mirror of
https://github.com/ioquake/jedi-academy.git
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861 lines
23 KiB
C
861 lines
23 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#include "g_local.h"
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#include "q_shared.h"
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void G_SetEnemy( gentity_t *self, gentity_t *enemy );
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qboolean turret_base_spawn_top( gentity_t *base );
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void ObjectDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
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//------------------------------------------------------------------------------------------------------------
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void TurretPain( gentity_t *self, gentity_t *attacker, int damage )
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//------------------------------------------------------------------------------------------------------------
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{
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if (self->target_ent)
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{
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self->target_ent->health = self->health;
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if (self->target_ent->maxHealth)
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{
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G_ScaleNetHealth(self->target_ent);
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}
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}
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if ( attacker->client && attacker->client->ps.weapon == WP_DEMP2 )
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{
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self->attackDebounceTime = level.time + 800 + random() * 500;
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self->painDebounceTime = self->attackDebounceTime;
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}
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if ( !self->enemy )
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{//react to being hit
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G_SetEnemy( self, attacker );
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}
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}
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//------------------------------------------------------------------------------------------------------------
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void TurretBasePain( gentity_t *self, gentity_t *attacker, int damage )
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//------------------------------------------------------------------------------------------------------------
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{
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if (self->target_ent)
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{
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self->target_ent->health = self->health;
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if (self->target_ent->maxHealth)
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{
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G_ScaleNetHealth(self->target_ent);
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}
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TurretPain(self->target_ent, attacker, damage);
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}
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}
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//------------------------------------------------------------------------------------------------------------
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void auto_turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
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//------------------------------------------------------------------------------------------------------------
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{
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vec3_t forward = { 0,0, 1 }, pos;
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// Turn off the thinking of the base & use it's targets
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g_entities[self->r.ownerNum].think = NULL;
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g_entities[self->r.ownerNum].use = NULL;
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// clear my data
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self->die = NULL;
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self->takedamage = qfalse;
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self->s.health = self->health = 0;
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self->s.loopSound = 0;
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self->s.shouldtarget = qfalse;
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//self->s.owner = MAX_CLIENTS; //not owned by any client
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VectorCopy( self->r.currentOrigin, pos );
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pos[2] += self->r.maxs[2]*0.5f;
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G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward );
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G_PlayEffectID( G_EffectIndex( "turret/explode" ), pos, forward );
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if ( self->splashDamage > 0 && self->splashRadius > 0 )
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{
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G_RadiusDamage( self->r.currentOrigin,
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attacker,
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self->splashDamage,
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self->splashRadius,
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attacker,
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NULL,
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MOD_UNKNOWN );
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}
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self->s.weapon = 0; // crosshair code uses this to mark crosshair red
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if ( self->s.modelindex2 )
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{
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// switch to damage model if we should
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self->s.modelindex = self->s.modelindex2;
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if (self->target_ent && self->target_ent->s.modelindex2)
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{
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self->target_ent->s.modelindex = self->target_ent->s.modelindex2;
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}
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VectorCopy( self->r.currentAngles, self->s.apos.trBase );
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VectorClear( self->s.apos.trDelta );
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if ( self->target )
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{
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G_UseTargets( self, attacker );
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}
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}
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else
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{
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ObjectDie( self, inflictor, attacker, damage, meansOfDeath );
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}
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}
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//------------------------------------------------------------------------------------------------------------
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void bottom_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
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//------------------------------------------------------------------------------------------------------------
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{
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if (self->target_ent && self->target_ent->health > 0)
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{
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self->target_ent->health = self->health;
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if (self->target_ent->maxHealth)
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{
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G_ScaleNetHealth(self->target_ent);
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}
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auto_turret_die(self->target_ent, inflictor, attacker, damage, meansOfDeath);
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}
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}
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#define START_DIS 15
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//----------------------------------------------------------------
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static void turret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
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//----------------------------------------------------------------
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{
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vec3_t org;
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gentity_t *bolt;
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if ( (trap_PointContents( start, ent->s.number )&MASK_SHOT) )
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{
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return;
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}
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VectorMA( start, -START_DIS, dir, org ); // dumb....
