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Turrets precache fixed. Turrets now work with ONS.
[divverent/nexuiz.git] / data / qcsrc / server / tturrets / units / turret_unit_mlrs.qc
1 void spawnfunc_turret_mlrs();\r
2 void turret_mlrs_dinit();\r
3 void turret_mlrs_attack();\r
4 void turret_mlrs_projectile_explode();\r
5 \r
6 void turret_mlrs_postthink()\r
7 {\r
8 \r
9     if ((self.tur_head.frame >= 6) && (self.attack_finished_single <= time))\r
10         self.tur_head.frame = 0;\r
11 }\r
12 \r
13 void turret_mlrs_attack()\r
14 {\r
15     entity missile;\r
16 \r
17     turret_tag_fire_update();\r
18 \r
19     sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);\r
20 \r
21     missile                    = spawn ();\r
22     setmodel (missile, "models/turrets/rocket.md3"); // precision set below\r
23     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot\r
24     sound (missile, CHAN_PROJECTILE, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);\r
25     setorigin(missile, self.tur_shotorg_updated);\r
26     missile.classname          = "mlrs_missile";\r
27     missile.owner              = self;\r
28     missile.bot_dodge          = TRUE;\r
29     missile.bot_dodgerating    = self.shot_dmg;\r
30     missile.takedamage         = DAMAGE_YES;\r
31     missile.damageforcescale   = 4;\r
32     missile.health             = 30;\r
33     missile.think              = turret_mlrs_projectile_explode;\r
34     missile.nextthink          = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);\r
35     missile.solid              = SOLID_BBOX;\r
36     missile.movetype           = MOVETYPE_FLYMISSILE;\r
37     missile.effects            = EF_LOWPRECISION;\r
38     missile.velocity           = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;\r
39     missile.angles             = vectoangles(missile.velocity);\r
40     missile.touch              = turret_mlrs_projectile_explode;\r
41     missile.flags              = FL_PROJECTILE;\r
42     missile.solid              = SOLID_BBOX;\r
43     missile.enemy              = self.enemy;\r
44 \r
45     te_explosion (missile.origin);\r
46 \r
47     self.tur_head.frame = 7 - self.volly_counter;\r
48 }\r
49 \r
50 void turret_mlrs_projectile_explode()\r
51 {\r
52     vector org2;\r
53 \r
54     //vector    org2;\r
55     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", 1, ATTN_NORM);\r
56     org2 = findbetterlocation (self.origin, 16);\r
57     pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);\r
58 \r
59     self.event_damage = SUB_Null;\r
60 \r
61 #ifdef TURRET_DEBUG\r
62     float d;\r
63 \r
64     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
65     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
66     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
67 #else\r
68     RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
69 #endif\r
70 \r
71     // Target dead, get another is still targeting the same.\r
72     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
73         self.owner.enemy = world;\r
74 \r
75     remove (self);\r
76 }\r
77 \r
78 void turret_mlrs_dinit()\r
79 {\r
80     if (self.netname == "")      self.netname  = "MLRS turret";\r
81 \r
82     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;\r
83     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
84     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE | TFL_AIM_SHOTTIMECOMPENSATE;\r
85 \r
86     if (turret_stdproc_init("mlrs_std") == 0)\r
87     {\r
88         remove(self);\r
89         return;\r
90     }\r
91 \r
92     setmodel(self,"models/turrets/base.md3");\r
93     setmodel(self.tur_head,"models/turrets/mlrs.md3");\r
94 \r
95     if (!turret_tag_setup(0))\r
96         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
97 \r
98     // Our fire routine\r
99     self.turret_firefunc  = turret_mlrs_attack;\r
100     self.turret_postthink = turret_mlrs_postthink;\r
101 \r
102 }\r
103 \r
104 /*QUAKED turret_mlrs (0 .5 .8) ?\r
105 */\r
106 \r
107 void spawnfunc_turret_mlrs()\r
108 {\r
109     //precache_model ( "models/turrets/rocket.md3");\r
110     //precache_model ("models/turrets/mlrs.md3");\r
111     //precache_model ("models/turrets/base.md3");\r
112 \r
113     self.think = turret_mlrs_dinit;\r
114     self.nextthink = time + 0.5;\r
115 }\r
116 \r
117 \r