mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-30 16:01:49 +00:00
804 lines
24 KiB
C++
804 lines
24 KiB
C++
/*======================================================
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SENTRY.QC Custom TeamFortress v2.1
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(c) TeamFortress Software Pty Ltd 29/2/97
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(c) William Kerney 21/10/99
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(c) Craig Hauser 19/3/00
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========================================================
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Weapons and functions for the Sentry Guns
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======================================================*/
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// This is a temporary hack... they'll be replaced with real bots when
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// the bot code is in (should that be if? :)
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// WK If is right. :)
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// SentryGun AI Functions
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void() Sentry_Rotate;
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float() Sentry_FindTarget;
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void() Sentry_FoundTarget;
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void() Sentry_HuntTarget;
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void() Sentry_Pain;
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void() Sentry_Die;
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float() Sentry_Fire;
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//WK - Will kill enemies on touch, and adds support for flying.
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void() Sentry_Touch;
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/* WK==============================================
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#ifndef #COOP_MODE
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void() ai_face =
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{
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local vector temp_vect,temp_ang;
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.ideal_yaw = anglemod(self.ideal_yaw);
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//WK Turrets swivel instanter
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if (self.tf_items & #NIT_TURRET) { //Auto-swivel
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self.angles_y = self.ideal_yaw;
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}
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else
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ChangeYaw ();
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};
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#endif
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*/
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//==============================================
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$cd /quake/fortress/progs/turrgun
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$origin 0 -6 24
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$base base
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$skin skin
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$frame lvl1_stand1
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$frame lvl1_shoot1 lvl1_shoot2
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$frame lvl2_stand1
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$frame lvl2_shoot1 lvl2_shoot2
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$frame lvl3_stand1
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$frame lvl3_shoot1 lvl3_shoot2
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/* WK -- This is how you unhack the turret's position :Þ
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if (self.tf_items & #NIT_TURRET) self.origin_z = self.origin_z + 40;
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*/
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void() RemoveGlow = {
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self.effects = self.effects - (self.effects & #EF_DIMLIGHT);
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};
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//===========================
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// Level 1 Sentry Gun Frames
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void() lvl1_sentry_atk3;
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void() lvl1_sentry_stand =[ $lvl1_stand1, lvl1_sentry_stand ] {RemoveGlow(); Sentry_Rotate();};
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void() lvl1_sentry_atk1 =[ $lvl1_shoot1, lvl1_sentry_atk3 ]
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{
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ai_face();
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if (self.enemy == world || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == #TRUE) //CH
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lvl1_sentry_stand();
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else if (self.ammo_shells <= 0)
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lvl1_sentry_stand();
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else if (Sentry_Fire() == #FALSE)
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//WK lvl1_sentry_atk3();
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lvl1_sentry_stand();
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};
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void() lvl1_sentry_atk2 =[ $lvl1_shoot2, lvl1_sentry_atk3 ]
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{
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ai_face();
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Sentry_Fire();
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};
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void() lvl1_sentry_atk3 =[ $lvl1_stand1, lvl1_sentry_atk1 ] {ai_face();};
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//===========================
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// Level 2 Sentry Gun Frames
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void() lvl2_sentry_atk3;
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void() lvl2_sentry_stand= [ $lvl2_stand1, lvl2_sentry_stand ] {RemoveGlow(); Sentry_Rotate();};
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void() lvl2_sentry_atk1 = [ $lvl2_shoot1, lvl2_sentry_atk2 ]
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{
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ai_face();
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if (self.enemy == world || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == #TRUE) //CH
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lvl2_sentry_stand();
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else if (self.ammo_shells <= 0)
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lvl2_sentry_stand();
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else if (Sentry_Fire() == #FALSE)
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//WK lvl2_sentry_atk3();
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lvl2_sentry_stand();
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};
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void() lvl2_sentry_atk2 =[ $lvl2_shoot2, lvl2_sentry_atk3 ]
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{
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ai_face();
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Sentry_Fire();
