openmohaa/code/fgame/weapturret.cpp

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/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
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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 02110EV_DEFAULT301 USA
===========================================================================
*/
// weapturret.cpp: MOH Turret. Usable by sentients and monsters.
//
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#include "g_phys.h"
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#include "weapturret.h"
#include "player.h"
Event EV_Turret_IdleCheckOffset
(
"idleCheckOffset",
EV_DEFAULT,
"v",
"offset",
"Sets the offset to trace to for collision checking when idling",
EV_NORMAL
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);
Event EV_Turret_P_ViewOffset
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(
"viewOffset",
EV_DEFAULT,
"v",
"offset",
"Sets the view offset to use for the turret",
EV_NORMAL
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);
Event EV_Turret_MaxIdlePitch
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(
"maxIdlePitch",
EV_DEFAULT,
"f",
"offset",
"Sets the offset to trace to for collision checking when idling",
EV_NORMAL
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);
Event EV_Turret_MaxIdleYaw
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(
"maxIdleYaw",
EV_DEFAULT,
"f",
"offset",
"Sets the offset to trace to for collision checking when idling",
EV_NORMAL
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);
Event EV_Turret_P_SetPlayerUsable
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(
"setPlayerUsable",
EV_DEFAULT,
"i",
"state",
"Sets wether the turret can be used by players. 0 means no, 1 means yes.",
EV_NORMAL
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);
Event EV_Turret_AI_SetAimTarget
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(
"setAimTarget",
EV_DEFAULT,
"S",
"target",
"Makes the turret aim at an entity",
EV_NORMAL
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);
Event EV_Turret_AI_SetAimOffset
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(
"setAimOffset",
EV_DEFAULT,
"v",
"offset",
"Makes the turret aim with specified offset",
EV_NORMAL
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);
Event EV_Turret_AI_ClearAimTarget
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(
"clearAimTarget",
EV_DEFAULT,
"S",
"target",
"Makes the turret aim at an entity",
EV_NORMAL
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);
Event EV_Turret_AI_StartFiring
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(
"startFiring",
EV_DEFAULT,
NULL,
NULL,
"Makes the turret start shooting",
EV_NORMAL
);
Event EV_Turret_AI_StopFiring
(
"stopFiring",
EV_DEFAULT,
NULL,
NULL,
"Makes the turret stop shooting",
EV_NORMAL
);
Event EV_Turret_AI_TurnSpeed
(
"turnSpeed",
EV_DEFAULT,
"f",
"speed",
"Sets the turret's turn speed",
EV_NORMAL
);
Event EV_Turret_AI_PitchSpeed
(
"pitchSpeed",
EV_DEFAULT,
"f",
"speed",
"Sets the turret's pitch speed",
EV_NORMAL
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);
Event EV_Turret_PitchCaps
(
"pitchCaps",
EV_DEFAULT,
"v",
"caps",
"Sets the pitch caps for the turret. First number is upward cap, second is downward cap, and the third just makes "
"it "
"nice little vector",
EV_NORMAL
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);
Event EV_Turret_MaxYawOffset
(
"maxYawOffset",
EV_DEFAULT,
"f",
"maxoffset",
"Sets the max yaw offset from the turrets central facing direction",
EV_NORMAL
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);
Event EV_Turret_YawCenter
(
"yawCenter",
EV_DEFAULT,
"f",
"yaw",
"Sets the yaw for the center of the turret's turning arc",
EV_NORMAL
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);
Event EV_Turret_P_UserDistance
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(
"userdistance",
EV_DEFAULT,
"f",
"dist",
"Sets the distance the user should be placed at while using this turret",
EV_NORMAL
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);
Event EV_Turret_P_ViewJitter
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(
"viewjitter",
EV_DEFAULT,
"f",
"amount",
"Sets the amount that the owner's view should be jittered when fired",
EV_NORMAL
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);
Event EV_Turret_EventDoJitter
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(
"dojitter",
EV_DEFAULT,
"f",
"(optional) jitter amount",
"Apply the jitter without firing",
EV_NORMAL
);
Event EV_Turret_AI_BurstFireSettings
(
"burstFireSettings",
EV_DEFAULT,
"ffff",
"mintime maxtime mindelay maxdelay",
"Sets the settings for burst mode firing",
EV_NORMAL
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);
Event EV_Turret_Enter
(
"turretenter",
EV_DEFAULT,
"eS",
"turret driver_anim",
"Called when someone gets into a turret.",
