void spawnfunc_turret_plasma(); void spawnfunc_turret_plasma_dual(); void turret_plasma_std_init(); void turret_plasma_dual_init(); void turret_plasma_attack(); void turret_plasma_projectile_explode(); void turret_plasma_postthink() { if (self.tur_head.frame != 0) self.tur_head.frame = self.tur_head.frame + 1; if (self.tur_head.frame >= 5) self.tur_head.frame = 0; } void turret_plasma_dualpostthink() { if (self.tur_head.frame != 0) self.tur_head.frame = self.tur_head.frame + 1; if (self.tur_head.frame >= 6) self.tur_head.frame = 0; } void turret_plasma_attack() { entity proj; turret_tag_fire_update(); sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg_updated, self.tur_shotdir_updated * 1000, 1); proj = spawn (); setorigin(proj, self.tur_shotorg_updated); setsize(proj, '-0.5 -0.5 -0.5', '0.5 0.5 0.5'); setmodel(proj, "models/elaser.mdl"); // precision set above proj.classname = "plasmabomb"; proj.owner = self; proj.bot_dodge = FALSE; //proj.bot_dodgerating = self.shot_dmg; proj.think = turret_plasma_projectile_explode; proj.nextthink = time + 9; proj.solid = SOLID_BBOX; proj.movetype = MOVETYPE_FLYMISSILE; proj.velocity = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed; proj.angles = vectoangles(proj.velocity); proj.touch = turret_plasma_projectile_explode; proj.flags = FL_PROJECTILE; proj.effects = EF_LOWPRECISION | EF_BRIGHTFIELD; proj.enemy = self.enemy; proj.flags = FL_PROJECTILE | FL_NOTARGET; if(self.tur_head.frame ) self.tur_head.frame = 0; } void turret_plasma_dual_attack() { entity proj; if (self.tur_head.frame > 2) self.tur_head.frame = 1; turret_tag_fire_update(); sound (self, CHAN_WEAPON, "weapons/hagar_fire.wav", VOL_BASE, ATTN_NORM); proj = spawn (); setorigin(proj, self.tur_shotorg_updated); setsize(proj, '0 0 0', '0 0 0'); setmodel(proj, "models/elaser.mdl"); // precision set above proj.classname = "plasmabomb"; proj.owner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = self.shot_dmg; proj.think = turret_plasma_projectile_explode; proj.nextthink = time + 9; proj.solid = SOLID_BBOX; proj.movetype = MOVETYPE_FLYMISSILE; proj.velocity = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed; proj.angles = vectoangles(proj.velocity); proj.touch = turret_plasma_projectile_explode; proj.flags = FL_PROJECTILE; proj.effects = EF_LOWPRECISION | EF_BRIGHTFIELD; proj.enemy = self.enemy; proj.flags = FL_PROJECTILE | FL_NOTARGET; if (self.tur_head.frame == 0) self.tur_head.frame = 1; // Snapback the head // self.tur_head.angles_x = self.tur_head.angles_x + min((self.shot_dmg * 0.05),self.aim_maxpitch); } void turret_plasma_projectile_explode() { vector org2; org2 = findbetterlocation (self.origin, 8); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, 79); WriteCoord (MSG_BROADCAST, org2_x); WriteCoord (MSG_BROADCAST, org2_y); WriteCoord (MSG_BROADCAST, org2_z); WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter WriteCoord (MSG_BROADCAST, 0); WriteCoord (MSG_BROADCAST, 0); WriteByte (MSG_BROADCAST, 155); self.event_damage = SUB_Null; #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 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM); remove (self); } void turret_plasma_std_init() { if (self.netname == "") self.netname = "Plasma Cannon"; self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE; self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE | TFL_AIM_GROUND2; if (turret_stdproc_init("plasma_std") == 0) { remove(self); return; } setmodel(self,"models/turrets/base.md3"); setmodel(self.tur_head,"models/turrets/plasma.md3"); if (!turret_tag_setup(0)) dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n"); // Our fire routine self.turret_firefunc = turret_plasma_dual_attack; // re-color badge & handle recoil effect self.turret_postthink = turret_plasma_dualpostthink; } void turret_plasma_dual_init() { if (self.netname == "") self.netname = "Dual Plasma Cannon"; self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE; if (turret_stdproc_init("plasma_dual") == 0) { remove(self); return; } setmodel(self,"models/turrets/base.md3"); setmodel(self.tur_head,"models/turrets/plasmad.md3"); if (!turret_tag_setup(0)) dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n"); // select aim self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE | TFL_AIM_GROUND2; // Our fire routine self.turret_firefunc = turret_plasma_attack; // re-color badge & handle recoil effect self.turret_postthink = turret_plasma_postthink; } /* * Basic moderate (std) or fast (dual) fireing, short-mid range energy cannon. * Not too mutch of a therat on its own, but can be rather dangerous in groups. * Regenerates ammo slowly, support with a fusionreactor(s) to do some real damage. */ /*QUAKED turret_plasma (0 .5 .8) ? */ void spawnfunc_turret_plasma() { //precache_model ("models/turrets/plasma.md3"); //precache_model ("models/turrets/base.md3"); self.think = turret_plasma_std_init; self.nextthink = time + 0.5; } /*QUAKED turret_plasma_dual (0 .5 .8) ? */ void spawnfunc_turret_plasma_dual() { //precache_model ("models/turrets/plasmad.md3"); //precache_model ("models/turrets/base.md3"); self.think = turret_plasma_dual_init; self.nextthink = time + 0.5; }