mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00
2237 lines
54 KiB
C++
2237 lines
54 KiB
C++
/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110EV_DEFAULT301 USA
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===========================================================================
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*/
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// weapturret.cpp: MOH Turret. Usable by sentients and monsters.
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//
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#include "g_phys.h"
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#include "weapturret.h"
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#include "vehicleturret.h"
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#include "player.h"
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#include "../script/scriptexception.h"
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static cvar_t *pTurretCameras = NULL;
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Event EV_Turret_IdleCheckOffset
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(
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"idleCheckOffset",
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EV_DEFAULT,
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"v",
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"offset",
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"Sets the offset to trace to for collision checking when idling",
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EV_NORMAL
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);
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Event EV_Turret_P_ViewOffset
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(
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"viewOffset",
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EV_DEFAULT,
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"v",
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"offset",
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"Sets the view offset to use for the turret",
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EV_NORMAL
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);
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Event EV_Turret_MaxIdlePitch
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(
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"maxIdlePitch",
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EV_DEFAULT,
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"f",
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"offset",
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"Sets the offset to trace to for collision checking when idling",
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EV_NORMAL
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);
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Event EV_Turret_MaxIdleYaw
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(
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"maxIdleYaw",
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EV_DEFAULT,
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"f",
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"offset",
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"Sets the offset to trace to for collision checking when idling",
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EV_NORMAL
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);
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Event EV_Turret_P_SetPlayerUsable
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(
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"setPlayerUsable",
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EV_DEFAULT,
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"i",
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"state",
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"Sets whether the turret can be used by players. 0 means no, 1 means yes.",
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EV_NORMAL
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);
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Event EV_Turret_AI_SetAimTarget
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(
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"setAimTarget",
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EV_DEFAULT,
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"S",
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"target",
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"Makes the turret aim at an entity",
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EV_NORMAL
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);
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Event EV_Turret_AI_SetAimOffset
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(
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"setAimOffset",
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EV_DEFAULT,
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"v",
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"offset",
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"Makes the turret aim with specified offset",
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EV_NORMAL
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);
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Event EV_Turret_AI_ClearAimTarget
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(
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"clearAimTarget",
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EV_DEFAULT,
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"S",
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"target",
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"Makes the turret aim at an entity",
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EV_NORMAL
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);
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Event EV_Turret_AI_StartFiring
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(
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"startFiring",
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EV_DEFAULT,
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NULL,
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NULL,
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"Makes the turret start shooting",
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EV_NORMAL
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);
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Event EV_Turret_AI_StopFiring
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(
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"stopFiring",
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EV_DEFAULT,
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NULL,
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NULL,
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"Makes the turret stop shooting",
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EV_NORMAL
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);
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Event EV_Turret_AI_TurnSpeed
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(
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"turnSpeed",
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EV_DEFAULT,
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"f",
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"speed",
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"Sets the turret's turn speed",
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EV_NORMAL
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);
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Event EV_Turret_AI_PitchSpeed
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(
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"pitchSpeed",
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EV_DEFAULT,
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"f",
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"speed",
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"Sets the turret's pitch speed",
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EV_NORMAL
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);
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Event EV_Turret_PitchCaps
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(
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"pitchCaps",
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EV_DEFAULT,
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"v",
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"caps",
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"Sets the pitch caps for the turret. First number is upward cap, second is downward cap, and the third just makes "
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"it "
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"nice little vector",
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EV_NORMAL
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);
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Event EV_Turret_MaxYawOffset
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(
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"maxYawOffset",
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EV_DEFAULT,
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"f",
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"maxoffset",
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"Sets the max yaw offset from the turrets central facing direction",
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EV_NORMAL
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);
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Event EV_Turret_YawCenter
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(
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"yawCenter",
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EV_DEFAULT,
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"f",
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"yaw",
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"Sets the yaw for the center of the turret's turning arc",
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EV_NORMAL
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);
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Event EV_Turret_P_UserDistance
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(
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"userdistance",
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EV_DEFAULT,
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"f",
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"dist",
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"Sets the distance the user should be placed at while using this turret",
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EV_NORMAL
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);
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Event EV_Turret_P_ViewJitter
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(
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"viewjitter",
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EV_DEFAULT,
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"f",