EV_NORMAL
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);
Event EV_Turret_Exit
(
"turretexit",
EV_DEFAULT,
"e",
"turret",
"Called when driver gets out of the turret.",
EV_NORMAL
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);
Event EV_Turret_P_SetThread
(
"setthread",
EV_DEFAULT,
"s",
"value",
"Sets the name of the thread called when a player uses the turret",
EV_NORMAL
);
Event EV_Turret_AI_SetTargetType
(
"targettype",
EV_DEFAULT,
"s",
"value",
"Sets the target type to be none, any, or player",
EV_NORMAL
);
Event EV_Turret_AI_SetTargetType2
(
"targettype",
EV_DEFAULT,
"s",
"value",
"Sets the target type to be none, any, or player",
EV_SETTER
);
Event EV_Turret_AI_GetTargetType
(
"targettype",
EV_DEFAULT,
NULL,
NULL,
"Gets the target type",
EV_GETTER
);
Event EV_Turret_AI_ConvergeTime
(
"convergeTime",
EV_DEFAULT,
"f",
"time",
"Sets the convergence time",
EV_NORMAL
);
Event EV_Turret_AI_SuppressTime
(
"suppressTime",
EV_DEFAULT,
"f",
"time",
"Sets the suppression time",
EV_NORMAL
);
Event EV_Turret_AI_SuppressWaitTime
(
"suppressWaitTime",
EV_DEFAULT,
"f",
"time",
"Sets the suppression wait nonfiring time before turret returns to default position",
EV_NORMAL
);
Event EV_Turret_AI_SuppressWidth
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(
"suppressWidth",
EV_DEFAULT,
"f",
"radius",
"Sets the horizontal radius of suppression fire",
EV_NORMAL
);
Event EV_Turret_AI_SuppressHeight
(
"suppressHeight",
EV_DEFAULT,
"f",
"radius",
"Sets the vertical radius of suppression fire",
EV_NORMAL
);
Event EV_Turret_SetUsable
(
"setusable",
EV_DEFAULT,
"i",
"state",
"Sets wether the turret can be used as a weapon. 0 means no, 1 means yes.",
EV_NORMAL
);
Event EV_Turret_AI_SetBulletSpread
(
"aibulletspread",
EV_DEFAULT,
"ff",
"bulletSpreadX bulletSpreadY",
"Set the spread of the bullets in the x and y axis",
EV_NORMAL
);
Event EV_Turret_SetMaxUseAngle
(
"maxuseangle",
EV_DEFAULT,
"f",
"maxuseangle",
"Set max use angle to allow player to mount the turret.",
EV_NORMAL
);
Event EV_Turret_SetStartYaw
(
"startyaw",
EV_DEFAULT,
"f",
"startyaw",
"Sets the yaw to be used as the center of our allowed turn arc.",
EV_NORMAL
);
Event EV_Turret_P_SetViewAngles
(
"psetviewangles",
EV_DEFAULT,
"v",
"offset",
"Sets the view angles.",
EV_NORMAL
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);
CLASS_DECLARATION(Weapon, TurretGun, NULL) {
{&EV_Trigger_Effect, NULL },
{&EV_Item_DropToFloor, &TurretGun::PlaceTurret },
{&EV_Item_Pickup, NULL },
{&EV_Weapon_Shoot, &TurretGun::Shoot },
{&EV_Use, &TurretGun::TurretUsed },
{&EV_Turret_P_SetPlayerUsable, &TurretGun::P_SetPlayerUsable },
{&EV_Turret_SetUsable, &TurretGun::EventSetUsable },
{&EV_Turret_IdleCheckOffset, &TurretGun::SetIdleCheckOffset },
{&EV_Turret_P_ViewOffset, &TurretGun::P_SetViewOffset },
{&EV_Turret_MaxIdlePitch, &TurretGun::EventMaxIdlePitch },
{&EV_Turret_MaxIdleYaw, &TurretGun::EventMaxIdleYaw },
{&EV_Turret_AI_SetAimTarget, &TurretGun::AI_EventSetAimTarget },
{&EV_Turret_AI_SetAimOffset, &TurretGun::AI_EventSetAimOffset },
{&EV_Turret_AI_ClearAimTarget, &TurretGun::AI_EventClearAimTarget },
{&EV_Turret_AI_StartFiring, &TurretGun::AI_EventStartFiring },
{&EV_Turret_AI_StopFiring, &TurretGun::AI_EventStopFiring },
{&EV_Turret_AI_TurnSpeed, &TurretGun::AI_EventTurnSpeed },
{&EV_Turret_AI_PitchSpeed, &TurretGun::AI_EventPitchSpeed },
{&EV_Turret_PitchCaps, &TurretGun::EventPitchCaps },
{&EV_Turret_MaxYawOffset, &TurretGun::EventMaxYawOffset },
{&EV_Turret_YawCenter, &TurretGun::EventYawCenter },
{&EV_Turret_P_UserDistance, &TurretGun::P_EventUserDistance },
{&EV_Turret_P_ViewJitter, &TurretGun::P_EventViewJitter },
{&EV_Turret_EventDoJitter, &TurretGun::P_EventDoJitter },
{&EV_Turret_AI_BurstFireSettings, &TurretGun::AI_EventBurstFireSettings },
{&EV_Turret_P_SetThread, &TurretGun::EventSetThread },
{&EV_Turret_P_SetViewAngles, &TurretGun::P_SetViewAnglesForTurret },
{&EV_SetViewangles, &TurretGun::P_SetViewangles },
{&EV_GetViewangles, &TurretGun::P_GetViewangles },
{&EV_Turret_AI_SetTargetType, &TurretGun::AI_EventSetTargetType },
{&EV_Turret_AI_SetTargetType2, &TurretGun::AI_EventSetTargetType },
{&EV_Turret_AI_GetTargetType, &TurretGun::AI_EventGetTargetType },
{&EV_Turret_AI_ConvergeTime, &TurretGun::AI_EventSetConvergeTime },
{&EV_Turret_AI_SuppressTime, &TurretGun::AI_EventSetSuppressTime },
{&EV_Turret_AI_SuppressWaitTime, &TurretGun::AI_EventSetSuppressWaitTime},
{&EV_Turret_AI_SuppressWidth, &TurretGun::AI_EventSetSuppressWidth },
{&EV_Turret_AI_SuppressHeight, &TurretGun::AI_EventSetSuppressHeight },
{&EV_Turret_AI_SetBulletSpread, &TurretGun::AI_EventSetBulletSpread },
{NULL, NULL }
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};
TurretGun::TurretGun()
{
entflags |= EF_TURRET;
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AddWaitTill(STRING_ONTARGET);
