2 * Return a angle within +/- 360.
4 float anglemods(float v)
6 v = v - 360 * floor(v / 360);
17 * Return the short angle
19 float shortangle_f(float ang1, float ang2)
35 vector shortangle_v(vector ang1, vector ang2)
39 vtmp_x = shortangle_f(ang1_x,ang2_x);
40 vtmp_y = shortangle_f(ang1_y,ang2_y);
41 vtmp_z = shortangle_f(ang1_z,ang2_z);
46 vector shortangle_vxy(vector ang1, vector ang2)
50 vtmp_x = shortangle_f(ang1_x,ang2_x);
51 vtmp_y = shortangle_f(ang1_y,ang2_y);
58 * Get "real" origin, in worldspace, even if ent is attached to something else.
60 vector real_origin(entity ent)
68 v = v + ((e.absmin + e.absmax) * 0.5);
71 v = v + ((ent.absmin + ent.absmax) * 0.5);
76 * Return the angle between two enteties
78 vector angleofs(entity from, entity to)
82 v_res = normalize(to.origin - from.origin);
83 v_res = vectoangles(v_res);
84 v_res = v_res - from.angles;
86 if (v_res_x < 0) v_res_x += 360;
87 if (v_res_x > 180) v_res_x -= 360;
89 if (v_res_y < 0) v_res_y += 360;
90 if (v_res_y > 180) v_res_y -= 360;
95 vector angleofs3(vector from, vector from_a, entity to)
99 v_res = normalize(to.origin - from);
100 v_res = vectoangles(v_res);
101 v_res = v_res - from_a;
103 if (v_res_x < 0) v_res_x += 360;
104 if (v_res_x > 180) v_res_x -= 360;
106 if (v_res_y < 0) v_res_y += 360;
107 if (v_res_y > 180) v_res_y -= 360;
113 * Update self.tur_shotorg by getting up2date bone info
114 * NOTICE this func overwrites the global v_forward, v_right and v_up vectors.
116 #define turret_tag_fire_update() self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));v_forward = normalize(v_forward)
117 float turret_tag_fire_update_s()
121 error("Call to turret_tag_fire_update with self.tur_head missing!\n");
122 self.tur_shotorg = '0 0 0';
126 self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
127 v_forward = normalize(v_forward);
133 * Railgun-like beam, but has thickness and suppots slowing of target
135 void FireImoBeam (vector start, vector end, vector smin, vector smax,
136 float bforce, float f_dmg, float f_velfactor, float deathtype)
139 vector hitloc, force, endpoint, dir;
142 dir = normalize(end - start);
143 force = dir * bforce;
145 // go a little bit into the wall because we need to hit this wall later
148 // trace multiple times until we hit a wall, each obstacle will be made unsolid.
149 // note down which entities were hit so we can damage them later
152 tracebox(start, smin, smax, end, FALSE, self);
154 // if it is world we can't hurt it so stop now
155 if (trace_ent == world || trace_fraction == 1)
158 if (trace_ent.solid == SOLID_BSP)
161 // make the entity non-solid so we can hit the next one
162 trace_ent.railgunhit = TRUE;
163 trace_ent.railgunhitloc = end;
164 trace_ent.railgunhitsolidbackup = trace_ent.solid;
166 // stop if this is a wall
168 // make the entity non-solid
169 trace_ent.solid = SOLID_NOT;
172 endpoint = trace_endpos;
174 // find all the entities the railgun hit and restore their solid state
175 ent = findfloat(world, railgunhit, TRUE);
178 // restore their solid type
179 ent.solid = ent.railgunhitsolidbackup;
180 ent = findfloat(ent, railgunhit, TRUE);
183 // find all the entities the railgun hit and hurt them
184 ent = findfloat(world, railgunhit, TRUE);
187 // get the details we need to call the damage function
188 hitloc = ent.railgunhitloc;
189 ent.railgunhitloc = '0 0 0';
190 ent.railgunhitsolidbackup = SOLID_NOT;
191 ent.railgunhit = FALSE;
196 Damage (ent, self, self, f_dmg, deathtype, hitloc, force);
197 ent.velocity = ent.velocity * f_velfactor;
198 //ent.alpha = 0.25 + random() * 0.75;
201 // advance to the next entity
202 ent = findfloat(ent, railgunhit, TRUE);
204 trace_endpos = endpoint;
207 // Plug this into wherever precache is done.
208 void g_turrets_common_precash()
210 precache_model ("models/turrets/c512.md3");
211 precache_model ("models/marker.md3");
214 void turrets_precache_debug_models()
216 precache_model ("models/turrets/c512.md3");
217 precache_model ("models/pathlib/goodsquare.md3");
218 precache_model ("models/pathlib/badsquare.md3");
219 precache_model ("models/pathlib/square.md3");
220 precache_model ("models/pathlib/edge.md3");
223 void turrets_precash()
226 turrets_precache_debug_models();
238 self.think = SUB_Remove;
239 self.nextthink = time;
247 self.nextthink = time;
250 void mark_error(vector where,float lifetime)
255 err.classname = "error_marker";
256 setmodel(err,"models/marker.md3");
257 setorigin(err,where);
258 err.movetype = MOVETYPE_NONE;
259 err.think = marker_think;
260 err.nextthink = time;
263 err.cnt = lifetime + time;
266 void mark_info(vector where,float lifetime)
271 err.classname = "info_marker";
272 setmodel(err,"models/marker.md3");
273 setorigin(err,where);
274 err.movetype = MOVETYPE_NONE;
275 err.think = marker_think;
276 err.nextthink = time;
279 err.cnt = lifetime + time;
282 entity mark_misc(vector where,float lifetime)
287 err.classname = "mark_misc";
288 setmodel(err,"models/marker.md3");
289 setorigin(err,where);
290 err.movetype = MOVETYPE_NONE;
291 err.think = marker_think;
292 err.nextthink = time;
295 err.cnt = lifetime + time;
300 * Paint a v_color colord circle on target onwho
301 * that fades away over f_time
303 void paint_target(entity onwho, float f_size, vector v_color, float f_time)
308 setmodel(e, "models/turrets/c512.md3"); // precision set above
309 e.scale = (f_size/512);
310 //setsize(e, '0 0 0', '0 0 0');
311 //setattachment(e,onwho,"");
312 setorigin(e,onwho.origin + '0 0 1');
314 e.movetype = MOVETYPE_FLY;
316 e.velocity = (v_color * 32); // + '0 0 1' * 64;
318 e.colormod = v_color;
319 SUB_SetFade(e,time,f_time);
322 void paint_target2(entity onwho, float f_size, vector v_color, float f_time)
327 setmodel(e, "models/turrets/c512.md3"); // precision set above
328 e.scale = (f_size/512);
329 setsize(e, '0 0 0', '0 0 0');
331 setorigin(e,onwho.origin + '0 0 1');
333 e.movetype = MOVETYPE_FLY;
335 e.velocity = (v_color * 32); // + '0 0 1' * 64;
336 e.avelocity_x = -128;
338 e.colormod = v_color;
339 SUB_SetFade(e,time,f_time);
342 void paint_target3(vector where, float f_size, vector v_color, float f_time)
346 setmodel(e, "models/turrets/c512.md3"); // precision set above
347 e.scale = (f_size/512);
348 setsize(e, '0 0 0', '0 0 0');
349 setorigin(e,where+ '0 0 1');
350 e.movetype = MOVETYPE_NONE;
351 e.velocity = '0 0 0';
352 e.colormod = v_color;
353 SUB_SetFade(e,time,f_time);