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G_PlayEffectID( ent->genericValue13, org, dir );
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bolt = G_Spawn();
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//use a custom shot effect
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bolt->s.otherEntityNum2 = ent->genericValue14;
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//use a custom impact effect
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bolt->s.emplacedOwner = ent->genericValue15;
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bolt->classname = "turret_proj";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_FreeEntity;
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bolt->s.eType = ET_MISSILE;
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bolt->s.weapon = WP_EMPLACED_GUN;
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bolt->r.ownerNum = ent->s.number;
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bolt->damage = ent->damage;
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bolt->alliedTeam = ent->alliedTeam;
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bolt->teamnodmg = ent->teamnodmg;
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//bolt->dflags = DAMAGE_NO_KNOCKBACK;// | DAMAGE_HEAVY_WEAP_CLASS; // Don't push them around, or else we are constantly re-aiming
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bolt->splashDamage = ent->damage;
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bolt->splashRadius = 100;
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bolt->methodOfDeath = MOD_TARGET_LASER;
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bolt->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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//bolt->trigger_formation = qfalse; // don't draw tail on first frame
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VectorSet( bolt->r.maxs, 1.5, 1.5, 1.5 );
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VectorScale( bolt->r.maxs, -1, bolt->r.mins );
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time;
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VectorCopy( start, bolt->s.pos.trBase );
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VectorScale( dir, ent->mass, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy( start, bolt->r.currentOrigin);
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bolt->parent = ent;
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}
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//-----------------------------------------------------
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void turret_head_think( gentity_t *self )
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//-----------------------------------------------------
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{
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gentity_t *top = &g_entities[self->r.ownerNum];
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if ( !top )
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{
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return;
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}
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if ( self->painDebounceTime > level.time )
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{
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vec3_t v_up;
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VectorSet( v_up, 0, 0, 1 );
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G_PlayEffect( EFFECT_SPARKS, self->r.currentOrigin, v_up );
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if ( Q_irand( 0, 3) )
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{//25% chance of still firing
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return;
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}
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}
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// if it's time to fire and we have an enemy, then gun 'em down! pushDebounce time controls next fire time
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if ( self->enemy && self->setTime < level.time && self->attackDebounceTime < level.time )
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{
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vec3_t fwd, org;
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// set up our next fire time
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self->setTime = level.time + self->wait;
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/*
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mdxaBone_t boltMatrix;
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// Getting the flash bolt here
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gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
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self->torsoBolt,
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&boltMatrix, self->r.currentAngles, self->r.currentOrigin, (cg.time?cg.time:level.time),
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NULL, self->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, POSITIVE_Y, fwd );
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*/
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VectorCopy( top->r.currentOrigin, org );
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org[2] += top->r.maxs[2]-8;
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AngleVectors( top->r.currentAngles, fwd, NULL, NULL );
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VectorMA( org, START_DIS, fwd, org );
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turret_fire( top, org, fwd );
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self->fly_sound_debounce_time = level.time;//used as lastShotTime
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}
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}
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//-----------------------------------------------------
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static void turret_aim( gentity_t *self )
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//-----------------------------------------------------
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{
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vec3_t enemyDir, org, org2;
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vec3_t desiredAngles, setAngle;
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float diffYaw = 0.0f, diffPitch = 0.0f, turnSpeed;
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const float pitchCap = 40.0f;
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gentity_t *top = &g_entities[self->r.ownerNum];
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if ( !top )
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{
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return;
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}
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// move our gun base yaw to where we should be at this time....
