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csqcprojectiles: make them more readable; make turrets use them too when they fire...
[divverent/nexuiz.git] / data / qcsrc / server / tturrets / units / unit_hellion.qc
1 .float      shot_speed_max;\r
2 .float      shot_speed_gain;\r
3 \r
4 void spawnfunc_turret_hellion();\r
5 void turret_hellion_dinit();\r
6 void turret_hellion_attack();\r
7 void turret_hellion_missile_explode();\r
8 void turret_hellion_missile_think();\r
9 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)\r
10 \r
11 void turret_hellion_postthink()\r
12 {\r
13     if (cvar("g_turrets_reloadcvars"))\r
14     {\r
15         if (!self.shot_speed_max)  self.shot_speed_max  = cvar("g_turrets_unit_hellion_std_shot_speed_max");\r
16         if (!self.shot_speed_gain) self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");\r
17     }\r
18 \r
19     if (self.tur_head.frame != 0)\r
20         self.tur_head.frame = self.tur_head.frame + 1;\r
21 \r
22     if (self.tur_head.frame > 7)\r
23         self.tur_head.frame = 0;\r
24 }\r
25 \r
26 void turret_hellion_attack()\r
27 {\r
28     local entity missile;\r
29 \r
30     sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM);\r
31 \r
32     missile = spawn ();\r
33     setorigin(missile, self.tur_shotorg_updated);\r
34     setmodel (missile, "models/turrets/mlrs_rocket.md3"); // precision set below\r
35     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot\r
36 \r
37     missile.classname          = "hellion_missile";\r
38     missile.owner              = self;\r
39     missile.bot_dodge          = TRUE;\r
40     missile.bot_dodgerating    = self.shot_dmg;\r
41     missile.takedamage         = DAMAGE_YES;\r
42     missile.damageforcescale   = 2;\r
43     missile.health             = 50;\r
44     missile.enemy              = self.enemy;\r
45     missile.think              = turret_hellion_missile_think;\r
46     missile.nextthink          = time + 0.2;\r
47     missile.solid              = SOLID_BBOX;\r
48     missile.movetype           = MOVETYPE_FLYMISSILE;\r
49     missile.effects            = EF_LOWPRECISION;\r
50     missile.velocity           = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed; // + ('0 0 1' * self.shot_speed * 0.15);\r
51     missile.angles             = vectoangles(missile.velocity);\r
52     missile.touch              = turret_hellion_missile_explode;\r
53     missile.flags              = FL_PROJECTILE;\r
54     missile.solid              = SOLID_BBOX;\r
55     missile.tur_health         = time + 9;\r
56     missile.tur_aimpos         = randomvec() * 128;\r
57     te_explosion (missile.origin);\r
58 \r
59         CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET);\r
60 \r
61     // switch tubes\r
62     self.tur_shotorg_y = self.tur_shotorg_y * -1;\r
63 \r
64     if (self.tur_head.frame == 0)\r
65         self.tur_head.frame = self.tur_head.frame + 1;\r
66 \r
67 }\r
68 \r
69 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)\r
70 {\r
71     self.health = self.health - damage;\r
72     self.velocity = self.velocity + vforce;\r
73     if (self.health <= 0) turret_hellion_missile_explode();\r
74 }\r
75 \r
76 void turret_hellion_missile_think()\r
77 {\r
78     vector olddir,newdir;\r
79     vector pre_pos;\r
80     float itime;\r
81 \r
82     self.nextthink          = time + 0.1;\r
83 \r
84     // Enemy in range?\r
85     if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.25)\r
86         turret_hellion_missile_explode();\r
87 \r
88     olddir = normalize(self.velocity);\r
89 \r
90     if (self.tur_health < time) turret_hellion_missile_explode();\r
91 \r
92     // Enemy dead? just keep on the current heading then.\r
93     if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))\r
94     {\r
95 \r
96         // Make sure we dont return to tracking a respawned player\r
97         self.enemy = world;\r
98 \r
99         // Accelerate\r
100         self.velocity = olddir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);\r
101 \r
102         // Turn model\r
103         self.angles = vectoangles(self.velocity);\r
104 \r
105         //if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 10) )\r
