mirror of
https://github.com/blendogames/gravitybone.git
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1726 lines
48 KiB
C
1726 lines
48 KiB
C
// g_turret.c
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#include "g_local.h"
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#define SF_TURRETDRIVER_REMOTE_DRIVER 1
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#define SF_TURRET_PLAYER_CONTROLLABLE 1
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#define SF_TURRET_TRIGGER_SPAWN 2
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#define SF_TURRET_TRACKING 4
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#define SF_TURRET_GOODGUY 8
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#define SF_TURRET_INACTIVE 16
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#define SF_TURRET_MD2 32
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//CW++
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#define FL_TURRET_DOUBLE 0x00000001
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#define FL_TURRET_DOUBLE_ALT 0x00000002
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#define FL_TURRET_DOUBLE_ALT_FIRING 0x00000004
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//CW--
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void NoAmmoWeaponChange (edict_t *ent);
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#define TURRET_GRENADE_SPEED 800
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// DWH - Added TurretTarget to scan the player's view for a damageable target.
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// Used with homing rockets
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edict_t *TurretTarget(edict_t *self)
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{
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float bd, d;
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int i;
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edict_t *who, *best;
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trace_t tr;
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vec3_t dir, end, forward, right, up, start;
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AngleVectors(self->s.angles, forward, right, up);
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VectorMA(self->s.origin, self->move_origin[0], forward, start);
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VectorMA(start, self->move_origin[1], right, start);
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VectorMA(start, self->move_origin[2], up, start);
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VectorMA(start, 8192, forward, end);
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/* Check for aiming directly at a damageable entity */
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tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT);
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if ((tr.ent->takedamage != DAMAGE_NO) && (tr.ent->solid != SOLID_NOT))
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return tr.ent;
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/* Check for damageable entity within a tolerance of view angle */
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bd = 0;
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best = NULL;
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for (i=1, who=g_edicts+1; i<globals.num_edicts; i++, who++) {
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if (!who->inuse)
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continue;
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if (who->takedamage == DAMAGE_NO)
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continue;
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if (who->solid == SOLID_NOT)
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continue;
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VectorMA(who->absmin,0.5,who->size,end);
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tr = gi.trace (start, vec3_origin, vec3_origin, end, self, MASK_OPAQUE);
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if(tr.fraction < 1.0)
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continue;
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VectorSubtract(end, self->s.origin, dir);
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VectorNormalize(dir);
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d = DotProduct(forward, dir);
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if (d > bd) {
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bd = d;
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best = who;
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}
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}
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if (bd > 0.90)
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return best;
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return NULL;
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}
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// end DWH
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void turret_blocked(edict_t *self, edict_t *other)
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{
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edict_t *attacker;
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edict_t *ent;
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edict_t *master;
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if (other == world) {
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// world brush - stop
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self->avelocity[YAW] = 0;
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if (self->team) {
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for (ent = self->teammaster; ent; ent = ent->teamchain)
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ent->avelocity[YAW] = 0;
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}
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if(self->owner)
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self->owner->avelocity[YAW] = 0;
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gi.linkentity(self);
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}
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if (other->takedamage)
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{
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vec3_t dir;
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VectorSubtract(other->s.origin,self->s.origin,dir);
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VectorNormalize(dir);
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if (self->teammaster)
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master = self->teammaster;
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else
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master = self;
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if (self->teammaster) {
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if (self->teammaster->owner)
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attacker = self->teammaster->owner;
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else
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attacker = self->teammaster;
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} else if(self->owner) {
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attacker = self->owner;
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} else {
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attacker = self;
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}
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// give a big kickback to help prevent getting stuck
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T_Damage (other, self, attacker, dir, other->s.origin, vec3_origin, master->dmg, 50, 0, MOD_CRUSH);
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}
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if (!(other->svflags & SVF_MONSTER) && (!other->client))
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{
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T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
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if (other)
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BecomeExplosion1 (other);
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return;
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}
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}
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//CW++
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void hrocket_turret_fire(edict_t *self, edict_t *owner, vec3_t start, vec3_t dir, vec3_t start2, vec3_t dir2, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target)
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{
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_rocket(owner, start2, dir2, damage, speed, 150, damage, home_target);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_rocket(owner, start, dir, damage, speed, 150, damage, home_target);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_rocket(owner, start, dir, damage, speed, 150, damage, home_target);
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fire_rocket(owner, start2, dir2, damage, speed, 150, damage, home_target);
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}
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}
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else
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fire_rocket(owner, start, dir, damage, speed, 150, damage, home_target);
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}
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//CW--
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void turret_breach_fire (edict_t *self)
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{
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edict_t *owner;
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vec3_t forward, right, up;
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vec3_t start;
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int damage;
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int speed;
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//CW++
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vec3_t forward2, right2, up2;
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vec3_t start2;
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//CW--
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AngleVectors (self->s.angles, forward, right, up);
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VectorMA (self->s.origin, self->move_origin[0], forward, start);
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VectorMA (start, self->move_origin[1], right, start);
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VectorMA (start, self->move_origin[2], up, start);
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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AngleVectors(self->s.angles, forward2, right2, up2);
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VectorMA(self->s.origin, self->muzzle2[0], forward2, start2);
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VectorMA(start2, self->muzzle2[1], right2, start2);
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VectorMA(start2, self->muzzle2[2], up2, start2);
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}
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//CW--
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speed = 550 + 50 * skill->value;
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// DWH: automated turrets have no driver, so use self
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if(self->owner && !(self->owner->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER))
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owner = self->owner;
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else
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owner = self;
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/*
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ed - self->teammaster->owner causes quake 2 to crash when the player uses BUTTON_SHOOT
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its been changed to self->owner incase anything weird happens.
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*/
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//FIXME : only use the normal damages if self->owner (turret_driver) doesn't have one
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if(self->delay < level.time)
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{
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switch (self->sounds)
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{
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case 1: // railgun
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{
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damage = 150; //CWFIXME use self->mass
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_rail(owner, start2, forward2, damage, 0);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_rail(owner, start, forward, damage, 0);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_rail(owner, start, forward, damage, 0);
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fire_rail(owner, start2, forward2, damage, 0);
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}
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}
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else
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//CW--
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fire_rail(owner, start, forward, damage, 0);
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gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/railgf1a.wav"), 1, ATTN_NORM, 0);
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//ed - muzzleflash ? on a turret ? Yeah baby
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (self-g_edicts);
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gi.WriteByte (MZ_RAILGUN);
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gi.multicast (start, MULTICAST_PVS);
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self->delay = level.time + self->wait;
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break;
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}
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case 2: // rocket
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{
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damage = 100 + random() * 50;
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
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fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
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}
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}
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else
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//CW--
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fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
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gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
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self->delay = level.time + self->wait;
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break;
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}
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case 3: // BFG
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{
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damage = 500;
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_bfg(owner, start2, forward2, damage, speed, 1000);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_bfg(owner, start, forward, damage, speed, 1000);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_bfg(owner, start, forward, damage, speed, 1000);
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fire_bfg(owner, start2, forward2, damage, speed, 1000);
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}
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}
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else
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//CW--
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fire_bfg(owner, start, forward, damage, speed, 1000);
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gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/laser2.wav"), 1, ATTN_NORM, 0);
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self->delay = level.time + self->wait;
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break;
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}
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case 4: // Homing rockets
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{
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damage = 100 + random() * 50;
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if (owner->target_ent == self || owner == self)
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{
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// monster-controlled or automated turret
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//fire_rocket(owner, start, forward, damage, speed, 150, damage, owner->enemy); //CW
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hrocket_turret_fire(self, owner, start, forward, start2, forward2, damage, speed, 150, damage, owner->enemy); //CW
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}
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else if (self->spawnflags & SF_TURRET_PLAYER_CONTROLLABLE)
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{
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// what is player aiming at?
