1 #define cvar_base "g_turrets_unit_"
3 void turrets_setframe(float _frame, float client_only)
5 if((client_only ? self.clientframe : self.frame ) != _frame)
7 self.SendFlags |= TNSF_ANIM;
8 self.anim_start_time = time;
12 self.clientframe = _frame;
18 float turret_send(entity to, float sf)
21 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
22 WriteByte(MSG_ENTITY, sf);
25 WriteByte(MSG_ENTITY, self.turret_type);
27 WriteCoord(MSG_ENTITY, self.origin_x);
28 WriteCoord(MSG_ENTITY, self.origin_y);
29 WriteCoord(MSG_ENTITY, self.origin_z);
31 WriteAngle(MSG_ENTITY, self.angles_x);
32 WriteAngle(MSG_ENTITY, self.angles_y);
37 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
38 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
43 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
44 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
49 WriteShort(MSG_ENTITY, rint(self.origin_x));
50 WriteShort(MSG_ENTITY, rint(self.origin_y));
51 WriteShort(MSG_ENTITY, rint(self.origin_z));
53 WriteShort(MSG_ENTITY, rint(self.velocity_x));
54 WriteShort(MSG_ENTITY, rint(self.velocity_y));
55 WriteShort(MSG_ENTITY, rint(self.velocity_z));
57 WriteShort(MSG_ENTITY, rint(self.angles_y));
62 WriteCoord(MSG_ENTITY, self.anim_start_time);
63 WriteByte(MSG_ENTITY, self.frame);
68 WriteByte(MSG_ENTITY, self.team);
70 WriteByte(MSG_ENTITY, 0);
72 WriteByte(MSG_ENTITY, rint((self.health / self.tur_health) * 255)); // Send health as 0-255 insted of real value, where 255 = 100%
78 void load_unit_settings(entity ent, string unitname, float is_reload)
85 if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
86 if not (ent.turret_scale_range) ent.turret_scale_range = 1;
87 if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
88 if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
89 if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
90 if not (ent.turret_scale_health) ent.turret_scale_health = 1;
91 if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
93 sbase = strcat(cvar_base,unitname);
97 ent.tur_head.avelocity = '0 0 0';
99 ent.tur_head.angles = '0 0 0';
102 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
103 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
105 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
106 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
107 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
108 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
109 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
110 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
111 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
112 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
114 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
115 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
116 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
117 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
119 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
120 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
121 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
122 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
123 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
125 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
126 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
128 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
129 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
130 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
131 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
133 ent.track_type = cvar(strcat(sbase,"_track_type"));
134 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
135 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
136 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
139 if(ent.turret_respawnhook)
140 ent.turret_respawnhook();
144 ** updates enemy distances, predicted impact point/time
145 ** and updated aim<->predict impact distance.
147 void turret_do_updates(entity t_turret)
149 vector enemy_pos, oldpos;
155 enemy_pos = real_origin(self.enemy);
157 turret_tag_fire_update();
159 self.tur_shotdir_updated = v_forward;
160 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
161 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
163 if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
165 oldpos = self.enemy.origin;
166 setorigin(self.enemy,self.tur_aimpos);
167 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
168 setorigin(self.enemy,oldpos);
170 if(trace_ent == self.enemy)
171 self.tur_dist_impact_to_aimpos = 0;
173 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
176 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
178 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
179 self.tur_impactent = trace_ent;
180 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
186 vector turret_fovsearch_pingpong()
189 if(self.phase < time)
191 if( self.tur_head.phase )
192 self.tur_head.phase = 0;
194 self.tur_head.phase = 1;
195 self.phase = time + 5;
198 if( self.tur_head.phase)
