1 #define cvar_base "g_turrets_unit_"
4 float turret_customizeentityforclient()
8 float Turret_SendEntity(entity to, float sf)
11 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
12 WriteCoord(MSG_ENTITY, self.tur_head.angles_x);
13 WriteCoord(MSG_ENTITY, self.tur_head.angles_y);
14 WriteByte(MSG_ENTITY, self.tur_head.frame);
16 //WriteCoord(MSG_ENTITY, self.tur_head.angles_z);
22 void load_unit_settings(entity ent, string unitname, float is_reload)
29 if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
30 if not (ent.turret_scale_range) ent.turret_scale_range = 1;
31 if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
32 if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
33 if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
34 if not (ent.turret_scale_health) ent.turret_scale_health = 1;
35 if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
37 sbase = strcat(cvar_base,unitname);
41 ent.tur_head.avelocity = '0 0 0';
43 ent.tur_head.angles = '0 0 0';
46 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
47 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
49 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
50 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
51 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
52 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
53 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
54 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
55 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
56 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
58 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
59 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
60 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
61 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
63 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
64 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
65 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
66 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
67 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
69 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
70 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
72 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
73 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
74 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
75 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
77 ent.track_type = cvar(strcat(sbase,"_track_type"));
78 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
79 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
80 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
83 if(ent.turret_respawnhook)
84 ent.turret_respawnhook();
89 ** updates enemy distances, predicted impact point/time
90 ** and updated aim<->predict impact distance.
92 void turret_do_updates(entity t_turret)
94 vector enemy_pos, oldpos;
100 enemy_pos = real_origin(self.enemy);
102 turret_tag_fire_update();
104 self.tur_shotdir_updated = v_forward;
105 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
106 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
108 if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
110 oldpos = self.enemy.origin;
111 setorigin(self.enemy,self.tur_aimpos);
112 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
113 setorigin(self.enemy,oldpos);
115 if(trace_ent == self.enemy)
116 self.tur_dist_impact_to_aimpos = 0;
118 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
123 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
125 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
126 self.tur_impactent = trace_ent;
127 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
133 vector turret_fovsearch_pingpong()
136 if(self.phase < time)
138 if( self.tur_head.phase )
139 self.tur_head.phase = 0;
141 self.tur_head.phase = 1;
142 self.phase = time + 5;
145 if( self.tur_head.phase)
146 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
148 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
153 vector turret_fovsearch_steprot()
158 wish_angle = self.tur_head.angles;
159 wish_angle_x = self.idle_aim_x;
161 if (self.phase < time)
163 //rot_add = self.aim_maxrot / self.target_select_fov;
164 wish_angle_y += (self.target_select_fov * 2);
166 if(wish_angle_y > 360)
167 wish_angle_y = wish_angle_y - 360;
169 self.phase = time + 1.5;
175 vector turret_fovsearch_random()
179 if (self.phase < time)
181 wish_angle_y = random() * self.aim_maxrot;
185 wish_angle_x = random() * self.aim_maxpitch;
189 self.phase = time + 5;
191 self.tur_aimpos = wish_angle;
194 return self.idle_aim + self.tur_aimpos;
199 ** Handles head rotation according to
200 ** the units .track_type and .track_flags
202 void turret_stdproc_track()
204 vector target_angle; // This is where we want to aim
205 vector move_angle; // This is where we can aim
208 if (self.track_flags == TFL_TRACK_NO)
211 if not (self.tur_active)
212 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
213 else if (self.enemy == world)
216 target_angle = self.idle_aim + self.angles;
218 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
222 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
225 self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
226 self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
228 // Find the diffrence between where we currently aim and where we want to aim
229 move_angle = target_angle - (self.angles + self.tur_head.angles);
230 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
232 switch(self.track_type)
234 case TFL_TRACKTYPE_STEPMOTOR:
235 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
236 if (self.track_flags & TFL_TRACK_PITCH)