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BG_EvaluateTrajectory( &top->s.apos, level.time, top->r.currentAngles );
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top->r.currentAngles[YAW] = AngleNormalize180( top->r.currentAngles[YAW] );
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top->r.currentAngles[PITCH] = AngleNormalize180( top->r.currentAngles[PITCH] );
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turnSpeed = top->speed;
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if ( self->painDebounceTime > level.time )
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{
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desiredAngles[YAW] = top->r.currentAngles[YAW]+flrand(-45,45);
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desiredAngles[PITCH] = top->r.currentAngles[PITCH]+flrand(-10,10);
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if (desiredAngles[PITCH] < -pitchCap)
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{
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desiredAngles[PITCH] = -pitchCap;
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}
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else if (desiredAngles[PITCH] > pitchCap)
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{
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desiredAngles[PITCH] = pitchCap;
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}
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diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
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diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
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turnSpeed = flrand( -5, 5 );
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}
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else if ( self->enemy )
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{
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// ...then we'll calculate what new aim adjustments we should attempt to make this frame
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// Aim at enemy
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VectorCopy( self->enemy->r.currentOrigin, org );
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org[2]+=self->enemy->r.maxs[2]*0.5f;
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if (self->enemy->s.eType == ET_NPC &&
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self->enemy->s.NPC_class == CLASS_VEHICLE &&
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self->enemy->m_pVehicle &&
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self->enemy->m_pVehicle->m_pVehicleInfo->type == VH_WALKER)
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{ //hack!
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org[2] += 32.0f;
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}
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/*
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mdxaBone_t boltMatrix;
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// Getting the "eye" here
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gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
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self->torsoBolt,
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&boltMatrix, self->r.currentAngles, self->s.origin, (cg.time?cg.time:level.time),
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NULL, self->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org2 );
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*/
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VectorCopy( top->r.currentOrigin, org2 );
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VectorSubtract( org, org2, enemyDir );
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vectoangles( enemyDir, desiredAngles );
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desiredAngles[PITCH] = AngleNormalize180(desiredAngles[PITCH]);
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if (desiredAngles[PITCH] < -pitchCap)
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{
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desiredAngles[PITCH] = -pitchCap;
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}
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else if (desiredAngles[PITCH] > pitchCap)
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{
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desiredAngles[PITCH] = pitchCap;
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}
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diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
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diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
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}
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else
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{//FIXME: Pan back and forth in original facing
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// no enemy, so make us slowly sweep back and forth as if searching for a new one
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desiredAngles[YAW] = sin( level.time * 0.0001f + top->count );
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desiredAngles[YAW] *= 60.0f;
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desiredAngles[YAW] += self->s.angles[YAW];
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desiredAngles[YAW] = AngleNormalize180( desiredAngles[YAW] );
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diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
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diffPitch = AngleSubtract( 0, top->r.currentAngles[PITCH] );
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turnSpeed = 1.0f;
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}
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if ( diffYaw )
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{
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// cap max speed....
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if ( fabs(diffYaw) > turnSpeed )
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{
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diffYaw = ( diffYaw >= 0 ? turnSpeed : -turnSpeed );
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}
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}
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if ( diffPitch )
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{
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if ( fabs(diffPitch) > turnSpeed )
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{
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// cap max speed
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diffPitch = (diffPitch > 0.0f ? turnSpeed : -turnSpeed );
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}
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}
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// ...then set up our desired yaw
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VectorSet( setAngle, diffPitch, diffYaw, 0 );
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VectorCopy( top->r.currentAngles, top->s.apos.trBase );
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VectorScale( setAngle, (1000/FRAMETIME), top->s.apos.trDelta );
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top->s.apos.trTime = level.time;
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top->s.apos.trType = TR_LINEAR_STOP;
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top->s.apos.trDuration = FRAMETIME;
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if ( diffYaw || diffPitch )
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{
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top->s.loopSound = G_SoundIndex( "sound/vehicles/weapons/hoth_turret/turn.wav" );
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}
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else
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{
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top->s.loopSound = 0;
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}
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}
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//-----------------------------------------------------
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static void turret_turnoff( gentity_t *self )
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//-----------------------------------------------------
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{
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gentity_t *top = &g_entities[self->r.ownerNum];
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if ( top != NULL )
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{//still have a top
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//stop it from rotating
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VectorCopy( top->r.currentAngles, top->s.apos.trBase );
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VectorClear( top->s.apos.trDelta );
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top->s.apos.trTime = level.time;
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top->s.apos.trType = TR_STATIONARY;
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}
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self->s.loopSound = 0;
