4 /* function */ t_walker,
5 /* spawnflags */ TUR_FLAG_PLAYER | TUR_FLAG_MOVE,
6 /* mins,maxs */ '-70 -70 0', '70 70 95',
7 /* model */ "walker_body.md3",
8 /* head_model */ "walker_head_minigun.md3",
9 /* netname */ "walker",
10 /* fullname */ _("Walker Turret")
13 #define WALKER_SETTINGS(turret) \
14 TUR_ADD_CVAR(turret, melee_damage) \
15 TUR_ADD_CVAR(turret, melee_force) \
16 TUR_ADD_CVAR(turret, melee_range) \
17 TUR_ADD_CVAR(turret, rocket_damage) \
18 TUR_ADD_CVAR(turret, rocket_radius) \
19 TUR_ADD_CVAR(turret, rocket_force) \
20 TUR_ADD_CVAR(turret, rocket_speed) \
21 TUR_ADD_CVAR(turret, rocket_range) \
22 TUR_ADD_CVAR(turret, rocket_range_min) \
23 TUR_ADD_CVAR(turret, rocket_refire) \
24 TUR_ADD_CVAR(turret, rocket_turnrate) \
25 TUR_ADD_CVAR(turret, speed_stop) \
26 TUR_ADD_CVAR(turret, speed_walk) \
27 TUR_ADD_CVAR(turret, speed_run) \
28 TUR_ADD_CVAR(turret, speed_jump) \
29 TUR_ADD_CVAR(turret, speed_swim) \
30 TUR_ADD_CVAR(turret, speed_roam) \
31 TUR_ADD_CVAR(turret, turn) \
32 TUR_ADD_CVAR(turret, turn_walk) \
33 TUR_ADD_CVAR(turret, turn_strafe) \
34 TUR_ADD_CVAR(turret, turn_swim) \
35 TUR_ADD_CVAR(turret, turn_run)
39 WALKER_SETTINGS(walker)
48 #define ANIM_STRAFE_L 4
49 #define ANIM_STRAFE_R 5
60 #define WALKER_PATH(s,e) pathlib_astar(s,e)
62 float walker_firecheck()
64 if (self.animflag == ANIM_MELEE)
67 return turret_firecheck();
70 void walker_melee_do_dmg()
75 makevectors(self.angles);
76 where = self.origin + v_forward * 128;
78 e = findradius(where,32);
81 if (turret_validate_target(self, e, self.target_validate_flags))
82 if (e != self && e.owner != self)
83 Damage(e, self, self, TUR_CVAR(walker, melee_damage), DEATH_TURRET_WALK_MELEE, '0 0 0', v_forward * TUR_CVAR(walker, melee_force));
89 void walker_setnoanim()
91 turrets_setframe(ANIM_NO, FALSE);
92 self.animflag = self.frame;
94 void walker_rocket_explode()
96 RadiusDamage (self, self.owner, TUR_CVAR(walker, rocket_damage), 0, TUR_CVAR(walker, rocket_radius), self, TUR_CVAR(walker, rocket_force), DEATH_TURRET_WALK_ROCKET, world);
100 void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
102 self.health = self.health - damage;
103 self.velocity = self.velocity + vforce;
105 if (self.health <= 0)
106 W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
109 #define WALKER_ROCKET_MOVE movelib_move_simple(newdir, TUR_CVAR(walker, rocket_speed), TUR_CVAR(walker, rocket_turnrate)); UpdateCSQCProjectile(self)
110 void walker_rocket_loop();
111 void walker_rocket_think()
118 self.nextthink = time;
120 edist = vlen(self.enemy.origin - self.origin);
122 // Simulate crude guidance
126 self.tur_shotorg = randomvec() * min(edist, 64);
128 self.tur_shotorg = randomvec() * min(edist, 256);
130 self.cnt = time + 0.5;
134 self.tur_shotorg = '0 0 0';
136 if (self.max_health < time)
138 self.think = walker_rocket_explode;
139 self.nextthink = time;
143 if (self.shot_dmg != 1337 && random() < 0.01)
145 walker_rocket_loop();
149 m_speed = vlen(self.velocity);
151 // Enemy dead? just keep on the current heading then.
