604 lines
15 KiB
C
604 lines
15 KiB
C
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// g_turret.c
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#include "g_local.h"
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void SpawnTargetingSystem (edict_t *turret); // PGM
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void AnglesNormalize(vec3_t vec)
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{
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while(vec[0] > 360)
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vec[0] -= 360;
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while(vec[0] < 0)
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vec[0] += 360;
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while(vec[1] > 360)
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vec[1] -= 360;
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while(vec[1] < 0)
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vec[1] += 360;
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}
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float SnapToEights(float x)
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{
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x *= 8.0;
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if (x > 0.0)
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x += 0.5;
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else
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x -= 0.5;
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return 0.125 * (int)x;
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}
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void turret_blocked(edict_t *self, edict_t *other)
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{
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edict_t *attacker;
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if (other->takedamage)
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{
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if (self->teammaster->owner)
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attacker = self->teammaster->owner;
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else
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attacker = self->teammaster;
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T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
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}
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}
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/*QUAKED turret_breach (0 0 0) ?
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This portion of the turret can change both pitch and yaw.
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The model should be made with a flat pitch.
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It (and the associated base) need to be oriented towards 0.
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Use "angle" to set the starting angle.
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"speed" default 50
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"dmg" default 10
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"angle" point this forward
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"target" point this at an info_notnull at the muzzle tip
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"minpitch" min acceptable pitch angle : default -30
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"maxpitch" max acceptable pitch angle : default 30
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"minyaw" min acceptable yaw angle : default 0
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"maxyaw" max acceptable yaw angle : default 360
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*/
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void turret_breach_fire (edict_t *self)
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{
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vec3_t f, r, u;
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vec3_t start;
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int damage;
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int speed;
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AngleVectors (self->s.angles, f, r, u);
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VectorMA (self->s.origin, self->move_origin[0], f, start);
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VectorMA (start, self->move_origin[1], r, start);
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VectorMA (start, self->move_origin[2], u, start);
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damage = 100 + random() * 50;
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speed = 550 + 50 * skill->value;
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fire_rocket (self->teammaster->owner, start, f, damage, speed, 150, damage);
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gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
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}
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void turret_breach_think (edict_t *self)
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{
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edict_t *ent;
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vec3_t current_angles;
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vec3_t delta;
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VectorCopy (self->s.angles, current_angles);
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AnglesNormalize(current_angles);
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AnglesNormalize(self->move_angles);
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if (self->move_angles[PITCH] > 180)
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self->move_angles[PITCH] -= 360;
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// clamp angles to mins & maxs
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if (self->move_angles[PITCH] > self->pos1[PITCH])
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self->move_angles[PITCH] = self->pos1[PITCH];
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else if (self->move_angles[PITCH] < self->pos2[PITCH])
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self->move_angles[PITCH] = self->pos2[PITCH];
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if ((self->move_angles[YAW] < self->pos1[YAW]) || (self->move_angles[YAW] > self->pos2[YAW]))
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{
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float dmin, dmax;
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dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
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if (dmin < -180)
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dmin += 360;
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else if (dmin > 180)
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dmin -= 360;
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dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
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if (dmax < -180)
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dmax += 360;
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else if (dmax > 180)
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dmax -= 360;
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if (fabs(dmin) < fabs(dmax))
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self->move_angles[YAW] = self->pos1[YAW];
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else
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self->move_angles[YAW] = self->pos2[YAW];
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}
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VectorSubtract (self->move_angles, current_angles, delta);
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if (delta[0] < -180)
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delta[0] += 360;
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else if (delta[0] > 180)
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delta[0] -= 360;
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if (delta[1] < -180)
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delta[1] += 360;
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else if (delta[1] > 180)
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delta[1] -= 360;
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delta[2] = 0;
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if (delta[0] > self->speed * FRAMETIME)
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delta[0] = self->speed * FRAMETIME;
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if (delta[0] < -1 * self->speed * FRAMETIME)
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delta[0] = -1 * self->speed * FRAMETIME;
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if (delta[1] > self->speed * FRAMETIME)
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delta[1] = self->speed * FRAMETIME;
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if (delta[1] < -1 * self->speed * FRAMETIME)
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delta[1] = -1 * self->speed * FRAMETIME;
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VectorScale (delta, 1.0/FRAMETIME, self->avelocity);
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self->nextthink = level.time + FRAMETIME;
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for (ent = self->teammaster; ent; ent = ent->teamchain)
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ent->avelocity[1] = self->avelocity[1];
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// if we have adriver, adjust his velocities
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if (self->owner)
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{
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float angle;
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float target_z;
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float diff;
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vec3_t target;
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vec3_t dir;
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// angular is easy, just copy ours
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self->owner->avelocity[0] = self->avelocity[0];
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self->owner->avelocity[1] = self->avelocity[1];
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// x & y
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angle = self->s.angles[1] + self->owner->move_origin[1];
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angle *= (M_PI*2 / 360);
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target[0] = SnapToEights(self->s.origin[0] + cos(angle) * self->owner->move_origin[0]);
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target[1] = SnapToEights(self->s.origin[1] + sin(angle) * self->owner->move_origin[0]);
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target[2] = self->owner->s.origin[2];
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VectorSubtract (target, self->owner->s.origin, dir);
