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73a03548a7
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@369 67975925-1194-0748-b3d5-c16f83f1a3a1
672 lines
17 KiB
C++
672 lines
17 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Base NS turret, used for all types of automated enemy detection
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//
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// $Workfile: AvHTurret.cpp$
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// $Date: 2002/11/22 21:24:59 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHTurret.cpp,v $
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// Revision 1.12 2002/11/22 21:24:59 Flayra
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// - Fixed turret factory abuse, where turrets became active after recycling the nearby turret factory before turret was fully contructed.
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// - Fixed bug where siege turrets became re-activated after building a regular turret factory nearby.
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//
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// Revision 1.11 2002/11/06 01:39:21 Flayra
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// - Turrets now need an active turret factory to be active
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//
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// Revision 1.10 2002/10/03 19:10:19 Flayra
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// - Turret intervals sped up again
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//
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// Revision 1.9 2002/09/25 20:52:24 Flayra
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// - Performance improvements
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//
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// Revision 1.8 2002/09/23 22:36:37 Flayra
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// - Turrets now reacquire closer targets intermittently
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//
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// Revision 1.7 2002/08/31 18:01:03 Flayra
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// - Work at VALVe
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//
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// Revision 1.6 2002/08/16 02:49:00 Flayra
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// - New damage model
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//
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// Revision 1.5 2002/07/23 17:34:07 Flayra
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// - Turrets track range in 2D, turrets can not require LOS if desired (for siege)
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//
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// Revision 1.4 2002/07/01 21:23:00 Flayra
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// - Added generic vertical FOV to allow alien turrets to shoot very high and low
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//
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// Revision 1.3 2002/06/03 17:02:30 Flayra
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// - Reduced turret volume
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//
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// Revision 1.2 2002/05/28 18:11:59 Flayra
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// - Put in slower, randomish rate of fire for turrets for sound variance and drama, don't play ping if no ping sound specified (crashing with offensive tower)
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//
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// Revision 1.1 2002/05/23 02:32:57 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "mod/AvHTurret.h"
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#include "mod/AvHMarineEquipmentConstants.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHCloakable.h"
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#include "util/MathUtil.h"
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const float kPingInterval = 3.0f;
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const float kPingVolume = .4f;
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const float kTurretThinkInterval = .05f;
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const float kTurretSearchScalar = kTurretThinkInterval*(-90.0f/180)*M_PI;
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const float kTurretUpdateEnemyInterval = .25f;
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AvHTurret::AvHTurret(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHBaseBuildable(inTechID, inMessageID, inClassName, inUser3)
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{
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this->Init();
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}
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void AvHTurret::Init()
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{
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this->m_hEnemy = 0;
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this->m_flFieldOfView = 0;
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this->mTimeOfLastAttack = -1;
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this->mTimeOfNextAttack = -1;
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this->mTimeOfLastUpdateEnemy = -1;
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this->m_fTurnRate = 0;
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this->mGoalQuat = this->mCurQuat = Quat(0, 0, 0, 1);
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this->mNextPingTime = 0;
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this->mEnabled = false;
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}
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void AvHTurret::ResetEntity()
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{
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AvHBaseBuildable::ResetEntity();
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this->Init();
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this->Setup();
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}
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char* AvHTurret::GetActiveSound() const
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{
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return NULL;
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}
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char* AvHTurret::GetAlertSound() const
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{
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return NULL;
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}
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char* AvHTurret::GetPingSound() const
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{
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return NULL;
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}
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int AvHTurret::GetPointValue(void) const
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{
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return BALANCE_VAR(kScoringTurretValue);
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}
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int AvHTurret::GetSetEnabledAnimation() const
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{
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return -1;
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}
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int AvHTurret::GetActiveAnimation() const
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{
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return 1;
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}
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int AvHTurret::GetSpawnAnimation() const
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{
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return 0;
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}
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int AvHTurret::GetDeployAnimation() const
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{
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return -1;
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}
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bool AvHTurret::GetEnabledState() const
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{
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return this->mEnabled;
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}
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int AvHTurret::GetTakeDamageAnimation() const
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{
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return -1;
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}
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int AvHTurret::GetIdle1Animation() const
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{
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return -1;
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}
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int AvHTurret::GetIdle2Animation() const
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{
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return -1;
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}
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int AvHTurret::GetKilledAnimation() const
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{
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return 5;
