mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
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1071 lines
26 KiB
C++
1071 lines
26 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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/*
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==============================================================================
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TURRET
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==============================================================================
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*/
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#include "../g_local.h"
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#include "m_rogue_turret.h"
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constexpr spawnflags_t SPAWNFLAG_TURRET_BLASTER = 0x0008_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_TURRET_MACHINEGUN = 0x0010_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_TURRET_ROCKET = 0x0020_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_TURRET_HEATBEAM = 0x0040_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_TURRET_WEAPONCHOICE = SPAWNFLAG_TURRET_HEATBEAM | SPAWNFLAG_TURRET_ROCKET | SPAWNFLAG_TURRET_MACHINEGUN | SPAWNFLAG_TURRET_BLASTER;
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constexpr spawnflags_t SPAWNFLAG_TURRET_WALL_UNIT = 0x0080_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_TURRET_NO_LASERSIGHT = 18_spawnflag_bit;
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bool FindTarget(edict_t *self);
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void TurretAim(edict_t *self);
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void turret_ready_gun(edict_t *self);
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void turret_run(edict_t *self);
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extern const mmove_t turret_move_fire;
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extern const mmove_t turret_move_fire_blind;
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static cached_soundindex sound_moved, sound_moving;
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void TurretAim(edict_t *self)
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{
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vec3_t end, dir;
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vec3_t ang;
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float move, idealPitch, idealYaw, current, speed;
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int orientation;
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if (!self->enemy || self->enemy == world)
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{
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if (!FindTarget(self))
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return;
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}
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// if turret is still in inactive mode, ready the gun, but don't aim
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if (self->s.frame < FRAME_active01)
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{
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turret_ready_gun(self);
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return;
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}
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// if turret is still readying, don't aim.
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if (self->s.frame < FRAME_run01)
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return;
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// PMM - blindfire aiming here
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if (self->monsterinfo.active_move == &turret_move_fire_blind)
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{
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end = self->monsterinfo.blind_fire_target;
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if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
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end[2] += self->enemy->viewheight + 10;
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else
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end[2] += self->enemy->mins[2] - 10;
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}
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else
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{
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end = self->enemy->s.origin;
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if (self->enemy->client)
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end[2] += self->enemy->viewheight;
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}
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dir = end - self->s.origin;
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ang = vectoangles(dir);
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//
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// Clamp first
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//
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idealPitch = ang[PITCH];
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idealYaw = ang[YAW];
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orientation = (int) self->offset[1];
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switch (orientation)
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{
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case -1: // up pitch: 0 to 90
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if (idealPitch < -90)
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idealPitch += 360;
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if (idealPitch > -5)
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idealPitch = -5;
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break;
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case -2: // down pitch: -180 to -360
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if (idealPitch > -90)
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idealPitch -= 360;
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if (idealPitch < -355)
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idealPitch = -355;
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else if (idealPitch > -185)
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idealPitch = -185;
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break;
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case 0: // +X pitch: 0 to -90, -270 to -360 (or 0 to 90)
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if (idealPitch < -180)
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idealPitch += 360;
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if (idealPitch > 85)
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idealPitch = 85;
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else if (idealPitch < -85)
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idealPitch = -85;
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// yaw: 270 to 360, 0 to 90
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// yaw: -90 to 90 (270-360 == -90-0)
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if (idealYaw > 180)
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idealYaw -= 360;