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self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
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self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;
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// z
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angle = self->s.angles[PITCH] * (M_PI*2 / 360);
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target_z = SnapToEights(self->s.origin[2] + self->owner->move_origin[0] * tan(angle) + self->owner->move_origin[2]);
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diff = target_z - self->owner->s.origin[2];
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self->owner->velocity[2] = diff * 1.0 / FRAMETIME;
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if (self->spawnflags & 65536)
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{
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turret_breach_fire (self);
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self->spawnflags &= ~65536;
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}
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}
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}
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void turret_breach_finish_init (edict_t *self)
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{
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// get and save info for muzzle location
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if (!self->target)
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{
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gi.dprintf("%s at %s needs a target\n", self->classname, vtos(self->s.origin));
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}
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else
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{
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self->target_ent = G_PickTarget (self->target);
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if(self->target_ent)
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{
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VectorSubtract (self->target_ent->s.origin, self->s.origin, self->move_origin);
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G_FreeEdict(self->target_ent);
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}
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else
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gi.dprintf("could not find target entity for %s at %s\n", self->classname, vtos(self->s.origin));
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}
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self->teammaster->dmg = self->dmg;
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self->think = turret_breach_think;
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self->think (self);
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}
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void SP_turret_breach (edict_t *self)
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{
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self->solid = SOLID_BSP;
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self->movetype = MOVETYPE_PUSH;
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gi.setmodel (self, self->model);
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if (!self->speed)
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self->speed = 50;
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if (!self->dmg)
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self->dmg = 10;
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if (!st.minpitch)
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st.minpitch = -30;
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if (!st.maxpitch)
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st.maxpitch = 30;
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if (!st.maxyaw)
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st.maxyaw = 360;
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self->pos1[PITCH] = -1 * st.minpitch;
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self->pos1[YAW] = st.minyaw;
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self->pos2[PITCH] = -1 * st.maxpitch;
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self->pos2[YAW] = st.maxyaw;
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self->ideal_yaw = self->s.angles[YAW];
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self->move_angles[YAW] = self->ideal_yaw;
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self->blocked = turret_blocked;
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self->think = turret_breach_finish_init;
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self->nextthink = level.time + FRAMETIME;
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gi.linkentity (self);
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}
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/*QUAKED turret_base (0 0 0) ?
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This portion of the turret changes yaw only.
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MUST be teamed with a turret_breach.
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*/
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void SP_turret_base (edict_t *self)
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{
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self->solid = SOLID_BSP;
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self->movetype = MOVETYPE_PUSH;
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gi.setmodel (self, self->model);
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self->blocked = turret_blocked;
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gi.linkentity (self);
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}
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/*QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32)
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Must NOT be on the team with the rest of the turret parts.
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Instead it must target the turret_breach.
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*/
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void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage);
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void infantry_stand (edict_t *self);
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void monster_use (edict_t *self, edict_t *other, edict_t *activator);
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void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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edict_t *ent;
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// level the gun
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self->target_ent->move_angles[0] = 0;
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// remove the driver from the end of them team chain
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for (ent = self->target_ent->teammaster; ent->teamchain != self; ent = ent->teamchain)
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;
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ent->teamchain = NULL;
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self->teammaster = NULL;
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self->flags &= ~FL_TEAMSLAVE;
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self->target_ent->owner = NULL;
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self->target_ent->teammaster->owner = NULL;
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infantry_die (self, inflictor, attacker, damage);
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}
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qboolean FindTarget (edict_t *self);
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void turret_driver_think (edict_t *self)
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{
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vec3_t target;
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vec3_t dir;
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float reaction_time;
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self->nextthink = level.time + FRAMETIME;
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if (self->enemy && (!self->enemy->inuse || self->enemy->health <= 0))
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self->enemy = NULL;
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if (!self->enemy)
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{
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if (!FindTarget (self))
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return;
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self->monsterinfo.trail_time = level.time;
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self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
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}
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else
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{
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if (visible (self, self->enemy))
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{
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if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
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{
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self->monsterinfo.trail_time = level.time;
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self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
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}
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}
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else
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{
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self->monsterinfo.aiflags |= AI_LOST_SIGHT;
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return;
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}
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}
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// let the turret know where we want it to aim
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VectorCopy (self->enemy->s.origin, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, self->target_ent->s.origin, dir);
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vectoangles (dir, self->target_ent->move_angles);
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// decide if we should shoot
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if (level.time < self->monsterinfo.attack_finished)
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return;
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reaction_time = (3 - skill->value) * 1.0;
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if ((level.time - self->monsterinfo.trail_time) < reaction_time)
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return;
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self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
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//FIXME how do we really want to pass this along?