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}
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bool AvHTurret::GetRequiresLOS() const
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{
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return true;
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}
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int AvHTurret::GetDamageType() const
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{
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// Turrets to half damage to heavy players
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return DMG_BULLET | DMG_NEVERGIB | NS_DMG_LIGHT;
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}
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int AvHTurret::IRelationship (CBaseEntity* inTarget)
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{
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int theRelationship = R_NO;
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// Ignore the roaches for heaven's sake
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if(!FClassnameIs( inTarget->pev, "monster_cockroach" ))
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{
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// Don't shoot at cloaked players
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AvHCloakable* theCloakable = dynamic_cast<AvHCloakable*>(inTarget);
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if(theCloakable && theCloakable->GetIsCloaked())
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{
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theRelationship = R_NO;
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}
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else
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{
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// Shoot all monsters that aren't on our team
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CBaseMonster* theMonsterPointer = dynamic_cast<CBaseMonster*>(inTarget);
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if(theMonsterPointer && (theMonsterPointer->pev->team != this->pev->team))
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{
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theRelationship = R_DL;
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}
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else
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{
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// Look at own team vs. incoming team
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AvHTeamNumber inTeam = (AvHTeamNumber)inTarget->pev->team;
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if(inTeam != TEAM_IND)
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{
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if(inTeam == this->pev->team)
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{
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theRelationship = R_AL;
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}
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else
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{
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// Don't keep switching targets constantly
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theRelationship = R_DL;
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}
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}
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else
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{
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//theRelationship = CSentry::IRelationship(inTarget);
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}
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}
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}
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}
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return theRelationship;
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}
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bool AvHTurret::GetIsValidTarget(CBaseEntity* inEntity) const
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{
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bool theTargetIsValid = false;
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if((inEntity->pev->team != this->pev->team) && (inEntity->pev->team != 0) && (inEntity->pev->takedamage))
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{
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float theDistanceToCurrentEnemy = AvHSUEyeToBodyXYDistance(this->pev, inEntity);
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if(theDistanceToCurrentEnemy <= this->GetXYRange())
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{
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// Players are targettable when
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inEntity);
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if(!thePlayer || !thePlayer->GetIsCloaked() || !thePlayer->GetIsBeingDigested()) //added digestion - elven
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{
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// TODO: Check to be sure enemy is still visible
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theTargetIsValid = true;
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}
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else
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{
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AvHCloakable* theCloakable = dynamic_cast<AvHCloakable*>(inEntity);
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if(!theCloakable || (theCloakable->GetOpacity() > 0.0f))
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{
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theTargetIsValid = true;
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}
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}
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}
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}
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return theTargetIsValid;
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}
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void AvHTurret::Ping(void)
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{
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// Make the pinging noise every second while searching
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if(this->mNextPingTime == 0)
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{
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this->mNextPingTime = gpGlobals->time + kPingInterval;
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}
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else if(this->mNextPingTime <= gpGlobals->time)
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{
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char* thePingSound = this->GetPingSound();
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if(thePingSound)
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{
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this->mNextPingTime = gpGlobals->time + kPingInterval;
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EMIT_SOUND(ENT(this->pev), CHAN_ITEM, thePingSound, kPingVolume, ATTN_STATIC);
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//EyeOn( );
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}
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}
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// else if (m_eyeBrightness > 0)
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// {
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// EyeOff( );
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// }
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}
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//=========================================================
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// FInViewCone - returns true is the passed ent is in
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// the caller's forward view cone. The dot product is performed
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// in 2d, making the view cone infinitely tall.
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//=========================================================
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BOOL AvHTurret::FInViewCone(CBaseEntity* inEntity)
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{
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Vector2D vec2LOS;
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float flDot;
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UTIL_MakeVectors ( pev->angles );
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vec2LOS = ( inEntity->pev->origin - pev->origin ).Make2D();
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vec2LOS = vec2LOS.Normalize();
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flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() );
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if ( flDot > this->m_flFieldOfView )
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{
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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//=========================================================
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// FInViewCone - returns true is the passed vector is in
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// the caller's forward view cone. The dot product is performed
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// in 2d, making the view cone infinitely tall.
