1 #define cvar_base "g_turrets_unit_"
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3 #define cvar_gets(s_base,s_add) strcat(s_base,s_add)
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5 string cvar_gets(string s_base,string s_add)
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7 return strcat(s_base,s_add);
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11 void load_unit_settings(entity ent,string unitname,float is_reload)
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16 // dprint("Reloading turret ",e_turret.netname,"\n");
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21 if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
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22 if (!ent.turret_scale_range) ent.turret_scale_range = 1;
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23 if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
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24 if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
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25 if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
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26 if (!ent.turret_scale_health) ent.turret_scale_health = 1;
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27 if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
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29 sbase = strcat(cvar_base,unitname);
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33 ent.tur_head.avelocity = '0 0 0';
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34 ent.tur_head.angles = ent.angles;
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36 ent.health = cvar(cvar_gets(sbase,"_health")) * ent.turret_scale_health;
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37 ent.respawntime = cvar(cvar_gets(sbase,"_respawntime")) * ent.turret_scale_respawn;
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39 ent.shot_dmg = cvar(cvar_gets(sbase,"_shot_dmg")) * ent.turret_scale_damage;
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40 ent.shot_refire = cvar(cvar_gets(sbase,"_shot_refire")) * ent.turret_scale_refire;
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41 ent.shot_radius = cvar(cvar_gets(sbase,"_shot_radius")) * ent.turret_scale_damage;
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42 ent.shot_speed = cvar(cvar_gets(sbase,"_shot_speed"));
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43 ent.shot_spread = cvar(cvar_gets(sbase,"_shot_spread"));
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44 ent.shot_force = cvar(cvar_gets(sbase,"_shot_force")) * ent.turret_scale_damage;
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45 ent.shot_volly = cvar(cvar_gets(sbase,"_shot_volly"));
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46 ent.shot_volly_refire = cvar(cvar_gets(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
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48 ent.target_range = cvar(cvar_gets(sbase,"_target_range")) * ent.turret_scale_range;
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49 ent.target_range_min = cvar(cvar_gets(sbase,"_target_range_min")) * ent.turret_scale_range;
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50 ent.target_range_fire = cvar(cvar_gets(sbase,"_target_range_fire")) * ent.turret_scale_range;
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51 ent.target_range_optimal = cvar(cvar_gets(sbase,"_target_range_optimal")) * ent.turret_scale_range;
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53 ent.target_select_rangebias = cvar(cvar_gets(sbase,"_target_select_rangebias"));
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54 ent.target_select_samebias = cvar(cvar_gets(sbase,"_target_select_samebias"));
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55 ent.target_select_anglebias = cvar(cvar_gets(sbase,"_target_select_anglebias"));
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56 ent.target_select_playerbias = cvar(cvar_gets(sbase,"_target_select_playerbias"));
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57 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
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59 ent.ammo_max = cvar(cvar_gets(sbase,"_ammo_max")) * ent.turret_scale_ammo;
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60 ent.ammo_recharge = cvar(cvar_gets(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
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62 ent.aim_firetolerance_dist = cvar(cvar_gets(sbase,"_aim_firetolerance_dist"));
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63 ent.aim_speed = cvar(cvar_gets(sbase,"_aim_speed")) * ent.turret_scale_aim;
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64 ent.aim_maxrot = cvar(cvar_gets(sbase,"_aim_maxrot"));
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65 ent.aim_maxpitch = cvar(cvar_gets(sbase,"_aim_maxpitch"));
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67 ent.track_type = cvar(cvar_gets(sbase,"_track_type"));
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68 ent.track_accel_pitch = cvar(cvar_gets(sbase,"_track_accel_pitch"));
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69 ent.track_accel_rot = cvar(cvar_gets(sbase,"_track_accel_rot"));
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70 ent.track_blendrate = cvar(cvar_gets(sbase,"_track_blendrate"));
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73 if(ent.turret_respawnhook)
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74 ent.turret_respawnhook();
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78 float turret_stdproc_true()
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83 float turret_stdproc_false()
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88 void turret_stdproc_nothing()
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94 ** updates enemy distances, predicted impact point/time
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95 ** and updated aim<->predict impact distance.