152 if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
157 itime = max(edist / m_speed, 1);
158 newdir = steerlib_pull(self.enemy.origin + self.tur_shotorg);
161 newdir = normalize(self.velocity);
166 void walker_rocket_loop3()
169 self.nextthink = time;
171 if (self.max_health < time)
173 self.think = walker_rocket_explode;
177 if (vlen(self.origin - self.tur_shotorg) < 100 )
179 self.think = walker_rocket_think;
183 newdir = steerlib_pull(self.tur_shotorg);
186 self.angles = vectoangles(self.velocity);
189 void walker_rocket_loop2()
193 self.nextthink = time;
195 if (self.max_health < time)
197 self.think = walker_rocket_explode;
201 if (vlen(self.origin - self.tur_shotorg) < 100 )
203 self.tur_shotorg = self.origin - '0 0 200';
204 self.think = walker_rocket_loop3;
208 newdir = steerlib_pull(self.tur_shotorg);
212 void walker_rocket_loop()
214 self.nextthink = time;
215 self.tur_shotorg = self.origin + '0 0 300';
216 self.think = walker_rocket_loop2;
217 self.shot_dmg = 1337;
220 void walker_fire_rocket(vector org)
224 fixedmakevectors(self.angles);
229 setorigin(rocket, org);
231 sound (self, CH_WEAPON_A, "weapons/hagar_fire.wav", VOL_BASE, ATTEN_NORM);
232 setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
234 rocket.classname = "walker_rocket";
236 rocket.bot_dodge = TRUE;
237 rocket.bot_dodgerating = 50;
238 rocket.takedamage = DAMAGE_YES;
239 rocket.damageforcescale = 2;
241 rocket.tur_shotorg = randomvec() * 512;
242 rocket.cnt = time + 1;
243 rocket.enemy = self.enemy;
246 rocket.think = walker_rocket_loop;
248 rocket.think = walker_rocket_think;
250 rocket.event_damage = walker_rocket_damage;
252 rocket.nextthink = time;
253 rocket.movetype = MOVETYPE_FLY;
254 rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * TUR_CVAR(walker, rocket_speed);
255 rocket.angles = vectoangles(rocket.velocity);
256 rocket.touch = walker_rocket_explode;
257 rocket.flags = FL_PROJECTILE;
258 rocket.solid = SOLID_BBOX;
259 rocket.max_health = time + 9;
260 rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
262 CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
265 .vector enemy_last_loc;
266 .float enemy_last_time;
267 void walker_move_to(vector _target, float _dist)
269 switch (self.waterlevel)
271 case WATERLEVEL_NONE:
273 self.animflag = ANIM_RUN;
275 self.animflag = ANIM_WALK;
276 case WATERLEVEL_WETFEET:
277 case WATERLEVEL_SWIMMING:
278 if (self.animflag != ANIM_SWIM)
279 self.animflag = ANIM_WALK;
281 self.animflag = ANIM_SWIM;
283 case WATERLEVEL_SUBMERGED:
284 self.animflag = ANIM_SWIM;
287 self.moveto = _target;
288 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
292 self.enemy_last_loc = _target;
293 self.enemy_last_time = time;
297 //#define WALKER_FANCYPATHING
299 void walker_move_path()
301 #ifdef WALKER_FANCYPATHING
302 // Are we close enougth to a path node to switch to the next?
