1 #define cvar_base "g_turrets_unit_"
4 float turret_customizeentityforclient()
8 float Turret_SendEntity(entity to, float sf)
11 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
12 WriteCoord(MSG_ENTITY, self.tur_head.angles_x);
13 WriteCoord(MSG_ENTITY, self.tur_head.angles_y);
14 WriteByte(MSG_ENTITY, self.tur_head.frame);
16 //WriteCoord(MSG_ENTITY, self.tur_head.angles_z);
22 void load_unit_settings(entity ent,string unitname,float is_reload)
26 // dprint("Reloading turret ",e_turret.netname,"\n");
31 if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
32 if not (ent.turret_scale_range) ent.turret_scale_range = 1;
33 if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
34 if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
35 if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
36 if not (ent.turret_scale_health) ent.turret_scale_health = 1;
37 if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
39 sbase = strcat(cvar_base,unitname);
43 ent.tur_head.avelocity = '0 0 0';
45 if (ent.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
46 ent.tur_head.angles = '0 0 0';
48 ent.tur_head.angles = ent.angles;
51 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
52 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
54 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
55 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
56 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
57 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
58 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
59 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
60 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
61 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
63 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
64 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
65 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
66 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
68 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
69 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
70 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
71 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
72 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
74 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
75 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
77 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
78 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
79 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
80 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
82 ent.track_type = cvar(strcat(sbase,"_track_type"));
83 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
84 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
85 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
88 if(ent.turret_respawnhook)
89 ent.turret_respawnhook();
94 float turret_stdproc_true()
99 float turret_stdproc_false()
105 void turret_stdproc_nothing()
112 ** updates enemy distances, predicted impact point/time
113 ** and updated aim<->predict impact distance.
115 void turret_do_updates(entity t_turret)
117 vector enemy_pos,oldpos;
123 enemy_pos = real_origin(self.enemy);
125 turret_tag_fire_update();
127 self.tur_shotdir_updated = normalize(v_forward);
129 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
130 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
132 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
135 oldpos = self.enemy.origin;
136 setorigin(self.enemy,self.tur_aimpos);
137 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
138 setorigin(self.enemy,oldpos);
141 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
143 self.tur_impactent = trace_ent;
144 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins)*0.5);
145 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
151 vector turret_fovsearch_pingpong()
154 if(self.phase < time)
156 if( self.tur_head.phase )
157 self.tur_head.phase = 0;
159 self.tur_head.phase = 1;
160 self.phase = time + 5;
163 if( self.tur_head.phase)
164 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
166 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
171 vector turret_fovsearch_steprot()
176 wish_angle = self.tur_head.angles;
177 wish_angle_x = self.idle_aim_x;
179 if (self.phase < time)
181 //rot_add = self.aim_maxrot / self.target_select_fov;
182 wish_angle_y += (self.target_select_fov * 2);
184 if(wish_angle_y > 360)
185 wish_angle_y = wish_angle_y - 360;
187 self.phase = time + 1.5;
193 vector turret_fovsearch_random()
197 if (self.phase < time)
199 wish_angle_y = random() * self.aim_maxrot;
203 wish_angle_x = random() * self.aim_maxpitch;
207 self.phase = time + 5;
209 self.tur_aimpos = wish_angle;
212 return self.idle_aim + self.tur_aimpos;