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"amount",
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"Sets the amount that the owner's view should be jittered when fired",
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EV_NORMAL
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);
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Event EV_Turret_EventDoJitter
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(
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"dojitter",
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EV_DEFAULT,
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"F",
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"jitterAmount",
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"Apply the jitter without firing",
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EV_NORMAL
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);
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Event EV_Turret_AI_BurstFireSettings
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(
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"burstFireSettings",
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EV_DEFAULT,
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"ffff",
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"mintime maxtime mindelay maxdelay",
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"Sets the settings for burst mode firing",
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EV_NORMAL
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);
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Event EV_Turret_Enter
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(
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"turretenter",
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EV_DEFAULT,
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"eS",
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"turret driver_anim",
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"Called when someone gets into a turret.",
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EV_NORMAL
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);
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Event EV_Turret_Exit
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(
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"turretexit",
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EV_DEFAULT,
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"e",
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"turret",
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"Called when driver gets out of the turret.",
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EV_NORMAL
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);
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Event EV_Turret_P_SetThread
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(
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"setthread",
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EV_DEFAULT,
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"s",
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"value",
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"Sets the name of the thread called when a player uses the turret",
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EV_NORMAL
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);
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Event EV_Turret_AI_SetTargetType
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(
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"targettype",
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EV_DEFAULT,
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"s",
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"value",
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"Sets the target type to be none, any, or player",
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EV_NORMAL
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);
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Event EV_Turret_AI_SetTargetType2
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(
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"targettype",
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EV_DEFAULT,
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"s",
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"value",
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"Sets the target type to be none any, or player",
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EV_SETTER
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);
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Event EV_Turret_AI_GetTargetType
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(
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"targettype",
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EV_DEFAULT,
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NULL,
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NULL,
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"Gets the target type",
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EV_GETTER
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);
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Event EV_Turret_AI_ConvergeTime
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(
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"convergeTime",
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EV_DEFAULT,
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"f",
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"time",
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"Sets the convergence time",
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EV_NORMAL
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);
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Event EV_Turret_AI_SuppressTime
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(
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"suppressTime",
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EV_DEFAULT,
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"f",
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"time",
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"Sets the suppression time",
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EV_NORMAL
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);
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Event EV_Turret_AI_SuppressWaitTime
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(
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"suppressWaitTime",
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EV_DEFAULT,
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"f",
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"time",
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"Sets the suppression wait nonfiring time before turret returns to default position",
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EV_NORMAL
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);
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Event EV_Turret_AI_SuppressWidth
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(
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"suppressWidth",
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EV_DEFAULT,
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"f",
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"radius",
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"Sets the horizontal radius of suppression fire",
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EV_NORMAL
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);
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Event EV_Turret_AI_SuppressHeight
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(
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"suppressHeight",
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EV_DEFAULT,
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"f",
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"radius",
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"Sets the vertical radius of suppression fire",
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EV_NORMAL
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);
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Event EV_Turret_SetUsable
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(
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"setusable",
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EV_DEFAULT,
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"i",
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"state",
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"Sets whether the turret can be used as a weapon. 0 means no, 1 means yes.",
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EV_NORMAL
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);
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Event EV_Turret_AI_SetBulletSpread
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(
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"aibulletspread",
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EV_DEFAULT,
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"ff",
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"bulletSpreadX bulletSpreadY",
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"Set the spread of the bullets in the x and y axis",
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EV_NORMAL
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);
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Event EV_Turret_SetMaxUseAngle
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(
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"maxuseangle",
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EV_DEFAULT,
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"f",
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"maxuseangle",
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"Set max use angle to allow player to mount the turret.",
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EV_NORMAL
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);
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Event EV_Turret_SetStartYaw
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(
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"startyaw",
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EV_DEFAULT,
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"f",
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"startyaw",
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"Sets the yaw to be used as the center of our allowed turn arc.",
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EV_NORMAL
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);
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Event EV_Turret_P_SetViewAngles
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(
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"psetviewangles",
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EV_DEFAULT,
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"v",
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"offset",
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"Sets the view angles.",
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EV_NORMAL
