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 e_turret)
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100 if (e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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102 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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103 e_turret.angles_x = e_turret.angles_x * -1;
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104 makevectors(e_turret.tur_head.angles + e_turret.angles);
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105 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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106 e_turret.angles_x = e_turret.angles_x * -1;
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110 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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111 makevectors(e_turret.tur_head.angles);
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112 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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114 enemy_pos = real_origin(e_turret.enemy);
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116 turret_tag_fire_update();
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117 e_turret.tur_shotdir_updated = normalize(v_forward);
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119 e_turret.tur_dist_enemy = vlen(e_turret.tur_shotorg - enemy_pos);
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120 e_turret.tur_dist_aimpos = vlen(e_turret.tur_shotorg - e_turret.tur_aimpos);
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122 if(e_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED)
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125 enemy_pos = e_turret.enemy.origin;
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126 setorigin(e_turret.enemy,e_turret.tur_aimpos);
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129 tracebox(e_turret.tur_shotorg, '-1 -1 -1','1 1 1',e_turret.tur_shotorg + (e_turret.tur_shotdir_updated * e_turret.tur_dist_aimpos),MOVE_NORMAL,e_turret);
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131 if(e_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED)
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133 setorigin(e_turret.enemy,enemy_pos);
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135 e_turret.tur_impactpoint = trace_endpos;
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136 e_turret.tur_impactent = trace_ent;
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137 e_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - e_turret.tur_aimpos);
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138 e_turret.tur_impacttime = vlen(e_turret.tur_shotorg - trace_endpos) / e_turret.shot_speed;
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143 vector turret_fovsearch_pingpong()
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146 if(self.phase < time)
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148 if( self.tur_head.phase )
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149 self.tur_head.phase = 0;
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151 self.tur_head.phase = 1;
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152 self.phase = time + 5;
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155 if( self.tur_head.phase)
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156 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
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158 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
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163 vector turret_fovsearch_steprot()
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168 wish_angle = self.tur_head.angles;
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169 wish_angle_x = self.idle_aim_x;
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171 if (self.phase < time)
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173 //rot_add = self.aim_maxrot / self.target_select_fov;
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174 wish_angle_y += (self.target_select_fov * 2);
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176 if(wish_angle_y > 360)
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177 wish_angle_y = wish_angle_y - 360;
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179 self.phase = time + 1.5;
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185 vector turret_fovsearch_random()
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189 if (self.phase < time)
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191 wish_angle_y = random() * self.aim_maxrot;
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193 wish_angle_y *= -1;
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195 wish_angle_x = random() * self.aim_maxpitch;
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197 wish_angle_x *= -1;
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199 self.phase = time + 5;
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201 self.tur_aimpos = wish_angle;
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204 return self.idle_aim + self.tur_aimpos;
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209 ** Handles head rotation according to
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210 ** the units .track_type and .track_flags
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212 //.entity aim_mark;
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213 void turret_stdproc_track()
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215 vector wish_angle; // This is where we want to aim
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217 vector real_angle; // This is where we can aim
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223 self.aim_mark = mark_misc(self.tur_aimpos,0);
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224 self.aim_mark.colormod = '1 1 0';
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229 if (self.track_flags == TFL_TRACK_NO)
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233 if not(self.tur_active)
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235 wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
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237 else if (self.enemy == world)
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239 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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240 wish_angle = self.idle_aim + self.angles;
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242 if(time > self.lip)
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244 if(self.target_select_flags & TFL_TARGETSELECT_FOV)
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245 wish_angle = self.idle_aim; //turret_fovsearch_steprot();
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249 //wish_angle = self.tur_head.angles;
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250 wish_angle = self.idle_aim;
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251 //wish_angle = normalize(self.tur_aimpos - self.tur_head.origin);
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252 //wish_angle = vectoangles(wish_angle); // And make a angle
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258 if(!self.tur_active)
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260 wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
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262 else if (self.enemy == world)
