1 #define cvar_base "g_turrets_unit_"
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3 //.float tur_lastscore;
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4 .string cvar_basename;
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6 string cvar_gets(string s_base,string s_add)
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8 return strcat(s_base,s_add);
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11 .float turret_scale_damage;
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12 .float turret_scale_range;
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13 .float turret_scale_refire;
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14 .float turret_scale_ammo;
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15 .float turret_scale_aim;
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16 .float turret_scale_health;
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17 .float turret_scale_respawn;
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19 void load_unit_settings(entity ent,string unitname,float is_reload)
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27 if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
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28 if (!ent.turret_scale_range) ent.turret_scale_range = 1;
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29 if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
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30 if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
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31 if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
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32 if (!ent.turret_scale_health) ent.turret_scale_health = 1;
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33 if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
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35 sbase = strcat(cvar_base,unitname);
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39 ent.tur_head.avelocity = '0 0 0';
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40 ent.tur_head.angles = ent.angles;
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42 ent.health = cvar(cvar_gets(sbase,"_health")) * ent.turret_scale_health;
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43 ent.respawntime = cvar(cvar_gets(sbase,"_respawntime")) * ent.turret_scale_respawn;
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45 ent.shot_dmg = cvar(cvar_gets(sbase,"_shot_dmg")) * ent.turret_scale_damage;
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46 ent.shot_refire = cvar(cvar_gets(sbase,"_shot_refire")) * ent.turret_scale_refire;
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47 ent.shot_radius = cvar(cvar_gets(sbase,"_shot_radius")) * ent.turret_scale_damage;
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48 ent.shot_speed = cvar(cvar_gets(sbase,"_shot_speed"));
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49 ent.shot_spread = cvar(cvar_gets(sbase,"_shot_spread"));
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50 ent.shot_force = cvar(cvar_gets(sbase,"_shot_force")) * ent.turret_scale_damage;
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51 ent.shot_volly = cvar(cvar_gets(sbase,"_shot_volly"));
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52 ent.shot_volly_refire = cvar(cvar_gets(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
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54 ent.target_range = cvar(cvar_gets(sbase,"_target_range")) * ent.turret_scale_range;
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55 ent.target_range_min = cvar(cvar_gets(sbase,"_target_range_min")) * ent.turret_scale_range;
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56 ent.target_range_fire = cvar(cvar_gets(sbase,"_target_range_fire")) * ent.turret_scale_range;
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57 ent.target_range_optimal = cvar(cvar_gets(sbase,"_target_range_optimal")) * ent.turret_scale_range;
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59 ent.target_select_rangebias = cvar(cvar_gets(sbase,"_target_select_rangebias"));
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60 ent.target_select_samebias = cvar(cvar_gets(sbase,"_target_select_samebias"));
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61 ent.target_select_anglebias = cvar(cvar_gets(sbase,"_target_select_anglebias"));
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62 ent.target_select_playerbias = cvar(cvar_gets(sbase,"_target_select_playerbias"));
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64 ent.ammo_max = cvar(cvar_gets(sbase,"_ammo_max")) * ent.turret_scale_ammo;
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65 //ent.ammo = cvar(cvar_gets(sbase,"_ammo"));
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66 ent.ammo_recharge = cvar(cvar_gets(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
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68 ent.aim_firetolerance_dist = cvar(cvar_gets(sbase,"_aim_firetolerance_dist"));
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69 // ent.aim_firetolerance_angle = cvar(cvar_gets(sbase,"_aim_firetolerance_angle"));
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70 ent.aim_speed = cvar(cvar_gets(sbase,"_aim_speed")) * ent.turret_scale_aim;
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71 ent.aim_maxrot = cvar(cvar_gets(sbase,"_aim_maxrot"));
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72 ent.aim_maxpitch = cvar(cvar_gets(sbase,"_aim_maxpitch"));
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74 ent.track_type = cvar(cvar_gets(sbase,"_track_type"));
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75 ent.track_accel_pitch = cvar(cvar_gets(sbase,"_track_accel_pitch"));
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76 ent.track_accel_rot = cvar(cvar_gets(sbase,"_track_accel_rot"));
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77 ent.track_blendrate = cvar(cvar_gets(sbase,"_track_blendrate"));
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80 float turret_stdproc_true()
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85 float turret_stdproc_false()
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90 void turret_stdproc_nothing()
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96 ** updates enemy distances, preicted impact point/time
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97 ** & aim<->predict impact distance.
