1 #include "hellion_weapon.qh"
7 float autocvar_g_turrets_unit_hellion_shot_speed_gain;
8 float autocvar_g_turrets_unit_hellion_shot_speed_max;
10 void turret_hellion_missile_think(entity this);
11 SOUND(HellionAttack_FIRE, W_Sound("electro_fire"));
12 METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
13 bool isPlayer = IS_PLAYER(actor);
15 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
17 turret_initparams(actor);
18 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0);
19 actor.tur_shotdir_updated = w_shotdir;
20 actor.tur_shotorg = w_shotorg;
21 actor.tur_head = actor;
22 actor.shot_radius = 500;
23 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
26 if (actor.tur_head.frame != 0)
27 actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire"));
29 actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
32 entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
33 te_explosion (missile.origin);
34 setthink(missile, turret_hellion_missile_think);
35 missile.nextthink = time;
36 missile.max_health = time + 9;
37 missile.tur_aimpos = randomvec() * 128;
38 missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
39 if (!isPlayer) actor.tur_head.frame += 1;
43 void turret_hellion_missile_think(entity this)
49 this.nextthink = time + 0.05;
51 olddir = normalize(this.velocity);
53 if(this.max_health < time)
54 turret_projectile_explode(this);
56 // Enemy dead? just keep on the current heading then.
57 if ((this.enemy == NULL) || (IS_DEAD(this.enemy)))
60 // Make sure we dont return to tracking a respawned player
64 this.angles = vectoangles(this.velocity);
66 if(vdist(this.origin - this.owner.origin, >, (this.owner.shot_radius * 5)))
67 turret_projectile_explode(this);
70 this.velocity = olddir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
72 UpdateCSQCProjectile(this);
78 if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 0.2))
79 turret_projectile_explode(this);
81 // Predict enemy position
82 itime = vlen(this.enemy.origin - this.origin) / vlen(this.velocity);
83 pre_pos = this.enemy.origin + this.enemy.velocity * itime;
85 pre_pos = (pre_pos + this.enemy.origin) * 0.5;
87 // Find out the direction to that place
88 newdir = normalize(pre_pos - this.origin);
91 newdir = normalize(olddir + newdir * 0.35);
94 this.angles = vectoangles(this.velocity);
97 this.velocity = newdir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
100 setthink(this, turret_projectile_explode);
102 UpdateCSQCProjectile(this);