238 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
239 if(self.tur_head.angles_x > self.aim_maxpitch)
240 self.tur_head.angles_x = self.aim_maxpitch;
242 if(self.tur_head.angles_x < -self.aim_maxpitch)
243 self.tur_head.angles_x = self.aim_maxpitch;
246 if (self.track_flags & TFL_TRACK_ROT)
248 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
249 if(self.tur_head.angles_y > self.aim_maxrot)
250 self.tur_head.angles_y = self.aim_maxrot;
252 if(self.tur_head.angles_y < -self.aim_maxrot)
253 self.tur_head.angles_y = self.aim_maxrot;
258 case TFL_TRACKTYPE_FLUIDINERTIA:
259 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
260 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
261 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
262 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
265 case TFL_TRACKTYPE_FLUIDPRECISE:
267 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
268 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
274 if (self.track_flags & TFL_TRACK_PITCH)
276 self.tur_head.avelocity_x = move_angle_x;
277 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
279 self.tur_head.avelocity_x = 0;
280 self.tur_head.angles_x = self.aim_maxpitch;
283 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
285 self.tur_head.avelocity_x = 0;
286 self.tur_head.angles_x = -self.aim_maxpitch;
291 if (self.track_flags & TFL_TRACK_ROT)
293 self.tur_head.avelocity_y = move_angle_y;
295 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
297 self.tur_head.avelocity_y = 0;
298 self.tur_head.angles_y = self.aim_maxrot;
301 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
303 self.tur_head.avelocity_y = 0;
304 self.tur_head.angles_y = -self.aim_maxrot;
315 + TFL_FIRECHECK_WORLD
317 + TFL_FIRECHECK_DISTANCES
319 + TFL_FIRECHECK_AIMDIST
320 + TFL_FIRECHECK_REALDIST
321 - TFL_FIRECHECK_ANGLEDIST
322 - TFL_FIRECHECK_TEAMCECK
324 + TFL_FIRECHECK_OWM_AMMO
325 + TFL_FIRECHECK_OTHER_AMMO
326 + TFL_FIRECHECK_REFIRE
330 ** Preforms pre-fire checks based on the uints firecheck_flags
332 float turret_stdproc_firecheck()
334 // This one just dont care =)
335 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
338 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
339 if (self.attack_finished_single > time) return 0;
341 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
342 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
343 if not (self.volly_counter == self.shot_volly)
346 // Lack of zombies makes shooting dead things unnecessary :P
347 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
348 if (self.enemy.deadflag != DEAD_NO)
351 // Plz stop killing the world!
352 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
353 if (self.enemy == world)
357 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
358 if (self.ammo < self.shot_dmg)
361 // Other's ammo? (support-supply units)
362 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
363 if (self.enemy.ammo >= self.enemy.ammo_max)
366 // Target of opertunity?
367 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
369 self.enemy = self.tur_impactent;
373 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
376 if (self.tur_dist_aimpos < self.target_range_min)
377 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
378 return 1; // Target of opertunity?
384 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
385 if (self.tur_impactent.team == self.team)
388 // aim<->predicted impact
389 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
390 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
394 if (self.shot_volly > 1)
395 if (self.volly_counter == self.shot_volly)
396 if (self.ammo < (self.shot_dmg * self.shot_volly))
399 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
400 if(self.tur_impactent != self.enemy)
407 + TFL_TARGETSELECT_NO
408 + TFL_TARGETSELECT_LOS
409 + TFL_TARGETSELECT_PLAYERS
410 + TFL_TARGETSELECT_MISSILES
411 - TFL_TARGETSELECT_TRIGGERTARGET
412 + TFL_TARGETSELECT_ANGLELIMITS
413 + TFL_TARGETSELECT_RANGELIMTS
414 + TFL_TARGETSELECT_TEAMCHECK
415 - TFL_TARGETSELECT_NOBUILTIN
416 + TFL_TARGETSELECT_OWNTEAM
420 ** Evaluate a entity for target valitity based on validate_flags
421 ** NOTE: the caller must check takedamage before calling this, to inline this check.
423 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
427 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
430 if(e_target.owner == e_turret)
433 if not(checkpvs(e_target.origin, e_turret))
440 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
443 if (validate_flags & TFL_TARGETSELECT_NO)
446 // If only this was used more..
447 if (e_target.flags & FL_NOTARGET)
451 if (e_target.health < 0)
455 if (e_target.flags & FL_CLIENT)
457 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
460 if (e_target.deadflag != DEAD_NO)
465 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
466 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
467 if(e_target.team != e_turret.team) // Dont break support units.
471 if (e_target.flags & FL_PROJECTILE)
472 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
475 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
476 if not (e_target.flags & FL_PROJECTILE)
480 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
482 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
484 if (e_target.team != e_turret.team)
487 if (e_turret.team != e_target.owner.team)
492 if (e_target.team == e_turret.team)
495 if (e_turret.team == e_target.owner.team)
501 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
502 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
504 if (tvt_dist < e_turret.target_range_min)
507 if (tvt_dist > e_turret.target_range)
511 // Can we even aim this thing?
