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fix the fly sounds
[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     setorigin(missile, self.tur_shotorg_updated);\r
29     missile.classname          = "mlrs_missile";\r
30     missile.owner              = self;\r
31     missile.bot_dodge          = TRUE;\r
32     missile.bot_dodgerating    = self.shot_dmg;\r
33     missile.takedamage         = DAMAGE_YES;\r
34     missile.damageforcescale   = 4;\r
35     missile.health             = 30;\r
36     missile.think              = turret_mlrs_rocket_explode;\r
37     missile.nextthink          = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);\r
38     missile.solid              = SOLID_BBOX;\r
39     missile.movetype           = MOVETYPE_FLYMISSILE;\r
40     missile.effects            = EF_LOWPRECISION;\r
41     missile.velocity           = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;\r
42     missile.angles             = vectoangles(missile.velocity);\r
43     missile.touch              = turret_mlrs_rocket_explode;\r
44     missile.flags              = FL_PROJECTILE;\r
45     missile.solid              = SOLID_BBOX;\r
46     missile.enemy              = self.enemy;\r
47 \r
48         CSQCProjectile(missile, TRUE, PROJECTILE_ROCKET);\r
49         missile.effects |= EF_NODEPTHTEST; // projectile has a fly sound\r
50 \r
51     te_explosion (missile.origin);\r
52 \r
53     //self.tur_head.frame = 7 - self.volly_counter;\r
54 }\r
55 \r
56 void turret_mlrs_rocket_explode()\r
57 {\r
58     vector org2;\r
59 \r
60     if(self.event_damage != SUB_Null)\r
61     {\r
62         self.event_damage = SUB_Null;\r
63         self.think = turret_mlrs_rocket_explode;\r
64         self.nextthink = time;\r
65         return;\r
66     }\r
67 \r
68 \r
69     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);\r
70     org2 = findbetterlocation (self.origin, 16);\r
71     pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);\r
72 \r
73 #ifdef TURRET_DEBUG\r
74     float d;\r
75 \r
76     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
77     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
78     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
79 #else\r
80     RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
81 #endif\r
82 \r
83     // Target dead, get another is still targeting the same.\r
84     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
85         self.owner.enemy = world;\r
86 \r
87     remove (self);\r
88 }\r
89 \r
90 void turret_mlrs_dinit()\r
91 {\r
92     if (self.netname == "")      self.netname  = "MLRS turret";\r
93 \r
94     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;\r
95     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
96     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE | TFL_AIM_SHOTTIMECOMPENSATE;\r
97 \r
98     if (turret_stdproc_init("mlrs_std") == 0)\r
99     {\r
100         remove(self);\r
101         return;\r
102     }\r
103 \r
104     setmodel(self,"models/turrets/base.md3");\r
105     setmodel(self.tur_head,"models/turrets/mlrs.md3");\r
106 \r
107     if (!turret_tag_setup(0))\r
108         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
109 \r
110     // Our fire routine\r
111     self.turret_firefunc  = turret_mlrs_attack;\r
112     self.turret_postthink = turret_mlrs_postthink;\r
113 \r
114 }\r
115 \r
116 /*QUAKED turret_mlrs (0 .5 .8) ?\r
117 */\r
118 \r
119 void spawnfunc_turret_mlrs()\r
120 {\r
121     //precache_model ( "models/turrets/rocket.md3");\r
122     //precache_model ("models/turrets/mlrs.md3");\r
123     //precache_model ("models/turrets/base.md3");\r
124 \r
125     self.think = turret_mlrs_dinit;\r
126     self.nextthink = time + 0.5;\r
127 }\r
128 \r
129 \r