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 //vector trueaimpoint;
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104 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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106 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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107 e_turret.angles_x = e_turret.angles_x * -1;
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108 makevectors(e_turret.tur_head.angles + e_turret.angles);
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109 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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110 e_turret.angles_x = e_turret.angles_x * -1;
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114 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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115 makevectors(e_turret.tur_head.angles);
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116 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
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119 //traceline_hitcorpse(e_turret, e_turret.origin, e_turret.origin + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, e_turret);
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120 //trueaimpoint = trace_endpos;
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122 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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123 //e_turret.tur_shotdir_updated = normalize(trueaimpoint - e_turret.tur_shotorg_updated);
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124 e_turret.tur_shotdir_updated = normalize((e_turret.tur_shotorg_updated + v_forward * 512) - e_turret.tur_shotorg_updated);
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125 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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126 //e_turret.tur_aimorg_updated = e_turret.tur_shotorg_updated;
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128 e_turret.tur_dist_enemy = vlen(e_turret.tur_aimorg_updated - real_origin(e_turret.enemy));
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129 //e_turret.tur_dist_enemy = vlen(e_turret.tur_aimpos - e_turret.tur_shotorg_updated);
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131 traceline(e_turret.tur_aimorg_updated,e_turret.tur_aimorg_updated+(e_turret.tur_shotdir_updated * e_turret.tur_dist_enemy),TRUE,e_turret);
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133 e_turret.tur_impactpoint = trace_endpos;
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134 e_turret.tur_impactent = trace_ent;
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135 e_turret.tur_impacttime = e_turret.tur_dist_enemy / e_turret.shot_speed;
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136 e_turret.tur_dist_toaimpos = vlen(trace_endpos - e_turret.tur_aimpos);
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140 ** Handles head rotation according to
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141 ** the units .track_type and .track_flags
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143 void turret_stdproc_track()
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145 vector wish_angle; // This is where we'd need to be
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146 vector real_angle; // This is where we can go
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149 if (self.track_flags == TFL_TRACK_NO)
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152 if (self.enemy == world)
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154 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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155 wish_angle = self.idle_aim + self.angles;
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157 wish_angle = self.idle_aim;
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161 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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162 wish_angle = normalize(self.tur_aimpos - self.origin); // Find the direction
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164 wish_angle = normalize(self.tur_aimpos - self.tur_head.origin); // Find the direction
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166 wish_angle = vectoangles(wish_angle); // And make a angle
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169 // Find the diffrence between where we currently aim and where we want to aim
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170 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
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171 real_angle = wish_angle - (self.tur_head.angles + self.angles);
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173 real_angle = wish_angle - self.tur_head.angles;
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175 // Constrain it within +/- 360
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176 if (real_angle_x < 0) real_angle_x += 360;
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177 if (real_angle_x > 180) real_angle_x -= 360;
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179 if (real_angle_y < 0) real_angle_y += 360;
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180 if (real_angle_y > 180) real_angle_y -= 360;
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183 if (self.track_type == TFL_TRACKTYPE_STEPMOTOR)
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185 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
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187 // Limit turning speed
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188 real_angle_x = bound((-1 * f_tmp),real_angle_x, f_tmp);
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189 real_angle_y = bound((-1 * f_tmp),real_angle_y, f_tmp);
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191 // Limit pich and rot.