512 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
513 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
514 tvt_thadf = vlen(tvt_thadv);
515 tvt_tadf = vlen(tvt_tadv);
518 if(validate_flags & TFL_TARGETSELECT_FOV)
520 if(e_turret.target_select_fov < tvt_thadf)
525 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
527 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
530 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
535 if (validate_flags & TFL_TARGETSELECT_LOS)
537 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
539 traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
541 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
545 if (e_target.classname == "grapplinghook")
549 if (e_target.classname == "func_button")
553 #ifdef TURRET_DEBUG_TARGETSELECT
554 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
560 entity turret_select_target()
562 entity e; // target looper entity
563 float score; // target looper entity score
564 entity e_enemy; // currently best scoreing target
565 float m_score; // currently best scoreing target's score
569 if(self.enemy.takedamage)
570 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
572 e_enemy = self.enemy;
573 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
578 e = findradius(self.origin, self.target_range);
580 // Nothing to aim at?
588 if (turret_validate_target(self, e, self.target_select_flags) > 0)
590 score = self.turret_score_target(self,e);
591 if ((score > m_score) && (score > 0))
608 self.nextthink = time + self.ticrate;
610 // ONS uses somewhat backwards linking.
616 e = find(world, targetname,self.target);
621 if (self.team != self.tur_head.team)
622 turret_stdproc_respawn();
626 if (self.tur_dbg_tmr1 < time)
628 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
629 paint_target(self,256,self.tur_dbg_rvec,0.9);
630 self.tur_dbg_tmr1 = time + 1;
635 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
636 if (self.ammo < self.ammo_max)
637 self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
639 // Inactive turrets needs to run the think loop,
640 // So they can handle animation and wake up if need be.
641 if not (self.tur_active)
643 turret_stdproc_track();
647 // This is typicaly used for zaping every target in range
648 // turret_fusionreactor uses this to recharge friendlys.
649 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
651 // Do a self.turret_fire for every valid target.
652 e = findradius(self.origin,self.target_range);
657 if (turret_validate_target(self,e,self.target_validate_flags))
661 turret_do_updates(self);
663 if (self.turret_firecheckfunc())
672 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
674 // This one is doing something.. oddball. assume its handles what needs to be handled.
677 if not(self.aim_flags & TFL_AIM_NO)
678 self.tur_aimpos = turret_stdproc_aim_generic();
681 if not(self.track_flags & TFL_TRACK_NO)
682 turret_stdproc_track();
684 turret_do_updates(self);
687 if (self.turret_firecheckfunc())
692 // Special case for volly always. if it fired once it must compleate the volly.
693 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
694 if(self.volly_counter != self.shot_volly)
696 // Predict or whatnot
697 if not(self.aim_flags & TFL_AIM_NO)
698 self.tur_aimpos = turret_stdproc_aim_generic();
701 if not(self.track_flags & TFL_TRACK_NO)
702 turret_stdproc_track();
704 turret_do_updates(self);
707 if (self.turret_firecheckfunc() != 0)
710 if(self.turret_postthink)
711 self.turret_postthink();
716 // Check if we have a vailid enemy, and try to find one if we dont.
718 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
719 float do_target_scan;
720 if((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
723 // Old target (if any) invalid?
724 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
730 // But never more often then g_turrets_targetscan_mindelay!
731 if (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
736 self.enemy = turret_select_target();
737 self.target_select_time = time;
740 // No target, just go to idle, do any custom stuff and bail.
741 if (self.enemy == world)
744 if not(self.track_flags & TFL_TRACK_NO)
745 turret_stdproc_track();
747 // do any per-turret stuff
748 if(self.turret_postthink)
749 self.turret_postthink();
755 self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
758 if not(self.aim_flags & TFL_AIM_NO)
759 self.tur_aimpos = turret_stdproc_aim_generic();
762 if not(self.track_flags & TFL_TRACK_NO)
763 turret_stdproc_track();
765 turret_do_updates(self);
768 if (self.turret_firecheckfunc())
772 // do any custom per-turret stuff
773 if(self.turret_postthink)
774 self.turret_postthink();
779 if (cvar("g_turrets_nofire") != 0)
782 self.turret_firefunc();
784 self.attack_finished_single = time + self.shot_refire;
785 self.ammo -= self.shot_dmg;
786 self.volly_counter = self.volly_counter - 1;
788 if (self.volly_counter <= 0)
790 self.volly_counter = self.shot_volly;
792 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
795 if (self.shot_volly > 1)
796 self.attack_finished_single = time + self.shot_volly_refire;
800 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
804 void turret_stdproc_fire()
806 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
810 When .used a turret switch team to activator.team.
811 If activator is world, the turret go inactive.
813 void turret_stdproc_use()
815 dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
817 self.team = activator.team;
828 //Net_LinkEntity(self, FALSE, 0, Turret_SendEntity);
829 self.think = turret_think;
830 self.nextthink = time;
833 void turrets_manager_think()
835 self.nextthink = time + 1;
838 if (cvar("g_turrets_reloadcvars") == 1)
843 if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
845 load_unit_settings(e,e.cvar_basename,1);
846 if(e.turret_postthink)
847 e.turret_postthink();
852 cvar_set("g_turrets_reloadcvars","0");
857 * Standard turret initialization. use this!