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);
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CLASS_DECLARATION(Weapon, TurretGun, NULL) {
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{&EV_Trigger_Effect, NULL },
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{&EV_Item_DropToFloor, &TurretGun::PlaceTurret },
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{&EV_Item_Pickup, NULL },
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{&EV_Weapon_Shoot, &TurretGun::Shoot },
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{&EV_Use, &TurretGun::TurretUsed },
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{&EV_Turret_P_SetPlayerUsable, &TurretGun::P_SetPlayerUsable },
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{&EV_Turret_SetUsable, &TurretGun::EventSetUsable },
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{&EV_Turret_IdleCheckOffset, &TurretGun::SetIdleCheckOffset },
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{&EV_Turret_P_ViewOffset, &TurretGun::P_SetViewOffset },
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{&EV_Turret_MaxIdlePitch, &TurretGun::EventMaxIdlePitch },
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{&EV_Turret_MaxIdleYaw, &TurretGun::EventMaxIdleYaw },
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{&EV_Turret_AI_SetAimTarget, &TurretGun::AI_EventSetAimTarget },
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{&EV_Turret_AI_SetAimOffset, &TurretGun::AI_EventSetAimOffset },
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{&EV_Turret_AI_ClearAimTarget, &TurretGun::AI_EventClearAimTarget },
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{&EV_Turret_AI_StartFiring, &TurretGun::AI_EventStartFiring },
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{&EV_Turret_AI_StopFiring, &TurretGun::AI_EventStopFiring },
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{&EV_Turret_AI_TurnSpeed, &TurretGun::AI_EventTurnSpeed },
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{&EV_Turret_AI_PitchSpeed, &TurretGun::AI_EventPitchSpeed },
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{&EV_Turret_PitchCaps, &TurretGun::EventPitchCaps },
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{&EV_Turret_MaxYawOffset, &TurretGun::EventMaxYawOffset },
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{&EV_Turret_YawCenter, &TurretGun::EventYawCenter },
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{&EV_Turret_P_UserDistance, &TurretGun::P_EventUserDistance },
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{&EV_Turret_P_ViewJitter, &TurretGun::P_EventViewJitter },
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{&EV_Turret_EventDoJitter, &TurretGun::P_EventDoJitter },
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{&EV_Turret_AI_BurstFireSettings, &TurretGun::AI_EventBurstFireSettings },
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{&EV_Turret_P_SetThread, &TurretGun::EventSetThread },
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{&EV_Turret_SetMaxUseAngle, &TurretGun::P_SetMaxUseAngle },
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{&EV_Turret_SetStartYaw, &TurretGun::P_SetStartYaw },
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{&EV_Turret_P_SetViewAngles, &TurretGun::P_SetViewAnglesForTurret },
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{&EV_SetViewangles, &TurretGun::P_SetViewangles },
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{&EV_GetViewangles, &TurretGun::P_GetViewangles },
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{&EV_Turret_AI_SetTargetType, &TurretGun::AI_EventSetTargetType },
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{&EV_Turret_AI_SetTargetType2, &TurretGun::AI_EventSetTargetType },
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{&EV_Turret_AI_GetTargetType, &TurretGun::AI_EventGetTargetType },
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{&EV_Turret_AI_ConvergeTime, &TurretGun::AI_EventSetConvergeTime },
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{&EV_Turret_AI_SuppressTime, &TurretGun::AI_EventSetSuppressTime },
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{&EV_Turret_AI_SuppressWaitTime, &TurretGun::AI_EventSetSuppressWaitTime},
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{&EV_Turret_AI_SuppressWidth, &TurretGun::AI_EventSetSuppressWidth },
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{&EV_Turret_AI_SuppressHeight, &TurretGun::AI_EventSetSuppressHeight },
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{&EV_Turret_AI_SetBulletSpread, &TurretGun::AI_EventSetBulletSpread },
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{NULL, NULL }
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};
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TurretGun::TurretGun()
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{
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entflags |= ECF_TURRET;
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AddWaitTill(STRING_ONTARGET);
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if (LoadingSavegame) {
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return;
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}
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// turrets must not respawn
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// it can't be picked up
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setRespawn(qfalse);
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// allow monsters to use the turret
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respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS;
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// set the clipmask
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edict->clipmask = MASK_AUTOCALCLIFE;
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// make the turret already usable
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m_bUsable = true;
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m_bPlayerUsable = true;
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m_bRestable = true;
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// set the fakebullets
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m_bFakeBullets = (spawnflags & FAKEBULLETS);
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m_fIdlePitchSpeed = 0;
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m_iIdleHitCount = 0;
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m_fMaxIdlePitch = -80;
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m_fMaxIdleYaw = 180;
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// set the size
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setSize(Vector(-16, -16, -8), Vector(16, 16, 32));
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// setup the turret angles cap
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m_fTurnSpeed = 180;
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m_fAIPitchSpeed = 180;
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m_fPitchUpCap = -45;
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m_fPitchDownCap = 45;
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m_fMaxYawOffset = 180;
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m_fUserDistance = 64;
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// set the idle angles
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m_vIdleCheckOffset = Vector(-56, 0, 0);
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// set the burst time
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m_fMinBurstTime = 0;
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m_fMaxBurstTime = 0;
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// set the burst delay
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m_fMinBurstDelay = 0;
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m_fMaxBurstDelay = 0;
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m_fFireToggleTime = level.time;
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m_iFiring = 0;
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m_iTargetType = 0;
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// set the camera
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m_pUserCamera = NULL;
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// setup the view jitter
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m_fViewJitter = 0;
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m_fCurrViewJitter = 0;
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// turret doesn't have an owner when spawning
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m_bHadOwner = false;
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m_pViewModel = NULL;
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m_iAIState = 0;
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m_fAIConvergeTime = g_turret_convergetime->value;
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if (m_fAIConvergeTime < 0) {
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m_fAIConvergeTime = 0;
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}
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m_iAISuppressTime = g_turret_suppresstime->value * 1000;
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if (m_iAISuppressTime < 0) {
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m_iAISuppressTime = 0;
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}
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m_iAISuppressWaitTime = g_turret_suppresswaittime->value * 1000;
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if (m_iAISuppressWaitTime < 0) {
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m_iAISuppressWaitTime = 0;
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}
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m_iAILastTrackTime = 0;
|
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m_iAIStartSuppressTime = 0;
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VectorClear(m_vDesiredTargetAngles);
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m_fAIDesiredTargetSpeed = 0;
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VectorClear(m_vAIDesiredTargetPosition);
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VectorClear(m_vAITargetPosition);
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VectorClear(m_vAICurrentTargetPosition);
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VectorClear(m_vAITargetSpeed);
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m_iAINextSuppressTime = 0;
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m_fAISuppressWidth = 256;
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m_fAISuppressHeight = 64;
|
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VectorClear(m_vMuzzlePosition);
|
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fire_delay[FIRE_PRIMARY] = 0.05f;
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m_fMaxUseAngle = 80;
|
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}
|
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TurretGun::~TurretGun()
|
|
{
|
|
Unregister(STRING_ONTARGET);
|
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//
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|
// Added in OPM:
|
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// Remove the user camera if any.