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};
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void() lvl2_sentry_atk3 =[ $lvl2_stand1, lvl2_sentry_atk1 ]
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{
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ai_face();
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Sentry_Fire();
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};
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//===========================
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// Level 3 Sentry Gun Frames
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void() lvl3_sentry_atk3;
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void() lvl3_sentry_atk4;
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void() lvl3_sentry_stand= [ $lvl3_stand1, lvl3_sentry_stand ] {RemoveGlow(); Sentry_Rotate();};
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void() lvl3_sentry_atk1 = [ $lvl3_shoot1, lvl3_sentry_atk2 ]
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{
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ai_face();
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if (self.enemy == world || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == #TRUE) //CH
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lvl3_sentry_stand();
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else if (self.ammo_shells <= 0 && self.ammo_rockets <= 0)
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lvl3_sentry_stand();
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else if (self.ammo_shells <= 0 && self.ammo_rockets > 0) //CH rocket check
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{
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RemoveGlow();
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lvl3_sentry_atk4();
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}
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else if (Sentry_Fire() == #FALSE)
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//WK lvl3_sentry_atk3();
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lvl3_sentry_stand();
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};
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void() lvl3_sentry_atk2 =[ $lvl3_shoot2, lvl3_sentry_atk3 ]
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{
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ai_face();
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Sentry_Fire();
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};
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void() lvl3_sentry_atk3 =[ $lvl3_stand1, lvl3_sentry_atk1 ]
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{
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ai_face();
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Sentry_Fire();
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};
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void() lvl3_sentry_atk4 = [ $lvl3_stand1, lvl3_sentry_atk5 ]
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{
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ai_face();
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if (self.enemy == world || self.enemy.health <= 0 || /* !visible(self.enemy) || */ self.enemy.has_disconnected == #TRUE) //CH
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lvl3_sentry_stand();
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else if (self.ammo_shells <= 0 && self.ammo_rockets <= 0)
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lvl3_sentry_stand();
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else if (Sentry_Fire() == #FALSE)
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//WK lvl3_sentry_atk3();
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lvl3_sentry_stand();
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};
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void() lvl3_sentry_atk5 =[ $lvl3_stand1, lvl3_sentry_atk4 ]
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{
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ai_face();
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Sentry_Fire();
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};
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//=============
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void() Sentry_Rotate =
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{
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local string st;
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local float blah;
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if (self.is_malfunctioning & #SCREWUP_ONE)
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{
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self.ideal_yaw = self.ideal_yaw + 10;
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ChangeYaw();
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return;
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}
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if (Sentry_FindTarget())
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return;
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//- OfN this does the sentry to not return to rotate status after enemy becomes not visible or died
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// it doesn't alter the real behaviour only the look
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if (self.attack_finished > time)
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{
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self.has_holo=1;
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return;
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}
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if (self.has_holo==1)
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{
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self.has_holo=0;
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sound (self, #CHAN_ITEM, "weapons/trr2lost.wav", 0.25, #ATTN_NORM);
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}
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if (self.heat == 0)
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{
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self.ideal_yaw = anglemod(self.waitmin);
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ChangeYaw();
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// 15 // 16 or 14
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//was if ((anglemod(self.angles_y) <= (self.waitmin + 1)) && (anglemod(self.angles_y) >= (self.waitmin - 2))) //CH after the && fixed spaz sent!!
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if ((anglemod(self.angles_y) <= (self.waitmin + 1)) && (anglemod(self.angles_y) >= (self.waitmin - 2))) //CH after the && fixed spaz sent!!
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{
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self.heat = 1;
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if (random() < 0.1)
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sound (self, #CHAN_ITEM, "weapons/turridle.wav", 1, #ATTN_NORM);
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}
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}
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else
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{
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self.ideal_yaw = anglemod(self.waitmax);
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ChangeYaw();
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//was if ((anglemod(self.angles_y) >= (self.waitmax - 1 )) && (anglemod(self.angles_y) <= (self.waitmax + 2))) //CH after the && fixed spaz sent!!
