_time); } void paint_target3(vector where, float f_size, vector v_color, float f_time) { entity e; e = spawn(); setmodel(e, MDL_TUR_C512); // precision set above e.scale = (f_size/512); setsize(e, '0 0 0', '0 0 0'); setorigin(e, where + '0 0 1'); set_movetype(e, MOVETYPE_NONE); e.velocity = '0 0 0'; e.colormod = v_color; SUB_SetFade(e,time,f_time); } #endif