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264 if(time > self.lip)
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265 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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266 wish_angle = self.idle_aim + self.angles;
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268 wish_angle = self.idle_aim;
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270 wish_angle = vectoangles(self.tur_aimpos - self.tur_head.origin);
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274 // Find the direction
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276 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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277 wish_angle = normalize(self.tur_aimpos - self.tur_shotorg);
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280 wish_angle = normalize(self.tur_aimpos - self.tur_shotorg);
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281 wish_angle = vectoangles(wish_angle); // And make a angle
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284 // Find the diffrence between where we currently aim and where we want to aim
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285 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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287 real_angle = wish_angle - (self.angles + self.tur_head.angles);
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288 real_angle = shortangle_v(real_angle,(self.angles + self.tur_head.angles));
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292 real_angle = wish_angle - self.tur_head.angles;
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293 real_angle = shortangle_v(real_angle,self.tur_head.angles);
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297 if (self.track_flags & TFL_TRACK_PITCH)
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298 real_angle_x = bound(self.aim_maxpitch * -1,real_angle_x,self.aim_maxpitch);
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301 if (self.track_flags & TFL_TRACK_ROT)
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302 real_angle_y = bound(self.aim_maxrot * -1,real_angle_y,self.aim_maxrot);
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304 switch(self.track_type)
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306 case TFL_TRACKTYPE_STEPMOTOR:
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309 setorigin(self.aim_mark,self.tur_aimpos);
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310 wish_angle = normalize(self.tur_aimpos - self.tur_shotorg_updated);
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311 real_angle = vectoangles(wish_angle);
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312 self.tur_head.angles = real_angle;
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315 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
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317 // Limit turning speed
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318 real_angle_x = bound((-1 * f_tmp),real_angle_x, f_tmp);
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319 real_angle_y = bound((-1 * f_tmp),real_angle_y, f_tmp);
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321 // Limit pich and rot.
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322 if (self.track_flags & TFL_TRACK_PITCH)
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323 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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325 if (self.track_flags & TFL_TRACK_ROT)
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326 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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332 case TFL_TRACKTYPE_FLUIDPRECISE:
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334 real_angle_y = bound(self.aim_speed * -1,real_angle_y ,self.aim_speed);
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335 real_angle_x = bound(self.aim_speed * -1,real_angle_x ,self.aim_speed);
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339 case TFL_TRACKTYPE_FLUIDINERTIA:
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341 f_tmp = self.aim_speed * self.ticrate;
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343 real_angle_y = bound(self.aim_speed * -1,real_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
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344 real_angle_x = bound(self.aim_speed * -1,real_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
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345 real_angle = (self.tur_head.avelocity * self.track_blendrate) + (real_angle * (1 - self.track_blendrate));
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347 self.tur_head.avelocity_z = real_angle_z;
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353 if (self.track_flags & TFL_TRACK_PITCH)
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355 self.tur_head.avelocity_x = real_angle_x;
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356 if (self.tur_head.angles_x > 360)
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358 self.tur_head.angles_x -= floor(self.tur_head.angles_x / 360) * 360;
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359 //self.tur_head.angles_x = self.aim_maxpitch;
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360 //self.tur_head.avelocity_x = 0;
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362 else if (self.tur_head.angles_x < -360)
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364 self.tur_head.angles_x += floor(self.tur_head.angles_x / 360) * 360;
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365 //self.tur_head.angles_x = (self.aim_maxpitch * -1);
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366 //self.tur_head.avelocity_x = 0;
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371 if (self.track_flags & TFL_TRACK_ROT)
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373 self.tur_head.avelocity_y = real_angle_y;
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374 if (self.tur_head.angles_y > 360)
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376 self.tur_head.angles_y -= floor(self.tur_head.angles_y / 360) * 360;
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377 //self.tur_head.angles_y = self.aim_maxrot;
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378 //self.tur_head.avelocity_y = 0;
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380 else if (self.tur_head.angles_y < -360)
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382 self.tur_head.angles_y += floor(self.tur_head.angles_y / 360) * 360;
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383 //self.tur_head.angles_y = (self.aim_maxrot * -1);
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384 //self.tur_head.avelocity_y = 0;
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391 - = not implemented
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394 + TFL_FIRECHECK_WORLD
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395 + TFL_FIRECHECK_DEAD
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396 + TFL_FIRECHECK_DISTANCES
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397 - TFL_FIRECHECK_LOS
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398 + TFL_FIRECHECK_AIMDIST
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399 + TFL_FIRECHECK_REALDIST
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400 - TFL_FIRECHECK_ANGLEDIST
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401 - TFL_FIRECHECK_TEAMCECK
