1 #define cvar_base "g_turrets_unit_"
\r
4 float turret_customizeentityforclient()
\r
8 float Turret_SendEntity(entity to, float sf)
\r
11 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
\r
12 WriteCoord(MSG_ENTITY, self.tur_head.angles_x);
\r
13 WriteCoord(MSG_ENTITY, self.tur_head.angles_y);
\r
14 WriteByte(MSG_ENTITY, self.tur_head.frame);
\r
16 //WriteCoord(MSG_ENTITY, self.tur_head.angles_z);
\r
22 void load_unit_settings(entity ent,string unitname,float is_reload)
\r
26 // dprint("Reloading turret ",e_turret.netname,"\n");
\r
31 if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
\r
32 if (!ent.turret_scale_range) ent.turret_scale_range = 1;
\r
33 if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
\r
34 if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
\r
35 if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
\r
36 if (!ent.turret_scale_health) ent.turret_scale_health = 1;
\r
37 if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
\r
39 sbase = strcat(cvar_base,unitname);
\r
43 ent.tur_head.avelocity = '0 0 0';
\r
45 if (ent.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
46 ent.tur_head.angles = '0 0 0';
\r
48 ent.tur_head.angles = ent.angles;
\r
51 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
\r
52 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
\r
54 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
\r
55 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
\r
56 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
\r
57 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
\r
58 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
\r
59 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
\r
60 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
\r
61 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
\r
63 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
\r
64 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
\r
65 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
\r
66 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
\r
68 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
\r
69 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
\r
70 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
\r
71 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
\r
72 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
\r
74 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
\r
75 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
\r
77 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
\r
78 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
\r
79 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
\r
80 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
\r
82 ent.track_type = cvar(strcat(sbase,"_track_type"));
\r
83 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
\r
84 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
\r
85 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
\r
88 if(ent.turret_respawnhook)
\r
89 ent.turret_respawnhook();
\r
94 float turret_stdproc_true()
\r
99 float turret_stdproc_false()
\r
105 void turret_stdproc_nothing()
\r
112 ** updates enemy distances, predicted impact point/time
\r
113 ** and updated aim<->predict impact distance.
\r
115 void turret_do_updates(entity t_turret)
\r
117 vector enemy_pos,oldpos;
\r
123 enemy_pos = real_origin(self.enemy);
\r
125 turret_tag_fire_update();
\r
127 self.tur_shotdir_updated = normalize(v_forward);
\r
129 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
\r
130 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
\r
132 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
\r
135 oldpos = self.enemy.origin;
\r
136 setorigin(self.enemy,self.tur_aimpos);
\r
139 //dprint("NN: ", self.netname," THVN: ",self.tur_head.classname," frame:",ftos(self.tur_head.frame),"\n");
\r
140 //dprint("self.tur_shotorg: ",vtos(self.tur_shotorg),"\n");
\r
141 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
\r
143 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
\r
145 setorigin(self.enemy,oldpos);
\r
147 //self.tur_impactpoint = trace_endpos;
\r
148 self.tur_impactent = trace_ent;
\r
149 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins)*0.5);
\r
150 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
\r
156 vector turret_fovsearch_pingpong()
\r
159 if(self.phase < time)
\r
161 if( self.tur_head.phase )
\r
162 self.tur_head.phase = 0;
\r
164 self.tur_head.phase = 1;
\r
165 self.phase = time + 5;
\r
168 if( self.tur_head.phase)
\r
169 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
\r
171 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
\r
176 vector turret_fovsearch_steprot()
\r
181 wish_angle = self.tur_head.angles;
\r
182 wish_angle_x = self.idle_aim_x;
\r
184 if (self.phase < time)
\r
186 //rot_add = self.aim_maxrot / self.target_select_fov;
\r
187 wish_angle_y += (self.target_select_fov * 2);
\r
189 if(wish_angle_y > 360)
\r
190 wish_angle_y = wish_angle_y - 360;
\r
192 self.phase = time + 1.5;
\r
198 vector turret_fovsearch_random()
\r
202 if (self.phase < time)
