-// =========================
-// SVQC Turret Properties
-// =========================
-
+#ifdef SVQC
+#include <server/autocvars.qh>
// Generic aiming
vector turret_aim_generic()
-{
+{SELFPARAM();
vector pre_pos, prep;
float distance, impact_time = 0, i, mintime;
if(self.aim_flags & TFL_AIM_SIMPLE)
return real_origin(self.enemy);
- mintime = max(self.attack_finished_single - time,0) + sys_frametime;
+ mintime = max(self.attack_finished_single[0] - time,0) + sys_frametime;
// Baseline
pre_pos = real_origin(self.enemy);
{
if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
{
- // FIXME: this cant be the best way to do this..
prep = pre_pos;
- for(i = 0; i < 4; ++i)
- {
- distance = vlen(prep - self.tur_shotorg);
- impact_time = distance / self.shot_speed;
- prep = pre_pos + self.enemy.velocity * impact_time;
- }
+ distance = vlen(prep - self.tur_shotorg);
+ impact_time = distance / self.shot_speed;
prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
if(self.aim_flags & TFL_AIM_ZPREDICT)
- if not(self.enemy.flags & FL_ONGROUND)
+ if(!IS_ONGROUND(self.enemy))
if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
{
float vz;
(m_score * _turret.target_select_missilebias) +
(p_score * _turret.target_select_playerbias);
- if(_turret.target_range < vlen(_turret.tur_shotorg - real_origin(_target)))
+ if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
{
//dprint("Wtf?\n");
score *= 0.001;
}
// Generic damage handling
-void() turret_respawn;
-void turret_hide()
+void turret_hide(entity this)
{
self.effects |= EF_NODRAW;
self.nextthink = time + self.respawntime - 0.2;
- self.think = turret_respawn;
+ setthink(self, turret_respawn);
}
-void turret_die()
+void turret_die(entity this)
{
self.deadflag = DEAD_DEAD;
self.tur_head.deadflag = self.deadflag;
// Go boom
//RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
+ Turret tur = get_turretinfo(self.m_id);
if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
{
- TUR_ACTION(self.turretid, TR_DEATH);
+ tur.tr_death(tur, self);
remove(self.tur_head);
remove(self);
// Setup respawn
self.SendFlags |= TNSF_STATUS;
self.nextthink = time + 0.2;
- self.think = turret_hide;
+ setthink(self, turret_hide);
- TUR_ACTION(self.turretid, TR_DEATH);
+ tur.tr_death(tur, self);
}
}
-void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
{
- // Enougth allready!
- if(self.deadflag == DEAD_DEAD)
+ // Enough already!
+ if(this.deadflag == DEAD_DEAD)
return;
// Inactive turrets take no damage. (hm..)
- if not (self.active)
+ if(!this.active)
return;
- if (teamplay)
- if (self.team == attacker.team)
+ if(SAME_TEAM(this, attacker))
{
- // This does not happen anymore. Re-enable if you fix that.
- if(IS_REAL_CLIENT(attacker))
- sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
-
if(autocvar_g_friendlyfire)
damage = damage * autocvar_g_friendlyfire;
else
return;
}
- self.health -= damage;
+ this.health -= damage;
// thorw head slightly off aim when hit?
- if (self.damage_flags & TFL_DMG_HEADSHAKE)
+ if (this.damage_flags & TFL_DMG_HEADSHAKE)
{
- self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
- self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
+ this.tur_head.angles_x = this.tur_head.angles_x + (-0.5 + random()) * damage;
+ this.tur_head.angles_y = this.tur_head.angles_y + (-0.5 + random()) * damage;
- self.SendFlags |= TNSF_ANG;
+ this.SendFlags |= TNSF_ANG;
}
- if (self.turret_flags & TUR_FLAG_MOVE)
- self.velocity = self.velocity + vforce;
+ if (this.turret_flags & TUR_FLAG_MOVE)
+ this.velocity = this.velocity + vforce;
- if (self.health <= 0)
+ if (this.health <= 0)
{
- self.event_damage = func_null;
- self.tur_head.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
- self.nextthink = time;
- self.think = turret_die;
+ this.event_damage = func_null;
+ this.tur_head.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+ this.nextthink = time;
+ setthink(this, turret_die);
}
- self.SendFlags |= TNSF_STATUS;
+ this.SendFlags |= TNSF_STATUS;
}
-void() turret_think;
-void turret_respawn()
+void turret_think(entity this);
+void turret_respawn(entity this)
{
// Make sure all parts belong to the same team since
// this function doubles as "teamchange" function.
