1 void spawnfunc_turret_plasma();
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2 void spawnfunc_turret_plasma_dual();
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4 void turret_plasma_std_init();
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5 void turret_plasma_dual_init();
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7 void turret_plasma_attack();
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8 void turret_plasma_projectile_explode();
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10 void turret_plasma_postthink()
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12 if (self.tur_head.frame != 0)
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13 self.tur_head.frame = self.tur_head.frame + 1;
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15 if (self.tur_head.frame >= 5)
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16 self.tur_head.frame = 0;
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20 void turret_plasma_dualpostthink()
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22 if (self.tur_head.frame != 0)
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23 self.tur_head.frame = self.tur_head.frame + 1;
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25 if (self.tur_head.frame >= 6)
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26 self.tur_head.frame = 0;
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29 void turret_plasma_attack()
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33 turret_tag_fire_update();
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35 sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", 1, ATTN_NORM);
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37 setorigin(proj, self.tur_shotorg_updated);
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38 setsize(proj, '-0.5 -0.5 -0.5', '0.5 0.5 0.5');
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39 setmodel(proj, "models/elaser.mdl"); // precision set above
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40 proj.classname = "plasmabomb";
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42 proj.bot_dodge = FALSE;
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43 //proj.bot_dodgerating = self.shot_dmg;
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44 proj.think = turret_plasma_projectile_explode;
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45 proj.nextthink = time + 9;
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46 proj.solid = SOLID_BBOX;
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47 proj.movetype = MOVETYPE_FLYMISSILE;
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48 proj.velocity = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
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49 proj.angles = vectoangles(proj.velocity);
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50 proj.touch = turret_plasma_projectile_explode;
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51 proj.flags = FL_PROJECTILE;
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52 proj.effects = EF_LOWPRECISION | EF_BRIGHTFIELD;
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53 proj.enemy = self.enemy;
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54 proj.flags = FL_PROJECTILE | FL_NOTARGET;
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56 if (self.tur_head.frame == 0)
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57 self.tur_head.frame = 1;
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59 // Snapback the head
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60 // self.tur_head.angles_x = self.tur_head.angles_x + min((self.shot_dmg * 0.05),self.aim_maxpitch);
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64 void turret_plasma_dual_attack()
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68 if (self.tur_head.frame > 2)
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69 self.tur_head.frame = 1;
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71 turret_tag_fire_update();
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73 sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", 1, ATTN_NORM);
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75 setorigin(proj, self.tur_shotorg_updated);
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76 setsize(proj, '0 0 0', '0 0 0');
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77 setmodel(proj, "models/elaser.mdl"); // precision set above
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78 proj.classname = "plasmabomb";
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80 proj.bot_dodge = TRUE;
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81 proj.bot_dodgerating = self.shot_dmg;
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82 proj.think = turret_plasma_projectile_explode;
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83 proj.nextthink = time + 9;
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84 proj.solid = SOLID_BBOX;
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85 proj.movetype = MOVETYPE_FLYMISSILE;
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86 proj.velocity = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
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87 proj.angles = vectoangles(proj.velocity);
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88 proj.touch = turret_plasma_projectile_explode;
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89 proj.flags = FL_PROJECTILE;
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90 proj.effects = EF_LOWPRECISION | EF_BRIGHTFIELD;
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91 proj.enemy = self.enemy;
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92 proj.flags = FL_PROJECTILE | FL_NOTARGET;
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94 if (self.tur_head.frame == 0)
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95 self.tur_head.frame = 1;
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97 // Snapback the head
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98 // self.tur_head.angles_x = self.tur_head.angles_x + min((self.shot_dmg * 0.05),self.aim_maxpitch);
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102 void turret_plasma_projectile_explode()
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106 org2 = findbetterlocation (self.origin, 8);
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107 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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108 WriteByte (MSG_BROADCAST, 79);
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109 WriteCoord (MSG_BROADCAST, org2_x);
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110 WriteCoord (MSG_BROADCAST, org2_y);
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111 WriteCoord (MSG_BROADCAST, org2_z);
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112 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
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113 WriteCoord (MSG_BROADCAST, 0);
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114 WriteCoord (MSG_BROADCAST, 0);
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115 WriteByte (MSG_BROADCAST, 155);
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117 self.event_damage = SUB_Null;
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120 #ifdef TURRET_DEBUG
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123 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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124 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
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125 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
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127 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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129 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", 1, ATTN_NORM);
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134 void turret_plasma_std_init()
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136 if (self.netname == "") self.netname = "Plasma Cannon";
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138 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
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139 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE | TFL_AIM_GROUND2;
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141 if (turret_stdproc_init("plasma_std") == 0)
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147 setmodel(self,"models/turrets/base.md3");
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148 setmodel(self.tur_head,"models/turrets/plasma.md3");
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151 if (!turret_tag_setup(0))
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152 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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154 // Our fire routine
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155 self.turret_firefunc = turret_plasma_dual_attack;
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157 // re-color badge & handle recoil effect
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158 self.turret_postthink = turret_plasma_dualpostthink;
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162 void turret_plasma_dual_init()
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164 if (self.netname == "") self.netname = "Dual Plasma Cannon";
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166 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
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168 if (turret_stdproc_init("plasma_dual") == 0)
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174 setmodel(self,"models/turrets/base.md3");
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175 setmodel(self.tur_head,"models/turrets/plasmad.md3");
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177 if (!turret_tag_setup(0))
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178 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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181 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE | TFL_AIM_GROUND2;
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183 // Our fire routine
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184 self.turret_firefunc = turret_plasma_attack;
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186 // re-color badge & handle recoil effect
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187 self.turret_postthink = turret_plasma_postthink;
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192 * Basic moderate (std) or fast (dual) fireing, short-mid range energy cannon.
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193 * Not too mutch of a therat on its own, but can be rather dangerous in groups.
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194 * Regenerates ammo slowly, support with a fusionreactor(s) to do some real damage.
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197 /*QUAKED turret_plasma (0 .5 .8) ?
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199 void spawnfunc_turret_plasma()
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201 //precache_model ("models/turrets/plasma.md3");
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202 //precache_model ("models/turrets/base.md3");
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204 self.think = turret_plasma_std_init;
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205 self.nextthink = time + 0.5;
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208 /*QUAKED turret_plasma_dual (0 .5 .8) ?
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210 void spawnfunc_turret_plasma_dual()
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212 //precache_model ("models/turrets/plasmad.md3");
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213 //precache_model ("models/turrets/base.md3");
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215 self.think = turret_plasma_dual_init;
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216 self.nextthink = time + 0.5;
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