void spawnfunc_turret_mlrs(); void turret_mlrs_dinit(); void turret_mlrs_attack(); void turret_mlrs_rocket_explode(); void turret_mlrs_postthink() { // 0 = full, 6 = empty self.tur_head.frame = rint(6 - (self.ammo / self.shot_dmg)); //if ((self.tur_head.frame >= 6) && (self.attack_finished_single <= time)) // self.tur_head.frame = 0; } void turret_mlrs_attack() { entity missile; turret_tag_fire_update(); sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM); missile = spawn (); setmodel (missile, "models/turrets/rocket.md3"); // precision set below setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin(missile, self.tur_shotorg_updated); missile.classname = "mlrs_missile"; missile.owner = self; missile.bot_dodge = TRUE; missile.bot_dodgerating = self.shot_dmg; missile.takedamage = DAMAGE_YES; missile.damageforcescale = 4; missile.health = 30; missile.think = turret_mlrs_rocket_explode; missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed); missile.solid = SOLID_BBOX; missile.movetype = MOVETYPE_FLYMISSILE; missile.effects = EF_LOWPRECISION; missile.velocity = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed; missile.angles = vectoangles(missile.velocity); missile.touch = turret_mlrs_rocket_explode; missile.flags = FL_PROJECTILE; missile.solid = SOLID_BBOX; missile.enemy = self.enemy; CSQCProjectile(missile, TRUE, PROJECTILE_ROCKET); te_explosion (missile.origin); //self.tur_head.frame = 7 - self.volly_counter; } void turret_mlrs_rocket_explode() { vector org2; if(self.event_damage != SUB_Null) { self.event_damage = SUB_Null; self.think = turret_mlrs_rocket_explode; self.nextthink = time; return; } sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); org2 = findbetterlocation (self.origin, 16); pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); #ifdef TURRET_DEBUG float d; d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world); self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg; self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg; #else RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world); #endif // Target dead, get another is still targeting the same. if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy)) self.owner.enemy = world; remove (self); } void turret_mlrs_dinit() { if (self.netname == "") self.netname = "MLRS turret"; self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL; self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE; self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE | TFL_AIM_SHOTTIMECOMPENSATE; if (turret_stdproc_init("mlrs_std") == 0) { remove(self); return; } setmodel(self,"models/turrets/base.md3"); setmodel(self.tur_head,"models/turrets/mlrs.md3"); if (!turret_tag_setup(0)) dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n"); // Our fire routine self.turret_firefunc = turret_mlrs_attack; self.turret_postthink = turret_mlrs_postthink; } /*QUAKED turret_mlrs (0 .5 .8) ? */ void spawnfunc_turret_mlrs() { //precache_model ( "models/turrets/rocket.md3"); //precache_model ("models/turrets/mlrs.md3"); //precache_model ("models/turrets/base.md3"); self.think = turret_mlrs_dinit; self.nextthink = time + 0.5; }