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if (LoadingSavegame) {
return;
}
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// turrets must not respawn
// it can't be picked up
setRespawn(qfalse);
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// allow monsters to use the turret
respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS;
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// set the clipmask
edict->clipmask = MASK_AUTOCALCLIFE;
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m_iIdleHitCount = 0;
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// set the fakebullets
m_bFakeBullets = (spawnflags & FAKEBULLETS);
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// make the turret already usable
m_bUsable = true;
m_bPlayerUsable = true;
m_bRestable = true;
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m_fIdlePitchSpeed = 0;
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// set the size
setSize(Vector(-16, -16, -8), Vector(16, 16, 32));
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// setup the turret angles cap
m_fTurnSpeed = 180.0f;
m_fPitchUpCap = -45.0f;
m_fPitchDownCap = 45.0f;
m_fMaxYawOffset = 180.0f;
m_fUserDistance = 64.0f;
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// set the idle angles
m_vIdleCheckOffset = Vector(-56, 0, 0);
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// set the burst time
m_fMinBurstTime = 0;
m_fMaxBurstTime = 0;
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// set the burst delay
m_fMinBurstDelay = 0;
m_fMaxBurstDelay = 0;
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m_iFiring = 0;
m_fFireToggleTime = level.time;
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// set the camera
m_pUserCamera = NULL;
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// setup the view jitter
m_fViewJitter = 0;
m_fCurrViewJitter = 0;
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// turret doesn't have an owner when spawning
m_bHadOwner = 0;
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m_pViewModel = NULL;
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}
TurretGun::~TurretGun()
{
Unregister(STRING_ONTARGET);
entflags &= ~EF_TURRET;
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}
void TurretGun::PlaceTurret(Event *ev)
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{
// Don't make the turret solid
setSolidType(SOLID_NOT);
// The turret shouldn't move
setMoveType(MOVETYPE_NONE);
showModel();
groundentity = NULL;
m_fStartYaw = angles[1];
if (m_bFakeBullets) {
firetype[FIRE_PRIMARY] = FT_FAKEBULLET;
}
flags |= FL_THINK;
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}
void TurretGun::ThinkIdle(void)
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{
Vector vDir, vNewAngles, vEnd;
trace_t trace;
if (!m_bRestable) {
return;
}
if (angles[0] > 180.0f) {
angles[0] -= 360.0f;
}
if (angles[0] < -80.0f) {
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
return;
}
if (m_iIdleHitCount > 1) {
return;
}
m_fIdlePitchSpeed -= level.frametime * 300.0f;
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");
if (trace.fraction == 1.0f) {
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;
vNewAngles.AngleVectorsLeft(&vDir);
vEnd = origin + vDir * m_vIdleCheckOffset[0];
trace = G_Trace(origin, vec_zero, vec_zero, vEnd, this, edict->clipmask, false, "TurretGun::Think");
if (trace.fraction == 1.0f) {
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;
}
}
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}
void TurretGun::AI_SetTargetAngles(const vec3_t angles, float speed)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_SetDesiredTargetAngles(const vec3_t angles, float speed)
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{
// FIXME: unimplemented
}
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void TurretGun::P_SetTargetAngles(Vector& vTargAngles)
{
float fDiff;
float fTurnAmount;
if (vTargAngles[0] > 180.0f) {
vTargAngles[0] -= 360.0f;
} else if (vTargAngles[0] < -180.0f) {
vTargAngles[0] += 360.0f;
}
if (vTargAngles[0] < m_fPitchUpCap) {
vTargAngles[0] = m_fPitchUpCap;
}
if (vTargAngles[0] > m_fPitchDownCap) {
vTargAngles[0] = m_fPitchDownCap;
}
if (owner && owner->IsSubclassOfPlayer()) {
fTurnAmount = 180.0f;
} else {
fTurnAmount = level.frametime * m_fTurnSpeed;
}
fDiff = AngleSubtract(m_fPitchDownCap, angles[0]);
if (fTurnAmount <= fabs(fDiff)) {
if (fDiff <= 0.0f) {
angles[0] = angles[0] - fTurnAmount;
} else {
angles[0] = fTurnAmount + angles[0];
}
} else {
angles[0] = vTargAngles[0];
}
fDiff = AngleSubtract(vTargAngles[1], m_fStartYaw);
if (fDiff <= m_fMaxYawOffset) {
vTargAngles[1] = fDiff + m_fStartYaw;
if (-(m_fMaxYawOffset) > fDiff) {
vTargAngles[1] = m_fStartYaw - m_fMaxYawOffset;
}
} else {
vTargAngles[1] = m_fMaxYawOffset + m_fStartYaw;
}
fDiff = AngleSubtract(vTargAngles[1], angles[1]);