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if ((anglemod(self.angles_y) >= (self.waitmax - 1 )) && (anglemod(self.angles_y) <= (self.waitmax + 2))) //CH after the && fixed spaz sent!!
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self.heat = 0;
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}
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};
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//================================================0
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// new RANGE_VERYFAR hacked sentries can shot at it
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float(entity targ) rangesentry =
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{
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local vector spot1, spot2;
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local float r;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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r = vlen (spot1 - spot2);
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if (r < 120)
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return #RANGE_MELEE;
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if (r < 500)
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return #RANGE_NEAR;
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if (r < 1000)
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return #RANGE_MID;
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if (r < 2000)
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return #RANGE_FAR;
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return #RANGE_VERYFAR;
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};
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float() Sentry_FindTarget =
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{
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self.enemy = world; //CH for sbar
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#ifdef QUAKE_WORLD // culled by KK. was QUAKE_WORLD
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if (infokey(world,"ceasefire")=="on")
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return #FALSE;
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#endif
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local entity client;
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local float r, gotone, loopc;
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//WK Hack to get floating sentry working
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if (self.tf_items & #NIT_TURRET) {
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self.origin_z = self.origin_z - 40;
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}
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = #FALSE;
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//WK Theortetically this will check every client on the server now
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while (loopc < 32 && gotone == #FALSE) //WK 3
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{
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client = checkclient();
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gotone = #TRUE;
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if (!client)
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gotone = #FALSE;
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if (!Pharse_Client(client, self, 1, 0, 0, 1))
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gotone = #FALSE;
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r = rangesentry (client);
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//- ofn
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//if (r == #RANGE_FAR)
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// gotone = #FALSE;
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//WK Hack, turret should be able to see in all directions...
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if (!(self.tf_items & #NIT_TURRET)) {
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if (r == #RANGE_NEAR)
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{
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if (client.show_hostile < time && !infront (client))
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gotone = #FALSE;
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}
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else if (r == #RANGE_MID)
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{
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if (!infront (client))
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gotone = #FALSE;
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}
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else if (r == #RANGE_FAR) //- OfN - Sentries with enhanced circuits can shot at far range
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{
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if (!(self.num_mines & #IMPROVED_FOUR) || !infront (client))
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gotone = #FALSE;
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}
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}
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else //- OfN - a turretized sentry gun...
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{
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if (r == #RANGE_FAR && !(self.num_mines & #IMPROVED_FOUR))
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gotone = #FALSE;
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}
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//- OfN ----------------//
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if (r == #RANGE_VERYFAR)
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gotone = #FALSE;
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//----------------------//
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loopc = loopc + 1;
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//WK Solve a bug in sentry targetting?
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if (gotone) loopc = 1000;
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}
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if (!gotone) //if no player target found lets scan for monsters and army..
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{
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local entity te;
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te = find(world, message,"XX");
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while (te != world && gotone == #FALSE)
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{
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gotone = #TRUE;
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if (Teammate(self.real_owner.team_no,te.real_owner.team_no))
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gotone = #FALSE;
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else if (!IsMonster(te))
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gotone = #FALSE;
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else if (te.health <= 0)
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gotone = #FALSE;
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else if ( (!(self.tf_items & #NIT_TURRET) && !visible2x(self,te)) || ((self.tf_items & #NIT_TURRET) && !visible2(self,te)))
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gotone = #FALSE;
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else
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{
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r = rangesentry(te);
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//WK Hack, turret should be able to see in all directions...
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if (!(self.tf_items & #NIT_TURRET)) {
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if (r == #RANGE_NEAR)
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{
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if (!infront (te))
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gotone = #FALSE;
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}
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else if (r == #RANGE_MID)
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{
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if (!infront (te))
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gotone = #FALSE;
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}
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else if (r == #RANGE_FAR) //- OfN - Sentries with enhanced circuits can shot at far range
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{
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if (!(self.num_mines & #IMPROVED_FOUR) || !infront (te))
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gotone = #FALSE;
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}
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}
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else //- OfN - a turretized sentry gun...