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402 + TFL_FIRECHECK_AFF
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403 + TFL_FIRECHECK_OWM_AMMO
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404 + TFL_FIRECHECK_OTHER_AMMO
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405 + TFL_FIRECHECK_REFIRE
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409 ** Preforms pre-fire checks based on the uints firecheck_flags
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411 float turret_stdproc_firecheck()
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413 // This one just dont care =)
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414 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
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417 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
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418 if (self.attack_finished_single >= time) return 0;
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420 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
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421 if((self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) && (self.volly_counter != self.shot_volly))
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425 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
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426 if (self.enemy.deadflag != DEAD_NO) return 0;
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428 // Plz stop killing the world!
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429 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
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430 if (self.enemy == world) return 0;
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433 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
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434 if (self.ammo < self.shot_dmg) return 0;
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436 // Other's ammo? (support-supply units)
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437 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
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438 if (self.enemy.ammo >= self.enemy.ammo_max) return 0;
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440 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
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442 // Not close enougth?
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443 if (self.tur_dist_aimpos > self.target_range_fire) return 0;
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446 if (self.tur_dist_aimpos < self.target_range_min) return 0;
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449 // Try to avoid FF?
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450 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
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451 if (self.tur_impactent.team == self.team) return 0;
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453 // aim<->predicted impact
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454 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
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455 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist) return 0;
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458 if (self.shot_volly > 1)
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459 if (self.volly_counter == self.shot_volly)
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460 if (self.ammo < (self.shot_dmg * self.shot_volly))
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463 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
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464 if(self.tur_impactent != self.enemy)
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471 + TFL_TARGETSELECT_NO
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472 + TFL_TARGETSELECT_LOS
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473 + TFL_TARGETSELECT_PLAYERS
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474 + TFL_TARGETSELECT_MISSILES
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475 - TFL_TARGETSELECT_TRIGGERTARGET
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476 + TFL_TARGETSELECT_ANGLELIMITS
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477 + TFL_TARGETSELECT_RANGELIMTS
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478 + TFL_TARGETSELECT_TEAMCHECK
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479 - TFL_TARGETSELECT_NOBUILTIN
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480 + TFL_TARGETSELECT_OWNTEAM
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484 ** Evaluate a entity for target valitity based on validate_flags
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486 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
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490 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
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493 if(e_target.owner == e_turret)
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496 if not(checkpvs(e_target.origin, e_turret))
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499 if (!e_target)// == world)
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503 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
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506 if (validate_flags & TFL_TARGETSELECT_NO)
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509 // If only this was used more..
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510 if (e_target.flags & FL_NOTARGET)
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514 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
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518 if (e_target.flags & FL_CLIENT)
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520 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
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523 if (e_target.deadflag != DEAD_NO)
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528 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
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529 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
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533 if (e_target.flags & FL_PROJECTILE)
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534 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
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538 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
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540 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
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542 if (e_target.team != e_turret.team)
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545 if (e_turret.team != e_target.owner.team)
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550 if (e_target.team == e_turret.team)
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553 if (e_turret.team == e_target.owner.team)
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559 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
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560 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
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562 if (tvt_dist < e_turret.target_range_min)
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565 if (tvt_dist > e_turret.target_range)
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569 // Can we even aim this thing?