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//=========================================================
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BOOL AvHTurret::FInViewCone(Vector* inOrigin)
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{
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Vector2D vec2LOS;
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float flDot;
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UTIL_MakeVectors ( pev->angles );
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vec2LOS = ( *inOrigin - pev->origin ).Make2D();
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vec2LOS = vec2LOS.Normalize();
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flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() );
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if ( flDot > this->m_flFieldOfView )
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{
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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// This function takes a lot of CPU, so make sure it's not called often! Don't call this function directly, use UpdateEnemy instead whenever possible.
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CBaseEntity* AvHTurret::FindBestEnemy()
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{
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PROFILE_START()
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CBaseEntity* theEntityList[100];
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int theMaxRange = this->GetXYRange();
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Vector delta = Vector(theMaxRange, theMaxRange, theMaxRange);
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CBaseEntity* theCurrentEntity = NULL;
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CBaseEntity* theBestPlayer = NULL;
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CBaseEntity* theBestStructure = NULL;
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float theCurrentEntityRange = 100000;
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// Find only monsters/clients in box, NOT limited to PVS
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int theCount = UTIL_EntitiesInBox(theEntityList, 100, this->pev->origin - delta, this->pev->origin + delta, FL_CLIENT | FL_MONSTER);
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for(int i = 0; i < theCount; i++ )
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{
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theCurrentEntity = theEntityList[i];
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if((theCurrentEntity != this) && theCurrentEntity->IsAlive())
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{
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// the looker will want to consider this entity
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// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
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if(this->IRelationship(theCurrentEntity ) != R_NO && FInViewCone(theCurrentEntity) && !FBitSet(theCurrentEntity->pev->flags, FL_NOTARGET))
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theCurrentEntity);
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if(!thePlayer || thePlayer->GetCanBeAffectedByEnemies())
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{
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if(this->GetIsValidTarget(theCurrentEntity))
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{
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// Find nearest enemy
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float theRangeToTarget = VectorDistance2D(this->pev->origin, theCurrentEntity->pev->origin);
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if(theRangeToTarget < theCurrentEntityRange)
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{
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// FVisible is expensive, so defer until necessary
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if(!this->GetRequiresLOS() || FVisible(theCurrentEntity))
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{
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theCurrentEntityRange = theRangeToTarget;
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if ( thePlayer )
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{
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theBestPlayer = theCurrentEntity;
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}
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else
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{
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theBestStructure = theCurrentEntity;
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}
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}
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}
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}
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}
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}
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}
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}
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PROFILE_END(kAvHTurretFindBestEnemy);
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return (theBestPlayer != NULL ) ? theBestPlayer : theBestStructure;
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}
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// Return degrees from center turret can aim up or down
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int AvHTurret::GetVerticalFOV() const
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{
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return 30;
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}
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void AvHTurret::UpdateEnemy()
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{
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// If enabled
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if(this->mEnabled)
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{
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// If time to find new enemy
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float theCurrentTime = gpGlobals->time;
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if((this->mTimeOfLastUpdateEnemy == -1) || (theCurrentTime > (this->mTimeOfLastUpdateEnemy + kTurretUpdateEnemyInterval)))
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{
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// Find new best enemy
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this->m_hEnemy = this->FindBestEnemy();
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this->mTimeOfLastUpdateEnemy = theCurrentTime;
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}
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}
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else
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{
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// Clear current enemy
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this->m_hEnemy = NULL;
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}
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}
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void AvHTurret::ActiveThink(void)
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{
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PROFILE_START()
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// Advance model frame
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StudioFrameAdvance();
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// Find enemy, or reacquire dead enemy
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this->UpdateEnemy();
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// If we have a valid enemy
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if(!FNullEnt(this->m_hEnemy))
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{
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// If enemy is in FOV
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Vector theVecMid = this->pev->origin + this->pev->view_ofs;
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//AvHSUPlayParticleEvent("JetpackEffect", this->edict(), theVecMid);
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CBaseEntity* theEnemyEntity = this->m_hEnemy;
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Vector theVecMidEnemy = theEnemyEntity->BodyTarget(theVecMid);
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//AvHSUPlayParticleEvent("JetpackEffect", theEnemyEntity->edict(), theVecMidEnemy);
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// calculate dir and dist to enemy
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Vector theVecDirToEnemy = theVecMidEnemy - theVecMid;
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Vector theAddition = theVecMid + theVecDirToEnemy;
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Vector theVecLOS = theVecDirToEnemy.Normalize();
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// Update our goal angles to direction to enemy
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Vector theVecDirToEnemyAngles;
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VectorAngles(theVecDirToEnemy, theVecDirToEnemyAngles);
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// Set goal quaternion
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this->mGoalQuat = Quat(theVecDirToEnemyAngles);
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// Is the turret looking at the target yet?