|
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//
|
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if (m_pUserCamera) {
|
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RemoveUserCamera();
|
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}
|
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|
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//
|
|
// Added in OPM:
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// Remove the view model.
|
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//
|
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if (m_pViewModel) {
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m_pViewModel->Delete();
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m_pViewModel = NULL;
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}
|
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|
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//
|
|
// Added in OPM:
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// Detach the owner from the turret.
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//
|
|
if (owner && owner->IsSubclassOfPlayer()) {
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Player *player = static_cast<Player *>(owner.Pointer());
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player->ExitTurret();
|
|
}
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entflags &= ~ECF_TURRET;
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}
|
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|
|
void TurretGun::PlaceTurret(Event *ev)
|
|
{
|
|
// Don't make the turret solid
|
|
setSolidType(SOLID_NOT);
|
|
|
|
// The turret shouldn't move
|
|
setMoveType(MOVETYPE_NONE);
|
|
|
|
showModel();
|
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|
m_fStartYaw = angles[1];
|
|
groundentity = NULL;
|
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|
if (m_bFakeBullets) {
|
|
firetype[FIRE_PRIMARY] = FT_FAKEBULLET;
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|
}
|
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|
|
flags |= FL_THINK;
|
|
}
|
|
|
|
void TurretGun::ThinkIdle(void)
|
|
{
|
|
Vector vDir, vNewAngles, vEnd;
|
|
trace_t trace;
|
|
|
|
if (!m_bRestable) {
|
|
return;
|
|
}
|
|
|
|
if (angles[0] > 180) {
|
|
angles[0] -= 360;
|
|
}
|
|
|
|
if (angles[0] <= m_fMaxIdlePitch) {
|
|
m_fIdlePitchSpeed = 0;
|
|
m_iIdleHitCount = 0;
|
|
angles[0] = m_fMaxIdlePitch;
|
|
setAngles(angles);
|
|
return;
|
|
}
|
|
|
|
if (m_iIdleHitCount >= 2) {
|
|
return;
|
|
}
|
|
|
|
m_fIdlePitchSpeed -= level.frametime * 300.0f;
|
|
|
|
vNewAngles = Vector(
|
|
Q_max(angles[0] + level.frametime * m_fIdlePitchSpeed, m_fMaxIdlePitch),
|
|
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;
|
|
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");
|
|
|
|
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 TurretGun::AI_SetTargetAngles(vec3_t vTargAngles, float speed)
|
|
{
|
|
float fDiff;
|
|
float fPitchDiff, fYawDiff;
|
|
float fTurnYawSpeed;
|
|
float fTurnPitchSpeed;
|
|
|
|
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;
|
|
} else if (vTargAngles[0] > m_fPitchDownCap) {
|
|
vTargAngles[0] = m_fPitchDownCap;
|
|
}
|
|
|
|
fDiff = AngleSubtract(vTargAngles[1], m_fStartYaw);
|
|
if (fDiff > m_fMaxYawOffset) {
|
|
vTargAngles[1] = m_fStartYaw + m_fMaxYawOffset;