217 ** Handles head rotation according to
218 ** the units .track_type and .track_flags
221 void turret_stdproc_track()
223 vector target_angle; // This is where we want to aim
224 vector move_angle; // This is where we can aim
228 if (self.track_flags == TFL_TRACK_NO)
231 if not (self.tur_active)
232 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
233 else if (self.enemy == world)
236 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
237 target_angle = self.idle_aim + self.angles;
239 target_angle = self.idle_aim;
241 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
245 // Find the direction
246 target_angle = normalize(self.tur_aimpos - self.tur_shotorg);
247 target_angle = vectoangles(target_angle); // And make a angle
250 self.tur_head.angles_x = safeangle(self.tur_head.angles_x);
251 self.tur_head.angles_y = safeangle(self.tur_head.angles_y);
253 // Find the diffrence between where we currently aim and where we want to aim
254 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
256 move_angle = target_angle - (self.angles + self.tur_head.angles);
257 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
263 move_angle = target_angle - self.tur_head.angles;
264 move_angle = shortangle_vxy(move_angle,self.tur_head.angles);
268 switch(self.track_type)
270 case TFL_TRACKTYPE_STEPMOTOR:
271 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
272 if (self.track_flags & TFL_TRACK_PITCH)
274 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
275 if(self.tur_head.angles_x + a_off_x > self.aim_maxpitch)
276 self.tur_head.angles_x = a_off_x + self.aim_maxpitch;
278 if(self.tur_head.angles_x + a_off_x < -self.aim_maxpitch)
279 self.tur_head.angles_x = a_off_x - self.aim_maxpitch;
282 if (self.track_flags & TFL_TRACK_ROT)
284 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
285 if((self.tur_head.angles_y - a_off_y) > self.aim_maxrot)
286 self.tur_head.angles_y = a_off_y + self.aim_maxrot;
288 if((self.tur_head.angles_y - a_off_y) < -self.aim_maxrot)
289 self.tur_head.angles_y = a_off_y - self.aim_maxrot;
294 case TFL_TRACKTYPE_FLUIDINERTIA:
295 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
296 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
297 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
298 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
301 case TFL_TRACKTYPE_FLUIDPRECISE:
303 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
304 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
310 if (self.track_flags & TFL_TRACK_PITCH)
312 self.tur_head.avelocity_x = move_angle_x;
313 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) + a_off_x > self.aim_maxpitch)
315 self.tur_head.avelocity_x = 0;
316 self.tur_head.angles_x = a_off_x + self.aim_maxpitch;
318 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) + a_off_x < -self.aim_maxpitch)
320 self.tur_head.avelocity_x = 0;
321 self.tur_head.angles_x = a_off_x - self.aim_maxpitch;
327 if (self.track_flags & TFL_TRACK_ROT)
329 self.tur_head.avelocity_y = move_angle_y;
331 if(((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate)- a_off_y) > self.aim_maxrot)
333 self.tur_head.avelocity_y = 0;
334 self.tur_head.angles_y = a_off_y + self.aim_maxrot;
337 if(((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) - a_off_y) < -self.aim_maxrot)
339 self.tur_head.avelocity_y = 0;
340 self.tur_head.angles_y = a_off_y - self.aim_maxrot;
353 + TFL_FIRECHECK_WORLD
355 + TFL_FIRECHECK_DISTANCES
357 + TFL_FIRECHECK_AIMDIST
358 + TFL_FIRECHECK_REALDIST
359 - TFL_FIRECHECK_ANGLEDIST
360 - TFL_FIRECHECK_TEAMCECK
362 + TFL_FIRECHECK_OWM_AMMO
363 + TFL_FIRECHECK_OTHER_AMMO
364 + TFL_FIRECHECK_REFIRE
368 ** Preforms pre-fire checks based on the uints firecheck_flags
370 float turret_stdproc_firecheck()
372 // This one just dont care =)
373 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
376 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
377 if (self.attack_finished_single >= time) return 0;
379 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
380 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
381 if not (self.volly_counter == self.shot_volly)
384 // Lack of zombies makes shooting dead things unnecessary :P
385 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
386 if (self.enemy.deadflag != DEAD_NO)
389 // Plz stop killing the world!
390 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
391 if (self.enemy == world)
395 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
396 if (self.ammo < self.shot_dmg)
399 // Other's ammo? (support-supply units)
400 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
401 if (self.enemy.ammo >= self.enemy.ammo_max)
404 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
406 // Not close enougth?