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float theRadians = (this->GetVerticalFOV()/180.0f)*3.1415f;
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float theCosVerticalFOV = cos(theRadians);
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Vector theCurrentAngles;
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this->mCurQuat.GetAngles(theCurrentAngles);
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UTIL_MakeAimVectors(theCurrentAngles);
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if(DotProduct(theVecLOS, gpGlobals->v_forward) > theCosVerticalFOV)
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{
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// If enemy is visible
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bool theEnemyVisible = FBoxVisible(this->pev, this->m_hEnemy->pev, theVecMidEnemy) || !this->GetRequiresLOS();
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if(theEnemyVisible && this->m_hEnemy->IsAlive())
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{
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// If it's time to attack
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if((this->mTimeOfNextAttack == -1) || (gpGlobals->time >= this->mTimeOfNextAttack))
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{
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// Shoot and play shoot animation
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Shoot(theVecMid, theVecDirToEnemy, theEnemyEntity->pev->velocity);
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this->PlayAnimationAtIndex(this->GetActiveAnimation());
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// Set time for next attack
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this->SetNextAttack();
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}
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// spin the barrel when acquired but not firing
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else if(this->GetBaseClassAnimatesTurret())
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{
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this->pev->sequence = 2;
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ResetSequenceInfo();
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}
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}
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}
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// Set next active think
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this->pev->nextthink = gpGlobals->time + kTurretThinkInterval;
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}
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// else we have no enemy, go back to search think
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else
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{
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SetThink(&AvHTurret::SearchThink);
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this->pev->nextthink = gpGlobals->time + kTurretThinkInterval;
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}
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this->TurretUpdate();
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PROFILE_END(kAvHTurretActiveThink)
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}
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bool AvHTurret::GetBaseClassAnimatesTurret() const
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{
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return true;
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}
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void AvHTurret::SearchThink(void)
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{
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PROFILE_START()
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if(this->GetBaseClassAnimatesTurret())
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{
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this->pev->sequence = 2;
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ResetSequenceInfo();
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StudioFrameAdvance();
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}
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this->pev->nextthink = gpGlobals->time + kTurretThinkInterval;
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this->Ping();