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edict_t *target;
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target = TurretTarget(self);
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//fire_rocket (owner, start, forward, damage, speed, 150, damage, target); //CW
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hrocket_turret_fire(self, owner, start, forward, start2, forward2, damage, speed, 150, damage, target); //CW
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}
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else
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{
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// shouldn't be possible to get here
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//fire_rocket (owner, start, forward, damage, speed, 150, damage, NULL); //CW
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hrocket_turret_fire(self, owner, start, forward, start2, forward2, damage, speed, 150, damage, NULL); //CW
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}
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gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
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self->delay = level.time + self->wait;
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break;
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}
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case 5: // Machinegun
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{
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// "wait" = damage for machinegun - default = 2
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_bullet(owner, start2, forward2, self->wait, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_bullet(owner, start, forward, self->wait, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_bullet(owner, start, forward, self->wait, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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fire_bullet(owner, start2, forward2, self->wait, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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}
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}
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else
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//CW--
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fire_bullet(owner, start, forward, self->wait, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (self-g_edicts);
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gi.WriteByte (MZ_MACHINEGUN);
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gi.multicast (start, MULTICAST_PVS);
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self->delay = level.time; // No delay on machinegun
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break;
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}
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case 6: // Hyperblaster
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{
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_blaster(owner, start2, forward2, self->wait, 1000, EF_HYPERBLASTER, true);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_blaster(owner, start, forward, self->wait, 1000, EF_HYPERBLASTER, true);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_blaster(owner, start, forward, self->wait, 1000, EF_HYPERBLASTER, true);
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fire_blaster(owner, start2, forward2, self->wait, 1000, 0, true);
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}
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}
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else
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//CW--
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fire_blaster(owner, start, forward, self->wait, 1000, EF_HYPERBLASTER, true);
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gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/hyprbf1a.wav"),1,ATTN_NORM,0);
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self->delay = level.time; // No delay
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break;
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}
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case 7: // Grenade launcher
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{
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_grenade (owner, start2, forward2, 50, self->fog_far, 2.5, 90);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_grenade (owner, start, forward, 50, self->fog_far, 2.5, 90);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_grenade (owner, start, forward, 50, self->fog_far, 2.5, 90);
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fire_grenade (owner, start2, forward2, 50, self->fog_far, 2.5, 90);
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}
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}
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else
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//CW--
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fire_grenade (owner, start, forward, 50, self->fog_far, 2.5, 90);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (MZ2_GUNNER_GRENADE_1);
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gi.multicast (start, MULTICAST_PVS);
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self->delay = level.time + self->wait;
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break;
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}
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default:
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{
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damage = 100;
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//CW++
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if (self->moreflags & FL_TURRET_DOUBLE)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT)
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{
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if (self->moreflags & FL_TURRET_DOUBLE_ALT_FIRING)
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{
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fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
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self->moreflags &= ~FL_TURRET_DOUBLE_ALT_FIRING;
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}
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else
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{
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fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
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self->moreflags |= FL_TURRET_DOUBLE_ALT_FIRING;
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}
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}
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else
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{
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fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
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fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
