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1 void spawnfunc_turret_mlrs();
2 void turret_mlrs_dinit();
3 void turret_mlrs_attack();
4 void turret_mlrs_rocket_explode();
5 void turret_mlrs_rocket_touch();
6
7 void turret_mlrs_postthink()
8 {
9
10     // 0 = full, 6 = empty
11     self.tur_head.frame = rint(6 - (self.ammo / self.shot_dmg));
12 }
13
14 void turret_mlrs_attack()
15 {
16     entity missile;
17
18     turret_tag_fire_update();
19
20     sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);
21
22     missile                    = spawn ();
23     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
24     setorigin(missile, self.tur_shotorg);
25     missile.classname          = "mlrs_missile";
26     missile.owner              = self;
27     missile.bot_dodge          = TRUE;
28     missile.bot_dodgerating    = self.shot_dmg;
29     missile.takedamage         = DAMAGE_NO;
30     missile.damageforcescale   = 4;
31     missile.think              = turret_mlrs_rocket_explode;
32     missile.nextthink          = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
33     missile.solid              = SOLID_BBOX;
34     missile.movetype           = MOVETYPE_FLYMISSILE;
35     missile.velocity           = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
36     missile.angles             = vectoangles(missile.velocity);
37     missile.touch              = turret_mlrs_rocket_touch;
38     missile.flags              = FL_PROJECTILE;
39     missile.solid              = SOLID_BBOX;
40     missile.enemy              = self.enemy;
41
42         CSQCProjectile(missile, TRUE, PROJECTILE_ROCKET, FALSE); // no cull, fly sound
43
44     te_explosion (missile.origin);
45 }
46
47 void turret_mlrs_rocket_touch()
48 {
49     if( (other == self.owner) || (other == self.owner.tur_head) )
50         return;
51
52     PROJECTILE_TOUCH;
53
54     turret_mlrs_rocket_explode();
55 }
56
57 void turret_mlrs_rocket_explode()
58 {
59     vector org2;
60
61     if(self.event_damage != SUB_Null)
62     {
63         self.event_damage = SUB_Null;
64         self.think = turret_mlrs_rocket_explode;
65         self.nextthink = time;
66         return;
67     }
68
69
70     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
71     org2 = findbetterlocation (self.origin, 16);
72     pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
73     //w_deathtypestring = "dident escape the rocket barrage";
74 #ifdef TURRET_DEBUG
75     float d;
76
77     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);
78     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
79     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
80 #else
81     RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg * 0.5, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);
82 #endif
83
84     // Target dead, Tell turret.
85     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
86         self.owner.enemy = world;
87
88     remove (self);
89 }
90
91 void turret_mlrs_dinit()
92 {
93     if (self.netname == "")      self.netname  = "MLRS turret";
94
95     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
96     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
97     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;// | TFL_AIM_GROUND2;
98
99     if (turret_stdproc_init("mlrs_std",0,"models/turrets/base.md3","models/turrets/mlrs.md3") == 0)
100     {
101         remove(self);
102         return;
103     }
104
105     self.damage_flags |= TFL_DMG_HEADSHAKE;
106     self.shoot_flags  |= TFL_SHOOT_VOLLYALWAYS;
107     self.volly_counter = self.shot_volly;
108
109     if (!turret_tag_setup())
110         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
111
112     // Our fire routine
113     self.turret_firefunc  = turret_mlrs_attack;
114     self.turret_postthink = turret_mlrs_postthink;
115
116 }
117
118 /*QUAKED turret_mlrs (0 .5 .8) ?
119 */
120
121 void spawnfunc_turret_mlrs()
122 {
123     precache_model ("models/turrets/mlrs.md3");
124     precache_model ("models/turrets/base.md3");
125
126     self.think = turret_mlrs_dinit;
127     self.nextthink = time + 0.5;
128 }
129
130