858 * (unless you have a very good reason not to)
859 * if the return value is 0, the turret should be removed.
861 float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head)
865 // Are turrets allowed?
866 if (cvar("g_turrets") == 0)
870 e = find(world, classname, "turret_manager");
875 setorigin(e,'0 0 0');
876 setmodel(e,"models/turrets/plasma.md3");
878 v = gettaginfo(e,gettagindex(e,"tag_fire"));
881 //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
886 e.classname = "turret_manager";
887 e.think = turrets_manager_think;
888 e.nextthink = time + 2;
893 dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
897 if not (self.spawnflags & TSF_SUSPENDED)
898 droptofloor_builtin();
900 // Terrainbase spawnflag. This puts a enlongated model
901 // under the turret, so it looks ok on uneaven surfaces.
902 if (self.spawnflags & TSF_TERRAINBASE)
906 setmodel(tb,"models/turrets/terrainbase.md3");
907 setorigin(tb,self.origin);
908 tb.solid = SOLID_BBOX;
911 self.cvar_basename = cvar_base_name;
912 load_unit_settings(self,self.cvar_basename, 0);
914 // Handle turret teams.
915 if (cvar("g_assault") != 0)
918 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
920 else if not (teamplay)
921 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
922 else if(g_onslaught && self.targetname)
924 e = find(world,target,self.targetname);
932 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
935 * Try to guess some reasonaly defaults
936 * for missing params and do sanety checks
937 * thise checks could produce some "interesting" results
938 * if it hits a glitch in my logic :P so try to set as mutch
939 * as possible beforehand.
941 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
942 self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
944 self.ticrate = 0.1; // 10 fps for normal turrets
946 self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
949 if (self.netname == "")
950 self.netname = self.classname;
952 if not (self.respawntime)
953 self.respawntime = 60;
954 self.respawntime = max(-1, self.respawntime);
958 self.tur_health = max(1, self.health);
960 if not (self.turrcaps_flags)
961 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
963 if not (self.damage_flags)
964 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
967 if not (self.shot_refire)
968 self.shot_refire = 1;
969 self.shot_refire = bound(0.01, self.shot_refire, 9999);
971 if not (self.shot_dmg)
972 self.shot_dmg = self.shot_refire * 50;
973 self.shot_dmg = max(1, self.shot_dmg);
975 if not (self.shot_radius)
976 self.shot_radius = self.shot_dmg * 0.5;
977 self.shot_radius = max(1, self.shot_radius);
979 if not (self.shot_speed)
980 self.shot_speed = 2500;
981 self.shot_speed = max(1, self.shot_speed);
983 if not (self.shot_spread)
984 self.shot_spread = 0.0125;
985 self.shot_spread = bound(0.0001, self.shot_spread, 500);
987 if not (self.shot_force)
988 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
989 self.shot_force = bound(0.001, self.shot_force, 5000);
991 if not (self.shot_volly)
993 self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
995 if not (self.shot_volly_refire)
996 self.shot_volly_refire = self.shot_refire * self.shot_volly;
997 self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
999 if not (self.firecheck_flags)
1000 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1001 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1002 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1005 if not (self.target_range)
1006 self.target_range = self.shot_speed * 0.5;
1007 self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1009 if not (self.target_range_min)
1010 self.target_range_min = self.shot_radius * 2;
1011 self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1013 if not (self.target_range_optimal)
1014 self.target_range_optimal = self.target_range * 0.5;
1015 self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1019 if not (self.aim_maxrot)
1020 self.aim_maxrot = 90;
1021 self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1023 if not (self.aim_maxpitch)
1024 self.aim_maxpitch = 20;
1025 self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1027 if not (self.aim_speed)
1028 self.aim_speed = 36;
1029 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1031 if not (self.aim_firetolerance_dist)
1032 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
1033 self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1035 if not (self.aim_flags)
1037 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1038 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1039 self.aim_flags |= TFL_AIM_GROUND2;
1042 if not (self.track_type)
1043 self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1045 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1047 // Fluid / Ineria mode. Looks mutch nicer.