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if (idealYaw > 85)
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idealYaw = 85;
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else if (idealYaw < -85)
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idealYaw = -85;
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break;
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case 90: // +Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
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if (idealPitch < -180)
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idealPitch += 360;
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if (idealPitch > 85)
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idealPitch = 85;
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else if (idealPitch < -85)
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idealPitch = -85;
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// yaw: 0 to 180
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if (idealYaw > 270)
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idealYaw -= 360;
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if (idealYaw > 175)
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idealYaw = 175;
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else if (idealYaw < 5)
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idealYaw = 5;
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break;
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case 180: // -X pitch: 0 to 90, -270 to -360 (or 0 to 90)
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if (idealPitch < -180)
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idealPitch += 360;
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if (idealPitch > 85)
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idealPitch = 85;
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else if (idealPitch < -85)
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idealPitch = -85;
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// yaw: 90 to 270
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if (idealYaw > 265)
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idealYaw = 265;
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else if (idealYaw < 95)
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idealYaw = 95;
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break;
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case 270: // -Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
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if (idealPitch < -180)
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idealPitch += 360;
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if (idealPitch > 85)
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idealPitch = 85;
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else if (idealPitch < -85)
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idealPitch = -85;
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// yaw: 180 to 360
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if (idealYaw < 90)
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idealYaw += 360;
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if (idealYaw > 355)
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idealYaw = 355;
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else if (idealYaw < 185)
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idealYaw = 185;
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break;
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}
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//
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// adjust pitch
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//
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current = self->s.angles[PITCH];
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speed = self->yaw_speed / (gi.tick_rate / 10);
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if (idealPitch != current)
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{
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move = idealPitch - current;
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while (move >= 360)
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move -= 360;
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if (move >= 90)
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{
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move = move - 360;
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}
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while (move <= -360)
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move += 360;
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if (move <= -90)
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{
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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self->s.angles[PITCH] = anglemod(current + move);
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}
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//
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// adjust yaw
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//
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current = self->s.angles[YAW];
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if (idealYaw != current)
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{
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move = idealYaw - current;
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// while(move >= 360)
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// move -= 360;
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if (move >= 180)
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{
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move = move - 360;
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}
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// while(move <= -360)
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// move += 360;
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if (move <= -180)
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{
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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self->s.angles[YAW] = anglemod(current + move);
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}
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if (self->spawnflags.has(SPAWNFLAG_TURRET_NO_LASERSIGHT))
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return;
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// Paril: improved turrets; draw lasersight
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if (!self->target_ent)
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{
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self->target_ent = G_Spawn();
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self->target_ent->s.modelindex = MODELINDEX_WORLD;
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self->target_ent->s.renderfx = RF_BEAM;
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self->target_ent->s.frame = 1;
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self->target_ent->s.skinnum = 0xf0f0f0f0;
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self->target_ent->classname = "turret_lasersight";