199 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
201 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
206 vector turret_fovsearch_steprot()
211 wish_angle = self.tur_head.angles;
212 wish_angle_x = self.idle_aim_x;
214 if (self.phase < time)
216 //rot_add = self.aim_maxrot / self.target_select_fov;
217 wish_angle_y += (self.target_select_fov * 2);
219 if(wish_angle_y > 360)
220 wish_angle_y = wish_angle_y - 360;
222 self.phase = time + 1.5;
228 vector turret_fovsearch_random()
232 if (self.phase < time)
234 wish_angle_y = random() * self.aim_maxrot;
238 wish_angle_x = random() * self.aim_maxpitch;
242 self.phase = time + 5;
244 self.tur_aimpos = wish_angle;
247 return self.idle_aim + self.tur_aimpos;
252 ** Handles head rotation according to
253 ** the units .track_type and .track_flags
255 .float turret_framecounter;
256 void turret_stdproc_track()
258 vector target_angle; // This is where we want to aim
259 vector move_angle; // This is where we can aim
262 v1 = self.tur_head.angles;
263 v2 = self.tur_head.avelocity;
265 if (self.track_flags == TFL_TRACK_NO)
268 if not (self.tur_active)
269 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
270 else if (self.enemy == world)
273 target_angle = self.idle_aim + self.angles;
275 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
279 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
282 self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
283 self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
285 // Find the diffrence between where we currently aim and where we want to aim
286 //move_angle = target_angle - (self.angles + self.tur_head.angles);
287 //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
289 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
290 move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
292 switch(self.track_type)
294 case TFL_TRACKTYPE_STEPMOTOR:
295 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
296 if (self.track_flags & TFL_TRACK_PITCH)
298 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
299 if(self.tur_head.angles_x > self.aim_maxpitch)
300 self.tur_head.angles_x = self.aim_maxpitch;
302 if(self.tur_head.angles_x < -self.aim_maxpitch)
303 self.tur_head.angles_x = self.aim_maxpitch;
306 if (self.track_flags & TFL_TRACK_ROT)
308 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
309 if(self.tur_head.angles_y > self.aim_maxrot)
310 self.tur_head.angles_y = self.aim_maxrot;
312 if(self.tur_head.angles_y < -self.aim_maxrot)
313 self.tur_head.angles_y = self.aim_maxrot;
317 self.SendFlags = TNSF_ANG;
321 case TFL_TRACKTYPE_FLUIDINERTIA:
322 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
323 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
324 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
325 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
328 case TFL_TRACKTYPE_FLUIDPRECISE:
330 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
331 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
337 if (self.track_flags & TFL_TRACK_PITCH)
339 self.tur_head.avelocity_x = move_angle_x;
340 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
342 self.tur_head.avelocity_x = 0;
343 self.tur_head.angles_x = self.aim_maxpitch;
345 self.SendFlags |= TNSF_ANG;
348 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
350 self.tur_head.avelocity_x = 0;
351 self.tur_head.angles_x = -self.aim_maxpitch;
353 self.SendFlags |= TNSF_ANG;
358 if (self.track_flags & TFL_TRACK_ROT)
360 self.tur_head.avelocity_y = move_angle_y;
362 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
364 self.tur_head.avelocity_y = 0;
365 self.tur_head.angles_y = self.aim_maxrot;
367 self.SendFlags |= TNSF_ANG;
370 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
372 self.tur_head.avelocity_y = 0;
373 self.tur_head.angles_y = -self.aim_maxrot;
375 self.SendFlags |= TNSF_ANG;
379 self.SendFlags |= TNSF_AVEL;
381 // Force a angle update every 10'th frame
382 self.turret_framecounter += 1;
383 if(self.turret_framecounter >= 10)
385 self.SendFlags |= TNSF_ANG;
386 self.turret_framecounter = 0;
396 + TFL_FIRECHECK_WORLD
398 + TFL_FIRECHECK_DISTANCES
400 + TFL_FIRECHECK_AIMDIST
401 + TFL_FIRECHECK_REALDIST
402 - TFL_FIRECHECK_ANGLEDIST
403 - TFL_FIRECHECK_TEAMCECK
405 + TFL_FIRECHECK_OWM_AMMO
406 + TFL_FIRECHECK_OTHER_AMMO
407 + TFL_FIRECHECK_REFIRE
411 ** Preforms pre-fire checks based on the uints firecheck_flags
413 float turret_stdproc_firecheck()
415 // This one just dont care =)
416 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
419 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
420 if (self.attack_finished_single > time) return 0;
422 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
423 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
424 if (self.volly_counter != self.shot_volly)
425 if(self.ammo >= self.shot_dmg)
428 // Lack of zombies makes shooting dead things unnecessary :P
429 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
430 if (self.enemy.deadflag != DEAD_NO)
433 // Plz stop killing the world!