\r
204 wish_angle_y = random() * self.aim_maxrot;
\r
206 wish_angle_y *= -1;
\r
208 wish_angle_x = random() * self.aim_maxpitch;
\r
210 wish_angle_x *= -1;
\r
212 self.phase = time + 5;
\r
214 self.tur_aimpos = wish_angle;
\r
217 return self.idle_aim + self.tur_aimpos;
\r
222 ** Handles head rotation according to
\r
223 ** the units .track_type and .track_flags
\r
225 //.entity aim_mark;
\r
226 void turret_stdproc_track()
\r
228 vector target_angle; // This is where we want to aim
\r
229 vector move_angle; // This is where we can aim
\r
232 if (self.track_flags == TFL_TRACK_NO)
\r
235 if(!self.tur_active)
\r
236 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
\r
237 else if (self.enemy == world)
\r
239 if(time > self.lip)
\r
240 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
241 target_angle = self.idle_aim + self.angles;
\r
243 target_angle = self.idle_aim;
\r
245 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
\r
249 // Find the direction
\r
250 target_angle = normalize(self.tur_aimpos - self.tur_shotorg);
\r
251 target_angle = vectoangles(target_angle); // And make a angle
\r
254 self.tur_head.angles_x = safeangle(self.tur_head.angles_x);
\r
255 self.tur_head.angles_y = safeangle(self.tur_head.angles_y);
\r
257 // Find the diffrence between where we currently aim and where we want to aim
\r
261 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
263 move_angle = target_angle - (self.angles + self.tur_head.angles);
\r
264 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
\r
270 move_angle = target_angle - self.tur_head.angles;
\r
271 move_angle = shortangle_vxy(move_angle,self.tur_head.angles);
\r
272 a_off = self.angles;
\r
275 switch(self.track_type)
\r
277 case TFL_TRACKTYPE_STEPMOTOR:
\r
278 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
\r
279 if (self.track_flags & TFL_TRACK_PITCH)
\r
281 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
\r
282 if(self.tur_head.angles_x + a_off_x > self.aim_maxpitch)
\r
283 self.tur_head.angles_x = a_off_x + self.aim_maxpitch;
\r
285 if(self.tur_head.angles_x + a_off_x < -self.aim_maxpitch)
\r
286 self.tur_head.angles_x = a_off_x - self.aim_maxpitch;
\r
289 if (self.track_flags & TFL_TRACK_ROT)
\r
291 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
\r
292 if((self.tur_head.angles_y - a_off_y) > self.aim_maxrot)
\r
293 self.tur_head.angles_y = a_off_y + self.aim_maxrot;
\r
295 if((self.tur_head.angles_y - a_off_y) < -self.aim_maxrot)
\r
296 self.tur_head.angles_y = a_off_y - self.aim_maxrot;
\r
301 case TFL_TRACKTYPE_FLUIDINERTIA:
\r
302 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
\r
303 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
\r
304 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
\r
305 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
\r
308 case TFL_TRACKTYPE_FLUIDPRECISE:
\r
310 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
\r
311 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
\r
317 if (self.track_flags & TFL_TRACK_PITCH)
\r
319 self.tur_head.avelocity_x = move_angle_x;
\r
320 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) + a_off_x > self.aim_maxpitch)
\r
322 self.tur_head.avelocity_x = 0;
\r
323 self.tur_head.angles_x = a_off_x + self.aim_maxpitch;
\r
325 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) + a_off_x < -self.aim_maxpitch)
\r
327 self.tur_head.avelocity_x = 0;
\r
328 self.tur_head.angles_x = a_off_x - self.aim_maxpitch;
\r
334 if (self.track_flags & TFL_TRACK_ROT)
\r
336 self.tur_head.avelocity_y = move_angle_y;
\r
338 if(((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate)- a_off_y) > self.aim_maxrot)
\r
340 self.tur_head.avelocity_y = 0;
\r
341 self.tur_head.angles_y = a_off_y + self.aim_maxrot;
\r
344 if(((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) - a_off_y) < -self.aim_maxrot)
\r
346 self.tur_head.avelocity_y = 0;
\r
347 self.tur_head.angles_y = a_off_y - self.aim_maxrot;
\r
357 - = not implemented
\r
360 + TFL_FIRECHECK_WORLD
\r
361 + TFL_FIRECHECK_DEAD
\r
362 + TFL_FIRECHECK_DISTANCES
\r
363 - TFL_FIRECHECK_LOS
\r
364 + TFL_FIRECHECK_AIMDIST
\r
365 + TFL_FIRECHECK_REALDIST
\r
366 - TFL_FIRECHECK_ANGLEDIST
\r
367 - TFL_FIRECHECK_TEAMCECK
\r
368 + TFL_FIRECHECK_AFF
\r
369 + TFL_FIRECHECK_OWM_AMMO
\r
370 + TFL_FIRECHECK_OTHER_AMMO
\r
371 + TFL_FIRECHECK_REFIRE
\r
375 ** Preforms pre-fire checks based on the uints firecheck_flags
\r
377 float turret_stdproc_firecheck()
\r
379 // This one just dont care =)
\r
380 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
\r
383 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
\r
384 if (self.attack_finished_single >= time) return 0;
\r
386 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
\r
387 if((self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) && (self.volly_counter != self.shot_volly))
\r
390 // Lack of zombies makes shooting dead things unnecessary :P
\r
391 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
\r
392 if (self.enemy.deadflag != DEAD_NO) return 0;
\r
394 // Plz stop killing the world!