303 if (vlen(self.origin - self.pathcurrent.origin) < 64)
304 if (self.pathcurrent.path_next == world)
306 // Path endpoint reached
307 pathlib_deletepath(self.pathcurrent.owner);
308 self.pathcurrent = world;
312 if (self.pathgoal.use)
315 if (self.pathgoal.enemy)
317 self.pathcurrent = WALKER_PATH(self.pathgoal.origin,self.pathgoal.enemy.origin);
318 self.pathgoal = self.pathgoal.enemy;
322 self.pathgoal = world;
325 self.pathcurrent = self.pathcurrent.path_next;
327 self.moveto = self.pathcurrent.origin;
328 self.steerto = steerlib_attract2(self.moveto,0.5,500,0.95);
329 walker_move_to(self.moveto, 0);
332 if (vlen(self.origin - self.pathcurrent.origin) < 64)
333 self.pathcurrent = self.pathcurrent.enemy;
335 if(!self.pathcurrent)
338 self.moveto = self.pathcurrent.origin;
339 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
340 walker_move_to(self.moveto, 0);
344 void spawnfunc_turret_walker() { if not(turret_initialize(TUR_WALKER)) remove(self); }
346 float t_walker(float req)
352 sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
353 fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
354 endFireBallisticBullet();
355 pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
361 fixedmakevectors(self.angles);
363 if (self.spawnflags & TSF_NO_PATHBREAK && self.pathcurrent)
365 else if (self.enemy == world)
371 if(self.enemy_last_time != 0)
373 if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
374 self.enemy_last_time = 0;
376 walker_move_to(self.enemy_last_loc, 0);
380 if(self.animflag != ANIM_NO)
382 traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
384 if(trace_fraction != 1.0)
385 self.tur_head.idletime = -1337;
388 traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
389 if(trace_fraction == 1.0)
390 self.tur_head.idletime = -1337;
393 if(self.tur_head.idletime == -1337)
395 self.moveto = self.origin + randomvec() * 256;
396 self.tur_head.idletime = 0;
399 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
400 self.moveto_z = self.origin_z + 64;
401 walker_move_to(self.moveto, 0);
404 if(self.idletime < time)
406 if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
408 self.idletime = time + 1 + random() * 5;
409 self.moveto = self.origin;
410 self.animflag = ANIM_NO;
414 self.animflag = ANIM_WALK;
415 self.idletime = time + 4 + random() * 2;
416 self.moveto = self.origin + randomvec() * 256;
417 self.tur_head.moveto = self.moveto;
418 self.tur_head.idletime = 0;
426 if (self.tur_dist_enemy < TUR_CVAR(walker, melee_range) && self.animflag != ANIM_MELEE)
430 wish_angle = angleofs(self, self.enemy);
431 if (self.animflag != ANIM_SWIM)
432 if (fabs(wish_angle_y) < 15)
434 self.moveto = self.enemy.origin;
435 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
436 self.animflag = ANIM_MELEE;
439 else if (self.tur_head.attack_finished_single < time)
441 if(self.tur_head.shot_volly)
443 self.animflag = ANIM_NO;
445 self.tur_head.shot_volly = self.tur_head.shot_volly -1;
446 if(self.tur_head.shot_volly == 0)
447 self.tur_head.attack_finished_single = time + TUR_CVAR(walker, rocket_refire);
449 self.tur_head.attack_finished_single = time + 0.2;
451 if(self.tur_head.shot_volly > 1)
452 walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
454 walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket02")));
458 if (self.tur_dist_enemy > TUR_CVAR(walker, rocket_range_min))
459 if (self.tur_dist_enemy < TUR_CVAR(walker, rocket_range))
460 self.tur_head.shot_volly = 4;
465 if (self.animflag != ANIM_MELEE)
466 walker_move_to(self.enemy.origin, self.tur_dist_enemy);
472 float turny = 0, turnx = 0;
475 real_angle = vectoangles(self.steerto) - self.angles;
476 vz = self.velocity_z;
478 switch (self.animflag)
481 movelib_beak_simple(TUR_CVAR(walker, speed_stop));
485 turny = TUR_CVAR(walker, turn);
486 movelib_beak_simple(TUR_CVAR(walker, speed_stop));
490 turny = TUR_CVAR(walker, turn_walk);