434 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
435 if (self.enemy == world)
439 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
440 if (self.ammo < self.shot_dmg)
443 // Other's ammo? (support-supply units)
444 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
445 if (self.enemy.ammo >= self.enemy.ammo_max)
448 // Target of opertunity?
449 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
451 self.enemy = self.tur_impactent;
455 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
458 if (self.tur_dist_aimpos < self.target_range_min)
459 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
460 return 1; // Target of opertunity?
466 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
467 if (self.tur_impactent.team == self.team)
470 // aim<->predicted impact
471 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
472 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
476 if (self.shot_volly > 1)
477 if (self.volly_counter == self.shot_volly)
478 if (self.ammo < (self.shot_dmg * self.shot_volly))
481 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
482 if(self.tur_impactent != self.enemy)
489 + TFL_TARGETSELECT_NO
490 + TFL_TARGETSELECT_LOS
491 + TFL_TARGETSELECT_PLAYERS
492 + TFL_TARGETSELECT_MISSILES
493 - TFL_TARGETSELECT_TRIGGERTARGET
494 + TFL_TARGETSELECT_ANGLELIMITS
495 + TFL_TARGETSELECT_RANGELIMTS
496 + TFL_TARGETSELECT_TEAMCHECK
497 - TFL_TARGETSELECT_NOBUILTIN
498 + TFL_TARGETSELECT_OWNTEAM
502 ** Evaluate a entity for target valitity based on validate_flags
503 ** NOTE: the caller must check takedamage before calling this, to inline this check.
505 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
509 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
512 if(e_target.owner == e_turret)
515 if not(checkpvs(e_target.origin, e_turret))
522 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
525 if (validate_flags & TFL_TARGETSELECT_NO)
528 // If only this was used more..
529 if (e_target.flags & FL_NOTARGET)
533 if (e_target.health < 0)
537 if (e_target.flags & FL_CLIENT)
539 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
542 if (e_target.deadflag != DEAD_NO)
547 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
548 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
549 if(e_target.team != e_turret.team) // Dont break support units.
553 if (e_target.flags & FL_PROJECTILE)
554 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
557 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
558 if not (e_target.flags & FL_PROJECTILE)
562 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
564 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
566 if (e_target.team != e_turret.team)
569 if (e_turret.team != e_target.owner.team)
574 if (e_target.team == e_turret.team)
577 if (e_turret.team == e_target.owner.team)
583 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
584 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
586 if (tvt_dist < e_turret.target_range_min)
589 if (tvt_dist > e_turret.target_range)
593 // Can we even aim this thing?
594 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
595 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
596 tvt_thadf = vlen(tvt_thadv);
597 tvt_tadf = vlen(tvt_tadv);
600 if(validate_flags & TFL_TARGETSELECT_FOV)
602 if(e_turret.target_select_fov < tvt_thadf)
607 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
609 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
612 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
617 if (validate_flags & TFL_TARGETSELECT_LOS)
619 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
621 traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
623 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
627 if (e_target.classname == "grapplinghook")
631 if (e_target.classname == "func_button")
635 #ifdef TURRET_DEBUG_TARGETSELECT
636 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
642 entity turret_select_target()
644 entity e; // target looper entity
645 float score; // target looper entity score
646 entity e_enemy; // currently best scoreing target
647 float m_score; // currently best scoreing target's score
651 if(self.enemy.takedamage)
652 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
654 e_enemy = self.enemy;
655 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
660 e = findradius(self.origin, self.target_range);
662 // Nothing to aim at?
670 if (turret_validate_target(self, e, self.target_select_flags) > 0)
672 score = self.turret_score_target(self,e);
673 if ((score > m_score) && (score > 0))
690 self.nextthink = time + self.ticrate;
692 // ONS uses somewhat backwards linking.
698 e = find(world, targetname,self.target);
703 if (self.team != self.tur_head.team)
704 turret_stdproc_respawn();
708 if (self.tur_dbg_tmr1 < time)
710 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
711 paint_target(self,256,self.tur_dbg_rvec,0.9);
712 self.tur_dbg_tmr1 = time + 1;
717 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
718 if (self.ammo < self.ammo_max)
719 self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
721 // Inactive turrets needs to run the think loop,
722 // So they can handle animation and wake up if need be.