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97 void turret_do_updates(entity t_turret)
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105 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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107 self.tur_head.angles_x = self.tur_head.angles_x * -1;
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108 self.angles_x = self.angles_x * -1;
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109 makevectors(self.tur_head.angles + self.angles);
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110 self.tur_head.angles_x = self.tur_head.angles_x * -1;
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111 self.angles_x = self.angles_x * -1;
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115 self.tur_head.angles_x = self.tur_head.angles_x * -1;
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116 makevectors(self.tur_head.angles);
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117 self.tur_head.angles_x = self.tur_head.angles_x * -1;
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119 enemy_pos = real_origin(self.enemy);
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121 turret_tag_fire_update();
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122 self.tur_shotdir_updated = normalize(v_forward);
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124 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
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125 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
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127 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
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130 enemy_pos = self.enemy.origin;
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131 setorigin(self.enemy,self.tur_aimpos);
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134 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
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136 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
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138 setorigin(self.enemy,enemy_pos);
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140 self.tur_impactpoint = trace_endpos;
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141 self.tur_impactent = trace_ent;
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142 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
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143 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
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150 vector turret_fovsearch_pingpong()
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153 if(self.phase < time)
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155 if( self.tur_head.phase )
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156 self.tur_head.phase = 0;
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158 self.tur_head.phase = 1;
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159 self.phase = time + 5;
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162 if( self.tur_head.phase)
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163 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
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165 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
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170 vector turret_fovsearch_steprot()
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175 wish_angle = self.tur_head.angles;
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176 wish_angle_x = self.idle_aim_x;
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178 if (self.phase < time)
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180 //rot_add = self.aim_maxrot / self.target_select_fov;
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181 wish_angle_y += (self.target_select_fov * 2);
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183 if(wish_angle_y > 360)
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184 wish_angle_y = wish_angle_y - 360;
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186 self.phase = time + 1.5;
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192 vector turret_fovsearch_random()
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196 if (self.phase < time)
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198 wish_angle_y = random() * self.aim_maxrot;
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200 wish_angle_y *= -1;
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202 wish_angle_x = random() * self.aim_maxpitch;
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204 wish_angle_x *= -1;
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206 self.phase = time + 5;
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208 self.tur_aimpos = wish_angle;
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211 return self.idle_aim + self.tur_aimpos;
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216 ** Handles head rotation according to
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217 ** the units .track_type and .track_flags
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219 //.entity aim_mark;
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220 void turret_stdproc_track()
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222 vector wish_angle; // This is where we want to aim
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224 vector real_angle; // This is where we can aim
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230 self.aim_mark = mark_misc(self.tur_aimpos,0);
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231 self.aim_mark.colormod = '1 1 0';
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236 if (self.track_flags == TFL_TRACK_NO)
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240 if not(self.tur_active)
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242 wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
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244 else if (self.enemy == world)
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246 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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247 wish_angle = self.idle_aim + self.angles;
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249 if(time > self.lip)
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251 if(self.target_select_flags & TFL_TARGETSELECT_FOV)
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252 wish_angle = self.idle_aim; //turret_fovsearch_steprot();
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256 //wish_angle = self.tur_head.angles;
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257 wish_angle = self.idle_aim;
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258 //wish_angle = normalize(self.tur_aimpos - self.tur_head.origin);
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259 //wish_angle = vectoangles(wish_angle); // And make a angle
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265 if(!self.tur_active)
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267 wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
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269 else if (self.enemy == world)
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271 if(time > self.lip)
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272 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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273 wish_angle = self.idle_aim + self.angles;
