jediacademy/codemp/game/g_turret.c
2013-04-04 18:21:13 -05:00

861 lines
24 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "q_shared.h"
void G_SetEnemy( gentity_t *self, gentity_t *enemy );
qboolean turret_base_spawn_top( gentity_t *base );
void ObjectDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
//------------------------------------------------------------------------------------------------------------
void TurretPain( gentity_t *self, gentity_t *attacker, int damage )
//------------------------------------------------------------------------------------------------------------
{
if (self->target_ent)
{
self->target_ent->health = self->health;
if (self->target_ent->maxHealth)
{
G_ScaleNetHealth(self->target_ent);
}
}
if ( attacker->client && attacker->client->ps.weapon == WP_DEMP2 )
{
self->attackDebounceTime = level.time + 800 + random() * 500;
self->painDebounceTime = self->attackDebounceTime;
}
if ( !self->enemy )
{//react to being hit
G_SetEnemy( self, attacker );
}
}
//------------------------------------------------------------------------------------------------------------
void TurretBasePain( gentity_t *self, gentity_t *attacker, int damage )
//------------------------------------------------------------------------------------------------------------
{
if (self->target_ent)
{
self->target_ent->health = self->health;
if (self->target_ent->maxHealth)
{
G_ScaleNetHealth(self->target_ent);
}
TurretPain(self->target_ent, attacker, damage);
}
}
//------------------------------------------------------------------------------------------------------------
void auto_turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
vec3_t forward = { 0,0, 1 }, pos;
// Turn off the thinking of the base & use it's targets
g_entities[self->r.ownerNum].think = NULL;
g_entities[self->r.ownerNum].use = NULL;
// clear my data
self->die = NULL;
self->takedamage = qfalse;
self->s.health = self->health = 0;
self->s.loopSound = 0;
self->s.shouldtarget = qfalse;
//self->s.owner = MAX_CLIENTS; //not owned by any client
VectorCopy( self->r.currentOrigin, pos );
pos[2] += self->r.maxs[2]*0.5f;
G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward );
G_PlayEffectID( G_EffectIndex( "turret/explode" ), pos, forward );
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
G_RadiusDamage( self->r.currentOrigin,
attacker,
self->splashDamage,
self->splashRadius,
attacker,
NULL,
MOD_UNKNOWN );
}
self->s.weapon = 0; // crosshair code uses this to mark crosshair red
if ( self->s.modelindex2 )
{
// switch to damage model if we should
self->s.modelindex = self->s.modelindex2;
if (self->target_ent && self->target_ent->s.modelindex2)
{
self->target_ent->s.modelindex = self->target_ent->s.modelindex2;
}
VectorCopy( self->r.currentAngles, self->s.apos.trBase );
VectorClear( self->s.apos.trDelta );
if ( self->target )
{
G_UseTargets( self, attacker );
}
}
else
{
ObjectDie( self, inflictor, attacker, damage, meansOfDeath );
}
}
//------------------------------------------------------------------------------------------------------------
void bottom_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
if (self->target_ent && self->target_ent->health > 0)
{
self->target_ent->health = self->health;
if (self->target_ent->maxHealth)
{
G_ScaleNetHealth(self->target_ent);
}
auto_turret_die(self->target_ent, inflictor, attacker, damage, meansOfDeath);
}
}
#define START_DIS 15
//----------------------------------------------------------------
static void turret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
//----------------------------------------------------------------
{
vec3_t org;
gentity_t *bolt;
if ( (trap_PointContents( start, ent->s.number )&MASK_SHOT) )
{
return;
}
VectorMA( start, -START_DIS, dir, org ); // dumb....