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98 ** Also translates shoot & aimorgs by current rotation.
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100 void turret_do_updates(entity e_turret)
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102 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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104 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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105 e_turret.angles_x = e_turret.angles_x * -1;
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106 makevectors(e_turret.tur_head.angles + e_turret.angles);
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107 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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108 e_turret.angles_x = e_turret.angles_x * -1;
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112 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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113 makevectors(e_turret.tur_head.angles);
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114 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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116 // v_right = (v_right * -1);
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117 e_turret.tur_shotorg_updated = e_turret.origin + v_forward * e_turret.tur_shotorg_x + v_right * e_turret.tur_shotorg_y + v_up * e_turret.tur_shotorg_z;
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119 e_turret.tur_shotdir_updated = normalize((e_turret.tur_shotorg_updated + v_forward) - e_turret.tur_shotorg_updated);
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120 e_turret.tur_aimorg_updated = e_turret.origin + v_forward * e_turret.tur_aimorg_x + v_right * e_turret.tur_aimorg_y + v_up * e_turret.tur_aimorg_z;
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123 e_turret.tur_dist_enemy = vlen(e_turret.tur_aimorg_updated - real_origin(e_turret.enemy));
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125 traceline(e_turret.tur_aimorg_updated,e_turret.tur_aimorg_updated+(e_turret.tur_shotdir_updated * e_turret.tur_dist_enemy),MOVE_NORMAL,e_turret);
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127 e_turret.tur_impactpoint = trace_endpos;
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128 e_turret.tur_impactent = trace_ent;
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129 //e_turret.tur_impacttime = e_turret.tur_dist_enemy / e_turret.shot_speed;
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130 e_turret.tur_impacttime = e_turret.tur_dist_enemy / e_turret.shot_speed;
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131 e_turret.tur_dist_toaimpos = vlen(trace_endpos - e_turret.tur_aimpos);
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135 ** Handles head rotation according to
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136 ** the units .track_type and .track_flags
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138 void turret_stdproc_track()
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140 vector wish_angle; // This is where we'd need to be
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142 vector real_angle; // This is where we can go
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146 if (self.track_flags == TFL_TRACK_NO)
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149 if(!self.tur_active)
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151 wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
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153 else if (self.enemy == world)
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155 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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156 wish_angle = self.idle_aim + self.angles;
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158 if(cvar("g_turrets_aimidle_delay") > (time - self.lip))
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159 wish_angle = self.idle_aim;
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161 wish_angle = self.tur_head.angles;
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166 // Find the direction
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167 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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168 wish_angle = normalize(self.tur_aimpos - self.origin);
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170 wish_angle = normalize(self.tur_aimpos - self.tur_head.origin);
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172 wish_angle = vectoangles(wish_angle); // And make a angle
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175 // Find the diffrence between where we currently aim and where we want to aim
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176 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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177 real_angle = wish_angle - (self.angles + self.tur_head.angles);
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180 //if(vlen(wish_angle - self.tur_head.angles) > vlen(self.tur_head.angles - wish_angle))
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181 real_angle = wish_angle - self.tur_head.angles;
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183 // real_angle = self.tur_head.angles - wish_angle;
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187 if(real_angle_y > 180)
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189 if(real_angle_y < -180)
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192 s = vtos(real_angle);
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197 if (real_angle_x < 0) real_angle_x += 360;
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198 if (real_angle_x > 180) real_angle_x -= 360;
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200 if (real_angle_y < 0) real_angle_y += 360;
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201 if (real_angle_y >= 180) real_angle_y -= 360;
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203 //s = vtos(real_angle);
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204 //bprint(" RA2: ",s,"\n");
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208 if (self.track_flags & TFL_TRACK_PITCH)
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209 real_angle_x = bound(self.aim_maxpitch * -1,real_angle_x,self.aim_maxpitch);
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212 if (self.track_flags & TFL_TRACK_ROT)
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213 real_angle_y = bound(self.aim_maxrot * -1,real_angle_y,self.aim_maxrot);
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216 if (self.track_type == TFL_TRACKTYPE_STEPMOTOR)
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218 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
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220 // Limit turning speed
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221 real_angle_x = bound((-1 * f_tmp),real_angle_x, f_tmp);
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222 real_angle_y = bound((-1 * f_tmp),real_angle_y, f_tmp);
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224 // Limit pich and rot.
