openmohaa/code/fgame/vehicleturret.cpp

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// vehicleturret.cpp: Vehicle Turret.
//
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#include "g_phys.h"
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#include "vehicleturret.h"
#include "player.h"
#include "explosion.h"
#include "gibs.h"
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#include "scriptexception.h"
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static const Vector g_vUserMins(-16, -16, 0);
static const Vector g_vUserMaxs(16, 16, 96);
static constexpr float MAX_TANDEM_YAW_OFFSET = 0;
static constexpr float MAX_VT_PITCHCAP_OFFSET = 0;
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static constexpr float MAX_VT_YAW_OFFSET = 0;
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Event EV_VehicleTurretGun_SetBaseEntity
(
"setbaseentity",
EV_DEFAULT,
"e",
"base_entity",
"Sets the base entity to take its orientation from.",
EV_NORMAL
);
Event EV_VehicleTurretGun_RemoveOnDeath
(
"removeondeath",
EV_DEFAULT,
"i",
"removeondeath",
"If set to a non-zero value, vehicles will not be removed when they die",
EV_NORMAL
);
Event EV_VehicleTurretGun_SetCollisionEntity
(
"setcollisionentity",
EV_DEFAULT,
"e",
"entity",
"Sets the Collision Entity.",
EV_NORMAL
);
Event EV_VehicleTurretGun_Lock
(
"lock",
EV_DEFAULT,
NULL,
NULL,
"The turret cannot be used.",
EV_NORMAL
);
Event EV_VehicleTurretGun_Unlock
(
"unlock",
EV_DEFAULT,
NULL,
NULL,
"The turret can be used.",
EV_NORMAL
);
Event EV_VehicleTurretGun_SoundSet
(
"SoundSet",
EV_DEFAULT,
"s",
"soundset",
"Sets the Sound Set to use.",
EV_NORMAL
);
Event EV_VehicleTurretGun_CollisionEntitySetter
(
"collisionent",
EV_DEFAULT,
"e",
"entity",
"Sets the Collision Entity",
EV_SETTER
);
Event EV_VehicleTurretGun_CollisionEntityGetter
(
"collisionent",
EV_DEFAULT,
NULL,
NULL,
"Gets the Collision Entity",
EV_GETTER
);
Event EV_VehicleTurretGun_WarmupDelay
(
"warmupdelay",
EV_DEFAULT,
"f",
"value",
"Set the warmup delay before use after mounting the weapon.",
EV_NORMAL
);
Event EV_VehicleTurretGun_FireWarmupDelay
(
"firewarmupdelay",
EV_DEFAULT,
"f",
"value",
"Set the warmup delay before use after mounting the weapon.",
EV_NORMAL
);
Event EV_VehicleTurretGun_ReloadShots
(
"reloadshots",
EV_DEFAULT,
"i",
"value",
"Set the number of shots fired before forcing a reload",
EV_NORMAL
);
Event EV_VehicleTurretGun_ReloadDelay
(
"reloaddelay",
EV_DEFAULT,
"f",
"value",
"Set a delay that implies a reload. Will also play a sound",
EV_NORMAL
);
Event EV_VehicleTurretGun_AimOffset
(
"aimoffset",
EV_DEFAULT,
"v",
"value",
"Adjust aiming angles by offset.",
EV_NORMAL
);
Event EV_VehicleTurretGun_AimTolerance
(
"aimtolerance",
EV_DEFAULT,
"v",
"caps",
"Sets a tolerance for the angles.",
EV_NORMAL
);
Event EV_VehicleTurretGun_SetTargetEntity
(
"settargetentity",
EV_DEFAULT,
"e",
"ent",
"Set the entity to point the turret at visually.",
EV_NORMAL
);
Event EV_VehicleTurretGun_PlayReloadSound
(
"playreloadsound",
EV_DEFAULT,
NULL,
NULL,
"Play the turret reload sound.",
EV_NORMAL
);
CLASS_DECLARATION(TurretGun, VehicleTurretGun, NULL) {
{&EV_Item_DropToFloor, &VehicleTurretGun::PlaceTurret },
{&EV_Item_Pickup, NULL },
{&EV_Touch, NULL },
{&EV_Use, &VehicleTurretGun::TurretUsed },
{&EV_VehicleTurretGun_SetBaseEntity, &VehicleTurretGun::SetBaseEntity },
{&EV_VehicleTurretGun_RemoveOnDeath, &VehicleTurretGun::EventRemoveOnDeath },
{&EV_VehicleTurretGun_SetCollisionEntity, &VehicleTurretGun::EventSetCollisionModel},
{&EV_Damage, &VehicleTurretGun::EventDamage },
{&EV_Killed, &VehicleTurretGun::EventKilled },
{&EV_VehicleTurretGun_Lock, &VehicleTurretGun::EventLock },
{&EV_VehicleTurretGun_Unlock, &VehicleTurretGun::EventUnlock },
{&EV_VehicleTurretGun_SoundSet, &VehicleTurretGun::SetSoundSet },
{&EV_VehicleTurretGun_CollisionEntitySetter, &VehicleTurretGun::EventSetCollisionModel},
{&EV_VehicleTurretGun_CollisionEntityGetter, &VehicleTurretGun::EventGetCollisionModel},
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{&EV_VehicleTurretGun_WarmupDelay, &VehicleTurretGun::SetWarmupDelay },
{&EV_VehicleTurretGun_FireWarmupDelay, &VehicleTurretGun::SetFireWarmupDelay },
{&EV_VehicleTurretGun_ReloadShots, &VehicleTurretGun::SetReloadShots },
{&EV_VehicleTurretGun_ReloadDelay, &VehicleTurretGun::SetReloadDelay },
{&EV_VehicleTurretGun_AimOffset, &VehicleTurretGun::SetAimOffset },
{&EV_VehicleTurretGun_AimTolerance, &VehicleTurretGun::SetAimTolerance },
{&EV_VehicleTurretGun_SetTargetEntity, &VehicleTurretGun::SetTargetEntity },
{&EV_VehicleTurretGun_PlayReloadSound, &VehicleTurretGun::PlayReloadSound },
{NULL, NULL }
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};
VehicleTurretGun::VehicleTurretGun()
{
entflags |= ECF_VEHICLETURRET;
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AddWaitTill(STRING_DEATH);
if (LoadingSavegame) {
return;
}
edict->s.eType = ET_MODELANIM;
setRespawn(false);
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respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS;
edict->clipmask = MASK_VEHICLETURRET;
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m_bUsable = true;
m_bPlayerUsable = true;
m_bRestable = false;
m_fIdlePitchSpeed = 0;
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m_iIdleHitCount = 0;
takedamage = DAMAGE_NO;
health = 100.0f;
max_health = 100.0f;
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setSize(Vector(-16, -16, 0), Vector(16, 16, 32));
m_fPitchUpCap = -45;
m_fPitchDownCap = 45;
m_fMaxYawOffset = 180;
m_fTurnSpeed = 160;
m_fAIPitchSpeed = 48;
m_fUserDistance = 64.0f;
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m_vIdleCheckOffset.setXYZ(-56, 0, 0);
m_fMinBurstTime = 0;
m_fMaxBurstTime = 0;
m_fMinBurstDelay = 0;
m_fMaxBurstDelay = 0;
AxisClear(m_mBaseOrientation);
m_fFireToggleTime = 0;
m_iFiring = 0;
m_bBOIsSet = false;
m_pBaseEntity = NULL;
m_vLastBaseAngles = vec_zero;
m_vBaseAngles = vec_zero;
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m_vBarrelPos = origin;
m_vLastBarrelPos = origin;
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m_bUseRemoteControl = false;
m_pVehicleOwner = NULL;
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m_bRemoveOnDeath = true;
m_eSoundState = STT_OFF;
m_fNextSoundState = level.time;
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m_fWarmupDelay = 0;
m_fFireWarmupDelay = 0;
m_fTargetReloadTime = 0;
m_fWarmupTimeRemaining = 0;
m_fReloadDelay = 0;
m_fReloadTimeRemaining = 0;
m_iReloadShots = 1;
m_iAmmo = 1;
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ammo_in_clip[FIRE_PRIMARY] = m_iAmmo;