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{
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if (r == #RANGE_FAR && !(self.num_mines & #IMPROVED_FOUR))
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gotone = #FALSE;
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}
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//- OfN ----------------//
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if (r == #RANGE_VERYFAR)
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gotone = #FALSE;
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//----------------------//
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} // this is the ELSE of !isMonster()
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if (gotone)
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client=te;
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te = find(te, message, "XX");
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} // while
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} //monster scanning
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//WK Unhack our hack
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if (self.tf_items & #NIT_TURRET) {
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self.origin_z = self.origin_z + 40;
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}
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if (!gotone)
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return #FALSE;
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// Found a Target
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self.enemy = client;
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//- OfN - what was this for??
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/*if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = world;
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return #FALSE;
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}
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}*/
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Sentry_FoundTarget ();
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return #TRUE;
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};
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void() Sentry_FoundTarget =
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{
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// Cannon Powerup Sound?
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if (self.ammo_shells > 0 || (self.ammo_rockets > 0 && self.weapon == 3))
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{
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if (self.attack_finished < time) //- OfN -
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sound (self, #CHAN_VOICE, "weapons/turrspot.wav", 1, #ATTN_NORM);
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}
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Sentry_HuntTarget ();
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if (self.super_damage_finished < time)
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{
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self.super_damage_finished = time + 1.0; //WK Was at .5, which was too fast
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if (self.num_mines & #IMPROVED_FOUR)
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self.super_damage_finished = time + 0.65; //- OfN - improved circuits! heh
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}
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};
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void() Sentry_HuntTarget =
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{
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self.goalentity = self.enemy;
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if (self.weapon == 1)
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self.think = lvl1_sentry_atk1;
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else if (self.weapon == 2)
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self.think = lvl2_sentry_atk1;
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else // if (self.weapon == 3)
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{
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if (self.ammo_shells <= 0 && self.ammo_rockets > 0) //CH has rockets but no shells
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self.think = lvl3_sentry_atk4;
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else
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self.think = lvl3_sentry_atk1;
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}
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.nextthink = time + 0.1;
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//SUB_AttackFinished (0.5); // WK Does this do anything?
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// - OfN - Nope lol it didnt
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local float tfactor;
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tfactor=1;
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//- OfN - Does this sentry has enhanced circuits? if so.. cut down lock time
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if (self.num_mines & #IMPROVED_FOUR) tfactor=0.5;
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//WK --- Invisible people take longer for sentries to lock onto
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// because they have to use their heat sensors
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if (self.enemy.modelindex == modelindex_null)
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self.nextthink = time + (2*tfactor); // Must acquire a heat signal
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else if (self.enemy.modelindex == modelindex_eyes)
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self.nextthink = time + (1.5*tfactor); // Some visual, so its a little easier
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else
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self.nextthink = time + (0.5*tfactor); // Some visual, so its a little easier
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};
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void() Sentry_Pain =
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{
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// Update the owner's status bar
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self.real_owner.StatusRefreshTime = time + 0.2;
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//CH special sbar for eng.