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225 if (self.track_flags & TFL_TRACK_PITCH)
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226 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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228 if (self.track_flags & TFL_TRACK_ROT)
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229 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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234 if (self.track_type == TFL_TRACKTYPE_FLUIDPRECISE)
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236 if (self.track_flags & TFL_TRACK_PITCH)
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237 self.tur_head.avelocity_x = real_angle_x;
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239 if (self.track_flags & TFL_TRACK_ROT)
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240 self.tur_head.avelocity_y = real_angle_y;
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242 else if (self.track_type == TFL_TRACKTYPE_FLUIDINERTIA)
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244 f_tmp = self.aim_speed * self.ticrate;
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246 real_angle_y = bound(self.aim_speed * -1,real_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
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247 real_angle_x = bound(self.aim_speed * -1,real_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
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248 real_angle = (self.tur_head.avelocity * self.track_blendrate) + (real_angle * (1 - self.track_blendrate));
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250 if (self.track_flags & TFL_TRACK_PITCH) self.tur_head.avelocity_x = real_angle_x;
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251 if (self.track_flags & TFL_TRACK_ROT) self.tur_head.avelocity_y = real_angle_y;
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252 self.tur_head.avelocity_z = real_angle_z;
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257 if (self.track_flags & TFL_TRACK_PITCH)
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259 if (self.tur_head.angles_x > self.aim_maxpitch)
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261 self.tur_head.angles_x = self.aim_maxpitch;
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262 self.tur_head.avelocity_x = 0;
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264 else if (self.tur_head.angles_x < (self.aim_maxpitch * -1))
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266 self.tur_head.angles_x = (self.aim_maxpitch * -1);
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267 self.tur_head.avelocity_x = 0;
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272 if (self.track_flags & TFL_TRACK_ROT)
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274 if (self.tur_head.angles_y > self.aim_maxrot)
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276 self.tur_head.angles_y = self.aim_maxrot;
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277 self.tur_head.avelocity_y = 0;
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279 else if (self.tur_head.angles_y < (self.aim_maxrot * -1))
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281 self.tur_head.angles_y = (self.aim_maxrot * -1);
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282 self.tur_head.avelocity_y = 0;
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292 - = not implemented
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295 + TFL_FIRECHECK_WORLD
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296 + TFL_FIRECHECK_DEAD
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297 + TFL_FIRECHECK_DISTANCES
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298 - TFL_FIRECHECK_LOS
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299 + TFL_FIRECHECK_AIMDIST
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300 + TFL_FIRECHECK_REALDIST
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301 - TFL_FIRECHECK_ANGLEDIST
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302 - TFL_FIRECHECK_TEAMCECK
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303 + TFL_FIRECHECK_AFF
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304 + TFL_FIRECHECK_OWM_AMMO
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305 + TFL_FIRECHECK_OTHER_AMMO
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306 + TFL_FIRECHECK_REFIRE
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310 ** Preforms pre-fire checks based on the uints firecheck_flags
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312 float turret_stdproc_firecheck()
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314 // This one just dont care =)
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315 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
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318 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
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319 if (self.attack_finished_single >= time) return 0;
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322 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
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323 if (self.enemy.deadflag != DEAD_NO) return 0;
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325 // Plz stop killing the world!