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}
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}
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else
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//CW--
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fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
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gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
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self->delay = level.time + self->wait;
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break;
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}
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}
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}
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}
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|
|
void turret_disengage (edict_t *self)
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
vec3_t forward;
|
|
|
|
// level the gun
|
|
self->move_angles[0] = 0;
|
|
|
|
ent = self->owner;
|
|
|
|
//ed - to keep remove tracking of the entity
|
|
ent->turret = NULL;
|
|
|
|
// throw them back from turret
|
|
AngleVectors(self->s.angles, forward, NULL, NULL);
|
|
VectorScale(forward, -300, forward);
|
|
forward[2] = forward[2] + 150;
|
|
if (forward[2] < 80)
|
|
forward[2] = 80;
|
|
|
|
for (i=0; i<3; i++)
|
|
ent->velocity[i] = forward[i];
|
|
|
|
ent->s.origin[2] = ent->s.origin[2] + 1;
|
|
ent->movetype = MOVETYPE_WALK;
|
|
ent->gravity = 1;
|
|
|
|
ent->flags &= ~FL_TURRET_OWNER;
|
|
|
|
// turn ON client side prediction for this player
|
|
ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
|
|
|
|
gi.linkentity (ent);
|
|
|
|
self->owner = NULL;
|
|
}
|
|
void turret_turn (edict_t *self)
|
|
{
|
|
vec3_t current_angles;
|
|
vec3_t delta;
|
|
qboolean yaw_restrict;
|
|
|
|
VectorCopy (self->s.angles, current_angles);
|
|
AnglesNormalize(current_angles);
|
|
|
|
if(self->viewer && self->viewer->client)
|
|
{
|
|
gclient_t *client = self->viewer->client;
|
|
|
|
if( (client->old_owner_angles[0] != client->ucmd.angles[0]) ||
|
|
(client->old_owner_angles[1] != client->ucmd.angles[1]) )
|
|
{
|
|
// Give game a bit of time to catch up after player
|
|
// causes ucmd pitch angle to roll over... otherwise
|
|
// we'll hit on the above test even though player
|
|
// hasn't hit +lookup/+lookdown
|
|
float delta;
|
|
delta = level.time - self->touch_debounce_time;
|
|
if( delta < 0 || delta > 1.0)
|
|
{
|
|
float delta_angle;
|
|
float fastest = self->speed * FRAMETIME;
|
|
|
|
delta_angle = SHORT2ANGLE(client->ucmd.angles[0]-client->old_owner_angles[0]);
|
|
if(delta_angle < -180)
|
|
delta_angle += 360;
|
|
if(delta_angle > 180)
|
|
delta_angle -= 360;
|
|
if(delta_angle > fastest)
|
|
delta_angle = fastest;
|
|
if(delta_angle < -fastest)
|
|
delta_angle = -fastest;
|
|
self->move_angles[0] += delta_angle;
|
|
|
|
delta_angle = SHORT2ANGLE(client->ucmd.angles[1]-client->old_owner_angles[1]);
|
|
if(delta_angle < -180)
|
|
delta_angle += 360;
|
|
if(delta_angle > 180)
|
|
delta_angle -= 360;
|
|
if(delta_angle > fastest)
|
|
delta_angle = fastest;
|
|
if(delta_angle < -fastest)
|
|
delta_angle = -fastest;
|
|
self->move_angles[1] += delta_angle;
|
|
|
|
client->old_owner_angles[0] = client->ucmd.angles[0];
|
|
client->old_owner_angles[1] = client->ucmd.angles[1];
|
|
}
|
|
self->touch_debounce_time = level.time + 5.0;
|
|
}
|
|
}
|
|
|
|
//=======
|
|
AnglesNormalize(self->move_angles);
|
|
|
|
// clamp angles to mins & maxs
|
|
if (self->move_angles[PITCH] > self->pos1[PITCH])
|
|
self->move_angles[PITCH] = self->pos1[PITCH];
|
|
else if (self->move_angles[PITCH] < self->pos2[PITCH])
|
|
self->move_angles[PITCH] = self->pos2[PITCH];
|
|
|
|
// Lazarus: Special case - if there are no constraints on YAW, don't
|
|
// adjust angle
|
|
if (self->pos1[YAW] != 0 || self->pos2[YAW] != 360)
|
|
yaw_restrict = true;
|
|
else
|
|
yaw_restrict = false;
|
|
|
|
if ( yaw_restrict ) {
|
|
float yaw_range;
|
|
float yaw_base;
|
|
yaw_range = self->pos2[YAW] - self->pos1[YAW];
|
|
if(yaw_range < 0)
|
|
yaw_range += 360;
|
|
yaw_base = self->move_angles[YAW] - self->pos1[YAW];
|
|
if(yaw_base < 0)
|
|
yaw_base += 360;
|
|
if (yaw_base > yaw_range)
|
|
{
|
|
float dmin, dmax;
|
|
|
|
dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
|
|
if (dmin < 0 )
|
|
dmin += 360;
|
|
else if (dmin > 360)
|
|
dmin -= 360;
|
|
dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
|
|
if (dmax < 0)
|
|
dmax += 360;
|
|
else if (dmax > 360)
|
|
dmax -= 360;
|
|
if (fabs(dmin) < fabs(dmax))
|
|
self->move_angles[YAW] = self->pos1[YAW];
|
|
else
|
|
self->move_angles[YAW] = self->pos2[YAW];
|
|
}
|
|
}
|
|
|
|
VectorSubtract (self->move_angles, current_angles, delta);
|
|
if (delta[0] < -180)
|
|
delta[0] += 360;
|
|
else if (delta[0] > 180)
|
|
delta[0] -= 360;
|
|
if (delta[1] < -180)
|
|
delta[1] += 360;
|
|
else if (delta[1] > 180)
|
|
delta[1] -= 360;
|
|
delta[2] = 0;
|
|
|
|
// gi.dprintf("move=%g, current=%g, delta=%g, pos1=%g, pos2=%g\n",
|
|
// self->move_angles[PITCH],current_angles[PITCH],delta[PITCH],self->pos1[PITCH],self->pos2[PITCH]);
|
|
|
|
VectorScale (delta, 1.0/FRAMETIME, delta);
|
|
if (delta[0] > self->speed)
|
|
delta[0] = self->speed;
|
|
if (delta[0] < -self->speed)
|
|
delta[0] = -self->speed;
|
|
if (delta[1] > self->speed)
|
|
delta[1] = self->speed;
|
|
if (delta[1] < -self->speed)
|
|
delta[1] = -self->speed;
|
|
VectorCopy (delta, self->avelocity);
|
|
|
|
if (self->team) {
|
|
edict_t *ent;
|
|
for (ent = self->teammaster; ent; ent = ent->teamchain)
|
|
{
|
|
ent->avelocity[1] = self->avelocity[1];
|
|
if(ent->solid == SOLID_NOT)
|
|
ent->avelocity[0] = self->avelocity[0];
|
|
}
|
|
}
|
|
}
|
|
|
|
void turret_breach_think (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
edict_t *victim;
|
|
trace_t tr;
|
|
vec3_t dir, angles;
|
|
vec3_t target;
|
|
qboolean remote_monster;
|
|
qboolean yaw_restrict;
|
|
float yaw_r, yaw_0;
|
|
int i;
|
|
|
|
turret_turn(self);
|
|
yaw_r = self->pos2[YAW] - self->pos1[YAW];
|
|
if(yaw_r < 0)
|
|
yaw_r += 360;
|
|
|
|
if (self->pos1[YAW] != 0 || self->pos2[YAW] != 360)
|
|
yaw_restrict = true;
|
|
else
|
|
yaw_restrict = false;
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
if(self->deadflag == DEAD_DEAD) return;
|
|
|
|
if ( (self->owner) && (self->owner->target_ent == self) &&
|
|
(self->owner->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER))
|
|
remote_monster = true;
|
|
else
|
|
remote_monster = false;
|
|
|
|
if (self->owner || self->viewer) {
|
|
if( !(self->spawnflags & SF_TURRET_MD2))
|
|
{
|
|
self->s.effects &= ~EF_ANIM23;
|
|
self->s.effects |= EF_ANIM01;
|
|
}
|
|
self->do_not_rotate = true;
|
|
} else {
|
|
if( !(self->spawnflags & SF_TURRET_MD2))
|
|
{
|
|
self->s.effects &= ~EF_ANIM01;
|
|
self->s.effects |= EF_ANIM23;
|
|
}
|
|
self->do_not_rotate = false;
|
|
}
|
|
if (self->team) {
|
|
for (ent = self->teammaster; ent; ent = ent->teamchain) {
|
|
if(ent != self->owner)
|
|
{
|
|
if(ent->solid != SOLID_NOT)
|
|
ent->s.effects = self->s.effects;
|
|