106         //    turret_hellion_missile_explode();\r
107 \r
108         // return;\r
109     }\r
110 \r
111     olddir = normalize(self.velocity);\r
112 \r
113     if (self.enemy)\r
114     {\r
115         // Predict enemy position\r
116         itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);\r
117         pre_pos = self.enemy.origin + self.enemy.velocity * itime;\r
118     }\r
119     else\r
120     {\r
121         pre_pos = self.origin + olddir * 1024;\r
122     }\r
123 \r
124     pre_pos = (pre_pos + self.enemy.origin) * 0.5;\r
125 \r
126     //pre_pos += randomvec() * 128; //self.tur_aimpos * (sin(32) * time) ;\r
127 \r
128 \r
129     // Find out the direction to that place\r
130     newdir = normalize(pre_pos - self.origin);\r
131 \r
132     // Turn\r
133     newdir = normalize(olddir + newdir * 0.5);\r
134 \r
135     // Accelerate\r
136     self.velocity = newdir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);\r
137 \r
138     // Turn model\r
139     self.angles = vectoangles(self.velocity);\r
140 \r
141     if (time+itime < time+0.1)\r
142     {\r
143         self.think = turret_hellion_missile_explode;\r
144         self.nextthink = time + itime;\r
145     }\r
146 \r
147         UpdateCSQCProjectile(self);\r
148 }\r
149 \r
150 void turret_hellion_missile_explode()\r
151 {\r
152     vector org2;\r
153     float d;\r
154 \r
155     if(self.event_damage != SUB_Null)\r
156     {\r
157         self.event_damage = SUB_Null;\r
158         self.think = turret_hellion_missile_explode;\r
159         self.nextthink = time;\r
160         return;\r
161     }\r
162 \r
163     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);\r
164     org2 = findbetterlocation (self.origin, 16);\r
165 \r
166     // LordHavoc: TE_TEI_BIGEXPLOSION\r
167     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
168     WriteByte (MSG_BROADCAST, 78);\r
169     WriteCoord (MSG_BROADCAST, org2_x);\r
170     WriteCoord (MSG_BROADCAST, org2_y);\r
171     WriteCoord (MSG_BROADCAST, org2_z);\r
172 \r
173     self.event_damage = SUB_Null;\r
174     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
175 \r
176 #ifdef TURRET_DEBUG\r
177     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
178     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
179 #endif\r
180 \r
181     // Target dead, get another is still targeting the same.\r
182     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
183         self.owner.enemy = world;\r
184 \r
185     remove (self);\r
186 }\r
187 \r
188 void turret_hellion_dinit()\r
189 {\r
190     if (self.netname == "")      self.netname  = "Hellion Missile Turret";\r
191 \r
192     if (!self.shot_speed_max)  self.shot_speed_max  = cvar("g_turrets_unit_hellion_std_shot_speed_max");\r
193     if (!self.shot_speed_gain) self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");\r
194 \r
195     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;\r
196     self.aim_flags = TFL_AIM_SIMPLE;\r
197     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK ;\r
198     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;\r
199     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
200 \r
201     if (turret_stdproc_init("hellion_std") == 0)\r
202     {\r
203         remove(self);\r
204         return;\r
205     }\r
206 \r
207     setmodel(self,"models/turrets/base.md3");\r
208     setmodel(self.tur_head,"models/turrets/hellion.md3");\r
209 \r
210     if (!turret_tag_setup(0))\r
211         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
212 \r
213     // Our fire routine\r
214     self.turret_firefunc  = turret_hellion_attack;\r
215 \r
216     // Custom animations and sutch\r
217     self.turret_postthink = turret_hellion_postthink;\r
218 }\r
219 \r
220 /*QUAKED turret_hellion (0 .5 .8) ?\r
221 */\r
222 void spawnfunc_turret_hellion()\r
223 {\r
224     //precache_model ( "models/turrets/mlrs_rocket.md3");\r
225     //precache_model ("models/turrets/hellion.md3");\r
226     //precache_model ("models/turrets/base.md3");\r
227 \r
228     self.think = turret_hellion_dinit;\r
229     self.nextthink = time + 0.5;\r
230 }\r
231 \r
232 \r