if (fTurnAmount <= fabs(fDiff)) {
if (fDiff <= 0.0f) {
angles[1] = angles[1] - fTurnAmount;
} else {
angles[1] = angles[1] + fTurnAmount;
}
} else {
angles[1] = vTargAngles[1];
}
setAngles(angles);
if (fabs(fDiff) < 2.0f) {
Unregister(STRING_ONTARGET);
}
}
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bool TurretGun::AI_CanTarget(const vec3_t pos)
{
Vector vAngles;
float ang;
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vectoangles(pos, vAngles);
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ang = AngleSubtract(vAngles[1], m_fStartYaw);
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if (vAngles[0] <= 180.0f) {
if (vAngles[0] >= -180.0f) {
return m_fPitchUpCap <= vAngles[0] && m_fPitchDownCap >= vAngles[0] && ang <= m_fMaxYawOffset
&& -m_fMaxYawOffset <= ang;
}
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vAngles[0] += 360.0f;
} else {
vAngles[0] -= 360.0f;
}
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return m_fPitchUpCap <= vAngles[0] && m_fPitchDownCap >= vAngles[0] && ang <= m_fMaxYawOffset
&& -m_fMaxYawOffset <= ang;
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}
void TurretGun::P_ThinkActive(void)
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{
Vector vTarg;
Vector vTargAngles;
Vector vDelta;
Vector vAngles;
if ((owner) && owner->IsSubclassOfPlayer()) {
if (m_vUserViewAng[0] < m_fPitchUpCap) {
m_vUserViewAng[0] = m_fPitchUpCap;
} else if (m_vUserViewAng[0] > m_fPitchDownCap) {
m_vUserViewAng[0] = m_fPitchDownCap;
}
float fDiff = AngleSubtract(m_vUserViewAng[1], m_fStartYaw);
if (fDiff <= m_fMaxYawOffset) {
m_vUserViewAng[1] = fDiff + m_fStartYaw;
if (-(m_fMaxYawOffset) > fDiff) {
m_vUserViewAng[1] = m_fStartYaw - m_fMaxYawOffset;
}
} else {
m_vUserViewAng[1] = m_fMaxYawOffset + m_fStartYaw;
}
owner->SetViewAngles(m_vUserViewAng);
vTarg = owner->GunTarget(false) - origin;
vTargAngles = vTarg.toAngles();
P_SetTargetAngles(vTargAngles);
} else if (aim_target) {
Vector vNewOfs;
vDelta = aim_target->centroid - origin;
vNewOfs = vDelta + m_Aim_offset;
vectoangles(vDelta, vTargAngles);
P_SetTargetAngles(vTargAngles);
if (owner) {
Vector forward;
AngleVectorsLeft(angles, forward, NULL, NULL);
origin = forward * vNewOfs.length();
}
}
if (m_iFiring) {
if (m_fMaxBurstTime == 0 || (owner != NULL && owner->client)) {
m_iFiring = 2;
if (ReadyToFire(FIRE_PRIMARY)) {
Fire(FIRE_PRIMARY);
if (owner->IsSubclassOfPlayer()) {
m_fCurrViewJitter = m_fViewJitter;
}
}
} else if (m_iFiring != 2) {
if (level.time > m_fFireToggleTime) {
m_iFiring = 2;
m_fFireToggleTime = G_Random(m_fMaxBurstTime - m_fMinBurstTime) + (level.time + m_fMinBurstTime);
}
} else if (ReadyToFire(FIRE_PRIMARY)) {
Fire(FIRE_PRIMARY);
if (owner->IsSubclassOfPlayer()) {
m_fCurrViewJitter = m_fViewJitter;
}
} else if (level.time > m_fFireToggleTime) {
m_iFiring = 1;
m_fFireToggleTime = G_Random(m_fMaxBurstDelay - m_fMaxBurstDelay) + (level.time + m_fMinBurstDelay);
}
}
if (owner && owner->IsSubclassOfPlayer()) {
vAngles = m_vUserViewAng;
if (!m_pUserCamera) {
m_pUserCamera = new Camera;
}
if (m_fCurrViewJitter > 0.0f) {
float x = (float)(rand() & 0x7FFF);
float y = (float)(rand() & 0x7FFF);
float z = (float)(rand() & 0x7FFF);
vAngles[0] += (x * 0.00003f + x * 0.00003f - 1.0f) * m_fCurrViewJitter;
vAngles[1] += (y * 0.00003f + y * 0.00003f - 1.0f) * m_fCurrViewJitter;
vAngles[2] += (z * 0.00003f + z * 0.00003f - 1.0f) * m_fCurrViewJitter;
m_fCurrViewJitter -= level.frametime * 6.0f;
if (m_fCurrViewJitter < 0.0f) {
m_fCurrViewJitter = 0.0f;
}
}
m_pUserCamera->setOrigin(origin);
m_pUserCamera->setAngles(vAngles);
m_pUserCamera->SetPositionOffset(m_vViewOffset);
owner->client->ps.camera_flags |= CF_CAMERA_ANGLES_ALLOWOFFSET;
Player *player = (Player *)owner.Pointer();
if (!player->IsZoomed()) {
player->ToggleZoom(80);
}
}
if (owner && owner->client) {
Vector vPos;
Vector vEnd;
Vector vAng;
Vector vForward;
Vector vMins;
Vector vMaxs;
trace_t trace;
Vector(0, angles[1], 0).AngleVectorsLeft(&vForward);
vPos = origin - vForward * m_fUserDistance;
vPos[2] -= 16.0f;
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vEnd = vPos;
vEnd[2] -= 64.0f;
vMins = owner->mins;
vMaxs = owner->maxs;
vMaxs[2] = owner->mins[2] + 4.0f;
trace = G_Trace(vPos, vMins, vMaxs, vEnd, owner, MASK_PLAYERSOLID, qtrue, "TurretGun::ThinkActive 1");
vPos = trace.endpos;
trace =
G_Trace(vPos, owner->mins, owner->maxs, vPos, owner, MASK_PLAYERSOLID, qtrue, "TurretGun::ThinkActive 2");
if (!trace.allsolid && !trace.startsolid) {
owner->setOrigin(vPos);
}
}
}
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void TurretGun::AI_DoTargetNone()
{
// FIXME: unimplemented
}
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void TurretGun::AI_MoveToDefaultPosition()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoTargetAutoDefault()
{
// FIXME: unimplemented
}
