1 #include "cl_turrets.qh"
2 void turret_remove(entity this)
10 void turret_changeteam(entity this)
12 this.glowmod = Team_ColorRGB(this.team - 1) * 2;
13 this.teamradar_color = Team_ColorRGB(this.team - 1);
16 this.colormap = 1024 + (this.team - 1) * 17;
18 this.tur_head.colormap = this.colormap;
19 this.tur_head.glowmod = this.glowmod;
24 void turret_head_draw(entity this)
26 this.drawmask = MASK_NORMAL;
29 void turret_draw(entity this)
33 dt = time - this.move_time;
34 this.move_time = time;
38 this.tur_head.angles += dt * this.tur_head.avelocity;
40 if (this.health < 127)
45 te_spark(this.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
50 pointparticles(EFFECT_SMOKE_LARGE, (this.origin + (randomvec() * 80)), '0 0 0', 1);
54 pointparticles(EFFECT_SMOKE_SMALL, (this.origin + (randomvec() * 80)), '0 0 0', 1);
58 void turret_draw2d(entity this)
60 if(this.netname == "")
63 if(!autocvar_g_waypointsprite_turrets)
66 if(autocvar_cl_hidewaypoints)
69 float dist = vlen(this.origin - view_origin);
70 float t = (entcs_GetTeam(player_localnum) + 1);
75 if(autocvar_cl_vehicles_hud_tactical)
76 if(dist < 10240 && t != this.team)
78 // TODO: Vehicle tactical hud
79 o = project_3d_to_2d(this.origin + '0 0 32');
81 || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
82 || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
83 || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
84 || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
85 return; // Dont draw wp's for turrets out of view
89 if((get_turretinfo(this.m_id)).spawnflags & TUR_FLAG_MOVE)
90 txt = "gfx/vehicles/turret_moving.tga";
92 txt = "gfx/vehicles/turret_stationary.tga";
94 vector pz = drawgetimagesize(txt) * autocvar_cl_vehicles_crosshair_size;
95 drawpic(o - pz * 0.5, txt, pz , '1 1 1', 0.7, DRAWFLAG_NORMAL);
99 if(dist > this.maxdistance)
102 string spriteimage = this.netname;
103 float a = this.alpha * autocvar_hud_panel_fg_alpha;
104 vector rgb = spritelookupcolor(this, spriteimage, this.teamradar_color);
107 if(this.maxdistance > waypointsprite_normdistance)
108 a *= (bound(0, (this.maxdistance - dist) / (this.maxdistance - waypointsprite_normdistance), 1) ** waypointsprite_distancealphaexponent);
109 else if(this.maxdistance > 0)
110 a *= (bound(0, (waypointsprite_fadedistance - dist) / (waypointsprite_fadedistance - waypointsprite_normdistance), 1) ** waypointsprite_distancealphaexponent) * (1 - waypointsprite_minalpha) + waypointsprite_minalpha;
114 this.teamradar_color = '1 0 1';
115 LOG_INFOF("WARNING: sprite of name %s has no color, using pink so you notice it\n", spriteimage);
119 if(autocvar_g_waypointsprite_spam && waypointsprite_count >= autocvar_g_waypointsprite_spam)
122 txt = spritelookuptext(this, spriteimage);
124 if(time - floor(time) > 0.5 && t == this.team)
126 if(this.helpme && time < this.helpme)
128 a *= SPRITE_HELPME_BLINK;
129 txt = sprintf(_("%s under attack!"), txt);
132 a *= spritelookupblinkvalue(this, spriteimage);
135 if(autocvar_g_waypointsprite_uppercase)
136 txt = strtoupper(txt);
147 rgb = fixrgbexcess(rgb);
149 o = project_3d_to_2d(this.origin + '0 0 64');
151 || o_x < (vid_conwidth * waypointsprite_edgeoffset_left)
152 || o_y < (vid_conheight * waypointsprite_edgeoffset_top)
153 || o_x > (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right))
154 || o_y > (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)))
155 return; // Dont draw wp's for turrets out of view
159 float edgedistance_min = min((o.y - (vid_conheight * waypointsprite_edgeoffset_top)),
160 (o_x - (vid_conwidth * waypointsprite_edgeoffset_left)),
161 (vid_conwidth - (vid_conwidth * waypointsprite_edgeoffset_right)) - o_x,