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326 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
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327 if (self.enemy == world) return 0;
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330 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
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331 if (self.ammo < self.shot_dmg) return 0;
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333 // Other's ammo? (carefull using this...)
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334 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
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335 if (self.enemy.ammo >= self.enemy.ammo_max) return 0;
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337 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
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339 // Not close enougth?
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340 if (self.tur_dist_enemy > self.target_range_fire) return 0;
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343 if (self.tur_dist_enemy < self.target_range_min) return 0;
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346 // Try to avoid FF?
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347 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
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348 if (self.tur_impactent.team == self.team) return 0;
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350 // aim<->predicted impact
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351 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
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352 if (self.tur_dist_toaimpos > self.aim_firetolerance_dist) return 0;
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355 if (self.shot_volly > 1)
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357 if (self.volly_counter == self.shot_volly)
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358 if (self.ammo < (self.shot_dmg * self.shot_volly))
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362 //if(self.tur_enemy_adist >= self.aim_firetolerance) return 0;
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369 + TFL_TARGETSELECT_NO
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370 + TFL_TARGETSELECT_LOS
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371 + TFL_TARGETSELECT_PLAYERS
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372 + TFL_TARGETSELECT_MISSILES
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373 - TFL_TARGETSELECT_TRIGGERTARGET
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374 + TFL_TARGETSELECT_ANGLELIMITS
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375 + TFL_TARGETSELECT_RANGELIMTS
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376 + TFL_TARGETSELECT_TEAMCHECK
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377 - TFL_TARGETSELECT_NOBUILTIN
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378 + TFL_TARGETSELECT_OWNTEAM
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382 ** Evaluate a entity for target valitity based on validate_flags
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384 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
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388 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
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391 if (!e_target)// == world)
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394 if (e_target.classname == "grapplinghook")
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398 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
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401 if (validate_flags & TFL_TARGETSELECT_NO)
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404 // If only this was used more..
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405 if (e_target.flags & FL_NOTARGET)
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409 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
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413 if (e_target.flags & FL_CLIENT)
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415 if (!(validate_flags & TFL_TARGETSELECT_PLAYERS))
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418 if (e_target.deadflag != DEAD_NO)
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423 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
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425 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
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430 if (e_target.flags & FL_PROJECTILE)
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432 if (!(validate_flags & TFL_TARGETSELECT_MISSILES))
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437 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
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439 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
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441 if (e_target.team != e_turret.team)
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444 if (e_turret.team != e_target.owner.team)
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449 if (e_target.team == e_turret.team)
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452 if (e_turret.team == e_target.owner.team)
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458 if (validate_flags & TFL_TARGETSELECT_LOS)
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460 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
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461 //v_tmp = e_target.origin;
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462 traceline(e_turret.origin,v_tmp,0,e_turret);
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464 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
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468 // Can we even aim this thing? (anglecheck)
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469 tvt_thadv = angleofs(e_turret.tur_head,e_target);
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470 tvt_tadv = angleofs(e_turret,e_target);
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471 tvt_thadf = vlen(tvt_thadv);
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472 tvt_tadf = vlen(tvt_tadv);
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474 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
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476 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
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479 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
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484 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
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485 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
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487 if (tvt_dist < e_turret.target_range_min)
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490 if (tvt_dist > e_turret.target_range)
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494 #ifdef TURRET_DEBUG_TARGETSELECT
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495 bprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
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501 entity turret_select_target()
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503 entity e; // target looper entity
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504 entity e_enemy; // currently best scoreing enemy
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506 float score; // current target (e) score
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507 float m_score; // current best target (e_enemy) score
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510 e = findradius(self.origin,self.target_range);
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512 // Nothing to aim at.