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275 wish_angle = self.idle_aim;
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277 wish_angle = vectoangles(self.tur_aimpos - self.tur_head.origin);
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281 // Find the direction
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283 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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284 wish_angle = normalize(self.tur_aimpos - self.tur_shotorg);
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287 wish_angle = normalize(self.tur_aimpos - self.tur_shotorg);
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288 wish_angle = vectoangles(wish_angle); // And make a angle
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291 // Find the diffrence between where we currently aim and where we want to aim
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292 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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294 real_angle = wish_angle - (self.angles + self.tur_head.angles);
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295 real_angle = shortangle_v(real_angle,(self.angles + self.tur_head.angles));
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299 real_angle = wish_angle - self.tur_head.angles;
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300 real_angle = shortangle_v(real_angle,self.tur_head.angles);
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304 if (self.track_flags & TFL_TRACK_PITCH)
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305 real_angle_x = bound(self.aim_maxpitch * -1,real_angle_x,self.aim_maxpitch);
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308 if (self.track_flags & TFL_TRACK_ROT)
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309 real_angle_y = bound(self.aim_maxrot * -1,real_angle_y,self.aim_maxrot);
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311 switch(self.track_type)
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313 case TFL_TRACKTYPE_STEPMOTOR:
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316 setorigin(self.aim_mark,self.tur_aimpos);
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317 wish_angle = normalize(self.tur_aimpos - self.tur_shotorg_updated);
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318 real_angle = vectoangles(wish_angle);
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319 self.tur_head.angles = real_angle;
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322 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
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324 // Limit turning speed
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325 real_angle_x = bound((-1 * f_tmp),real_angle_x, f_tmp);
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326 real_angle_y = bound((-1 * f_tmp),real_angle_y, f_tmp);
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328 // Limit pich and rot.
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329 if (self.track_flags & TFL_TRACK_PITCH)
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330 self.tur_head.angles_x = bound((-1 * self.aim_maxpitch),self.tur_head.angles_x + real_angle_x,self.aim_maxpitch);
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332 if (self.track_flags & TFL_TRACK_ROT)
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333 self.tur_head.angles_y = bound((-1 * self.aim_maxrot),self.tur_head.angles_y + real_angle_y,self.aim_maxrot);
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339 case TFL_TRACKTYPE_FLUIDPRECISE:
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341 real_angle_y = bound(self.aim_speed * -1,real_angle_y ,self.aim_speed);
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342 real_angle_x = bound(self.aim_speed * -1,real_angle_x ,self.aim_speed);
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346 case TFL_TRACKTYPE_FLUIDINERTIA:
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348 f_tmp = self.aim_speed * self.ticrate;
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350 real_angle_y = bound(self.aim_speed * -1,real_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
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351 real_angle_x = bound(self.aim_speed * -1,real_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
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352 real_angle = (self.tur_head.avelocity * self.track_blendrate) + (real_angle * (1 - self.track_blendrate));
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354 self.tur_head.avelocity_z = real_angle_z;
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360 if (self.track_flags & TFL_TRACK_PITCH)
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362 self.tur_head.avelocity_x = real_angle_x;
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363 if (self.tur_head.angles_x > 360)
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365 self.tur_head.angles_x -= floor(self.tur_head.angles_x / 360) * 360;
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366 //self.tur_head.angles_x = self.aim_maxpitch;
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367 //self.tur_head.avelocity_x = 0;
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369 else if (self.tur_head.angles_x < -360)
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371 self.tur_head.angles_x += floor(self.tur_head.angles_x / 360) * 360;
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372 //self.tur_head.angles_x = (self.aim_maxpitch * -1);
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373 //self.tur_head.avelocity_x = 0;
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378 if (self.track_flags & TFL_TRACK_ROT)
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380 self.tur_head.avelocity_y = real_angle_y;
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381 if (self.tur_head.angles_y > 360)
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383 self.tur_head.angles_y -= floor(self.tur_head.angles_y / 360) * 360;
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384 //self.tur_head.angles_y = self.aim_maxrot;
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385 //self.tur_head.avelocity_y = 0;
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387 else if (self.tur_head.angles_y < -360)
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389 self.tur_head.angles_y += floor(self.tur_head.angles_y / 360) * 360;
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390 //self.tur_head.angles_y = (self.aim_maxrot * -1);
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391 //self.tur_head.avelocity_y = 0;
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398 - = not implemented
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401 + TFL_FIRECHECK_WORLD
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402 + TFL_FIRECHECK_DEAD
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403 + TFL_FIRECHECK_DISTANCES
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404 - TFL_FIRECHECK_LOS
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405 + TFL_FIRECHECK_AIMDIST
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406 + TFL_FIRECHECK_REALDIST
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407 - TFL_FIRECHECK_ANGLEDIST
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408 - TFL_FIRECHECK_TEAMCECK
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409 + TFL_FIRECHECK_AFF
