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1 #include "tesla.qh"
2
3 #ifdef SVQC
4
5 spawnfunc(turret_tesla) { if (!turret_initialize(this, TUR_TESLA)) delete(this); }
6
7 METHOD(TeslaCoil, tr_think, void(TeslaCoil thistur, entity it))
8 {
9     if(!it.active)
10     {
11         it.tur_head.avelocity = '0 0 0';
12         return;
13     }
14
15     if(it.ammo < it.shot_dmg)
16     {
17         it.tur_head.avelocity = '0 45 0' * (it.ammo / it.shot_dmg);
18     }
19     else
20     {
21         it.tur_head.avelocity = '0 180 0' * (it.ammo / it.shot_dmg);
22
23         if(it.attack_finished_single[0] > time)
24             return;
25
26         float f;
27         f = (it.ammo / it.ammo_max);
28         f = f * f;
29         if(f > random())
30             if(random() < 0.1)
31                 te_csqc_lightningarc(it.tur_shotorg,it.tur_shotorg + (randomvec() * 350));
32     }
33 }
34
35 bool turret_tesla_firecheck(entity this);
36 METHOD(TeslaCoil, tr_setup, void(TeslaCoil this, entity it))
37 {
38     it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
39                          TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
40
41     it.turret_firecheckfunc = turret_tesla_firecheck;
42     it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
43                        TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
44
45     it.firecheck_flags  = TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AMMO_OWN;
46     it.shoot_flags              = TFL_SHOOT_CUSTOM;
47     it.ammo_flags                       = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
48     it.aim_flags                        = TFL_AIM_NO;
49     it.track_flags              = TFL_TRACK_NO;
50 }
51
52 bool turret_tesla_firecheck(entity this)
53 {
54     // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
55     float do_target_scan = 0;
56
57     if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
58         do_target_scan = 1;
59
60     // Old target (if any) invalid?
61     if(this.target_validate_time < time)
62     if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0)
63     {
64         this.enemy = NULL;
65         this.target_validate_time = time + 0.5;
66         do_target_scan = 1;
67     }
68
69     // But never more often then g_turrets_targetscan_mindelay!
70     if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
71         do_target_scan = 0;
72
73     if(do_target_scan)
74     {
75         this.enemy = turret_select_target(this);
76         this.target_select_time = time;
77     }
78
79     if(!turret_firecheck(this))
80         return false;
81
82     if(this.enemy)
83         return true;
84
85     return false;
86 }
87
88 #endif