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570 if(e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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572 tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target);
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576 tvt_thadv = angleofs(e_turret.tur_head,e_target);
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579 tvt_tadv = angleofs(e_turret,e_target);
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580 tvt_thadf = vlen(tvt_thadv);
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581 tvt_tadf = vlen(tvt_tadv);
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584 if(validate_flags & TFL_TARGETSELECT_FOV)
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586 if(e_turret.target_select_fov < tvt_thadf)
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591 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
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593 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
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596 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
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601 if (validate_flags & TFL_TARGETSELECT_LOS)
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603 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
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604 traceline(e_turret.tur_shotorg,v_tmp,0,e_turret);
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606 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
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610 if (e_target.classname == "grapplinghook")
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613 #ifdef TURRET_DEBUG_TARGETSELECT
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614 bprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
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620 entity turret_select_target()
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622 entity e; // target looper entity
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623 float score; // target looper entity score
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624 entity e_enemy; // currently best scoreing target
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625 float m_score; // currently best scoreing target's score
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630 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
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632 e_enemy = self.enemy;
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633 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
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636 e = findradius(self.origin,self.target_range);
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638 // Nothing to aim at?
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639 if (!e) return world;
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643 f = turret_validate_target(self,e,self.target_select_flags);
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646 bprint(e.netname," = ",ftos(f),"\n");
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647 score = self.turret_score_target(self,e);
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648 if ((score > m_score) && (score > 0))
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660 void turret_think()
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664 self.nextthink = time + self.ticrate;
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666 // ONS uses somewhat backwards linking.
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669 if not (g_onslaught)
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672 e = find(world,targetname,self.target);
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674 self.team = e.team;
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677 if (self.team != self.tur_head.team)
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678 turret_stdproc_respawn();
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682 if (cvar("g_turrets_reloadcvars") == 1)
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684 e = nextent(world);
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687 if (e.tur_head != world)
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690 load_unit_settings(e,e.cvar_basename,1);
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691 e.turret_postthink();
\r
697 cvar_set("g_turrets_reloadcvars","0");
\r
700 #ifdef TURRET_DEBUG
\r
701 if (self.tur_dbg_tmr1 < time)
\r
703 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
\r
704 paint_target(self,256,self.tur_dbg_rvec,0.9);
\r
705 self.tur_dbg_tmr1 = time + 1;
\r
710 if (self.ammo < self.ammo_max)
\r
711 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
\r
714 // Inactive turrets needs to run the think loop,
\r
715 // So they can handle animation and wake up if need be.
\r
716 if(!self.tur_active)
\r
718 turret_stdproc_track();
\r
722 //This is just wrong :|
\r
723 if(self.deadflag != DEAD_NO)
\r
725 dprint("Warning:dead turret running the think function!\n");
\r
729 // This is typicaly used for zaping every target in range
\r
730 // turret_fusionreactor uses this to recharge friendlys.
\r
731 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
\r
734 // Do a self.turret_fire for every valid target.
\r
735 e = findradius(self.origin,self.target_range);
\r
738 if (turret_validate_target(self,e,self.target_validate_flags))
\r
742 turret_do_updates(self);
\r
744 if (self.turret_firecheckfunc())
\r
750 self.enemy = world;
\r
754 // Special case for volly always. if it fired once it must compleate the volly.
\r
755 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
\r
756 if(self.volly_counter != self.shot_volly)
\r
758 // Predict or whatnot
\r
759 if not((self.aim_flags & TFL_AIM_NO))
\r
760 self.tur_aimpos = turret_stdproc_aim_generic();
\r
764 if (!self.track_flags & TFL_TRACK_NO)
\r
765 turret_stdproc_track();
\r
767 turret_do_updates(self);
\r
770 if (self.turret_firecheckfunc() != 0)
\r
773 self.turret_postthink();
\r
778 // Check if we have a vailid enemy, and try to find one if we dont.