\r
395 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
\r
396 if (self.enemy == world) return 0;
\r
399 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
\r
400 if (self.ammo < self.shot_dmg) return 0;
\r
402 // Other's ammo? (support-supply units)
\r
403 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
\r
404 if (self.enemy.ammo >= self.enemy.ammo_max) return 0;
\r
406 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
\r
408 // Not close enougth?
\r
409 //if (self.tur_dist_aimpos > self.target_range_fire) return 0;
\r
412 if (self.tur_dist_aimpos < self.target_range_min) return 0;
\r
415 // Try to avoid FF?
\r
416 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
\r
417 if (self.tur_impactent.team == self.team) return 0;
\r
419 // aim<->predicted impact
\r
420 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
\r
421 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
\r
422 if (self.tur_impactent != self.enemy)
\r
426 if (self.shot_volly > 1)
\r
427 if (self.volly_counter == self.shot_volly)
\r
428 if (self.ammo < (self.shot_dmg * self.shot_volly))
\r
431 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
\r
432 if(self.tur_impactent != self.enemy)
\r
439 + TFL_TARGETSELECT_NO
\r
440 + TFL_TARGETSELECT_LOS
\r
441 + TFL_TARGETSELECT_PLAYERS
\r
442 + TFL_TARGETSELECT_MISSILES
\r
443 - TFL_TARGETSELECT_TRIGGERTARGET
\r
444 + TFL_TARGETSELECT_ANGLELIMITS
\r
445 + TFL_TARGETSELECT_RANGELIMTS
\r
446 + TFL_TARGETSELECT_TEAMCHECK
\r
447 - TFL_TARGETSELECT_NOBUILTIN
\r
448 + TFL_TARGETSELECT_OWNTEAM
\r
452 ** Evaluate a entity for target valitity based on validate_flags
\r
454 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
\r
458 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
\r
461 if(e_target.owner == e_turret)
\r
464 if not(checkpvs(e_target.origin, e_turret))
\r
467 if (!e_target)// == world)
\r
471 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
\r
474 if (validate_flags & TFL_TARGETSELECT_NO)
\r
477 // If only this was used more..
\r
478 if (e_target.flags & FL_NOTARGET)
\r
482 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
\r
486 if (e_target.flags & FL_CLIENT)
\r
488 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
\r
491 if (e_target.deadflag != DEAD_NO)
\r
496 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
\r
497 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
\r
498 if(e_target.team != e_turret.team) // Dont break support units.
\r
502 if (e_target.flags & FL_PROJECTILE)
\r
503 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
\r
507 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
\r
509 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
\r
511 if (e_target.team != e_turret.team)
\r
514 if (e_turret.team != e_target.owner.team)
\r
519 if (e_target.team == e_turret.team)
\r
522 if (e_turret.team == e_target.owner.team)
\r
528 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
\r
529 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
\r
531 if (tvt_dist < e_turret.target_range_min)
\r
534 if (tvt_dist > e_turret.target_range)
\r
538 // Can we even aim this thing?