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self.real_owner.StatusBarScreen = 1;
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};
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void() Sentry_Die =
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{
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sprint(self.real_owner, #PRINT_HIGH, "Your sentry gun was destroyed.\n");
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self.real_owner.has_sentry = self.real_owner.has_sentry - 1;
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if (self.real_owner.has_sentry < 0)
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self.real_owner.has_sentry = 0;
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ThrowGib("progs/t2gib1.mdl", -70);
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ThrowGib("progs/t2gib2.mdl", -70);
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ThrowGib("progs/t2gib3.mdl", -70);
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ThrowGib("progs/t2gib4.mdl", self.skin);
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if (self.classname == "building_sentrygun_base")
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{
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if (self.oldenemy)
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dremove(self.oldenemy);
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}
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else
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{
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if (self.trigger_field)
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dremove(self.trigger_field);
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}
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WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
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WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
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WriteCoord (#MSG_BROADCAST, self.origin_x);
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WriteCoord (#MSG_BROADCAST, self.origin_y);
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WriteCoord (#MSG_BROADCAST, self.origin_z);
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#ifdef QUAKE_WORLD
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multicast (self.origin, #MULTICAST_PHS);
|
|
dremove(self);
|
|
#else
|
|
BecomeExplosion ();
|
|
#endif
|
|
};
|
|
|
|
float() Sentry_Fire =
|
|
{
|
|
local vector dir;
|
|
local vector miss_factor;
|
|
|
|
//- OfN -
|
|
local vector soffset;
|
|
soffset = '0 0 0';
|
|
|
|
if (!(self.tf_items & #NIT_TURRET))
|
|
soffset = '0 0 20';
|
|
|
|
// this on the end..
|
|
//self.attack_finished = time + #SENTRY_UNLOCKTIME; // don't rotate immediately after target invisible or dead
|
|
|
|
#ifdef QUAKE_WORLD // culled by KK. was QUAKE_WORLD
|
|
if (infokey(world,"ceasefire")=="on") //Cyto
|
|
return #FALSE;
|
|
#endif
|
|
|
|
//WK Stop gun from shooting at dead spies
|
|
if (self.enemy.is_feigning)
|
|
return #FALSE;
|
|
|
|
//WK Hack to get floating sentry working - reset before all the returns
|
|
if (self.tf_items & #NIT_TURRET) self.origin_z = self.origin_z - 40;
|
|
|
|
// Only fire if they're within sight
|
|
dir = self.enemy.origin - self.origin;
|
|
if (vlen(dir) > 2048) //WK Don't fire if they're too far away
|
|
{
|
|
if (self.tf_items & #NIT_TURRET) self.origin_z = self.origin_z + 40;
|
|
return #FALSE;
|
|
}
|
|
dir = normalize(dir);
|
|
|
|
//WK Turret can shoot in any direction
|
|
