// Special case: volly fire turret that has to fire a full volly if a shot was fired.
if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
- if not (self.volly_counter == self.shot_volly)
- return 1;
+ if (self.volly_counter != self.shot_volly)
+ if(self.ammo >= self.shot_dmg)
+ return 1;
// Lack of zombies makes shooting dead things unnecessary :P
if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
self.nextthink = time + self.ticrate;
// ONS uses somewhat backwards linking.
- if (teamplay)
+ if (teams_matter)
{
if not (g_onslaught)
if (self.target)
if (self.ammo < self.ammo_max)
self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
+ if (self.health < (self.tur_health * 0.5))
+ if(random() < 0.25)
+ te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
+
// Inactive turrets needs to run the think loop,
// So they can handle animation and wake up if need be.
if not (self.tur_active)
// g_turrets_targetscan_maxdelay forces a target re-scan at least this often
float do_target_scan;
- if((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
do_target_scan = 1;
// Old target (if any) invalid?
}
// But never more often then g_turrets_targetscan_mindelay!
- if (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
do_target_scan = 0;
if(do_target_scan)
return;
}
else
- self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
+ self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
// Predict?
if not(self.aim_flags & TFL_AIM_NO)
void turret_fire()
{
- if (cvar("g_turrets_nofire") != 0)
+ if (autocvar_g_turrets_nofire != 0)
return;
self.turret_firefunc();
self.nextthink = time + 1;
entity e;
- if (cvar("g_turrets_reloadcvars") == 1)
+ if (autocvar_g_turrets_reloadcvars == 1)
{
e = nextent(world);
while (e)
entity e, ee;
// Are turrets allowed?
- if (cvar("g_turrets") == 0)
+ if (autocvar_g_turrets == 0)
return 0;
{
e = spawn();
+ /*
setorigin(e,'0 0 0');
setmodel(e,"models/turrets/plasma.md3");
vector v;
//crash();
}
setmodel(e,"");
+ */
e.classname = "turret_manager";
e.think = turrets_manager_think;
load_unit_settings(self,self.cvar_basename, 0);
// Handle turret teams.
- if (cvar("g_assault") != 0)
+ if (autocvar_g_assault != 0)
{
if not (self.team)
self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
}
- else if not (teamplay)
+ else if not (teams_matter)
self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
else if(g_onslaught && self.targetname)
{
// Offsets & origins
if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
+// Gane hooks
+ if(MUTATOR_CALLHOOK(TurretSpawn))
+ return 0;
+
// End of default & sanety checks, start building the turret.
// Spawn extra bits
activator = ee;
self.use();
}
-
+
+ turret_stdproc_respawn();
return 1;
}