self.ammo = self.ammo_max;
self.nextthink = time + self.ticrate;
- self.think = turret_think;
+ setthink(self, turret_think);
self.SendFlags = TNSF_FULL_UPDATE;
-
- TUR_ACTION(self.turretid, TR_SETUP);
+
+ Turret tur = get_turretinfo(self.m_id);
+ tur.tr_setup(tur, self);
}
#define cvar_base "g_turrets_unit_"
.float clientframe;
void turrets_setframe(float _frame, float client_only)
-{
+{SELFPARAM();
if((client_only ? self.clientframe : self.frame ) != _frame)
{
self.SendFlags |= TNSF_ANIM;
}
-float turret_send(entity to, float sf)
+bool turret_send(entity this, entity to, float sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_TURRET);
WriteByte(MSG_ENTITY, sf);
if(sf & TNSF_SETUP)
{
- WriteByte(MSG_ENTITY, self.turretid);
+ WriteByte(MSG_ENTITY, self.m_id);
WriteCoord(MSG_ENTITY, self.origin_x);
WriteCoord(MSG_ENTITY, self.origin_y);
WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
}
- return TRUE;
+ return true;
}
-void load_unit_settings(entity ent, string unitname, float is_reload)
-{
+void load_unit_settings(entity ent, bool is_reload)
+{SELFPARAM();
+ string unitname = ent.netname;
string sbase;
if (ent == world)
return;
- if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
- if not (ent.turret_scale_range) ent.turret_scale_range = 1;
- if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
- if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
- if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
- if not (ent.turret_scale_health) ent.turret_scale_health = 1;
- if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
+ if(!ent.turret_scale_damage) ent.turret_scale_damage = 1;
+ if(!ent.turret_scale_range) ent.turret_scale_range = 1;
+ if(!ent.turret_scale_refire) ent.turret_scale_refire = 1;
+ if(!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
+ if(!ent.turret_scale_aim) ent.turret_scale_aim = 1;
+ if(!ent.turret_scale_health) ent.turret_scale_health = 1;
+ if(!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
sbase = strcat(cvar_base,unitname);
if (is_reload)
ent.track_accel_rotate = cvar(strcat(sbase,"_track_accel_rot"));
ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
- if(is_reload)
- TUR_ACTION(self.turretid, TR_SETUP);
+ if(is_reload) {
+ Turret tur = get_turretinfo(self.m_id);
+ tur.tr_setup(tur, self);
+ }
}
-void turret_projectile_explode()
+void turret_projectile_explode(entity this)
{
self.takedamage = DAMAGE_NO;
self.event_damage = func_null;
#ifdef TURRET_DEBUG
float d;
- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
self.owner.tur_debug_dmg_t_h = self.owner.tur_debug_dmg_t_h + d;
self.owner.tur_debug_dmg_t_f = self.owner.tur_debug_dmg_t_f + self.owner.shot_dmg;
#else
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
#endif
remove(self);
}
-void turret_projectile_touch()
+void turret_projectile_touch(entity this)
{
PROJECTILE_TOUCH;
- turret_projectile_explode();
+ turret_projectile_explode(this);
}
-void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
{
- self.velocity += vforce;
- self.health -= damage;
- //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
- if(self.health <= 0)
- W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
+ this.velocity += vforce;
+ this.health -= damage;
+ //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
+ if(this.health <= 0)
+ W_PrepareExplosionByDamage(this, this.owner, turret_projectile_explode);
}
-entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
-{
+entity turret_projectile(Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
+{SELFPARAM();
+ TC(Sound, _snd);
entity proj;
sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
proj.owner = self;
proj.realowner = self;
