5 /* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER | TUR_FLAG_RECIEVETARGETS,
6 /* mins,maxs */ '-32 -32 0', '32 32 64',
7 /* model */ "base.md3",
8 /* head_model */ "hk.md3",
10 /* fullname */ _("Hunter-Killer Turret")
13 #define HK_SETTINGS(turret) \
14 TUR_ADD_CVAR(turret, shot_speed) \
15 TUR_ADD_CVAR(turret, shot_speed_accel) \
16 TUR_ADD_CVAR(turret, shot_speed_accel2) \
17 TUR_ADD_CVAR(turret, shot_speed_decel) \
18 TUR_ADD_CVAR(turret, shot_speed_max) \
19 TUR_ADD_CVAR(turret, shot_speed_turnrate)
28 //#define TURRET_DEBUG_HK
30 #ifdef TURRET_DEBUG_HK
34 float hk_is_valid_target(entity e_target)
36 if (e_target == world)
39 // If only this was used more..
40 if (e_target.flags & FL_NOTARGET)
44 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
48 if (IS_CLIENT(e_target))
50 if (self.owner.target_select_playerbias < 0)
53 if (e_target.deadflag != DEAD_NO)
58 if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
62 if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))
68 void turret_hk_missile_think()
70 vector vu, vd, vf, vl, vr, ve; // Vector (direction)
71 float fu, fd, ff, fl, fr, fe; // Fraction to solid
72 vector olddir,wishdir,newdir; // Final direction
73 float lt_for; // Length of Trace FORwrad
74 float lt_seek; // Length of Trace SEEK (left, right, up down)
75 float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
81 self.nextthink = time + self.ticrate;
83 //if (self.cnt < time)
84 // turret_hk_missile_explode();
86 if (self.enemy.deadflag != DEAD_NO)
89 // Pick the closest valid target.
92 e = findradius(self.origin, 5000);
95 if (hk_is_valid_target(e))
100 if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
107 self.angles = vectoangles(self.velocity);
108 self.angles_x = self.angles_x * -1;
109 makevectors(self.angles);
110 self.angles_x = self.angles_x * -1;
114 edist = vlen(self.origin - self.enemy.origin);
115 // Close enougth to do decent damage?
116 if ( edist <= (self.owner.shot_radius * 0.25) )
118 turret_projectile_explode();
122 // Get data on enemy position
123 pre_pos = self.enemy.origin +
124 self.enemy.velocity *
125 min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
127 traceline(self.origin, pre_pos,TRUE,self.enemy);
128 ve = normalize(pre_pos - self.origin);
139 if ((fe != 1) || (self.enemy == world) || (edist > 1000))
141 myspeed = vlen(self.velocity);
143 lt_for = myspeed * 3;
144 lt_seek = myspeed * 2.95;
147 traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self);
151 // Find angular offset
152 ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
154 // To close to something, Slow down!
155 if ( ((ff < 0.7) || (ad > 4)) && (myspeed > TUR_CVAR(hk, shot_speed)) )
156 myspeed = max(myspeed * TUR_CVAR(hk, shot_speed_decel), TUR_CVAR(hk, shot_speed));
158 // Failry clear, accelerate.
159 if ( (ff > 0.7) && (myspeed < TUR_CVAR(hk, shot_speed_max)) )
160 myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel), TUR_CVAR(hk, shot_speed_max));
164 pt_seek = bound(0.15,pt_seek,0.8);
165 if (ff < 0.5) pt_seek = 1;
168 traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self);
173 traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
178 traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
183 traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self);
187 vl = normalize(vl - self.origin);
188 vr = normalize(vr - self.origin);
189 vu = normalize(vu - self.origin);
190 vd = normalize(vd - self.origin);
192 // Panic tresh passed, find a single direction and turn as hard as we can
196 if (fl > fr) wishdir = -1 * v_right;
197 if (fu > fl) wishdir = v_up;
198 if (fd > fu) wishdir = -1 * v_up;
202 // Normalize our trace vectors to make a smooth path
203 wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) );
208 if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
209 wishdir = (wishdir * (1 - fe)) + (ve * fe);
214 // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
215 myspeed = vlen(self.velocity);
216 if (myspeed < TUR_CVAR(hk, shot_speed_max))
217 myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel2),TUR_CVAR(hk, shot_speed_max));
222 if ((myspeed > TUR_CVAR(hk, shot_speed)) && (self.cnt > time))
223 myspeed = min(myspeed * TUR_CVAR(hk, shot_speed_accel2),TUR_CVAR(hk, shot_speed_max));
228 self.cnt = time + 0.25;
230 self.movetype = MOVETYPE_BOUNCE;
234 // Calculate new heading
235 olddir = normalize(self.velocity);
236 newdir = normalize(olddir + wishdir * TUR_CVAR(hk, shot_speed_turnrate));
238 // Set heading & speed
239 self.velocity = newdir * myspeed;
241 // Align model with new heading
242 self.angles = vectoangles(self.velocity);
245 #ifdef TURRET_DEBUG_HK
246 //if(self.atime < time) {
247 if ((fe <= 0.99)||(edist > 1000))
249 te_lightning2(world,self.origin, self.origin + vr * lt_seek);
250 te_lightning2(world,self.origin, self.origin + vl * lt_seek);
251 te_lightning2(world,self.origin, self.origin + vu * lt_seek);
252 te_lightning2(world,self.origin, self.origin + vd * lt_seek);
253 te_lightning2(world,self.origin, vf);
257 te_lightning2(world,self.origin, self.enemy.origin);
259 bprint("Speed: ", ftos(rint(myspeed)), "\n");
260 bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
261 bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
262 self.atime = time + 0.2;
266 UpdateCSQCProjectile(self);
269 float turret_hk_addtarget(entity e_target,entity e_sender)
273 if (turret_validate_target(self,e_target,self.target_validate_flags) > 0)
275 self.enemy = e_target;
283 void spawnfunc_turret_hk() { if not(turret_initialize(TUR_HK)) remove(self); }
285 float t_hk(float req)
293 missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE);
294 te_explosion (missile.origin);
296 missile.think = turret_hk_missile_think;
297 missile.nextthink = time + 0.25;
298 missile.movetype = MOVETYPE_BOUNCEMISSILE;
299 missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75);
300 missile.angles = vectoangles(missile.velocity);
301 missile.cnt = time + 30;
302 missile.ticrate = max(autocvar_sys_ticrate, 0.05);
303 missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
305 if (self.tur_head.frame == 0)
306 self.tur_head.frame = self.tur_head.frame + 1;
312 if (self.tur_head.frame != 0)
313 self.tur_head.frame = self.tur_head.frame + 1;
315 if (self.tur_head.frame > 5)
316 self.tur_head.frame = 0;
326 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
327 self.aim_flags = TFL_AIM_SIMPLE;
328 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
329 self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF;
330 self.shoot_flags = TFL_SHOOT_CLEARTARGET;
331 self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK;
333 self.turret_addtarget = turret_hk_addtarget;
339 precache_model ("models/turrets/base.md3");
340 precache_model ("models/turrets/hk.md3");
345 TUR_CONFIG_SETTINGS(HK_SETTINGS(hk))
355 float t_hk(float req)
365 precache_model ("models/turrets/base.md3");
366 precache_model ("models/turrets/hk.md3");
375 #endif // REGISTER_TURRET