ent->do_not_rotate = self->do_not_rotate;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we have a driver, adjust his velocities
|
|
if (self->owner && !remote_monster)
|
|
{
|
|
if (self->owner->target_ent == self)
|
|
{
|
|
float angle;
|
|
float diff;
|
|
float target_z;
|
|
vec3_t dir;
|
|
|
|
// angular is easy, just copy ours
|
|
self->owner->avelocity[0] = self->avelocity[0];
|
|
self->owner->avelocity[1] = self->avelocity[1];
|
|
|
|
// x & y
|
|
angle = self->s.angles[1] + self->owner->move_origin[1];
|
|
angle *= (M_PI*2 / 360);
|
|
target[0] = SnapToEights(self->s.origin[0] + cos(angle) * self->owner->move_origin[0]);
|
|
target[1] = SnapToEights(self->s.origin[1] + sin(angle) * self->owner->move_origin[0]);
|
|
target[2] = self->owner->s.origin[2];
|
|
|
|
VectorSubtract (target, self->owner->s.origin, dir);
|
|
self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
|
|
self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;
|
|
|
|
// z
|
|
angle = self->s.angles[PITCH] * (M_PI*2 / 360);
|
|
target_z = SnapToEights(self->s.origin[2] + self->owner->move_origin[0] * tan(angle) + self->owner->move_origin[2]);
|
|
|
|
diff = target_z - self->owner->s.origin[2];
|
|
self->owner->velocity[2] = diff * 1.0 / FRAMETIME;
|
|
|
|
if (self->spawnflags & 65536)
|
|
{
|
|
turret_breach_fire (self);
|
|
self->spawnflags &= ~65536;
|
|
}
|
|
return;
|
|
}
|
|
else if(self->spawnflags & SF_TURRET_PLAYER_CONTROLLABLE)
|
|
{ // a player is controlling the turret, move towards view angles
|
|
vec3_t target, forward;
|
|
|
|
for (i=0; i<3; i++)
|
|
self->move_angles[i] = self->owner->client->v_angle[i];
|
|
|
|
// FIXME: do a tracebox from up and behind towards the turret, to try and keep them from
|
|
// getting stuck inside the rotating turret
|
|
// x & y
|
|
AngleVectors(self->s.angles, forward, NULL, NULL);
|
|
VectorScale(forward, 32, forward);
|
|
VectorSubtract(self->s.origin, forward, target);
|
|
|
|
VectorAdd(target, tv(0,0,8), self->owner->s.origin);
|
|
|
|
gi.linkentity(self->owner);
|
|
|
|
if (self->owner->client->ps.pmove.velocity[2] > 15)
|
|
turret_disengage(self);
|
|
}
|
|
}
|
|
else if((self->spawnflags & SF_TURRET_PLAYER_CONTROLLABLE) && !remote_monster)
|
|
{ // check if a player has mounted the turret
|
|
|
|
int i;
|
|
edict_t *ent;
|
|
vec3_t target, forward;
|
|
vec3_t dir;
|
|
|
|
// find a player
|
|
ent = &g_edicts[0];
|
|
ent++;
|
|
for (i=0 ; i<maxclients->value ; i++, ent++)
|
|
{
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (ent->solid == SOLID_NOT)
|
|
continue;
|
|
|
|
// determine distance from turret seat location
|
|
|
|
// x & y
|
|
AngleVectors(self->s.angles, forward, NULL, NULL);
|
|
VectorScale(forward, 32, forward);
|
|
VectorSubtract(self->s.origin, forward, target);
|
|
|
|
VectorSubtract (target, ent->s.origin, dir);
|
|
if (fabs(dir[2]) < 64)
|
|
dir[2] = 0;
|
|
|
|
if (VectorLength(dir) < 16)
|
|
{ // player has taken control of turret
|
|
self->owner = ent;
|
|
ent->movetype = MOVETYPE_PUSH; // don't let them move, or they'll get stuck
|
|
ent->gravity = 0;
|
|
|
|
//ed - to keep track of the entity
|
|
ent->turret = self;
|
|
|
|
// turn off client side prediction for this player
|
|
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
|
|
|
|
gi.linkentity(ent);
|
|
|
|
//ed - set the flag on the client so that when they shoot the
|
|
// turret shoots instead of "using" it
|
|
ent->flags |= FL_TURRET_OWNER;
|
|
}
|
|
}
|
|
}
|
|
if ((self->spawnflags & SF_TURRET_TRACKING) && ((!self->owner) || remote_monster)) {
|
|
// TRACK - automated turret
|
|
float reaction_time;
|
|
vec3_t f, forward, right, up, start, t_start;
|
|
edict_t *gomer;
|
|
float best_dist = 8192;
|
|
float dist;
|
|
|
|
if(self->viewer && level.time < self->touch_debounce_time)
|
|
return;
|
|
|
|
AngleVectors(self->s.angles, forward, right, up);
|
|
VectorMA(self->s.origin,self->move_origin[0],forward,start);
|
|
VectorMA(start, self->move_origin[1],right, start);
|
|
VectorMA(start, self->move_origin[2],up, start);
|
|
|
|
self->oldenemy = self->enemy;
|
|
|
|
if(self->enemy) {
|
|
// check that current enemy is valid. if so, find
|
|
// distance. don't switch enemies unless another
|
|
// monster is at least 100 units closer to the camera
|
|
if(self->enemy->inuse) {
|
|
if((self->enemy->health > self->enemy->gib_health) &&
|
|
!(self->enemy->svflags & SVF_NOCLIENT) &&
|
|
!(self->enemy->flags & FL_NOTARGET) ) {
|
|
if(gi.inPVS(self->s.origin,self->enemy->s.origin)) {
|
|
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
|
|
VectorSubtract(target,self->s.origin,dir);
|
|
vectoangles(dir,angles);
|
|
AnglesNormalize(angles);
|
|
if ( yaw_restrict )
|
|
{
|
|
yaw_0 = angles[YAW] - self->pos1[YAW];
|
|
if(yaw_0 < 0)
|
|
yaw_0 += 360;
|
|
}
|
|
if( (angles[PITCH] > self->pos1[PITCH]) || (angles[PITCH] < self->pos2[PITCH]) ||
|
|
( yaw_restrict && (yaw_0 > yaw_r) ) ) {
|
|
self->enemy = NULL;
|
|
} else {
|
|
VectorCopy(self->s.origin,t_start);
|
|
VectorCopy(dir,f);
|
|
VectorNormalize(f);
|
|
VectorMA(t_start,self->teammaster->base_radius,f,t_start);
|
|
tr = gi.trace(t_start,vec3_origin,vec3_origin,target,self,MASK_SHOT);
|
|
if(tr.ent == self->enemy) {
|
|
VectorSubtract(target,self->s.origin,dir);
|
|
best_dist = VectorLength(dir) - 100;
|
|
} else
|
|
self->enemy = NULL;
|
|
}
|
|
} else {
|
|
self->enemy = NULL;
|
|
}
|
|
} else
|
|
self->enemy = NULL;
|
|
} else
|
|
self->enemy = NULL;
|
|
}
|
|
|
|
// for GOODGUY weapon-firing turrets, if current enemy is a player or GOODGUY monster,
|
|
// reset best_dist so that bad monsters will be selected if found, regardless of distance.
|
|
if( (self->enemy) && (self->sounds >= 0) && (self->spawnflags & SF_TURRET_GOODGUY)) {
|
|
if((self->enemy->client) || (self->enemy->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
best_dist = 8192;
|
|
}
|
|
|
|
// hunt for monster
|
|
if(!remote_monster) {
|
|
for(i=maxclients->value+1; i<globals.num_edicts; i++) {
|
|
gomer = g_edicts + i;
|
|
if(gomer == self->enemy) continue; // no need to re-check this guy
|
|
if(!gomer->inuse) continue;
|
|
if(!(gomer->svflags & SVF_MONSTER)) continue;
|
|
if(gomer->health < gomer->gib_health) continue;
|
|
if(gomer->svflags & SVF_NOCLIENT) continue;
|
|
if(!gi.inPVS(self->s.origin,gomer->s.origin)) continue;
|
|
VectorMA(gomer->absmin,0.5,gomer->size,target);
|
|
VectorCopy(self->s.origin,t_start);
|
|
VectorSubtract(target,self->s.origin,dir);
|
|
VectorCopy(dir,f);
|
|
VectorNormalize(f);
|
|
VectorMA(t_start,self->teammaster->base_radius,f,t_start);
|
|
tr = gi.trace(t_start,vec3_origin,vec3_origin,target,self,MASK_SHOT);
|
|
if(tr.ent == gomer) {
|
|
vectoangles(dir,angles);
|
|
AnglesNormalize(angles);
|
|
if ( yaw_restrict )
|
|
{
|
|
yaw_0 = angles[YAW] - self->pos1[YAW];
|
|
if(yaw_0 < 0)
|
|
yaw_0 += 360;
|
|
}
|
|
if( (angles[PITCH] <= self->pos1[PITCH]) && (angles[PITCH] >= self->pos2[PITCH]) &&
|
|
( !yaw_restrict || (yaw_0 <= yaw_r) )
|
|
) {
|
|
dist = VectorLength(dir);
|
|
if(dist < best_dist) {
|
|
self->enemy = gomer;
|
|
best_dist = dist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// for weapon-firing turrets, if GOODGUY is set and we already have an enemy, we're
|
|
// done.
