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tZork's turrets, code part (disabled by default, see includes for details). and a...
[divverent/nexuiz.git] / data / qcsrc / server / tturrets / units / turret_unit_flac.qc
1 void spawnfunc_turret_flac();\r
2 void turret_flac_dinit();\r
3 void turret_flac_attack();\r
4 void turret_flac_projectile_explode();\r
5 \r
6 void turret_flac_attack()\r
7 {\r
8     local entity proj;\r
9 \r
10     turret_tag_fire_update();\r
11 \r
12     sound (self, CHAN_BODY, "weapons/hagar_fire.wav", 1, ATTN_NORM);\r
13     proj = spawn ();\r
14     setorigin(proj, self.tur_shotorg_updated);\r
15     setmodel(proj, "models/turrets/pd_proj.md3");\r
16     setsize(proj, '0 0 0', '0 0 0');\r
17     proj.classname          = "turret_fire";\r
18     proj.owner              = self;\r
19     proj.bot_dodge          = TRUE;\r
20     proj.bot_dodgerating    = self.shot_dmg;\r
21     proj.solid              = SOLID_NOT;\r
22     proj.movetype           = MOVETYPE_FLYMISSILE;\r
23     proj.flags              = FL_PROJECTILE;\r
24     proj.effects            = EF_LOWPRECISION;\r
25     proj.takedamage         = DAMAGE_YES;\r
26     proj.health             = 10;\r
27     proj.velocity           = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;\r
28     proj.angles             = vectoangles(proj.velocity);\r
29     proj.touch              = turret_flac_projectile_explode;\r
30     proj.think              = turret_flac_projectile_explode;\r
31     proj.nextthink          = time + (vlen(self.tur_aimpos - self.tur_shotorg_updated) / self.shot_speed) + (random() * self.shot_spread);\r
32 \r
33     self.tur_head.frame = self.tur_head.frame + 1;\r
34     if(self.tur_head.frame >= 4) self.tur_head.frame = 0;\r
35 \r
36 }\r
37 \r
38 void turret_flac_projectile_explode()\r
39 {\r
40     //vector org2;\r
41     float d;\r
42 \r
43     float b;\r
44     //org2 = findbetterlocation (self.origin, 12);\r
45     te_explosion (self.origin);\r
46 \r
47     b = crandom();\r
48     if (b<-0.7)\r
49         sound (self, CHAN_BODY, "weapons/hagexp1.wav", 1, ATTN_NORM);\r
50     else if (b<0.4)\r
51         sound (self, CHAN_BODY, "weapons/hagexp2.wav", 1, ATTN_NORM);\r
52     else if (b<1)\r
53         sound (self, CHAN_BODY, "weapons/hagexp3.wav", 1, ATTN_NORM);\r
54 \r
55 \r
56     self.event_damage = SUB_Null;\r
57 \r
58     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET);\r
59 \r
60 #ifdef TURRET_DEBUG\r
61     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
62     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
63 #endif\r
64 \r
65     remove (self);\r
66 }\r
67 \r
68 \r
69 void turret_flac_dinit()\r
70 {\r
71     if (self.netname == "")      self.netname  = "FLAC Cannon";\r
72 \r
73 \r
74     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_MISSILEKILL;\r
75     self.ammo_flags     = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
76     self.aim_flags      = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;\r
77 \r
78 \r
79 \r
80     precache_model ("models/turrets/base.md3");\r
81     precache_model ("models/turrets/flac.md3");\r
82     precache_model("models/turrets/pd_proj.md3");\r
83 \r
84     if (turret_stdproc_init("flac_std") == 0)\r
85     {\r
86         remove(self);\r
87         return;\r
88     }\r
89 \r
90     setmodel(self,"models/turrets/base.md3");\r
91     setmodel(self.tur_head,"models/turrets/flac.md3");\r
92 \r
93     if(!turret_tag_setup(0))\r
94         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
95 \r
96     // Our fire routine\r
97     self.turret_firefunc  = turret_flac_attack;\r
98 \r
99 }\r
100 /*QUAKED turret_flac (0 .5 .8) ?\r
101 */\r
102 \r
103 void spawnfunc_turret_flac()\r
104 {\r
105     self.think = turret_flac_dinit;\r
106     self.nextthink = time + 0.5;\r
107 }\r
108 \r