if (!(self.tf_items & #NIT_TURRET)) {
|
|
if ((self.ideal_yaw - anglemod(self.angles_y)) < -10 || (self.ideal_yaw - anglemod(self.angles_y)) > 10) {
|
|
return #FALSE;
|
|
}
|
|
}
|
|
if (self.ammo_shells >= 1)
|
|
self.ammo_shells = self.ammo_shells - 1;
|
|
if (self.ammo_shells < 1) //WK Disallow half-shells
|
|
self.ammo_shells = 0;
|
|
if ((self.ammo_shells <= 0 && self.weapon != 3) || (self.ammo_shells <= 0 && self.ammo_rockets <= 0 && self.weapon == 3)) //CH stay on target if have rockets
|
|
{
|
|
if (self.tf_items & #NIT_TURRET) self.origin_z = self.origin_z + 40;
|
|
return #FALSE;
|
|
}
|
|
//CH this further checks while firing
|
|
traceline (self.origin + soffset, self.enemy.origin, #TRUE, self);
|
|
if (trace_fraction != 1 || trace_endpos != self.enemy.origin)
|
|
{
|
|
if (self.tf_items & #NIT_TURRET) self.origin_z = self.origin_z + 40;
|
|
return #FALSE;
|
|
}
|
|
|
|
if (self.ammo_shells > 0)
|
|
{
|
|
//WK muzzleflash();
|
|
self.effects = self.effects | #EF_DIMLIGHT;
|
|
/* if (self.tf_items & #NIT_TURRET)
|
|
sound (self ,#CHAN_WEAPON, "weapons/asscan2.wav", 1, #ATTN_NORM);
|
|
else */
|
|
//sound (self ,#CHAN_WEAPON, "weapons/sniper.wav", 1, #ATTN_NORM);
|
|
sound (self ,#CHAN_WEAPON, "weapons/sntr666.wav", 1, #ATTN_NORM);
|
|
deathmsg = #DMSG_SENTRYGUN_BULLET;
|
|
}
|
|
|
|
|
|
|
|
////////////
|
|
//WK Our hacked attempt to make sentries shoot right
|
|
//Make base not shootable //CH if its not floating it needs this
|
|
if (!(self.tf_items & #NIT_TURRET))
|
|
{
|
|
if (self.trigger_field) self.trigger_field.solid = #SOLID_NOT;
|
|
//soffset = '0 0 20'; // non-turretized sentries correction
|
|
}
|
|
|
|
if (self.is_malfunctioning & #SCREWUP_TWO)
|
|
{
|
|
miss_factor_z = random() * 200 - 100;
|
|
miss_factor_y = random() * 200 - 100;
|
|
miss_factor_x = random() * 200 - 100;
|
|
traceline (self.origin + soffset, self.enemy.origin + miss_factor, #FALSE, self);
|
|
}
|
|
else
|
|
traceline (self.origin + soffset, self.enemy.origin, #FALSE, self);
|
|
if (trace_fraction != 1.0 && trace_ent.takedamage && self.ammo_shells > 0) //Hit something and has shells
|
|
{
|
|
SpawnBlood (trace_endpos, 50);
|
|
|
|
local float thedmg;
|
|
local float therange;
|
|
|
|
therange = rangesentry(trace_ent);
|
|
thedmg = 6;
|
|
|
|
// OfN - damage now depends on distance to target
|
|
if (therange == #RANGE_MELEE)
|
|
thedmg = 12;
|
|
else if (therange == #RANGE_NEAR)
|
|
thedmg = 6;
|
|
else if (therange == #RANGE_MID)
|
|
thedmg = 4;
|
|
else if (therange == #RANGE_FAR) // only circuit hacked sentries shot at this range
|
|
thedmg = 3;
|
|
else thedmg = 2; // this shouldnt happen ever (RANGE_VERYFAR)
|
|
|
|
// OfN - hacked sentries do more damage (improved circuits)
|
|
if (self.num_mines & #IMPROVED_FOUR)
|
|
thedmg = thedmg * 1.25; // 1.25 too high?
|
|
|
|
TF_T_Damage (trace_ent, self, self, thedmg, #TF_TD_NOTTEAM, #TF_TD_SHOT);
|
|
}
|
|
else if (trace_fraction != 1.0 && trace_ent.classname == "force_field")
|
|
{
|
|
FieldExplosion(trace_ent,trace_endpos,trace_ent);
|
|
PutFieldWork(trace_ent);
|
|
}
|
|
|
|
|
|
//FireBullets (1, dir, '0.1 0.1 0');
|
|
//CH if its not floating it needs this
|
|
if (!(self.tf_items & #NIT_TURRET))
|
|
{
|
|
if (self.trigger_field) self.trigger_field.solid = #SOLID_BBOX;
|
|
}
|
|
/////////////
|
|
|
|
// Level 3 Turrets fire rockets every 3 seconds
|
|
if (self.weapon == 3 && self.ammo_rockets > 0 && self.super_damage_finished < time)
|
|
{
|
|
//sound (self, #CHAN_WEAPON, "weapons/rocket1i.wav", 1, #ATTN_NORM); UGLY AND STOPS COOL SOUND
|
|
// wtf happens here, why is this the supernailgun sound?