407 //if (self.tur_dist_aimpos > self.target_range_fire) return 0;
410 if (self.tur_dist_aimpos < self.target_range_min)
415 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
416 if (self.tur_impactent.team == self.team)
419 // aim<->predicted impact
420 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
421 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
422 if (self.tur_impactent != self.enemy)
426 if (self.shot_volly > 1)
427 if (self.volly_counter == self.shot_volly)
428 if (self.ammo < (self.shot_dmg * self.shot_volly))
431 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
432 if(self.tur_impactent != self.enemy)
439 + TFL_TARGETSELECT_NO
440 + TFL_TARGETSELECT_LOS
441 + TFL_TARGETSELECT_PLAYERS
442 + TFL_TARGETSELECT_MISSILES
443 - TFL_TARGETSELECT_TRIGGERTARGET
444 + TFL_TARGETSELECT_ANGLELIMITS
445 + TFL_TARGETSELECT_RANGELIMTS
446 + TFL_TARGETSELECT_TEAMCHECK
447 - TFL_TARGETSELECT_NOBUILTIN
448 + TFL_TARGETSELECT_OWNTEAM
452 ** Evaluate a entity for target valitity based on validate_flags
453 ** NOTE: the caller must check takedamage before calling this, to inline this check.
455 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
459 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
462 if(e_target.owner == e_turret)
465 if not(checkpvs(e_target.origin, e_turret))
468 if (!e_target)// == world)
472 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
475 if (validate_flags & TFL_TARGETSELECT_NO)
478 // If only this was used more..
479 if (e_target.flags & FL_NOTARGET)
483 if (e_target.health < 0)
487 if (e_target.flags & FL_CLIENT)
489 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
492 if (e_target.deadflag != DEAD_NO)
497 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
498 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
499 if(e_target.team != e_turret.team) // Dont break support units.
503 if (e_target.flags & FL_PROJECTILE)
504 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
508 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
510 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
512 if (e_target.team != e_turret.team)
515 if (e_turret.team != e_target.owner.team)
520 if (e_target.team == e_turret.team)
523 if (e_turret.team == e_target.owner.team)
529 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
530 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
532 if (tvt_dist < e_turret.target_range_min)
535 if (tvt_dist > e_turret.target_range)
539 // Can we even aim this thing?
540 if(e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
542 tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target);
543 //tvt_thadv = angleofs(e_turret.angles,e_target);
547 tvt_thadv = angleofs(e_turret.tur_head,e_target);
550 tvt_tadv = shortangle_vxy(angleofs(e_turret,e_target),e_turret.angles);
551 tvt_thadf = vlen(tvt_thadv);
552 tvt_tadf = vlen(tvt_tadv);
555 if(validate_flags & TFL_TARGETSELECT_FOV)
557 if(e_turret.target_select_fov < tvt_thadf)
562 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
564 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
567 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
572 if (validate_flags & TFL_TARGETSELECT_LOS)
574 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
575 traceline(e_turret.tur_shotorg,v_tmp,0,e_turret);
577 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
581 if (e_target.classname == "grapplinghook")
585 if (e_target.classname == "func_button")
589 #ifdef TURRET_DEBUG_TARGETSELECT
590 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
596 entity turret_select_target()
598 entity e; // target looper entity
599 float score; // target looper entity score
600 entity e_enemy; // currently best scoreing target
601 float m_score; // currently best scoreing target's score
606 if(self.enemy.takedamage)
607 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
609 e_enemy = self.enemy;
610 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
613 e = findradius(self.origin,self.target_range);
615 // Nothing to aim at?
616 if (!e) return world;
622 f = turret_validate_target(self,e,self.target_select_flags);
625 score = self.turret_score_target(self,e);
626 if ((score > m_score) && (score > 0))
643 self.nextthink = time + self.ticrate;
645 // ONS uses somewhat backwards linking.
651 e = find(world,targetname,self.target);
656 if (self.team != self.tur_head.team)
657 turret_stdproc_respawn();
661 if (cvar("g_turrets_reloadcvars") == 1)
666 if (e.tur_head != world)
669 load_unit_settings(e,e.cvar_basename,1);
670 if(e.turret_postthink)
671 e.turret_postthink();
677 cvar_set("g_turrets_reloadcvars","0");
681 if (self.tur_dbg_tmr1 < time)
683 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
684 paint_target(self,256,self.tur_dbg_rvec,0.9);
685 self.tur_dbg_tmr1 = time + 1;
690 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
691 if (self.ammo < self.ammo_max)
692 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
695 // Inactive turrets needs to run the think loop,
696 // So they can handle animation and wake up if need be.
697 if not (self.tur_active)
699 turret_stdproc_track();
703 //This is just wrong :|
704 if(self.deadflag != DEAD_NO)
706 dprint("WARNING: dead turret running the think function!\n");
710 // This is typicaly used for zaping every target in range
711 // turret_fusionreactor uses this to recharge friendlys.