- proj.bot_dodge = TRUE;
+ proj.bot_dodge = true;
proj.bot_dodgerating = self.shot_dmg;
- proj.think = turret_projectile_explode;
- proj.touch = turret_projectile_touch;
+ setthink(proj, turret_projectile_explode);
+ settouch(proj, turret_projectile_touch);
proj.nextthink = time + 9;
proj.movetype = MOVETYPE_FLYMISSILE;
proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
**/
void turret_do_updates(entity t_turret)
{
- vector enemy_pos;
- entity oldself;
-
- oldself = self;
- self = t_turret;
+ vector enemy_pos = real_origin(t_turret.enemy);
- enemy_pos = real_origin(self.enemy);
+ WITHSELF(t_turret, turret_tag_fire_update());
- turret_tag_fire_update();
+ t_turret.tur_shotdir_updated = v_forward;
+ t_turret.tur_dist_enemy = vlen(t_turret.tur_shotorg - enemy_pos);
+ t_turret.tur_dist_aimpos = vlen(t_turret.tur_shotorg - t_turret.tur_aimpos);
- self.tur_shotdir_updated = v_forward;
- self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
- self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
-
- /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
+ /*if((t_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (t_turret.enemy))
{
- oldpos = self.enemy.origin;
- setorigin(self.enemy, self.tur_aimpos);
- tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
- setorigin(self.enemy, oldpos);
+ oldpos = t_turret.enemy.origin;
+ setorigin(t_turret.enemy, t_turret.tur_aimpos);
+ tracebox(t_turret.tur_shotorg, '-1 -1 -1', '1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
+ setorigin(t_turret.enemy, oldpos);
- if(trace_ent == self.enemy)
- self.tur_dist_impact_to_aimpos = 0;
+ if(trace_ent == t_turret.enemy)
+ t_turret.tur_dist_impact_to_aimpos = 0;
else
- self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
+ t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos);
}
else*/
- tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
-
- self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
- self.tur_impactent = trace_ent;
- self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
+ tracebox(t_turret.tur_shotorg, '-1 -1 -1','1 1 1', t_turret.tur_shotorg + (t_turret.tur_shotdir_updated * t_turret.tur_dist_aimpos), MOVE_NORMAL,t_turret);
- self = oldself;
+ t_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - t_turret.tur_aimpos) - (vlen(t_turret.enemy.maxs - t_turret.enemy.mins) * 0.5);
+ t_turret.tur_impactent = trace_ent;
+ t_turret.tur_impacttime = vlen(t_turret.tur_shotorg - trace_endpos) / t_turret.shot_speed;
}
/**
**/
.float turret_framecounter;
void turret_track()
-{
+{SELFPARAM();
vector target_angle; // This is where we want to aim
vector move_angle; // This is where we can aim
float f_tmp;
if (self.track_flags == TFL_TRACK_NO)
return;
- if not (self.active)
+ if(!self.active)
target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
else if (self.enemy == world)
{
//if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
// return -0.5;
+ if(!e_target)
+ return -2;
+
if(e_target.owner == e_turret)
return -0.5;
- if not(checkpvs(e_target.origin, e_turret))
+ if(!checkpvs(e_target.origin, e_turret))
return -1;
- if not (e_target)
- return -2;
+ if(e_target.alpha <= 0.3)
+ return -1;
- if(g_onslaught)
- if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
- return - 3;
+ if(MUTATOR_CALLHOOK(TurretValidateTarget, e_turret, e_target, validate_flags))
+ return ret_float;
if (validate_flags & TFL_TARGETSELECT_NO)
return -4;
return -5;
// Cant touch this
- if(e_target.vehicle_flags & VHF_ISVEHICLE)
+ if(IS_VEHICLE(e_target))
{
if (e_target.vehicle_health <= 0)
return -6;
}
else if (e_target.health <= 0)
return -6;
+ else if(STAT(FROZEN, e_target) > 0)
+ return -6;