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// shut-down sound
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//G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
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// Clear enemy
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self->enemy = NULL;
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}
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//-----------------------------------------------------
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static void turret_sleep( gentity_t *self )
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//-----------------------------------------------------
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{
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if ( self->enemy == NULL )
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{
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// we don't need to play sound
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return;
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}
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// make turret play ping sound for 5 seconds
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self->aimDebounceTime = level.time + 5000;
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// Clear enemy
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self->enemy = NULL;
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}
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//-----------------------------------------------------
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static qboolean turret_find_enemies( gentity_t *self )
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//-----------------------------------------------------
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{
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qboolean found = qfalse;
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int i, count;
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float bestDist = self->radius * self->radius;
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float enemyDist;
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vec3_t enemyDir, org, org2;
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gentity_t *entity_list[MAX_GENTITIES], *target, *bestTarget = NULL;
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trace_t tr;
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gentity_t *top = &g_entities[self->r.ownerNum];
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if ( !top )
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{
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return qfalse;
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}
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if ( self->aimDebounceTime > level.time ) // time since we've been shut off
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{
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// We were active and alert, i.e. had an enemy in the last 3 secs
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if ( self->timestamp < level.time )
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{
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//G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" ));
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self->timestamp = level.time + 1000;
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}
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}
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VectorCopy( top->r.currentOrigin, org2 );
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count = G_RadiusList( org2, self->radius, self, qtrue, entity_list );
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for ( i = 0; i < count; i++ )
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{
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target = entity_list[i];
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if ( !target->client )
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{
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// only attack clients
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continue;
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}
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if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET ))
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{
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continue;
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}
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if ( target->client->sess.sessionTeam == TEAM_SPECTATOR )
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{
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continue;
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}
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if ( self->alliedTeam )
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{
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if ( target->client )
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{
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if ( target->client->sess.sessionTeam == self->alliedTeam )
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{
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// A bot/client/NPC we don't want to shoot
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continue;
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}
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}
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else if ( target->teamnodmg == self->alliedTeam )
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{
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// An ent we don't want to shoot
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continue;
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}
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}
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if ( !trap_InPVS( org2, target->r.currentOrigin ))
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{
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continue;
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}
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VectorCopy( target->r.currentOrigin, org );
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org[2] += target->r.maxs[2]*0.5f;
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trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );
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if ( !tr.allsolid && !tr.startsolid && ( tr.fraction == 1.0 || tr.entityNum == target->s.number ))
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{
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// Only acquire if have a clear shot, Is it in range and closer than our best?
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VectorSubtract( target->r.currentOrigin, top->r.currentOrigin, enemyDir );
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enemyDist = VectorLengthSquared( enemyDir );
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if ( enemyDist < bestDist // all things equal, keep current
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|| (!Q_stricmp( "atst_vehicle", target->NPC_type ) && bestTarget && Q_stricmp( "atst_vehicle", bestTarget->NPC_type ) ) )//target AT-STs over non-AT-STs... FIXME: must be a better, easier way to tell this, no?
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{
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if ( self->attackDebounceTime < level.time )
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{
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// We haven't fired or acquired an enemy in the last 2 seconds-start-up sound
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//G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" ));
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// Wind up turrets for a bit
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self->attackDebounceTime = level.time + 1400;
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}
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bestTarget = target;
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bestDist = enemyDist;
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found = qtrue;
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}
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}
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}
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if ( found )
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{
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G_SetEnemy( self, bestTarget );
|
|
if ( VALIDSTRING( self->target2 ))
|
|
{
|
|
G_UseTargets2( self, self, self->target2 );
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
//-----------------------------------------------------
|
|
void turret_base_think( gentity_t *self )
|
|
//-----------------------------------------------------
|
|
{
|
|
qboolean turnOff = qtrue;
|
|
float enemyDist;
|
|
vec3_t enemyDir, org, org2;
|
|
|
|
if ( self->spawnflags & 1 )
|
|
{
|
|
// not turned on
|
|
turret_turnoff( self );
|
|
|
|
// No target
|
|
self->flags |= FL_NOTARGET;
|
|
self->nextthink = -1;//never think again
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// I'm all hot and bothered
|
|
self->flags &= ~FL_NOTARGET;
|
|
//remember to keep thinking!
