1 #ifndef TURRET_HK_WEAPON_H
2 #define TURRET_HK_WEAPON_H
4 CLASS(HunterKillerAttack, PortoLaunch)
5 /* flags */ ATTRIB(HunterKillerAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
6 /* impulse */ ATTRIB(HunterKillerAttack, impulse, int, 9);
7 /* refname */ ATTRIB(HunterKillerAttack, netname, string, "turret_hk");
8 /* wepname */ ATTRIB(HunterKillerAttack, m_name, string, _("Hunter-Killer"));
9 ENDCLASS(HunterKillerAttack)
10 REGISTER_WEAPON(HK, NEW(HunterKillerAttack));
18 float autocvar_g_turrets_unit_hk_shot_speed;
19 float autocvar_g_turrets_unit_hk_shot_speed_accel;
20 float autocvar_g_turrets_unit_hk_shot_speed_accel2;
21 float autocvar_g_turrets_unit_hk_shot_speed_decel;
22 float autocvar_g_turrets_unit_hk_shot_speed_max;
23 float autocvar_g_turrets_unit_hk_shot_speed_turnrate;
25 void turret_hk_missile_think();
26 SOUND(HunterKillerAttack_FIRE, W_Sound("electro_fire"));
27 METHOD(HunterKillerAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
29 bool isPlayer = IS_PLAYER(actor);
31 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
33 turret_initparams(actor);
34 W_SetupShot_Dir(actor, v_forward, false, 0, SND(HunterKillerAttack_FIRE), CH_WEAPON_B, 0);
35 actor.tur_shotdir_updated = w_shotdir;
36 actor.tur_shotorg = w_shotorg;
37 actor.tur_head = actor;
38 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
40 entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, FALSE, FALSE);
41 te_explosion (missile.origin);
43 missile.think = turret_hk_missile_think;
44 missile.nextthink = time + 0.25;
45 missile.movetype = MOVETYPE_BOUNCEMISSILE;
46 missile.velocity = actor.tur_shotdir_updated * (actor.shot_speed * 0.75);
47 missile.angles = vectoangles(missile.velocity);
48 missile.cnt = time + 30;
49 missile.ticrate = max(autocvar_sys_ticrate, 0.05);
50 missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_AI;
53 if (actor.tur_head.frame == 0)
54 actor.tur_head.frame = actor.tur_head.frame + 1;
58 bool hk_is_valid_target(entity e_target);
59 void turret_hk_missile_think()
61 vector vu, vd, vf, vl, vr, ve; // Vector (direction)
62 float fu, fd, ff, fl, fr, fe; // Fraction to solid
63 vector olddir,wishdir,newdir; // Final direction
64 float lt_for; // Length of Trace FORwrad
65 float lt_seek; // Length of Trace SEEK (left, right, up down)
66 float pt_seek; // Pitch of Trace SEEK (How mutch to angele left, right up, down trace towards v_forward)
72 self.nextthink = time + self.ticrate;
74 //if (self.cnt < time)
75 // turret_hk_missile_explode();
77 if (self.enemy.deadflag != DEAD_NO)
80 // Pick the closest valid target.
83 e = findradius(self.origin, 5000);
86 if (hk_is_valid_target(e))
91 if (vlen(self.origin - e.origin) < vlen(self.origin - self.enemy.origin))
98 self.angles = vectoangles(self.velocity);
99 self.angles_x = self.angles_x * -1;
100 makevectors(self.angles);
101 self.angles_x = self.angles_x * -1;
105 edist = vlen(self.origin - self.enemy.origin);
106 // Close enougth to do decent damage?
107 if ( edist <= (self.owner.shot_radius * 0.25) )
109 turret_projectile_explode();
113 // Get data on enemy position
114 pre_pos = self.enemy.origin +
115 self.enemy.velocity *
116 min((vlen(self.enemy.origin - self.origin) / vlen(self.velocity)),0.5);
118 traceline(self.origin, pre_pos,true,self.enemy);
119 ve = normalize(pre_pos - self.origin);
130 if ((fe != 1) || (self.enemy == world) || (edist > 1000))
132 myspeed = vlen(self.velocity);
134 lt_for = myspeed * 3;
135 lt_seek = myspeed * 2.95;
138 traceline(self.origin, self.origin + v_forward * lt_for,false,self);
142 // Find angular offset
143 ad = vlen(vectoangles(normalize(self.enemy.origin - self.origin)) - self.angles);
145 // To close to something, Slow down!
