3 #include <common/weapons/_all.qh>
6 ATTRIB(Turret, m_id, int, 0);
9 ATTRIB(Turret, netname, string);
10 /** human readable name */
11 ATTRIB(Turret, turret_name, string, _("Turret"));
12 /** currently a copy of the model */
13 ATTRIB(Turret, mdl, string);
14 /** full name of model */
15 ATTRIB(Turret, model, string);
16 /** full name of tur_head model */
17 ATTRIB(Turret, head_model, string);
19 ATTRIB(Turret, spawnflags, int, 0);
20 /** turret hitbox size */
21 ATTRIB(Turret, m_mins, vector, '-0 -0 -0');
22 /** turret hitbox size */
23 ATTRIB(Turret, m_maxs, vector, '0 0 0');
25 METHOD(Turret, display, void(Turret this, void(string name, string icon) returns)) {
26 returns(this.turret_name, string_null);
28 /** (BOTH) setup turret data */
29 METHOD(Turret, tr_setup, void(Turret this, entity it)) {
32 /** (SERVER) logic to run every frame */
33 METHOD(Turret, tr_think, void(Turret this, entity it)) {
36 /** (SERVER) called when turret dies */
37 METHOD(Turret, tr_death, void(Turret this, entity it)) {
40 /** (BOTH) precaches models/sounds used by this turret */
41 METHOD(Turret, tr_precache, void(Turret this)) {
44 ATTRIB(Turret, m_weapon, Weapon);
46 /** (SERVER) called when turret attacks */
47 METHOD(Turret, tr_attack, void(Turret this, entity it)) {
48 Weapon w = this.m_weapon;
49 .entity weaponentity = weaponentities[0];
50 w.wr_think(w, it, weaponentity, 1);
53 /** (SERVER) dump turret cvars to config in data directory (see: sv_cmd dumpturrets) */
54 METHOD(Turret, tr_config, void(Turret this)) { }
60 // target selection flags
61 .int target_select_flags;
62 .int target_validate_flags;
63 const int TFL_TARGETSELECT_NO = BIT(1); // don't automatically find targets
64 const int TFL_TARGETSELECT_LOS = BIT(2); // require line of sight to find targets
65 const int TFL_TARGETSELECT_PLAYERS = BIT(3); // target players
66 const int TFL_TARGETSELECT_MISSILES = BIT(4); // target projectiles
67 const int TFL_TARGETSELECT_TRIGGERTARGET = BIT(5); // respond to turret_trigger_target events
68 const int TFL_TARGETSELECT_ANGLELIMITS = BIT(6); // apply extra angular limits to target selection
69 const int TFL_TARGETSELECT_RANGELIMITS = BIT(7); // limit target selection range
70 const int TFL_TARGETSELECT_TEAMCHECK = BIT(8); // don't attack teammates
71 const int TFL_TARGETSELECT_NOBUILTIN = BIT(9); // only attack targets when triggered
72 const int TFL_TARGETSELECT_OWNTEAM = BIT(10); // only attack teammates
73 const int TFL_TARGETSELECT_NOTURRETS = BIT(11); // don't attack other turrets
74 const int TFL_TARGETSELECT_FOV = BIT(12); // extra limits to attack range
75 const int TFL_TARGETSELECT_MISSILESONLY = BIT(13); // only attack missiles
76 const int TFL_TARGETSELECT_VEHICLES = BIT(14); // target manned vehicles
80 const int TFL_AIM_NO = 1; // no aiming
81 const int TFL_AIM_SPLASH = 2; // aim for ground around the target's feet
82 const int TFL_AIM_LEAD = 4; // try to predict target movement
83 const int TFL_AIM_SHOTTIMECOMPENSATE = 8; // compensate for shot traveltime when leading
84 const int TFL_AIM_ZPREDICT = 16; // predict target's z position at impact
85 const int TFL_AIM_SIMPLE = 32; // aim at player's current location
89 const int TFL_TRACK_NO = 2; // don't move head
90 const int TFL_TRACK_PITCH = 4; // pitch head
91 const int TFL_TRACK_ROTATE = 8; // rotate head
95 const int TFL_FIRECHECK_DEAD = 4; // don't attack dead targets (zombies?)