ammo_clip_size[FIRE_PRIMARY] = m_iReloadShots;
m_vAimOffset[0] = 0;
m_vAimOffset[1] = 0;
m_vAimOffset[2] = 0;
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m_vAimTolerance[0] = 20;
m_vAimTolerance[1] = 20;
m_bLocked = true;
m_bLockedAim = false;
m_sSoundSet = "";
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}
VehicleTurretGun::~VehicleTurretGun()
{
Unregister(STRING_ONTARGET);
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if (m_pCollisionEntity) {
m_pCollisionEntity->PostEvent(EV_Remove, 0);
}
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entflags &= ~ECF_VEHICLETURRET;
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}
void VehicleTurretGun::Think(void)
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{
Sentient *sentOwner;
float yawOffset, pitchOffset;
if (m_pCollisionEntity) {
m_pCollisionEntity->NotSolid();
}
sentOwner = GetSentientOwner();
if (g_gametype->integer == GT_SINGLE_PLAYER && m_pRemoteOwner && m_pRemoteOwner->isSubclassOf(Player)) {
// always render the turret
edict->s.renderfx |= RF_DEPTHHACK;
} else {
edict->s.renderfx &= ~RF_DEPTHHACK;
}
UpdateTimers(yawOffset, pitchOffset);
if (owner) {
UpdateAndMoveOwner();
UpdateCaps(yawOffset, pitchOffset);
} else if (m_bUseRemoteControl) {
UpdateRemoteControl();
UpdateCaps(yawOffset, pitchOffset);
} else if (aim_target) {
UpdateAimTarget();
UpdateCaps(yawOffset, pitchOffset);
} else if (m_bRestable) {
IdleToRestPosition();
}
UpdateOrientation(false);
UpdateSound();
UpdateFireControl();
if (sentOwner) {
G_TouchTriggers(sentOwner);
UpdateOwner(sentOwner);
}
UpdateCollisionEntity();
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}
void VehicleTurretGun::P_UserAim(usercmd_t *ucmd)
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{
Vehicle *pVehicle;
int slot;
int newSlot;
TurretGun::P_UserAim(ucmd);
if (ucmd->buttons & BUTTON_ATTACKRIGHT) {
m_bLockedAim = false;
return;
}
if (m_bLockedAim) {
return;
}
if (m_iFiring) {
m_bLockedAim = false;
return;
}
if (!m_pVehicleOwner->IsSubclassOfVehicle()) {
return;
}
pVehicle = static_cast<Vehicle *>(m_pVehicleOwner.Pointer());
slot = pVehicle->FindTurretSlotByEntity(this);
newSlot = slot + 1;
if (newSlot == pVehicle->numTurrets) {
newSlot = 0;
}
if (newSlot != slot) {
Entity *slotEnt;
slotEnt = pVehicle->QueryTurretSlotEntity(newSlot);
// slotEnt check:
// Added in OPM
if (slotEnt && slotEnt->IsSubclassOfVehicleTurretGun()) {
VehicleTurretGun *existing;
Vector newAng;
bool wasThisLocked, wasExistingLocked;
existing = static_cast<VehicleTurretGun *>(slotEnt);
wasThisLocked = m_bLocked;
wasExistingLocked = existing->m_bLocked;
m_bLocked = false;
existing->m_bLocked = false;
newAng = existing->m_vUserViewAng;
m_vUserLastCmdAng = vec_zero;
pVehicle->AttachTurretSlot(newSlot, owner, vec_zero, NULL);
existing->m_vUserViewAng = newAng;
owner = NULL;
edict->r.ownerNum = ENTITYNUM_NONE;
if (wasThisLocked) {
m_bLocked = true;
}
if (wasExistingLocked) {
existing->m_bLocked = true;
}
existing->m_bLockedAim = true;
m_bLockedAim = false;
}
}
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}
void VehicleTurretGun::TurretBeginUsed(Sentient *pEnt)
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{
if (m_pVehicleOwner) {
Vehicle *pVehicle = (Vehicle *)m_pVehicleOwner.Pointer();
int slot = pVehicle->FindTurretSlotByEntity(this);
pVehicle->UpdateTurretSlot(slot);
m_vBaseAngles = m_pVehicleOwner->angles;
}
owner = pEnt;
edict->r.ownerNum = pEnt->entnum;
m_bHadOwner = true;
Sound(sPickupSound);
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owner->SetViewAngles(m_vBaseAngles);
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m_vUserViewAng = m_vBaseAngles;
m_vUserViewAng[0] = AngleNormalize180(m_vUserViewAng[0]);
m_vUserLastCmdAng.setXYZ(0, 0, 0);
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setAngles(m_vBaseAngles);
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if (owner->IsSubclassOfPlayer()) {
Player *player = (Player *)owner.Pointer();
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player->EnterTurret(this);
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if (!m_pUserCamera) {
m_pUserCamera = new Camera;
}
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player->SetCamera(m_pUserCamera, 0.5);
m_pUserCamera->setAngles(m_vBaseAngles);
}
UpdateOwner(owner);
flags &= ~FL_THINK;
current_attachToTag = "";
ForceIdle();
P_CreateViewModel();
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}
void VehicleTurretGun::TurretEndUsed(void)
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{
if (owner->IsSubclassOfPlayer()) {
Player *player = (Player *)owner.Pointer();
RemoveUserCamera();
player->ExitTurret();
P_DeleteViewModel();
}
owner = NULL;
edict->r.ownerNum = ENTITYNUM_NONE;
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
m_iFiring = 0;
m_vTargetAngles = m_vLocalAngles;
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}
void VehicleTurretGun::TurretUsed(Sentient *pEnt)
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{
if (!owner) {
TurretBeginUsed(pEnt);
return;
}
if (owner == pEnt) {
TurretEndUsed();
}
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}
void VehicleTurretGun::TurretUsed(Event *ev)
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{
Sentient *pEnt = (Sentient *)ev->GetEntity(1);
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if (!pEnt || !pEnt->IsSubclassOfSentient()) {
return;
}
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if (!m_bUsable || m_bLocked) {
return;
}
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if (pEnt->IsSubclassOfPlayer() && !m_bPlayerUsable) {
return;
}
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TurretUsed(pEnt);
}
void VehicleTurretGun::SetBaseOrientation(const vec3_t borientation[3], const vec3_t bangles)
{
m_bBOIsSet = true;
VectorCopy(borientation[0], m_mBaseOrientation[0]);
VectorCopy(borientation[1], m_mBaseOrientation[1]);
VectorCopy(borientation[2], m_mBaseOrientation[2]);
m_vLastBaseAngles = m_vBaseAngles;
if (bangles) {
m_vBaseAngles = bangles;
} else {
MatrixToEulerAngles(borientation, m_vBaseAngles);
}
flags |= FL_THINK;
}
void VehicleTurretGun::SetBaseEntity(Entity *e)
{
m_pBaseEntity = e;
m_vLastBaseAngles = m_vBaseAngles;
if (e) {
m_vBaseAngles = e->angles;
} else {
m_vBaseAngles = vec_zero;
}
flags |= FL_THINK;
}
void VehicleTurretGun::SetBaseEntity(Event *ev)
{
SetBaseEntity(ev->GetEntity(1));
flags |= FL_THINK;
}
void VehicleTurretGun::RemoteControl(usercmd_t *ucmd, Sentient *owner)
{
Vector vNewCmdAng;
if (!ucmd || !owner) {
return;
}
vNewCmdAng = Vector(SHORT2ANGLE(ucmd->angles[0]), SHORT2ANGLE(ucmd->angles[1]), SHORT2ANGLE(ucmd->angles[2]));