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410 + TFL_FIRECHECK_OWM_AMMO
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411 + TFL_FIRECHECK_OTHER_AMMO
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412 + TFL_FIRECHECK_REFIRE
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416 ** Preforms pre-fire checks based on the uints firecheck_flags
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418 float turret_stdproc_firecheck()
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420 // This one just dont care =)
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421 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
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424 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
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425 if (self.attack_finished_single >= time) return 0;
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427 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
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428 if((self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) && (self.volly_counter != self.shot_volly))
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432 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
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433 if (self.enemy.deadflag != DEAD_NO) return 0;
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435 // Plz stop killing the world!
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436 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
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437 if (self.enemy == world) return 0;
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440 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
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441 if (self.ammo < self.shot_dmg) return 0;
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443 // Other's ammo? (support-supply units)
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444 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
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445 if (self.enemy.ammo >= self.enemy.ammo_max) return 0;
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447 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
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449 // Not close enougth?
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450 if (self.tur_dist_aimpos > self.target_range_fire) return 0;
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453 if (self.tur_dist_aimpos < self.target_range_min) return 0;
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456 // Try to avoid FF?
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457 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
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458 if (self.tur_impactent.team == self.team) return 0;
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460 // aim<->predicted impact
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461 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
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462 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist) return 0;
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465 if (self.shot_volly > 1)
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466 if (self.volly_counter == self.shot_volly)
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467 if (self.ammo < (self.shot_dmg * self.shot_volly))
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470 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
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471 if(self.tur_impactent != self.enemy)
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478 + TFL_TARGETSELECT_NO
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479 + TFL_TARGETSELECT_LOS
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480 + TFL_TARGETSELECT_PLAYERS
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481 + TFL_TARGETSELECT_MISSILES
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482 - TFL_TARGETSELECT_TRIGGERTARGET
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483 + TFL_TARGETSELECT_ANGLELIMITS
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484 + TFL_TARGETSELECT_RANGELIMTS
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485 + TFL_TARGETSELECT_TEAMCHECK
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486 - TFL_TARGETSELECT_NOBUILTIN
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487 + TFL_TARGETSELECT_OWNTEAM
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491 ** Evaluate a entity for target valitity based on validate_flags
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493 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
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497 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
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500 if(e_target.owner == e_turret)
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503 if not(checkpvs(e_target.origin, e_turret))
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506 if (!e_target)// == world)
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510 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
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513 if (validate_flags & TFL_TARGETSELECT_NO)
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516 // If only this was used more..
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517 if (e_target.flags & FL_NOTARGET)
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521 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
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525 if (e_target.flags & FL_CLIENT)
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527 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
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530 if (e_target.deadflag != DEAD_NO)
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535 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
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536 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
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540 if (e_target.flags & FL_PROJECTILE)
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541 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
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545 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
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547 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
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549 if (e_target.team != e_turret.team)
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552 if (e_turret.team != e_target.owner.team)
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557 if (e_target.team == e_turret.team)
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560 if (e_turret.team == e_target.owner.team)
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566 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
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567 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
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569 if (tvt_dist < e_turret.target_range_min)
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572 if (tvt_dist > e_turret.target_range)
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576 // Can we even aim this thing?