723 if not (self.tur_active)
725 turret_stdproc_track();
729 // This is typicaly used for zaping every target in range
730 // turret_fusionreactor uses this to recharge friendlys.
731 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
733 // Do a self.turret_fire for every valid target.
734 e = findradius(self.origin,self.target_range);
739 if (turret_validate_target(self,e,self.target_validate_flags))
743 turret_do_updates(self);
745 if (self.turret_firecheckfunc())
754 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
756 // This one is doing something.. oddball. assume its handles what needs to be handled.
759 if not(self.aim_flags & TFL_AIM_NO)
760 self.tur_aimpos = turret_stdproc_aim_generic();
763 if not(self.track_flags & TFL_TRACK_NO)
764 turret_stdproc_track();
766 turret_do_updates(self);
769 if (self.turret_firecheckfunc())
774 // Special case for volly always. if it fired once it must compleate the volly.
775 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
776 if(self.volly_counter != self.shot_volly)
778 // Predict or whatnot
779 if not(self.aim_flags & TFL_AIM_NO)
780 self.tur_aimpos = turret_stdproc_aim_generic();
783 if not(self.track_flags & TFL_TRACK_NO)
784 turret_stdproc_track();
786 turret_do_updates(self);
789 if (self.turret_firecheckfunc() != 0)
792 if(self.turret_postthink)
793 self.turret_postthink();
798 // Check if we have a vailid enemy, and try to find one if we dont.
800 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
801 float do_target_scan;
802 if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
805 // Old target (if any) invalid?
806 if(self.target_validate_time < time)
807 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
810 self.target_validate_time = time + 0.5;
814 // But never more often then g_turrets_targetscan_mindelay!
815 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
820 self.enemy = turret_select_target();
821 self.target_select_time = time;
824 // No target, just go to idle, do any custom stuff and bail.
825 if (self.enemy == world)
828 if not(self.track_flags & TFL_TRACK_NO)
829 turret_stdproc_track();
831 // do any per-turret stuff
832 if(self.turret_postthink)
833 self.turret_postthink();
839 self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
842 if not(self.aim_flags & TFL_AIM_NO)
843 self.tur_aimpos = turret_stdproc_aim_generic();
846 if not(self.track_flags & TFL_TRACK_NO)
847 turret_stdproc_track();
849 turret_do_updates(self);
852 if (self.turret_firecheckfunc())
856 // do any custom per-turret stuff
857 if(self.turret_postthink)
858 self.turret_postthink();
863 if (autocvar_g_turrets_nofire != 0)
866 self.turret_firefunc();
868 self.attack_finished_single = time + self.shot_refire;
869 self.ammo -= self.shot_dmg;
870 self.volly_counter = self.volly_counter - 1;
872 if (self.volly_counter <= 0)
874 self.volly_counter = self.shot_volly;
876 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
879 if (self.shot_volly > 1)
880 self.attack_finished_single = time + self.shot_volly_refire;
884 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
888 void turret_stdproc_fire()
890 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
894 When .used a turret switch team to activator.team.
895 If activator is world, the turret go inactive.
897 void turret_stdproc_use()
899 dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
901 self.team = activator.team;
912 Net_LinkEntity(self, TRUE, 0, turret_send);
913 self.think = turret_think;
914 self.nextthink = time;
915 self.tur_head.effects = EF_NODRAW;
918 void turrets_manager_think()
920 self.nextthink = time + 1;
923 if (autocvar_g_turrets_reloadcvars == 1)
928 if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
930 load_unit_settings(e,e.cvar_basename,1);
931 if(e.turret_postthink)
932 e.turret_postthink();
937 cvar_set("g_turrets_reloadcvars","0");
942 * Standard turret initialization. use this!
943 * (unless you have a very good reason not to)
944 * if the return value is 0, the turret should be removed.
946 float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
950 // Are turrets allowed?