\r
779 if ((turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) && (self.cnt < time))
\r
781 self.enemy = turret_select_target();
\r
782 self.cnt = time + cvar("g_turrets_targetscan_mindelay");
\r
786 // No target, just go to idle, do any custom stuff and bail.
\r
787 if (self.enemy == world)
\r
790 if (!self.track_flags & TFL_TRACK_NO)
\r
791 turret_stdproc_track();
\r
793 // do any per-turret stuff
\r
794 self.turret_postthink();
\r
800 self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
\r
804 turret_do_updates(self);
\r
805 if (self.turret_firecheckfunc() > 0)
\r
809 //turret_do_updates(self);
\r
810 // Predict or whatnot
\r
811 if not((self.aim_flags & TFL_AIM_NO))
\r
812 self.tur_aimpos = turret_stdproc_aim_generic();
\r
814 //turret_do_updates(self);
\r
816 if (!self.track_flags & TFL_TRACK_NO)
\r
817 turret_stdproc_track();
\r
819 turret_do_updates(self);
\r
821 if (self.turret_firecheckfunc())
\r
828 // do any per-turret stuff
\r
829 self.turret_postthink();
\r
834 if (cvar("g_turrets_nofire") != 0)
\r
837 if ((!self.tur_active) || (self.deadflag != DEAD_NO))
\r
840 self.turret_firefunc();
\r
842 self.attack_finished_single = time + self.shot_refire;
\r
843 self.ammo = self.ammo - self.shot_dmg;
\r
844 self.volly_counter = self.volly_counter - 1;
\r
845 if (self.volly_counter <= 0)
\r
847 self.volly_counter = self.shot_volly;
\r
849 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
\r
850 self.enemy = world;
\r
852 if (self.shot_volly > 1)
\r
853 self.attack_finished_single = time + self.shot_volly_refire;
\r
857 #ifdef TURRET_DEBUG
\r
858 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
\r
862 void turret_stdproc_fire()
\r
864 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
\r
868 When .used a turret switched team to activator.team.
\r
869 If activator is world, the turrets goes inactive.
\r
871 void turret_stdproc_use()
\r
873 dprint("Turret ",self.netname, " used by ",activator.classname,"\n");
\r
875 self.team = activator.team;
\r
878 self.tur_active = 0;
\r
880 self.tur_active = 1;
\r
885 * Standard turret initialization. use this!
\r
886 * (unless you have a very good reason not to)
\r
887 * Any special stuff like multiple cannon models should be done
\r
888 * after this is proc called.
\r
889 * if the return value is 0, the turret _must_ be removed.
\r
891 float turret_stdproc_init (string cvar_base_name)
\r
895 // Are turrets allowed atm?
\r
896 if (cvar("g_turrets") == 0)
\r
899 // Better more then once then never.
\r
900 // turret_gibs_precash();
\r
902 // Terrainbase spawnflag. This puts a enlongated model
\r
903 // under the turret, so it looks ok on uneaven surfaces.
\r
904 if (self.spawnflags & 2)
\r
907 precache_model("models/turrets/terrainbase.md3");
\r
909 setmodel(tb,"models/turrets/terrainbase.md3");
\r
910 setorigin(tb,self.origin);
\r
911 tb.solid = SOLID_BBOX;
\r
915 self.cvar_basename = cvar_base_name;
\r
916 load_unit_settings(self,self.cvar_basename,0);
\r
918 // Handle turret teams.
\r
919 if (cvar("g_assult") != 0)
\r
922 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
924 else if (!teamplay)
\r
925 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
926 else if(g_onslaught && self.targetname)
\r
928 e = find(world,target,self.targetname);
\r
931 self.team = e.team;
\r
935 else if(!self.team)
\r
936 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
941 * Try to guess some reasonaly defaults
\r
942 * for missing params and do sanety checks
\r
943 * thise checks could produce some "interesting" results
\r
944 * if it hits a glitch in my logic :P so try to set as mutch
\r
945 * as possible beforehand.
