#ifdef SVQC
-#include "../../server/autocvars.qh"
+#include <server/autocvars.qh>
// Generic aiming
vector turret_aim_generic()
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);
prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
if(self.aim_flags & TFL_AIM_ZPREDICT)
- if(!(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;
// 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);
self.nextthink = time + 0.2;
self.think = turret_hide;
- TUR_ACTION(self.turretid, TR_DEATH);
+ tur.tr_death(tur, self);
}
}
-void turret_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
-{SELFPARAM();
+void turret_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{
// Enough already!
- if(self.deadflag == DEAD_DEAD)
+ if(this.deadflag == DEAD_DEAD)
return;
// Inactive turrets take no damage. (hm..)
- if(!self.active)
+ if(!this.active)
return;
- if(SAME_TEAM(self, attacker))
+ if(SAME_TEAM(this, attacker))
{
if(autocvar_g_friendlyfire)
damage = damage * autocvar_g_friendlyfire;
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;
+ this.think = turret_die;
}
- self.SendFlags |= TNSF_STATUS;
+ this.SendFlags |= TNSF_STATUS;
}
void() 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);
}
}
-float turret_send(entity to, float sf)
-{SELFPARAM();
+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);
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)
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()
turret_projectile_explode();
}
-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
- if(self.health <= 0)
- W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
+void turret_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
+{
+ this.velocity += vforce;
+ this.health -= damage;
+ //this.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
+ if(this.health <= 0)
+ WITHSELF(this, W_PrepareExplosionByDamage(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);
+ sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
proj = spawn ();
setorigin(proj, self.tur_shotorg);
setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
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;
}
else if (e_target.health <= 0)
return -6;
- else if(e_target.frozen > 0)
+ else if(STAT(FROZEN, e_target) > 0)
return -6;
// player
if(!(validate_flags & TFL_TARGETSELECT_PLAYERS))
return -7;
- if (e_target.deadflag != DEAD_NO)
+ if (IS_DEAD(e_target))
return -8;
}
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;
}
// 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?
if(MUTATOR_CALLHOOK(TurretFire, self))
return;
- TUR_ACTION(self.turretid, TR_ATTACK);
+ Turret info = get_turretinfo(self.m_id);
+ info.tr_attack(info, self);
- self.attack_finished_single = time + self.shot_refire;
+ 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
void turret_think()
{SELFPARAM();
- 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)
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)
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.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;
turret_fire();
}
- TUR_ACTION(self.turretid, TR_THINK);
+ Turret tur = get_turretinfo(self.m_id);
+ tur.tr_think(tur, self);
}
/*
}
void turrets_manager_think()
-{SELFPARAM();
- self.nextthink = time + 1;
+{
+ SELFPARAM();
+ this.nextthink = time + 1;
- entity e;
if (autocvar_g_turrets_reloadcvars == 1)
{
- e = nextent(world);
- while (e)
- {
- if (IS_TURRET(e))
- {
- 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)
+{
+ #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)
+ if(tur.m_id == 0)
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
+ // if tur_head exists, we can assume this turret re-spawned
+ if(!self.tur_head) {
+ tur.tr_precache(tur);
+ }
- e = find(world, classname, "turret_manager");
+ entity e = find(world, classname, "turret_manager");
if(!e)
{
- e = spawn();
- e.classname = "turret_manager";
+ e = new(turret_manager);
e.think = turrets_manager_think;
e.nextthink = time + 2;
}
if(!(self.spawnflags & TSF_SUSPENDED))
builtin_droptofloor();
- self.cvar_basename = tur.cvar_basename;
- load_unit_settings(self, self.cvar_basename, 0);
+ 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.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);
_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.nextthink = time + 1;
self.nextthink += turret_count * sys_frametime;
- self.tur_head = spawn();
+ 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;
#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);
turret_respawn();
turret_tag_fire_update();
- TUR_ACTION(tur_id, TR_SETUP);
+ tur.tr_setup(tur, self);
if(MUTATOR_CALLHOOK(TurretSpawn, self))
return false;