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577 if(e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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579 tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target);
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583 tvt_thadv = angleofs(e_turret.tur_head,e_target);
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586 tvt_tadv = angleofs(e_turret,e_target);
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587 tvt_thadf = vlen(tvt_thadv);
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588 tvt_tadf = vlen(tvt_tadv);
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591 if(validate_flags & TFL_TARGETSELECT_FOV)
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593 if(e_turret.target_select_fov < tvt_thadf)
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598 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
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600 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
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603 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
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608 if (validate_flags & TFL_TARGETSELECT_LOS)
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610 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
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611 traceline(e_turret.tur_shotorg,v_tmp,0,e_turret);
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613 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
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617 if (e_target.classname == "grapplinghook")
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620 #ifdef TURRET_DEBUG_TARGETSELECT
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621 bprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
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627 entity turret_select_target()
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629 entity e; // target looper entity
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630 float score; // target looper entity score
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631 entity e_enemy; // currently best scoreing target
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632 float m_score; // currently best scoreing target's score
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637 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
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639 e_enemy = self.enemy;
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640 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
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643 e = findradius(self.origin,self.target_range);
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645 // Nothing to aim at?
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646 if (!e) return world;
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650 f = turret_validate_target(self,e,self.target_select_flags);
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653 bprint(e.netname," = ",ftos(f),"\n");
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654 score = self.turret_score_target(self,e);
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655 if ((score > m_score) && (score > 0))
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667 void turret_think()
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671 self.nextthink = time + self.ticrate;
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673 // ONS uses somewhat backwards linking.
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676 if not (g_onslaught)
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679 e = find(world,targetname,self.target);
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681 self.team = e.team;
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684 if (self.team != self.tur_head.team)
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685 turret_stdproc_respawn();
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689 if (cvar("g_turrets_reloadcvars") == 1)
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691 e = nextent(world);
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694 if (e.tur_head != world)
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697 load_unit_settings(e,e.cvar_basename,1);
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698 e.turret_postthink();
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704 cvar_set("g_turrets_reloadcvars","0");
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707 #ifdef TURRET_DEBUG
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708 if (self.tur_dbg_tmr1 < time)
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710 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
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711 paint_target(self,256,self.tur_dbg_rvec,0.9);
\r
712 self.tur_dbg_tmr1 = time + 1;
\r
717 if (self.ammo < self.ammo_max)
\r
718 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
\r
721 // Inactive turrets needs to run the think loop,
\r
722 // So they can handle animation and wake up if need be.
\r
723 if(!self.tur_active)
\r
725 turret_stdproc_track();
\r
729 //This is just wrong :|
\r
730 if(self.deadflag != DEAD_NO)
\r
732 dprint("Warning:dead turret running the think function!\n");
\r
736 // This is typicaly used for zaping every target in range
\r
737 // turret_fusionreactor uses this to recharge friendlys.
\r
738 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
\r
741 // Do a self.turret_fire for every valid target.
\r
742 e = findradius(self.origin,self.target_range);
\r
745 if (turret_validate_target(self,e,self.target_validate_flags))
\r
749 turret_do_updates(self);
\r
751 if (self.turret_firecheckfunc())
\r
757 self.enemy = world;
\r
761 // Special case for volly always. if it fired once it must compleate the volly.
\r
762 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
\r
763 if(self.volly_counter != self.shot_volly)
\r
765 // Predict or whatnot
\r
766 if not((self.aim_flags & TFL_AIM_NO))
\r
767 self.tur_aimpos = turret_stdproc_aim_generic();
\r
771 if (!self.track_flags & TFL_TRACK_NO)
\r
772 turret_stdproc_track();
\r
774 turret_do_updates(self);
\r
777 if (self.turret_firecheckfunc() != 0)
\r
780 self.turret_postthink();
\r
785 // Check if we have a vailid enemy, and try to find one if we dont.