\r
947 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
948 if (!self.ticrate) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
\r
950 if (!self.ticrate) self.ticrate = 0.1; // 10 fps for normal turrets
\r
952 self.ticrate = bound(sys_ticrate,self.ticrate,60); // keep it sane
\r
955 if (self.netname == "")
\r
956 self.netname = self.classname;
\r
958 if (!self.respawntime)
\r
959 self.respawntime = 60;
\r
960 self.respawntime = max(-1,self.respawntime);
\r
963 self.health = 1000;
\r
964 self.tur_health = max(1,self.health);
\r
966 if (!self.turrcaps_flags)
\r
967 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
969 if (!self.damage_flags)
\r
970 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
973 if (!self.shot_refire)
\r
974 self.shot_refire = 1;
\r
975 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
977 if (!self.shot_dmg)
\r
978 self.shot_dmg = self.shot_refire * 50;
\r
979 self.shot_dmg = max(1,self.shot_dmg);
\r
981 if (!self.shot_radius)
\r
982 self.shot_radius = self.shot_dmg * 0.5;
\r
983 self.shot_radius = max(1,self.shot_radius);
\r
985 if (!self.shot_speed)
\r
986 self.shot_speed = 2500;
\r
987 self.shot_speed = max(1,self.shot_speed);
\r
989 if (!self.shot_spread)
\r
990 self.shot_spread = 0.0125;
\r
991 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
993 if (!self.shot_force)
\r
994 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
995 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
997 if (!self.shot_volly)
\r
998 self.shot_volly = 1;
\r
999 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
1001 if (!self.shot_volly_refire)
\r
1002 self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
1003 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
1005 if (!self.firecheck_flags)
\r
1006 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
1007 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
1008 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
1011 if (!self.target_range)
\r
1012 self.target_range = self.shot_speed * 0.5;
\r
1013 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
1015 if (!self.target_range_min)
\r
1016 self.target_range_min = self.shot_radius * 2;
\r
1017 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
1019 if (!self.target_range_fire)
\r
1020 self.target_range_fire = self.target_range * 0.8;
\r
1021 self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
1023 if (!self.target_range_optimal)
\r
1024 self.target_range_optimal = self.target_range_fire * 0.5;
\r
1025 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
1029 if (!self.aim_maxrot)
\r
1030 self.aim_maxrot = 90;
\r
1031 self.aim_maxrot = bound(0,self.aim_maxrot,360);
\r
1033 if (!self.aim_maxpitch)
\r
1034 self.aim_maxpitch = 20;
\r
1035 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
1037 if (!self.aim_speed)
\r
1038 self.aim_speed = 36;
\r
1039 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1041 if (!self.aim_firetolerance_dist)
\r
1042 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
1043 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
1045 if (!self.aim_flags)
\r
1047 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
\r
1048 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
\r
1049 self.aim_flags |= TFL_AIM_GROUND2;
\r
1052 // Sill the most tested (and aim-effective)
\r
1053 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
1055 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
1057 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
\r
1058 // Can inmapt aim preformance alot.
\r
1059 // needs a bit diffrent aimspeed
\r
1061 if (!self.aim_speed)
\r
1062 self.aim_speed = 180;
\r
1063 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1065 if (!self.track_accel_pitch)
\r
1066 self.track_accel_pitch = 0.5;
\r
1068 if (!self.track_accel_rot)
\r
1069 self.track_accel_rot = 0.5;
\r
1071 if (!self.track_blendrate)
\r
1072 self.track_blendrate = 0.35;
\r
1075 if (!self.track_flags)
\r
1076 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
1079 // Target selection stuff.