\r
539 if(e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
541 tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target);
\r
542 //tvt_thadv = angleofs(e_turret.angles,e_target);
\r
546 tvt_thadv = angleofs(e_turret.tur_head,e_target);
\r
549 tvt_tadv = shortangle_vxy(angleofs(e_turret,e_target),e_turret.angles);
\r
550 tvt_thadf = vlen(tvt_thadv);
\r
551 tvt_tadf = vlen(tvt_tadv);
\r
554 if(validate_flags & TFL_TARGETSELECT_FOV)
\r
556 if(e_turret.target_select_fov < tvt_thadf)
\r
561 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
\r
563 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
\r
566 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
\r
571 if (validate_flags & TFL_TARGETSELECT_LOS)
\r
573 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
\r
574 traceline(e_turret.tur_shotorg,v_tmp,0,e_turret);
\r
576 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
\r
580 if (e_target.classname == "grapplinghook")
\r
583 #ifdef TURRET_DEBUG_TARGETSELECT
\r
584 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
\r
590 entity turret_select_target()
\r
592 entity e; // target looper entity
\r
593 float score; // target looper entity score
\r
594 entity e_enemy; // currently best scoreing target
\r
595 float m_score; // currently best scoreing target's score
\r
600 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
\r
602 e_enemy = self.enemy;
\r
603 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
\r
606 e = findradius(self.origin,self.target_range);
\r
608 // Nothing to aim at?
\r
609 if (!e) return world;
\r
613 f = turret_validate_target(self,e,self.target_select_flags);
\r
616 score = self.turret_score_target(self,e);
\r
617 if ((score > m_score) && (score > 0))
\r
629 void turret_think()
\r
633 self.nextthink = time + self.ticrate;
\r
635 // ONS uses somewhat backwards linking.
\r
638 if not (g_onslaught)
\r
641 e = find(world,targetname,self.target);
\r
643 self.team = e.team;
\r
646 if (self.team != self.tur_head.team)
\r
647 turret_stdproc_respawn();
\r
651 if (cvar("g_turrets_reloadcvars") == 1)
\r
653 e = nextent(world);
\r
656 if (e.tur_head != world)
\r
659 load_unit_settings(e,e.cvar_basename,1);
\r
660 if(e.turret_postthink)
\r
661 e.turret_postthink();
\r
667 cvar_set("g_turrets_reloadcvars","0");
\r
670 #ifdef TURRET_DEBUG
\r
671 if (self.tur_dbg_tmr1 < time)
\r
673 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
\r
674 paint_target(self,256,self.tur_dbg_rvec,0.9);
\r
675 self.tur_dbg_tmr1 = time + 1;
\r
680 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
\r
681 if (self.ammo < self.ammo_max)
\r
682 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
\r
685 // Inactive turrets needs to run the think loop,
\r
686 // So they can handle animation and wake up if need be.
\r
687 if not (self.tur_active)
\r
689 turret_stdproc_track();
\r
693 //This is just wrong :|
\r
694 if(self.deadflag != DEAD_NO)
\r
696 dprint("WARNING: dead turret running the think function!\n");
\r
700 // This is typicaly used for zaping every target in range
\r
701 // turret_fusionreactor uses this to recharge friendlys.
\r
702 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
\r
705 // Do a self.turret_fire for every valid target.
\r
706 e = findradius(self.origin,self.target_range);
\r
709 if (turret_validate_target(self,e,self.target_validate_flags))
\r
713 turret_do_updates(self);
\r
715 if (self.turret_firecheckfunc())
\r
721 self.enemy = world;
\r
723 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
\r
725 // This one is doing something.. oddball. assume its handles what needs to be handled.
\r
728 if not((self.aim_flags & TFL_AIM_NO))
\r
729 self.tur_aimpos = turret_stdproc_aim_generic();
\r
732 if (!self.track_flags & TFL_TRACK_NO)
\r
733 turret_stdproc_track();
\r
735 turret_do_updates(self);
\r
738 if (self.turret_firecheckfunc())
\r
743 // Special case for volly always. if it fired once it must compleate the volly.
