1 .float shot_speed_max;
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2 .float shot_speed_gain;
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4 void spawnfunc_turret_hellion();
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5 void turret_hellion_dinit();
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6 void turret_hellion_attack();
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7 void turret_hellion_missile_explode();
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8 void turret_hellion_missile_think();
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9 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
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11 void turret_hellion_postthink()
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13 if (cvar("g_turrets_reloadcvars"))
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15 if (!self.shot_speed_max) self.shot_speed_max = cvar("g_turrets_unit_hellion_std_shot_speed_max");
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16 if (!self.shot_speed_gain) self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");
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19 if (self.tur_head.frame != 0)
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20 self.tur_head.frame = self.tur_head.frame + 1;
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22 if (self.tur_head.frame > 7)
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23 self.tur_head.frame = 0;
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26 void turret_hellion_attack()
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28 local entity missile;
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30 sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM);
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33 setorigin(missile, self.tur_shotorg);
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34 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
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36 missile.classname = "hellion_missile";
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37 missile.owner = self;
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38 missile.bot_dodge = TRUE;
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39 missile.bot_dodgerating = self.shot_dmg;
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40 missile.takedamage = DAMAGE_YES;
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41 missile.event_damage = turret_hellion_missile_damage;
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42 missile.damageforcescale = 2;
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43 missile.health = 10;
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44 missile.enemy = self.enemy;
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45 missile.think = turret_hellion_missile_think;
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46 missile.nextthink = time;// + 0.2;
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47 missile.solid = SOLID_BBOX;
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48 missile.movetype = MOVETYPE_FLY;
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49 missile.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
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50 missile.angles = vectoangles(missile.velocity);
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51 missile.touch = turret_hellion_missile_explode;
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52 missile.flags = FL_PROJECTILE;
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53 missile.solid = SOLID_BBOX;
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54 missile.tur_health = time + 9;
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55 missile.tur_aimpos = randomvec() * 128;
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56 te_explosion (missile.origin);
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58 CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
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61 self.tur_shotorg_y = self.tur_shotorg_y * -1;
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63 if (self.tur_head.frame == 0)
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64 self.tur_head.frame = self.tur_head.frame + 1;
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68 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
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70 self.health = self.health - damage;
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71 self.velocity = self.velocity + vforce;
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72 if (self.health <= 0) turret_hellion_missile_explode();
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75 void turret_hellion_missile_think()
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77 vector olddir,newdir;
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81 self.nextthink = time + 0.05;
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83 olddir = normalize(self.velocity);
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85 if(self.tur_health < time)
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86 turret_hellion_missile_explode();
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88 // Enemy dead? just keep on the current heading then.
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89 if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
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92 // Make sure we dont return to tracking a respawned player
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96 self.angles = vectoangles(self.velocity);
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98 if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
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99 turret_hellion_missile_explode();
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102 self.velocity = olddir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);
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104 UpdateCSQCProjectile(self);
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110 if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
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111 turret_hellion_missile_explode();
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113 // Predict enemy position
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114 itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
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115 pre_pos = self.enemy.origin + self.enemy.velocity * itime;
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117 pre_pos = (pre_pos + self.enemy.origin) * 0.5;
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119 //pre_pos += randomvec() * 128; //self.tur_aimpos * (sin(32) * time) ;
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121 // Find out the direction to that place
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122 newdir = normalize(pre_pos - self.origin);
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125 newdir = normalize(olddir + newdir * 0.35);
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128 self.angles = vectoangles(self.velocity);
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131 self.velocity = newdir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);
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134 self.think = turret_hellion_missile_explode;
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136 UpdateCSQCProjectile(self);
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139 void turret_hellion_missile_explode()
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144 if(self.event_damage != SUB_Null)
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146 self.event_damage = SUB_Null;
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147 self.think = turret_hellion_missile_explode;
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148 self.nextthink = time;
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152 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
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153 org2 = findbetterlocation (self.origin, 16);
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155 // LordHavoc: TE_TEI_BIGEXPLOSION
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156 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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157 WriteByte (MSG_BROADCAST, 78);
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158 WriteCoord (MSG_BROADCAST, org2_x);
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159 WriteCoord (MSG_BROADCAST, org2_y);
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160 WriteCoord (MSG_BROADCAST, org2_z);
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162 //w_deathtypestring = "could not dodge the twin missiles.";
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163 self.event_damage = SUB_Null;
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164 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);
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166 #ifdef TURRET_DEBUG
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167 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
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168 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
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171 // Target dead, get another is still targeting the same.
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172 if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
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173 self.owner.enemy = world;
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178 void turret_hellion_dinit()
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180 if (self.netname == "") self.netname = "Hellion Missile Turret";
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182 if (!self.shot_speed_max) self.shot_speed_max = cvar("g_turrets_unit_hellion_std_shot_speed_max");
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183 if (!self.shot_speed_gain) self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");
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185 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;
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186 self.aim_flags = TFL_AIM_SIMPLE;
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187 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK ;
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188 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AFF | TFL_FIRECHECK_OWM_AMMO;
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189 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
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191 if (turret_stdproc_init("hellion_std") == 0)
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197 setmodel(self,"models/turrets/base.md3");
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198 setmodel(self.tur_head,"models/turrets/hellion.md3");
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200 if (!turret_tag_setup())
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201 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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203 // Our fire routine
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204 self.turret_firefunc = turret_hellion_attack;
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206 // Custom animations and sutch
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207 self.turret_postthink = turret_hellion_postthink;
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210 /*QUAKED turret_hellion (0 .5 .8) ?
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212 void spawnfunc_turret_hellion()
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214 //precache_model ( "models/turrets/mlrs_rocket.md3");
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215 precache_model ("models/turrets/hellion.md3");
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216 precache_model ("models/turrets/base.md3");
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218 self.think = turret_hellion_dinit;
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219 self.nextthink = time + 0.5;
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