supports:
TFL_AIM_NO
-TFL_AIM_GROUND
+TFL_AIM_GROUNDGROUND
TFL_AIM_LEAD
TFL_AIM_SHOTTIMECOMPENSATE
-TFL_AIM_INFRONT
-TFL_AIM_BEHIND
-TFL_AIM_ZEASE
-
-not supported:
-TFL_AIM_BALISTIC
*/
vector turret_stdproc_aim_generic()
{
- vector pre_pos,prep;
- float distance,impact_time,i,mintime;
+ vector pre_pos, prep;
+ float distance, impact_time, i, mintime;
turret_tag_fire_update();
if(self.aim_flags & TFL_AIM_SIMPLE)
return real_origin(self.enemy);
- // Keep track of when we can shoot the next time and
- // try to predict where the target will be then, so we can put our aimpoint there.
- // + sys_frametime, becouse spawned REMOVE THIS IF sv_gameplayfix_delayprojectiles are 0!
- // projectiles dont move during the first tic of their life.
- //if (self.turrcaps_flags & TFL_TURRCAPS_HITSCAN)
- // mintime = max(self.attack_finished_single - time,0) + sys_frametime;
- //else
-
- mintime = max(self.attack_finished_single - time,0) + sys_frametime;
+ mintime = max(self.attack_finished_single - time,0) + sys_frametime;
// Baseline
pre_pos = real_origin(self.enemy);
- if (self.aim_flags & TFL_AIM_INFRONT) // Aim a bit in front of the target
- pre_pos = pre_pos + (normalize(self.enemy.velocity) * 64);
-
- if (self.aim_flags & TFL_AIM_BEHIND) // Aim a bit behind the target
- pre_pos = pre_pos - (normalize(self.enemy.velocity) * 32);
-
// Lead?
if (self.aim_flags & TFL_AIM_LEAD)
- if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
- {
- // FIXME: this cant be the best way to do this..
- prep = pre_pos;
- for(i = 0; i < 4; ++i)
- {
- distance = vlen(prep - self.tur_shotorg);
- impact_time = distance / self.shot_speed;
- prep = pre_pos + self.enemy.velocity * impact_time;
- }
-
-
- // tnx to Rudolf "div0" Polzer for this solution.
- // hmm tobad it dont work.
- /*
- vector q;
- q = solve_quadratic(self.enemy.velocity*self.enemy.velocity - self.shot_speed*self.shot_speed, 2*(pre_pos*self.enemy.velocity), pre_pos * pre_pos);
- if(q_x > 0)
- impact_time = q_x;
- else
- impact_time = q_y;
- */
-
- prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
-
- if(self.aim_flags & TFL_AIM_ZPREDICT)
- if not(self.enemy.flags & FL_ONGROUND)
- if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
- {
- float vz;
- prep_z = pre_pos_z;
- vz = self.enemy.velocity_z;
- for(i = 0; i < impact_time; i += sys_frametime)
- {
- vz = vz - (sv_gravity * sys_frametime);
- prep_z = prep_z + vz * sys_frametime;
- }
- }
- pre_pos = prep;
- }
- else
- pre_pos = pre_pos + self.enemy.velocity * mintime;
-
- // Smooth out predict-Z?
- /*
- if (self.aim_flags & TFL_AIM_ZEASE)
- if (self.enemy.flags & FL_CLIENT)
{
- vector v;
- v = real_origin(self.enemy);
- pre_pos_z = (pre_pos_z + v_z) * 0.5;
+ if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
+ {
+ // FIXME: this cant be the best way to do this..
+ prep = pre_pos;
+#ifdef GMQCC
+ impact_time = 0;
+#endif
+ for(i = 0; i < 4; ++i)
+ {
+ distance = vlen(prep - self.tur_shotorg);
+ impact_time = distance / self.shot_speed;
+ prep = pre_pos + self.enemy.velocity * impact_time;
+ }
+
+ prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
+
+ if(self.aim_flags & TFL_AIM_ZPREDICT)
+ if (!(self.enemy.flags & FL_ONGROUND))
+ if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
+ {
+ float vz;
+ prep_z = pre_pos_z;
+ vz = self.enemy.velocity_z;
+ for(i = 0; i < impact_time; i += sys_frametime)
+ {
+ vz = vz - (autocvar_sv_gravity * sys_frametime);
+ prep_z = prep_z + vz * sys_frametime;
+ }
+ }
+ pre_pos = prep;
+ }
+ else
+ pre_pos = pre_pos + self.enemy.velocity * mintime;
}
- */
- if(self.aim_flags & TFL_AIM_GROUND2)
+ if(self.aim_flags & TFL_AIM_GROUNDGROUND)
{
//tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
traceline(pre_pos + '0 0 32',pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);
pre_pos = trace_endpos;
}
- /*
- // This turret should hit the ground neer a target rather the do a direct hit
- if (self.aim_flags & TFL_AIM_GROUND)
- {
- traceline(pre_pos + '0 0 8',pre_pos - '0 0 10000',MOVE_WORLDONLY,self.enemy);
- pre_pos = trace_endpos;
- }
- */
-
return pre_pos;
}