\r
744 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
\r
745 if(self.volly_counter != self.shot_volly)
\r
747 // Predict or whatnot
\r
748 if not((self.aim_flags & TFL_AIM_NO))
\r
749 self.tur_aimpos = turret_stdproc_aim_generic();
\r
752 if (!self.track_flags & TFL_TRACK_NO)
\r
753 turret_stdproc_track();
\r
755 turret_do_updates(self);
\r
758 if (self.turret_firecheckfunc() != 0)
\r
761 if(self.turret_postthink)
\r
762 self.turret_postthink();
\r
767 // Check if we have a vailid enemy, and try to find one if we dont.
\r
768 if( ((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
\r
769 || (turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) )
\r
770 if not (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
\r
772 self.enemy = turret_select_target();
\r
774 self.target_select_time = time;
\r
779 // No target, just go to idle, do any custom stuff and bail.
\r
780 if (self.enemy == world)
\r
783 if (!self.track_flags & TFL_TRACK_NO)
\r
784 turret_stdproc_track();
\r
786 // do any per-turret stuff
\r
787 if(self.turret_postthink)
\r
788 self.turret_postthink();
\r
794 self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
\r
797 if not((self.aim_flags & TFL_AIM_NO))
\r
798 self.tur_aimpos = turret_stdproc_aim_generic();
\r
801 if (!self.track_flags & TFL_TRACK_NO)
\r
802 turret_stdproc_track();
\r
804 turret_do_updates(self);
\r
806 if (self.turret_firecheckfunc())
\r
810 // do any per-turret stuff
\r
811 if(self.turret_postthink)
\r
812 self.turret_postthink();
\r
817 if (cvar("g_turrets_nofire") != 0)
\r
820 if ((!self.tur_active) || (self.deadflag != DEAD_NO))
\r
823 self.turret_firefunc();
\r
825 self.attack_finished_single = time + self.shot_refire;
\r
826 self.ammo = self.ammo - self.shot_dmg;
\r
827 self.volly_counter = self.volly_counter - 1;
\r
828 if (self.volly_counter <= 0)
\r
830 self.volly_counter = self.shot_volly;
\r
832 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
\r
833 self.enemy = world;
\r
835 if (self.shot_volly > 1)
\r
836 self.attack_finished_single = time + self.shot_volly_refire;
\r
840 #ifdef TURRET_DEBUG
\r
841 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
\r
845 void turret_stdproc_fire()
\r
847 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
\r
851 When .used a turret switch team to activator.team.
\r
852 If activator is world, the turrets goes inactive.
\r
854 void turret_stdproc_use()
\r
856 dprint("Turret ",self.netname, " used by ",activator.classname,"\n");
\r
858 self.team = activator.team;
\r
861 self.tur_active = 0;
\r
863 self.tur_active = 1;
\r
869 //Net_LinkEntity(self, FALSE, 0, Turret_SendEntity);
\r
870 self.think = turret_think;
\r
871 self.nextthink = time;
\r
875 * Standard turret initialization. use this!
\r
876 * (unless you have a very good reason not to)
\r
877 * if the return value is 0, the turret should be removed.
\r
879 float turret_stdproc_init (string cvar_base_name, float csqc_shared)
\r
885 dprint("turrets: csqc_shared requested but not implemented. expect strange things to happen.\n");
\r
889 // Are turrets allowed atm?
\r
890 if (cvar("g_turrets") == 0)
\r
893 // Better more then once then never.
\r
894 // turret_gibs_precash();
\r
896 // Terrainbase spawnflag. This puts a enlongated model
\r
897 // under the turret, so it looks ok on uneaven surfaces.
\r
898 if (self.spawnflags & TSF_TERRAINBASE)
\r
901 //precache_model("models/turrets/terrainbase.md3");
\r
903 setmodel(tb,"models/turrets/terrainbase.md3");
\r
904 setorigin(tb,self.origin);
\r
905 tb.solid = SOLID_BBOX;
\r
909 self.cvar_basename = cvar_base_name;
\r
910 load_unit_settings(self,self.cvar_basename,0);
\r
912 // Handle turret teams.
\r
913 if (cvar("g_assult") != 0)
\r
916 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
918 else if (!teamplay)
\r
919 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
920 else if(g_onslaught && self.targetname)
\r
922 e = find(world,target,self.targetname);
\r
925 self.team = e.team;
\r
929 else if(!self.team)
\r
930 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
935 * Try to guess some reasonaly defaults
\r
936 * for missing params and do sanety checks
\r
937 * thise checks could produce some "interesting" results
\r
938 * if it hits a glitch in my logic :P so try to set as mutch
\r
939 * as possible beforehand.