712 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
714 // Do a self.turret_fire for every valid target.
715 e = findradius(self.origin,self.target_range);
720 if (turret_validate_target(self,e,self.target_validate_flags))
724 turret_do_updates(self);
726 if (self.turret_firecheckfunc())
737 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
739 // This one is doing something.. oddball. assume its handles what needs to be handled.
742 if not(self.aim_flags & TFL_AIM_NO)
743 self.tur_aimpos = turret_stdproc_aim_generic();
746 if not(self.track_flags & TFL_TRACK_NO)
747 turret_stdproc_track();
749 turret_do_updates(self);
752 if (self.turret_firecheckfunc())
758 // Special case for volly always. if it fired once it must compleate the volly.
759 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
760 if(self.volly_counter != self.shot_volly)
762 // Predict or whatnot
763 if not(self.aim_flags & TFL_AIM_NO)
764 self.tur_aimpos = turret_stdproc_aim_generic();
767 if not(self.track_flags & TFL_TRACK_NO)
768 turret_stdproc_track();
770 turret_do_updates(self);
773 if (self.turret_firecheckfunc() != 0)
776 if(self.turret_postthink)
777 self.turret_postthink();
782 // Check if we have a vailid enemy, and try to find one if we dont.
783 if( ((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
784 || !self.enemy.takedamage
785 || (turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) )
786 if not (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
788 self.enemy = turret_select_target();
790 self.target_select_time = time;
794 // No target, just go to idle, do any custom stuff and bail.
795 if (self.enemy == world)
798 if not(self.track_flags & TFL_TRACK_NO)
799 turret_stdproc_track();
801 // do any per-turret stuff
802 if(self.turret_postthink)
803 self.turret_postthink();
809 self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
812 if not(self.aim_flags & TFL_AIM_NO)
813 self.tur_aimpos = turret_stdproc_aim_generic();
816 if not(self.track_flags & TFL_TRACK_NO)
817 turret_stdproc_track();
819 turret_do_updates(self);
821 if (self.turret_firecheckfunc())
825 // do any per-turret stuff
826 if(self.turret_postthink)
827 self.turret_postthink();
832 if (cvar("g_turrets_nofire") != 0)
835 if ((!self.tur_active) || (self.deadflag != DEAD_NO))
838 self.turret_firefunc();
840 self.attack_finished_single = time + self.shot_refire;
841 self.ammo = self.ammo - self.shot_dmg;
842 self.volly_counter = self.volly_counter - 1;
843 if (self.volly_counter <= 0)
845 self.volly_counter = self.shot_volly;
847 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
850 if (self.shot_volly > 1)
851 self.attack_finished_single = time + self.shot_volly_refire;
856 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
860 void turret_stdproc_fire()
862 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
866 When .used a turret switch team to activator.team.
867 If activator is world, the turrets goes inactive.
869 void turret_stdproc_use()
871 dprint("Turret ",self.netname, " used by ",activator.classname,"\n");
873 self.team = activator.team;
884 //Net_LinkEntity(self, FALSE, 0, Turret_SendEntity);
885 self.think = turret_think;
886 self.nextthink = time;
890 * Standard turret initialization. use this!
891 * (unless you have a very good reason not to)
892 * if the return value is 0, the turret should be removed.
894 float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head)
900 dprint("turrets: csqc_shared requested but not implemented. expect strange things to happen.\n");
904 // Are turrets allowed atm?
905 if (cvar("g_turrets") == 0)
908 // Better more then once then never.
909 // turret_gibs_precash();
911 // Terrainbase spawnflag. This puts a enlongated model
912 // under the turret, so it looks ok on uneaven surfaces.
913 if (self.spawnflags & TSF_TERRAINBASE)
916 //precache_model("models/turrets/terrainbase.md3");
918 setmodel(tb,"models/turrets/terrainbase.md3");
919 setorigin(tb,self.origin);
920 tb.solid = SOLID_BBOX;
924 self.cvar_basename = cvar_base_name;
925 load_unit_settings(self,self.cvar_basename,0);
927 // Handle turret teams.
