1 #include "hellion_weapon.qh"
7 float autocvar_g_turrets_unit_hellion_shot_speed_gain;
8 float autocvar_g_turrets_unit_hellion_shot_speed_max;
10 void turret_hellion_missile_think(entity this);
11 SOUND(HellionAttack_FIRE, W_Sound("electro_fire"));
12 METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
13 bool isPlayer = IS_PLAYER(actor);
15 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
17 turret_initparams(actor);
18 W_SetupShot_Dir(actor, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0);
19 actor.tur_shotdir_updated = w_shotdir;
20 actor.tur_shotorg = w_shotorg;
21 actor.tur_head = actor;
22 actor.shot_radius = 500;
23 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
26 if (actor.tur_head.frame != 0)
27 actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire"));
29 actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
32 entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
33 te_explosion (missile.origin);
34 setthink(missile, turret_hellion_missile_think);
35 missile.nextthink = time;
36 missile.flags = FL_PROJECTILE;
37 missile.max_health = time + 9;
38 missile.tur_aimpos = randomvec() * 128;
39 missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
40 if (!isPlayer) actor.tur_head.frame += 1;
44 void turret_hellion_missile_think(entity this)
50 this.nextthink = time + 0.05;
52 olddir = normalize(this.velocity);
54 if(this.max_health < time)
55 turret_projectile_explode(this);
57 // Enemy dead? just keep on the current heading then.
58 if ((this.enemy == world) || (IS_DEAD(this.enemy)))
61 // Make sure we dont return to tracking a respawned player
65 this.angles = vectoangles(this.velocity);
67 if(vdist(this.origin - this.owner.origin, >, (this.owner.shot_radius * 5)))
68 turret_projectile_explode(this);
71 this.velocity = olddir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
73 UpdateCSQCProjectile(this);
79 if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 0.2))
80 turret_projectile_explode(this);
82 // Predict enemy position
83 itime = vlen(this.enemy.origin - this.origin) / vlen(this.velocity);
84 pre_pos = this.enemy.origin + this.enemy.velocity * itime;
86 pre_pos = (pre_pos + this.enemy.origin) * 0.5;
88 // Find out the direction to that place
89 newdir = normalize(pre_pos - this.origin);
92 newdir = normalize(olddir + newdir * 0.35);
95 this.angles = vectoangles(this.velocity);
98 this.velocity = newdir * min(vlen(this.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
101 setthink(this, turret_projectile_explode);
103 UpdateCSQCProjectile(this);