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