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self->target_ent->s.origin = self->s.origin;
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}
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vec3_t forward;
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AngleVectors(self->s.angles, forward, nullptr, nullptr);
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end = self->s.origin + (forward * 8192);
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trace_t tr = gi.traceline(self->s.origin, end, self, MASK_SOLID);
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float scan_range = 64.f;
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if (visible(self, self->enemy))
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scan_range = 12.f;
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tr.endpos[0] += sinf(level.time.seconds() + self->s.number) * scan_range;
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tr.endpos[1] += cosf((level.time.seconds() - self->s.number) * 3.f) * scan_range;
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tr.endpos[2] += sinf((level.time.seconds() - self->s.number) * 2.5f) * scan_range;
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forward = tr.endpos - self->s.origin;
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forward.normalize();
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end = self->s.origin + (forward * 8192);
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tr = gi.traceline(self->s.origin, end, self, MASK_SOLID);
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self->target_ent->s.old_origin = tr.endpos;
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gi.linkentity(self->target_ent);
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}
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MONSTERINFO_SIGHT(turret_sight) (edict_t *self, edict_t *other) -> void
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{
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}
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MONSTERINFO_SEARCH(turret_search) (edict_t *self) -> void
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{
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}
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mframe_t turret_frames_stand[] = {
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{ ai_stand },
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{ ai_stand }
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};
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MMOVE_T(turret_move_stand) = { FRAME_stand01, FRAME_stand02, turret_frames_stand, nullptr };
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MONSTERINFO_STAND(turret_stand) (edict_t *self) -> void
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{
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M_SetAnimation(self, &turret_move_stand);
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if (self->target_ent)
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{
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G_FreeEdict(self->target_ent);
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self->target_ent = nullptr;
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}
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}
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mframe_t turret_frames_ready_gun[] = {
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand }
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};
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MMOVE_T(turret_move_ready_gun) = { FRAME_active01, FRAME_run01, turret_frames_ready_gun, turret_run };
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void turret_ready_gun(edict_t *self)
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{
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if (self->monsterinfo.active_move != &turret_move_ready_gun)
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{
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M_SetAnimation(self, &turret_move_ready_gun);
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self->monsterinfo.weapon_sound = sound_moving;
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}
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}
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mframe_t turret_frames_seek[] = {
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{ ai_walk, 0, TurretAim },
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{ ai_walk, 0, TurretAim }
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};
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MMOVE_T(turret_move_seek) = { FRAME_run01, FRAME_run02, turret_frames_seek, nullptr };
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MONSTERINFO_WALK(turret_walk) (edict_t *self) -> void
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{
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if (self->s.frame < FRAME_run01)
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turret_ready_gun(self);
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else
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M_SetAnimation(self, &turret_move_seek);
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}
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mframe_t turret_frames_run[] = {
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{ ai_run, 0, TurretAim },
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{ ai_run, 0, TurretAim }
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};
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MMOVE_T(turret_move_run) = { FRAME_run01, FRAME_run02, turret_frames_run, turret_run };
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MONSTERINFO_RUN(turret_run) (edict_t *self) -> void
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{
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if (self->s.frame < FRAME_run01)
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turret_ready_gun(self);
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else
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{
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self->monsterinfo.aiflags |= AI_HIGH_TICK_RATE;
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M_SetAnimation(self, &turret_move_run);
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if (self->monsterinfo.weapon_sound)
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{
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self->monsterinfo.weapon_sound = 0;
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gi.sound(self, CHAN_WEAPON, sound_moved, 1.0f, ATTN_NORM, 0.f);
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}
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}
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}
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// **********************
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// ATTACK
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// **********************
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constexpr int32_t TURRET_BLASTER_DAMAGE = 8;
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constexpr int32_t TURRET_BULLET_DAMAGE = 2;
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// unused
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// constexpr int32_t TURRET_HEAT_DAMAGE = 4;