\r
786 if ((turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) && (self.cnt < time))
\r
788 self.enemy = turret_select_target();
\r
789 self.cnt = time + cvar("g_turrets_targetscan_mindelay");
\r
793 // No target, just go to idle, do any custom stuff and bail.
\r
794 if (self.enemy == world)
\r
797 if (!self.track_flags & TFL_TRACK_NO)
\r
798 turret_stdproc_track();
\r
800 // do any per-turret stuff
\r
801 self.turret_postthink();
\r
807 self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
\r
811 turret_do_updates(self);
\r
812 if (self.turret_firecheckfunc() > 0)
\r
816 //turret_do_updates(self);
\r
817 // Predict or whatnot
\r
818 if not((self.aim_flags & TFL_AIM_NO))
\r
819 self.tur_aimpos = turret_stdproc_aim_generic();
\r
821 //turret_do_updates(self);
\r
823 if (!self.track_flags & TFL_TRACK_NO)
\r
824 turret_stdproc_track();
\r
826 turret_do_updates(self);
\r
828 if (self.turret_firecheckfunc())
\r
835 // do any per-turret stuff
\r
836 self.turret_postthink();
\r
841 if (cvar("g_turrets_nofire") != 0)
\r
844 if ((!self.tur_active) || (self.deadflag != DEAD_NO))
\r
847 self.turret_firefunc();
\r
849 self.attack_finished_single = time + self.shot_refire;
\r
850 self.ammo = self.ammo - self.shot_dmg;
\r
851 self.volly_counter = self.volly_counter - 1;
\r
852 if (self.volly_counter <= 0)
\r
854 self.volly_counter = self.shot_volly;
\r
856 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
\r
857 self.enemy = world;
\r
859 if (self.shot_volly > 1)
\r
860 self.attack_finished_single = time + self.shot_volly_refire;
\r
864 #ifdef TURRET_DEBUG
\r
865 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
\r
869 void turret_stdproc_fire()
\r
871 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
\r
875 When .used a turret switched team to activator.team.
\r
876 If activator is world, the turrets goes inactive.
\r
878 void turret_stdproc_use()
\r
880 dprint("Turret ",self.netname, " used by ",activator.classname,"\n");
\r
882 self.team = activator.team;
\r
885 self.tur_active = 0;
\r
887 self.tur_active = 1;
\r
892 * Standard turret initialization. use this!
\r
893 * (unless you have a very good reason not to)
\r
894 * Any special stuff like multiple cannon models should be done
\r
895 * after this is proc called.
\r
896 * if the return value is 0, the turret _must_ be removed.
\r
898 float turret_stdproc_init (string cvar_base_name)
\r
902 // Are turrets allowed atm?
\r
903 if (cvar("g_turrets") == 0)
\r
906 // Better more then once then never.
\r
907 // turret_gibs_precash();
\r
909 // Terrainbase spawnflag. This puts a enlongated model
\r
910 // under the turret, so it looks ok on uneaven surfaces.
\r
911 if (self.spawnflags & 2)
\r
914 precache_model("models/turrets/terrainbase.md3");
\r
916 setmodel(tb,"models/turrets/terrainbase.md3");
\r
917 setorigin(tb,self.origin);
\r
918 tb.solid = SOLID_BBOX;
\r
922 self.cvar_basename = cvar_base_name;
\r
923 load_unit_settings(self,self.cvar_basename,0);
\r
925 // Handle turret teams.
\r
926 if (cvar("g_assult") != 0)
\r
929 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
931 else if (!teamplay)
\r
932 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
933 else if(g_onslaught && self.targetname)
\r
935 e = find(world,target,self.targetname);
\r
938 self.team = e.team;
\r
942 else if(!self.team)
\r
943 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
948 * Try to guess some reasonaly defaults
\r
949 * for missing params and do sanety checks
\r
950 * thise checks could produce some "interesting" results
\r
951 * if it hits a glitch in my logic :P so try to set as mutch
\r
952 * as possible beforehand.