96 const int TFL_FIRECHECK_DISTANCES = 8; // another range check
97 const int TFL_FIRECHECK_LOS = 16; // line of sight
98 const int TFL_FIRECHECK_AIMDIST = 32; // consider distance impactpoint<->aimspot
99 const int TFL_FIRECHECK_REALDIST = 64; // consider enemy origin<->impactpoint
100 const int TFL_FIRECHECK_ANGLEDIST = 128; // consider angular diff head<->aimspot
101 const int TFL_FIRECHECK_TEAMCHECK = 256; // don't attack teammates
102 const int TFL_FIRECHECK_AFF = 512; // try to avoid any friendly fire
103 const int TFL_FIRECHECK_AMMO_OWN = 1024; // own ammo needs to be larger than damage dealt
104 const int TFL_FIRECHECK_AMMO_OTHER = 2048; // target's ammo needs to be less than max
105 const int TFL_FIRECHECK_REFIRE = 4096; // check single attack finished delays
106 const int TFL_FIRECHECK_NO = 16384; // no prefire checks
110 const int TFL_SHOOT_NO = 64; // no attacking
111 const int TFL_SHOOT_VOLLY = 2; // fire in vollies
112 const int TFL_SHOOT_VOLLYALWAYS = 4; // always do a full volly, even if target is lost
113 const int TFL_SHOOT_HITALLVALID = 8; // loop through all valid targets
114 const int TFL_SHOOT_CLEARTARGET = 16; // lose target after attack (after volly is done if in volly mode)
115 const int TFL_SHOOT_CUSTOM = 32; // custom attacking
117 // turret capabilities
119 const int TUR_FLAG_NONE = 0; // no abilities
120 const int TUR_FLAG_SNIPER = 2; // sniping turret
121 const int TUR_FLAG_SPLASH = 4; // can deal splash damage
122 const int TUR_FLAG_HITSCAN = 8; // hit scan
123 const int TUR_FLAG_MULTIGUN = 16; // multiple guns
124 const int TUR_FLAG_GUIDED = 32; // laser guided projectiles
125 const int TUR_FLAG_SLOWPROJ = 64; // turret fires slow projectiles
126 const int TUR_FLAG_MEDPROJ = 128; // turret fires medium projectiles
127 const int TUR_FLAG_FASTPROJ = 256; // turret fires fast projectiles
128 const int TUR_FLAG_PLAYER = 512; // can damage players
129 const int TUR_FLAG_MISSILE = 1024; // can damage missiles
130 const int TUR_FLAG_SUPPORT = 2048; // supports other units
131 const int TUR_FLAG_AMMOSOURCE = 4096; // can provide ammunition
132 const int TUR_FLAG_RECIEVETARGETS = 8192; // can recieve targets from external sources
133 const int TUR_FLAG_MOVE = 16384; // can move
134 const int TUR_FLAG_ROAM = 32768; // roams around if not attacking
135 const int TUR_FLAG_ISTURRET = 65536; // identifies this unit as a turret
138 #define ammo_flags currentammo
139 const int TFL_AMMO_NONE = 64; // doesn't use ammo
140 const int TFL_AMMO_ENERGY = 2; // uses power
141 const int TFL_AMMO_BULLETS = 4; // uses bullets
142 const int TFL_AMMO_ROCKETS = 8; // uses explosives
143 const int TFL_AMMO_RECHARGE = 16; // regenerates ammo
144 const int TFL_AMMO_RECIEVE = 32; // can recieve ammo from support units
148 const int TFL_DMG_NO = 256; // doesn't take damage
149 const int TFL_DMG_YES = 2; // can be damaged
150 const int TFL_DMG_TEAM = 4; // can be damaged by teammates
151 const int TFL_DMG_RETALIATE = 8; // target attackers
152 const int TFL_DMG_RETALIATE_TEAM = 16; // target attackers, even if on same team
153 const int TFL_DMG_TARGETLOSS = 32; // loses target when damaged
154 const int TFL_DMG_AIMSHAKE = 64; // damage throws off aim
155 const int TFL_DMG_HEADSHAKE = 128; // damage shakes head
156 const int TFL_DMG_DEATH_NORESPAWN = 256; // no re-spawning
159 const int TSF_SUSPENDED = 1;
160 const int TSF_TERRAINBASE = 2; // currently unused
161 const int TSF_NO_AMMO_REGEN = 4; // disable builtin ammo regeneration
162 const int TSF_NO_PATHBREAK = 8; // don't break path to chase enemies, will still fire at them if possible
163 const int TSL_NO_RESPAWN = 16; // don't re-spawn
164 const int TSL_ROAM = 32; // roam while idle
167 const int TNSF_UPDATE = 2;
168 const int TNSF_STATUS = 4;
169 const int TNSF_SETUP = 8;
170 const int TNSF_ANG = 16;
171 const int TNSF_AVEL = 32;
172 const int TNSF_MOVE = 64;
173 .float anim_start_time;
174 const int TNSF_ANIM = 128;
176 const int TNSF_FULL_UPDATE = 16777215;