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
if ( !self->enemy )
|
|
{
|
|
if ( turret_find_enemies( self ))
|
|
{
|
|
turnOff = qfalse;
|
|
}
|
|
}
|
|
else if ( self->enemy->client && self->enemy->client->sess.sessionTeam == TEAM_SPECTATOR )
|
|
{//don't keep going after spectators
|
|
self->enemy = NULL;
|
|
}
|
|
else
|
|
{//FIXME: remain single-minded or look for a new enemy every now and then?
|
|
if ( self->enemy->health > 0 )
|
|
{
|
|
// enemy is alive
|
|
VectorSubtract( self->enemy->r.currentOrigin, self->r.currentOrigin, enemyDir );
|
|
enemyDist = VectorLengthSquared( enemyDir );
|
|
|
|
if ( enemyDist < (self->radius * self->radius) )
|
|
{
|
|
// was in valid radius
|
|
if ( trap_InPVS( self->r.currentOrigin, self->enemy->r.currentOrigin ) )
|
|
{
|
|
// Every now and again, check to see if we can even trace to the enemy
|
|
trace_t tr;
|
|
|
|
if ( self->enemy->client )
|
|
{
|
|
VectorCopy( self->enemy->client->renderInfo.eyePoint, org );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( self->enemy->r.currentOrigin, org );
|
|
}
|
|
VectorCopy( self->r.currentOrigin, org2 );
|
|
if ( self->spawnflags & 2 )
|
|
{
|
|
org2[2] += 10;
|
|
}
|
|
else
|
|
{
|
|
org2[2] -= 10;
|
|
}
|
|
trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );
|
|
|
|
if ( !tr.allsolid && !tr.startsolid && tr.entityNum == self->enemy->s.number )
|
|
{
|
|
turnOff = qfalse; // Can see our enemy
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
turret_head_think( self );
|
|
}
|
|
|
|
if ( turnOff )
|
|
{
|
|
if ( self->bounceCount < level.time ) // bounceCount is used to keep the thing from ping-ponging from on to off
|
|
{
|
|
turret_sleep( self );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// keep our enemy for a minimum of 2 seconds from now
|
|
self->bounceCount = level.time + 2000 + random() * 150;
|
|
}
|
|
|
|
turret_aim( self );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void turret_base_use( gentity_t *self, gentity_t *other, gentity_t *activator )
|
|
//-----------------------------------------------------------------------------
|
|
{
|
|
// Toggle on and off
|
|
self->spawnflags = (self->spawnflags ^ 1);
|
|
|
|
/*
|
|
if (( self->s.eFlags & EF_SHADER_ANIM ) && ( self->spawnflags & 1 )) // Start_Off
|
|
{
|
|
self->s.frame = 1; // black
|
|
}
|
|
else
|
|
{
|
|
self->s.frame = 0; // glow
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
/*QUAKED misc_turret (1 0 0) (-48 -48 0) (48 48 144) START_OFF
|
|
Large 2-piece turbolaser turret
|
|
|
|
START_OFF - Starts off
|
|
|
|
radius - How far away an enemy can be for it to pick it up (default 1024)
|
|
wait - Time between shots (default 300 ms)
|
|
dmg - How much damage each shot does (default 100)
|
|
health - How much damage it can take before exploding (default 3000)
|
|
speed - how fast it turns (default 10)
|
|
|
|
splashDamage - How much damage the explosion does (300)
|
|
splashRadius - The radius of the explosion (128)
|
|
|
|
shotspeed - speed at which projectiles will move
|
|
|
|
targetname - Toggles it on/off
|
|
target - What to use when destroyed
|
|
target2 - What to use when it decides to start shooting at an enemy