if (vNewCmdAng[0] || vNewCmdAng[1] || vNewCmdAng[2]) {
m_vUserViewAng[0] += AngleSubtract(vNewCmdAng[0], m_vUserLastCmdAng[0]);
m_vUserViewAng[1] += AngleSubtract(vNewCmdAng[1], m_vUserLastCmdAng[1]);
m_vUserViewAng[2] += AngleSubtract(vNewCmdAng[2], m_vUserLastCmdAng[2]);
}
m_vUserLastCmdAng = vNewCmdAng;
if (!m_bUseRemoteControl) {
m_bUseRemoteControl = true;
m_pRemoteOwner = owner;
m_vUserViewAng = m_vLocalAngles;
GetRemoteOwner()->SetViewAngles(m_vUserViewAng + m_vBaseAngles);
}
if (ucmd->buttons & (BUTTON_ATTACKLEFT | BUTTON_ATTACKRIGHT)) {
if (!m_iFiring) {
m_iFiring = 1;
}
} else {
m_iFiring = 0;
m_fTargetReloadTime = 0;
flags |= FL_THINK;
}
}
void VehicleTurretGun::UpdateOrientation(bool bCollisionCheck)
{
Entity *ent;
Vector localAngles;
vec3_t mat[3];
if (m_pBaseEntity) {
ent = m_pBaseEntity;
} else if (edict->s.parent) {
ent = G_GetEntity(edict->s.parent);
} else {
ent = NULL;
}
m_iPitchBone = gi.Tag_NumForName(edict->tiki, "pitch");
m_iBarrelTag = gi.Tag_NumForName(edict->tiki, GetTagBarrel());
m_iEyeBone = gi.Tag_NumForName(edict->tiki, "eyebone");
if (m_iBarrelTag >= 0) {
orientation_t barrel_or;
GetTagPositionAndOrientation(m_iBarrelTag, &barrel_or);
m_vLastBarrelPos = m_vBarrelPos;
m_vBarrelPos = barrel_or.origin;
}
if (bCollisionCheck && m_iBarrelTag >= 0) {
trace_t trace;
// check if the new barrel position is ok
trace = G_Trace(
m_vLastBarrelPos,
Vector(8, 8, 8),
Vector(-8, -8, -8),
m_vBarrelPos,
this,
edict->clipmask,
qfalse,
"VehicleTurretGun::Think.BarrelCheck"
);
if (trace.fraction == 1 || trace.startsolid || trace.allsolid) {
CollisionCorrect(&trace);
}
}
localAngles = m_vLocalAngles;
if (m_iPitchBone >= 0) {
vec3_t controllerAngles = {localAngles[0], 0, 0};
SetControllerAngles(0, controllerAngles);
localAngles[0] = 0;
}
AnglesToAxis(localAngles, mat);
if (m_bBOIsSet) {
vec3_t BOmat[3];
MatrixMultiply(mat, m_mBaseOrientation, BOmat);
MatrixToEulerAngles(BOmat, angles);
setAngles(angles);
} else {
setAngles(localAngles);
}
}
void VehicleTurretGun::CollisionCorrect(trace_t *pTr)
{
float planedot;
if (pTr->plane.normal == vec_zero) {
return;
}
if (pTr->plane.normal[2]) {
if (pTr->plane.normal[2] > 0) {
m_vLocalAngles[0] -= m_fAIPitchSpeed * level.frametime;
} else {
m_vLocalAngles[0] += m_fAIPitchSpeed * level.frametime;
}
}
planedot = DotProduct(pTr->plane.normal, orientation[1]);
if (fabs(planedot) > 0.25f) {
if (planedot > 0) {
m_vLocalAngles[1] += m_fTurnSpeed * level.frametime;
} else {
m_vLocalAngles[1] -= m_fTurnSpeed * level.frametime;
}
}
}
void VehicleTurretGun::EventKilled(Event *ev)
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{
Entity *ent;
Entity *attacker;
deadflag = DEAD_DEAD;
Unregister(STRING_DEATH);
if (!m_bRemoveOnDeath) {
return;
}
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takedamage = DAMAGE_NO;
setSolidType(SOLID_NOT);
hideModel();
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attacker = ev->GetEntity(1);
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if (flags & FL_DIE_EXPLODE) {
CreateExplosion(origin, 150 * edict->s.scale, this, this, this);
}
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if (flags & FL_DIE_GIBS) {
setSolidType(SOLID_NOT);
hideModel();
CreateGibs(this, -150, edict->s.scale, 3);
}
if (*killtarget) {
ent = NULL;
while ((ent = (Entity *)G_FindTarget(ent, killtarget)) != NULL) {
ent->PostEvent(EV_Remove, 0);
}
}
if (*target) {
ent = NULL;
while ((ent = (Entity *)G_FindTarget(ent, target)) != NULL) {
ent->ProcessEvent(EV_Activate);
}
}
PostEvent(EV_Remove, 0);
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}
void VehicleTurretGun::EventDamage(Event *ev)
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{
if (g_gametype->integer == GT_TOW && !dmManager.RoundActive()) {
return;
}
if (owner) {
owner->ProcessEvent(*ev);
return;
}
if (m_pVehicleOwner) {
m_pVehicleOwner->ProcessEvent(*ev);
return;
}
if (!m_bUseRemoteControl) {
meansOfDeath_t mod = static_cast<meansOfDeath_t>(ev->GetInteger(9));
switch (mod) {
case MOD_BULLET:
case MOD_BASH:
case MOD_FAST_BULLET:
case MOD_VEHICLE:
case MOD_SHOTGUN:
return;
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default:
break;
}
Entity::DamageEvent(ev);
return;
}
if (m_pRemoteOwner && m_pRemoteOwner->IsSubclassOfSentient()) {
Sentient *sent = static_cast<Sentient *>(m_pRemoteOwner.Pointer());
if (sent->GetVehicle()) {
sent->GetVehicle()->ProcessEvent(*ev);
return;
}
}
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}
void VehicleTurretGun::SetVehicleOwner(Entity *e)
{
m_pVehicleOwner = e;
}
void VehicleTurretGun::EventRemoveOnDeath(Event *ev)
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{
m_bRemoveOnDeath = ev->GetBoolean(1);
}
void VehicleTurretGun::UpdateSound(void)
{
float fPitchDiff, fYawDiff, fDiff;
if (level.time < m_fNextSoundState) {
return;
}
fYawDiff = fabs(AngleSubtract(m_vTargetAngles[1], m_vLocalAngles[1]));
fPitchDiff = fabs(AngleSubtract(m_vTargetAngles[0], m_vLocalAngles[0]));
if (fYawDiff > fPitchDiff) {
fDiff = fYawDiff;
} else {
fDiff = fPitchDiff;
}
if (!owner && !m_bUseRemoteControl && !aim_target && !m_bRestable) {
fDiff = 0;
}
switch (m_eSoundState) {
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case STT_OFF:
StopLoopSound();
m_fNextSoundState = level.time;
if (fabs(fDiff) > 0.5f) {
m_eSoundState = STT_OFF_TRANS_MOVING;
}
break;
case STT_OFF_TRANS_MOVING:
m_fNextSoundState = level.time;
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m_eSoundState = STT_MOVING;
Sound(m_sSoundSet + "snd_move_start");
break;
case STT_MOVING:
m_fNextSoundState = level.time;
if (fDiff < 0.5) {
m_eSoundState = STT_MOVING_TRANS_OFF;
}
LoopSound(m_sSoundSet + "snd_move");
break;
case STT_MOVING_TRANS_OFF:
m_fNextSoundState = level.time;
m_eSoundState = STT_OFF;
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StopLoopSound();
Sound(m_sSoundSet + "snd_move_stop");
break;
default:
m_fNextSoundState = level.time;
m_eSoundState = STT_OFF;
break;
}
}
void VehicleTurretGun::EventSetCollisionModel(Event *ev)
{
Entity *pColEnt = ev->GetEntity(1);
if (!pColEnt) {
ScriptError("Trying to set a collision model with a NULL entity.");
}
if (m_pCollisionEntity) {
m_pCollisionEntity->PostEvent(EV_Remove, 0);
}
m_pCollisionEntity = new VehicleCollisionEntity(this);
if (m_pCollisionEntity) {
m_pCollisionEntity->setModel(pColEnt->model);
m_pCollisionEntity->setOrigin(origin);
m_pCollisionEntity->setAngles(angles);
if (m_pCollisionEntity->model.length() && *m_pCollisionEntity->model == '*') {
UpdateCollisionEntity();
m_pCollisionEntity->DisconnectPaths();
} else {
// Re-post the event with the correct time