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192 if (self.track_flags & TFL_TRACK_PITCH)
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193 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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195 if (self.track_flags & TFL_TRACK_ROT)
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196 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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201 if (self.track_type == TFL_TRACKTYPE_FLUIDPRECISE)
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203 if (self.track_flags & TFL_TRACK_PITCH)
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204 self.tur_head.avelocity_x = real_angle_x;
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206 if (self.track_flags & TFL_TRACK_ROT)
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207 self.tur_head.avelocity_y = real_angle_y;
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209 else if (self.track_type == TFL_TRACKTYPE_FLUIDINERTIA)
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211 f_tmp = self.aim_speed * self.ticrate;
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213 real_angle_y = bound(self.aim_speed * -1,real_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
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214 real_angle_x = bound(self.aim_speed * -1,real_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
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215 real_angle = (self.tur_head.avelocity * self.track_blendrate) + (real_angle * (1 - self.track_blendrate));
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217 if (self.track_flags & TFL_TRACK_PITCH) self.tur_head.avelocity_x = real_angle_x;
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218 if (self.track_flags & TFL_TRACK_ROT) self.tur_head.avelocity_y = real_angle_y;
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219 self.tur_head.avelocity_z = real_angle_z;
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223 if (self.track_flags & TFL_TRACK_PITCH)
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225 if (self.tur_head.angles_x > self.aim_maxpitch)
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227 self.tur_head.angles_x = self.aim_maxpitch;
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228 self.tur_head.avelocity_x = 0;
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231 if (self.tur_head.angles_x < (self.aim_maxpitch * -1))
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233 self.tur_head.angles_x = (self.aim_maxpitch * -1);
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234 self.tur_head.avelocity_x = 0;
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239 if (self.track_flags & TFL_TRACK_ROT)
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240 if (self.tur_head.angles_y > self.aim_maxrot)
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242 self.tur_head.angles_y = self.aim_maxrot;
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243 self.tur_head.avelocity_y = 0;
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246 if (self.track_flags & TFL_TRACK_ROT)
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247 if (self.tur_head.angles_y < (self.aim_maxrot * -1))
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249 self.tur_head.angles_y = (self.aim_maxrot * -1);
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250 self.tur_head.avelocity_y = 0;
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258 - = not implemented
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261 + TFL_FIRECHECK_WORLD
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262 + TFL_FIRECHECK_DEAD
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263 + TFL_FIRECHECK_DISTANCES
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264 - TFL_FIRECHECK_LOS
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265 + TFL_FIRECHECK_AIMDIST
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266 + TFL_FIRECHECK_REALDIST
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267 - TFL_FIRECHECK_ANGLEDIST
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268 - TFL_FIRECHECK_TEAMCECK
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269 + TFL_FIRECHECK_AFF
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270 + TFL_FIRECHECK_OWM_AMMO
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271 + TFL_FIRECHECK_OTHER_AMMO
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272 + TFL_FIRECHECK_REFIRE
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276 ** Preforms pre-fire checks based on the uints firecheck_flags
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278 float turret_stdproc_firecheck()
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280 // This one just dont care =)
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281 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
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284 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
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285 if (self.attack_finished >= time) return 0;
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288 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
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289 if (self.enemy.deadflag != DEAD_NO) return 0;
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291 // Plz stop killing the world!
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292 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
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293 if (self.enemy == world) return 0;
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296 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
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297 if (self.ammo < self.shot_dmg) return 0;
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299 // Other's ammo? (carefull using this...)
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300 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
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301 if (self.enemy.ammo >= self.enemy.ammo_max) return 0;
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303 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
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305 // Not close enougth?
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306 if (self.tur_dist_enemy > self.target_range_fire) return 0;
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309 if (self.tur_dist_enemy < self.target_range_min) return 0;
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312 // Try to avoid FF?
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313 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
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314 if (self.tur_impactent.team == self.team) return 0;
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316 // aim<->predicted impact
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317 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
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318 if (self.tur_dist_toaimpos > self.aim_firetolerance_dist) return 0;
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321 if (self.shot_volly > 1)
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323 if (self.volly_counter == self.shot_volly)
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324 if (self.ammo < (self.shot_dmg * self.shot_volly +1))
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328 //if(self.tur_enemy_adist >= self.aim_firetolerance) return 0;
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335 + TFL_TARGETSELECT_NO
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336 + TFL_TARGETSELECT_LOS
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337 + TFL_TARGETSELECT_PLAYERS
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338 + TFL_TARGETSELECT_MISSILES
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339 - TFL_TARGETSELECT_TRIGGERTARGET
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340 + TFL_TARGETSELECT_ANGLELIMITS
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341 + TFL_TARGETSELECT_RANGELIMTS
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342 + TFL_TARGETSELECT_TEAMCHECK
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343 - TFL_TARGETSELECT_NOBUILTIN
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344 + TFL_TARGETSELECT_OWNTEAM
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348 ** Evaluate a entity for target valitity based on validate_flags
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350 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
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354 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
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357 if (!e_target)// == world)
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360 if (e_target.classname == "grapplinghook")
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363 if (validate_flags & TFL_TARGETSELECT_NO)
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366 // If only this was used more..