// player
if (IS_CLIENT(e_target))
{
- if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
+ if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
return -7;
- if (e_target.deadflag != DEAD_NO)
+ if (IS_DEAD(e_target))
return -8;
}
// Missile
if (e_target.flags & FL_PROJECTILE)
- if not (validate_flags & TFL_TARGETSELECT_MISSILES)
- return -10;
+ if(!(validate_flags & TFL_TARGETSELECT_MISSILES))
+ return -10;
if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
- if not (e_target.flags & FL_PROJECTILE)
- return -10.5;
+ if(!(e_target.flags & FL_PROJECTILE))
+ return -10.5;
// Team check
if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
- if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
+ if(vdist(v_tmp - trace_endpos, >, e_turret.aim_firetolerance_dist))
return -19;
}
*/
#ifdef TURRET_DEBUG_TARGETSELECT
- dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
+ LOG_TRACE("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
#endif
return 1;
}
entity turret_select_target()
-{
+{SELFPARAM();
entity e; // target looper entity
float score; // target looper entity score
entity e_enemy; // currently best scoreing target
** Preforms pre-fire checks based on the uints firecheck_flags
**/
float turret_firecheck()
-{
+{SELFPARAM();
// This one just dont care =)
if (self.firecheck_flags & TFL_FIRECHECK_NO)
return 1;
// Ready?
if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
- if (self.attack_finished_single > time) return 0;
+ if (self.attack_finished_single[0] > time) return 0;
// Special case: volly fire turret that has to fire a full volly if a shot was fired.
if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
// Lack of zombies makes shooting dead things unnecessary :P
if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
- if (self.enemy.deadflag != DEAD_NO)
+ if (IS_DEAD(self.enemy))
return 0;
// Own ammo?
return 1;
}
+bool turret_checkfire()
+{SELFPARAM();
+ bool ret = false; // dummy
+ if(MUTATOR_CALLHOOK(Turret_CheckFire, ret))
+ return ret_bool;
+
+ return self.turret_firecheckfunc();
+}
+
void turret_fire()
-{
+{SELFPARAM();
if (autocvar_g_turrets_nofire != 0)
return;
-
- TUR_ACTION(self.turretid, TR_ATTACK);
- self.attack_finished_single = time + self.shot_refire;
+ if(MUTATOR_CALLHOOK(TurretFire, self))
+ return;
+
+ Turret info = get_turretinfo(self.m_id);
+ info.tr_attack(info, self);
+
+ self.attack_finished_single[0] = time + self.shot_refire;
self.ammo -= self.shot_dmg;
self.volly_counter = self.volly_counter - 1;
self.enemy = world;
if (self.shot_volly > 1)
- self.attack_finished_single = time + self.shot_volly_refire;
+ self.attack_finished_single[0] = time + self.shot_volly_refire;
}
#ifdef TURRET_DEBUG
#endif
}
-void turret_think()
+void turret_think(entity this)
{
- entity e;
-
self.nextthink = time + self.ticrate;
- // ONS uses somewhat backwards linking.
- if (teamplay)
- {
- if (g_onslaught)
- if (self.target)
- {
- e = find(world, targetname,self.target);
- if (e != world)
- self.team = e.team;
- }
-
- if (self.team != self.tur_head.team)
- turret_respawn();
- }
+ MUTATOR_CALLHOOK(TurretThink, self);
#ifdef TURRET_DEBUG
if (self.tur_debug_tmr1 < time)
#endif
// Handle ammo
- if not (self.spawnflags & TSF_NO_AMMO_REGEN)
+ if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
if (self.ammo < self.ammo_max)
self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
// Inactive turrets needs to run the think loop,
// So they can handle animation and wake up if need be.
- if not (self.active)
+ if(!self.active)
{
turret_track();
return;
if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
{
// Do a self.turret_fire for every valid target.