|
|
} else if (fDiff < -m_fMaxYawOffset) {
|
|
vTargAngles[1] = m_fStartYaw - m_fMaxYawOffset;
|
|
}
|
|
|
|
fYawDiff = AngleSubtract(vTargAngles[1], angles[1]);
|
|
fPitchDiff = AngleSubtract(vTargAngles[0], angles[0]);
|
|
|
|
if (speed == 0) {
|
|
fTurnYawSpeed = m_fTurnSpeed * level.frametime;
|
|
fTurnPitchSpeed = m_fAIPitchSpeed * level.frametime;
|
|
} else {
|
|
float pitchFrameSpeed, yawFrameSpeed;
|
|
|
|
// pitch
|
|
pitchFrameSpeed = fabs(fPitchDiff) / speed;
|
|
if (pitchFrameSpeed > 720) {
|
|
pitchFrameSpeed = 720;
|
|
}
|
|
fTurnPitchSpeed = pitchFrameSpeed * level.frametime;
|
|
|
|
// yaw
|
|
yawFrameSpeed = fabs(fYawDiff) / speed;
|
|
if (yawFrameSpeed > 720) {
|
|
yawFrameSpeed = 720;
|
|
}
|
|
fTurnYawSpeed = yawFrameSpeed * level.frametime;
|
|
}
|
|
|
|
if (fabs(fPitchDiff) < fTurnPitchSpeed) {
|
|
angles[0] = vTargAngles[0];
|
|
} else if (fPitchDiff > 0) {
|
|
angles[0] += fTurnPitchSpeed;
|
|
} else {
|
|
angles[0] -= fTurnPitchSpeed;
|
|
}
|
|
|
|
if (fabs(fYawDiff) < fTurnYawSpeed) {
|
|
angles[1] = vTargAngles[1];
|
|
} else if (fYawDiff > 0) {
|
|
angles[1] += fTurnYawSpeed;
|
|
} else {
|
|
angles[1] -= fTurnYawSpeed;
|
|
}
|
|
|
|
setAngles(angles);
|
|
|
|
if (fabs(fDiff) < 2) {
|
|
Unregister(STRING_ONTARGET);
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_SetDesiredTargetAngles(const vec3_t angles, float speed)
|
|
{
|
|
VectorCopy(angles, m_vDesiredTargetAngles);
|
|
m_fAIDesiredTargetSpeed = speed;
|
|
}
|
|
|
|
void TurretGun::P_SetTargetAngles(Vector& vTargAngles)
|
|
{
|
|
float fDiff;
|
|
|
|
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;
|
|
} else if (vTargAngles[0] > m_fPitchDownCap) {
|
|
vTargAngles[0] = m_fPitchDownCap;
|
|
}
|
|
|
|
fDiff = AngleSubtract(m_fPitchDownCap, angles[0]);
|
|
if (fabs(fDiff) >= 180) {
|
|
if (fDiff > 0.0f) {
|
|
angles[0] += 180;
|
|
} else {
|
|
angles[0] -= 180;
|
|
}
|
|
} else {
|
|
angles[0] = vTargAngles[0];
|
|
}
|
|
|
|
fDiff = AngleSubtract(vTargAngles[1], m_fStartYaw);
|
|
if (fDiff > m_fMaxYawOffset) {
|
|
fDiff = m_fMaxYawOffset;
|
|
} else if (fDiff < -m_fMaxYawOffset) {
|
|
fDiff = -m_fMaxYawOffset;
|
|
}
|
|
vTargAngles[1] = m_fStartYaw + fDiff;
|
|
|
|
fDiff = AngleSubtract(vTargAngles[1], angles[1]);
|
|
|
|
if (fabs(fDiff) >= 180) {
|
|
if (fDiff > 0.0f) {
|
|
angles[1] += 180;
|
|
} else {
|
|
angles[1] -= 180;
|
|
}
|
|
} else {
|
|
angles[1] = vTargAngles[1];
|
|
}
|
|
|
|
setAngles(angles);
|
|
}
|
|
|
|
bool TurretGun::AI_CanTarget(const vec3_t pos)
|
|
{
|
|
vec3_t delta;
|
|
Vector vAngles;
|
|
float ang;
|
|
float yawCap;
|
|
|
|
VectorSubtract(pos, origin, delta);
|
|
vectoangles(delta, vAngles);
|
|
|
|
ang = AngleSubtract(vAngles[1], m_fStartYaw);
|
|
|
|
if (vAngles[0] > 180) {
|
|
vAngles[0] -= 360;
|
|
} else if (vAngles[0] < -180) {
|
|
vAngles[0] += 360;
|
|
}
|
|
|
|
if (vAngles[0] < m_fPitchUpCap || vAngles[0] > m_fPitchDownCap) {
|
|
return false;
|
|
}
|
|
|
|
yawCap = AngleSubtract(vAngles[1], m_fStartYaw);
|
|
if (yawCap > m_fMaxYawOffset) {
|
|
return false;
|
|
} else if (yawCap < -m_fMaxYawOffset) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void TurretGun::P_ThinkActive(void)
|
|
{
|
|
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_TURRETMODE;
|
|
|
|
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;