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367 if (e_target.flags & FL_NOTARGET)
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371 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
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375 if (e_target.flags & FL_CLIENT)
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377 if (!(validate_flags & TFL_TARGETSELECT_PLAYERS))
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380 if (e_target.deadflag != DEAD_NO)
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385 if (e_target.flags & FL_PROJECTILE)
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387 if (!(validate_flags & TFL_TARGETSELECT_MISSILES))
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392 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
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394 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
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396 if (e_target.team != e_turret.team)
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399 if (e_turret.team != e_target.owner.team)
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405 if (e_target.team == e_turret.team)
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408 if (e_turret.team == e_target.owner.team)
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414 if (validate_flags & TFL_TARGETSELECT_LOS)
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416 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
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417 //v_tmp = e_target.origin;
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418 traceline(e_turret.origin,v_tmp,0,e_turret);
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420 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
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424 // Can we even aim this thing? (anglecheck)
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425 tvt_thadv = angleofs(e_turret.tur_head,e_target);
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426 tvt_tadv = angleofs(e_turret,e_target);
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427 tvt_thadf = vlen(tvt_thadv);
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428 tvt_tadf = vlen(tvt_tadv);
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430 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
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432 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
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435 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
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440 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
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441 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
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443 if (tvt_dist < e_turret.target_range_min)
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446 if (tvt_dist > e_turret.target_range)
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450 #ifdef TURRET_DEBUG_TARGETSELECT
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451 bprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
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457 entity turret_select_target()
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459 entity e; // target looper entity
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460 entity e_enemy; // currently best scoreing enemy
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462 float score; // current target (e) score
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463 float m_score; // current best target (e_enemy) score
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466 e = findradius(self.origin,self.target_range);
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468 // Nothing to aim at.
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469 if (!e) return world;
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475 f = turret_validate_target(self,e,self.target_select_flags);
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477 //bprint(e.netname, " = ",s,"\n");
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481 score = self.turret_score_target(self,e);
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483 if ((score > m_score) && (score > 0))
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493 self.tur_lastscore = m_score;
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495 //if (self.enemy != e_enemy)
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496 //self.volly_counter = 0;
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501 void turret_think()
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505 self.nextthink = (time + self.ticrate);
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507 if (cvar("g_turrets_reloadcvars") == 1)
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509 e = nextent(world);
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512 if (e.tur_head != world)
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514 load_unit_settings(e,e.cvar_basename,1);
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515 self.turret_postthink();
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521 cvar_set("g_turrets_reloadcvars","0");
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524 #ifdef TURRET_DEBUG
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525 if (self.tur_dbg_tmr1 < time)
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527 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
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528 paint_target(self,256,self.tur_dbg_rvec,0.9);
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529 self.tur_dbg_tmr1 = time + 1;
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533 //Do custom prethink, and bail if it fails.
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534 if (!self.turret_prethink()) return;
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537 if (self.ammo < self.ammo_max)
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538 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
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541 if ((!self.tur_active) || (self.deadflag != DEAD_NO))
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543 dprint("Warning: Inactive or dead turret running the think function!\n");
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544 self.enemy = world;
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545 self.turret_track();
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549 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
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552 // Do a self.turret_fire for every valid target.
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553 e = findradius(self.origin,self.target_range);
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557 if (turret_validate_target(self,e,self.target_validate_flags))
\r
561 turret_do_updates(self);
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563 if ( self.turret_firecheckfunc() ) turret_fire();
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568 self.enemy = world;
\r
573 // Check if we have a vailid enemy, and get one if we dont.