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void TurretFire(edict_t *self)
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{
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vec3_t forward;
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vec3_t start, end, dir;
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float dist, chance;
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trace_t trace;
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int rocketSpeed;
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TurretAim(self);
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if (!self->enemy || !self->enemy->inuse)
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return;
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if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
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end = self->monsterinfo.blind_fire_target;
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else
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end = self->enemy->s.origin;
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dir = end - self->s.origin;
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dir.normalize();
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AngleVectors(self->s.angles, forward, nullptr, nullptr);
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chance = dir.dot(forward);
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if (chance < 0.98f)
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return;
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chance = frandom();
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if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
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rocketSpeed = 650;
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else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
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rocketSpeed = 800;
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else
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rocketSpeed = 0;
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if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN) || visible(self, self->enemy))
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{
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start = self->s.origin;
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// aim for the head.
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if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
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{
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if ((self->enemy) && (self->enemy->client))
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end[2] += self->enemy->viewheight;
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else
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end[2] += 22;
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}
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dir = end - start;
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dist = dir.length();
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// check for predictive fire
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// Paril: adjusted to be a bit more fair
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if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
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{
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// on harder difficulties, randomly fire directly at enemy
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// more often; makes them more unpredictable
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if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
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PredictAim(self, self->enemy, start, 0, true, 0.3f, &dir, nullptr);
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else if (frandom() < skill->integer / 5.f)
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PredictAim(self, self->enemy, start, (float) rocketSpeed, true, (frandom(3.f - skill->integer) / 3.f) - frandom(0.05f * (3.f - skill->integer)), &dir, nullptr);
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}
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dir.normalize();
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trace = gi.traceline(start, end, self, MASK_PROJECTILE);
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if (trace.ent == self->enemy || trace.ent == world)
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{
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if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
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monster_fire_blaster(self, start, dir, TURRET_BLASTER_DAMAGE, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
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else if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
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{
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if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
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{
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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self->monsterinfo.duck_wait_time = level.time + 2_sec + gtime_t::from_sec(frandom(skill->value));
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self->monsterinfo.next_duck_time = level.time + 1_sec;
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gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_NORM, 0);
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}
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else
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{
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if (self->monsterinfo.next_duck_time < level.time &&
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self->monsterinfo.melee_debounce_time <= level.time)
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{
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monster_fire_bullet(self, start, dir, TURRET_BULLET_DAMAGE, 0, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_TURRET_MACHINEGUN);
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self->monsterinfo.melee_debounce_time = level.time + 10_hz;
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}
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if (self->monsterinfo.duck_wait_time < level.time)
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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}
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}
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else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
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{
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if (dist * trace.fraction > 72)
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monster_fire_rocket(self, start, dir, 40, rocketSpeed, MZ2_TURRET_ROCKET);
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}
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}
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}
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}
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// PMM
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void TurretFireBlind(edict_t *self)
