4 void turret_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
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6 self.velocity += vforce;
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10 vector v_from, vector v_to, vector v_colormod,
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12 float f_lifetime, float f_fadetime, float b_burn)
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19 gib.classname = "turret_gib";
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20 setmodel(gib,smodel);
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21 setorigin(gib,v_from);
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22 SUB_SetFade(gib,time + f_lifetime,2);
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24 gib.solid = SOLID_BBOX;
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26 gib.movetype = MOVETYPE_BOUNCE;
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27 gib.takedamage = DAMAGE_YES;
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28 gib.event_damage = turret_gib_damage;
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30 gib.effects = EF_LOWPRECISION;
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31 gib.flags = FL_NOTARGET;
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32 gib.colormod = v_colormod;
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33 gib.velocity = v_to;
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38 burn.effects = EF_LOWPRECISION|EF_FLAME;
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39 setattachment(burn,gib,"");
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40 setorigin(burn,(gib.mins + gib.maxs) * 0.5);
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41 SUB_SetFade(burn,time + (f_lifetime * 0.5) ,2);
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45 void turret_gib_boom()
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51 for (i = 1; i < 5; i = i +1)
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54 gib.classname = "turret_gib";
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56 s = strcat("models/turrets/head-gib",ftos(i));
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57 s = strcat(s,".md3");
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58 // bprint("s:",s,"\n");
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61 setorigin(gib,self.origin);
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63 SUB_SetFade(gib,time + 5,2);
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65 gib.solid = SOLID_BBOX;
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67 gib.movetype = MOVETYPE_BOUNCE;
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69 gib.damageforcescale = 2;
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70 gib.takedamage = DAMAGE_YES;
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71 gib.event_damage = turret_gib_damage;
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73 gib.effects = EF_LOWPRECISION;
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74 gib.flags = FL_NOTARGET;
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75 gib.velocity = self.velocity + (randomvec() * 700);
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76 gib.avelocity = randomvec() * 64;
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79 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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80 WriteByte (MSG_BROADCAST, 78);
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81 WriteCoord (MSG_BROADCAST, self.origin_x);
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82 WriteCoord (MSG_BROADCAST, self.origin_y);
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83 WriteCoord (MSG_BROADCAST, self.origin_z);
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88 void turret_trowgib2(
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89 vector v_from, vector v_to, vector v_colormod,
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90 entity e_mimic, float boomtime)
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96 gib.classname = "turret_gib";
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97 setmodel(gib,e_mimic.model);
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98 setorigin(gib,v_from);
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100 gib.solid = SOLID_BBOX;
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102 gib.movetype = MOVETYPE_BOUNCE;
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103 gib.gravity = 0.75;
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104 gib.damageforcescale = 2;
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105 gib.takedamage = DAMAGE_YES;
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106 gib.event_damage = turret_gib_damage;
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108 gib.effects = EF_LOWPRECISION;
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109 gib.flags = FL_NOTARGET;
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110 gib.colormod = v_colormod;
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111 gib.velocity = v_to;
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112 gib.avelocity = randomvec() * 32;
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113 gib.think = turret_gib_boom;
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114 gib.nextthink = boomtime;
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115 gib.effects = EF_FLAME;
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120 * Spawn a boom, trow fake bits arround
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121 * and hide the real ones.