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513 if (!e) return world;
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519 f = turret_validate_target(self,e,self.target_select_flags);
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521 //bprint(e.netname, " = ",s,"\n");
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525 score = self.turret_score_target(self,e);
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527 if ((score > m_score) && (score > 0))
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537 // self.tur_lastscore = m_score;
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539 //if (self.enemy != e_enemy)
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540 //self.volly_counter = 0;
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545 void turret_think()
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549 self.nextthink = (time + self.ticrate);
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551 // ONS uses somewhat backwards linking.
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562 e = find(world,targetname,self.target);
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564 self.team = e.team;
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568 if (self.team != self.tur_head.team)
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569 turret_stdproc_respawn();
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573 if (cvar("g_turrets_reloadcvars") == 1)
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575 e = nextent(world);
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578 if (e.tur_head != world)
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581 load_unit_settings(e,e.cvar_basename,1);
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582 e.turret_postthink();
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588 cvar_set("g_turrets_reloadcvars","0");
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591 #ifdef TURRET_DEBUG
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592 if (self.tur_dbg_tmr1 < time)
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594 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
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595 paint_target(self,256,self.tur_dbg_rvec,0.9);
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596 self.tur_dbg_tmr1 = time + 1;
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600 //Do custom prethink, and bail if it fails.
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601 //if (!self.turret_prethink()) return;
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604 if (self.ammo < self.ammo_max)
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605 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
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608 // Inactive turrets needs to run the think loop too
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609 // So they can handle animation and wake up if need be.
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610 if(!self.tur_active)
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612 turret_stdproc_track();
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616 //This is just wrong :|
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617 if(self.deadflag != DEAD_NO)
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619 dprint("Warning:dead turret running the think function!\n");
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620 //self.enemy = world;
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621 //turret_stdproc_track();
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625 // This is typicaly used for zaping every target in range
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626 // turret_fusionreactor uses this to recharge friendlys.
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627 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
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630 // Do a self.turret_fire for every valid target.
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631 e = findradius(self.origin,self.target_range);
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635 if (turret_validate_target(self,e,self.target_validate_flags))
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639 turret_do_updates(self);
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641 if ( self.turret_firecheckfunc() ) turret_fire();
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646 self.enemy = world;
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651 // Check if we have a vailid enemy, and try to find one if we dont.
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652 if ((turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) || (self.cnt < time))
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654 self.enemy = turret_select_target();
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655 self.cnt = time + cvar("g_turrets_targetscan_mindelay");
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659 // No target, just go to idle, do any custom stuff and bail.
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660 if (self.enemy == world)
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663 if (!self.track_flags & TFL_TRACK_NO)
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664 turret_stdproc_track();
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666 // do any per-turret stuff
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667 self.turret_postthink();
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673 self.lip = time; // Keep track of the last time we had a target.
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675 turret_do_updates(self);
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677 // Predict or whatnot
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678 if not((self.aim_flags & TFL_AIM_NO))
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679 self.tur_aimpos = turret_stdproc_aim_generic();
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682 if (self.turret_firecheckfunc() != 0)
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685 turret_do_updates(self);
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688 if (!self.track_flags & TFL_TRACK_NO)
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689 turret_stdproc_track();
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691 turret_do_updates(self);
\r
694 if (self.turret_firecheckfunc() != 0)
\r
698 // do any per-turret stuff
\r
699 self.turret_postthink();
\r
704 if (cvar("g_turrets_nofire") != 0) return;
\r
705 if ((!self.tur_active) || (self.deadflag != DEAD_NO)) return;
\r
707 self.turret_firefunc();
\r
709 self.attack_finished_single = time + self.shot_refire;
\r
710 self.ammo = self.ammo - self.shot_dmg;
\r
711 self.volly_counter = self.volly_counter - 1;
\r
714 if (self.volly_counter <= 0)
\r
716 self.volly_counter = self.shot_volly;
\r
717 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET) self.enemy = world;
\r
719 if (self.shot_volly > 1)
\r
720 self.attack_finished_single = time + self.shot_volly_refire;
\r
724 #ifdef TURRET_DEBUG
\r
725 if (self.enemy) paint_target3(self.tur_aimpos ,64,self.tur_dbg_rvec,self.tur_impacttime+0.25);
\r
729 void turret_stdproc_fire()
\r
731 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
\r
734 void turret_stdproc_use()
\r
736 // bprint("Used:",self.netname, " By ",other.netname,"\n");
\r
738 // ONS Uses _use to communicate.
