#ifdef REGISTER_TURRET REGISTER_TURRET( /* TUR_##id */ HK, /* function */ t_hk, /* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER | TUR_FLAG_RECIEVETARGETS, /* mins,maxs */ '-32 -32 0', '32 32 64', /* model */ "base.md3", /* head_model */ "hk.md3", /* netname */ "hk", /* fullname */ _("Hunter-Killer Turret") ); #else #ifdef SVQC float autocvar_g_turrets_unit_hk_shot_speed; float autocvar_g_turrets_unit_hk_shot_speed_accel; float autocvar_g_turrets_unit_hk_shot_speed_accel2; float autocvar_g_turrets_unit_hk_shot_speed_decel; float autocvar_g_turrets_unit_hk_shot_speed_max; float autocvar_g_turrets_unit_hk_shot_speed_turnrate; //#define TURRET_DEBUG_HK #ifdef TURRET_DEBUG_HK .float atime; #endif float hk_is_valid_target(entity e_target) { if (e_target == world) return 0; // If only this was used more.. if (e_target.flags & FL_NOTARGET) return 0; // Cant touch this if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0)) return 0; // player if (IS_CLIENT(e_target)) { if (self.owner.target_select_playerbias < 0) return 0; if (e_target.deadflag != DEAD_NO) return 0; } // Missile if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0)) return 0; // Team check if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team)) return 0; return 1; } void turret_hk_missile_think() { vector vu, vd, vf, vl, vr, ve; // Vector (direction) float fu, fd, ff, fl, fr, fe; // Fraction to solid vector olddir,wishdir,newdir; // Final direction float lt_for; // Length of Trace FORwrad float lt_seek; // Length of Trace SEEK (left, right, up down) float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward) vector pre_pos; float myspeed; entity e; float ad,edist; self.nextthink = time + self.ticrate; //if (self.cnt < time) // turret_hk_missile_explode(); if (self.enemy.deadflag != DEAD_NO) self.enemy = world; // Pick the closest valid target. if (!self.enemy) { e = findradius(self.origin, 5000); while (e) { if (hk_is_valid_target(e)) { if (!self.enemy) self.enemy = e; else if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin)) self.enemy = e; } e = e.chain; } } self.angles = vectoangles(self.velocity); self.angles_x = self.angles_x * -1; makevectors(self.angles); self.angles_x = self.angles_x * -1; if (self.enemy) { edist = vlen(self.origin - self.enemy.origin); // Close enougth to do decent damage? if ( edist <= (self.owner.shot_radius * 0.25) ) { turret_projectile_explode(); return; } // Get data on enemy position pre_pos = self.enemy.origin + self.enemy.velocity * min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5); traceline(self.origin, pre_pos,TRUE,self.enemy); ve = normalize(pre_pos - self.origin); fe = trace_fraction; } else { edist = 0; ve = '0 0 0'; fe = 0; } if ((fe != 1) || (self.enemy == world) || (edist > 1000)) { myspeed = vlen(self.velocity); lt_for = myspeed * 3; lt_seek = myspeed * 2.95; // Trace forward traceline(self.origin, self.origin + v_forward * lt_for,FALSE,self); vf = trace_endpos; ff = trace_fraction; // Find angular offset ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles); // To close to something, Slow down! if ( ((ff < 0.7) || (ad > 4)) && (myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) ) myspeed = max(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_decel), (autocvar_g_turrets_unit_hk_shot_speed)); // Failry clear, accelerate. if ( (ff > 0.7) && (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) ) myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel), (autocvar_g_turrets_unit_hk_shot_speed_max)); // Setup trace pitch pt_seek = 1 - ff; pt_seek = bound(0.15,pt_seek,0.8); if (ff < 0.5) pt_seek = 1; // Trace left traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,FALSE,self); vl = trace_endpos; fl = trace_fraction; // Trace right traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self); vr = trace_endpos; fr = trace_fraction; // Trace up traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self); vu = trace_endpos; fu = trace_fraction; // Trace down traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,FALSE,self); vd = trace_endpos; fd = trace_fraction; vl = normalize(vl - self.origin); vr = normalize(vr - self.origin); vu = normalize(vu - self.origin); vd = normalize(vd - self.origin); // Panic tresh passed, find a single direction and turn as hard as we can if (pt_seek == 1) { wishdir = v_right; if (fl > fr) wishdir = -1 * v_right; if (fu > fl) wishdir = v_up; if (fd > fu) wishdir = -1 * v_up; } else { // Normalize our trace vectors to make a smooth path wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) ); } if (self.enemy) { if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target wishdir = (wishdir * (1 - fe)) + (ve * fe); } } else { // Got a clear path to target, speed up fast (if not at full speed) and go straight for it. myspeed = vlen(self.velocity); if (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max)); wishdir = ve; } if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time)) myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max)); // Ranoutagazfish? if (self.cnt < time) { self.cnt = time + 0.25; self.nextthink = 0; self.movetype = MOVETYPE_BOUNCE; return; } // Calculate new heading olddir = normalize(self.velocity); newdir = normalize(olddir + wishdir * (autocvar_g_turrets_unit_hk_shot_speed_turnrate)); // Set heading & speed self.velocity = newdir * myspeed; // Align model with new heading self.angles = vectoangles(self.velocity); #ifdef TURRET_DEBUG_HK //if(self.atime < time) { if ((fe <= 0.99)||(edist > 1000)) { te_lightning2(world,self.origin, self.origin + vr * lt_seek); te_lightning2(world,self.origin, self.origin + vl * lt_seek); te_lightning2(world,self.origin, self.origin + vu * lt_seek); te_lightning2(world,self.origin, self.origin + vd * lt_seek); te_lightning2(world,self.origin, vf); } else { te_lightning2(world,self.origin, self.enemy.origin); } bprint("Speed: ", ftos(rint(myspeed)), "\n"); bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n"); bprint("Trace to target:", ftos(rint(fe * 100)), "%\n"); self.atime = time + 0.2; //} #endif UpdateCSQCProjectile(self); } float turret_hk_addtarget(entity e_target,entity e_sender) { if (e_target) { if (turret_validate_target(self,e_target,self.target_validate_flags) > 0) { self.enemy = e_target; return 1; } } return 0; } void spawnfunc_turret_hk() { if(!turret_initialize(TUR_HK)) remove(self); } float t_hk(float req) { switch(req) { case TR_ATTACK: { entity missile; missile = turret_projectile("weapons/rocket_fire.wav", 6, 10, DEATH_TURRET_HK, PROJECTILE_ROCKET, FALSE, FALSE); te_explosion (missile.origin); missile.think = turret_hk_missile_think; missile.nextthink = time + 0.25; missile.movetype = MOVETYPE_BOUNCEMISSILE; missile.velocity = self.tur_shotdir_updated * (self.shot_speed * 0.75); missile.angles = vectoangles(missile.velocity); missile.cnt = time + 30; missile.ticrate = max(autocvar_sys_ticrate, 0.05); missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI; if (self.tur_head.frame == 0) self.tur_head.frame = self.tur_head.frame + 1; return TRUE; } case TR_THINK: { if (self.tur_head.frame != 0) self.tur_head.frame = self.tur_head.frame + 1; if (self.tur_head.frame > 5) self.tur_head.frame = 0; return TRUE; } case TR_DEATH: { return TRUE; } case TR_SETUP: { self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE; self.aim_flags = TFL_AIM_SIMPLE; self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK; self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF; self.shoot_flags = TFL_SHOOT_CLEARTARGET; self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TEAMCHECK; self.turret_addtarget = turret_hk_addtarget; return TRUE; } case TR_PRECACHE: { precache_model ("models/turrets/base.md3"); precache_model ("models/turrets/hk.md3"); return TRUE; } } return TRUE; } #endif // SVQC #ifdef CSQC float t_hk(float req) { switch(req) { case TR_SETUP: { return TRUE; } case TR_PRECACHE: { return TRUE; } } return TRUE; } #endif // CSQC #endif // REGISTER_TURRET