|
|
if( (self->sounds >= 0) && (self->spawnflags & SF_TURRET_GOODGUY) && self->enemy)
|
|
goto good_enemy;
|
|
|
|
// for non-GOODGUY weapon-firing turrets, reset best_dist so that players will
|
|
// ALWAYS be selected if found
|
|
if( (self->sounds >= 0) && !(self->spawnflags & SF_TURRET_GOODGUY))
|
|
best_dist = 8192;
|
|
|
|
// hunt for closest player - hunt ALL entities since
|
|
// we want to view fake players using camera
|
|
for(i=1; i<globals.num_edicts; i++) {
|
|
gomer = g_edicts + i;
|
|
if(!gomer->inuse) continue;
|
|
if(!gomer->client) continue;
|
|
if(gomer->svflags & SVF_NOCLIENT) continue;
|
|
if(gomer->health < gomer->gib_health) continue;
|
|
if(gomer->flags & FL_NOTARGET) continue;
|
|
if(!gi.inPVS(self->s.origin,gomer->s.origin)) continue;
|
|
VectorMA(gomer->absmin,0.5,gomer->size,target);
|
|
|
|
VectorCopy(self->s.origin,t_start);
|
|
VectorSubtract(target,self->s.origin,dir);
|
|
VectorCopy(dir,f);
|
|
VectorNormalize(f);
|
|
VectorMA(t_start,self->teammaster->base_radius,f,t_start);
|
|
tr = gi.trace(t_start,vec3_origin,vec3_origin,target,self,MASK_SHOT);
|
|
if(tr.ent == gomer) {
|
|
vectoangles(dir,angles);
|
|
AnglesNormalize(angles);
|
|
if ( yaw_restrict )
|
|
{
|
|
yaw_0 = angles[YAW] - self->pos1[YAW];
|
|
if(yaw_0 < 0)
|
|
yaw_0 += 360;
|
|
}
|
|
if( (angles[PITCH] <= self->pos1[PITCH]) && (angles[PITCH] >= self->pos2[PITCH]) &&
|
|
( !yaw_restrict || (yaw_0 <= yaw_r) ) ) {
|
|
dist = VectorLength(dir);
|
|
if(dist < best_dist) {
|
|
self->enemy = gomer;
|
|
best_dist = dist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
good_enemy:
|
|
if(self->enemy)
|
|
{
|
|
if(self->enemy != self->oldenemy) {
|
|
self->monsterinfo.trail_time = level.time;
|
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
|
}
|
|
VectorCopy (self->enemy->s.origin, target);
|
|
if(self->enemy->deadflag)
|
|
target[2] -= 16;
|
|
if(skill->value >= 2)
|
|
{
|
|
VectorMA(target,FRAMETIME,self->enemy->velocity,target);
|
|
|
|
/* May add some variant of this for skill 3 later. For now, the following is virtually
|
|
indistinguishable from skill 2 for most normal setups. Trouble is, it is sometimes
|
|
EASIER than skill 2.
|
|
|
|
if(skill->value > 2)
|
|
{
|
|
float t;
|
|
VectorSubtract(target,self->s.origin,dir);
|
|
VectorNormalize(dir);
|
|
vectoangles(dir,dir);
|
|
VectorSubtract(dir,self->s.angles,dir);
|
|
AnglesNormalize(dir);
|
|
dir[2] = max( fabs(dir[0]), fabs(dir[1]) );
|
|
if(dir[2] > 0)
|
|
{
|
|
t = dir[2]/self->speed;
|
|
VectorMA(target,t,self->enemy->velocity,target);
|
|
}
|
|
} */
|
|
}
|
|
if(self->sounds == 7)
|
|
{
|
|
if(!AimGrenade (self, start, target, self->fog_far, dir))
|
|
{
|
|
// Can't get a grenade to target. Correct yaw but
|
|
// not pitch
|
|
|
|
vec_t pitch = self->move_angles[PITCH];
|
|
vectoangles (dir, self->move_angles);
|
|
self->move_angles[PITCH] = pitch;
|
|
if(skill->value > 0)
|
|
turret_turn(self);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
VectorSubtract (target, self->s.origin, dir);
|
|
VectorNormalize(dir);
|
|
vectoangles (dir, self->move_angles);
|
|
// decide if we should shoot
|
|
victim = NULL;
|
|
if(self->spawnflags & SF_TURRET_GOODGUY)
|
|
{
|
|
if((self->enemy->svflags & SVF_MONSTER) && !(self->enemy->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
victim = self->enemy;
|
|
}
|
|
else
|
|
{
|
|
if(self->enemy->client)
|
|
victim = self->enemy;
|
|
}
|
|
if(victim && self->sounds >= 0 && DotProduct(forward,dir) > 0.99)
|
|
{
|
|
// never automatically fire a turret remotely controlled by
|
|
// a player
|
|
if(!self->viewer || (self->viewer && !self->viewer->client))
|
|
{
|
|
// don't fire rockets or homing rockets if remote turret_driver is
|
|
// too close to target
|
|
if(remote_monster)
|
|
{
|
|
vec3_t range;
|
|
vec_t r;
|
|
VectorSubtract(self->enemy->s.origin,self->owner->s.origin,range);
|
|
r = VectorLength(range);
|
|
if(r < 128) return;
|
|
}
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
{
|
|
if(skill->value > 0)
|
|
turret_turn(self);
|
|
return;
|
|
}
|
|
if(self->sounds == 5 || self->sounds == 6)
|
|
reaction_time = 0;
|
|
else
|
|
reaction_time = max(0., 0.5*(2-skill->value));
|
|
if ((level.time - self->monsterinfo.trail_time) < reaction_time)
|
|
{
|
|
if(skill->value > 0)
|
|
turret_turn(self);
|
|
return;
|
|
}
|
|
self->monsterinfo.attack_finished = level.time + reaction_time;
|
|
if(self->sounds != 5 && self->sounds != 6)
|
|
self->monsterinfo.attack_finished += self->wait;
|
|
turret_breach_fire(self);
|
|
if(skill->value > 0)
|
|
turret_turn(self);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(skill->value > 0)
|
|
turret_turn(self);
|
|
}
|
|
}
|
|
}
|
|
// If turret has no enemy and isn't controlled by a player or monster,
|
|
// check for "followtarget"
|
|
if ((!self->enemy) && ((!self->owner) || remote_monster))
|
|
{
|
|
if(self->followtarget)
|
|
{
|
|
self->enemy = G_Find(NULL,FOFS(targetname),self->followtarget);
|
|
if(self->enemy)
|
|
{
|
|
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, target);
|
|
VectorSubtract (target, self->s.origin, dir);
|
|
vectoangles (dir, self->move_angles);
|
|
if(skill->value > 0)
|
|
turret_turn(self);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void turret_breach_finish_init (edict_t *self)
|
|
{
|
|
// get and save info for muzzle location
|
|
if (!self->target)
|
|
{
|
|
gi.dprintf("%s at %s needs a target\n", self->classname, vtos(self->s.origin));
|
|
}
|
|
else
|
|
{
|
|
self->target_ent = G_PickTarget (self->target);
|
|
if(!self->target_ent)
|
|
{
|
|
gi.dprintf("%s at %s, target %s does not exist\n",
|
|
self->classname,vtos(self->s.origin),self->target);
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
VectorSubtract (self->target_ent->s.origin, self->s.origin, self->move_origin);
|
|
G_FreeEdict(self->target_ent);
|
|
|
|
//CW++ Double-barrelled turrets.