\r
743 if (self.targetname)
\r
745 e = find(world,target,self.targetname);
\r
747 self.team = e.team;
\r
750 if (self.team != self.tur_head.team)
\r
751 turret_stdproc_respawn();
\r
754 self.tur_active = 0;
\r
756 self.tur_active = 1;
\r
761 if (self.tur_active)
\r
762 self.tur_active = 0;
\r
764 self.tur_active = 1;
\r
770 * Standard turret initialization. use this!
\r
771 * (unless you have a very good reason not to.)
\r
772 * Any special stuff like multiple cannon models should be done
\r
773 * after this is proc called.
\r
774 * if the return value is 0, the turret should be removed.
\r
776 float turret_stdproc_init (string cvar_base_name)
\r
780 // Are turrets allowed atm?
\r
781 if (cvar("g_turrets") == 0) return 0;
\r
783 // Better more then once then never.
\r
784 // turret_gibs_precash();
\r
786 if (self.spawnflags & 2)
\r
789 precache_model("models/turrets/terrainbase.md3");
\r
791 setmodel(tb,"models/turrets/terrainbase.md3");
\r
792 setorigin(tb,self.origin);
\r
793 tb.solid = SOLID_BBOX;
\r
797 self.cvar_basename = cvar_base_name;
\r
798 load_unit_settings(self,self.cvar_basename,0);
\r
800 // Group all turrets into the same team if in non teamplaymode, so they dont try to kill eachother.
\r
801 if (cvar("g_assult") != 0)
\r
804 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
806 else if (!teamplay)
\r
807 self.team = MAX_SHOT_DISTANCE;
\r
808 else if(g_onslaught && self.targetname)
\r
810 e = find(world,target,self.targetname);
\r
812 self.team = e.team;
\r
814 else if(!self.team)
\r
815 self.team = MAX_SHOT_DISTANCE;
\r
819 * Try to guess some reasonaly defaults
\r
820 * for missing params and do sanety checks
\r
821 * thise checks could produce some "interesting" results
\r
822 * if it hits a glitch in my logic :P so try to set as mutch
\r
823 * as possible beforehand.