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{
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vec3_t forward;
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vec3_t start, end, dir;
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float chance;
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int rocketSpeed = 550;
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TurretAim(self);
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if (!self->enemy || !self->enemy->inuse)
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return;
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dir = self->monsterinfo.blind_fire_target - self->s.origin;
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dir.normalize();
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AngleVectors(self->s.angles, forward, nullptr, nullptr);
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chance = dir.dot(forward);
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if (chance < 0.98f)
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return;
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if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
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rocketSpeed = 650;
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else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
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rocketSpeed = 800;
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else
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rocketSpeed = 0;
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start = self->s.origin;
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end = self->monsterinfo.blind_fire_target;
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if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
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end[2] += self->enemy->viewheight + 10;
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else
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end[2] += self->enemy->mins[2] - 10;
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dir = end - start;
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|
|
dir.normalize();
|
|
|
|
if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
|
|
monster_fire_blaster(self, start, dir, TURRET_BLASTER_DAMAGE, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
|
|
else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
|
|
monster_fire_rocket(self, start, dir, 40, rocketSpeed, MZ2_TURRET_ROCKET);
|
|
}
|
|
// pmm
|
|
|
|
mframe_t turret_frames_fire[] = {
|
|
{ ai_run, 0, TurretFire },
|
|
{ ai_run, 0, TurretAim },
|
|
{ ai_run, 0, TurretAim },
|
|
{ ai_run, 0, TurretAim }
|
|
};
|
|
MMOVE_T(turret_move_fire) = { FRAME_pow01, FRAME_pow04, turret_frames_fire, turret_run };
|
|
|
|
// PMM
|
|
|
|
// the blind frames need to aim first
|
|
mframe_t turret_frames_fire_blind[] = {
|
|
{ ai_run, 0, TurretAim },
|
|
{ ai_run, 0, TurretAim },
|
|
{ ai_run, 0, TurretAim },
|
|
{ ai_run, 0, TurretFireBlind }
|
|
};
|
|
MMOVE_T(turret_move_fire_blind) = { FRAME_pow01, FRAME_pow04, turret_frames_fire_blind, turret_run };
|
|
// pmm
|
|
|
|
MONSTERINFO_ATTACK(turret_attack) (edict_t *self) -> void
|
|
{
|
|
float r, chance;
|
|
|
|
if (self->s.frame < FRAME_run01)
|
|
turret_ready_gun(self);
|
|
// PMM
|
|
else if (self->monsterinfo.attack_state != AS_BLIND)
|
|
{
|
|
M_SetAnimation(self, &turret_move_fire);
|
|
}
|
|
else
|
|
{
|
|
// setup shot probabilities
|
|
if (self->monsterinfo.blind_fire_delay < 1_sec)
|
|
chance = 1.0;
|
|
else if (self->monsterinfo.blind_fire_delay < 7.5_sec)
|
|
chance = 0.4f;
|
|
else
|
|
chance = 0.1f;
|
|
|
|
r = frandom();
|
|
|
|
// minimum of 3 seconds, plus 0-4, after the shots are done - total time should be max less than 7.5
|
|
self->monsterinfo.blind_fire_delay += random_time(3.4_sec, 7.4_sec);
|
|
// don't shoot at the origin
|
|
if (!self->monsterinfo.blind_fire_target)
|
|
return;
|
|
|
|
// don't shoot if the dice say not to
|
|
if (r > chance)
|
|
return;
|
|
|
|
M_SetAnimation(self, &turret_move_fire_blind);
|
|
}
|
|
// pmm
|
|
}
|
|
|
|
// **********************
|
|
// PAIN
|
|
// **********************
|
|
|
|
PAIN(turret_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
|
|
{
|
|
}
|
|
|
|
// **********************
|
|
// DEATH
|
|
// **********************
|
|
|
|
DIE(turret_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
|
|
{
|
|
vec3_t forward;
|
|
edict_t *base;
|
|
|
|
AngleVectors(self->s.angles, forward, nullptr, nullptr);
|
|
self->s.origin += (forward * 1);
|
|
|
|
ThrowGibs(self, 2, {
|
|
{ 2, "models/objects/debris1/tris.md2", GIB_METALLIC | GIB_DEBRIS }
|
|
});
|
|
ThrowGibs(self, 1, {
|
|
{ 2, "models/objects/debris1/tris.md2", GIB_METALLIC | GIB_DEBRIS }
|
|
});
|
|
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_PLAIN_EXPLOSION);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.multicast(self->s.origin, MULTICAST_PHS, false);
|
|
|
|
if (self->teamchain)
|
|
{
|
|
base = self->teamchain;
|
|
base->solid = SOLID_NOT;
|
|
base->takedamage = false;
|
|
base->movetype = MOVETYPE_NONE;
|
|
base->teammaster = base;
|
|
base->teamchain = nullptr;
|
|
base->flags &= ~FL_TEAMSLAVE;
|
|
base->flags |= FL_TEAMMASTER;
|
|
gi.linkentity(base);
|
|
|
|
self->teammaster = self->teamchain = nullptr;
|
|
self->flags &= ~(FL_TEAMSLAVE | FL_TEAMMASTER);
|
|
}
|
|
|
|
if (self->target)
|
|
{
|
|
if (self->enemy && self->enemy->inuse)
|
|
G_UseTargets(self, self->enemy);
|
|
else
|
|
G_UseTargets(self, self);
|
|
}
|
|
|
|
if (self->target_ent)
|
|
{
|
|
G_FreeEdict(self->target_ent);
|
|
self->target_ent = nullptr;
|
|
}
|
|
|
|
edict_t *gib = ThrowGib(self, "models/monsters/turret/tris.md2", damage, GIB_SKINNED | GIB_METALLIC | GIB_HEAD | GIB_DEBRIS, self->s.scale);
|
|
gib->s.frame = 14;
|
|
}
|
|
|
|
// **********************
|
|
// WALL SPAWN
|
|
// **********************
|
|
|
|
void turret_wall_spawn(edict_t *turret)
|
|
{
|
|
edict_t *ent;
|
|
int angle;
|
|
|
|
ent = G_Spawn();
|
|
ent->s.origin = turret->s.origin;
|
|
ent->s.angles = turret->s.angles;
|
|
|
|
angle = (int) ent->s.angles[1];
|
|
if (ent->s.angles[0] == 90)
|
|
angle = -1;
|
|
else if (ent->s.angles[0] == 270)
|
|
angle = -2;
|
|
switch (angle)
|
|
{
|
|
case -1:
|
|
ent->mins = { -16, -16, -8 };
|
|
ent->maxs = { 16, 16, 0 };
|
|
break;
|
|
case -2:
|
|
ent->mins = { -16, -16, 0 };
|
|
ent->maxs = { 16, 16, 8 };
|
|
break;
|
|
case 0:
|
|
ent->mins = { -8, -16, -16 };
|
|
ent->maxs = { 0, 16, 16 };
|
|
break;
|
|
case 90:
|
|
ent->mins = { -16, -8, -16 };
|
|
ent->maxs = { 16, 0, 16 };
|
|
break;
|
|
case 180:
|
|
ent->mins = { 0, -16, -16 };
|
|
ent->maxs = { 8, 16, 16 };
|
|
break;
|
|
case 270:
|
|
ent->mins = { -16, 0, -16 };
|
|
ent->maxs = { 16, 8, 16 };
|
|
break;
|
|
}
|
|
|
|
ent->movetype = MOVETYPE_PUSH;
|
|
ent->solid = SOLID_NOT;
|
|
|
|
ent->teammaster = turret;
|
|
turret->flags |= FL_TEAMMASTER;
|
|
turret->teammaster = turret;
|
|
turret->teamchain = ent;
|
|
ent->teamchain = nullptr;
|
|
ent->flags |= FL_TEAMSLAVE;
|
|
ent->owner = turret;
|
|
|
|
ent->s.modelindex = gi.modelindex("models/monsters/turretbase/tris.md2");
|
|
|
|
gi.linkentity(ent);
|
|
}
|
|
|
|
MOVEINFO_ENDFUNC(turret_wake) (edict_t *ent) -> void
|
|
{
|
|
// the wall section will call this when it stops moving.