- e = findradius(self.origin,self.target_range);
+ entity e = findradius(self.origin,self.target_range);
while (e)
{
if(e.takedamage)
turret_do_updates(self);
- if (self.turret_firecheckfunc())
+ if (turret_checkfire())
turret_fire();
}
}
// This one is doing something.. oddball. assume its handles what needs to be handled.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if(!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
turret_do_updates(self);
// Fire?
- if (self.turret_firecheckfunc())
+ if (turret_checkfire())
turret_fire();
}
else
if(self.volly_counter != self.shot_volly)
{
// Predict or whatnot
- if not(self.aim_flags & TFL_AIM_NO)
+ if(!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_aim_generic();
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
turret_do_updates(self);
// Fire!
- if (self.turret_firecheckfunc() != 0)
+ if (turret_checkfire())
turret_fire();
-
- TUR_ACTION(self.turretid, TR_THINK);
+
+ Turret tur = get_turretinfo(self.m_id);
+ tur.tr_think(tur, self);
return;
}
if (self.enemy == world)
{
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
-
- TUR_ACTION(self.turretid, TR_THINK);
+
+ Turret tur = get_turretinfo(self.m_id);
+ tur.tr_think(tur, self);
// And bail.
return;
self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if(!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
turret_do_updates(self);
// Fire?
- if (self.turret_firecheckfunc())
+ if (turret_checkfire())
turret_fire();
}
- TUR_ACTION(self.turretid, TR_THINK);
+ Turret tur = get_turretinfo(self.m_id);
+ tur.tr_think(tur, self);
}
/*
When .used a turret switch team to activator.team.
If activator is world, the turret go inactive.
*/
-void turret_use()
+void turret_use(entity this, entity actor, entity trigger)
{
- dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
+ LOG_TRACE("Turret ",this.netname, " used by ", actor.classname, "\n");
- self.team = activator.team;
+ this.team = actor.team;
- if(self.team == 0)
- self.active = ACTIVE_NOT;
+ if(this.team == 0)
+ this.active = ACTIVE_NOT;
else
- self.active = ACTIVE_ACTIVE;
+ this.active = ACTIVE_ACTIVE;
}
void turret_link()
-{
- Net_LinkEntity(self, TRUE, 0, turret_send);
- self.think = turret_think;
+{SELFPARAM();
+ Net_LinkEntity(self, true, 0, turret_send);
+ setthink(self, turret_think);
self.nextthink = time;
self.tur_head.effects = EF_NODRAW;
}
-void turrets_manager_think()
+void turrets_manager_think(entity this)
{
- self.nextthink = time + 1;
+ this.nextthink = time + 1;
- entity e;
if (autocvar_g_turrets_reloadcvars == 1)
{
- e = nextent(world);
- while (e)
- {
- if (e.turret_flags & TUR_FLAG_ISTURRET)
- {
- load_unit_settings(e,e.cvar_basename,1);
- TUR_ACTION(self.turretid, TR_THINK);
- }
-
- e = nextent(e);
- }
- cvar_set("g_turrets_reloadcvars","0");
+ FOREACH_ENTITY(IS_TURRET(it), {
+ load_unit_settings(it, true);
+ Turret tur = get_turretinfo(it.m_id);
+ tur.tr_think(tur, it);
+ });
+ cvar_set("g_turrets_reloadcvars", "0");
}
}
-float turret_initialize(float tur_id)
+void turret_initparams(entity tur)
{
- if not(autocvar_g_turrets)
- return FALSE;
+ #define TRY(x) (x) ? (x)
+ tur.respawntime = max (-1, (TRY(tur.respawntime) : 60 ));
+ tur.shot_refire = bound(0.01, (TRY(tur.shot_refire) : 1 ), 9999);
+ tur.shot_dmg = max (1, (TRY(tur.shot_dmg) : tur.shot_refire * 50 ));
+ tur.shot_radius = max (1, (TRY(tur.shot_radius) : tur.shot_dmg * 0.5 ));
+ tur.shot_speed = max (1, (TRY(tur.shot_speed) : 2500 ));
+ tur.shot_spread = bound(0.0001, (TRY(tur.shot_spread) : 0.0125 ), 500);
+ tur.shot_force = bound(0.001, (TRY(tur.shot_force) : tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
+ tur.shot_volly = bound(1, (TRY(tur.shot_volly) : 1 ), floor(tur.ammo_max / tur.shot_dmg));
+ tur.shot_volly_refire = bound(tur.shot_refire, (TRY(tur.shot_volly_refire) : tur.shot_refire * tur.shot_volly ), 60);
+ tur.target_range = bound(0, (TRY(tur.target_range) : tur.shot_speed * 0.5 ), MAX_SHOT_DISTANCE);
+ tur.target_range_min = bound(0, (TRY(tur.target_range_min) : tur.shot_radius * 2 ), MAX_SHOT_DISTANCE);
