supports:
TFL_AIM_NO
-TFL_AIM_GROUND2
+TFL_AIM_GROUNDGROUND
TFL_AIM_LEAD
TFL_AIM_SHOTTIMECOMPENSATE
-TFL_AIM_INFRONT
-TFL_AIM_BEHIND
-
-not supported:
-TFL_AIM_BALISTIC
-
-removed
-TFL_AIM_ZEASE
-TFL_AIM_GROUND
*/
vector turret_stdproc_aim_generic()
{
- vector pre_pos,prep;
- float distance,impact_time,i,mintime;
+ vector pre_pos, prep;
+ float distance, impact_time, i, mintime;
turret_tag_fire_update();
if(self.aim_flags & TFL_AIM_SIMPLE)
return real_origin(self.enemy);
- mintime = max(self.attack_finished_single - time,0) + sys_frametime ;
+ mintime = max(self.attack_finished_single - time,0) + sys_frametime;
// Baseline
pre_pos = real_origin(self.enemy);
- if (self.aim_flags & TFL_AIM_INFRONT) // Aim a bit in front of the target
- pre_pos = pre_pos + (normalize(self.enemy.velocity) * 64);
-
- if (self.aim_flags & TFL_AIM_BEHIND) // Aim a bit behind the target
- pre_pos = pre_pos - (normalize(self.enemy.velocity) * 32);
-
// Lead?
if (self.aim_flags & TFL_AIM_LEAD)
{
{
// FIXME: this cant be the best way to do this..
prep = pre_pos;
+#ifdef GMQCC
+ impact_time = 0;
+#endif
for(i = 0; i < 4; ++i)
{
distance = vlen(prep - self.tur_shotorg);
vz = self.enemy.velocity_z;
for(i = 0; i < impact_time; i += sys_frametime)
{
- vz = vz - (sv_gravity * sys_frametime);
+ vz = vz - (autocvar_sv_gravity * sys_frametime);
prep_z = prep_z + vz * sys_frametime;
}
}
pre_pos = pre_pos + self.enemy.velocity * mintime;
}
- if(self.aim_flags & TFL_AIM_GROUND2)
+ if(self.aim_flags & TFL_AIM_GROUNDGROUND)
{
//tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);