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void TurretGun::AI_StartDefault()
{
// FIXME: unimplemented
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}
void TurretGun::AI_StartSuppress()
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{
// FIXME: unimplemented
}
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void TurretGun::AI_StartSuppressWait()
{
// FIXME: unimplemented
}
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void TurretGun::AI_StartTrack()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoTargetAutoTrack()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoSuppressionAiming()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoTargetAutoSuppress()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoTargetAutoSuppressWait()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoTargetAuto()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoAiming()
{
// FIXME: unimplemented
}
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void TurretGun::AI_DoFiring()
{
// FIXME: unimplemented
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}
void TurretGun::AI_ThinkActive()
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{
// FIXME: unimplemented
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}
void TurretGun::Think(void)
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{
if (owner || (!m_bHadOwner && aim_target)) {
P_ThinkActive();
} else {
ThinkIdle();
}
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}
void TurretGun::P_UserAim(usercmd_t *cmd)
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{
// FIXME: unimplemented
}
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qboolean TurretGun::UserAim(usercmd_t *ucmd)
{
Vector vNewCmdAng;
if (owner == NULL) {
return qfalse;
}
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]);
}
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m_vUserLastCmdAng = vNewCmdAng;
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if ((ucmd->buttons & BUTTON_ATTACKLEFT) || (ucmd->buttons & BUTTON_ATTACKRIGHT)) {
if (!m_iFiring) {
m_iFiring = 1;
}
} else {
m_iFiring = 0;
}
flags |= FL_THINK;
return qtrue;
}
void TurretGun::P_SetViewangles(Event *ev)
{
m_vUserViewAng = ev->GetVector(1);
}
void TurretGun::P_SetViewAnglesForTurret(Event *ev)
{
// FIXME: unimplemented
}
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void TurretGun::P_GetViewangles(Event *ev)
{
ev->AddVector(m_vUserViewAng);
}
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void TurretGun::AI_TurretBeginUsed(Sentient *pEnt)
{
// FIXME: unimplemented
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}
void TurretGun::P_TurretBeginUsed(Player *pEnt)
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{
// FIXME: unimplemented
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}
void TurretGun::TurretBeginUsed(Sentient *pEnt)
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{
owner = pEnt;
edict->r.ownerNum = pEnt->entnum;
m_bHadOwner = true;
Sound(sPickupSound);
if (m_vUserViewAng[0] > 180.0f) {
m_vUserViewAng[0] -= 360.0f;
}
m_vUserLastCmdAng = vec_zero;
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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, 0.0f);
}
current_attachToTag = "";
ForceIdle();
P_CreateViewModel();
}
void TurretGun::AI_TurretEndUsed()
{
// FIXME: unimplemented
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}
void TurretGun::RemoveUserCamera()
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{
// FIXME: unimplemented
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}
void TurretGun::P_TurretEndUsed()
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{
// FIXME: unimplemented
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}
void TurretGun::TurretEndUsed(void)
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{
if (owner->IsSubclassOfPlayer()) {
Player *player = (Player *)owner.Pointer();
if (m_pUserCamera) {
player->SetCamera(NULL, 1.0f);
player->ZoomOff();
player->client->ps.camera_flags &= ~CF_CAMERA_ANGLES_TURRETMODE;
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m_pUserCamera->PostEvent(EV_Remove, 0);
m_pUserCamera = NULL;
}
player->ExitTurret();
P_DeleteViewModel();
}
owner = NULL;
edict->r.ownerNum = ENTITYNUM_NONE;
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
m_iFiring = 0;
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}
void TurretGun::P_TurretUsed(Player *player)
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{
// FIXME: unimplemented
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}
void TurretGun::TurretUsed(Sentient *pEnt)
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{
if ((pEnt->IsSubclassOfPlayer()) && (pEnt == owner)) {
if ((!m_bPlayerUsable || !m_bUsable) && owner->health > 0.0f) {
return;
}
}
if (owner) {
if (owner == pEnt) {
TurretEndUsed();
m_iFiring = 0;
}