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574 if (self.emaster != world)
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576 self.enemy = self.emaster.enemy;
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580 // turret_do_updates(self);
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581 if (turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0)// || (self.cnt < time))
\r
583 self.enemy = turret_select_target();
\r
584 self.cnt = time + self.ticrate * 5;
\r
588 // No target, just go to idle, do any custom stuff and bail.
\r
589 if (self.enemy == world)
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592 self.turret_track();
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594 // do any per-turret stuff
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595 self.turret_postthink();
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602 turret_do_updates(self);
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604 // Predict or whatnot
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605 if (!self.aim_flags & TFL_AIM_NO)
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606 self.tur_aimpos = self.turret_aim();
\r
609 if (!self.track_flags & TFL_TRACK_NO)
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610 self.turret_track();
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613 turret_do_updates(self);
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616 if (self.turret_firecheckfunc() != 0)
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620 // do any per-turret stuff
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621 self.turret_postthink();
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626 if (cvar("g_turrets_nofire") != 0) return;
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627 if ((!self.tur_active) || (self.deadflag != DEAD_NO)) return;
\r
629 self.turret_firefunc();
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631 self.attack_finished = time + self.shot_refire;
\r
632 self.ammo = self.ammo - self.shot_dmg;
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633 self.volly_counter = self.volly_counter - 1;
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636 if (self.volly_counter <= 0)
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638 self.volly_counter = self.shot_volly;
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639 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET) self.enemy = world;
\r
641 if (self.shot_volly > 1)
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642 self.attack_finished = time + self.shot_volly_refire;
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646 #ifdef TURRET_DEBUG
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647 if (self.enemy) paint_target3(self.tur_aimpos ,64,self.tur_dbg_rvec,self.tur_impacttime+0.25);
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651 void turret_stdproc_fire()
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653 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
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656 void turret_stdproc_use()
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658 // bprint("Used:",self.netname,"\n");
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659 if (self.tur_active)
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660 self.tur_active = 0;
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662 self.tur_active = 1;
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667 * Standard turret initialization. use this!
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668 * (unless you have a very good reason not to.)
\r
669 * Any special stuff like multiple cannon models should be done
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670 * after this is proc called.
\r
671 * if the return value is 0, the turret should be removed.
\r
673 float turret_stdproc_init (string cvar_base_name)
\r
675 // Are turrets allowed atm?
\r
676 if (cvar("g_turrets") == 0) return 0;
\r
678 // Better more then once then never.
\r
679 turret_gibs_precash();
\r
681 if (self.spawnflags & 2)
\r
684 precache_model("models/turrets/terrainbase.md3");
\r
686 setmodel(tb,"models/turrets/terrainbase.md3");
\r
687 setorigin(tb,self.origin);
\r
688 tb.solid = SOLID_BBOX;
\r
692 self.cvar_basename = cvar_base_name;
\r
693 load_unit_settings(self,self.cvar_basename,0);
\r
695 // Group all turrets into the same team if in non teamplaymode, so they dont try to kill eachother.
\r
696 if (cvar("g_assult") != 0)
\r
699 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
702 if ((!teamplay) || (!self.team))
\r
703 self.team = MAX_SHOT_DISTANCE;
\r
707 * Try to guess some reasonaly defaults
\r
708 * for missing params and do sanety checks
\r
709 * thise checks could produce some "interesting" results
\r
710 * if it hits a glitch in my logic :P so try to set as mutch
\r
711 * as possible beforehand.