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_DoTargetNone()
|
|
{
|
|
vec3_t desiredAngles;
|
|
vec3_t delta;
|
|
|
|
if (!aim_target) {
|
|
return;
|
|
}
|
|
|
|
VectorSubtract(aim_target->centroid, origin, delta);
|
|
VectorAdd(delta, m_Aim_offset, delta);
|
|
vectoangles(delta, desiredAngles);
|
|
AI_SetTargetAngles(desiredAngles, 0);
|
|
}
|
|
|
|
void TurretGun::AI_MoveToDefaultPosition()
|
|
{
|
|
vec3_t desiredAngles;
|
|
// get the first client number
|
|
Entity *pEnt = G_GetEntity(0);
|
|
if (pEnt) {
|
|
vec3_t delta;
|
|
|
|
VectorSubtract(pEnt->centroid, origin, delta);
|
|
vectoangles(delta, desiredAngles);
|
|
} else {
|
|
desiredAngles[0] = 0;
|
|
}
|
|
|
|
desiredAngles[1] = m_fStartYaw;
|
|
desiredAngles[2] = 0;
|
|
AI_SetDesiredTargetAngles(desiredAngles, 0);
|
|
}
|
|
|
|
void TurretGun::AI_DoTargetAutoDefault()
|
|
{
|
|
m_iFiring = 0;
|
|
if (owner->m_Enemy) {
|
|
Actor *actor = static_cast<Actor *>(owner.Pointer());
|
|
if (actor->CanSeeEnemy(200)) {
|
|
AI_StartTrack();
|
|
} else {
|
|
AI_MoveToDefaultPosition();
|
|
}
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_StartDefault()
|
|
{
|
|
m_iFiring = 0;
|
|
m_iAIState = 0;
|
|
}
|
|
|
|
void TurretGun::AI_StartSuppress()
|
|
{
|
|
m_iAIStartSuppressTime = level.inttime;
|
|
m_iAIState = 2;
|
|
VectorCopy(m_vAIDesiredTargetPosition, m_vAITargetPosition);
|
|
VectorClear(m_vAICurrentTargetPosition);
|
|
VectorClear(m_vAITargetSpeed);
|
|
m_iAINextSuppressTime = 0;
|
|
}
|
|
|
|
void TurretGun::AI_StartSuppressWait()
|
|
{
|
|
m_iAIStartSuppressTime = level.inttime;
|
|
m_iAIState = 3;
|
|
}
|
|
|
|
void TurretGun::AI_StartTrack()
|
|
{
|
|
if (m_iAIState == 0) {
|
|
m_iAILastTrackTime = level.inttime;
|
|
}
|
|
m_iAIState = 1;
|
|
}
|
|
|
|
void TurretGun::AI_DoTargetAutoTrack()
|
|
{
|
|
Actor *actor;
|
|
Vector end;
|
|
Vector delta;
|
|
vec3_t desiredAngles;
|
|
float turnSpeed;
|
|
|
|
if (!owner->m_Enemy) {
|
|
AI_StartDefault();
|
|
return;
|
|
}
|
|
|
|
if (owner->m_Enemy != m_pAIEnemy) {
|
|
if (m_pAIEnemy) {
|
|
m_iAILastTrackTime = level.inttime;
|
|
}
|
|
m_pAIEnemy = owner->m_Enemy;
|
|
}
|
|
|
|
actor = static_cast<Actor *>(owner.Pointer());
|
|
if (!actor->CanSeeEnemy(0)) {
|
|
AI_StartSuppress();
|
|
return;
|
|
}
|
|
|
|
if (m_iFiring == 0) {
|
|
m_iFiring = 1;
|
|
}
|
|
|
|
end = owner->m_Enemy->centroid;
|
|
if (!G_SightTrace(
|
|
m_vMuzzlePosition,
|
|
vec_zero,
|
|
vec_zero,
|
|
end,
|
|
this,
|
|
owner->m_Enemy,
|
|
MASK_AITURRET,
|
|
qfalse,
|
|
"TurretGun::AI_DoTargetAutoTrack"
|
|
)) {
|
|
end = owner->m_Enemy->EyePosition();
|
|
}
|
|
|
|
VectorCopy(end, m_vAIDesiredTargetPosition);
|
|
delta = m_vAIDesiredTargetPosition - origin;
|
|
vectoangles(delta, desiredAngles);
|
|
|
|
turnSpeed = m_fAIConvergeTime - (level.inttime - m_iAILastTrackTime) / 1000;
|
|
if (turnSpeed < 0) {
|
|
turnSpeed = 0;
|
|
}
|
|
|
|
AI_SetDesiredTargetAngles(desiredAngles, turnSpeed);
|
|
}
|
|
|
|
void TurretGun::AI_DoSuppressionAiming()
|
|
{
|
|
float suppressRatio;
|
|
float suppressTimeRatio;
|
|
float height;
|
|
float length;
|
|
vec2_t dir;
|
|
vec3_t deltaPos;
|
|
vec2_t speedxy;
|
|
vec3_t desiredAngles;
|
|
|
|
suppressRatio = m_fAISuppressHeight / m_fAISuppressWidth;
|
|
|
|
if (level.inttime >= m_iAINextSuppressTime) {
|
|
suppressTimeRatio = this->m_fAISuppressWidth / 250.0;
|
|
dir[0] = m_vAIDesiredTargetPosition[1] - origin[1];