m_pCollisionEntity->CancelEventsOfType(EV_Remove);
m_pCollisionEntity->PostEvent(EV_Remove, EV_VEHICLE);
m_pCollisionEntity = NULL;
ScriptError("Model for Entity not of a valid type. Must be B-Model.");
}
}
}
void VehicleTurretGun::EventLock(Event *ev)
{
Lock();
}
void VehicleTurretGun::EventUnlock(Event *ev)
{
UnLock();
}
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void VehicleTurretGun::SetSoundSet(Event *ev)
{
m_sSoundSet = ev->GetString(1);
}
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void VehicleTurretGun::UpdateOwner(Sentient *pOwner)
{
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Vector jitter;
Vector position;
Vector forward, left, up;
orientation_t bone_or;
if (m_iEyeBone >= 0) {
GetRawTag(m_iEyeBone, &bone_or);
angles.AngleVectorsLeft(&forward, &left, &up);
position = origin + bone_or.origin[0] * forward + bone_or.origin[1] * left + bone_or.origin[2] * up;
} else {
(m_vBaseAngles + m_vLocalAngles).AngleVectorsLeft(&forward, &left, &up);
position = origin + forward * -16 + up * 5;
if (m_iPitchBone >= 0) {
GetRawTag(m_iPitchBone, &bone_or);
angles.AngleVectorsLeft(&forward, &left, &up);
position += bone_or.origin[0] * forward + bone_or.origin[1] * left + bone_or.origin[2] * up;
} else {
angles.AngleVectorsLeft(&forward, NULL, &up);
position += up * 40;
}
}
jitter = m_vUserViewAng + m_vBaseAngles;
P_ApplyFiringViewJitter(jitter);
if (!m_pUserCamera && pOwner->IsSubclassOfPlayer()) {
Player *player = static_cast<Player *>(pOwner);
m_pUserCamera = new Camera();
player->SetCamera(m_pUserCamera, 0.5);
}
if (owner) {
jitter[1] = m_vUserViewAng[1];
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}
m_pUserCamera->setOrigin(position);
m_pUserCamera->setAngles(jitter);
if (GetTag("tag_seat", &bone_or)) {
vec3_t ang;
pOwner->setOrigin(bone_or.origin);
MatrixToEulerAngles(bone_or.axis, ang);
pOwner->setAngles(ang);
} else {
// no seat
pOwner->setOrigin(origin);
}
if (pOwner->IsSubclassOfPlayer()) {
Player *player = static_cast<Player *>(pOwner);
if (!player->IsZoomed()) {
player->ToggleZoom(80);
}
player->client->ps.camera_flags |= CF_CAMERA_ANGLES_TURRETMODE;
}
}
void VehicleTurretGun::TurretHasBeenMounted()
{
m_fLastFireTime = (level.time + m_fWarmupDelay) - fire_delay[FIRE_PRIMARY];
if (m_fWarmupDelay > 0.25) {
Sound(m_sSoundSet + "snd_warmup");
}
m_fWarmupTimeRemaining = m_fWarmupDelay;
}
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void VehicleTurretGun::PlaceTurret(Event *ev)
{
setSolidType(SOLID_BBOX);
setContents(CONTENTS_UNKNOWN2);
setMoveType(MOVETYPE_NONE);
showModel();
groundentity = NULL;
m_fStartYaw = angles[1];
flags |= FL_THINK;
m_vLastBaseAngles = angles;
m_vBaseAngles = angles;
if (m_vBaseAngles.length() != 0.0f) {
AnglesToAxis(m_vBaseAngles, m_mBaseOrientation);
m_bBOIsSet = true;
}
m_iPitchBone = gi.Tag_NumForName(edict->tiki, "pitch");
SetControllerTag(0, m_iPitchBone);
m_iBarrelTag = gi.Tag_NumForName(edict->tiki, GetTagBarrel());
m_iEyeBone = gi.Tag_NumForName(edict->tiki, "eyebone");
if (m_pRemoteOwner) {
UpdateOwner(m_pRemoteOwner);
} else if (owner) {
UpdateOwner(owner);
}
}
void VehicleTurretGun::EventTurnSpeed(Event *ev)
{
AI_TurnSpeed(ev->GetFloat(1));
}
bool VehicleTurretGun::UseRemoteControl(void)
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{
return m_bUseRemoteControl;
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}
qboolean VehicleTurretGun::ReadyToFire(firemode_t mode, qboolean playsound)
{
if (!use_no_ammo) {
return Weapon::ReadyToFire(mode, playsound);
}
if (m_fReloadDelay <= 0) {
return Weapon::ReadyToFire(mode, playsound);
}
if (m_fReloadTimeRemaining <= 0) {
return Weapon::ReadyToFire(mode, playsound);
}
return qfalse;
}
void VehicleTurretGun::AdjustReloadStatus()
{
if (!use_no_ammo) {
return;
}
if (m_fReloadDelay <= 0) {
return;
}
m_iAmmo--;
ammo_in_clip[FIRE_PRIMARY] = m_iAmmo;
if (!m_iAmmo) {
m_iAmmo = m_iReloadShots;
m_fReloadTimeRemaining = m_fReloadDelay;
if (g_target_game <= target_game_e::TG_MOHTA) {
//
// Below 2.30 (Spearhead), the sound is played immediately.
// 2.30 has it wrong with the Nebelwerfer.
//
ProcessEvent(EV_VehicleTurretGun_PlayReloadSound);
return;
}
//
// Changed in 2.30
// Play the reload sound once finished reloading
PostEvent(EV_VehicleTurretGun_PlayReloadSound, m_fReloadDelay * 0.5);
}
}
void VehicleTurretGun::GetMuzzlePosition(vec3_t position, vec3_t vBarrelPos, vec3_t forward, vec3_t right, vec3_t up)
{
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Vector delta;
Vector aim_angles;
Sentient *viewer;
orientation_t barrel_or;
vec3_t weap_axis[3];
float mat[3][3];
int i;
viewer = owner;
if (!owner) {
viewer = GetRemoteOwner();
}
if (!viewer) {
if (forward || right || up) {
if (!m_bUseRemoteControl && aim_target) {
Vector dir;
Vector vAng;
Vector vFwd;
AngleVectors(angles, vFwd, right, up);
delta = aim_target->origin;
if (aim_target->HasVehicle()) {
delta.z -= 60;
}
dir = delta - origin;
VectorNormalize(dir);
dir.x = vFwd.x;
dir.y = vFwd.y;
VectorNormalize(dir);
VectorToAngles(dir, vAng);
AngleVectors(vAng, forward, right, up);
} else {
AngleVectors(angles, forward, right, up);
}
}
VectorCopy(origin, position);
if (GetRawTag(GetTagBarrel(), &barrel_or)) {
AnglesToAxis(angles, weap_axis);
for (i = 0; i < 3; i++) {
VectorMA(position, barrel_or.origin[i], weap_axis[i], position);
}
}
if (vBarrelPos) {
VectorCopy(position, vBarrelPos);
}
} else if (viewer->IsSubclassOfPlayer()) {
VectorCopy(origin, position);
if (GetRawTag(GetTagBarrel(), &barrel_or)) {
AnglesToAxis(angles, weap_axis);
for (i = 0; i < 3; i++) {
VectorMA(position, barrel_or.origin[i], weap_axis[i], position);
}
}
if (vBarrelPos) {
VectorCopy(position, vBarrelPos);
}
delta = viewer->GunTarget(false, position) - position;
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aim_angles = delta.toAngles();
if (IsSubclassOfVehicleTurretGun()) {
vec3_t ang;
MatrixMultiply(barrel_or.axis, weap_axis, mat);
vectoangles(mat[0], ang);
for (i = 0; i < 2; i++) {
float diff;
diff = abs(AngleSubtract(aim_angles[i], ang[i]));
if (diff > m_vAimTolerance[i]) {
aim_angles[i] = m_vAimOffset[i] + ang[i];
}
}
}
if (forward || right || up) {
AngleVectors(aim_angles, forward, right, up);
}
} else {
TurretGun::GetMuzzlePosition(position, vBarrelPos, forward, right, up);
}
}
void VehicleTurretGun::ApplyFireKickback(const Vector& org, float kickback)
{
Vehicle *pVehicle;
if (!m_pVehicleOwner || !m_pVehicleOwner->IsSubclassOfVehicle()) {
return;
}
pVehicle = static_cast<Vehicle *>(m_pVehicleOwner.Pointer());
pVehicle->m_fForwardForce += org.x * kickback;
pVehicle->m_fLeftForce += org.y * kickback;
}
void VehicleTurretGun::SetRemoteOwner(Sentient *e)