} else {
m_vUserViewAng = pEnt->GetViewAngles();
if (fabs(AngleSubtract(m_vUserViewAng[1], angles[1])) <= 80.0f) {
TurretBeginUsed(pEnt);
flags &= ~FL_THINK;
m_iFiring = 0;
if (pEnt->IsSubclassOfPlayer()) {
m_UseThread.Execute(this);
}
}
}
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}
void TurretGun::TurretUsed(Event *ev)
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{
Entity *pEnt = ev->GetEntity(1);
if (!pEnt) {
return;
}
// Must be a player
if (!pEnt->IsSubclassOfPlayer()) {
return;
}
if (!m_bUsable) {
return;
}
if (m_bPlayerUsable) {
// Make the sentient use the turret
TurretUsed((Sentient *)pEnt);
}
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}
void TurretGun::P_SetPlayerUsable(Event *ev)
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{
m_bPlayerUsable = (ev->GetInteger(1) != 0);
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}
void TurretGun::EventSetUsable(Event *ev)
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{
// FIXME: unimplemented
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}
void TurretGun::P_SetViewOffset(Event *ev)
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{
m_vViewOffset = ev->GetVector(1);
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}
void TurretGun::EventMaxIdlePitch(Event *ev)
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{
// FIXME: unimplemented
}
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void TurretGun::EventMaxIdleYaw(Event *ev)
{
// FIXME: unimplemented
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}
void TurretGun::SetIdleCheckOffset(Event *ev)
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{
m_vIdleCheckOffset = ev->GetVector(1);
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}
void TurretGun::AI_EventSetAimTarget(Event *ev)
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{
SetAimTarget(ev->GetEntity(1));
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}
void TurretGun::AI_EventSetAimOffset(Event *ev)
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{
SetAimOffset(ev->GetVector(1));
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}
void TurretGun::AI_EventClearAimTarget(Event *ev)
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{
ClearAimTarget();
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}
void TurretGun::AI_EventStartFiring(Event *ev)
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{
StartFiring();
}
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void TurretGun::AI_EventStopFiring(Event *ev)
{
StopFiring();
}
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void TurretGun::AI_EventTurnSpeed(Event *ev)
{
AI_TurnSpeed(ev->GetFloat(1));
}
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void TurretGun::AI_EventPitchSpeed(Event *ev)
{
// FIXME: unimplemented
}
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void TurretGun::EventPitchCaps(Event *ev)
{
Vector caps = ev->GetVector(1);
PitchCaps(caps[0], caps[1]);
}
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void TurretGun::EventMaxYawOffset(Event *ev)
{
MaxYawOffset(ev->GetFloat(1));
}
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void TurretGun::EventYawCenter(Event *ev)
{
YawCenter(ev->GetFloat(1));
}
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void TurretGun::P_EventUserDistance(Event *ev)
{
P_UserDistance(ev->GetFloat(1));
}
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void TurretGun::P_EventViewJitter(Event *ev)
{
m_fViewJitter = ev->GetFloat(1);
}
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void TurretGun::P_EventDoJitter(Event *ev)
{
// FIXME: unimplemented
}
void TurretGun::AI_EventBurstFireSettings(Event *ev)
{
if (ev->NumArgs() <= 3) {
return;
}
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AI_BurstFireSettings(ev->GetFloat(1), ev->GetFloat(2), ev->GetFloat(3), ev->GetFloat(4));
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}
bool TurretGun::IsFiring(void)
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{
return m_iFiring == 2;
}
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void TurretGun::P_ApplyFiringViewJitter(Vector& vAng)
{
// FIXME: unimplemented
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}
void TurretGun::AI_TurnSpeed(float speed)
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{
m_fTurnSpeed = speed;
}
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void TurretGun::AI_PitchSpeed(float speed)
{
// FIXME: unimplemented
}
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void TurretGun::PitchCaps(float upcap, float downcap)
{
m_fPitchUpCap = upcap;
m_fPitchDownCap = downcap;
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if (upcap > downcap) {
m_fPitchUpCap = -30.0f;
m_fPitchDownCap = 10.0f;
}
}
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void TurretGun::MaxYawOffset(float max)
{
m_fMaxYawOffset = max;