|
|
|
|
showhealth - set to 1 to show health bar on this entity when crosshair is over it
|
|
|
|
teamowner - crosshair shows green for this team, red for opposite team
|
|
0 - none
|
|
1 - red
|
|
2 - blue
|
|
|
|
alliedTeam - team that this turret won't target
|
|
0 - none
|
|
1 - red
|
|
2 - blue
|
|
|
|
teamnodmg - team that turret does not take damage from
|
|
0 - none
|
|
1 - red
|
|
2 - blue
|
|
|
|
"icon" - icon that represents the objective on the radar
|
|
*/
|
|
//-----------------------------------------------------
|
|
void SP_misc_turret( gentity_t *base )
|
|
//-----------------------------------------------------
|
|
{
|
|
char* s;
|
|
|
|
base->s.modelindex2 = G_ModelIndex( "models/map_objects/hoth/turret_bottom.md3" );
|
|
base->s.modelindex = G_ModelIndex( "models/map_objects/hoth/turret_base.md3" );
|
|
//base->playerModel = gi.G2API_InitGhoul2Model( base->ghoul2, "models/map_objects/imp_mine/turret_canon.glm", base->s.modelindex );
|
|
//base->s.radius = 80.0f;
|
|
|
|
//gi.G2API_SetBoneAngles( &base->ghoul2[base->playerModel], "Bone_body", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL );
|
|
//base->torsoBolt = gi.G2API_AddBolt( &base->ghoul2[base->playerModel], "*flash03" );
|
|
|
|
G_SpawnString( "icon", "", &s );
|
|
if (s && s[0])
|
|
{
|
|
// We have an icon, so index it now. We are reusing the genericenemyindex
|
|
// variable rather than adding a new one to the entity state.
|
|
base->s.genericenemyindex = G_IconIndex(s);
|
|
}
|
|
|
|
G_SetAngles( base, base->s.angles );
|
|
G_SetOrigin( base, base->s.origin );
|
|
|
|
base->r.contents = CONTENTS_BODY;
|
|
|
|
VectorSet( base->r.maxs, 32.0f, 32.0f, 128.0f );
|
|
VectorSet( base->r.mins, -32.0f, -32.0f, 0.0f );
|
|
|
|
base->use = turret_base_use;
|
|
base->think = turret_base_think;
|
|
// don't start working right away
|
|
base->nextthink = level.time + FRAMETIME * 5;
|
|
|
|
trap_LinkEntity( base );
|
|
|
|
if ( !turret_base_spawn_top( base ) )
|
|
{
|
|
G_FreeEntity( base );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------
|
|
qboolean turret_base_spawn_top( gentity_t *base )
|
|
{
|
|
vec3_t org;
|
|
int t;
|
|
|
|
gentity_t *top = G_Spawn();
|
|
if ( !top )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
top->s.modelindex = G_ModelIndex( "models/map_objects/hoth/turret_top_new.md3" );
|
|
top->s.modelindex2 = G_ModelIndex( "models/map_objects/hoth/turret_top.md3" );
|
|
G_SetAngles( top, base->s.angles );
|
|
VectorCopy( base->s.origin, org );
|
|
org[2] += 128;
|
|
G_SetOrigin( top, org );
|
|
|
|
base->r.ownerNum = top->s.number;
|
|
top->r.ownerNum = base->s.number;
|
|
|
|
if ( base->team && base->team[0] && //g_gametype.integer == GT_SIEGE &&
|
|
!base->teamnodmg)
|
|
{
|
|
base->teamnodmg = atoi(base->team);
|
|
}
|
|
base->team = NULL;
|
|
top->teamnodmg = base->teamnodmg;
|
|
top->alliedTeam = base->alliedTeam;
|
|
|
|
base->s.eType = ET_GENERAL;
|
|
|
|
// Set up our explosion effect for the ExplodeDeath code....
|
|
G_EffectIndex( "turret/explode" );
|
|
G_EffectIndex( "sparks/spark_exp_nosnd" );
|
|
G_EffectIndex( "turret/hoth_muzzle_flash" );
|
|
|
|
// this is really the pitch angle.....