G_PlayEffectID( ent->genericValue13, org, dir );
bolt = G_Spawn();
//use a custom shot effect
bolt->s.otherEntityNum2 = ent->genericValue14;
//use a custom impact effect
bolt->s.emplacedOwner = ent->genericValue15;
bolt->classname = "turret_proj";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->s.weapon = WP_EMPLACED_GUN;
bolt->r.ownerNum = ent->s.number;
bolt->damage = ent->damage;
bolt->alliedTeam = ent->alliedTeam;
bolt->teamnodmg = ent->teamnodmg;
//bolt->dflags = DAMAGE_NO_KNOCKBACK;// | DAMAGE_HEAVY_WEAP_CLASS; // Don't push them around, or else we are constantly re-aiming
bolt->splashDamage = ent->damage;
bolt->splashRadius = 100;
bolt->methodOfDeath = MOD_TARGET_LASER;
bolt->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
//bolt->trigger_formation = qfalse; // don't draw tail on first frame
VectorSet( bolt->r.maxs, 1.5, 1.5, 1.5 );
VectorScale( bolt->r.maxs, -1, bolt->r.mins );
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, ent->mass, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin);
bolt->parent = ent;
}
//-----------------------------------------------------
void turret_head_think( gentity_t *self )
//-----------------------------------------------------
{
gentity_t *top = &g_entities[self->r.ownerNum];
if ( !top )
{
return;
}
if ( self->painDebounceTime > level.time )
{
vec3_t v_up;
VectorSet( v_up, 0, 0, 1 );
G_PlayEffect( EFFECT_SPARKS, self->r.currentOrigin, v_up );
if ( Q_irand( 0, 3) )
{//25% chance of still firing
return;
}
}
// if it's time to fire and we have an enemy, then gun 'em down! pushDebounce time controls next fire time
if ( self->enemy && self->setTime < level.time && self->attackDebounceTime < level.time )
{
vec3_t fwd, org;
// set up our next fire time
self->setTime = level.time + self->wait;
/*
mdxaBone_t boltMatrix;
// Getting the flash bolt here
gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
self->torsoBolt,
&boltMatrix, self->r.currentAngles, self->r.currentOrigin, (cg.time?cg.time:level.time),
NULL, self->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, POSITIVE_Y, fwd );
*/
VectorCopy( top->r.currentOrigin, org );
org[2] += top->r.maxs[2]-8;
AngleVectors( top->r.currentAngles, fwd, NULL, NULL );
VectorMA( org, START_DIS, fwd, org );
turret_fire( top, org, fwd );
self->fly_sound_debounce_time = level.time;//used as lastShotTime
}
}
//-----------------------------------------------------
static void turret_aim( gentity_t *self )
//-----------------------------------------------------
{
vec3_t enemyDir, org, org2;
vec3_t desiredAngles, setAngle;
float diffYaw = 0.0f, diffPitch = 0.0f, turnSpeed;
const float pitchCap = 40.0f;
gentity_t *top = &g_entities[self->r.ownerNum];
if ( !top )
{
return;
}
// move our gun base yaw to where we should be at this time....
BG_EvaluateTrajectory( &top->s.apos, level.time, top->r.currentAngles );
top->r.currentAngles[YAW] = AngleNormalize180( top->r.currentAngles[YAW] );
top->r.currentAngles[PITCH] = AngleNormalize180( top->r.currentAngles[PITCH] );
turnSpeed = top->speed;
if ( self->painDebounceTime > level.time )
{
desiredAngles[YAW] = top->r.currentAngles[YAW]+flrand(-45,45);
desiredAngles[PITCH] = top->r.currentAngles[PITCH]+flrand(-10,10);
if (desiredAngles[PITCH] < -pitchCap)
{
desiredAngles[PITCH] = -pitchCap;
}
else if (desiredAngles[PITCH] > pitchCap)
{
desiredAngles[PITCH] = pitchCap;
}
diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
turnSpeed = flrand( -5, 5 );
}
else if ( self->enemy )
{
// ...then we'll calculate what new aim adjustments we should attempt to make this frame
// Aim at enemy
VectorCopy( self->enemy->r.currentOrigin, org );
org[2]+=self->enemy->r.maxs[2]*0.5f;
if (self->enemy->s.eType == ET_NPC &&
self->enemy->s.NPC_class == CLASS_VEHICLE &&
self->enemy->m_pVehicle &&
self->enemy->m_pVehicle->m_pVehicleInfo->type == VH_WALKER)
{ //hack!
org[2] += 32.0f;
}
/*
mdxaBone_t boltMatrix;
// Getting the "eye" here
gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
self->torsoBolt,
&boltMatrix, self->r.currentAngles, self->s.origin, (cg.time?cg.time:level.time),
NULL, self->s.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org2 );
*/
VectorCopy( top->r.currentOrigin, org2 );
VectorSubtract( org, org2, enemyDir );
vectoangles( enemyDir, desiredAngles );
desiredAngles[PITCH] = AngleNormalize180(desiredAngles[PITCH]);
if (desiredAngles[PITCH] < -pitchCap)
{
desiredAngles[PITCH] = -pitchCap;
}
else if (desiredAngles[PITCH] > pitchCap)
{
desiredAngles[PITCH] = pitchCap;
}
diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] );
}
else
{//FIXME: Pan back and forth in original facing
// no enemy, so make us slowly sweep back and forth as if searching for a new one
desiredAngles[YAW] = sin( level.time * 0.0001f + top->count );
desiredAngles[YAW] *= 60.0f;
desiredAngles[YAW] += self->s.angles[YAW];
desiredAngles[YAW] = AngleNormalize180( desiredAngles[YAW] );
diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] );
diffPitch = AngleSubtract( 0, top->r.currentAngles[PITCH] );
turnSpeed = 1.0f;
}
if ( diffYaw )
{
// cap max speed....