|
|
// just return without doing anything. easiest way to have a null function.
|
|
if (ent->flags & FL_TEAMSLAVE)
|
|
{
|
|
ent->s.sound = 0;
|
|
return;
|
|
}
|
|
|
|
ent->monsterinfo.stand = turret_stand;
|
|
ent->monsterinfo.walk = turret_walk;
|
|
ent->monsterinfo.run = turret_run;
|
|
ent->monsterinfo.dodge = nullptr;
|
|
ent->monsterinfo.attack = turret_attack;
|
|
ent->monsterinfo.melee = nullptr;
|
|
ent->monsterinfo.sight = turret_sight;
|
|
ent->monsterinfo.search = turret_search;
|
|
M_SetAnimation(ent, &turret_move_stand);
|
|
ent->takedamage = true;
|
|
ent->movetype = MOVETYPE_NONE;
|
|
// prevent counting twice
|
|
ent->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
|
|
|
|
gi.linkentity(ent);
|
|
|
|
stationarymonster_start(ent);
|
|
|
|
if (ent->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
|
|
{
|
|
ent->s.skinnum = 1;
|
|
}
|
|
else if (ent->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
|
|
{
|
|
ent->s.skinnum = 2;
|
|
}
|
|
|
|
// but we do want the death to count
|
|
ent->monsterinfo.aiflags &= ~AI_DO_NOT_COUNT;
|
|
}
|
|
|
|
USE(turret_activate) (edict_t *self, edict_t *other, edict_t *activator) -> void
|
|
{
|
|
vec3_t endpos;
|
|
vec3_t forward;
|
|
edict_t *base;
|
|
|
|
self->movetype = MOVETYPE_PUSH;
|
|
if (!self->speed)
|
|
self->speed = 15;
|
|
self->moveinfo.speed = self->speed;
|
|
self->moveinfo.accel = self->speed;
|
|
self->moveinfo.decel = self->speed;
|
|
|
|
if (self->s.angles[0] == 270)
|
|
{
|
|
forward = { 0, 0, 1 };
|
|
}
|
|
else if (self->s.angles[0] == 90)
|
|
{
|
|
forward = { 0, 0, -1 };
|
|
}
|
|
else if (self->s.angles[1] == 0)
|
|
{
|
|
forward = { 1, 0, 0 };
|
|
}
|
|
else if (self->s.angles[1] == 90)
|
|
{
|
|
forward = { 0, 1, 0 };
|
|
}
|
|
else if (self->s.angles[1] == 180)
|
|
{
|
|
forward = { -1, 0, 0 };
|
|
}
|
|
else if (self->s.angles[1] == 270)
|
|
{
|
|
forward = { 0, -1, 0 };
|
|
}
|
|
|
|
// start up the turret
|
|
endpos = self->s.origin + (forward * 32);
|
|
Move_Calc(self, endpos, turret_wake);
|
|
|
|
base = self->teamchain;
|
|
if (base)
|
|
{
|
|
base->movetype = MOVETYPE_PUSH;
|
|
base->speed = self->speed;
|
|
base->moveinfo.speed = base->speed;
|
|
base->moveinfo.accel = base->speed;
|
|
base->moveinfo.decel = base->speed;
|
|
|
|
// start up the wall section
|
|
endpos = self->teamchain->s.origin + (forward * 32);
|
|
Move_Calc(self->teamchain, endpos, turret_wake);
|
|
|
|
base->s.sound = sound_moving;
|
|
base->s.loop_attenuation = ATTN_NORM;
|
|
}
|
|
}
|
|
|
|
// PMM
|
|
// checkattack .. ignore range, just attack if available
|
|
MONSTERINFO_CHECKATTACK(turret_checkattack) (edict_t *self) -> bool
|
|
{
|
|
vec3_t spot1, spot2;
|
|
float chance;
|
|
trace_t tr;
|
|
|
|
if (self->enemy->health > 0)
|
|
{
|
|
// see if any entities are in the way of the shot
|
|
spot1 = self->s.origin;
|
|
spot1[2] += self->viewheight;
|
|
spot2 = self->enemy->s.origin;
|
|
spot2[2] += self->enemy->viewheight;
|
|
|
|
tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_PLAYER | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA | CONTENTS_WINDOW);
|
|
|
|
// do we have a clear shot?