if (max < 0.0f) {
m_fMaxYawOffset = 0.0f;
} else if (max > 180.0f) {
m_fMaxYawOffset = 180.0f;
}
}
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void TurretGun::YawCenter(float center)
{
m_fStartYaw = center;
}
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void TurretGun::P_UserDistance(float dist)
{
m_fUserDistance = dist;
}
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void TurretGun::AI_BurstFireSettings(
float min_bursttime, float max_bursttime, float min_burstdelay, float max_burstdelay
)
{
m_fMinBurstTime = min_bursttime;
m_fMaxBurstTime = max_bursttime;
m_fMinBurstDelay = min_burstdelay;
m_fMaxBurstDelay = max_burstdelay;
}
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void TurretGun::P_EventSetThread(Event *ev)
{
if (ev->IsFromScript()) {
m_UseThread.SetThread(ev->GetValue(1));
} else {
m_UseThread.Set(ev->GetString(1));
}
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}
void TurretGun::P_SetMaxUseAngle(Event *ev)
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{
// FIXME: unimplemented
}
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void TurretGun::P_SetStartYaw(Event *ev)
{
// FIXME: unimplemented
}
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void TurretGun::P_CreateViewModel(void)
{
char newmodel[MAX_STRING_TOKENS];
int tagnum;
// Owner must be a client
if (!owner->IsSubclassOfPlayer()) {
return;
}
m_pViewModel = new Animate;
COM_StripExtension(model.c_str(), newmodel, sizeof(newmodel));
strcat(newmodel, "_viewmodel.tik");
m_pViewModel->setScale(edict->s.scale);
m_pViewModel->detach_at_death = qtrue;
m_pViewModel->setModel(newmodel);
m_pViewModel->edict->s.renderfx |= RF_VIEWMODEL;
if (!m_pViewModel->edict->tiki) {
delete m_pViewModel;
m_pViewModel = NULL;
warning("CreateViewModel", "Couldn't find turret view model tiki %s", newmodel);
return;
}
// Get the eyes bone
tagnum = gi.Tag_NumForName(owner->edict->tiki, "eyes bone");
if (tagnum < 0) {
warning("CreateViewModel", "Tag eyes bone not found");
} else if (!m_pViewModel->attach(owner->entnum, tagnum)) {
warning("CreateViewModel", "Could not attach model %s", newmodel);
P_DeleteViewModel();
return;
}
m_pViewModel->NewAnim("idle");
// Make the world model invisible to the owner
edict->r.svFlags |= SVF_NOTSINGLECLIENT;
edict->r.singleClient |= owner->edict->s.number;
// Make the viewmodel visible only to the owner
m_pViewModel->edict->r.svFlags |= SVF_SINGLECLIENT;
m_pViewModel->edict->r.singleClient |= owner->edict->s.number;
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}
void TurretGun::P_DeleteViewModel(void)
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{
delete m_pViewModel;
m_pViewModel = NULL;
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edict->r.svFlags &= ~SVF_NOTSINGLECLIENT;
}
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void TurretGun::Archive(Archiver& arc)
{
Weapon::Archive(arc);
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arc.ArchiveBool(&m_bFakeBullets);
arc.ArchiveBool(&m_bPlayerUsable);
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arc.ArchiveFloat(&m_fIdlePitchSpeed);
arc.ArchiveInteger(&m_iIdleHitCount);
arc.ArchiveVector(&m_vIdleCheckOffset);
arc.ArchiveVector(&m_vViewOffset);
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arc.ArchiveFloat(&m_fTurnSpeed);
arc.ArchiveFloat(&m_fPitchUpCap);
arc.ArchiveFloat(&m_fPitchDownCap);
arc.ArchiveFloat(&m_fStartYaw);
arc.ArchiveFloat(&m_fMaxYawOffset);
arc.ArchiveFloat(&m_fUserDistance);
arc.ArchiveFloat(&m_fMinBurstTime);
arc.ArchiveFloat(&m_fMaxBurstTime);
arc.ArchiveFloat(&m_fMinBurstDelay);
arc.ArchiveFloat(&m_fMaxBurstDelay);
arc.ArchiveFloat(&m_fFireToggleTime);
arc.ArchiveInteger(&m_iFiring);
arc.ArchiveVector(&m_vUserViewAng);
arc.ArchiveSafePointer(&m_pUserCamera);
arc.ArchiveFloat(&m_fViewJitter);
arc.ArchiveFloat(&m_fCurrViewJitter);
arc.ArchiveVector(&m_Aim_offset);
arc.ArchiveSafePointer(&m_pViewModel);
arc.ArchiveBool(&m_bUsable);
m_UseThread.Archive(arc);
arc.ArchiveBool(&m_bHadOwner);
arc.ArchiveBool(&m_bRestable);
if (arc.Loading()) {
m_vUserLastCmdAng = vec_zero;
}
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}
qboolean TurretGun::AI_SetWeaponAnim(const char *anim, Event *ev /*= NULL*/)
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{
// FIXME: unimplemented
return qfalse;
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}
qboolean TurretGun::P_SetWeaponAnim(const char *anim, Event *ev /*= NULL*/)
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{
// FIXME: unimplemented
return qfalse;
}
qboolean TurretGun::SetWeaponAnim(const char *anim, Event *ev)
{
int slot;
int animnum;
if (!Weapon::SetWeaponAnim(anim, ev)) {
return qfalse;
}
if (!m_pViewModel) {
return qtrue;
}
slot = (m_iAnimSlot + 3) & 3;
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animnum = gi.Anim_NumForName(m_pViewModel->edict->tiki, anim);