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self->target_ent->spawnflags |= 65536;
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}
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void turret_driver_link (edict_t *self)
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{
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vec3_t vec;
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edict_t *ent;
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self->think = turret_driver_think;
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self->nextthink = level.time + FRAMETIME;
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self->target_ent = G_PickTarget (self->target);
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self->target_ent->owner = self;
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self->target_ent->teammaster->owner = self;
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VectorCopy (self->target_ent->s.angles, self->s.angles);
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vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
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vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
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vec[2] = 0;
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self->move_origin[0] = VectorLength(vec);
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VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
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vectoangles (vec, vec);
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AnglesNormalize(vec);
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self->move_origin[1] = vec[1];
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self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
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// add the driver to the end of them team chain
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for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
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;
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ent->teamchain = self;
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self->teammaster = self->target_ent->teammaster;
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self->flags |= FL_TEAMSLAVE;
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}
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void SP_turret_driver (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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self->movetype = MOVETYPE_PUSH;
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self->solid = SOLID_BBOX;
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self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 32);
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self->health = 100;
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self->gib_health = 0;
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self->mass = 200;
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self->viewheight = 24;
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self->die = turret_driver_die;
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self->monsterinfo.stand = infantry_stand;
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self->flags |= FL_NO_KNOCKBACK;
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level.total_monsters++;
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self->svflags |= SVF_MONSTER;
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self->s.renderfx |= RF_FRAMELERP;
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self->takedamage = DAMAGE_AIM;
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self->use = monster_use;
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self->clipmask = MASK_MONSTERSOLID;
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VectorCopy (self->s.origin, self->s.old_origin);
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self->monsterinfo.aiflags |= AI_STAND_GROUND|AI_DUCKED;
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if (st.item)
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{
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self->item = FindItemByClassname (st.item);
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if (!self->item)
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gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
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}
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self->think = turret_driver_link;
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self->nextthink = level.time + FRAMETIME;
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gi.linkentity (self);
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|
}
|
||
|
|
||
|
//============
|
||
|
// ROGUE
|
||
|
|
||
|
// invisible turret drivers so we can have unmanned turrets.
|
||
|
// originally designed to shoot at func_trains and such, so they
|
||
|
// fire at the center of the bounding box, rather than the entity's
|
||
|
// origin.
|
||
|
|
||
|
void turret_brain_think (edict_t *self)
|
||
|
{
|
||
|
vec3_t target;
|
||
|
vec3_t dir;
|
||
|
vec3_t endpos;
|
||
|
float reaction_time;
|
||
|
trace_t trace;
|
||
|
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
if (self->enemy)
|
||
|
{
|
||
|
if(!self->enemy->inuse)
|
||
|
self->enemy = NULL;
|
||
|
else if(self->enemy->takedamage && self->enemy->health <= 0)
|
||
|
self->enemy = NULL;
|
||
|
}
|
||
|
|
||
|
if (!self->enemy)
|
||
|
{
|
||
|
if (!FindTarget (self))
|
||
|
return;
|
||
|
self->monsterinfo.trail_time = level.time;
|
||
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorAdd (self->enemy->absmax, self->enemy->absmin, endpos);
|
||
|
VectorScale (endpos, 0.5, endpos);
|
||
|
|
||
|
trace = gi.trace (self->target_ent->s.origin, vec3_origin, vec3_origin, endpos, self->target_ent, MASK_SHOT);
|
||
|
if(trace.fraction == 1 || trace.ent == self->enemy)
|
||
|
{
|
||
|
if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
|
||
|
{
|
||
|
self->monsterinfo.trail_time = level.time;
|
||
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->monsterinfo.aiflags |= AI_LOST_SIGHT;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// let the turret know where we want it to aim
|
||
|
VectorCopy (endpos, target);
|
||
|
VectorSubtract (target, self->target_ent->s.origin, dir);
|
||
|
vectoangles (dir, self->target_ent->move_angles);
|
||
|
|
||
|
// decide if we should shoot
|
||
|
if (level.time < self->monsterinfo.attack_finished)
|
||
|
return;
|
||
|
|
||
|
if(self->delay)
|
||
|
reaction_time = self->delay;
|
||
|
else
|
||
|
reaction_time = (3 - skill->value) * 1.0;
|
||
|
if ((level.time - self->monsterinfo.trail_time) < reaction_time)
|
||
|
return;
|
||
|
|
||
|
self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
|
||
|
//FIXME how do we really want to pass this along?