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123 void turret_stdproc_die()
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128 // self.tur_active = 0;
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130 self.deadflag = DEAD_DEAD;
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131 self.tur_head.deadflag = self.deadflag;
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133 sound (self, CHAN_PLAYER, "weapons/rocket_impact.wav", 1, ATTN_NORM);
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134 org2 = self.origin + '0 0 40';
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136 // Explotion grafix
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137 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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138 WriteByte (MSG_BROADCAST, 78);
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139 WriteCoord (MSG_BROADCAST, org2_x);
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140 WriteCoord (MSG_BROADCAST, org2_y);
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141 WriteCoord (MSG_BROADCAST, org2_z);
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143 // Unsolidify and hide real parts
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144 self.solid = SOLID_NOT;
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145 self.tur_head.solid = self.solid;
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148 self.tur_head.alpha = -1;
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150 self.takedamage = DAMAGE_NO;
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151 self.tur_head.takedamage = self.takedamage;
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154 self.tur_head.effects = self.effects;
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159 // Trow fake parts arround
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162 makevectors(self.angles);
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163 if (random() > 0.5)
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165 turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib2.md3",min(self.respawntime,20),1,1);
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166 t_dir = (v_up * 700) + (randomvec() * 300);
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167 turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib3.md3",min(self.respawntime,10),1,1);
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168 t_dir = (v_up * 700) + (randomvec() * 300);
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169 turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib4.md3",min(self.respawntime,10),1,1);
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173 turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib1.md3",min(self.respawntime,20),1,1);
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176 // Blow the top part up into the air
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177 turret_trowgib2( self.origin + (v_up * 50),
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178 v_up * 150 + randomvec() * 50,
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180 self.tur_head,time + 0.5 + (random() * 0.5));
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184 RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,0,world);
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186 if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
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188 if (self.turret_diehook)
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189 self.turret_diehook();
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191 remove(self.tur_head);
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197 self.nextthink = time + self.respawntime;
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198 //self.think = self.turret_spawnfunc;
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199 self.think = turret_stdproc_respawn;
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200 if (self.turret_diehook)
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201 self.turret_diehook();
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206 void turret_stdproc_respawn()
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208 // self.tur_active = 1;
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210 // Make sure all parts belong to the same team since
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211 // this function doubles as "teamchange" function.
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212 self.tur_head.team = self.team;
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213 if (self.team == COLOR_TEAM1)
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214 self.colormod = '1.4 0.8 0.8';
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215 else if (self.team == COLOR_TEAM2)
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216 self.colormod = '0.8 0.8 1.4';
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218 self.colormod = '0 0 0'; // reset
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220 self.deadflag = DEAD_NO;
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221 self.tur_head.deadflag = self.deadflag;
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222 self.effects = self.tur_head.effects = 0;
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224 self.solid = SOLID_BBOX;
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225 self.tur_head.solid = self.solid;
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228 self.tur_head.alpha = self.alpha;
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230 self.takedamage = DAMAGE_YES;
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231 self.tur_head.takedamage = self.takedamage;
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233 self.avelocity = '0 0 0';
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234 self.tur_head.avelocity = self.avelocity;
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235 self.tur_head.angles = self.idle_aim;
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237 self.health = self.tur_health;
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239 self.enemy = world;
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240 self.volly_counter = self.shot_volly;
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241 self.ammo = self.ammo_max;
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243 self.nextthink = time + self.ticrate;
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244 self.think = turret_think;
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246 if (self.turret_respawnhook)
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247 self.turret_respawnhook();
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252 * Standard damage proc.
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254 void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
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256 entity baseent,oldself;
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259 if (self.health <= 0) return;
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261 // Damage func is shared on all parts as standard, we need to know what the master entity of this turret is.
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262 // if ((self.classname == "turret_head")||(self.classname == "turret_gun")||(self.classname == "turret_badge"))
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264 baseent = self.owner;
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270 if (self.team == attacker.team)
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272 sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
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278 // This will get enoying fast...
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279 FOR_EACH_PLAYER(player)
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280 if(player.team == self.team)
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281 sprint(player, "The enemy is attacking your base!");
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288 baseent.health = baseent.health - damage;
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290 // thorw head slightly off aim when hit?
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291 if ((self.classname == "turret_head") || (self.classname == "turret_gun"))
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292 if (self.damage_flags & TFL_DMG_HEADSHAKE)
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294 // makevectors(baseent.tur_head.v_angle);
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295 baseent.tur_head.angles = baseent.tur_head.angles + randomvec() * damage;
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298 if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)
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300 self.velocity = self.velocity + vforce;
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304 // Start burning when we have 10% or less health left
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305 if (self.health < (self.tur_health * 0.1))
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306 self.effects = EF_FLAME;
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308 if (self.health <= 0)
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312 turret_stdproc_die();
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315 //baseent.turret_diefunc();
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