if (animnum < 0) {
return qtrue;
}
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m_pViewModel->StopAnimating(slot);
m_pViewModel->SetTime(slot);
m_pViewModel->edict->s.frameInfo[slot].index = gi.Anim_NumForName(m_pViewModel->edict->tiki, "idle");
m_pViewModel->NewAnim(animnum, m_iAnimSlot);
m_pViewModel->SetOnceType();
m_pViewModel->SetTime(slot);
return qtrue;
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}
void TurretGun::AI_StopWeaponAnim()
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{
// FIXME: unimplemented
}
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void TurretGun::P_StopWeaponAnim()
{
// FIXME: unimplemented
}
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void TurretGun::StopWeaponAnim(void)
{
if (m_pViewModel) {
m_pViewModel->SetTime(m_iAnimSlot);
m_pViewModel->StopAnimating(m_iAnimSlot);
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m_pViewModel->edict->s.frameInfo[m_iAnimSlot].index = gi.Anim_NumForName(m_pViewModel->edict->tiki, "idle");
m_pViewModel->edict->s.frameInfo[m_iAnimSlot].weight = 1.0f;
m_pViewModel->edict->s.frameInfo[m_iAnimSlot].time = 0.0f;
}
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Weapon::StopWeaponAnim();
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}
float TurretGun::FireDelay(firemode_t mode)
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{
if (owner && owner->IsSubclassOfPlayer()) {
return 0.06f;
} else {
return Weapon::FireDelay(mode);
}
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}
void TurretGun::SetFireDelay(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::ShowInfo(float fDot, float fDist)
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{
if (fDot <= 0.90f && (fDot <= 0.0f || fDist >= 256.0f)) {
return;
}
if (fDist >= 2048.0f || fDist <= 64.0f) {
return;
}
G_DebugString(
origin + Vector(0, 0, maxs[2] + 56.0f), 1.0f, 1.0f, 1.0f, 1.0f, "%d:%d:%s", entnum, radnum, targetname.c_str()
);
G_DebugString(
origin + Vector(0, 0, maxs[2] + 38.0f),
1.0f,
1.0f,
1.0f,
1.0f,
"aim_target: %d",
aim_target ? aim_target->entnum : -1
);
G_DebugString(
origin + Vector(0, 0, maxs[2] + 20.0f), 1.0f, 1.0f, 1.0f, 1.0f, "owner: %d", owner ? owner->entnum : -1
);
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}
void TurretGun::AI_EventSetTargetType(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_EventGetTargetType(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_EventSetConvergeTime(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_EventSetSuppressTime(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_EventSetSuppressWaitTime(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_EventSetSuppressWidth(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_EventSetSuppressHeight(Event* ev)
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{
// FIXME: unimplemented
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}
void TurretGun::AI_EventSetBulletSpread(Event *ev)
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{
// FIXME: unimplemented
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}
void TurretGun::GetMuzzlePosition(
Vector *position,
Vector *forward /*= NULL*/,
Vector *right /*= NULL*/,
Vector *up /*= NULL*/,
Vector *vBarrelPos /*= NULL */
)
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{
Weapon::GetMuzzlePosition(position, forward, right, up, vBarrelPos);
// FIXME: unimplemented
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}
Vector TurretGun::EyePosition()
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{
// FIXME: unimplemented
return Vector();
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}
void TurretGun::setAngles(Vector angles)
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{
Entity::setAngles(angles);
// FIXME: unimplemented
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}
void TurretGun::SetAimTarget(Entity *ent)
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{
aim_target = ent;
}
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void TurretGun::SetAimOffset(const Vector& offset)
{
m_Aim_offset = offset;
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}
void TurretGun::ClearAimTarget(void)
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{
aim_target = NULL;
// Clear idle values
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
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}
void TurretGun::StartFiring(void)
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{
m_iFiring = 1;
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}
void TurretGun::StopFiring(void)
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{
m_iFiring = 0;
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}
void TurretGun::CalcFiringViewJitter(void)
{
if (owner && owner->IsSubclassOfPlayer()) {
m_fCurrViewJitter = m_fViewJitter;
}
}