|
|
dir[1] = m_vAIDesiredTargetPosition[0] - origin[0];
|
|
VectorNormalize2D(dir);
|
|
|
|
m_iAINextSuppressTime = level.inttime + (((random() + 1) / 2 * suppressTimeRatio) * 1000);
|
|
|
|
VectorSubtract(m_vAITargetPosition, m_vAIDesiredTargetPosition, deltaPos);
|
|
|
|
//
|
|
// calculate the speed at which the AI should turn
|
|
//
|
|
speedxy[0] = DotProduct2D(deltaPos, dir);
|
|
speedxy[1] = deltaPos[2];
|
|
VectorNormalize2D(speedxy);
|
|
|
|
speedxy[0] += crandom() / 2.0;
|
|
speedxy[1] += crandom() / 2.0;
|
|
VectorNormalize2D(speedxy);
|
|
|
|
speedxy[0] = 250 / (suppressTimeRatio * 0.5) * speedxy[0];
|
|
speedxy[1] = 250 / (suppressTimeRatio * 0.5) * speedxy[1];
|
|
speedxy[1] *= suppressRatio;
|
|
m_vAITargetSpeed[0] = speedxy[0] * dir[0];
|
|
m_vAITargetSpeed[1] = speedxy[0] * dir[1];
|
|
m_vAITargetSpeed[1] = speedxy[1];
|
|
}
|
|
|
|
VectorMA(m_vAICurrentTargetPosition, level.frametime, m_vAITargetSpeed, m_vAICurrentTargetPosition);
|
|
|
|
height = suppressRatio * 250;
|
|
if (m_vAICurrentTargetPosition[2] > height) {
|
|
m_vAICurrentTargetPosition[2] = height;
|
|
} else if (m_vAICurrentTargetPosition[2] < -height) {
|
|
m_vAICurrentTargetPosition[2] = -height;
|
|
}
|
|
|
|
length = VectorLength2D(m_vAICurrentTargetPosition);
|
|
if (length > 250) {
|
|
VectorScale2D(m_vAICurrentTargetPosition, 250 / length, m_vAICurrentTargetPosition);
|
|
}
|
|
|
|
VectorSubtract(m_vAIDesiredTargetPosition, m_vAITargetPosition, deltaPos);
|
|
VectorMA(deltaPos, level.frametime, m_vAICurrentTargetPosition, deltaPos);
|
|
|
|
if (deltaPos[2] > m_fAISuppressHeight) {
|
|
deltaPos[2] = m_fAISuppressHeight;
|
|
m_iAINextSuppressTime = 0;
|
|
} else if (deltaPos[2] < -m_fAISuppressHeight) {
|
|
deltaPos[2] = -m_fAISuppressHeight;
|
|
m_iAINextSuppressTime = 0;
|
|
}
|
|
|
|
length = VectorLength2D(deltaPos);
|
|
if (length > m_fAISuppressWidth) {
|
|
VectorScale(deltaPos, m_fAISuppressWidth / length, deltaPos);
|
|
m_iAINextSuppressTime = 0;
|
|
}
|
|
|
|
// calculate the target angles
|
|
VectorAdd(m_vAITargetPosition, deltaPos, m_vAIDesiredTargetPosition);
|
|
VectorSubtract(m_vAIDesiredTargetPosition, origin, deltaPos);
|
|
|
|
// set the desired angles
|
|
vectoangles(deltaPos, desiredAngles);
|
|
AI_SetDesiredTargetAngles(desiredAngles, 0);
|
|
}
|
|
|
|
void TurretGun::AI_DoTargetAutoSuppress()
|
|
{
|
|
Actor *actor;
|
|
|
|
if (!owner->m_Enemy) {
|
|
AI_StartDefault();
|
|
return;
|
|
}
|
|
|
|
actor = static_cast<Actor *>(owner.Pointer());
|
|
if (actor->CanSeeEnemy(200)) {
|
|
AI_StartTrack();
|
|
return;
|
|
}
|
|
|
|
if (level.inttime >= m_iAISuppressTime + m_iAIStartSuppressTime) {
|
|
AI_StartSuppressWait();
|
|
return;
|
|
}
|
|
|
|
if (m_iFiring == 0) {
|
|
m_iFiring = 1;
|
|
}
|
|
AI_DoSuppressionAiming();
|
|
}
|
|
|
|
void TurretGun::AI_DoTargetAutoSuppressWait()
|
|
{
|
|
m_iFiring = 0;
|
|
Actor *actor;
|
|
|
|
if (!owner->m_Enemy) {
|
|
AI_StartDefault();
|
|
return;
|
|
}
|
|
|
|
actor = static_cast<Actor *>(owner.Pointer());
|
|
if (actor->CanSeeEnemy(200)) {
|
|
AI_StartTrack();
|
|
return;
|
|
}
|
|
|
|
if (level.inttime >= m_iAISuppressWaitTime + m_iAIStartSuppressTime) {
|
|
AI_StartDefault();
|
|
return;
|
|
}
|
|
|
|
AI_DoSuppressionAiming();
|
|
}
|
|
|
|
void TurretGun::AI_DoTargetAuto()
|
|
{
|
|
if (!owner) {
|
|
return;
|
|
}
|
|
