]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/tturrets/units/unit_hellion.qc
make all assignments to SendEntity go through Net_LinkEntity; this makes fteqcc detec...
[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     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot\r
35 \r
36     missile.classname          = "hellion_missile";\r
37     missile.owner              = self;\r
38     missile.bot_dodge          = TRUE;\r
39     missile.bot_dodgerating    = self.shot_dmg;\r
40     missile.takedamage         = DAMAGE_YES;\r
41     missile.damageforcescale   = 2;\r
42     missile.health             = 50;\r
43     missile.enemy              = self.enemy;\r
44     missile.think              = turret_hellion_missile_think;\r
45     missile.nextthink          = time + 0.2;\r
46     missile.solid              = SOLID_BBOX;\r
47     missile.movetype           = MOVETYPE_FLYMISSILE;\r
48     missile.velocity           = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed; // + ('0 0 1' * self.shot_speed * 0.15);\r
49     missile.angles             = vectoangles(missile.velocity);\r
50     missile.touch              = turret_hellion_missile_explode;\r
51     missile.flags              = FL_PROJECTILE;\r
52     missile.solid              = SOLID_BBOX;\r
53     missile.tur_health         = time + 9;\r
54     missile.tur_aimpos         = randomvec() * 128;\r
55     te_explosion (missile.origin);\r
56 \r
57         CSQCProjectile(missile, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound\r
58 \r
59     // switch tubes\r
60     self.tur_shotorg_y = self.tur_shotorg_y * -1;\r
61 \r
62     if (self.tur_head.frame == 0)\r
63         self.tur_head.frame = self.tur_head.frame + 1;\r
64 \r
65 }\r
66 \r
67 void turret_hellion_missile_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)\r
68 {\r
69     self.health = self.health - damage;\r
70     self.velocity = self.velocity + vforce;\r
71     if (self.health <= 0) turret_hellion_missile_explode();\r
72 }\r
73 \r
74 void turret_hellion_missile_think()\r
75 {\r
76     vector olddir,newdir;\r
77     vector pre_pos;\r
78     float itime;\r
79 \r
80     self.nextthink          = time + 0.1;\r
81 \r
82     // Enemy in range?\r
83     if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.25)\r
84         turret_hellion_missile_explode();\r
85 \r
86     olddir = normalize(self.velocity);\r
87 \r
88     if (self.tur_health < time) turret_hellion_missile_explode();\r
89 \r
90     // Enemy dead? just keep on the current heading then.\r
91     if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))\r
92     {\r
93 \r
94         // Make sure we dont return to tracking a respawned player\r
95         self.enemy = world;\r
96 \r
97         // Accelerate\r
98         self.velocity = olddir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);\r
99 \r
100         // Turn model\r
101         self.angles = vectoangles(self.velocity);\r
102 \r
103         //if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 10) )\r
104         //    turret_hellion_missile_explode();\r
105 \r
106         // return;\r
107     }\r
108 \r
109     olddir = normalize(self.velocity);\r
110 \r
111     if (self.enemy)\r
112     {\r
113         // Predict enemy position\r
114         itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);\r
115         pre_pos = self.enemy.origin + self.enemy.velocity * itime;\r
116     }\r
117     else\r
118     {\r
119         pre_pos = self.origin + olddir * 1024;\r
120     }\r
121 \r
122     pre_pos = (pre_pos + self.enemy.origin) * 0.5;\r
123 \r
124     //pre_pos += randomvec() * 128; //self.tur_aimpos * (sin(32) * time) ;\r
125 \r
126 \r
127     // Find out the direction to that place\r
128     newdir = normalize(pre_pos - self.origin);\r
129 \r
130     // Turn\r
131     newdir = normalize(olddir + newdir * 0.5);\r
132 \r
133     // Accelerate\r
134     self.velocity = newdir * min(vlen(self.velocity) * self.owner.shot_speed_gain,self.owner.shot_speed_max);\r
135 \r
136     // Turn model\r
137     self.angles = vectoangles(self.velocity);\r
138 \r
139     if (time+itime < time+0.1)\r
140     {\r
141         self.think = turret_hellion_missile_explode;\r
142         self.nextthink = time + itime;\r
143     }\r
144 \r
145         UpdateCSQCProjectile(self);\r
146 }\r
147 \r
148 void turret_hellion_missile_explode()\r
149 {\r
150     vector org2;\r
151     float d;\r
152 \r
153     if(self.event_damage != SUB_Null)\r
154     {\r
155         self.event_damage = SUB_Null;\r
156         self.think = turret_hellion_missile_explode;\r
157         self.nextthink = time;\r
158         return;\r
159     }\r
160 \r
161     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);\r
162     org2 = findbetterlocation (self.origin, 16);\r
163 \r
164     // LordHavoc: TE_TEI_BIGEXPLOSION\r
165     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
166     WriteByte (MSG_BROADCAST, 78);\r
167     WriteCoord (MSG_BROADCAST, org2_x);\r
168     WriteCoord (MSG_BROADCAST, org2_y);\r
169     WriteCoord (MSG_BROADCAST, org2_z);\r
170 \r
171     self.event_damage = SUB_Null;\r
172     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
173 \r
174 #ifdef TURRET_DEBUG\r
175     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
176     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
177 #endif\r
178 \r
179     // Target dead, get another is still targeting the same.\r
180     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
181         self.owner.enemy = world;\r
182 \r
183     remove (self);\r
184 }\r
185 \r
186 void turret_hellion_dinit()\r
187 {\r
188     if (self.netname == "")      self.netname  = "Hellion Missile Turret";\r
189 \r
190     if (!self.shot_speed_max)  self.shot_speed_max  = cvar("g_turrets_unit_hellion_std_shot_speed_max");\r
191     if (!self.shot_speed_gain) self.shot_speed_gain = cvar("g_turrets_unit_hellion_std_shot_speed_gain");\r
192 \r
193     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MISSILEKILL;\r
194     self.aim_flags = TFL_AIM_SIMPLE;\r
195     self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_TRIGGERTARGET | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK ;\r
196     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
197     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
198 \r
199     if (turret_stdproc_init("hellion_std") == 0)\r
200     {\r
201         remove(self);\r
202         return;\r
203     }\r
204 \r
205     setmodel(self,"models/turrets/base.md3");\r
206     setmodel(self.tur_head,"models/turrets/hellion.md3");\r
207 \r
208     if (!turret_tag_setup(0))\r
209         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
210 \r
211     // Our fire routine\r
212     self.turret_firefunc  = turret_hellion_attack;\r
213 \r
214     // Custom animations and sutch\r
215     self.turret_postthink = turret_hellion_postthink;\r
216 }\r
217 \r
218 /*QUAKED turret_hellion (0 .5 .8) ?\r
219 */\r
220 void spawnfunc_turret_hellion()\r
221 {\r
222     //precache_model ( "models/turrets/mlrs_rocket.md3");\r
223     //precache_model ("models/turrets/hellion.md3");\r
224     //precache_model ("models/turrets/base.md3");\r
225 \r
226     self.think = turret_hellion_dinit;\r
227     self.nextthink = time + 0.5;\r
228 }\r
229 \r
230 \r