4 void turret_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
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6 self.velocity += vforce;
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10 vector v_from, vector v_to, vector v_colormod,
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12 float f_lifetime, float f_fadetime, float b_burn)
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19 gib.classname = "turret_gib";
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20 setmodel(gib,smodel);
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21 setorigin(gib,v_from);
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22 SUB_SetFade(gib,time + f_lifetime,2);
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24 gib.solid = SOLID_BBOX;
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26 gib.movetype = MOVETYPE_BOUNCE;
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27 gib.takedamage = DAMAGE_YES;
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28 gib.event_damage = turret_gib_damage;
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30 gib.effects = EF_LOWPRECISION;
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31 gib.flags = FL_NOTARGET;
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32 gib.colormod = v_colormod;
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33 gib.velocity = v_to;
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38 burn.effects = EF_LOWPRECISION;//|EF_FLAME;
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39 setattachment(burn,gib,"");
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40 setorigin(burn,(gib.mins + gib.maxs) * 0.5);
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41 SUB_SetFade(burn,time + (f_lifetime * 0.5) ,2);
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45 void turret_gib_boom()
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51 for (i = 1; i < 5; i = i +1)
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54 gib.classname = "turret_gib";
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56 s = strcat("models/turrets/head-gib",ftos(i));
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57 s = strcat(s,".md3");
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58 // bprint("s:",s,"\n");
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61 setorigin(gib,self.origin);
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63 SUB_SetFade(gib,time + 5,2);
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65 gib.solid = SOLID_BBOX;
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67 gib.movetype = MOVETYPE_BOUNCE;
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69 gib.damageforcescale = 2;
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70 gib.takedamage = DAMAGE_YES;
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71 gib.event_damage = turret_gib_damage;
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73 gib.effects = EF_LOWPRECISION;
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74 gib.flags = FL_NOTARGET;
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75 gib.velocity = self.velocity + (randomvec() * 700);
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76 gib.avelocity = randomvec() * 64;
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79 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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80 WriteByte (MSG_BROADCAST, 78);
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81 WriteCoord (MSG_BROADCAST, self.origin_x);
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82 WriteCoord (MSG_BROADCAST, self.origin_y);
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83 WriteCoord (MSG_BROADCAST, self.origin_z);
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88 void turret_trowgib2(
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89 vector v_from, vector v_to, vector v_colormod,
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90 entity e_mimic, float boomtime)
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96 gib.classname = "turret_gib";
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97 setmodel(gib,e_mimic.model);
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98 setorigin(gib,v_from);
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100 gib.solid = SOLID_BBOX;
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102 gib.movetype = MOVETYPE_BOUNCE;
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103 gib.gravity = 0.75;
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104 gib.damageforcescale = 2;
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105 gib.takedamage = DAMAGE_YES;
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106 gib.event_damage = turret_gib_damage;
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108 gib.effects = EF_LOWPRECISION;
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109 gib.flags = FL_NOTARGET;
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110 gib.colormod = v_colormod;
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111 gib.velocity = v_to;
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112 gib.avelocity = randomvec() * 32;
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113 gib.think = turret_gib_boom;
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114 gib.nextthink = boomtime;
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115 //gib.effects = EF_FLAME;
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120 * Spawn a boom, trow fake bits arround
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121 * and hide the real ones.
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123 void turret_stdproc_die()
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128 self.deadflag = DEAD_DEAD;
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129 self.tur_head.deadflag = self.deadflag;
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131 sound (self, CHAN_PLAYER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
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132 org2 = self.origin + '0 0 40';
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134 // Explotion grafix
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135 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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136 WriteByte (MSG_BROADCAST, 78);
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137 WriteCoord (MSG_BROADCAST, org2_x);
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138 WriteCoord (MSG_BROADCAST, org2_y);
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139 WriteCoord (MSG_BROADCAST, org2_z);
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141 // Unsolidify and hide real parts
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142 self.solid = SOLID_NOT;
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143 self.tur_head.solid = self.solid;
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146 self.tur_head.alpha = self.alpha;
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147 self.customizeentityforclient = SUB_False;
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148 self.tur_head.customizeentityforclient = SUB_False;
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150 self.event_damage = SUB_Null;
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151 self.takedamage = DAMAGE_NO;
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154 self.tur_head.effects = self.effects;
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157 // Trow fake parts arround
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159 if not(self.damage_flags & TFL_DMG_DEATH_NOGIBS)
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161 makevectors(self.angles);
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162 if (random() > 0.5)
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164 turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib2.md3",min(self.respawntime,20),1,1);
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165 t_dir = (v_up * 700) + (randomvec() * 300);
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166 turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib3.md3",min(self.respawntime,10),1,1);
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167 t_dir = (v_up * 700) + (randomvec() * 300);
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168 turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib4.md3",min(self.respawntime,10),1,1);
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172 turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib1.md3",min(self.respawntime,20),1,1);
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175 // Blow the top part up into the air
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176 turret_trowgib2( self.origin + (v_up * 50),
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177 v_up * 150 + randomvec() * 50,
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179 self.tur_head,time + 0.5 + (random() * 0.5));
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183 //RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,DEATH_TURRET,world);
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185 sound(self, CHAN_TRIGGER, "turrets/turret_exp.wav", VOL_BASE, ATTN_NORM);
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187 if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
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189 if (self.turret_diehook)
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190 self.turret_diehook();
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192 remove(self.tur_head);
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198 self.nextthink = time + self.respawntime;
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199 //self.think = self.turret_spawnfunc;
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200 self.think = turret_stdproc_respawn;
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201 if (self.turret_diehook)
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202 self.turret_diehook();
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207 void turret_stdproc_respawn()
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209 // Make sure all parts belong to the same team since
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210 // this function doubles as "teamchange" function.