\r
1080 if (!self.target_select_rangebias)
\r
1081 self.target_select_rangebias = 1;
\r
1082 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
1084 if (!self.target_select_samebias)
\r
1085 self.target_select_samebias = 1;
\r
1086 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
1088 if (!self.target_select_anglebias)
\r
1089 self.target_select_anglebias = 1;
\r
1090 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
1092 if (!self.target_select_missilebias)
\r
1093 self.target_select_missilebias = -10;
\r
1095 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
1096 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
1098 if (!self.target_select_flags)
\r
1100 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
\r
1101 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
1103 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
1104 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
\r
1106 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
\r
1107 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
\r
1109 // self.target_select_flags = TFL_TARGETSELECT_NO;
\r
1112 self.target_validate_flags = self.target_select_flags;
\r
1116 if (!self.ammo_max)
\r
1117 self.ammo_max = self.shot_dmg * 10;
\r
1118 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
1121 self.ammo = self.shot_dmg * 5;
\r
1122 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
1124 if (!self.ammo_recharge)
\r
1125 self.ammo_recharge = self.shot_dmg * 0.5;
\r
1126 self.ammo_recharge = max(0,self.ammo_recharge);
\r
1128 // Convert the recharge from X per sec to X per ticrate
\r
1129 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
1131 if (!self.ammo_flags)
\r
1132 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
1134 // Offsets & origins
\r
1135 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
1137 // End of default & sanety checks, start building the turret.
\r
1139 // Spawn extra bits
\r
1140 self.tur_head = spawn();
\r
1141 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
1142 self.tur_head.team = self.team;
\r
1143 self.tur_head.owner = self;
\r
1146 if(!self.tur_defend)
\r
1147 if (self.target != "")
\r
1149 self.tur_defend = find(world, targetname, self.target);
\r
1150 if (self.tur_defend == world)
\r
1153 dprint("Turret has invalid defendpoint!\n");
\r
1158 // Put pices in place
\r
1159 if (!(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED))
\r
1160 setorigin(self.tur_head,self.origin);
\r
1162 // In target defense mode, aim on the spot to defens when idle.
\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 = self.angles;
\r
1168 if (!(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED))
\r
1169 self.tur_head.angles = self.idle_aim;
\r
1172 self.health = 150;
\r
1174 self.tur_health = self.health;
\r
1175 self.tur_head.health = self.health;
\r
1177 self.solid = SOLID_BBOX;
\r
1178 self.tur_head.solid = SOLID_BBOX;
\r
1180 self.takedamage = DAMAGE_AIM;
\r
1181 self.tur_head.takedamage = DAMAGE_AIM;
\r
1183 self.movetype = MOVETYPE_NOCLIP;
\r
1184 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
1187 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
1188 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
1190 // Attach stdprocs. override when and what needed
\r
1191 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
1193 self.turret_score_target = turret_stdproc_targetscore_support;
\r
1194 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1195 self.turret_firefunc = turret_stdproc_fire;
\r
1196 self.turret_postthink = turret_stdproc_nothing;
\r
1197 self.tur_head.event_damage = turret_stdproc_damage;
\r
1201 self.turret_score_target = turret_stdproc_targetscore_generic;
\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
1207 self.turret_addtarget = turret_stdproc_false;
\r
1210 self.use = turret_stdproc_use;
\r
1211 self.bot_attack = TRUE;
\r
1213 // Initiate the main AI loop
\r
1214 self.think = turret_think;
\r
1215 self.nextthink = time + self.ticrate;
\r
1217 self.tur_head.team = self.team;
\r
1218 self.view_ofs = '0 0 0';
\r
1220 #ifdef TURRET_DEBUG
\r
1221 self.tur_dbg_start = self.nextthink;
\r
1222 while (vlen(self.tur_dbg_rvec) < 2)
\r
1223 self.tur_dbg_rvec = randomvec() * 4;
\r
1225 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
1226 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
1227 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
1231 self.classname = "turret_main";
\r
1233 self.tur_active = 1;
\r
1235 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
\r
1236 if (g_onslaught && ee)
\r