|
|
if (self.is_malfunctioning & #SCREWUP_THREE)
|
|
{
|
|
local float damg;
|
|
damg = random() * 50 + 120;
|
|
T_RadiusDamage(self, self, damg, world);
|
|
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
|
|
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (#MSG_BROADCAST, self.origin_z);
|
|
if (self.tf_items & #NIT_TURRET)
|
|
self.origin_z = self.origin_z + 40;
|
|
return;
|
|
}
|
|
|
|
newmis = spawn ();
|
|
newmis.owner = self;
|
|
newmis.movetype = #MOVETYPE_FLYMISSILE;
|
|
newmis.solid = #SOLID_BBOX;
|
|
|
|
// set newmis speed
|
|
if (self.is_malfunctioning & #SCREWUP_TWO) // SB - oh no we've been hax0red
|
|
{
|
|
miss_factor_z = random() * 200 - 100;
|
|
miss_factor_y = random() * 200 - 100;
|
|
miss_factor_x = random() * 200 - 100;
|
|
}
|
|
else
|
|
{
|
|
miss_factor_z = 0;
|
|
miss_factor_y = 0;
|
|
miss_factor_x = 0;
|
|
}
|
|
|
|
if (self.tf_items & #NIT_TURRET)
|
|
newmis.velocity = normalize(self.enemy.origin + miss_factor - (self.origin - '0 0 16')) * 800;
|
|
else
|
|
newmis.velocity = normalize(self.enemy.origin + miss_factor - (self.origin + '0 0 16')) * 800;
|
|
newmis.angles = vectoangles(newmis.velocity);
|
|
newmis.weapon = #DMSG_SENTRYGUN_ROCKET;
|
|
newmis.touch = T_MissileTouch;
|
|
|
|
// set newmis duration
|
|
newmis.nextthink = time + 5;
|
|
newmis.think = SUB_Remove;
|
|
|
|
setmodel (newmis, "progs/missile.mdl");
|
|
setsize (newmis, '0 0 0', '0 0 0');
|
|
if (self.tf_items & #NIT_TURRET) //Determines if rocket should spawn above or below sent
|
|
setorigin (newmis, self.origin + v_forward*8 - '0 0 16'); //CH make rocket 16 below
|
|
else
|
|
setorigin (newmis, self.origin + v_forward*8 + '0 0 16'); //CH make rocket 16 above
|
|
|
|
self.super_damage_finished = time + 3;
|
|
|
|
// - OfN - if this sentry has enhanced circuits then delay between rockets firing is cut half
|
|
if (self.num_mines & #IMPROVED_FOUR) self.super_damage_finished = time + 1.5;
|
|
|
|
self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
if (self.ammo_rockets == 5) //CH 10 was too high
|
|
sprint(self.real_owner, #PRINT_HIGH, "Sentry Gun is low on rockets.\n");
|
|
}
|
|
// Warn owner that it's low on ammo
|
|
//WK if (self.ammo_shells == 0 && (random() < 0.1))
|
|
if ((self.ammo_shells == 0 && self.weapon != 3) || (self.ammo_shells == 0 && self.weapon == 3 && self.ammo_rockets > 0 && (random() < 0.05))) //CH .05 seems to be good.