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212 self.tur_head.team = self.team;
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215 COLOR_TEAM1 = 4; // red
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216 COLOR_TEAM2 = 13; // blue
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217 COLOR_TEAM3 = 12; // yellow
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218 COLOR_TEAM4 = 9; // pink
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221 self.colormod = '0 0 0';
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225 case COLOR_TEAM1: // Red
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226 self.colormod = '1.4 0.8 0.8';
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229 case COLOR_TEAM2: // Blue
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230 self.colormod = '0.8 0.8 1.4';
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233 case COLOR_TEAM3: // Yellow
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234 self.colormod = '1.4 1.4 0.6';
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237 case COLOR_TEAM4: // Pink
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238 self.colormod = '1.4 0.6 1.4';
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242 self.deadflag = DEAD_NO;
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244 self.tur_head.effects = self.effects;
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246 self.solid = SOLID_BBOX;
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249 self.tur_head.alpha = self.alpha;
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250 self.customizeentityforclient = SUB_True;
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251 self.tur_head.customizeentityforclient = SUB_True;
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253 self.takedamage = DAMAGE_AIM;
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254 self.event_damage = turret_stdproc_damage;
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256 self.avelocity = '0 0 0';
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257 self.tur_head.avelocity = self.avelocity;
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258 self.tur_head.angles = self.idle_aim;
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259 self.health = self.tur_health;
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261 self.enemy = world;
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262 self.volly_counter = self.shot_volly;
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263 self.ammo = self.ammo_max;
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265 self.nextthink = time + self.ticrate;
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266 self.think = turret_think;
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268 if (self.turret_respawnhook)
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269 self.turret_respawnhook();
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274 * Standard damage proc.
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276 void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
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279 // Enougth allready!
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280 if (self.health <= 0)
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283 // Inactive turrets take no damage. (hm..)
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284 if not (self.tur_active)
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288 if (self.team == attacker.team)
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290 // This does not happen anymore. Re-enable if you fix that.
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291 if(clienttype(attacker) == CLIENTTYPE_REAL)
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292 sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
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294 if(cvar("g_friendlyfire"))
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295 damage = damage * cvar("g_friendlyfire");
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300 self.health = self.health - damage;
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302 //sound on every hit
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303 if (random() < 0.5)
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304 sound(self, CHAN_TRIGGER, "turrets/turret_hit1.wav", VOL_BASE, ATTN_NORM);
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306 sound(self, CHAN_TRIGGER, "turrets/turret_hit2.wav", VOL_BASE, ATTN_NORM);
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308 // thorw head slightly off aim when hit?
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309 if (self.damage_flags & TFL_DMG_HEADSHAKE)
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311 //baseent.tur_aimoff_x += (random() * damage);
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312 //baseent.tur_aimoff_y += ((random()*0.75) * damage);
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313 self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
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314 self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
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317 if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)
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318 self.velocity = self.velocity + vforce;
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320 // FIXME: Better damage feedback
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321 // Start burning when we have 10% or less health left
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322 //if (self.health < (self.tur_health * 0.1))
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323 // self.effects = EF_FLAME;
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325 if (self.health <= 0)
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327 self.event_damage = SUB_Null;
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328 self.tur_head.event_damage = SUB_Null;
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329 self.takedamage = DAMAGE_NO;
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330 self.nextthink = time;
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331 self.think = turret_stdproc_die;
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