|
|
|
|
self->target_ent = NULL;
|
|
self->target_ent = G_PickTarget(self->combattarget);
|
|
if (self->target_ent)
|
|
{
|
|
VectorSubtract(self->target_ent->s.origin, self->s.origin, self->muzzle2);
|
|
self->moreflags |= FL_TURRET_DOUBLE;
|
|
if (self->style > 0)
|
|
self->moreflags |= FL_TURRET_DOUBLE_ALT;
|
|
|
|
G_FreeEdict(self->target_ent);
|
|
}
|
|
//CW--
|
|
}
|
|
|
|
if (!self->team)
|
|
self->teammaster = self;
|
|
self->teammaster->dmg = self->dmg;
|
|
|
|
if(!(self->spawnflags & (SF_TURRET_TRIGGER_SPAWN | SF_TURRET_GOODGUY | SF_TURRET_INACTIVE) )) {
|
|
self->think = turret_breach_think;
|
|
self->think (self);
|
|
}
|
|
else
|
|
{
|
|
self->think = NULL;
|
|
self->nextthink = 0;
|
|
}
|
|
}
|
|
|
|
void turret_die_temp_think(edict_t *self)
|
|
{
|
|
edict_t *target;
|
|
target = G_Find(NULL,FOFS(targetname),self->destroytarget);
|
|
while(target) {
|
|
if(target && target->use)
|
|
target->use(target,self->target_ent,self->target_ent);
|
|
target = G_Find(target,FOFS(targetname),self->destroytarget);
|
|
}
|
|
G_FreeEdict(self);
|
|
}
|
|
|
|
void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
|
|
void SP_monster_infantry (edict_t *self);
|
|
void monster_start_go(edict_t *self);
|
|
void turret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
edict_t *player;
|
|
|
|
// ensure turret_base stops rotating
|
|
if (self->team) {
|
|
for (ent = self->teammaster; ent; ent = ent->teamchain) {
|
|
if(ent != self) {
|
|
ent->avelocity[1] = 0;
|
|
gi.linkentity(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(self->deadflag != DEAD_DEAD) {
|
|
|
|
// if turret has a driver, kill him too unless he's a "remote" driver
|
|
if(self->owner && (self->owner->target_ent == self)) {
|
|
if(self->owner->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER) {
|
|
// remote driver - remove and replace with normal infantry
|
|
edict_t *monster;
|
|
monster = self->owner->child;
|
|
if(monster) {
|
|
monster->health = self->owner->health;
|
|
monster->enemy = self->owner->enemy;
|
|
G_FreeEdict(self->owner);
|
|
monster->solid = SOLID_BBOX;
|
|
monster->movetype = MOVETYPE_STEP;
|
|
monster->svflags &= ~SVF_NOCLIENT;
|
|
monster_start_go (monster);
|
|
gi.linkentity (monster);
|
|
if(monster->enemy) FoundTarget(monster);
|
|
}
|
|
} else {
|
|
T_Damage(self->owner, inflictor, attacker, vec3_origin, self->owner->s.origin, vec3_origin, 100000, 1, 0, 0);
|
|
}
|
|
}
|
|
// if turret is being used as a camera by a player, turn camera off for that player
|
|
for(i=0,player=g_edicts+1; i<maxclients->value; i++, player++) {
|
|
if(player->client && player->client->spycam == self)
|
|
camera_off(player);
|
|
}
|
|
if(self->deathtarget) {
|
|
edict_t *target;
|
|
target = G_Find(NULL,FOFS(targetname),self->deathtarget);
|
|
while(target) {
|
|
if(target && target->use)
|
|
target->use(target,attacker,attacker);
|
|
target = G_Find(target,FOFS(targetname),self->deathtarget);
|
|
}
|
|
}
|
|
}
|
|
if(self->health <= self->gib_health) {
|
|
if(self->destroytarget) {
|
|
if(self->deadflag == DEAD_DEAD) {
|
|
// we were already dead, so deathtarget has been fired
|
|
edict_t *target;
|
|
target = G_Find(NULL,FOFS(targetname),self->destroytarget);
|
|
while(target) {
|
|
if(target && target->use)
|
|
target->use(target,attacker,attacker);
|
|
target = G_Find(target,FOFS(targetname),self->destroytarget);
|
|
}
|
|
} else {
|
|
// we were killed and gibbed in the same frame. postpone
|
|
// destroytarget just a bit
|
|
edict_t *temp;
|
|
temp = G_Spawn();
|
|
temp->solid = SOLID_NOT;
|
|
temp->svflags = SVF_NOCLIENT;
|
|
temp->think = turret_die_temp_think;
|
|
temp->nextthink = level.time + 2*FRAMETIME;
|
|
temp->destroytarget = self->destroytarget;
|
|
temp->target_ent = attacker;
|
|
gi.linkentity(temp);
|
|
}
|
|
self->nextthink = 0;
|
|
gi.linkentity(self);
|
|
}
|
|
if(self->dmg > 0)
|
|
BecomeExplosion1(self);
|
|
else
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
if(self->deadflag == DEAD_DEAD)
|
|
return;
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
// slow turret down and level it... or for MD2 turrets set to minpitch
|
|
self->speed /= 4;
|
|
if(self->spawnflags & SF_TURRET_MD2)
|
|
self->move_angles[0] = self->pos1[0];
|
|
else
|
|
self->move_angles[0] = 0;
|
|
}
|
|
void toggle_turret_breach (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
if(!(self->spawnflags & SF_TURRET_INACTIVE))
|
|
{
|
|
self->spawnflags |= SF_TURRET_INACTIVE;
|
|
VectorCopy(self->s.angles,self->move_angles);
|
|
if (self->team) {
|
|
edict_t *ent;
|
|
for (ent = self->teammaster; ent; ent = ent->teamchain)
|
|
{
|
|
VectorClear(ent->avelocity);
|
|
gi.linkentity(ent);
|
|
}
|
|
}
|
|
self->think = NULL;
|
|
self->nextthink = 0;
|
|
}
|
|
else
|
|
{
|
|
self->spawnflags &= ~SF_TURRET_INACTIVE;
|
|
self->think = turret_breach_think;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
|
|
void use_turret_breach (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
if(self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
|
|
{
|
|
self->spawnflags &= ~SF_TURRET_TRIGGER_SPAWN;
|
|
self->svflags &= ~SVF_NOCLIENT;
|
|
if(self->spawnflags & SF_TURRET_MD2)
|
|
self->solid = SOLID_BBOX;
|
|
else
|
|
self->solid = SOLID_BSP;
|
|
self->think = turret_breach_think;
|
|
self->think(self);
|
|
}
|
|
}
|
|
void turret_breach_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
// This added for Lazarus to help prevent player from becoming stuck when
|
|
// jumping onto a TRACK turret.