\r
713 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
715 // Support units generaly dont need to have a high speed ai-loop
\r
716 if (!self.ticrate) self.ticrate = 0.25; // Speed of this turrets AI loop
\r
720 if (!self.ticrate) self.ticrate = 0.1; // Speed of this turrets AI loop
\r
723 self.ticrate = bound(0.01,self.ticrate,60); // keep it sane plz
\r
726 if (self.netname == "") self.netname = "turret";
\r
728 if (!self.respawntime) self.respawntime = 60;
\r
729 self.respawntime = max(-1,self.respawntime);
\r
731 if (!self.health) self.health = 1000;
\r
732 self.tur_health = max(1,self.health);
\r
734 if (!self.turrcaps_flags) self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
736 if (!self.damage_flags) self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
739 if (!self.shot_refire) self.shot_refire = 1;
\r
740 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
742 if (!self.shot_dmg) self.shot_dmg = self.shot_refire * 50;
\r
743 self.shot_dmg = max(1,self.shot_dmg);
\r
745 if (!self.shot_radius) self.shot_radius = self.shot_dmg * 0.5;
\r
746 self.shot_radius = max(1,self.shot_radius);
\r
748 if (!self.shot_speed) self.shot_speed = 2500;
\r
749 self.shot_speed = max(1,self.shot_speed);
\r
751 if (!self.shot_spread) self.shot_spread = 0.0125;
\r
752 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
754 if (!self.shot_force) self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
755 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
757 if (!self.shot_volly) self.shot_volly = 1;
\r
758 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
760 if (!self.shot_volly_refire) self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
761 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
763 if (!self.firecheck_flags)
\r
764 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
765 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
766 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
769 if (!self.target_range) self.target_range = self.shot_speed * 0.5;
\r
770 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
772 if (!self.target_range_min) self.target_range_min = self.shot_radius * 2;
\r
773 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
775 if (!self.target_range_fire) self.target_range_fire = self.target_range * 0.8;
\r
776 self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
778 if (!self.target_range_optimal) self.target_range_optimal = self.target_range_fire * 0.5;
\r
779 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
783 if (!self.aim_maxrot) self.aim_maxrot = 45;
\r
784 self.aim_maxrot = bound(0,self.aim_maxrot,361);
\r
786 if (!self.aim_maxpitch) self.aim_maxpitch = 20;
\r
787 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
789 if (!self.aim_speed) self.aim_speed = 36;
\r
790 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
792 if (!self.aim_firetolerance_dist) self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
793 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
795 if (!self.aim_firetolerance_angle) self.aim_firetolerance_angle = 10;
\r
796 self.aim_firetolerance_angle = bound(0.1,self.aim_firetolerance_angle,360);
\r
798 if (!self.aim_flags) self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE;
\r
800 // Sill the most tested (and aim-effective)
\r
801 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
803 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
805 // Fluid / ineria mode. Looks mutch nicer, bit experimental &
\r
806 // Can inmapt aim preformance alot.
\r
807 // needs a bit diffrent aimspeed
\r
808 if (!self.aim_speed) self.aim_speed = 180;
\r
809 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
811 if (!self.track_accel_pitch) self.track_accel_pitch = 0.75;
\r
812 if (!self.track_accel_rot) self.track_accel_rot = 0.75;
\r
813 if (!self.track_blendrate) self.track_blendrate = 0.35;
\r
816 if (!self.track_flags) self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
819 // Target selection stuff.
\r
820 if (!self.target_select_rangebias) self.target_select_rangebias = 1;
\r
821 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
823 if (!self.target_select_samebias) self.target_select_samebias = 1;
\r
824 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
826 if (!self.target_select_anglebias) self.target_select_anglebias = 1;
\r
827 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
829 if (!self.target_select_missilebias) self.target_select_missilebias = -10;
\r
830 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
831 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
833 if (!self.target_select_flags)
\r
834 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
835 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_MISSILES |
\r
836 TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
838 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS |
\r
839 TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
841 //if(!self.target_validate_flags)
\r
842 self.target_validate_flags = self.target_select_flags;
\r
846 if (!self.ammo_max) self.ammo_max = self.shot_dmg * 10;
\r
847 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
849 if (!self.ammo) self.ammo = self.shot_dmg * 5;
\r
850 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
852 if (!self.ammo_recharge) self.ammo_recharge = self.shot_dmg / 2;
\r
853 self.ammo_recharge = max(0,self.ammo_recharge);
\r
855 // Convert the recharge from X per sec to X per ticrate
\r
856 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
858 if (!self.ammo_flags) self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
860 // Offsets & origins
\r
861 if (!self.tur_aimorg) self.tur_aimorg = '0 0 50';
\r
862 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
864 // End of default & sanety checks, start building the turret.