{
m_bUseRemoteControl = true;
m_pRemoteOwner = e;
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flags |= FL_THINK;
}
void VehicleTurretGun::EventGetCollisionModel(Event *ev)
{
ev->AddEntity(m_pCollisionEntity);
}
float VehicleTurretGun::FireDelay(firemode_t mode)
{
return fire_delay[mode];
}
void VehicleTurretGun::SetWarmupDelay(Event *ev)
{
m_fWarmupDelay = ev->GetFloat(1);
}
void VehicleTurretGun::SetFireWarmupDelay(Event *ev)
{
m_fFireWarmupDelay = ev->GetFloat(1);
}
void VehicleTurretGun::SetReloadDelay(Event *ev)
{
m_fReloadDelay = ev->GetFloat(1);
}
void VehicleTurretGun::SetReloadShots(Event *ev)
{
m_iReloadShots = ev->GetInteger(1);
m_iAmmo = m_iReloadShots;
ammo_in_clip[FIRE_PRIMARY] = m_iAmmo;
ammo_clip_size[FIRE_PRIMARY] = m_iAmmo;
}
void VehicleTurretGun::SetAimOffset(Event *ev)
{
m_vAimOffset = ev->GetVector(1);
}
void VehicleTurretGun::SetAimTolerance(Event *ev)
{
m_vAimTolerance = ev->GetVector(1);
}
void VehicleTurretGun::SetTargetEntity(Event *ev)
{
SetTargetEntity(ev->GetEntity(1));
}
void VehicleTurretGun::PlayReloadSound(Event *ev)
{
Sound(m_sSoundSet + "snd_reload", CHAN_AUTO);
}
void VehicleTurretGun::SetTargetEntity(Entity *ent)
{
Vector delta;
int i;
if (!ent) {
return;
}
if (owner || m_pRemoteOwner) {
return;
}
delta = ent->origin - origin;
delta.normalize();
vectoangles(delta, m_vLocalAngles);
m_vLocalAngles -= m_vBaseAngles;
for (i = 0; i < 2; i++) {
if (m_vLocalAngles[i] > 180) {
m_vLocalAngles[i] -= 360;
}
if (m_vLocalAngles[i] < -180) {
m_vLocalAngles[i] += 360;
}
}
m_vLocalAngles[0] = Q_clamp_float(m_vLocalAngles[0], m_fPitchUpCap, m_fPitchDownCap);
m_vLocalAngles[1] = Q_clamp_float(m_vLocalAngles[1], -(m_fStartYaw + m_fMaxYawOffset), m_fStartYaw + m_fMaxYawOffset);
UpdateOrientation(false);
}
void VehicleTurretGun::UpdateAndMoveOwner()
{
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Vector delta;
Vector dir;
Vector targetAngles;
Entity *parentEnt;
float fDiff;
parentEnt = GetParent();
m_vUserViewAng[0] = Q_clamp_float(m_vUserViewAng[0], m_fPitchUpCap - MAX_VT_PITCHCAP_OFFSET, m_fPitchDownCap + MAX_VT_PITCHCAP_OFFSET);
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fDiff = AngleSubtract(m_vUserViewAng[1], m_fStartYaw);
fDiff = Q_clamp_float(fDiff, -(m_fMaxYawOffset + MAX_VT_YAW_OFFSET), m_fMaxYawOffset + MAX_VT_YAW_OFFSET);
m_vUserViewAng[1] = m_fStartYaw + fDiff;
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owner->SetViewAngles(m_vUserViewAng + m_vBaseAngles);
delta = owner->GunTarget(true) - origin;
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if (m_bBOIsSet) {
dir[0] = m_mBaseOrientation[0] * delta;
dir[1] = m_mBaseOrientation[1] * delta;
dir[2] = m_mBaseOrientation[2] * delta;
} else if (parentEnt) {
vec3_t mat[3];
AnglesToAxis(parentEnt->angles, mat);
dir[0] = mat[0] * delta;
dir[1] = mat[1] * delta;
dir[2] = mat[2] * delta;
} else {
dir = delta;
}
VectorNormalize(dir);
vectoangles(dir, m_vTargetAngles);
}
void VehicleTurretGun::UpdateTimers(float& yawTimer, float& pitchTimer)
{
if (m_fReloadTimeRemaining > 0) {
m_fReloadTimeRemaining -= level.frametime;
if (m_fReloadTimeRemaining <= 0) {
ammo_in_clip[FIRE_PRIMARY] = m_iAmmo;
}
}
if (m_fWarmupTimeRemaining > 0) {
m_fWarmupTimeRemaining -= level.frametime;
yawTimer = level.frametime * (m_fTurnSpeed * ((m_fWarmupDelay - m_fWarmupTimeRemaining) / m_fWarmupDelay));
pitchTimer = level.frametime * (m_fAIPitchSpeed * ((m_fWarmupDelay - m_fWarmupTimeRemaining) / m_fWarmupDelay));
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} else {
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yawTimer = m_fTurnSpeed * level.frametime;
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pitchTimer = m_fAIPitchSpeed * level.frametime;
}
}
void VehicleTurretGun::UpdateCaps(float maxYawOffset, float maxPitchOffset)
{
float fDiff;
if (m_vTargetAngles[0] > 180) {
m_vTargetAngles[0] -= 360;
} else if (m_vTargetAngles[0] < -180) {
m_vTargetAngles[0] += 360;
}
m_vTargetAngles[0] = Q_clamp_float(m_vTargetAngles[0], m_fPitchUpCap, m_fPitchDownCap);
if (m_fAIPitchSpeed > 1000) {
m_vLocalAngles[0] = m_vTargetAngles[0];
} else {
fDiff = AngleSubtract(m_vTargetAngles[0], m_vLocalAngles[0]);
if (fabs(fDiff) >= maxPitchOffset) {
if (fDiff > 0) {
m_vLocalAngles[0] += maxPitchOffset;
} else {
m_vLocalAngles[0] -= maxPitchOffset;
}
} else {
m_vLocalAngles[0] = m_vTargetAngles[0];
}
}
fDiff = AngleSubtract(m_vTargetAngles[1], m_fStartYaw);
fDiff = Q_clamp_float(fDiff, -m_fMaxYawOffset, m_fMaxYawOffset);
if (m_fTurnSpeed > 1000) {
m_vLocalAngles[1] = m_vTargetAngles[1];
} else {
m_vTargetAngles[1] = m_fStartYaw + fDiff;
fDiff = AngleSubtract(m_vTargetAngles[1], m_vLocalAngles[1]);
if (fabs(fDiff) < 2) {
Unregister(STRING_ONTARGET);
}
if (fabs(fDiff) >= maxYawOffset) {
if (fDiff > 0) {
m_vLocalAngles[1] += maxYawOffset;
} else {
m_vLocalAngles[1] -= maxYawOffset;
}
} else {
m_vLocalAngles[1] = m_vTargetAngles[1];
}
}
}
void VehicleTurretGun::IdleToRestPosition()
{
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Vector vDir, vNewAngles, vEnd;
trace_t trace;
if (angles[0] > 180) {
angles[0] -= 360;
}
if (angles[0] < -80) {
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
return;
}
if (m_iIdleHitCount > 1) {
return;
}
m_fIdlePitchSpeed -= level.frametime * 300;
vNewAngles = Vector(angles[0] + level.frametime * m_fIdlePitchSpeed, angles[1], angles[2]);
vNewAngles.AngleVectorsLeft(&vDir);
vEnd = origin + vDir * m_vIdleCheckOffset[0];
trace = G_Trace(origin, vec_zero, vec_zero, vEnd, this, edict->clipmask, false, "TurretGun::Think idle");
if (trace.fraction == 1) {
setAngles(vNewAngles);
m_iIdleHitCount = 0;
return;
}
int iTry;
for (iTry = 3; iTry > 0; iTry--) {
vNewAngles[0] = angles[0] + level.frametime * m_fIdlePitchSpeed * iTry * 0.25f;
if (vNewAngles[0] < m_fMaxIdlePitch) {
continue;
}
vNewAngles.AngleVectorsLeft(&vDir);
vEnd = origin + vDir * m_vIdleCheckOffset[0];
trace = G_Trace(origin, vec_zero, vec_zero, vEnd, this, edict->clipmask, false, "TurretGun::Think idle");
if (trace.fraction == 1) {
setAngles(vNewAngles);
m_iIdleHitCount = 0;
m_fIdlePitchSpeed *= 0.25f * iTry;
break;
}
}
if (!iTry) {
m_fIdlePitchSpeed = 0;
Entity *ent = G_GetEntity(trace.entityNum);
if (ent && ent == world) {
m_iIdleHitCount++;
} else {
m_iIdleHitCount = 0;
}
}
}
void VehicleTurretGun::UpdateFireControl()
{
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if (!m_iFiring) {
return;
}
if (m_iFiring == 1) {
if (m_fFireWarmupDelay > 0) {
Sound(m_sSoundSet + "snd_fire_warmup");
m_fTargetReloadTime = level.time + m_fFireWarmupDelay;
m_iFiring = 2;
} else {
m_iFiring = 3;
}
} else if (m_iFiring == 2) {
