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[divverent/nexuiz.git] / data / qcsrc / server / tturrets / units / 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_rocket_explode();\r
5 void turret_mlrs_rocket_touch();\r
6 \r
7 void turret_mlrs_postthink()\r
8 {\r
9 \r
10     // 0 = full, 6 = empty\r
11     self.tur_head.frame = rint(6 - (self.ammo / self.shot_dmg));\r
12 }\r
13 \r
14 void turret_mlrs_attack()\r
15 {\r
16     entity missile;\r
17 \r
18     turret_tag_fire_update();\r
19 \r
20     sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);\r
21 \r
22     missile                    = spawn ();\r
23     //setsize (missile, '0 0 0', '0 0 0'); // give it some size so it can be shot\r
24     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot\r
25     setorigin(missile, self.tur_shotorg);\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_NO;\r
31     missile.damageforcescale   = 4;\r
32     //missile.health             = 25;\r
33     missile.think              = turret_mlrs_rocket_explode;\r
34 \r
35     missile.nextthink          = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);\r
36     //missile.nextthink          = missile.nextthink + random() * self.shot_spread;\r
37 \r
38     missile.solid              = SOLID_BBOX;\r
39     missile.movetype           = MOVETYPE_FLYMISSILE;\r
40     missile.velocity           = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;\r
41     missile.angles             = vectoangles(missile.velocity);\r
42     missile.touch              = turret_mlrs_rocket_touch;\r
43     missile.flags              = FL_PROJECTILE;\r
44     missile.solid              = SOLID_BBOX;\r
45     missile.enemy              = self.enemy;\r
46 \r
47         CSQCProjectile(missile, TRUE, PROJECTILE_ROCKET, FALSE); // no cull, fly sound\r
48 \r
49     te_explosion (missile.origin);\r
50 \r
51     //self.tur_head.frame = 7 - self.volly_counter;\r
52 }\r
53 \r
54 void turret_mlrs_rocket_touch()\r
55 {\r
56     if( (other == self.owner) || (other == self.owner.tur_head) )\r
57         return;\r
58 \r
59     PROJECTILE_TOUCH;\r
60 \r
61     turret_mlrs_rocket_explode();\r
62 }\r
63 \r
64 void turret_mlrs_rocket_explode()\r
65 {\r
66     vector org2;\r
67 \r
68     if(self.event_damage != SUB_Null)\r
69     {\r
70         self.event_damage = SUB_Null;\r
71         self.think = turret_mlrs_rocket_explode;\r
72         self.nextthink = time;\r
73         return;\r
74     }\r
75 \r
76 \r
77     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);\r
78     org2 = findbetterlocation (self.origin, 16);\r
79     pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);\r
80 \r
81 #ifdef TURRET_DEBUG\r
82     float d;\r
83 \r
84     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
85     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
86     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
87 #else\r
88     RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg * 0.5, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
89 #endif\r
90 \r
91     // Target dead, Tell turret.\r
92     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
93         self.owner.enemy = world;\r
94 \r
95     remove (self);\r
96 }\r
97 \r
98 void turret_mlrs_dinit()\r
99 {\r
100     if (self.netname == "")      self.netname  = "MLRS turret";\r
101 \r
102     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;\r
103     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
104     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_INFRONT;\r
105 \r
106     if (turret_stdproc_init("mlrs_std") == 0)\r
107     {\r
108         remove(self);\r
109         return;\r
110     }\r
111 \r
112     self.damage_flags |= TFL_DMG_HEADSHAKE;\r
113 \r
114     self.shoot_flags |= TFL_SHOOT_VOLLYALWAYS;\r
115     self.volly_counter = self.shot_volly;\r
116 \r
117     setmodel(self,"models/turrets/base.md3");\r
118     setmodel(self.tur_head,"models/turrets/mlrs.md3");\r
119 \r
120     if (!turret_tag_setup(0))\r
121         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
122 \r
123     // Our fire routine\r
124     self.turret_firefunc  = turret_mlrs_attack;\r
125     self.turret_postthink = turret_mlrs_postthink;\r
126 \r
127 }\r
128 \r
129 /*QUAKED turret_mlrs (0 .5 .8) ?\r
130 */\r
131 \r
132 void spawnfunc_turret_mlrs()\r
133 {\r
134     //precache_model ( "models/turrets/rocket.md3");\r
135     //precache_model ("models/turrets/mlrs.md3");\r
136     //precache_model ("models/turrets/base.md3");\r
137 \r
138     self.think = turret_mlrs_dinit;\r
139     self.nextthink = time + 0.5;\r
140 }\r
141 \r
142 \r