\r
866 // Spawn extra bits
\r
867 self.tur_head = spawn();
\r
869 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
870 self.tur_head.team = self.team;
\r
873 if (self.master_nameof != "")
\r
875 self.emaster = find(world, master_name, self.master_name);
\r
876 if (self.emaster == world)
\r
878 self.master_nameof = "";
\r
879 dprint("Turret has bad invalid!\n");
\r
884 if (self.target != "")
\r
886 self.tur_defend = find(world, targetname, self.target);
\r
887 if (self.tur_defend == world)
\r
890 dprint("Turret has invalid defendpoint!\n");
\r
895 self.tur_head.owner = self;
\r
897 // Put pices in place
\r
899 if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED))
\r
900 setorigin(self.tur_head,self.origin);
\r
902 // In target defense mode, aim on the spot to defens when idle.
\r
903 if (self.tur_defend)
\r
904 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
906 self.idle_aim = self.angles;
\r
908 if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED))
\r
909 self.tur_head.angles = self.idle_aim;
\r
911 if (!self.health) self.health = 150;
\r
912 self.tur_health = self.health;
\r
914 //Solid bbox for preformance reasons
\r
915 self.solid = SOLID_BBOX;
\r
916 self.tur_head.solid = SOLID_BBOX;
\r
918 self.takedamage = DAMAGE_AIM;
\r
919 self.tur_head.takedamage = DAMAGE_AIM;
\r
921 self.movetype = MOVETYPE_NOCLIP;
\r
922 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
924 // Team colouring?track
\r
925 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
926 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
928 // Attach stdprocs. override when and what needed
\r
929 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
931 self.turret_prethink = turret_stdproc_true;
\r
932 self.turret_score_target = turret_stdproc_targetscore_support;
\r
933 self.turret_aim = turret_stdproc_aim_generic;
\r
934 self.turret_track = turret_stdproc_track;
\r
935 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
936 self.turret_firefunc = turret_stdproc_fire;
\r
937 self.turret_postthink = turret_stdproc_nothing;
\r
939 self.turret_damagefunc = turret_stdproc_damage;
\r
940 self.event_damage = turret_stdproc_damage;
\r
941 self.tur_head.event_damage = turret_stdproc_damage;
\r
943 self.turret_diefunc = turret_stdproc_die;
\r
944 self.turret_spawnfunc = turret_stdproc_respawn;
\r
950 self.turret_prethink = turret_stdproc_true;
\r
951 self.turret_score_target = turret_stdproc_targetscore_generic;
\r
953 if (self.aim_flags & TFL_AIM_SIMPLE)
\r
954 self.turret_aim = turret_stdproc_aim_simple;
\r
956 self.turret_aim = turret_stdproc_aim_generic;
\r
958 self.turret_track = turret_stdproc_track;
\r
959 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
960 self.turret_firefunc = turret_stdproc_fire;
\r
961 self.turret_postthink = turret_stdproc_nothing;
\r
963 self.turret_damagefunc = turret_stdproc_damage;
\r
964 self.event_damage = turret_stdproc_damage;
\r
965 self.tur_head.event_damage = turret_stdproc_damage;
\r
967 self.turret_diefunc = turret_stdproc_die;
\r
968 self.turret_spawnfunc = turret_stdproc_respawn;
\r
969 self.turret_addtarget = turret_stdproc_false;
\r
972 self.use = turret_stdproc_use;
\r
974 // Initiate the main AI loop
\r
975 self.think = turret_think;
\r
976 self.nextthink = time + self.ticrate;
\r
978 self.tur_head.team = self.team;
\r
979 self.view_ofs = '0 0 0';
\r
981 #ifdef TURRET_DEBUG
\r
982 self.tur_dbg_start = self.nextthink;
\r
983 while (vlen(self.tur_dbg_rvec) < 2)
\r
984 self.tur_dbg_rvec = randomvec() * 4;
\r
986 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
987 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
988 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
992 self.classname = "turret_main";
\r
994 self.tur_active = 1;
\r