\r
825 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
827 // Support units generaly dont need to have a high speed ai-loop
\r
828 if (!self.ticrate) self.ticrate = 0.25; // Speed of this turrets AI loop
\r
832 if (!self.ticrate) self.ticrate = 0.1; // Speed of this turrets AI loop
\r
835 self.ticrate = bound(0.01,self.ticrate,60); // keep it sane plz
\r
838 if (self.netname == "") self.netname = "turret";
\r
840 if (!self.respawntime) self.respawntime = 60;
\r
841 self.respawntime = max(-1,self.respawntime);
\r
843 if (!self.health) self.health = 1000;
\r
844 self.tur_health = max(1,self.health);
\r
846 if (!self.turrcaps_flags) self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
848 if (!self.damage_flags) self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
851 if (!self.shot_refire) self.shot_refire = 1;
\r
852 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
854 if (!self.shot_dmg) self.shot_dmg = self.shot_refire * 50;
\r
855 self.shot_dmg = max(1,self.shot_dmg);
\r
857 if (!self.shot_radius) self.shot_radius = self.shot_dmg * 0.5;
\r
858 self.shot_radius = max(1,self.shot_radius);
\r
860 if (!self.shot_speed) self.shot_speed = 2500;
\r
861 self.shot_speed = max(1,self.shot_speed);
\r
863 if (!self.shot_spread) self.shot_spread = 0.0125;
\r
864 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
866 if (!self.shot_force) self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
867 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
869 if (!self.shot_volly) self.shot_volly = 1;
\r
870 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
872 if (!self.shot_volly_refire) self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
873 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
875 if (!self.firecheck_flags)
\r
876 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
877 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
878 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
881 if (!self.target_range) self.target_range = self.shot_speed * 0.5;
\r
882 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
884 if (!self.target_range_min) self.target_range_min = self.shot_radius * 2;
\r
885 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
887 if (!self.target_range_fire) self.target_range_fire = self.target_range * 0.8;
\r
888 self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
890 if (!self.target_range_optimal) self.target_range_optimal = self.target_range_fire * 0.5;
\r
891 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
895 if (!self.aim_maxrot) self.aim_maxrot = 45;
\r
896 self.aim_maxrot = bound(0,self.aim_maxrot,361);
\r
898 if (!self.aim_maxpitch) self.aim_maxpitch = 20;
\r
899 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
901 if (!self.aim_speed) self.aim_speed = 36;
\r
902 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
904 if (!self.aim_firetolerance_dist) self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
905 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
907 // if (!self.aim_firetolerance_angle) self.aim_firetolerance_angle = 10;
\r
908 // self.aim_firetolerance_angle = bound(0.1,self.aim_firetolerance_angle,360);
\r
910 if (!self.aim_flags) self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE;
\r
912 // Sill the most tested (and aim-effective)
\r
913 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
915 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
917 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
\r
918 // Can inmapt aim preformance alot.
\r
919 // needs a bit diffrent aimspeed
\r
920 if (!self.aim_speed) self.aim_speed = 180;
\r
921 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
923 if (!self.track_accel_pitch) self.track_accel_pitch = 0.75;
\r
924 if (!self.track_accel_rot) self.track_accel_rot = 0.75;
\r
925 if (!self.track_blendrate) self.track_blendrate = 0.35;
\r
928 if (!self.track_flags) self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
931 // Target selection stuff.
\r
932 if (!self.target_select_rangebias) self.target_select_rangebias = 1;
\r
933 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
935 if (!self.target_select_samebias) self.target_select_samebias = 1;
\r
936 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
938 if (!self.target_select_anglebias) self.target_select_anglebias = 1;
\r
939 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
941 if (!self.target_select_missilebias) self.target_select_missilebias = -10;
\r
942 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
943 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
945 if (!self.target_select_flags)
\r
946 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
947 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_MISSILES |
\r
948 TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
950 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS |
\r
951 TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
953 //if(!self.target_validate_flags)
\r
954 self.target_validate_flags = self.target_select_flags;
\r
958 if (!self.ammo_max) self.ammo_max = self.shot_dmg * 10;
\r
959 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
961 if (!self.ammo) self.ammo = self.shot_dmg * 5;
\r
962 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
964 if (!self.ammo_recharge) self.ammo_recharge = self.shot_dmg / 2;
\r
965 self.ammo_recharge = max(0,self.ammo_recharge);
\r
967 // Convert the recharge from X per sec to X per ticrate
\r
968 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
970 if (!self.ammo_flags) self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
972 // Offsets & origins
\r
973 if (!self.tur_aimorg) self.tur_aimorg = '0 0 50';
\r
974 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
976 // End of default & sanety checks, start building the turret.