951 if (autocvar_g_turrets == 0)
954 if(_turret_type < 1 || _turret_type > TID_LAST)
956 dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
959 self.turret_type = _turret_type;
961 e = find(world, classname, "turret_manager");
967 setorigin(e,'0 0 0');
968 setmodel(e,"models/turrets/plasma.md3");
970 v = gettaginfo(e,gettagindex(e,"tag_fire"));
973 //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
979 e.classname = "turret_manager";
980 e.think = turrets_manager_think;
981 e.nextthink = time + 2;
987 dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
992 if not (self.spawnflags & TSF_SUSPENDED)
993 droptofloor_builtin();
995 // Terrainbase spawnflag. This puts a enlongated model
996 // under the turret, so it looks ok on uneaven surfaces.
997 /* TODO: Handle this with CSQC
998 if (self.spawnflags & TSF_TERRAINBASE)
1002 setmodel(tb,"models/turrets/terrainbase.md3");
1003 setorigin(tb,self.origin);
1004 tb.solid = SOLID_BBOX;
1008 self.cvar_basename = cvar_base_name;
1009 load_unit_settings(self, self.cvar_basename, 0);
1011 self.effects = EF_NODRAW;
1013 // Handle turret teams.
1014 if (autocvar_g_assault != 0)
1017 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
1019 else if not (teamplay)
1020 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1021 else if(g_onslaught && self.targetname)
1023 e = find(world,target,self.targetname);
1031 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1034 * Try to guess some reasonaly defaults
1035 * for missing params and do sanety checks
1036 * thise checks could produce some "interesting" results
1037 * if it hits a glitch in my logic :P so try to set as mutch
1038 * as possible beforehand.
1040 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1041 self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
1043 self.ticrate = 0.1; // 10 fps for normal turrets
1045 self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
1048 if (self.netname == "")
1049 self.netname = self.classname;
1051 if not (self.respawntime)
1052 self.respawntime = 60;
1053 self.respawntime = max(-1, self.respawntime);
1055 if not (self.health)
1057 self.tur_health = max(1, self.health);
1059 if not (self.turrcaps_flags)
1060 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
1062 if not (self.damage_flags)
1063 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
1066 if not (self.shot_refire)
1067 self.shot_refire = 1;
1068 self.shot_refire = bound(0.01, self.shot_refire, 9999);
1070 if not (self.shot_dmg)
1071 self.shot_dmg = self.shot_refire * 50;
1072 self.shot_dmg = max(1, self.shot_dmg);
1074 if not (self.shot_radius)
1075 self.shot_radius = self.shot_dmg * 0.5;
1076 self.shot_radius = max(1, self.shot_radius);
1078 if not (self.shot_speed)
1079 self.shot_speed = 2500;
1080 self.shot_speed = max(1, self.shot_speed);
1082 if not (self.shot_spread)
1083 self.shot_spread = 0.0125;
1084 self.shot_spread = bound(0.0001, self.shot_spread, 500);
1086 if not (self.shot_force)
1087 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
1088 self.shot_force = bound(0.001, self.shot_force, 5000);
1090 if not (self.shot_volly)
1091 self.shot_volly = 1;
1092 self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
1094 if not (self.shot_volly_refire)
1095 self.shot_volly_refire = self.shot_refire * self.shot_volly;
1096 self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
1098 if not (self.firecheck_flags)
1099 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1100 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1101 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1104 if not (self.target_range)
1105 self.target_range = self.shot_speed * 0.5;
1106 self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1108 if not (self.target_range_min)
1109 self.target_range_min = self.shot_radius * 2;
1110 self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1112 if not (self.target_range_optimal)
1113 self.target_range_optimal = self.target_range * 0.5;
1114 self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1118 if not (self.aim_maxrot)
1119 self.aim_maxrot = 90;
1120 self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1122 if not (self.aim_maxpitch)
1123 self.aim_maxpitch = 20;
1124 self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1126 if not (self.aim_speed)
1127 self.aim_speed = 36;
1128 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1130 if not (self.aim_firetolerance_dist)
1131 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
1132 self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1134 if not (self.aim_flags)
1136 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1137 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1138 self.aim_flags |= TFL_AIM_GROUND2;
1141 if not (self.track_type)
1142 self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1144 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1146 // Fluid / Ineria mode. Looks mutch nicer.
1147 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1149 if not (self.aim_speed)
1150 self.aim_speed = 180;
1151 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1153 if not (self.track_accel_pitch)
1154 self.track_accel_pitch = 0.5;
1156 if not (self.track_accel_rot)
1157 self.track_accel_rot = 0.5;
1159 if not (self.track_blendrate)
1160 self.track_blendrate = 0.35;
1163 if (!self.track_flags)
1164 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1167 // Target selection stuff.