if (level.time >= m_fTargetReloadTime) {
m_iFiring = 3;
}
}
if (m_iFiring <= 2) {
return;
}
if (!m_fMaxBurstDelay) {
m_iFiring = 4;
if (ReadyToFire(FIRE_PRIMARY, false)) {
Fire(FIRE_PRIMARY);
assert(!m_pVehicleOwner || (m_pVehicleOwner && m_pVehicleOwner->IsSubclassOfVehicle()));
m_fCurrViewJitter = m_fViewJitter;
AdjustReloadStatus();
if (m_pVehicleOwner && m_pVehicleOwner->IsSubclassOfVehicleTank()) {
VehicleTank *tank = static_cast<VehicleTank *>(m_pVehicleOwner.Pointer());
tank->KickSuspension(Vector(orientation[1]) * -1, 6);
}
}
} else if (m_iFiring == 4) {
if (ReadyToFire(FIRE_PRIMARY, false)) {
Fire(FIRE_PRIMARY);
assert(!m_pVehicleOwner || (m_pVehicleOwner && m_pVehicleOwner->IsSubclassOfVehicle()));
m_fCurrViewJitter = m_fViewJitter;
AdjustReloadStatus();
if (m_pVehicleOwner && m_pVehicleOwner->IsSubclassOfVehicleTank()) {
VehicleTank *tank = static_cast<VehicleTank *>(m_pVehicleOwner.Pointer());
tank->KickSuspension(Vector(orientation[1]) * -1, 6);
}
if (level.time > m_fFireToggleTime) {
m_iFiring = 1;
m_fFireToggleTime = level.time + m_fMinBurstDelay + (m_fMaxBurstDelay - m_fMinBurstDelay) * random();
}
}
} else if (level.time > m_fFireToggleTime) {
m_iFiring = 4;
m_fFireToggleTime = level.time + m_fMinBurstDelay + (m_fMaxBurstDelay - m_fMinBurstDelay) * random();
}
}
void VehicleTurretGun::UpdateCollisionEntity()
{
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Sentient *sentOwner;
Vector amove;
Vector newAngles;
solid_t oldsolid;
if (!m_pCollisionEntity) {
return;
}
setSolidType(SOLID_NOT);
sentOwner = GetSentientOwner();
if (sentOwner) {
oldsolid = sentOwner->edict->solid;
sentOwner->setSolidType(SOLID_NOT);
}
m_pCollisionEntity->Solid();
if (m_iPitchBone < 0) {
newAngles = angles;
} else if (m_bBOIsSet) {
vec3_t axis[3];
vec3_t mat[3];
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AnglesToAxis(m_vLocalAngles, axis);
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MatrixMultiply(axis, m_mBaseOrientation, mat);
MatrixToEulerAngles(mat, newAngles);
} else {
newAngles = m_vLocalAngles;
}
amove[0] = angledist(newAngles[0] - m_pCollisionEntity->angles[0]);
amove[1] = angledist(newAngles[1] - m_pCollisionEntity->angles[1]);
amove[2] = angledist(newAngles[2] - m_pCollisionEntity->angles[2]);
G_PushMove(m_pCollisionEntity, origin - m_pCollisionEntity->origin, amove);
m_pCollisionEntity->setOrigin(origin);
m_pCollisionEntity->setAngles(newAngles);
m_pCollisionEntity->velocity = velocity;
m_pCollisionEntity->avelocity = avelocity;
if (sentOwner) {
sentOwner->setSolidType(static_cast<solid_t>(oldsolid));
}
}
void VehicleTurretGun::RestrictPitch()
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{
m_vUserViewAng[0] = Q_clamp_float(m_vUserViewAng[0], m_fPitchUpCap - MAX_VT_PITCHCAP_OFFSET, m_fPitchDownCap + MAX_VT_PITCHCAP_OFFSET);
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}
void VehicleTurretGun::RestrictYaw()
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{
float fDiff;
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fDiff = AngleSubtract(m_vUserViewAng[1], m_fStartYaw);
fDiff = Q_clamp_float(fDiff, -(m_fMaxYawOffset + MAX_VT_YAW_OFFSET), m_fMaxYawOffset + MAX_VT_YAW_OFFSET);
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m_vUserViewAng[1] = m_fStartYaw + fDiff;
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}
void VehicleTurretGun::UpdateRemoteControl()
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{
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Sentient *sentOwner;
Vector position;
Vector forward, left, up;
Vector start, end;
Vector delta;
Vector transformed;
trace_t trace;
RestrictPitch();
RestrictYaw();
sentOwner = GetSentientOwner();
if (!sentOwner) {
return;
}
sentOwner->SetViewAngles(m_vUserViewAng + m_vBaseAngles);
if (m_iEyeBone < 0) {
(m_vUserViewAng + m_vBaseAngles).AngleVectors(&forward);
end = m_pRemoteOwner->origin + forward * 16384;
trace =
G_Trace(m_pRemoteOwner->origin, vec_zero, vec_zero, end, this, MASK_TRANSPARENT, qfalse, "VehicleTurret");
position = trace.endpos;
} else {
orientation_t eye_or;
GetRawTag(m_iEyeBone, &eye_or);
angles.AngleVectorsLeft(&forward, &left, &up);
start = origin + forward * eye_or.origin[0] + left * eye_or.origin[1] + up * eye_or.origin[2];
(m_vUserViewAng + m_vBaseAngles).AngleVectorsLeft(&forward);
end = start + forward * 8192;
trace = G_Trace(start, vec_zero, vec_zero, end, this, MASK_TRANSPARENT, qfalse, "VehicleTurret");
position = trace.endpos;
}
delta = position - origin;
if (m_bBOIsSet) {
transformed[0] = m_mBaseOrientation[0] * delta;
transformed[1] = m_mBaseOrientation[1] * delta;
transformed[2] = m_mBaseOrientation[2] * delta;
} else if (GetParent()) {
vec3_t mat[3];
AnglesToAxis(GetParent()->angles, mat);
transformed[0] = mat[0] * delta;
transformed[1] = mat[1] * delta;
transformed[2] = mat[2] * delta;
} else {
transformed = delta;
}
VectorNormalize(transformed);
vectoangles(transformed, m_vTargetAngles);
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}
void VehicleTurretGun::UpdateAimTarget()
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{
Vector delta;
Vector transformed;
delta = aim_target->centroid - centroid;
if (m_bBOIsSet) {
transformed[0] = m_mBaseOrientation[0] * delta;
transformed[1] = m_mBaseOrientation[1] * delta;
transformed[2] = m_mBaseOrientation[2] * delta;
} else if (GetParent()) {
vec3_t mat[3];
AnglesToAxis(GetParent()->angles, mat);
transformed[0] = mat[0] * delta;
transformed[1] = mat[1] * delta;
transformed[2] = mat[2] * delta;
} else {
transformed = delta;
}
VectorNormalize(transformed);
vectoangles(transformed, m_vTargetAngles);
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}
Entity *VehicleTurretGun::GetParent() const
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{
if (m_pBaseEntity) {
return m_pBaseEntity;
}
if (edict->s.parent) {
return G_GetEntity(edict->s.parent);
}
return NULL;
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}
SentientPtr VehicleTurretGun::GetRemoteOwner(void)
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{
return m_pRemoteOwner;
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}
SentientPtr VehicleTurretGun::GetSentientOwner()
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{
if (IsRemoteControlled()) {
return GetRemoteOwner();
} else {
return owner;
}
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}
void VehicleTurretGun::EndRemoteControl()
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{
m_bUseRemoteControl = false;
m_pRemoteOwner = NULL;
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
m_iFiring = 0;
m_vTargetAngles = m_vLocalAngles;
//
// Added in OPM.