\r
954 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
955 if (!self.ticrate) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
\r
957 if (!self.ticrate) self.ticrate = 0.1; // 10 fps for normal turrets
\r
959 self.ticrate = bound(sys_ticrate,self.ticrate,60); // keep it sane
\r
962 if (self.netname == "")
\r
963 self.netname = self.classname;
\r
965 if (!self.respawntime)
\r
966 self.respawntime = 60;
\r
967 self.respawntime = max(-1,self.respawntime);
\r
970 self.health = 1000;
\r
971 self.tur_health = max(1,self.health);
\r
973 if (!self.turrcaps_flags)
\r
974 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
976 if (!self.damage_flags)
\r
977 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
980 if (!self.shot_refire)
\r
981 self.shot_refire = 1;
\r
982 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
984 if (!self.shot_dmg)
\r
985 self.shot_dmg = self.shot_refire * 50;
\r
986 self.shot_dmg = max(1,self.shot_dmg);
\r
988 if (!self.shot_radius)
\r
989 self.shot_radius = self.shot_dmg * 0.5;
\r
990 self.shot_radius = max(1,self.shot_radius);
\r
992 if (!self.shot_speed)
\r
993 self.shot_speed = 2500;
\r
994 self.shot_speed = max(1,self.shot_speed);
\r
996 if (!self.shot_spread)
\r
997 self.shot_spread = 0.0125;
\r
998 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
1000 if (!self.shot_force)
\r
1001 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
1002 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
1004 if (!self.shot_volly)
\r
1005 self.shot_volly = 1;
\r
1006 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
1008 if (!self.shot_volly_refire)
\r
1009 self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
1010 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
1012 if (!self.firecheck_flags)
\r
1013 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
1014 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
1015 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
1018 if (!self.target_range)
\r
1019 self.target_range = self.shot_speed * 0.5;
\r
1020 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
1022 if (!self.target_range_min)
\r
1023 self.target_range_min = self.shot_radius * 2;
\r
1024 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
1026 if (!self.target_range_fire)
\r
1027 self.target_range_fire = self.target_range * 0.8;
\r
1028 self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
1030 if (!self.target_range_optimal)
\r
1031 self.target_range_optimal = self.target_range_fire * 0.5;
\r
1032 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
1036 if (!self.aim_maxrot)
\r
1037 self.aim_maxrot = 90;
\r
1038 self.aim_maxrot = bound(0,self.aim_maxrot,360);
\r
1040 if (!self.aim_maxpitch)
\r
1041 self.aim_maxpitch = 20;
\r
1042 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
1044 if (!self.aim_speed)
\r
1045 self.aim_speed = 36;
\r
1046 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1048 if (!self.aim_firetolerance_dist)
\r
1049 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
1050 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
1052 if (!self.aim_flags)
\r
1054 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
\r
1055 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
\r
1056 self.aim_flags |= TFL_AIM_GROUND2;
\r
1059 // Sill the most tested (and aim-effective)
\r
1060 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
1062 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
1064 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
\r
1065 // Can inmapt aim preformance alot.
\r
1066 // needs a bit diffrent aimspeed
\r
1068 if (!self.aim_speed)
\r
1069 self.aim_speed = 180;
\r
1070 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1072 if (!self.track_accel_pitch)
\r
1073 self.track_accel_pitch = 0.5;
\r
1075 if (!self.track_accel_rot)
\r
1076 self.track_accel_rot = 0.5;
\r
1078 if (!self.track_blendrate)
\r
1079 self.track_blendrate = 0.35;
\r
1082 if (!self.track_flags)
\r
1083 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
1086 // Target selection stuff.