1168 if not (self.target_select_rangebias)
1169 self.target_select_rangebias = 1;
1170 self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1172 if not (self.target_select_samebias)
1173 self.target_select_samebias = 1;
1174 self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1176 if not (self.target_select_anglebias)
1177 self.target_select_anglebias = 1;
1178 self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1180 if not (self.target_select_missilebias)
1181 self.target_select_missilebias = -10;
1183 self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1184 self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1186 if not (self.target_select_flags)
1188 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1189 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1191 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1192 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1194 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1195 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1197 // self.target_select_flags = TFL_TARGETSELECT_NO;
1200 self.target_validate_flags = self.target_select_flags;
1203 if not (self.ammo_max)
1204 self.ammo_max = self.shot_dmg * 10;
1205 self.ammo_max = max(self.shot_dmg, self.ammo_max);
1208 self.ammo = self.shot_dmg * 5;
1209 self.ammo = bound(0,self.ammo, self.ammo_max);
1211 if not (self.ammo_recharge)
1212 self.ammo_recharge = self.shot_dmg * 0.5;
1213 self.ammo_recharge = max(0 ,self.ammo_recharge);
1215 // Convert the recharge from X per sec to X per ticrate
1216 self.ammo_recharge = self.ammo_recharge * self.ticrate;
1218 if not (self.ammo_flags)
1219 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1222 if(self.spawnflags & TSL_NO_RESPAWN)
1223 if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1224 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1226 // Offsets & origins
1227 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
1233 if(MUTATOR_CALLHOOK(TurretSpawn))
1236 // End of default & sanety checks, start building the turret.
1239 self.tur_head = spawn();
1240 self.tur_head.netname = self.tur_head.classname = "turret_head";
1241 self.tur_head.team = self.team;
1242 self.tur_head.owner = self;
1244 setmodel(self, base);
1245 setmodel(self.tur_head, head);
1247 setsize(self, '-32 -32 0', '32 32 64');
1248 setsize(self.tur_head, '0 0 0', '0 0 0');
1250 setorigin(self.tur_head, '0 0 0');
1251 setattachment(self.tur_head, self, "tag_head");
1253 self.tur_health = self.health;
1254 self.solid = SOLID_BBOX;
1255 self.tur_head.solid = SOLID_NOT;
1256 self.takedamage = DAMAGE_AIM;
1257 self.tur_head.takedamage = DAMAGE_NO;
1258 self.movetype = MOVETYPE_NOCLIP;
1259 self.tur_head.movetype = MOVETYPE_NOCLIP;
1262 if not (self.tur_defend)
1263 if (self.target != "")
1265 self.tur_defend = find(world, targetname, self.target);
1266 if (self.tur_defend == world)
1269 dprint("Turret has invalid defendpoint!\n");
1273 // In target defend mode, aim on the spot to defend when idle.
1274 if (self.tur_defend)
1275 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1277 self.idle_aim = '0 0 0';
1279 // Attach stdprocs. override when and what needed
1280 self.turret_firecheckfunc = turret_stdproc_firecheck;
1281 self.turret_firefunc = turret_stdproc_fire;
1282 self.event_damage = turret_stdproc_damage;
1284 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1285 self.turret_score_target = turret_stdproc_targetscore_support;
1287 self.turret_score_target = turret_stdproc_targetscore_generic;
1289 self.use = turret_stdproc_use;
1290 self.bot_attack = TRUE;
1293 self.nextthink = time + 1;
1294 self.nextthink += turret_count * sys_frametime;
1296 self.tur_head.team = self.team;
1297 self.view_ofs = '0 0 0';
1300 self.tur_dbg_start = self.nextthink;
1301 while (vlen(self.tur_dbg_rvec) < 2)
1302 self.tur_dbg_rvec = randomvec() * 4;
1304 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1305 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1306 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1310 self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1312 self.classname = "turret_main";
1314 self.tur_active = 1;
1316 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1317 if (g_onslaught && ee)
1324 turret_stdproc_respawn();
1326 if (!turret_tag_fire_update())
1327 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");