// The camera must be removed after ending the remote control.
RemoveUserCamera();
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}
float VehicleTurretGun::GetWarmupFraction() const
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{
float frac;
if (!m_fTargetReloadTime) {
return 0;
}
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frac = (m_fTargetReloadTime - level.time) / m_fFireWarmupDelay;
// Clamp between [0,1]
frac = Q_clamp_float(frac, 0, 1);
return 1.0 - frac;
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}
bool VehicleTurretGun::IsRemoteControlled()
{
return m_bUseRemoteControl;
}
bool VehicleTurretGun::isLocked(void)
{
return m_bLocked;
}
void VehicleTurretGun::Lock(void)
{
m_bLocked = true;
}
void VehicleTurretGun::UnLock(void)
{
m_bLocked = false;
}
void VehicleTurretGun::Archive(Archiver& arc)
{
TurretGun::Archive(arc);
arc.ArchiveVector(&m_vTargetAngles);
arc.ArchiveVector(&m_vLocalAngles);
arc.ArchiveVec3(m_mBaseOrientation[0]);
arc.ArchiveVec3(m_mBaseOrientation[1]);
arc.ArchiveVec3(m_mBaseOrientation[2]);
arc.ArchiveInteger(&m_iPitchBone);
arc.ArchiveVector(&m_vBaseAngles);
arc.ArchiveVector(&m_vLastBaseAngles);
arc.ArchiveSafePointer(&m_pBaseEntity);
arc.ArchiveBool(&m_bBOIsSet);
arc.ArchiveBool(&m_bUseRemoteControl);
arc.ArchiveSafePointer(&m_pRemoteOwner);
arc.ArchiveInteger(&m_iBarrelTag);
arc.ArchiveInteger(&m_iEyeBone);
arc.ArchiveVector(&m_vBarrelPos);
arc.ArchiveVector(&m_vLastBarrelPos);
arc.ArchiveFloat(&m_fWarmupTimeRemaining);
arc.ArchiveFloat(&m_fWarmupDelay);
arc.ArchiveFloat(&m_fFireWarmupDelay);
arc.ArchiveFloat(&m_fTargetReloadTime);
arc.ArchiveInteger(&m_iReloadShots);
arc.ArchiveInteger(&m_iAmmo);
arc.ArchiveFloat(&m_fReloadDelay);
arc.ArchiveFloat(&m_fReloadTimeRemaining);
arc.ArchiveVector(&m_vAimOffset);
arc.ArchiveVector(&m_vAimTolerance);
arc.ArchiveSafePointer(&m_pVehicleOwner);
arc.ArchiveBool(&m_bRemoveOnDeath);
ArchiveEnum(m_eSoundState, SOUND_STATE_TURRET);
arc.ArchiveFloat(&m_fNextSoundState);
arc.ArchiveBool(&m_bLocked);
arc.ArchiveString(&m_sSoundSet);
arc.ArchiveSafePointer(&m_pCollisionEntity);
}
EntityPtr VehicleTurretGun::GetVehicle() const
{
return m_pVehicleOwner;
}
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SentientPtr VehicleTurretGun::GetRawRemoteOwner() const
{
return m_pRemoteOwner;
}
Event EV_VTGP_LinkTurret
(
"linkturret",
EV_DEFAULT,
"s",
"name",
"Sets the next turret in the link.",
EV_NORMAL
);
// Added in 2.30
Event EV_VTGP_SetSwitchThread
(
"setswitchthread",
EV_DEFAULT,
"s",
"thread",
"Set the thread to execute when turret is switched",
EV_NORMAL
);
CLASS_DECLARATION(VehicleTurretGun, VehicleTurretGunTandem, "VehicleTurretGunTandem") {
{&EV_VTGP_LinkTurret, &VehicleTurretGunTandem::EventLinkTurret },
// Added in 2.30
{&EV_VTGP_SetSwitchThread, &VehicleTurretGunTandem::EventSetSwitchThread},
{NULL, NULL }
};
VehicleTurretGunTandem::VehicleTurretGunTandem()
{
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m_Slot.ent = NULL;
m_Slot.flags = SLOT_FREE;
m_Slot.boneindex = -1;
m_Slot.enter_boneindex = -1;
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m_PrimaryTurret = NULL;
m_HeadTurret = this;
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m_ActiveTurret = NULL;
m_fSwitchTimeRemaining = 0;
// 1 second switch delay
m_fSwitchDelay = 1;
}
VehicleTurretGunTandem::~VehicleTurretGunTandem()
{
//
// Added in 2.30
// Also remove linked turrets
//
if (m_Slot.ent) {
m_Slot.ent->PostEvent(EV_Remove, 0);
}
}
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void VehicleTurretGunTandem::EventLinkTurret(Event *ev)
{
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VehicleTurretGunTandem *linkedTurret;
linkedTurret = new VehicleTurretGunTandem();
linkedTurret->SetBaseOrientation(orientation, NULL);
linkedTurret->setModel(ev->GetString(1));
AttachLinkedTurret(linkedTurret);
UpdateLinkedTurret();
}
void VehicleTurretGunTandem::AttachLinkedTurret(Entity *ent)
{
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if (!ent) {
return;
}
OpenSlotsByModel();
m_Slot.ent = ent;
m_Slot.flags = SLOT_BUSY;
ent->takedamage = DAMAGE_NO;
ent->PostEvent(EV_BecomeNonSolid, level.frametime);
// process every end of frame
flags |= FL_POSTTHINK;
m_Slot.ent->setAngles(angles);
if (m_PrimaryTurret) {
VehicleTurretGunTandem *pTurret = static_cast<VehicleTurretGunTandem *>(m_Slot.ent.Pointer());
pTurret->SetPrimaryTurret(m_PrimaryTurret);
} else {
VehicleTurretGunTandem *pTurret = static_cast<VehicleTurretGunTandem *>(m_Slot.ent.Pointer());
pTurret->SetPrimaryTurret(this);
}
}
void VehicleTurretGunTandem::UpdateLinkedTurret()
{
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VehicleTurretGun *pTurret;
orientation_t tag_or;
if (!(m_Slot.flags & SLOT_BUSY) || !m_Slot.ent) {
return;
}
if (m_Slot.boneindex == -1) {
m_Slot.ent->setOrigin(origin);
m_Slot.ent->avelocity = avelocity;
m_Slot.ent->velocity = velocity;
pTurret = static_cast<VehicleTurretGun *>(m_Slot.ent.Pointer());
pTurret->SetBaseOrientation(orientation, NULL);
} else {
GetTag(m_Slot.boneindex, &tag_or);
m_Slot.ent->setOrigin(tag_or.origin);
m_Slot.ent->avelocity = avelocity;
m_Slot.ent->velocity = velocity;
pTurret = static_cast<VehicleTurretGun *>(m_Slot.ent.Pointer());
pTurret->SetBaseOrientation(tag_or.axis, NULL);
}
}
void VehicleTurretGunTandem::OpenSlotsByModel()
{
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int tagnum;
tagnum = gi.Tag_NumForName(edict->tiki, "turret0");
if (tagnum >= 0) {
m_Slot.boneindex = tagnum;
m_Slot.ent = NULL;
m_Slot.flags = SLOT_FREE;
}
}
void VehicleTurretGunTandem::Think()
{
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if (m_PrimaryTurret) {
ThinkSecondary();
} else {
ThinkPrimary();
}
}
bool VehicleTurretGunTandem::IsRemoteControlled()
{
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if (m_PrimaryTurret) {
return m_PrimaryTurret->m_bUseRemoteControl;
} else {
return m_bUseRemoteControl;
}
}
SentientPtr VehicleTurretGunTandem::GetRemoteOwner()
{
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if (m_PrimaryTurret) {
return m_PrimaryTurret->m_pRemoteOwner;
} else {
return m_pRemoteOwner;
}
}
void VehicleTurretGunTandem::EndRemoteControl()
{
//
// Added in OPM.
// This cleanups remove control stuff from the main turret and linked turrets.
