#include "tesla.qh" #ifdef SVQC spawnfunc(turret_tesla) { if (!turret_initialize(this, TUR_TESLA)) delete(this); } METHOD(TeslaCoil, tr_think, void(TeslaCoil thistur, entity it)) { if(!it.active) { it.tur_head.avelocity = '0 0 0'; return; } if(it.ammo < it.shot_dmg) { it.tur_head.avelocity = '0 45 0' * (it.ammo / it.shot_dmg); } else { it.tur_head.avelocity = '0 180 0' * (it.ammo / it.shot_dmg); if(it.attack_finished_single[0] > time) return; float f; f = (it.ammo / it.ammo_max); f = f * f; if(f > random()) if(random() < 0.1) te_csqc_lightningarc(it.tur_shotorg,it.tur_shotorg + (randomvec() * 350)); } } bool turret_tesla_firecheck(entity this); METHOD(TeslaCoil, tr_setup, void(TeslaCoil this, entity it)) { it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK; it.turret_firecheckfunc = turret_tesla_firecheck; it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK; it.firecheck_flags = TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AMMO_OWN; it.shoot_flags = TFL_SHOOT_CUSTOM; it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE; it.aim_flags = TFL_AIM_NO; it.track_flags = TFL_TRACK_NO; } bool turret_tesla_firecheck(entity this) { // g_turrets_targetscan_maxdelay forces a target re-scan at least this often float do_target_scan = 0; if((this.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time) do_target_scan = 1; // Old target (if any) invalid? if(this.target_validate_time < time) if (turret_validate_target(this, this.enemy, this.target_validate_flags) <= 0) { this.enemy = NULL; this.target_validate_time = time + 0.5; do_target_scan = 1; } // But never more often then g_turrets_targetscan_mindelay! if (this.target_select_time + autocvar_g_turrets_targetscan_mindelay > time) do_target_scan = 0; if(do_target_scan) { this.enemy = turret_select_target(this); this.target_select_time = time; } if(!turret_firecheck(this)) return false; if(this.enemy) return true; return false; } #endif