|
|
top->speed = 0;
|
|
|
|
// this is a random time offset for the no-enemy-search-around-mode
|
|
top->count = random() * 9000;
|
|
|
|
if ( !base->health )
|
|
{
|
|
base->health = 3000;
|
|
}
|
|
top->health = base->health;
|
|
|
|
G_SpawnInt( "showhealth", "0", &t );
|
|
|
|
if (t)
|
|
{ //a non-0 maxhealth value will mean we want to show the health on the hud
|
|
top->maxHealth = base->health; //acts as "maxhealth"
|
|
G_ScaleNetHealth(top);
|
|
|
|
base->maxHealth = base->health;
|
|
G_ScaleNetHealth(base);
|
|
}
|
|
|
|
base->takedamage = qtrue;
|
|
base->pain = TurretBasePain;
|
|
base->die = bottom_die;
|
|
|
|
//design specified shot speed
|
|
G_SpawnFloat( "shotspeed", "1100", &base->mass );
|
|
top->mass = base->mass;
|
|
|
|
//even if we don't want to show health, let's at least light the crosshair up properly over ourself
|
|
if ( !top->s.teamowner )
|
|
{
|
|
top->s.teamowner = top->alliedTeam;
|
|
}
|
|
|
|
base->alliedTeam = top->alliedTeam;
|
|
base->s.teamowner = top->s.teamowner;
|
|
|
|
base->s.shouldtarget = qtrue;
|
|
top->s.shouldtarget = qtrue;
|
|
|
|
//link them to each other
|
|
base->target_ent = top;
|
|
top->target_ent = base;
|
|
|
|
//top->s.owner = MAX_CLIENTS; //not owned by any client
|
|
|
|
// search radius
|
|
if ( !base->radius )
|
|
{
|
|
base->radius = 1024;
|
|
}
|
|
top->radius = base->radius;
|
|
|
|
// How quickly to fire
|
|
if ( !base->wait )
|
|
{
|
|
base->wait = 300 + random() * 55;
|
|
}
|
|
top->wait = base->wait;
|
|
|
|
if ( !base->splashDamage )
|
|
{
|
|
base->splashDamage = 300;
|
|
}
|
|
top->splashDamage = base->splashDamage;
|
|
|
|
if ( !base->splashRadius )
|
|
{
|
|
base->splashRadius = 128;
|
|
}
|
|
top->splashRadius = base->splashRadius;
|
|
|
|
// how much damage each shot does
|
|
if ( !base->damage )
|
|
{
|
|
base->damage = 100;
|
|
}
|
|
top->damage = base->damage;
|
|
|
|
// how fast it turns
|
|
if ( !base->speed )
|
|
{
|
|
base->speed = 20;
|
|
}
|
|
top->speed = base->speed;
|
|
|
|
VectorSet( top->r.maxs, 48.0f, 48.0f, 16.0f );
|
|
VectorSet( top->r.mins, -48.0f, -48.0f, 0.0f );
|
|
// Precache moving sounds
|
|
//G_SoundIndex( "sound/chars/turret/startup.wav" );
|
|
//G_SoundIndex( "sound/chars/turret/shutdown.wav" );
|
|
//G_SoundIndex( "sound/chars/turret/ping.wav" );
|
|
G_SoundIndex( "sound/vehicles/weapons/hoth_turret/turn.wav" );
|
|
top->genericValue13 = G_EffectIndex( "turret/hoth_muzzle_flash" );
|
|
top->genericValue14 = G_EffectIndex( "turret/hoth_shot" );
|
|
top->genericValue15 = G_EffectIndex( "turret/hoth_impact" );
|
|
|
|
top->r.contents = CONTENTS_BODY;
|
|
|
|
//base->max_health = base->health;
|
|
top->takedamage = qtrue;
|
|
top->pain = TurretPain;
|
|
top->die = auto_turret_die;
|
|
|
|
top->material = MAT_METAL;
|
|
//base->r.svFlags |= SVF_NO_TELEPORT|SVF_NONNPC_ENEMY|SVF_SELF_ANIMATING;
|
|
|
|
// Register this so that we can use it for the missile effect
|
|
RegisterItem( BG_FindItemForWeapon( WP_EMPLACED_GUN ));
|
|
|
|
// But set us as a turret so that we can be identified as a turret
|
|
top->s.weapon = WP_EMPLACED_GUN;
|
|
|
|
trap_LinkEntity( top );
|
|
return qtrue;
|
|
}
|