\r
941 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
942 if (!self.ticrate) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
\r
944 if (!self.ticrate) self.ticrate = 0.1; // 10 fps for normal turrets
\r
946 self.ticrate = bound(sys_ticrate,self.ticrate,60); // keep it sane
\r
949 if (self.netname == "")
\r
950 self.netname = self.classname;
\r
952 if (!self.respawntime)
\r
953 self.respawntime = 60;
\r
954 self.respawntime = max(-1,self.respawntime);
\r
957 self.health = 1000;
\r
958 self.tur_health = max(1,self.health);
\r
960 if (!self.turrcaps_flags)
\r
961 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
963 if (!self.damage_flags)
\r
964 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
967 if (!self.shot_refire)
\r
968 self.shot_refire = 1;
\r
969 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
971 if (!self.shot_dmg)
\r
972 self.shot_dmg = self.shot_refire * 50;
\r
973 self.shot_dmg = max(1,self.shot_dmg);
\r
975 if (!self.shot_radius)
\r
976 self.shot_radius = self.shot_dmg * 0.5;
\r
977 self.shot_radius = max(1,self.shot_radius);
\r
979 if (!self.shot_speed)
\r
980 self.shot_speed = 2500;
\r
981 self.shot_speed = max(1,self.shot_speed);
\r
983 if (!self.shot_spread)
\r
984 self.shot_spread = 0.0125;
\r
985 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
987 if (!self.shot_force)
\r
988 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
989 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
991 if (!self.shot_volly)
\r
992 self.shot_volly = 1;
\r
993 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
995 if (!self.shot_volly_refire)
\r
996 self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
997 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
999 if (!self.firecheck_flags)
\r
1000 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
1001 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
1002 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
1005 if (!self.target_range)
\r
1006 self.target_range = self.shot_speed * 0.5;
\r
1007 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
1009 if (!self.target_range_min)
\r
1010 self.target_range_min = self.shot_radius * 2;
\r
1011 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
1013 //if (!self.target_range_fire)
\r
1014 // self.target_range_fire = self.target_range * 0.8;
\r
1015 //self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
1017 if (!self.target_range_optimal)
\r
1018 self.target_range_optimal = self.target_range * 0.5;
\r
1019 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
1023 if (!self.aim_maxrot)
\r
1024 self.aim_maxrot = 90;
\r
1025 self.aim_maxrot = bound(0,self.aim_maxrot,360);
\r
1027 if (!self.aim_maxpitch)
\r
1028 self.aim_maxpitch = 20;
\r
1029 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
1031 if (!self.aim_speed)
\r
1032 self.aim_speed = 36;
\r
1033 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1035 if (!self.aim_firetolerance_dist)
\r
1036 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
1037 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
1039 if (!self.aim_flags)
\r
1041 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
\r
1042 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
\r
1043 self.aim_flags |= TFL_AIM_GROUND2;
\r
1046 // Sill the most tested (and aim-effective)
\r
1047 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
1049 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
1051 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
\r
1052 // Can inmapt aim preformance alot.
\r
1053 // needs a bit diffrent aimspeed
\r
1055 if (!self.aim_speed)
\r
1056 self.aim_speed = 180;
\r
1057 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1059 if (!self.track_accel_pitch)
\r
1060 self.track_accel_pitch = 0.5;
\r
1062 if (!self.track_accel_rot)
\r
1063 self.track_accel_rot = 0.5;
\r
1065 if (!self.track_blendrate)
\r
1066 self.track_blendrate = 0.35;
\r
1069 if (!self.track_flags)
\r
1070 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
1073 // Target selection stuff.