162 (vid_conheight - (vid_conheight * waypointsprite_edgeoffset_bottom)) - o_y);
164 float crosshairdistance = sqrt( ((o.x - vid_conwidth/2) ** 2) + ((o.y - vid_conheight/2) ** 2) );
166 t = waypointsprite_scale;
167 a *= waypointsprite_alpha;
170 a = a * (1 - (1 - waypointsprite_distancefadealpha) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
171 t = t * (1 - (1 - waypointsprite_distancefadescale) * (bound(0, dist/waypointsprite_distancefadedistance, 1)));
173 if (edgedistance_min < waypointsprite_edgefadedistance) {
174 a = a * (1 - (1 - waypointsprite_edgefadealpha) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
175 t = t * (1 - (1 - waypointsprite_edgefadescale) * (1 - bound(0, edgedistance_min/waypointsprite_edgefadedistance, 1)));
177 if(crosshairdistance < waypointsprite_crosshairfadedistance) {
178 a = a * (1 - (1 - waypointsprite_crosshairfadealpha) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
179 t = t * (1 - (1 - waypointsprite_crosshairfadescale) * (1 - bound(0, crosshairdistance/waypointsprite_crosshairfadedistance, 1)));
182 o = drawspritearrow(o, M_PI, rgb, a, SPRITE_ARROW_SCALE * t);
183 o = drawspritetext(o, M_PI, (SPRITE_HEALTHBAR_WIDTH + 2 * SPRITE_HEALTHBAR_BORDER) * t, rgb, a, waypointsprite_fontsize * '1 1 0', txt);
190 0.5 * SPRITE_HEALTHBAR_WIDTH * t,
191 0.5 * SPRITE_HEALTHBAR_HEIGHT * t,
192 SPRITE_HEALTHBAR_MARGIN * t + 0.5 * waypointsprite_fontsize,
193 SPRITE_HEALTHBAR_BORDER * t,
196 a * SPRITE_HEALTHBAR_BORDERALPHA,
198 a * SPRITE_HEALTHBAR_HEALTHALPHA,
203 void turret_construct(entity this, bool isnew)
205 entity tur = get_turretinfo(this.m_id);
207 if(this.tur_head == NULL)
208 this.tur_head = spawn();
210 this.netname = tur.turret_name;
212 setorigin(this, this.origin);
213 _setmodel(this, tur.model);
214 _setmodel(this.tur_head, tur.head_model);
215 setsize(this, tur.mins, tur.maxs);
216 setsize(this.tur_head, '0 0 0', '0 0 0');
218 if(this.m_id == TUR_EWHEEL.m_id)
219 setattachment(this.tur_head, this, "");
221 setattachment(this.tur_head, this, "tag_head");
223 this.tur_head.classname = "turret_head";
224 this.tur_head.owner = this;
225 set_movetype(this.tur_head, MOVETYPE_NOCLIP);
226 set_movetype(this, MOVETYPE_NOCLIP);
227 this.tur_head.angles = this.angles;
229 this.solid = SOLID_BBOX;
230 this.tur_head.solid = SOLID_NOT;
231 set_movetype(this, MOVETYPE_NOCLIP);
232 set_movetype(this.tur_head, MOVETYPE_NOCLIP);
233 this.draw = turret_draw;
234 this.entremove = turret_remove;
235 this.drawmask = MASK_NORMAL;
236 this.tur_head.drawmask = MASK_NORMAL;
237 this.anim_start_time = 0;
238 this.draw2d = turret_draw2d;
239 this.maxdistance = autocvar_g_waypointsprite_turrets_maxdist;
240 this.teamradar_color = '1 0 0';
245 IL_PUSH(g_drawables, this);
246 IL_PUSH(g_drawables_2d, this);
249 tur.tr_setup(tur, this);
252 entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode);
253 void turret_gibboom(entity this);
254 void turret_gib_draw(entity this)
256 Movetype_Physics_MatchTicrate(this, autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
258 this.drawmask = MASK_NORMAL;
262 if(time >= this.nextthink)
264 turret_gibboom(this);
270 this.alpha = bound(0, this.nextthink - time, 1);
271 if(this.alpha < ALPHA_MIN_VISIBLE)
276 void turret_gibboom(entity this)
278 sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
279 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
281 for (int j = 1; j < 5; j = j + 1)
282 turret_gibtoss(strcat("models/turrets/head-gib", ftos(j), ".md3"), this.origin + '0 0 2', this.velocity + randomvec() * 700, '0 0 0', false);
285 entity turret_gibtoss(string _model, vector _from, vector _to, vector _cmod, float _explode)