|
|
|
|
// We only care about TRACK turrets. For monster controlled turrets the angles
|
|
// should of course be controlled by the monster.
|
|
if(!(self->spawnflags & SF_TURRET_TRACKING))
|
|
return;
|
|
// We only care about players... everybody else knows better than to
|
|
// get tangled up with turret :-)
|
|
if(!other->client)
|
|
return;
|
|
// Do nothing for turrets that already have an enemy
|
|
if(self->enemy)
|
|
return;
|
|
if( (other->client) && (other->absmin[2] > self->s.origin[2]) ) {
|
|
if( fabs(self->s.angles[PITCH] - self->pos1[PITCH]) <
|
|
fabs(self->s.angles[PITCH] - self->pos2[PITCH]) )
|
|
self->move_angles[PITCH] = self->pos2[PITCH];
|
|
else
|
|
self->move_angles[PITCH] = self->pos1[PITCH];
|
|
|
|
if( fabs(self->s.angles[YAW] - self->pos1[YAW]) <
|
|
fabs(self->s.angles[YAW] - self->pos2[YAW]) )
|
|
self->move_angles[YAW] = self->pos2[YAW];
|
|
else
|
|
self->move_angles[YAW] = self->pos1[YAW];
|
|
}
|
|
}
|
|
|
|
void SP_turret_breach (edict_t *self)
|
|
{
|
|
self->class_id = ENTITY_TURRET_BREACH;
|
|
// Good guy turrets shoot at monsters, not players. Turn TRACK on if it ain't already
|
|
if(self->spawnflags & SF_TURRET_GOODGUY)
|
|
self->spawnflags |= (SF_TURRET_TRACKING | SF_TURRET_INACTIVE);
|
|
|
|
if (self->spawnflags & SF_TURRET_MD2)
|
|
{
|
|
char modelname[256];
|
|
if (!self->usermodel)
|
|
{
|
|
gi.dprintf("%s w/o a model and MD2 spawnflag set at %s\n",
|
|
self->classname,vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
sprintf(modelname, "models/%s", self->usermodel);
|
|
self->s.modelindex = gi.modelindex (modelname);
|
|
|
|
if ( (VectorLength(self->bleft) == 0) &&
|
|
(VectorLength(self->tright) == 0) )
|
|
{
|
|
VectorSet(self->bleft,-16,-16,-16);
|
|
VectorSet(self->tright,16, 16, 16);
|
|
}
|
|
VectorCopy(self->bleft,self->mins);
|
|
VectorCopy(self->tright,self->maxs);
|
|
|
|
if (self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
|
|
{
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->solid = SOLID_NOT;
|
|
self->use = use_turret_breach;
|
|
}
|
|
else
|
|
{
|
|
self->solid = SOLID_BBOX;
|
|
if(self->spawnflags & SF_TURRET_TRACKING)
|
|
self->use = toggle_turret_breach;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
|
|
{
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->solid = SOLID_NOT;
|
|
self->use = use_turret_breach;
|
|
}
|
|
else
|
|
{
|
|
self->solid = SOLID_BSP;
|
|
if(self->spawnflags & SF_TURRET_TRACKING)
|
|
self->use = toggle_turret_breach;
|
|
}
|
|
gi.setmodel (self, self->model);
|
|
}
|
|
self->movetype = MOVETYPE_PUSH;
|
|
|
|
// grenade speed. Yes I know this is a misuse of this. Sue me.
|
|
if (st.distance)
|
|
self->fog_far = st.distance;
|
|
else
|
|
self->fog_far = TURRET_GRENADE_SPEED;
|
|
|
|
if (!self->speed)
|
|
self->speed = 50;
|
|
if (!self->dmg)
|
|
self->dmg = 10;
|
|
|
|
if (!st.minpitch)
|
|
st.minpitch = -30;
|
|
if (!st.maxpitch)
|
|
st.maxpitch = 30;
|
|
if (!st.maxyaw)
|
|
st.maxyaw = 360;
|
|
|
|
if (!self->wait)
|
|
self->wait = 2.0;
|
|
|
|
if(self->health) {
|
|
self->die = turret_die;
|
|
self->takedamage = DAMAGE_YES;
|
|
} else {
|
|
self->die = NULL;
|
|
self->takedamage = DAMAGE_NO;
|
|
}
|
|
// Added touch routine to help prevent player from getting stuck after
|
|
// jumping on turret barrel
|
|
self->touch = turret_breach_touch;
|
|
|
|
self->pos1[PITCH] = -1 * st.minpitch;
|
|
self->pos1[YAW] = st.minyaw;
|
|
self->pos2[PITCH] = -1 * st.maxpitch;
|
|
self->pos2[YAW] = st.maxyaw;
|
|
|
|
if(self->pos1[YAW] < 0)
|
|
self->pos1[YAW] += 360;
|
|
if(self->pos2[YAW] < 0)
|
|
self->pos2[YAW] += 360;
|
|
|
|
self->ideal_yaw = self->s.angles[YAW];
|
|
self->move_angles[YAW] = self->ideal_yaw;
|
|
|
|
self->blocked = turret_blocked;
|
|
|
|
self->think = turret_breach_finish_init;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
// Lazarus: Added so monsters will attack turrets that
|
|
// fire at them
|
|
self->monsterinfo.aiflags |= AI_GOOD_GUY;
|
|
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
void SP_model_turret(edict_t *self)
|
|
{
|
|
self->spawnflags |= SF_TURRET_MD2;
|
|
SP_turret_breach(self);
|
|
self->class_id = ENTITY_MODEL_TURRET;
|
|
}
|
|
|
|
/*QUAKED turret_base (0 0 0) ?
|
|
This portion of the turret changes yaw only.
|
|
MUST be teamed with a turret_breach.
|
|
*/
|
|
|
|
void turret_base_finish(edict_t *self)
|
|
{
|
|
vec_t radius;
|
|
|
|
if(self->team) {
|
|
// should ALWAYS have a team, but we're being pessimistic here
|
|
radius = (self->maxs[0] - self->mins[0])*(self->maxs[0] - self->mins[0]) +
|
|
(self->maxs[1] - self->mins[1])*(self->maxs[1] - self->mins[1]) +
|
|
(self->maxs[2] - self->mins[2])*(self->maxs[2] - self->mins[2]);
|
|
self->teammaster->base_radius = sqrt(radius);
|
|
}
|
|
}
|
|
|
|
void use_turret_base(edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
self->svflags &= ~SVF_NOCLIENT;
|
|
self->solid = SOLID_BSP;
|
|
}
|
|
void SP_turret_base (edict_t *self)
|
|
{
|
|
self->class_id = ENTITY_TURRET_BASE;
|
|
if(self->spawnflags & SF_TURRET_TRIGGER_SPAWN) {
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->solid = SOLID_NOT;
|
|
self->use = use_turret_base;
|
|
} else
|
|
self->solid = SOLID_BSP;
|
|
|
|
self->movetype = MOVETYPE_PUSH;
|
|
gi.setmodel (self, self->model);
|
|
self->blocked = turret_blocked;
|
|
|
|
// DWH
|
|
self->s.angles[PITCH] = self->s.angles[ROLL] = 0;
|
|
self->think = turret_base_finish;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
|
|
/*QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32)
|
|
Must NOT be on the team with the rest of the turret parts.
