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Make all turrets use csqc projectiles
[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     self.tur_head.frame = rint(6 - (self.ammo / self.shot_dmg));\r
11 }\r
12 \r
13 void turret_mlrs_attack()\r
14 {\r
15     entity missile;\r
16 \r
17     turret_tag_fire_update();\r
18 \r
19     sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", VOL_BASE, ATTN_NORM);\r
20 \r
21     missile                    = spawn ();\r
22     setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot\r
23     setorigin(missile, self.tur_shotorg_updated);\r
24     missile.classname          = "mlrs_missile";\r
25     missile.owner              = self;\r
26     missile.bot_dodge          = TRUE;\r
27     missile.bot_dodgerating    = self.shot_dmg;\r
28     missile.takedamage         = DAMAGE_NO;\r
29     missile.damageforcescale   = 4;\r
30     //missile.health             = 25;\r
31     missile.think              = turret_mlrs_rocket_explode;\r
32 \r
33     missile.nextthink          = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);\r
34     //missile.nextthink          = missile.nextthink + random() * self.shot_spread;\r
35 \r
36     missile.solid              = SOLID_BBOX;\r
37     missile.movetype           = MOVETYPE_FLYMISSILE;\r
38     missile.velocity           = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;\r
39     missile.angles             = vectoangles(missile.velocity);\r
40     missile.touch              = turret_mlrs_rocket_explode;\r
41     missile.flags              = FL_PROJECTILE;\r
42     missile.solid              = SOLID_BBOX;\r
43     missile.enemy              = self.enemy;\r
44 \r
45         CSQCProjectile(missile, TRUE, PROJECTILE_ROCKET, FALSE); // no cull, fly sound\r
46 \r
47     te_explosion (missile.origin);\r
48 \r
49     //self.tur_head.frame = 7 - self.volly_counter;\r
50 }\r
51 \r
52 void turret_mlrs_rocket_explode()\r
53 {\r
54     vector org2;\r
55 \r
56     if(self.event_damage != SUB_Null)\r
57     {\r
58         self.event_damage = SUB_Null;\r
59         self.think = turret_mlrs_rocket_explode;\r
60         self.nextthink = time;\r
61         return;\r
62     }\r
63 \r
64 \r
65     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);\r
66     org2 = findbetterlocation (self.origin, 16);\r
67     pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);\r
68 \r
69 #ifdef TURRET_DEBUG\r
70     float d;\r
71 \r
72     d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
73     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; //self.owner.shot_dmg;\r
74     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;\r
75 #else\r
76     RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg * 0.5, self.owner.shot_radius, world, self.owner.shot_force, DEATH_TURRET, world);\r
77 #endif\r
78 \r
79     // Target dead, Tell turret.\r
80     if ((self.enemy.deadflag != DEAD_NO) && (self.enemy == self.owner.enemy))\r
81         self.owner.enemy = world;\r
82 \r
83     remove (self);\r
84 }\r
85 \r
86 void turret_mlrs_dinit()\r
87 {\r
88     if (self.netname == "")      self.netname  = "MLRS turret";\r
89 \r
90     self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;\r
91     self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;\r
92     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_INFRONT;\r
93 \r
94     if (turret_stdproc_init("mlrs_std") == 0)\r
95     {\r
96         remove(self);\r
97         return;\r
98     }\r
99 \r
100     self.damage_flags |= TFL_DMG_HEADSHAKE;\r
101 \r
102     self.shoot_flags |= TFL_SHOOT_VOLLYALWAYS;\r
103     self.volly_counter = self.shot_volly;\r
104 \r
105     setmodel(self,"models/turrets/base.md3");\r
106     setmodel(self.tur_head,"models/turrets/mlrs.md3");\r
107 \r
108     if (!turret_tag_setup(0))\r
109         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
110 \r
111     // Our fire routine\r
112     self.turret_firefunc  = turret_mlrs_attack;\r
113     self.turret_postthink = turret_mlrs_postthink;\r
114 \r
115 }\r
116 \r
117 /*QUAKED turret_mlrs (0 .5 .8) ?\r
118 */\r
119 \r
120 void spawnfunc_turret_mlrs()\r
121 {\r
122     //precache_model ( "models/turrets/rocket.md3");\r
123     //precache_model ("models/turrets/mlrs.md3");\r
124     //precache_model ("models/turrets/base.md3");\r
125 \r
126     self.think = turret_mlrs_dinit;\r
127     self.nextthink = time + 0.5;\r
128 }\r
129 \r
130 \r