void turret_hellion_missile_think()
{
- vector olddir,newdir;
- vector pre_pos;
- float itime;
+ vector olddir,newdir;
+ vector pre_pos;
+ float itime;
- self.nextthink = time + 0.05;
+ self.nextthink = time + 0.05;
- olddir = normalize(self.velocity);
+ olddir = normalize(self.velocity);
- if(self.max_health < time)
- turret_projectile_explode();
+ if(self.max_health < time)
+ turret_projectile_explode();
- // Enemy dead? just keep on the current heading then.
- if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
- {
+ // Enemy dead? just keep on the current heading then.
+ if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
+ {
- // Make sure we dont return to tracking a respawned player
- self.enemy = world;
+ // Make sure we dont return to tracking a respawned player
+ self.enemy = world;
- // Turn model
- self.angles = vectoangles(self.velocity);
+ // Turn model
+ self.angles = vectoangles(self.velocity);
- if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
- turret_projectile_explode();
+ if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
+ turret_projectile_explode();
- // Accelerate
- self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+ // Accelerate
+ self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
- UpdateCSQCProjectile(self);
+ UpdateCSQCProjectile(self);
- return;
- }
+ return;
+ }
- // Enemy in range?
- if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
- turret_projectile_explode();
+ // Enemy in range?
+ if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
+ turret_projectile_explode();
- // Predict enemy position
- itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
- pre_pos = self.enemy.origin + self.enemy.velocity * itime;
+ // Predict enemy position
+ itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
+ pre_pos = self.enemy.origin + self.enemy.velocity * itime;
- pre_pos = (pre_pos + self.enemy.origin) * 0.5;
+ pre_pos = (pre_pos + self.enemy.origin) * 0.5;
- // Find out the direction to that place
- newdir = normalize(pre_pos - self.origin);
+ // Find out the direction to that place
+ newdir = normalize(pre_pos - self.origin);
- // Turn
- newdir = normalize(olddir + newdir * 0.35);
+ // Turn
+ newdir = normalize(olddir + newdir * 0.35);
- // Turn model
- self.angles = vectoangles(self.velocity);
+ // Turn model
+ self.angles = vectoangles(self.velocity);
- // Accelerate
- self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
+ // Accelerate
+ self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
- if (itime < 0.05)
- self.think = turret_projectile_explode;
+ if (itime < 0.05)
+ self.think = turret_projectile_explode;
- UpdateCSQCProjectile(self);
+ UpdateCSQCProjectile(self);
}
void spawnfunc_turret_hellion() { if(!turret_initialize(TUR_HELLION)) remove(self); }
float t_hellion(float req)
{
- switch(req)
- {
- case TR_ATTACK:
- {
- entity missile;
-
- if(self.tur_head.frame != 0)
- self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
- else
- self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2"));
-
- missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE);
- te_explosion (missile.origin);
- missile.think = turret_hellion_missile_think;
- missile.nextthink = time;
- missile.flags = FL_PROJECTILE;
- missile.max_health = time + 9;
- missile.tur_aimpos = randomvec() * 128;
- missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
- self.tur_head.frame += 1;
-
- return true;
- }
- case TR_THINK:
- {
- if (self.tur_head.frame != 0)
- self.tur_head.frame += 1;
-
- if (self.tur_head.frame >= 7)
- self.tur_head.frame = 0;
-
- return true;
- }
- case TR_DEATH:
- {
- return true;
- }
- case TR_SETUP:
- {
- self.aim_flags = TFL_AIM_SIMPLE;
- self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK ;
- self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_AMMO_OWN;
- self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
-
- return true;
- }
- case TR_PRECACHE:
- {
- precache_model ("models/turrets/base.md3");
- precache_model ("models/turrets/hellion.md3");
- return true;
- }
- }
-
- return true;
+ switch(req)
+ {
+ case TR_ATTACK:
+ {
+ entity missile;
+
+ if(self.tur_head.frame != 0)
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
+ else
+ self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2"));
+
+ missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE);
+ te_explosion (missile.origin);
+ missile.think = turret_hellion_missile_think;
+ missile.nextthink = time;
+ missile.flags = FL_PROJECTILE;
+ missile.max_health = time + 9;
+ missile.tur_aimpos = randomvec() * 128;
+ missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
+ self.tur_head.frame += 1;
+
+ return true;
+ }
+ case TR_THINK:
+ {
+ if (self.tur_head.frame != 0)
+ self.tur_head.frame += 1;
+
+ if (self.tur_head.frame >= 7)
+ self.tur_head.frame = 0;
+
+ return true;
+ }
+ case TR_DEATH:
+ {
+ return true;
+ }
+ case TR_SETUP:
+ {
+ self.aim_flags = TFL_AIM_SIMPLE;
+ self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK ;
+ self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_AMMO_OWN;
+ self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
+
+ return true;
+ }
+ case TR_PRECACHE:
+ {
+ precache_model ("models/turrets/base.md3");
+ precache_model ("models/turrets/hellion.md3");
+ return true;
+ }
+ }
+
+ return true;
}
#endif // SVQC
#ifdef CSQC
float t_hellion(float req)
{
- switch(req)
- {
- case TR_SETUP:
- {
- return true;
- }
- case TR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
+ switch(req)
+ {
+ case TR_SETUP:
+ {
+ return true;
+ }
+ case TR_PRECACHE:
+ {
+ return true;
+ }
+ }
+
+ return true;
}
#endif // CSQC