1048 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1050 if not (self.aim_speed)
1051 self.aim_speed = 180;
1052 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1054 if not (self.track_accel_pitch)
1055 self.track_accel_pitch = 0.5;
1057 if not (self.track_accel_rot)
1058 self.track_accel_rot = 0.5;
1060 if not (self.track_blendrate)
1061 self.track_blendrate = 0.35;
1064 if (!self.track_flags)
1065 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1068 // Target selection stuff.
1069 if not (self.target_select_rangebias)
1070 self.target_select_rangebias = 1;
1071 self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1073 if not (self.target_select_samebias)
1074 self.target_select_samebias = 1;
1075 self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1077 if not (self.target_select_anglebias)
1078 self.target_select_anglebias = 1;
1079 self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1081 if not (self.target_select_missilebias)
1082 self.target_select_missilebias = -10;
1084 self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1085 self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1087 if not (self.target_select_flags)
1089 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1090 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1092 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1093 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1095 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1096 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1098 // self.target_select_flags = TFL_TARGETSELECT_NO;
1101 self.target_validate_flags = self.target_select_flags;
1105 if not (self.ammo_max)
1106 self.ammo_max = self.shot_dmg * 10;
1107 self.ammo_max = max(self.shot_dmg, self.ammo_max);
1110 self.ammo = self.shot_dmg * 5;
1111 self.ammo = bound(0,self.ammo, self.ammo_max);
1113 if not (self.ammo_recharge)
1114 self.ammo_recharge = self.shot_dmg * 0.5;
1115 self.ammo_recharge = max(0 ,self.ammo_recharge);
1117 // Convert the recharge from X per sec to X per ticrate
1118 self.ammo_recharge = self.ammo_recharge * self.ticrate;
1120 if not (self.ammo_flags)
1121 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1124 if(self.spawnflags & TSL_NO_RESPAWN)
1125 if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1126 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1128 // Offsets & origins
1129 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
1131 // End of default & sanety checks, start building the turret.
1134 self.tur_head = spawn();
1135 self.tur_head.netname = self.tur_head.classname = "turret_head";
1136 self.tur_head.team = self.team;
1137 self.tur_head.owner = self;
1139 setmodel(self, base);
1140 setmodel(self.tur_head, head);
1142 setsize(self, '-32 -32 0', '32 32 64');
1143 setsize(self.tur_head, '0 0 0', '0 0 0');
1145 setorigin(self.tur_head, '0 0 0');
1146 setattachment(self.tur_head, self, "tag_head");
1151 self.tur_health = self.health;
1152 self.solid = SOLID_BBOX;
1153 self.tur_head.solid = SOLID_NOT;
1154 self.takedamage = DAMAGE_AIM;
1155 self.tur_head.takedamage = DAMAGE_NO;
1156 self.movetype = MOVETYPE_NOCLIP;
1157 self.tur_head.movetype = MOVETYPE_NOCLIP;
1160 if not (self.tur_defend)
1161 if (self.target != "")
1163 self.tur_defend = find(world, targetname, self.target);
1164 if (self.tur_defend == world)
1167 dprint("Turret has invalid defendpoint!\n");
1171 // In target defend mode, aim on the spot to defend when idle.
1172 if (self.tur_defend)
1173 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1175 self.idle_aim = '0 0 0';
1178 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
1179 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
1181 // Attach stdprocs. override when and what needed
1182 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1184 self.turret_score_target = turret_stdproc_targetscore_support;
1185 self.turret_firecheckfunc = turret_stdproc_firecheck;
1186 self.turret_firefunc = turret_stdproc_fire;
1187 self.event_damage = turret_stdproc_damage;
1191 self.turret_score_target = turret_stdproc_targetscore_generic;
1192 self.turret_firecheckfunc = turret_stdproc_firecheck;
1193 self.turret_firefunc = turret_stdproc_fire;
1194 self.event_damage = turret_stdproc_damage;
1197 self.use = turret_stdproc_use;
1198 self.bot_attack = TRUE;
1200 // Initiate the main AI loop
1202 self.think = turret_link;
1204 self.think = turret_think;
1207 self.nextthink = time + 1;
1208 self.nextthink += turret_count * sys_frametime;
1210 self.tur_head.team = self.team;
1211 self.view_ofs = '0 0 0';
1214 self.tur_dbg_start = self.nextthink;
1215 while (vlen(self.tur_dbg_rvec) < 2)
1216 self.tur_dbg_rvec = randomvec() * 4;
1218 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1219 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1220 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1224 self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1226 self.classname = "turret_main";
1228 self.tur_active = 1;
1230 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1231 if (g_onslaught && ee)