if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
{
prep = pre_pos;
-
+
distance = vlen(prep - self.tur_shotorg);
impact_time = distance / self.shot_speed;
self.think = turret_think;
self.SendFlags = TNSF_FULL_UPDATE;
-
+
TUR_ACTION(self.turretid, TR_SETUP);
}
{
if (autocvar_g_turrets_nofire != 0)
return;
-
+
TUR_ACTION(self.turretid, TR_ATTACK);
self.attack_finished_single = time + self.shot_refire;
// Fire!
if (self.turret_firecheckfunc() != 0)
turret_fire();
-
+
TUR_ACTION(self.turretid, TR_THINK);
return;
// Turn & pitch
if(!(self.track_flags & TFL_TRACK_NO))
turret_track();
-
+
TUR_ACTION(self.turretid, TR_THINK);
// And bail.
self.cvar_basename = tur.cvar_basename;
load_unit_settings(self, self.cvar_basename, 0);
-
+
if(!self.team || !teamplay) { self.team = MAX_SHOT_DISTANCE; }
if(!self.ticrate) { self.ticrate = ((self.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
if(!self.health) { self.health = 1000; }
if(!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_ANGLELIMITS; }
if(!self.firecheck_flags) { self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS
| TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCHECK | TFL_FIRECHECK_AMMO_OWN | TFL_FIRECHECK_REFIRE; }
-
+
if(self.track_type != TFL_TRACKTYPE_STEPMOTOR)
{
// Fluid / Ineria mode. Looks mutch nicer.
// Can reduce aim preformance alot, needs a bit diffrent aimspeed
-
+
self.aim_speed = bound(0.1, ((!self.aim_speed) ? 180 : self.aim_speed), 1000);
-
+
if(!self.track_accel_pitch) { self.track_accel_pitch = 0.5; }
if(!self.track_accel_rotate) { self.track_accel_rotate = 0.5; }
if(!self.track_blendrate) { self.track_blendrate = 0.35; }
}
-
+
self.respawntime = max(-1, ((!self.respawntime) ? 60 : self.respawntime));
self.shot_refire = bound(0.01, ((!self.shot_refire) ? 1 : self.shot_refire), 9999);
self.shot_dmg = max(1, ((!self.shot_dmg) ? self.shot_refire * 50 : self.shot_dmg));
self.target_select_playerbias = bound(-10, ((!self.target_select_playerbias) ? 1 : self.target_select_playerbias), 10);
self.ammo_max = max(self.shot_dmg, ((!self.ammo_max) ? self.shot_dmg * 10 : self.ammo_max));
self.ammo_recharge = max(0, ((!self.ammo_recharge) ? self.shot_dmg * 0.5 : self.ammo_recharge));
-
+
self.turret_flags = TUR_FLAG_ISTURRET | (tur.spawnflags);
-
+
if(self.turret_flags & TUR_FLAG_SPLASH)
self.aim_flags |= TFL_AIM_SPLASH;
-
+
if(self.turret_flags & TUR_FLAG_MISSILE)
self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
if(self.turret_flags & TUR_FLAG_PLAYER)
self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
-
+
if(self.spawnflags & TSL_NO_RESPAWN)
self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
-
+
if (self.turret_flags & TUR_FLAG_SUPPORT)
self.turret_score_target = turret_targetscore_support;
else
self.turret_score_target = turret_targetscore_generic;
-
+
++turret_count;
-
+
setmodel(self, tur.model);
setsize(self, tur.mins, tur.maxs);
-
+
self.turretid = tur_id;
self.classname = "turret_main";
self.active = ACTIVE_ACTIVE;
self.bot_attack = true;
self.nextthink = time + 1;
self.nextthink += turret_count * sys_frametime;
-
+
self.tur_head = spawn();
setmodel(self.tur_head, tur.head_model);
setsize(self.tur_head, '0 0 0', '0 0 0');
setorigin(self.tur_head, '0 0 0');
setattachment(self.tur_head, self, "tag_head");
-
+
self.tur_head.netname = self.tur_head.classname = "turret_head";
self.tur_head.team = self.team;
self.tur_head.owner = self;
self.tur_head.takedamage = DAMAGE_NO;
self.tur_head.solid = SOLID_NOT;
self.tur_head.movetype = self.movetype;
-
+
if(!self.tur_defend)
if(self.target != "")
{
dprint("Turret has invalid defendpoint!\n");
}
}
-
+
if (self.tur_defend)
self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
else
self.idle_aim = '0 0 0';
-
+
#ifdef TURRET_DEBUG
self.tur_debug_start = self.nextthink;
while (vlen(self.tur_debug_rvec) < 2)
turret_link();
turret_respawn();
turret_tag_fire_update();
-
+
TUR_ACTION(tur_id, TR_SETUP);
-
+
if(MUTATOR_CALLHOOK(TurretSpawn, self))
return false;