\r
1074 if (!self.target_select_rangebias)
\r
1075 self.target_select_rangebias = 1;
\r
1076 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
1078 if (!self.target_select_samebias)
\r
1079 self.target_select_samebias = 1;
\r
1080 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
1082 if (!self.target_select_anglebias)
\r
1083 self.target_select_anglebias = 1;
\r
1084 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
1086 if (!self.target_select_missilebias)
\r
1087 self.target_select_missilebias = -10;
\r
1089 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
1090 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
1092 if (!self.target_select_flags)
\r
1094 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
\r
1095 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
1097 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
1098 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
\r
1100 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
\r
1101 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
\r
1103 // self.target_select_flags = TFL_TARGETSELECT_NO;
\r
1106 self.target_validate_flags = self.target_select_flags;
\r
1110 if (!self.ammo_max)
\r
1111 self.ammo_max = self.shot_dmg * 10;
\r
1112 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
1115 self.ammo = self.shot_dmg * 5;
\r
1116 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
1118 if (!self.ammo_recharge)
\r
1119 self.ammo_recharge = self.shot_dmg * 0.5;
\r
1120 self.ammo_recharge = max(0,self.ammo_recharge);
\r
1122 // Convert the recharge from X per sec to X per ticrate
\r
1123 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
1125 if (!self.ammo_flags)
\r
1126 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
1129 if(self.spawnflags & TSL_NO_RESPAWN)
\r
1130 if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
\r
1131 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
\r
1133 // Offsets & origins
\r
1134 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
1136 // End of default & sanety checks, start building the turret.
\r
1138 // Spawn extra bits
\r
1139 self.tur_head = spawn();
\r
1140 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
1141 self.tur_head.team = self.team;
\r
1142 self.tur_head.owner = self;
\r
1145 if(!self.tur_defend)
\r
1146 if (self.target != "")
\r
1148 self.tur_defend = find(world, targetname, self.target);
\r
1149 if (self.tur_defend == world)
\r
1152 dprint("Turret has invalid defendpoint!\n");
\r
1156 // Put pices in place
\r
1157 if not (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
1158 setorigin(self.tur_head,self.origin);
\r
1160 // In target defend mode, aim on the spot to defend when idle.
\r
1161 if(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
1163 if (self.tur_defend)
\r
1164 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
1166 self.idle_aim = '0 0 0';
\r
1170 if (self.tur_defend)
\r
1171 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
1173 self.idle_aim = self.angles;
\r
1176 if not (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
1177 self.tur_head.angles = self.idle_aim;
\r
1180 self.health = 150;
\r
1182 self.tur_health = self.health;
\r
1183 self.tur_head.health = self.health;
\r
1185 self.solid = SOLID_BBOX;
\r
1186 self.tur_head.solid = SOLID_BBOX;
\r
1188 self.takedamage = DAMAGE_AIM;
\r
1189 self.tur_head.takedamage = DAMAGE_AIM;
\r
1191 self.movetype = MOVETYPE_NOCLIP;
\r
1192 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
1195 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
1196 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
1198 // Attach stdprocs. override when and what needed
\r
1199 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
1201 self.turret_score_target = turret_stdproc_targetscore_support;
\r
1202 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1203 self.turret_firefunc = turret_stdproc_fire;
\r
1204 //self.turret_postthink = turret_stdproc_nothing;
\r
1205 self.event_damage = turret_stdproc_damage;
\r
1206 self.tur_head.event_damage = turret_stdproc_damage;
\r
1210 self.turret_score_target = turret_stdproc_targetscore_generic;
\r
1211 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1212 self.turret_firefunc = turret_stdproc_fire;
\r
1213 //self.turret_postthink = turret_stdproc_nothing;
\r
1214 self.event_damage = turret_stdproc_damage;
\r
1215 self.tur_head.event_damage = turret_stdproc_damage;
\r
1216 //self.turret_addtarget = turret_stdproc_false;
\r
1219 self.use = turret_stdproc_use;
\r
1220 self.bot_attack = TRUE;
\r
1222 // Initiate the main AI loop
\r
1224 self.think = turret_link;
\r
1226 self.think = turret_think;
\r
1228 self.nextthink = time + self.ticrate;
\r
1230 self.tur_head.team = self.team;
\r
1231 self.view_ofs = '0 0 0';
\r
1233 #ifdef TURRET_DEBUG
\r
1234 self.tur_dbg_start = self.nextthink;
\r
1235 while (vlen(self.tur_dbg_rvec) < 2)
\r
1236 self.tur_dbg_rvec = randomvec() * 4;
\r
1238 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
1239 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
1240 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
1244 self.classname = "turret_main";
\r
1246 self.tur_active = 1;
\r
1248 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
\r
1249 if (g_onslaught && ee)
\r