146 if ( ((ff < 0.7) || (ad > 4)) && (myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) )
147 myspeed = max(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_decel), (autocvar_g_turrets_unit_hk_shot_speed));
149 // Failry clear, accelerate.
150 if ( (ff > 0.7) && (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max)) )
151 myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel), (autocvar_g_turrets_unit_hk_shot_speed_max));
155 pt_seek = bound(0.15,pt_seek,0.8);
156 if (ff < 0.5) pt_seek = 1;
159 traceline(self.origin, self.origin + (-1 * (v_right * pt_seek) + (v_forward * ff)) * lt_seek,false,self);
164 traceline(self.origin, self.origin + ((v_right * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
169 traceline(self.origin, self.origin + ((v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
174 traceline(self.origin, self.origin + (-1 * (v_up * pt_seek) + (v_forward * ff)) * lt_seek ,false,self);
178 vl = normalize(vl - self.origin);
179 vr = normalize(vr - self.origin);
180 vu = normalize(vu - self.origin);
181 vd = normalize(vd - self.origin);
183 // Panic tresh passed, find a single direction and turn as hard as we can
187 if (fl > fr) wishdir = -1 * v_right;
188 if (fu > fl) wishdir = v_up;
189 if (fd > fu) wishdir = -1 * v_up;
193 // Normalize our trace vectors to make a smooth path
194 wishdir = normalize( (vl * fl) + (vr * fr) + (vu * fu) + (vd * fd) );
199 if (fe < 0.1) fe = 0.1; // Make sure we always try to move sligtly towards our target
200 wishdir = (wishdir * (1 - fe)) + (ve * fe);
205 // Got a clear path to target, speed up fast (if not at full speed) and go straight for it.
206 myspeed = vlen(self.velocity);
207 if (myspeed < (autocvar_g_turrets_unit_hk_shot_speed_max))
208 myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
213 if ((myspeed > (autocvar_g_turrets_unit_hk_shot_speed)) && (self.cnt > time))
214 myspeed = min(myspeed * (autocvar_g_turrets_unit_hk_shot_speed_accel2),(autocvar_g_turrets_unit_hk_shot_speed_max));
219 self.cnt = time + 0.25;
221 self.movetype = MOVETYPE_BOUNCE;
225 // Calculate new heading
226 olddir = normalize(self.velocity);
227 newdir = normalize(olddir + wishdir * (autocvar_g_turrets_unit_hk_shot_speed_turnrate));
229 // Set heading & speed
230 self.velocity = newdir * myspeed;
232 // Align model with new heading
233 self.angles = vectoangles(self.velocity);
236 #ifdef TURRET_DEBUG_HK
237 //if(self.atime < time) {
238 if ((fe <= 0.99)||(edist > 1000))
240 te_lightning2(world,self.origin, self.origin + vr * lt_seek);
241 te_lightning2(world,self.origin, self.origin + vl * lt_seek);
242 te_lightning2(world,self.origin, self.origin + vu * lt_seek);
243 te_lightning2(world,self.origin, self.origin + vd * lt_seek);
244 te_lightning2(world,self.origin, vf);
248 te_lightning2(world,self.origin, self.enemy.origin);
250 bprint("Speed: ", ftos(rint(myspeed)), "\n");
251 bprint("Trace to solid: ", ftos(rint(ff * 100)), "%\n");
252 bprint("Trace to target:", ftos(rint(fe * 100)), "%\n");
253 self.atime = time + 0.2;
257 UpdateCSQCProjectile(self);
260 bool hk_is_valid_target(entity e_target)
262 if (e_target == world)
265 // If only this was used more..
266 if (e_target.flags & FL_NOTARGET)
270 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
274 if (IS_CLIENT(e_target))
276 if (self.owner.target_select_playerbias < 0)
279 if (e_target.deadflag != DEAD_NO)
284 if ((e_target.flags & FL_PROJECTILE) && (self.owner.target_select_missilebias < 0))
288 if ((e_target.team == self.owner.team) || (self.owner.team == e_target.owner.team))