8 TFL_AIM_SHOTTIMECOMPENSATE
16 vector turret_stdproc_aim_generic()
20 float distance,impact_time,i,mintime;
22 turret_tag_fire_update();
24 if(self.aim_flags & TFL_AIM_SIMPLE)
25 return real_origin(self.enemy);
27 // Keep track of when we can shoot the next time and
28 // try to predict where the target will be then, so we can put our aimpoint there.
29 // + sys_ticrate for non hitscan, becouse spawned
30 // projectiles dont move during the first tic of their life.
31 if (self.turrcaps_flags & TFL_TURRCAPS_HITSCAN)
32 mintime = max(self.attack_finished_single - time,0);
34 mintime = max(self.attack_finished_single - time,0) + sys_ticrate;
37 pre_pos = real_origin(self.enemy);// + (self.enemy.velocity * mintime);
39 if (self.aim_flags & TFL_AIM_INFRONT) // Aim a bit in front of the target
40 pre_pos = pre_pos + (normalize(self.enemy.velocity) * 64);
42 if (self.aim_flags & TFL_AIM_BEHIND) // Aim a bit behind the target
43 pre_pos = pre_pos - (normalize(self.enemy.velocity) * 32);
46 if (self.aim_flags & TFL_AIM_LEAD)
47 if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
49 // FIXME: this cant be the best way to do this..
53 for(i = 0; i < 4; ++i)
55 distance = vlen(prep - self.tur_shotorg);
56 impact_time = distance / self.shot_speed;
57 prep = pre_pos + self.enemy.velocity * impact_time;
61 // tnx to Rudolf "div0" Polzer for this solution.
62 // hmm tobad it dont work.
65 q = solve_quadratic(self.enemy.velocity*self.enemy.velocity - self.shot_speed*self.shot_speed, 2*(pre_pos*self.enemy.velocity), pre_pos * pre_pos);
72 prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
74 if(self.aim_flags & TFL_AIM_ZPREDICT)
75 if not(self.enemy.flags & FL_ONGROUND)
76 if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
80 vz = self.enemy.velocity_z;
81 for(i = 0; i < impact_time; i += sys_ticrate)
83 vz = vz - (sv_gravity * sys_ticrate);
84 prep_z = prep_z + vz * sys_ticrate;
92 pre_pos = pre_pos + self.enemy.velocity * mintime;
94 // Smooth out predict-Z?
96 if (self.aim_flags & TFL_AIM_ZEASE)
97 if (self.enemy.flags & FL_CLIENT)
100 v = real_origin(self.enemy);
101 pre_pos_z = (pre_pos_z + v_z) * 0.5;
105 if(self.aim_flags & TFL_AIM_GROUND2)
107 tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
108 if(trace_fraction != 1.0)
109 pre_pos = trace_endpos;
113 // This turret should hit the ground neer a target rather the do a direct hit
114 if (self.aim_flags & TFL_AIM_GROUND)
116 traceline(pre_pos + '0 0 8',pre_pos - '0 0 10000',MOVE_WORLDONLY,self.enemy);
117 pre_pos = trace_endpos;