|
||
|
self->target_ent->spawnflags |= 65536;
|
||
|
}
|
||
|
|
||
|
// =================
|
||
|
// =================
|
||
|
void turret_brain_link (edict_t *self)
|
||
|
{
|
||
|
vec3_t vec;
|
||
|
edict_t *ent;
|
||
|
|
||
|
if (self->killtarget)
|
||
|
{
|
||
|
self->enemy = G_PickTarget (self->killtarget);
|
||
|
}
|
||
|
|
||
|
self->think = turret_brain_think;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
self->target_ent = G_PickTarget (self->target);
|
||
|
self->target_ent->owner = self;
|
||
|
self->target_ent->teammaster->owner = self;
|
||
|
VectorCopy (self->target_ent->s.angles, self->s.angles);
|
||
|
|
||
|
vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
|
||
|
vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
|
||
|
vec[2] = 0;
|
||
|
self->move_origin[0] = VectorLength(vec);
|
||
|
|
||
|
VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
|
||
|
vectoangles (vec, vec);
|
||
|
AnglesNormalize(vec);
|
||
|
self->move_origin[1] = vec[1];
|
||
|
|
||
|
self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
|
||
|
|
||
|
// add the driver to the end of them team chain
|
||
|
for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
|
||
|
;
|
||
|
ent->teamchain = self;
|
||
|
self->teammaster = self->target_ent->teammaster;
|
||
|
self->flags |= FL_TEAMSLAVE;
|
||
|
}
|
||
|
|
||
|
// =================
|
||
|
// =================
|
||
|
void turret_brain_deactivate (edict_t *self, edict_t *other, edict_t *activator)
|
||
|
{
|
||
|
self->think = NULL;
|
||
|
self->nextthink = 0;
|
||
|
}
|
||
|
|
||
|
// =================
|
||
|
// =================
|
||
|
void turret_brain_activate (edict_t *self, edict_t *other, edict_t *activator)
|
||
|
{
|
||
|
if (!self->enemy)
|
||
|
{
|
||
|
self->enemy = activator;
|
||
|
}
|
||
|
|
||
|
// wait at least 3 seconds to fire.
|
||
|
self->monsterinfo.attack_finished = level.time + 3;
|
||
|
self->use = turret_brain_deactivate;
|
||
|
|
||
|
self->think = turret_brain_link;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
}
|
||
|
|
||
|
/*QUAKED turret_invisible_brain (1 .5 0) (-16 -16 -16) (16 16 16)
|
||
|
Invisible brain to drive the turret.
|
||
|
|
||
|
Does not search for targets. If targeted, can only be turned on once
|
||
|
and then off once. After that they are completely disabled.
|
||
|
|
||
|
"delay" the delay between firing (default ramps for skill level)
|
||
|
"Target" the turret breach
|
||
|
"Killtarget" the item you want it to attack.
|
||
|
Target the brain if you want it activated later, instead of immediately. It will wait 3 seconds
|
||
|
before firing to acquire the target.
|
||
|
*/
|
||
|
void SP_turret_invisible_brain (edict_t *self)
|
||
|
{
|
||
|
if (!self->killtarget)
|
||
|
{
|
||
|
gi.dprintf("turret_invisible_brain with no killtarget!\n");
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
if (!self->target)
|
||
|
{
|
||
|
gi.dprintf("turret_invisible_brain with no target!\n");
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (self->targetname)
|
||
|
{
|
||
|
self->use = turret_brain_activate;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->think = turret_brain_link;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
}
|
||
|
|
||
|
self->movetype = MOVETYPE_PUSH;
|
||
|
gi.linkentity (self);
|
||
|
}
|
||
|
|
||
|
// ROGUE
|
||
|
//============
|