4 #include "tesla_weapon.qc"
6 CLASS(TeslaCoil, Turret)
7 /* spawnflags */ ATTRIB(TeslaCoil, spawnflags, int, TUR_FLAG_HITSCAN | TUR_FLAG_PLAYER | TUR_FLAG_MISSILE);
8 /* mins */ ATTRIB(TeslaCoil, mins, vector, '-60 -60 0');
9 /* maxs */ ATTRIB(TeslaCoil, maxs, vector, '60 60 128');
10 /* modelname */ ATTRIB(TeslaCoil, mdl, string, "tesla_base.md3");
11 /* model */ ATTRIB_STRZONE(TeslaCoil, model, string, strcat("models/turrets/", this.mdl));
12 /* head_model */ ATTRIB_STRZONE(TeslaCoil, head_model, string, strcat("models/turrets/", "tesla_head.md3"));
13 /* netname */ ATTRIB(TeslaCoil, netname, string, "tesla");
14 /* fullname */ ATTRIB(TeslaCoil, turret_name, string, _("Tesla Coil"));
15 ATTRIB(TeslaCoil, m_weapon, Weapon, WEP_TESLA);
17 REGISTER_TURRET(TESLA, NEW(TeslaCoil));
23 #include "tesla_weapon.qc"
27 spawnfunc(turret_tesla) { if (!turret_initialize(TUR_TESLA)) remove(self); }
29 METHOD(TeslaCoil, tr_think, void(TeslaCoil thistur, entity it))
34 self.tur_head.avelocity = '0 0 0';
38 if(self.ammo < self.shot_dmg)
40 self.tur_head.avelocity = '0 45 0' * (self.ammo / self.shot_dmg);
44 self.tur_head.avelocity = '0 180 0' * (self.ammo / self.shot_dmg);
46 if(self.attack_finished_single[0] > time)
50 f = (self.ammo / self.ammo_max);
54 te_csqc_lightningarc(self.tur_shotorg,self.tur_shotorg + (randomvec() * 350));
58 float turret_tesla_firecheck();
59 METHOD(TeslaCoil, tr_setup, void(TeslaCoil this, entity it))
61 it.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
62 TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
64 it.turret_firecheckfunc = turret_tesla_firecheck;
65 it.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES |
66 TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
68 it.firecheck_flags = TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_AMMO_OWN;
69 it.shoot_flags = TFL_SHOOT_CUSTOM;
70 it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
71 it.aim_flags = TFL_AIM_NO;
72 it.track_flags = TFL_TRACK_NO;
75 float turret_tesla_firecheck()
77 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
78 float do_target_scan = 0;
80 if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
83 // Old target (if any) invalid?
84 if(self.target_validate_time < time)
85 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
88 self.target_validate_time = time + 0.5;
92 // But never more often then g_turrets_targetscan_mindelay!
93 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
98 self.enemy = turret_select_target();
99 self.target_select_time = time;
102 if(!turret_firecheck())