928 if (cvar("g_assult") != 0)
931 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
934 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
935 else if(g_onslaught && self.targetname)
937 e = find(world,target,self.targetname);
945 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
950 * Try to guess some reasonaly defaults
951 * for missing params and do sanety checks
952 * thise checks could produce some "interesting" results
953 * if it hits a glitch in my logic :P so try to set as mutch
954 * as possible beforehand.
956 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
957 if (!self.ticrate) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
959 if (!self.ticrate) self.ticrate = 0.1; // 10 fps for normal turrets
961 self.ticrate = bound(sys_ticrate,self.ticrate,60); // keep it sane
964 if (self.netname == "")
965 self.netname = self.classname;
967 if (!self.respawntime)
968 self.respawntime = 60;
969 self.respawntime = max(-1,self.respawntime);
973 self.tur_health = max(1,self.health);
975 if (!self.turrcaps_flags)
976 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
978 if (!self.damage_flags)
979 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
982 if (!self.shot_refire)
983 self.shot_refire = 1;
984 self.shot_refire = bound(0.01,self.shot_refire,9999);
987 self.shot_dmg = self.shot_refire * 50;
988 self.shot_dmg = max(1,self.shot_dmg);
990 if (!self.shot_radius)
991 self.shot_radius = self.shot_dmg * 0.5;
992 self.shot_radius = max(1,self.shot_radius);
994 if (!self.shot_speed)
995 self.shot_speed = 2500;
996 self.shot_speed = max(1,self.shot_speed);
998 if (!self.shot_spread)
999 self.shot_spread = 0.0125;
1000 self.shot_spread = bound(0.0001,self.shot_spread,500);
1002 if (!self.shot_force)
1003 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
1004 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
1006 if (!self.shot_volly)
1007 self.shot_volly = 1;
1008 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
1010 if (!self.shot_volly_refire)
1011 self.shot_volly_refire = self.shot_refire * self.shot_volly;
1012 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
1014 if (!self.firecheck_flags)
1015 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1016 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1017 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1020 if (!self.target_range)
1021 self.target_range = self.shot_speed * 0.5;
1022 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
1024 if (!self.target_range_min)
1025 self.target_range_min = self.shot_radius * 2;
1026 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
1028 //if (!self.target_range_fire)
1029 // self.target_range_fire = self.target_range * 0.8;
1030 //self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
1032 if (!self.target_range_optimal)
1033 self.target_range_optimal = self.target_range * 0.5;
1034 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
1038 if (!self.aim_maxrot)
1039 self.aim_maxrot = 90;
1040 self.aim_maxrot = bound(0,self.aim_maxrot,360);
1042 if (!self.aim_maxpitch)
1043 self.aim_maxpitch = 20;
1044 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
1046 if (!self.aim_speed)
1047 self.aim_speed = 36;
1048 self.aim_speed = bound(0.1,self.aim_speed, 1000);
1050 if (!self.aim_firetolerance_dist)
1051 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
1052 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
1054 if (!self.aim_flags)
1056 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1057 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1058 self.aim_flags |= TFL_AIM_GROUND2;
1061 // Sill the most tested (and aim-effective)
1062 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1064 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1066 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
1067 // Can inmapt aim preformance alot.
1068 // needs a bit diffrent aimspeed
1070 if (!self.aim_speed)
1071 self.aim_speed = 180;
1072 self.aim_speed = bound(0.1,self.aim_speed, 1000);
1074 if (!self.track_accel_pitch)
1075 self.track_accel_pitch = 0.5;
1077 if (!self.track_accel_rot)
1078 self.track_accel_rot = 0.5;
1080 if (!self.track_blendrate)
1081 self.track_blendrate = 0.35;
1084 if (!self.track_flags)
1085 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1088 // Target selection stuff.