\r
978 // Spawn extra bits
\r
979 self.tur_head = spawn();
\r
981 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
982 self.tur_head.team = self.team;
\r
985 if (self.target != "")
\r
987 self.tur_defend = find(world, targetname, self.target);
\r
988 if (self.tur_defend == world)
\r
991 dprint("Turret has invalid defendpoint!\n");
\r
996 self.tur_head.owner = self;
\r
998 // Put pices in place
\r
1000 if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED))
\r
1001 setorigin(self.tur_head,self.origin);
\r
1003 // In target defense mode, aim on the spot to defens when idle.
\r
1004 if (self.tur_defend)
\r
1005 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
1007 self.idle_aim = self.angles;
\r
1009 if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED))
\r
1010 self.tur_head.angles = self.idle_aim;
\r
1012 if (!self.health) self.health = 150;
\r
1013 self.tur_health = self.health;
\r
1015 //Solid bbox for preformance reasons
\r
1016 self.solid = SOLID_BBOX;
\r
1017 self.tur_head.solid = SOLID_BBOX;
\r
1019 self.takedamage = DAMAGE_AIM;
\r
1020 self.tur_head.takedamage = DAMAGE_AIM;
\r
1022 self.movetype = MOVETYPE_NOCLIP;
\r
1023 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
1025 // Team colouring?track
\r
1026 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
1027 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
1029 // Attach stdprocs. override when and what needed
\r
1030 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
1032 //self.turret_prethink = turret_stdproc_true;
\r
1033 self.turret_score_target = turret_stdproc_targetscore_support;
\r
1034 //self.turret_aim = turret_stdproc_aim_generic;
\r
1035 //self.turret_track = turret_stdproc_track;
\r
1036 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1037 self.turret_firefunc = turret_stdproc_fire;
\r
1038 self.turret_postthink = turret_stdproc_nothing;
\r
1040 //self.turret_damagefunc = turret_stdproc_damage;
\r
1041 self.event_damage = turret_stdproc_damage;
\r
1042 self.tur_head.event_damage = turret_stdproc_damage;
\r
1044 //self.turret_diefunc = turret_stdproc_die;
\r
1045 //self.turret_spawnfunc = turret_stdproc_respawn;
\r
1051 //self.turret_prethink = turret_stdproc_true;
\r
1052 self.turret_score_target = turret_stdproc_targetscore_generic;
\r
1054 //if (self.aim_flags & TFL_AIM_SIMPLE)
\r
1055 // self.turret_aim = turret_stdproc_aim_simple;
\r
1057 // self.turret_aim = turret_stdproc_aim_generic;
\r
1059 //self.turret_track = turret_stdproc_track;
\r
1060 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1061 self.turret_firefunc = turret_stdproc_fire;
\r
1062 self.turret_postthink = turret_stdproc_nothing;
\r
1064 //self.turret_damagefunc = turret_stdproc_damage;
\r
1065 self.event_damage = turret_stdproc_damage;
\r
1066 self.tur_head.event_damage = turret_stdproc_damage;
\r
1068 //self.turret_diefunc = turret_stdproc_die;
\r
1069 //self.turret_spawnfunc = turret_stdproc_respawn;
\r
1070 self.turret_addtarget = turret_stdproc_false;
\r
1073 self.use = turret_stdproc_use;
\r
1074 self.bot_attack = TRUE;
\r
1076 // Initiate the main AI loop
\r
1077 self.think = turret_think;
\r
1078 self.nextthink = time + self.ticrate;
\r
1080 self.tur_head.team = self.team;
\r
1081 self.view_ofs = '0 0 0';
\r
1083 #ifdef TURRET_DEBUG
\r
1084 self.tur_dbg_start = self.nextthink;
\r
1085 while (vlen(self.tur_dbg_rvec) < 2)
\r
1086 self.tur_dbg_rvec = randomvec() * 4;
\r
1088 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
1089 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
1090 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
1094 self.classname = "turret_main";
\r
1096 self.tur_active = 1;
\r