+ tur.target_range_optimal = bound(0, (TRY(tur.target_range_optimal) : tur.target_range * 0.5 ), MAX_SHOT_DISTANCE);
+ tur.aim_maxrotate = bound(0, (TRY(tur.aim_maxrotate) : 90 ), 360);
+ tur.aim_maxpitch = bound(0, (TRY(tur.aim_maxpitch) : 20 ), 90);
+ tur.aim_speed = bound(0.1, (TRY(tur.aim_speed) : 36 ), 1000);
+ tur.aim_firetolerance_dist = bound(0.1, (TRY(tur.aim_firetolerance_dist) : 5 + (tur.shot_radius * 2) ), MAX_SHOT_DISTANCE);
+ tur.target_select_rangebias = bound(-10, (TRY(tur.target_select_rangebias) : 1 ), 10);
+ tur.target_select_samebias = bound(-10, (TRY(tur.target_select_samebias) : 1 ), 10);
+ tur.target_select_anglebias = bound(-10, (TRY(tur.target_select_anglebias) : 1 ), 10);
+ tur.target_select_missilebias = bound(-10, (TRY(tur.target_select_missilebias) : 1 ), 10);
+ tur.target_select_playerbias = bound(-10, (TRY(tur.target_select_playerbias) : 1 ), 10);
+ tur.ammo_max = max (tur.shot_dmg, (TRY(tur.ammo_max) : tur.shot_dmg * 10 ));
+ tur.ammo_recharge = max (0, (TRY(tur.ammo_recharge) : tur.shot_dmg * 0.5 ));
+ #undef TRY
+}
+
+float turret_initialize(Turret tur)
+{SELFPARAM();
+ if(!autocvar_g_turrets)
+ return false;
- entity e;
- entity tur = get_turretinfo(tur_id);
- if(tur.turretid == 0)
- return FALSE; // invalid turret
+ if(tur.m_id == 0)
+ return false; // invalid turret
- e = find(world, classname, "turret_manager");
- if not (e)
+ // if tur_head exists, we can assume this turret re-spawned
+ if(!self.tur_head) {
+ tur.tr_precache(tur);
+ }
+
+ entity e = find(world, classname, "turret_manager");
+ if(!e)
{
- e = spawn();
- e.classname = "turret_manager";
- e.think = turrets_manager_think;
+ e = new(turret_manager);
+ setthink(e, turrets_manager_think);
e.nextthink = time + 2;
}
- if not(self.spawnflags & TSF_SUSPENDED)
+ if(!(self.spawnflags & TSF_SUSPENDED))
builtin_droptofloor();
- self.cvar_basename = tur.cvar_basename;
- load_unit_settings(self, self.cvar_basename, 0);
-
- if not(self.team || teamplay) { self.team = MAX_SHOT_DISTANCE; }
- if not(self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
- if not(self.health) { self.health = 1000; }
- if not(self.shot_refire) { self.shot_refire = 1; }
- if not(self.tur_shotorg) { self.tur_shotorg = '50 0 50'; }
- if not(self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
- if not(self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
- if not(self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
- if not(self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
- if not(self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
- if not(self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
- if not(self.target_select_flags){ self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
- if not(self.firecheck_flags) { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
+ self.netname = tur.netname;
+ load_unit_settings(self, 0);
+
+ if(!self.team || !teamplay) { self.team = MAX_SHOT_DISTANCE; }
+ if(!self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
+ if(!self.health) { self.health = 1000; }
+ if(!self.shot_refire) { self.shot_refire = 1; }
+ if(!self.tur_shotorg) { self.tur_shotorg = '50 0 50'; }
+ if(!self.turret_flags) { self.turret_flags = TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER; }
+ if(!self.damage_flags) { self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; }
+ if(!self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; }
+ if(!self.track_type) { self.track_type = TFL_TRACKTYPE_STEPMOTOR; }
+ if(!self.track_flags) { self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROTATE; }
+ if(!self.ammo_flags) { self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; }
+ if(!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
+ if(!self.firecheck_flags) { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
| TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
-
+
if(self.track_type != TFL_TRACKTYPE_STEPMOTOR)
{
// Fluid / Ineria mode. Looks mutch nicer.
