void spawnfunc_turret_hellion(); void turret_hellion_dinit(); void turret_hellion_attack(); void turret_hellion_missile_think() { vector olddir,newdir; vector pre_pos; float itime; self.nextthink = time + 0.05; olddir = normalize(self.velocity); if(self.tur_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_std_shot_speed_gain, autocvar_g_turrets_unit_hellion_std_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_std_shot_speed_gain, autocvar_g_turrets_unit_hellion_std_shot_speed_max); if (itime < 0.05) self.think = turret_projectile_explode; UpdateCSQCProjectile(self); } void turret_hellion_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("weapons/rocket_fire.wav", 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.tur_health = time + 9; missile.tur_aimpos = randomvec() * 128; missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT; self.tur_head.frame += 1; } void turret_hellion_postthink() { if (self.tur_head.frame != 0) self.tur_head.frame += 1; if (self.tur_head.frame >= 7) self.tur_head.frame = 0; } void turret_hellion_dinit() { if (self.netname == "") self.netname = "Hellion Missile Turret"; self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL; self.aim_flags = TFL_AIM_SIMPLE; self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK ; self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_OWM_AMMO; self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE; if (turret_stdproc_init("hellion_std", "models/turrets/base.md3", "models/turrets/hellion.md3", TID_HELLION) == 0) { remove(self); return; } self.turret_firefunc = turret_hellion_attack; self.turret_postthink = turret_hellion_postthink; } /*QUAKED turret_hellion (0 .5 .8) ? */ void spawnfunc_turret_hellion() { precache_model ("models/turrets/hellion.md3"); precache_model ("models/turrets/base.md3"); self.think = turret_hellion_dinit; self.nextthink = time + 0.5; }