289 traceline(_from, _to, MOVE_NOMONSTERS, NULL);
293 gib = new(turret_gib);
294 setorigin(gib, _from);
295 _setmodel(gib, _model);
296 gib.colormod = _cmod;
297 gib.solid = SOLID_CORPSE;
298 gib.draw = turret_gib_draw;
300 setsize(gib, '-1 -1 -1', '1 1 1');
303 gib.nextthink = time + 0.2 * (autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15));
304 gib.effects = EF_FLAME;
307 gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
310 set_movetype(gib, MOVETYPE_BOUNCE);
311 setorigin(gib, _from);
313 gib.avelocity = prandomvec() * 32;
314 gib.move_time = time;
315 gib.damageforcescale = 1;
320 void turret_die(entity this)
322 sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
323 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
324 if (!autocvar_cl_nogibs)
327 if(this.m_id == TUR_EWHEEL.m_id)
328 turret_gibtoss((get_turretinfo(this.m_id)).model, this.origin + '0 0 18', this.velocity + '0 0 400' + '0.1 0.1 1' * (random() * 400), '-1 -1 -1', true);
329 else if (this.m_id == TUR_WALKER.m_id)
330 turret_gibtoss((get_turretinfo(this.m_id)).model, this.origin + '0 0 18', this.velocity + '0 0 300' + '0.1 0.1 1' * (random() * 200), '-1 -1 -1', true);
331 else if (this.m_id == TUR_TESLA.m_id)
332 turret_gibtoss((get_turretinfo(this.m_id)).model, this.origin + '0 0 18', '0 0 200', '-1 -1 -1', false);
337 turret_gibtoss("models/turrets/base-gib2.md3", this.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
338 turret_gibtoss("models/turrets/base-gib3.md3", this.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
339 turret_gibtoss("models/turrets/base-gib4.md3", this.origin + '0 0 8', '0 0 50' + randomvec() * 150, '0 0 0', false);
342 turret_gibtoss("models/turrets/base-gib1.md3", this.origin + '0 0 8', '0 0 0', '0 0 0', true);
344 entity headgib = turret_gibtoss((get_turretinfo(this.m_id)).head_model, this.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', true);
347 headgib.angles = this.tur_head.angles;
348 headgib.avelocity = this.tur_head.avelocity + randomvec() * 45;
349 headgib.avelocity_y = headgib.avelocity_y * 5;
350 headgib.gravity = 0.5;
355 setmodel(this, MDL_Null);
356 setmodel(this.tur_head, MDL_Null);
359 NET_HANDLE(ENT_CLIENT_TURRET, bool isnew)
366 this.m_id = ReadByte();
368 this.origin_x = ReadCoord();
369 this.origin_y = ReadCoord();
370 this.origin_z = ReadCoord();
371 setorigin(this, this.origin);
373 this.angles_x = ReadAngle();
374 this.angles_y = ReadAngle();
376 turret_construct(this, isnew);
377 this.colormap = 1024;
378 this.glowmod = '0 1 1';
379 this.tur_head.colormap = this.colormap;
380 this.tur_head.glowmod = this.glowmod;
385 if(this.tur_head == NULL) // aparenly this can happpen before TNSF_SETUP. great.
386 this.tur_head = spawn();
388 this.tur_head.angles_x = ReadShort();
389 this.tur_head.angles_y = ReadShort();
390 //this.tur_head.angles = this.angles + this.tur_head.angles;
395 if(this.tur_head == NULL) // aparenly this can happpen before TNSF_SETUP. great.
396 this.tur_head = spawn();
398 this.tur_head.avelocity_x = ReadShort();
399 this.tur_head.avelocity_y = ReadShort();
404 this.origin_x = ReadShort();
405 this.origin_y = ReadShort();
406 this.origin_z = ReadShort();
407 setorigin(this, this.origin);
409 this.velocity_x = ReadShort();
410 this.velocity_y = ReadShort();
411 this.velocity_z = ReadShort();
413 this.angles_y = ReadShort();
415 this.move_time = time;
420 this.frame1time = ReadCoord();
421 this.frame = ReadByte();
428 if(_tmp != this.team)
431 turret_changeteam(this);
435 if(_tmp == 0 && this.health != 0)
437 else if(this.health && this.health != _tmp)
438 this.helpme = servertime + 10;
442 //this.enemy.health = this.health / 255;