// Can reduce aim preformance alot, needs a bit diffrent aimspeed
-
+
self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000);
-
- if not(self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
- if not(self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
- if not(self.track_blendrate) { self.track_blendrate = 0.35; }
+
+ if(!self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
+ if(!self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
+ if(!self.track_blendrate) { self.track_blendrate = 0.35; }
}
-
- self.respawntime = max(-1, ((!self.respawntime) ? 60 : self.respawntime));
- self.shot_refire = bound(0.01, ((!self.shot_refire) ? 1 : self.shot_refire), 9999);
- self.shot_dmg = max(1, ((!self.shot_dmg) ? self.shot_refire * 50 : self.shot_dmg));
- self.shot_radius = max(1, ((!self.shot_radius) ? self.shot_dmg * 0.5 : self.shot_radius));
- self.shot_speed = max(1, ((!self.shot_speed) ? 2500 : self.shot_speed));
- self.shot_spread = bound(0.0001, ((!self.shot_spread) ? 0.0125 : self.shot_spread), 500);
- self.shot_force = bound(0.001, ((!self.shot_force) ? self.shot_dmg * 0.5 + self.shot_radius * 0.5 : self.shot_force), 5000);
- self.shot_volly = bound(1, ((!self.shot_volly) ? 1 : self.shot_volly), floor(self.ammo_max / self.shot_dmg));
- self.shot_volly_refire = bound(self.shot_refire, ((!self.shot_volly_refire) ? self.shot_refire * self.shot_volly : self.shot_volly_refire), 60);
- self.target_range = bound(0, ((!self.target_range) ? self.shot_speed * 0.5 : self.target_range), MAX_SHOT_DISTANCE);
- self.target_range_min = bound(0, ((!self.target_range_min) ? self.shot_radius * 2 : self.target_range_min), MAX_SHOT_DISTANCE);
- self.target_range_optimal = bound(0, ((!self.target_range_optimal) ? self.target_range * 0.5 : self.target_range_optimal), MAX_SHOT_DISTANCE);
- self.aim_maxrotate = bound(0, ((!self.aim_maxrotate) ? 90 : self.aim_maxrotate), 360);
- self.aim_maxpitch = bound(0, ((!self.aim_maxpitch) ? 20 : self.aim_maxpitch), 90);
- self.aim_speed = bound(0.1, ((!self.aim_speed) ? 36 : self.aim_speed), 1000);
- self.aim_firetolerance_dist = bound(0.1, ((!self.aim_firetolerance_dist) ? 5 + (self.shot_radius * 2) : self.aim_firetolerance_dist), MAX_SHOT_DISTANCE);
- self.target_select_rangebias = bound(-10, ((!self.target_select_rangebias) ? 1 : self.target_select_rangebias), 10);
- self.target_select_samebias = bound(-10, ((!self.target_select_samebias) ? 1 : self.target_select_samebias), 10);
- self.target_select_anglebias = bound(-10, ((!self.target_select_anglebias) ? 1 : self.target_select_anglebias), 10);
- self.target_select_missilebias = bound(-10, ((!self.target_select_missilebias) ? 1 : self.target_select_missilebias), 10);
- self.target_select_playerbias = bound(-10, ((!self.target_select_playerbias) ? 1 : self.target_select_playerbias), 10);
- self.ammo_max = max(self.shot_dmg, ((!self.ammo_max) ? self.shot_dmg * 10 : self.ammo_max));