1089 if (!self.target_select_rangebias)
1090 self.target_select_rangebias = 1;
1091 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
1093 if (!self.target_select_samebias)
1094 self.target_select_samebias = 1;
1095 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
1097 if (!self.target_select_anglebias)
1098 self.target_select_anglebias = 1;
1099 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
1101 if (!self.target_select_missilebias)
1102 self.target_select_missilebias = -10;
1104 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
1105 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
1107 if (!self.target_select_flags)
1109 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1110 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1112 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1113 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1115 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1116 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1118 // self.target_select_flags = TFL_TARGETSELECT_NO;
1121 self.target_validate_flags = self.target_select_flags;
1126 self.ammo_max = self.shot_dmg * 10;
1127 self.ammo_max = max(self.shot_dmg,self.ammo_max);
1130 self.ammo = self.shot_dmg * 5;
1131 self.ammo = bound(0,self.ammo,self.ammo_max);
1133 if (!self.ammo_recharge)
1134 self.ammo_recharge = self.shot_dmg * 0.5;
1135 self.ammo_recharge = max(0,self.ammo_recharge);
1137 // Convert the recharge from X per sec to X per ticrate
1138 self.ammo_recharge = self.ammo_recharge * self.ticrate;
1140 if (!self.ammo_flags)
1141 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1144 if(self.spawnflags & TSL_NO_RESPAWN)
1145 if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1146 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1148 // Offsets & origins
1149 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
1151 // End of default & sanety checks, start building the turret.
1154 self.tur_head = spawn();
1155 self.tur_head.netname = self.tur_head.classname = "turret_head";
1156 self.tur_head.team = self.team;
1157 self.tur_head.owner = self;
1159 setmodel(self,base);
1160 setmodel(self.tur_head,head);
1162 setsize(self,'-32 -32 0','32 32 32');
1163 setsize(self.tur_head,'-32 -32 0','32 32 32');
1167 if(!self.tur_defend)
1168 if (self.target != "")
1170 self.tur_defend = find(world, targetname, self.target);
1171 if (self.tur_defend == world)
1174 dprint("Turret has invalid defendpoint!\n");
1178 // Put pices in place
1179 if not (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
1180 setorigin(self.tur_head,self.origin);
1182 // In target defend mode, aim on the spot to defend when idle.
1183 if(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
1185 if (self.tur_defend)
1186 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
1188 self.idle_aim = '0 0 0';
1192 if (self.tur_defend)
1193 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
1195 self.idle_aim = self.angles;
1198 if not (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
1199 self.tur_head.angles = self.idle_aim;
1204 self.tur_health = self.health;
1205 self.tur_head.health = self.health;
1207 self.solid = SOLID_BBOX;
1208 self.tur_head.solid = SOLID_BBOX;
1210 self.takedamage = DAMAGE_AIM;
1211 self.tur_head.takedamage = DAMAGE_AIM;
1213 self.movetype = MOVETYPE_NOCLIP;
1214 self.tur_head.movetype = MOVETYPE_NOCLIP;
1217 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
1218 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
1220 // Attach stdprocs. override when and what needed
1221 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1223 self.turret_score_target = turret_stdproc_targetscore_support;
1224 self.turret_firecheckfunc = turret_stdproc_firecheck;
1225 self.turret_firefunc = turret_stdproc_fire;
1226 //self.turret_postthink = turret_stdproc_nothing;
1227 self.event_damage = turret_stdproc_damage;
1228 self.tur_head.event_damage = turret_stdproc_damage;
1232 self.turret_score_target = turret_stdproc_targetscore_generic;
1233 self.turret_firecheckfunc = turret_stdproc_firecheck;
1234 self.turret_firefunc = turret_stdproc_fire;
1235 //self.turret_postthink = turret_stdproc_nothing;
1236 self.event_damage = turret_stdproc_damage;
1237 self.tur_head.event_damage = turret_stdproc_damage;
1238 //self.turret_addtarget = turret_stdproc_false;
1241 self.use = turret_stdproc_use;
1242 self.bot_attack = TRUE;
1244 // Initiate the main AI loop
1246 self.think = turret_link;
1248 self.think = turret_think;
1250 self.nextthink = time + self.ticrate;
1252 self.tur_head.team = self.team;
1253 self.view_ofs = '0 0 0';
1256 self.tur_dbg_start = self.nextthink;
1257 while (vlen(self.tur_dbg_rvec) < 2)
1258 self.tur_dbg_rvec = randomvec() * 4;
1260 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1261 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1262 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1266 self.classname = "turret_main";
1268 self.tur_active = 1;
1270 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1271 if (g_onslaught && ee)