#ifndef TURRET_HELLION_WEAPON_H #define TURRET_HELLION_WEAPON_H CLASS(HellionAttack, PortoLaunch) /* flags */ ATTRIB(HellionAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED); /* impulse */ ATTRIB(HellionAttack, impulse, int, 9); /* refname */ ATTRIB(HellionAttack, netname, string, "turret_hellion"); /* wepname */ ATTRIB(HellionAttack, message, string, _("Hellion")); ENDCLASS(HellionAttack) REGISTER_WEAPON(HELLION, NEW(HellionAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC float autocvar_g_turrets_unit_hellion_shot_speed_gain; float autocvar_g_turrets_unit_hellion_shot_speed_max; void turret_hellion_missile_think(); METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { bool isPlayer = IS_PLAYER(actor); if (fire1) if (!isPlayer || weapon_prepareattack(actor, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; actor.shot_radius = 500; weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } if (!isPlayer) { if (actor.tur_head.frame != 0) actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire")); else actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2")); } entity missile = turret_projectile(SND(ROCKET_FIRE), 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; if (!isPlayer) actor.tur_head.frame += 1; } } void turret_hellion_missile_think() {SELFPARAM(); vector olddir,newdir; vector pre_pos; float itime; self.nextthink = time + 0.05; olddir = normalize(self.velocity); 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)) { // Make sure we dont return to tracking a respawned player self.enemy = world; // Turn model self.angles = vectoangles(self.velocity); 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)); UpdateCSQCProjectile(self); return; } // 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; pre_pos = (pre_pos + self.enemy.origin) * 0.5; // Find out the direction to that place newdir = normalize(pre_pos - self.origin); // Turn newdir = normalize(olddir + newdir * 0.35); // 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)); if (itime < 0.05) self.think = turret_projectile_explode; UpdateCSQCProjectile(self); } #endif #endif