-// =========================
-// 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_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(!(self.enemy.flags & FL_ONGROUND))
if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
{
float vz;
}
// Generic damage handling
-void() turret_respawn;
void turret_hide()
-{
+{SELFPARAM();
self.effects |= EF_NODRAW;
self.nextthink = time + self.respawntime - 0.2;
self.think = turret_respawn;
}
void turret_die()
-{
+{SELFPARAM();
self.deadflag = DEAD_DEAD;
self.tur_head.deadflag = self.deadflag;
}
}
-void turret_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
- // Enougth allready!
+void turret_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{SELFPARAM();
+ // Enough already!
if(self.deadflag == DEAD_DEAD)
return;
// Inactive turrets take no damage. (hm..)
- if not (self.active)
+ if(!self.active)
return;
- if (teamplay)
- if (self.team == attacker.team)
+ if(SAME_TEAM(self, 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
void() turret_think;
void turret_respawn()
-{
+{SELFPARAM();
// Make sure all parts belong to the same team since
// this function doubles as "teamchange" function.
self.tur_head.team = self.team;
self.think = turret_think;
self.SendFlags = TNSF_FULL_UPDATE;
-
+
TUR_ACTION(self.turretid, TR_SETUP);
}
#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)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
WriteByte(MSG_ENTITY, sf);
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)
-{
+{SELFPARAM();
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)
}
void turret_projectile_explode()
-{
+{SELFPARAM();
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);
}
turret_projectile_explode();
}
-void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
+void turret_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{SELFPARAM();
self.velocity += vforce;
self.health -= damage;
//self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
}
entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
-{
+{SELFPARAM();
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;
** and updated aim<->predict impact distance.
**/
void turret_do_updates(entity t_turret)
-{
+{SELFPARAM();
vector enemy_pos;
- entity oldself;
- oldself = self;
- self = t_turret;
+ setself(t_turret);
enemy_pos = real_origin(self.enemy);
self.tur_impactent = trace_ent;
self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
- self = oldself;
+ setself(this);
}
/**
**/
.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 -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(e_target.frozen > 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)
// 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)
*/
#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;
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;
-
+
+ if(MUTATOR_CALLHOOK(TurretFire, self))
+ return;
+
TUR_ACTION(self.turretid, TR_ATTACK);
self.attack_finished_single = time + self.shot_refire;
}
void turret_think()
-{
+{SELFPARAM();
entity e;
self.nextthink = time + self.ticrate;
#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;
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);
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);
// And bail.
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();
}
If activator is world, the turret go inactive.
*/
void turret_use()
-{
- dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
+{SELFPARAM();
+ LOG_TRACE("Turret ",self.netname, " used by ", activator.classname, "\n");
self.team = activator.team;
}
void turret_link()
-{
- Net_LinkEntity(self, TRUE, 0, turret_send);
+{SELFPARAM();
+ Net_LinkEntity(self, true, 0, turret_send);
self.think = turret_think;
self.nextthink = time;
self.tur_head.effects = EF_NODRAW;
}
void turrets_manager_think()
-{
+{SELFPARAM();
self.nextthink = time + 1;
entity e;
e = nextent(world);
while (e)
{
- if (e.turret_flags & TUR_FLAG_ISTURRET)
+ if (IS_TURRET(e))
{
load_unit_settings(e,e.cvar_basename,1);
TUR_ACTION(self.turretid, TR_THINK);
}
float turret_initialize(float tur_id)
-{
- if not(autocvar_g_turrets)
- return FALSE;
+{SELFPARAM();
+ if(!autocvar_g_turrets)
+ return false;
entity e;
entity tur = get_turretinfo(tur_id);
if(tur.turretid == 0)
- return FALSE; // invalid turret
+ return false; // invalid turret
+
+ if(!self.tur_head) { TUR_ACTION(tur_id, TR_PRECACHE); } // if tur_head exists, we can assume this turret re-spawned
e = find(world, classname, "turret_manager");
- if not (e)
+ if(!e)
{
e = spawn();
e.classname = "turret_manager";
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
+
+ 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.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));
-
+
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);
setsize(self, tur.mins, tur.maxs);
-
+
self.turretid = tur_id;
self.classname = "turret_main";
self.active = ACTIVE_ACTIVE;
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);
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.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)
turret_link();
turret_respawn();
turret_tag_fire_update();
-
+
TUR_ACTION(tur_id, TR_SETUP);
-
- if(MUTATOR_CALLHOOK(TurretSpawn))
- return FALSE;
- return TRUE;
-}
\ No newline at end of file
+ if(MUTATOR_CALLHOOK(TurretSpawn, self))
+ return false;
+
+ return true;
+}
+#endif