- self.ammo_recharge = max(0, ((!self.ammo_recharge) ? self.shot_dmg * 0.5 : self.ammo_recharge));
-
+
+ turret_initparams(self);
+
self.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
-
+
if(self.turret_flags & TUR_FLAG_SPLASH)
self.aim_flags |= TFL_AIM_SPLASH;
-
+
if(self.turret_flags & TUR_FLAG_MISSILE)
self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
if(self.turret_flags & TUR_FLAG_PLAYER)
self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
-
+
if(self.spawnflags & TSL_NO_RESPAWN)
self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
-
+
if (self.turret_flags & TUR_FLAG_SUPPORT)
self.turret_score_target = turret_targetscore_support;
else
self.turret_score_target = turret_targetscore_generic;
-
+
++turret_count;
-
- setmodel(self, tur.model);
+
+ _setmodel(self, tur.model);
setsize(self, tur.mins, tur.maxs);
-
- self.turretid = tur_id;
+
+ self.m_id = tur.m_id;
self.classname = "turret_main";
self.active = ACTIVE_ACTIVE;
self.effects = EF_NODRAW;
- self.netname = TUR_NAME(tur_id);
+ self.netname = tur.turret_name;
self.ticrate = bound(sys_frametime, self.ticrate, 60);
self.max_health = self.health;
self.target_validate_flags = self.target_select_flags;
self.turret_firecheckfunc = turret_firecheck;
self.event_damage = turret_damage;
self.use = turret_use;
- self.bot_attack = TRUE;
+ self.bot_attack = true;
self.nextthink = time + 1;
self.nextthink += turret_count * sys_frametime;
-
- self.tur_head = spawn();
- setmodel(self.tur_head, tur.head_model);
+
+ self.tur_head = new(turret_head);
+ _setmodel(self.tur_head, tur.head_model);
setsize(self.tur_head, '0 0 0', '0 0 0');
setorigin(self.tur_head, '0 0 0');
setattachment(self.tur_head, self, "tag_head");
-
- self.tur_head.netname = self.tur_head.classname = "turret_head";
+
+ self.tur_head.netname = self.tur_head.classname;
self.tur_head.team = self.team;
self.tur_head.owner = self;
self.tur_head.takedamage = DAMAGE_NO;
self.tur_head.solid = SOLID_NOT;
self.tur_head.movetype = self.movetype;
-
- if not(self.tur_defend)
+
+ if(!self.tur_defend)
if(self.target != "")
{
self.tur_defend = find(world, targetname, self.target);
if (self.tur_defend == world)
{
self.target = "";
- dprint("Turret has invalid defendpoint!\n");
+ LOG_TRACE("Turret has invalid defendpoint!\n");
}
}
-
+
if (self.tur_defend)
self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
else
self.idle_aim = '0 0 0';
-
+
#ifdef TURRET_DEBUG
self.tur_debug_start = self.nextthink;
- while (vlen(self.tur_debug_rvec) < 2)
+ while(vdist(self.tur_debug_rvec, <, 2))
self.tur_debug_rvec = randomvec() * 4;
self.tur_debug_rvec_x = fabs(self.tur_debug_rvec_x);
#endif
turret_link();
- turret_respawn();
+ turret_respawn(self);
turret_tag_fire_update();
-
- TUR_ACTION(tur_id, TR_SETUP);
-
- if(MUTATOR_CALLHOOK(TurretSpawn))
- return FALSE;
-
- return TRUE;
-}
\ No newline at end of file
+
+ tur.tr_setup(tur, self);
+
+ if(MUTATOR_CALLHOOK(TurretSpawn, self))
+ return false;
+
+ return true;
+}
+#endif