VehicleTurretGun::EndRemoteControl();
if (m_HeadTurret && m_HeadTurret != this) {
return m_HeadTurret->EndRemoteControl();
}
}
void VehicleTurretGunTandem::ThinkSecondary()
{
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float yawOffset, pitchOffset;
Sentient *sentOwner;
if (g_gametype->integer == GT_SINGLE_PLAYER && m_PrimaryTurret->edict->s.renderfx & RF_DEPTHHACK) {
edict->s.renderfx |= RF_DEPTHHACK;
}
if (m_pCollisionEntity) {
m_pCollisionEntity->NotSolid();
}
UpdateTimers(yawOffset, pitchOffset);
if (IsRemoteControlled() && IsActiveTurret()) {
UpdateRemoteControl();
UpdateCaps(yawOffset, pitchOffset);
} else if (m_bRestable) {
IdleToRestPosition();
}
UpdateOrientation(false);
UpdateSound();
UpdateFireControl();
sentOwner = GetSentientOwner();
if (IsActiveTurret() && sentOwner) {
G_TouchTriggers(sentOwner);
UpdateOwner(sentOwner);
}
UpdateCollisionEntity();
}
void VehicleTurretGunTandem::ThinkPrimary()
{
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float yawOffset, pitchOffset;
Sentient *sentOwner;
if (m_fSwitchTimeRemaining > 0) {
m_fSwitchTimeRemaining -= level.frametime;
}
if (m_ActiveTurret && m_ActiveTurret != m_HeadTurret) {
m_fSwitchTimeRemaining = m_fSwitchDelay;
m_HeadTurret->m_pUserCamera->PostEvent(EV_Remove, 0);
m_HeadTurret->m_pUserCamera = NULL;
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// switch to the active turret
m_HeadTurret = m_ActiveTurret;
m_ActiveTurret = NULL;
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// clear angles
m_vUserLastCmdAng = vec_zero;
m_HeadTurret->m_vUserLastCmdAng = vec_zero;
m_vTargetAngles = m_vLocalAngles;
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}
if (m_pCollisionEntity) {
m_pCollisionEntity->NotSolid();
}
if (g_gametype->integer == GT_SINGLE_PLAYER && m_pRemoteOwner && m_pRemoteOwner->isSubclassOf(Player)) {
// always render the turret
edict->s.renderfx |= RF_DEPTHHACK;
} else {
edict->s.renderfx &= ~RF_DEPTHHACK;
}
UpdateTimers(yawOffset, pitchOffset);
if (IsRemoteControlled()) {
UpdateRemoteControl();
UpdateCaps(yawOffset, pitchOffset);
} else if (m_bRestable) {
IdleToRestPosition();
}
UpdateOrientation(false);
UpdateSound();
UpdateFireControl();
sentOwner = GetSentientOwner();
if (IsActiveTurret() && sentOwner) {
G_TouchTriggers(sentOwner);
UpdateOwner(sentOwner);
}
UpdateCollisionEntity();
}
void VehicleTurretGunTandem::SetPrimaryTurret(VehicleTurretGunTandem *pTurret)
{
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m_PrimaryTurret = pTurret;
if (m_PrimaryTurret) {
m_HeadTurret = NULL;
}
}
void VehicleTurretGunTandem::RemoteControl(usercmd_t *ucmd, Sentient *owner)
{
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Vector vNewCmdAng;
if (!ucmd || !owner) {
return;
}
if (m_HeadTurret && m_HeadTurret != this) {
m_HeadTurret->RemoteControlSecondary(ucmd, owner);
return;
}
vNewCmdAng = Vector(SHORT2ANGLE(ucmd->angles[0]), SHORT2ANGLE(ucmd->angles[1]), SHORT2ANGLE(ucmd->angles[2]));
if (m_vUserLastCmdAng[0] || m_vUserLastCmdAng[1] || m_vUserLastCmdAng[2]) {
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m_vUserViewAng[0] += AngleSubtract(vNewCmdAng[0], m_vUserLastCmdAng[0]);
m_vUserViewAng[1] += AngleSubtract(vNewCmdAng[1], m_vUserLastCmdAng[1]);
m_vUserViewAng[2] += AngleSubtract(vNewCmdAng[2], m_vUserLastCmdAng[2]);
}
m_vUserLastCmdAng = vNewCmdAng;
RemoteControlFire(ucmd, owner);
}
void VehicleTurretGunTandem::RemoteControlSecondary(usercmd_t *ucmd, Sentient *owner)
{
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Vector vNewCmdAng;
if (!ucmd || !owner) {
return;
}
vNewCmdAng = Vector(SHORT2ANGLE(ucmd->angles[0]), SHORT2ANGLE(ucmd->angles[1]), SHORT2ANGLE(ucmd->angles[2]));
if (m_vUserLastCmdAng[0] || m_vUserLastCmdAng[1] || m_vUserLastCmdAng[2]) {
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m_vUserViewAng[0] += AngleSubtract(vNewCmdAng[0], m_vUserLastCmdAng[0]);
m_vUserViewAng[1] += AngleSubtract(vNewCmdAng[1], m_vUserLastCmdAng[1]);
m_vUserViewAng[2] += AngleSubtract(vNewCmdAng[2], m_vUserLastCmdAng[2]);
}
m_vUserLastCmdAng = vNewCmdAng;
RemoteControlFire(ucmd, owner);
}
void VehicleTurretGunTandem::RemoteControlFire(usercmd_t *ucmd, Sentient *owner)
{
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if (ucmd->buttons & BUTTON_ATTACKLEFT) {
if (!m_iFiring) {
m_iFiring = 1;
}
} else {
if (ucmd->buttons & BUTTON_ATTACKRIGHT) {
SwitchToLinkedTurret();
}
m_iFiring = 0;
}
flags |= FL_THINK;
}
void VehicleTurretGunTandem::EventSetSwitchThread(Event *ev)
{
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if (ev->IsFromScript()) {
m_SwitchLabel.SetThread(ev->GetValue(1));
} else {
m_SwitchLabel.Set(ev->GetString(1));
}
}
void VehicleTurretGunTandem::SwitchToLinkedTurret()
{
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VehicleTurretGunTandem *pTurret;
if (GetPrimaryTurret()->m_fSwitchTimeRemaining > 0) {
return;
}
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if (m_Slot.ent) {
pTurret = static_cast<VehicleTurretGunTandem*>(m_Slot.ent.Pointer());
// Added in 2.30
m_SwitchLabel.Execute(this, pTurret, NULL);
} else {
pTurret = m_PrimaryTurret;
// Added in 2.30
m_PrimaryTurret->m_SwitchLabel.Execute(this, pTurret, NULL);
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}
SetActiveTurret(pTurret);
}
void VehicleTurretGunTandem::SetActiveTurret(VehicleTurretGunTandem *pTurret)
{
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if (m_PrimaryTurret) {
if (!m_PrimaryTurret->m_ActiveTurret) {
m_PrimaryTurret->m_ActiveTurret = pTurret;
}
} else if (!m_ActiveTurret) {
m_ActiveTurret = pTurret;
}
}
void VehicleTurretGunTandem::RestrictYaw()
{
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float delta;
delta = AngleSubtract(m_vUserViewAng[1], m_fStartYaw);
delta = Q_clamp_float(delta, -(m_fMaxYawOffset + MAX_VT_YAW_OFFSET), m_fMaxYawOffset + MAX_VT_YAW_OFFSET);
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m_vUserViewAng[1] = m_fStartYaw + delta;
}
void VehicleTurretGunTandem::Archive(Archiver& arc)
{
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VehicleTurretGun::Archive(arc);
m_Slot.Archive(arc);
arc.ArchiveSafePointer(&m_PrimaryTurret);
arc.ArchiveSafePointer(&m_HeadTurret);
arc.ArchiveSafePointer(&m_ActiveTurret);
arc.ArchiveFloat(&m_fSwitchTimeRemaining);
arc.ArchiveFloat(&m_fSwitchDelay);
// Added in 2.30
m_SwitchLabel.Archive(arc);
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}
VehicleTurretGunTandem *VehicleTurretGunTandem::GetPrimaryTurret()
{
if (m_PrimaryTurret) {
return m_PrimaryTurret;
} else {
return this;
}
}
bool VehicleTurretGunTandem::IsActiveTurret() const
{
if (!m_PrimaryTurret) {
return m_HeadTurret == this;
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}
return m_PrimaryTurret->m_HeadTurret == this;
}