\r
1087 if (!self.target_select_rangebias)
\r
1088 self.target_select_rangebias = 1;
\r
1089 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
1091 if (!self.target_select_samebias)
\r
1092 self.target_select_samebias = 1;
\r
1093 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
1095 if (!self.target_select_anglebias)
\r
1096 self.target_select_anglebias = 1;
\r
1097 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
1099 if (!self.target_select_missilebias)
\r
1100 self.target_select_missilebias = -10;
\r
1102 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
1103 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
1105 if (!self.target_select_flags)
\r
1107 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
\r
1108 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
1110 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
1111 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
\r
1113 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
\r
1114 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
\r
1116 // self.target_select_flags = TFL_TARGETSELECT_NO;
\r
1119 self.target_validate_flags = self.target_select_flags;
\r
1123 if (!self.ammo_max)
\r
1124 self.ammo_max = self.shot_dmg * 10;
\r
1125 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
1128 self.ammo = self.shot_dmg * 5;
\r
1129 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
1131 if (!self.ammo_recharge)
\r
1132 self.ammo_recharge = self.shot_dmg * 0.5;
\r
1133 self.ammo_recharge = max(0,self.ammo_recharge);
\r
1135 // Convert the recharge from X per sec to X per ticrate
\r
1136 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
1138 if (!self.ammo_flags)
\r
1139 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
1141 // Offsets & origins
\r
1142 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
1144 // End of default & sanety checks, start building the turret.
\r
1146 // Spawn extra bits
\r
1147 self.tur_head = spawn();
\r
1148 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
1149 self.tur_head.team = self.team;
\r
1150 self.tur_head.owner = self;
\r
1153 if(!self.tur_defend)
\r
1154 if (self.target != "")
\r
1156 self.tur_defend = find(world, targetname, self.target);
\r
1157 if (self.tur_defend == world)
\r
1160 dprint("Turret has invalid defendpoint!\n");
\r
1165 // Put pices in place
\r
1166 if (!(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED))
\r
1167 setorigin(self.tur_head,self.origin);
\r
1169 // In target defense mode, aim on the spot to defens when idle.
\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
1175 if (!(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED))
\r
1176 self.tur_head.angles = self.idle_aim;
\r
1179 self.health = 150;
\r
1181 self.tur_health = self.health;
\r
1182 self.tur_head.health = self.health;
\r
1184 self.solid = SOLID_BBOX;
\r
1185 self.tur_head.solid = SOLID_BBOX;
\r
1187 self.takedamage = DAMAGE_AIM;
\r
1188 self.tur_head.takedamage = DAMAGE_AIM;
\r
1190 self.movetype = MOVETYPE_NOCLIP;
\r
1191 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
1194 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
1195 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
1197 // Attach stdprocs. override when and what needed
\r
1198 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
1200 self.turret_score_target = turret_stdproc_targetscore_support;
\r
1201 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1202 self.turret_firefunc = turret_stdproc_fire;
\r
1203 self.turret_postthink = turret_stdproc_nothing;
\r
1204 self.tur_head.event_damage = turret_stdproc_damage;
\r
1208 self.turret_score_target = turret_stdproc_targetscore_generic;
\r
1209 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1210 self.turret_firefunc = turret_stdproc_fire;
\r
1211 self.turret_postthink = turret_stdproc_nothing;
\r
1212 self.event_damage = turret_stdproc_damage;
\r
1213 self.tur_head.event_damage = turret_stdproc_damage;
\r
1214 self.turret_addtarget = turret_stdproc_false;
\r
1217 self.use = turret_stdproc_use;
\r
1218 self.bot_attack = TRUE;
\r
1220 // Initiate the main AI loop
\r
1221 self.think = turret_think;
\r
1222 self.nextthink = time + self.ticrate;
\r
1224 self.tur_head.team = self.team;
\r
1225 self.view_ofs = '0 0 0';
\r
1227 #ifdef TURRET_DEBUG
\r
1228 self.tur_dbg_start = self.nextthink;
\r
1229 while (vlen(self.tur_dbg_rvec) < 2)
\r
1230 self.tur_dbg_rvec = randomvec() * 4;
\r
1232 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
1233 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
1234 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
1238 self.classname = "turret_main";
\r
1240 self.tur_active = 1;
\r
1242 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
\r
1243 if (g_onslaught && ee)
\r