|
|
Instead it must target the turret_breach.
|
|
*/
|
|
|
|
void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage);
|
|
void infantry_stand (edict_t *self);
|
|
void monster_use (edict_t *self, edict_t *other, edict_t *activator);
|
|
|
|
void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
edict_t *ent;
|
|
|
|
if(self->target_ent->inuse) {
|
|
|
|
// level the gun
|
|
self->target_ent->move_angles[0] = 0;
|
|
|
|
if(self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER)
|
|
// "remote" driver... turn off TRACK for turret
|
|
self->target_ent->spawnflags &= ~SF_TURRET_TRACKING;
|
|
else {
|
|
// remove the driver from the end of the team chain
|
|
for (ent = self->target_ent->teammaster; ent->teamchain != self; ent = ent->teamchain)
|
|
;
|
|
ent->teamchain = NULL;
|
|
self->teammaster = NULL;
|
|
self->flags &= ~FL_TEAMSLAVE;
|
|
self->target_ent->teammaster->owner = NULL;
|
|
}
|
|
self->target_ent->owner = NULL;
|
|
}
|
|
infantry_die (self, inflictor, attacker, damage);
|
|
}
|
|
|
|
void turret_driver_think (edict_t *self)
|
|
{
|
|
vec3_t target;
|
|
vec3_t dir;
|
|
float reaction_time;
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
//ed - yaay, turrets will kill monsters and stuff now.
|
|
if (self->enemy && (!self->enemy->inuse || self->enemy->health <= 0))
|
|
self->enemy = NULL;
|
|
|
|
if (!self->enemy)
|
|
{
|
|
if (!FindTarget (self))
|
|
return;
|
|
self->monsterinfo.trail_time = level.time;
|
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
|
}
|
|
else
|
|
{
|
|
if (visible (self, self->enemy))
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
|
|
{
|
|
self->monsterinfo.trail_time = level.time;
|
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.aiflags |= AI_LOST_SIGHT;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// let the turret know where we want it to aim
|
|
VectorCopy (self->enemy->s.origin, target);
|
|
target[2] += self->enemy->viewheight;
|
|
VectorSubtract (target, self->target_ent->s.origin, dir);
|
|
if(self->target_ent->sounds == 7)
|
|
{
|
|
// grenade launcher
|
|
if(!AimGrenade (self->target_ent, self->target_ent->s.origin, target, self->target_ent->fog_far, dir))
|
|
{
|
|
vectoangles (dir, self->target_ent->move_angles);
|
|
return;
|
|
}
|
|
}
|
|
vectoangles (dir, self->target_ent->move_angles);
|
|
|
|
// decide if we should shoot
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
return;
|
|
|
|
if(self->target_ent->sounds==5 || self->target_ent->sounds==6)
|
|
reaction_time = 0.;
|
|
else
|
|
reaction_time = max(0., (2-skill->value));
|
|
if ((level.time - self->monsterinfo.trail_time) < reaction_time)
|
|
return;
|
|
|
|
if(self->target_ent->sounds==5 || self->target_ent->sounds==6)
|
|
self->monsterinfo.attack_finished = level.time + FRAMETIME;
|
|
else
|
|
self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
|
|
self->target_ent->spawnflags |= 65536;
|
|
}
|
|
|
|
void turret_driver_link (edict_t *self)
|
|
{
|
|
vec3_t vec;
|
|
edict_t *ent;
|
|
|
|
self->target_ent = G_PickTarget (self->target);
|
|
self->target_ent->owner = self;
|
|
|
|
// DWH: We no longer require turret_breach to be teamed with a turret_base UNLESS
|
|
// there's a turret_driver
|
|
if (!self->target_ent->team) {
|
|
gi.dprintf("turret_driver at %s targets a no-team turret_breach\n",
|
|
vtos(self->s.origin));
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
// DWH: REMOTE (=1) drivers aren't part of the turret team, and don't think
|
|
// (the turret_breach thinks for them)
|
|
if(!(self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER)) {
|
|
self->think = turret_driver_think;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->target_ent->teammaster->owner = self;
|
|
VectorCopy (self->target_ent->s.angles, self->s.angles);
|
|
}
|
|
|
|
vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
|
|
vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
|
|
vec[2] = 0;
|
|
self->move_origin[0] = VectorLength(vec);
|
|
|
|
VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
|
|
vectoangles (vec, vec);
|
|
AnglesNormalize(vec);
|
|
self->move_origin[1] = vec[1];
|
|
|
|
self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
|
|
|
|
// add the driver to the end of the team chain
|
|
// DWH: REMOTE (=1) drivers don't move with turret, and the turret tracks
|
|
// players
|
|
if(self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER)
|
|
self->target_ent->spawnflags |= SF_TURRET_TRACKING;
|
|
else {
|
|
for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
|
|
;
|
|
ent->teamchain = self;
|
|
self->teammaster = self->target_ent->teammaster;
|
|
self->flags |= FL_TEAMSLAVE;
|
|
}
|
|
}
|
|
|
|
void SP_turret_driver (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->class_id = ENTITY_TURRET_DRIVER;
|
|
self->movetype = MOVETYPE_PUSH;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
self->health = 100;
|
|
self->gib_health = 0;
|
|
self->mass = 200;
|
|
self->viewheight = 24;
|
|
|
|
self->die = turret_driver_die;
|
|
self->monsterinfo.stand = infantry_stand;
|
|
|
|
self->flags |= FL_NO_KNOCKBACK;
|
|
|
|
level.total_monsters++;
|
|
|
|
self->svflags |= SVF_MONSTER;
|
|
self->s.renderfx |= RF_FRAMELERP;
|
|
self->takedamage = DAMAGE_AIM;
|
|
self->use = monster_use;
|
|
self->clipmask = MASK_MONSTERSOLID;
|
|
VectorCopy (self->s.origin, self->s.old_origin);
|
|
self->monsterinfo.aiflags |= AI_STAND_GROUND|AI_DUCKED;
|
|
|
|
if (st.item)
|
|
{
|
|
self->item = FindItemByClassname (st.item);
|
|
if (!self->item)
|
|
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
|
|
}
|
|
|
|
self->think = turret_driver_link;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
if(self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER) {
|
|
// remote turret driver - go ahead and create his "real" infantry replacement
|
|
// NOW so the switch won't be so time-consuming
|
|
edict_t *infantry;
|
|
infantry = G_Spawn();
|
|
infantry->spawnflags = SF_TURRET_TRIGGER_SPAWN;
|
|
VectorCopy(self->s.angles,infantry->s.angles);
|
|
VectorCopy(self->s.origin,infantry->s.origin);
|
|
infantry->s.origin[2] += 1.0;
|
|
infantry->health = self->health;
|
|
SP_monster_infantry(infantry);
|
|
self->child = infantry;
|
|
}
|
|
gi.linkentity (self);
|
|
}
|
|
|