if ( fabs(diffYaw) > turnSpeed )
{
diffYaw = ( diffYaw >= 0 ? turnSpeed : -turnSpeed );
}
}
if ( diffPitch )
{
if ( fabs(diffPitch) > turnSpeed )
{
// cap max speed
diffPitch = (diffPitch > 0.0f ? turnSpeed : -turnSpeed );
}
}
// ...then set up our desired yaw
VectorSet( setAngle, diffPitch, diffYaw, 0 );
VectorCopy( top->r.currentAngles, top->s.apos.trBase );
VectorScale( setAngle, (1000/FRAMETIME), top->s.apos.trDelta );
top->s.apos.trTime = level.time;
top->s.apos.trType = TR_LINEAR_STOP;
top->s.apos.trDuration = FRAMETIME;
if ( diffYaw || diffPitch )
{
top->s.loopSound = G_SoundIndex( "sound/vehicles/weapons/hoth_turret/turn.wav" );
}
else
{
top->s.loopSound = 0;
}
}
//-----------------------------------------------------
static void turret_turnoff( gentity_t *self )
//-----------------------------------------------------
{
gentity_t *top = &g_entities[self->r.ownerNum];
if ( top != NULL )
{//still have a top
//stop it from rotating
VectorCopy( top->r.currentAngles, top->s.apos.trBase );
VectorClear( top->s.apos.trDelta );
top->s.apos.trTime = level.time;
top->s.apos.trType = TR_STATIONARY;
}
self->s.loopSound = 0;
// shut-down sound
//G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
// Clear enemy
self->enemy = NULL;
}
//-----------------------------------------------------
static void turret_sleep( gentity_t *self )
//-----------------------------------------------------
{
if ( self->enemy == NULL )
{
// we don't need to play sound
return;
}
// make turret play ping sound for 5 seconds
self->aimDebounceTime = level.time + 5000;
// Clear enemy
self->enemy = NULL;
}
//-----------------------------------------------------
static qboolean turret_find_enemies( gentity_t *self )
//-----------------------------------------------------
{
qboolean found = qfalse;
int i, count;
float bestDist = self->radius * self->radius;
float enemyDist;
vec3_t enemyDir, org, org2;
gentity_t *entity_list[MAX_GENTITIES], *target, *bestTarget = NULL;
trace_t tr;
gentity_t *top = &g_entities[self->r.ownerNum];
if ( !top )
{
return qfalse;
}
if ( self->aimDebounceTime > level.time ) // time since we've been shut off
{
// We were active and alert, i.e. had an enemy in the last 3 secs
if ( self->timestamp < level.time )
{
//G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" ));
self->timestamp = level.time + 1000;
}
}
VectorCopy( top->r.currentOrigin, org2 );
count = G_RadiusList( org2, self->radius, self, qtrue, entity_list );
for ( i = 0; i < count; i++ )
{
target = entity_list[i];
if ( !target->client )
{
// only attack clients
continue;
}
if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET ))
{
continue;
}
if ( target->client->sess.sessionTeam == TEAM_SPECTATOR )
{
continue;
}
if ( self->alliedTeam )
{
if ( target->client )
{
if ( target->client->sess.sessionTeam == self->alliedTeam )
{
// A bot/client/NPC we don't want to shoot
continue;
}
}
else if ( target->teamnodmg == self->alliedTeam )
{
// An ent we don't want to shoot
continue;
}
}
if ( !trap_InPVS( org2, target->r.currentOrigin ))
{
continue;
}
VectorCopy( target->r.currentOrigin, org );
org[2] += target->r.maxs[2]*0.5f;
trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );
if ( !tr.allsolid && !tr.startsolid && ( tr.fraction == 1.0 || tr.entityNum == target->s.number ))
{
// Only acquire if have a clear shot, Is it in range and closer than our best?
VectorSubtract( target->r.currentOrigin, top->r.currentOrigin, enemyDir );
enemyDist = VectorLengthSquared( enemyDir );
if ( enemyDist < bestDist // all things equal, keep current
|| (!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?
{
if ( self->attackDebounceTime < level.time )
{
// We haven't fired or acquired an enemy in the last 2 seconds-start-up sound
//G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" ));
// Wind up turrets for a bit
self->attackDebounceTime = level.time + 1400;
}
bestTarget = target;
bestDist = enemyDist;
found = qtrue;
}
}
}
if ( found )
{
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;
}