|
|
if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))
|
|
{
|
|
// PGM - we want them to go ahead and shoot at info_notnulls if they can.
|
|
if (self->enemy->solid != SOLID_NOT || tr.fraction < 1.0f) // PGM
|
|
{
|
|
// PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available
|
|
if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy)))
|
|
{
|
|
if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 10_sec))
|
|
{
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
{
|
|
return false;
|
|
}
|
|
if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay))
|
|
{
|
|
// wait for our time
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// make sure we're not going to shoot something we don't want to shoot
|
|
tr = gi.traceline(spot1, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER | CONTENTS_PLAYER);
|
|
if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0f) && (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
self->monsterinfo.attack_state = AS_BLIND;
|
|
self->monsterinfo.attack_finished = level.time + random_time(500_ms, 2.5_sec);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
// pmm
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
return false;
|
|
|
|
gtime_t nexttime;
|
|
|
|
if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
|
|
{
|
|
chance = 0.10f;
|
|
nexttime = (1.8_sec - (0.2_sec * skill->integer));
|
|
}
|
|
else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
|
|
{
|
|
chance = 0.35f;
|
|
nexttime = (1.2_sec - (0.2_sec * skill->integer));
|
|
}
|
|
else
|
|
{
|
|
chance = 0.50f;
|
|
nexttime = (0.8_sec - (0.1_sec * skill->integer));
|
|
}
|
|
|
|
if (skill->integer == 0)
|
|
chance *= 0.5f;
|
|
else if (skill->integer > 1)
|
|
chance *= 2;
|
|
|
|
// PGM - go ahead and shoot every time if it's a info_notnull
|
|
// PMM - added visibility check
|
|
if (((frandom() < chance) && (visible(self, self->enemy))) || (self->enemy->solid == SOLID_NOT))
|
|
{
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
self->monsterinfo.attack_finished = level.time + nexttime;
|
|
return true;
|
|
}
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
return false;
|
|
}
|
|
|
|
// **********************
|
|
// SPAWN
|
|
// **********************
|
|
|
|
/*QUAKED monster_turret (1 .5 0) (-16 -16 -16) (16 16 16) Ambush Trigger_Spawn Sight Blaster MachineGun Rocket Heatbeam WallUnit
|
|
|
|
The automated defense turret that mounts on walls.
|
|
Check the weapon you want it to use: blaster, machinegun, rocket, heatbeam.
|
|
Default weapon is blaster.
|
|
When activated, wall units move 32 units in the direction they're facing.
|
|
*/
|
|
void SP_monster_turret(edict_t *self)
|
|
{
|
|
int angle;
|
|
|
|
if ( !M_AllowSpawn( self ) ) {
|
|
G_FreeEdict( self );
|
|
return;
|
|
}
|
|
|
|
// pre-caches
|
|
sound_moved.assign("turret/moved.wav");
|
|
sound_moving.assign("turret/moving.wav");
|
|
gi.modelindex("models/objects/debris1/tris.md2");
|
|
|
|
self->s.modelindex = gi.modelindex("models/monsters/turret/tris.md2");
|
|
|
|
self->mins = { -12, -12, -12 };
|
|
self->maxs = { 12, 12, 12 };
|
|
self->movetype = MOVETYPE_NONE;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
self->health = 50 * st.health_multiplier;
|
|
self->gib_health = -100;
|
|
self->mass = 250;
|
|
self->yaw_speed = 10 * skill->integer;
|
|
|
|
self->monsterinfo.armor_type = IT_ARMOR_COMBAT;
|
|
self->monsterinfo.armor_power = 50;
|
|
|
|
self->flags |= FL_MECHANICAL;
|
|
|
|
self->pain = turret_pain;
|
|
self->die = turret_die;
|
|
|
|
// map designer didn't specify weapon type. set it now.
