1 void spawnfunc_turret_mlrs();
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2 void turret_mlrs_dinit();
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3 void turret_mlrs_attack();
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4 void turret_mlrs_projectile_explode();
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6 void turret_mlrs_postthink()
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9 if((self.tur_head.frame >= 6) && (self.attack_finished <= time))
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10 self.tur_head.frame = 0;
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13 void turret_mlrs_attack()
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17 turret_tag_fire_update();
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19 sound (self, CHAN_BODY, "weapons/rocket_fire.wav", 1, ATTN_NORM);
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22 setmodel (missile, "models/turrets/rocket.md3"); // precision set below
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23 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
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24 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
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25 setorigin(missile, self.tur_shotorg_updated);
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26 missile.classname = "mlrs_missile";
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27 missile.owner = self;
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28 missile.bot_dodge = TRUE;
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29 missile.bot_dodgerating = self.shot_dmg;
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30 missile.takedamage = DAMAGE_YES;
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31 missile.damageforcescale = 4;
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32 missile.health = 30;
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33 missile.think = turret_mlrs_projectile_explode;
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34 missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
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35 missile.solid = SOLID_BBOX;
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36 missile.movetype = MOVETYPE_FLYMISSILE;
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37 missile.effects = EF_LOWPRECISION;
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38 missile.velocity = (self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
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39 missile.angles = vectoangles(missile.velocity);
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40 missile.touch = turret_mlrs_projectile_explode;
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41 missile.flags = FL_PROJECTILE;
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42 missile.solid = SOLID_BBOX;
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43 missile.enemy = self.enemy;
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45 te_explosion (missile.origin);
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47 self.tur_head.frame = 7 - self.volly_counter;
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50 void turret_mlrs_projectile_explode()
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55 sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);
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56 org2 = findbetterlocation (self.origin, 16);
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57 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
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59 self.event_damage = SUB_Null;
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60 RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET);
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64 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET);
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65 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;
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66 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
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69 // Target dead, get another is still targeting the same.
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70 if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))
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71 self.owner.enemy = world;
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76 void turret_mlrs_dinit()
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78 if (self.netname == "") self.netname = "MLRS turret";
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80 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
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81 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
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82 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE | TFL_AIM_SHOTTIMECOMPENSATE;
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84 precache_model ( "models/turrets/rocket.md3");
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85 precache_model ("models/turrets/mlrs.md3");
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86 precache_model ("models/turrets/base.md3");
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88 if (turret_stdproc_init("mlrs_std") == 0)
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94 setmodel(self,"models/turrets/base.md3");
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95 setmodel(self.tur_head,"models/turrets/mlrs.md3");
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97 if(!turret_tag_setup(0))
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98 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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100 // Our fire routine
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101 self.turret_firefunc = turret_mlrs_attack;
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102 self.turret_postthink = turret_mlrs_postthink;
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106 /*QUAKED turret_mlrs (0 .5 .8) ?
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109 void spawnfunc_turret_mlrs()
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111 self.think = turret_mlrs_dinit;
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112 self.nextthink = time + 0.5;
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