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// If we have a target and we're still healthy
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if(this->m_hEnemy != NULL)
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{
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if(!this->m_hEnemy->IsAlive() )
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{
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this->m_hEnemy = NULL;// Dead enemy forces a search for new one
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}
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}
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// Acquire Target
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this->UpdateEnemy();
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// If we've found a target, spin up the barrel and start to attack
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if(this->m_hEnemy != NULL)
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{
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//this->m_flSpinUpTime = 0;
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SetThink(&AvHTurret::ActiveThink);
|
|
}
|
|
// else
|
|
// {
|
|
// // generic hunt for new victims
|
|
// this->m_vecGoalAngles.y = (this->m_vecGoalAngles.y + 0.1*this->m_fTurnRate);
|
|
// if(this->m_vecGoalAngles.y >= 360)
|
|
// {
|
|
// m_vecGoalAngles.y -= 360;
|
|
// }
|
|
// }
|
|
|
|
this->TurretUpdate();
|
|
|
|
PROFILE_END(kTurretSearchThink)
|
|
}
|
|
|
|
void AvHTurret::TurretUpdate()
|
|
{
|
|
this->MoveTurret();
|
|
}
|
|
|
|
void AvHTurret::SetNextAttack()
|
|
{
|
|
this->mTimeOfNextAttack = gpGlobals->time + this->GetRateOfFire();
|
|
}
|
|
|
|
int AvHTurret::MoveTurret(void)
|
|
{
|
|
ASSERT(this->m_fTurnRate > 0);
|
|
|
|
// We have an enemy, track towards goal angles
|
|
if(this->m_hEnemy != NULL)
|
|
{
|
|
float theRate = this->m_fTurnRate*kTurretThinkInterval;
|
|
this->mCurQuat = ConstantRateLerp(this->mCurQuat, this->mGoalQuat, theRate);
|
|
}
|
|
// generic hunt for new victims
|
|
else
|
|
{
|
|
// Create transformation quat that will rotate current quat
|
|
float axis[3] = { 0.0f, 0.0f, 1.0f};
|
|
Quat rot(kTurretSearchScalar, axis);
|
|
|
|
this->mCurQuat = rot*this->mCurQuat;
|
|
|
|
// Reset height
|
|
}
|
|
|
|
Vector theAngles;
|
|
this->mCurQuat.GetAngles(theAngles);
|
|
|
|
//SetBoneController(0, m_vecCurAngles.y - pev->angles.y );
|
|
SetBoneController(0, theAngles.y - pev->angles.y );
|
|
SetBoneController(1, -theAngles.x);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void AvHTurret::CheckEnabledState()
|
|
{
|
|
this->SetEnabledState(true, true);
|
|
}
|
|
|
|
void AvHTurret::SetHasBeenBuilt()
|
|
{
|
|
AvHBuildable::SetHasBeenBuilt();
|
|
|
|
this->CheckEnabledState();
|
|
}
|
|
|
|
void AvHTurret::SetEnabledState(bool inState, bool inForce)
|
|
{
|
|
if(!GetHasUpgrade(this->pev->iuser4, MASK_RECYCLING))
|
|
{
|
|
if((inState != this->mEnabled) || inForce)
|
|
{
|
|
this->mEnabled = inState;
|
|
|
|
if(this->GetBaseClassAnimatesTurret())
|
|
{
|
|
int theEnabledAnimation = this->GetSetEnabledAnimation();
|
|
if(theEnabledAnimation >= 0)
|
|
{
|
|
float theSpeed = this->mEnabled ? 1.0f : -1.0f;
|
|
this->PlayAnimationAtIndex(theEnabledAnimation, true, theSpeed);
|
|
}
|
|
}
|
|
|
|
if(!this->mEnabled)
|
|
{
|
|
this->m_hEnemy = NULL;
|
|
SetThink(NULL);
|
|
|
|
}
|
|
else
|
|
{
|
|
float theTimeToAnimate = max(gpGlobals->time + kTurretThinkInterval, this->GetTimeAnimationDone());
|
|
SetThink(&AvHTurret::SearchThink);
|
|
this->pev->nextthink = theTimeToAnimate;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float AvHTurret::GetRateOfFire() const
|
|
{
|
|
float theVariance = RANDOM_FLOAT(0, 0.2);
|
|
float theBaseROF = BALANCE_VAR(kTurretBaseRateOfFire);
|
|
return theBaseROF + theVariance;
|
|
}
|
|
|
|
void AvHTurret::Setup()
|
|
{
|
|
this->pev->nextthink = gpGlobals->time + 1;
|
|
this->pev->frame = 0;
|
|
this->pev->takedamage = DAMAGE_AIM;
|
|
this->mNextPingTime = 0;
|
|
this->m_flFieldOfView = VIEW_FIELD_FULL;
|
|
this->m_fTurnRate = BALANCE_VAR(kTurretTrackingRate);
|
|
|
|
// This is the visual difference between model origin and gun barrel, it's needed to orient the barrel and hit targets properly
|
|
this->pev->view_ofs.z = 48;
|
|
|
|
SetBits(this->pev->flags, FL_MONSTER);
|
|
|
|
this->SetBoneController(0, 0);
|
|
this->SetBoneController(1, 0);
|
|
|
|
this->mEnabled = false;
|
|
}
|
|
|
|
void AvHTurret::Spawn()
|
|
{
|
|
AvHBaseBuildable::Spawn();
|
|
|
|
this->Setup();
|
|
}
|
|
|