491 movelib_move_simple(v_forward, TUR_CVAR(walker, speed_walk), 0.6);
495 turny = TUR_CVAR(walker, turn_run);
496 movelib_move_simple(v_forward, TUR_CVAR(walker, speed_run), 0.6);
500 turny = TUR_CVAR(walker, turn_strafe);
501 movelib_move_simple(v_right * -1, TUR_CVAR(walker, speed_walk), 0.8);
505 turny = TUR_CVAR(walker, turn_strafe);
506 movelib_move_simple(v_right, TUR_CVAR(walker, speed_walk), 0.8);
510 self.velocity += '0 0 1' * TUR_CVAR(walker, speed_jump);
517 if(self.frame != ANIM_PAIN)
518 defer(0.25, walker_setnoanim);
523 if(self.frame != ANIM_MELEE)
525 defer(0.41, walker_setnoanim);
526 defer(0.21, walker_melee_do_dmg);
529 movelib_beak_simple(TUR_CVAR(walker, speed_stop));
533 turny = TUR_CVAR(walker, turn_swim);
534 turnx = TUR_CVAR(walker, turn_swim);
536 self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
537 movelib_move_simple(v_forward, TUR_CVAR(walker, speed_swim), 0.3);
538 vz = self.velocity_z + sin(time * 4) * 8;
542 turny = TUR_CVAR(walker, turn_walk);
543 movelib_move_simple(v_forward ,TUR_CVAR(walker, speed_roam), 0.5);
549 turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
550 self.angles_y += turny;
555 turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
556 self.angles_x += turnx;
559 self.velocity_z = vz;
563 if(self.origin != self.oldorigin)
564 self.SendFlags |= TNSF_MOVE;
566 self.oldorigin = self.origin;
567 turrets_setframe(self.animflag, FALSE);
573 #ifdef WALKER_FANCYPATHING
574 if (self.pathcurrent)
575 pathlib_deletepath(self.pathcurrent.owner);
577 self.pathcurrent = world;
587 // Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
588 if(self.movetype == MOVETYPE_WALK)
591 setorigin(self, self.pos1);
593 self.angles = self.pos2;
596 self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
597 self.aim_flags = TFL_AIM_LEAD;
599 if (autocvar_g_antilag_bullets)
600 self.turret_flags |= TUR_FLAG_HITSCAN;
602 self.aim_flags |= TFL_AIM_SHOTTIMECOMPENSATE;
604 self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
605 self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
606 self.iscreature = TRUE;
607 self.teleportable = TELEPORT_NORMAL;
608 self.damagedbycontents = TRUE;
609 self.solid = SOLID_SLIDEBOX;
610 self.takedamage = DAMAGE_AIM;
611 if(self.movetype != MOVETYPE_WALK)
613 setorigin(self, self.origin);
614 tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
615 setorigin(self, trace_endpos + '0 0 4');
616 self.pos1 = self.origin;
617 self.pos2 = self.angles;
619 self.movetype = MOVETYPE_WALK;
620 self.idle_aim = '0 0 0';
621 self.turret_firecheckfunc = walker_firecheck;
623 if (self.target != "")
625 e = find(world, targetname, self.target);
628 dprint("Initital waypoint for walker does NOT exsist, fix your map!\n");
632 if (e.classname != "turret_checkpoint")
633 dprint("Warning: not a turrret path\n");
636 #ifdef WALKER_FANCYPATHING
637 self.pathcurrent = WALKER_PATH(self.origin, e.origin);
640 self.pathcurrent = e;
649 precache_model ("models/turrets/walker_body.md3");
650 precache_model ("models/turrets/walker_head_minigun.md3");
651 precache_model ("models/turrets/rocket.md3");
652 precache_sound ("weapons/rocket_impact.wav");
657 TUR_CONFIG_SETTINGS(WALKER_SETTINGS(walker))
672 dt = time - self.move_time;
673 self.move_time = time;
677 fixedmakevectors(self.angles);
678 movelib_groundalign4point(300, 100, 0.25, 45);
679 setorigin(self, self.origin + self.velocity * dt);
680 self.tur_head.angles += dt * self.tur_head.move_avelocity;
681 self.angles_y = self.move_angles_y;
683 if (self.health < 127)
685 te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
688 float t_walker(float req)
695 self.movetype = MOVETYPE_BOUNCE;
696 self.move_movetype = MOVETYPE_BOUNCE;
697 self.move_origin = self.origin;
698 self.move_time = time;
699 self.draw = walker_draw;
705 precache_model ("models/turrets/walker_body.md3");
706 precache_model ("models/turrets/walker_head_minigun.md3");
715 #endif // REGISTER_TURRET