|
|
if (!self->spawnflags.has(SPAWNFLAG_TURRET_WEAPONCHOICE))
|
|
self->spawnflags |= SPAWNFLAG_TURRET_BLASTER;
|
|
|
|
if (self->spawnflags.has(SPAWNFLAG_TURRET_HEATBEAM))
|
|
{
|
|
self->spawnflags &= ~SPAWNFLAG_TURRET_HEATBEAM;
|
|
self->spawnflags |= SPAWNFLAG_TURRET_BLASTER;
|
|
}
|
|
|
|
if (!self->spawnflags.has(SPAWNFLAG_TURRET_WALL_UNIT))
|
|
{
|
|
self->monsterinfo.stand = turret_stand;
|
|
self->monsterinfo.walk = turret_walk;
|
|
self->monsterinfo.run = turret_run;
|
|
self->monsterinfo.dodge = nullptr;
|
|
self->monsterinfo.attack = turret_attack;
|
|
self->monsterinfo.melee = nullptr;
|
|
self->monsterinfo.sight = turret_sight;
|
|
self->monsterinfo.search = turret_search;
|
|
M_SetAnimation(self, &turret_move_stand);
|
|
}
|
|
|
|
// PMM
|
|
self->monsterinfo.checkattack = turret_checkattack;
|
|
|
|
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
self->gravity = 0;
|
|
|
|
self->offset = self->s.angles;
|
|
angle = (int) self->s.angles[1];
|
|
switch (angle)
|
|
{
|
|
case -1: // up
|
|
self->s.angles[0] = 270;
|
|
self->s.angles[1] = 0;
|
|
self->s.origin[2] += 2;
|
|
break;
|
|
case -2: // down
|
|
self->s.angles[0] = 90;
|
|
self->s.angles[1] = 0;
|
|
self->s.origin[2] -= 2;
|
|
break;
|
|
case 0:
|
|
self->s.origin[0] += 2;
|
|
break;
|
|
case 90:
|
|
self->s.origin[1] += 2;
|
|
break;
|
|
case 180:
|
|
self->s.origin[0] -= 2;
|
|
break;
|
|
case 270:
|
|
self->s.origin[1] -= 2;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
gi.linkentity(self);
|
|
|
|
if (self->spawnflags.has(SPAWNFLAG_TURRET_WALL_UNIT))
|
|
{
|
|
if (!self->targetname)
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
self->takedamage = false;
|
|
self->use = turret_activate;
|
|
turret_wall_spawn(self);
|
|
if (!(self->monsterinfo.aiflags & AI_DO_NOT_COUNT))
|
|
{
|
|
if (g_debug_monster_kills->integer)
|
|
level.monsters_registered[level.total_monsters] = self;
|
|
level.total_monsters++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
stationarymonster_start(self);
|
|
}
|
|
|
|
if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
|
|
{
|
|
gi.soundindex("infantry/infatck1.wav");
|
|
gi.soundindex("weapons/chngnu1a.wav");
|
|
self->s.skinnum = 1;
|
|
|
|
self->spawnflags &= ~SPAWNFLAG_TURRET_WEAPONCHOICE;
|
|
self->spawnflags |= SPAWNFLAG_TURRET_MACHINEGUN;
|
|
}
|
|
else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
|
|
{
|
|
gi.soundindex("weapons/rockfly.wav");
|
|
gi.modelindex("models/objects/rocket/tris.md2");
|
|
gi.soundindex("chick/chkatck2.wav");
|
|
self->s.skinnum = 2;
|
|
|
|
self->spawnflags &= ~SPAWNFLAG_TURRET_WEAPONCHOICE;
|
|
self->spawnflags |= SPAWNFLAG_TURRET_ROCKET;
|
|
}
|
|
else
|
|
{
|
|
gi.modelindex("models/objects/laser/tris.md2");
|
|
gi.soundindex("misc/lasfly.wav");
|
|
gi.soundindex("soldier/solatck2.wav");
|
|
|
|
self->spawnflags &= ~SPAWNFLAG_TURRET_WEAPONCHOICE;
|
|
self->spawnflags |= SPAWNFLAG_TURRET_BLASTER;
|
|
}
|
|
|
|
// PMM - turrets don't get mad at monsters, and visa versa
|
|
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
|
// PMM - blindfire
|
|
if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET | SPAWNFLAG_TURRET_BLASTER))
|
|
self->monsterinfo.blindfire = true;
|
|
}
|