|
|
sprint(self.real_owner, #PRINT_HIGH, "Sentry Gun is out of shells.\n");
|
|
else if (self.ammo_shells == 20)
|
|
sprint(self.real_owner, #PRINT_HIGH, "Sentry Gun is low on shells.\n");
|
|
|
|
//WK < 0.1
|
|
if (self.ammo_rockets == 0 && self.weapon == 3 && (random() <= 0.1))
|
|
sprint(self.real_owner, #PRINT_HIGH, "Sentry Gun is out of rockets.\n");
|
|
|
|
if (self.tf_items & #NIT_TURRET) self.origin_z = self.origin_z + 40;
|
|
|
|
self.attack_finished = time + #SENTRY_UNLOCKTIME + 2 * random() - 1; // don't rotate immediately after target invisible or dead
|
|
|
|
return #TRUE;
|
|
};
|
|
|
|
//WK Returns #TRUE if the vector is not a spot a turret can attach to
|
|
float(vector vec) BadSpot =
|
|
{
|
|
/*
|
|
if (pointcontents(vec) == #CONTENT_SOLID)
|
|
sprint(self.real_owner,#PRINT_HIGH,"SOLID Point\n");
|
|
else if (pointcontents(vec) == #CONTENT_EMPTY)
|
|
sprint(self.real_owner,#PRINT_HIGH,"EMPTY Point\n");
|
|
else if (pointcontents(vec) == #CONTENT_SKY)
|
|
sprint(self.real_owner,#PRINT_HIGH,"SKY Point\n");
|
|
else if (pointcontents(vec) == #CONTENT_WATER)
|
|
sprint(self.real_owner,#PRINT_HIGH,"WATER Point\n");
|
|
else
|
|
sprint(self.real_owner,#PRINT_HIGH,"BUG: Other Point\n");
|
|
*/
|
|
if (pointcontents(vec) == #CONTENT_SKY)
|
|
return #TRUE;
|
|
return #FALSE;
|
|
};
|
|
|
|
//WK Sentry Touch function
|
|
//Will kill bad guy
|
|
void() Sentry_Touch =
|
|
{
|
|
//WK Check for blockage
|
|
if (pointcontents(self.origin) == #CONTENT_SKY)
|
|
{
|
|
sprint(self.real_owner, #PRINT_HIGH, "Your sentry gun flew away.\n");
|
|
Sentry_Die();
|
|
return;
|
|
}
|
|
|
|
if (other.takedamage && !(self.tf_items & #NIT_TURRET)) // OfN - fixme: doesn't check for enemy disguised spies
|
|
{
|
|
deathmsg = #DMSG_BUG_ZAPPER;
|
|
|
|
if (IsMonster(other))
|
|
{
|
|
if (!Teammate(other.real_owner.team_no, self.real_owner.team_no))
|
|
{
|
|
TF_T_Damage (other, self, self, 400, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
return;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (!Teammate(other.team_no,self.real_owner.team_no) && (other.is_undercover != 1)) // <== FIXME
|
|
//TF_T_Damage (other, self, self.real_owner, 400, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
TF_T_Damage (other, self, self, 400, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
return;
|
|
}
|
|
//I'm in midflight and hit something
|
|
if (self.tf_items & #NIT_TURRET && self.movetype == #MOVETYPE_FLY)
|
|
{
|
|
//WK Check to see if we are blocked
|
|
//WK These numbers seem to be about right
|
|
if ( BadSpot(self.origin + '0 0 20') || BadSpot(self.origin + '0 0 22'))
|
|
{
|
|
sprint(self.real_owner, #PRINT_HIGH, "Your sentry gun flew away.\n");
|
|
Sentry_Die();
|
|
return;
|
|
}
|
|
if (other == world) { //The eagle has landed!
|
|
// sprint(self.real_owner, #PRINT_HIGH, "The eagle has landed!\n");
|
|
self.flags = self.flags | #FL_ONGROUND;
|
|
self.movetype = #MOVETYPE_STEP;
|
|
self.origin_z = self.origin_z + 32;//32; // was 40, old custom bug? fixed
|
|
return;
|
|
}
|
|
else if (other.classname == "player")
|
|
{
|
|
deathmsg = #DMSG_BUG_ZAPPER;
|
|
//TF_T_Damage (other, self, self.real_owner, 400, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
TF_T_Damage (other, self, self, 400, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
|
|
self.velocity_z = 200; //- OfN reset velocity, not stop
|
|
}
|
|
else
|
|
{
|
|
deathmsg = #DMSG_BUG_ZAPPER;
|
|
//TF_T_Damage (other, self, self.real_owner, 400, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
if (!Teammate(other.real_owner.team_no,self.real_owner.team_no))
|
|
TF_T_Damage (other, self, self, 400, #TF_TD_NOTTEAM, #TF_TD_ELECTRICITY);
|
|
Sentry_Die();
|
|
}
|
|
//sprint(self.real_owner, #PRINT_HIGH, "The eagle has died.\n");
|
|
}
|
|
};
|