|
|
GetMuzzlePosition(m_vMuzzlePosition, NULL, NULL, NULL, NULL);
|
|
|
|
switch (m_iAIState) {
|
|
case TURRETAISTATE_DEFAULT:
|
|
AI_DoTargetAutoDefault();
|
|
break;
|
|
case TURRETAISTATE_TRACK:
|
|
AI_DoTargetAutoTrack();
|
|
break;
|
|
case TURRETAISTATE_SUPPRESS:
|
|
AI_DoTargetAutoSuppress();
|
|
break;
|
|
case TURRETAISTATE_SUPPRESS_WAIT:
|
|
AI_DoTargetAutoSuppressWait();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
AI_SetTargetAngles(m_vDesiredTargetAngles, m_fAIDesiredTargetSpeed);
|
|
}
|
|
|
|
void TurretGun::AI_DoAiming()
|
|
{
|
|
switch (m_iTargetType) {
|
|
case 0:
|
|
AI_DoTargetNone();
|
|
break;
|
|
case 1:
|
|
AI_DoTargetAuto();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_DoFiring()
|
|
{
|
|
float minBurstTime, maxBurstTime;
|
|
float minBurstDelay, maxBurstDelay;
|
|
|
|
if (g_target_game == target_game_e::TG_MOH) {
|
|
//
|
|
// Removed in 2.0
|
|
// The fire delay is always constant on 1.11 and below
|
|
//
|
|
if (m_iFiring == 1) {
|
|
m_iFiring = 4;
|
|
}
|
|
|
|
if (IsFiring() && ReadyToFire(FIRE_PRIMARY)) {
|
|
Fire(FIRE_PRIMARY);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
minBurstTime = m_fMinBurstTime;
|
|
maxBurstTime = m_fMaxBurstTime;
|
|
minBurstDelay = m_fMinBurstDelay;
|
|
maxBurstDelay = m_fMaxBurstDelay;
|
|
|
|
if (!maxBurstTime) {
|
|
// Added in OPM
|
|
// default values if not set
|
|
maxBurstTime = minBurstTime = 0.001f;
|
|
maxBurstDelay = minBurstDelay = fire_delay[FIRE_PRIMARY] / 10.f;
|
|
}
|
|
|
|
if (m_iFiring == 1) {
|
|
if (m_fMaxBurstTime > 0) {
|
|
if (m_fFireToggleTime < level.time) {
|
|
m_iFiring = 4;
|
|
m_fFireToggleTime = level.time + m_fMinBurstTime + (m_fMaxBurstTime - m_fMinBurstTime) * random();
|
|
}
|
|
} else {
|
|
m_iFiring = 4;
|
|
}
|
|
} else if (m_iFiring == 4) {
|
|
Fire(FIRE_PRIMARY);
|
|
|
|
if (m_fMaxBurstTime > 0) {
|
|
if (m_fFireToggleTime < level.time) {
|
|
m_iFiring = 1;
|
|
m_fFireToggleTime = level.time + m_fMinBurstDelay + (m_fMaxBurstDelay - m_fMinBurstDelay) * random();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_ThinkActive()
|
|
{
|
|
if (!g_ai->integer) {
|
|
return;
|
|
}
|
|
|
|
AI_DoAiming();
|
|
AI_DoFiring();
|
|
}
|
|
|
|
void TurretGun::Think(void)
|
|
{
|
|
if (!owner && (m_bHadOwner || !aim_target)) {
|
|
ThinkIdle();
|
|
} else if (owner && owner->IsSubclassOfPlayer()) {
|
|
P_ThinkActive();
|
|
} else {
|
|
AI_ThinkActive();
|
|
}
|
|
}
|
|
|
|
void TurretGun::P_UserAim(usercmd_t *ucmd)
|
|
{
|
|
Vector vNewCmdAng;
|
|
|
|
vNewCmdAng = Vector(SHORT2ANGLE(ucmd->angles[0]), SHORT2ANGLE(ucmd->angles[1]), SHORT2ANGLE(ucmd->angles[2]));
|
|
|
|
if (m_vUserLastCmdAng[0] || m_vUserLastCmdAng[1] || m_vUserLastCmdAng[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 (ucmd->buttons & BUTTON_ATTACKLEFT) {
|
|
if (m_iFiring == 0) {
|
|
m_iFiring = 1;
|
|
}
|
|
} else {
|
|
m_iFiring = 0;
|
|
}
|
|
|
|
flags |= FL_THINK;
|
|
}
|
|
|
|
qboolean TurretGun::UserAim(usercmd_t *ucmd)
|
|
{
|
|
P_UserAim(ucmd);
|
|
return qtrue;
|
|
}
|
|
|
|
void TurretGun::P_SetViewangles(Event *ev)
|
|
{
|
|
m_vUserViewAng = ev->GetVector(1);
|
|
}
|
|
|
|
void TurretGun::P_SetViewAnglesForTurret(Event *ev)
|
|
{
|
|
m_vUserViewAng = ev->GetVector(1);
|
|
}
|
|
|
|
void TurretGun::P_GetViewangles(Event *ev)
|
|
{
|
|
ev->AddVector(m_vUserViewAng);
|
|
}
|
|
|
|
void TurretGun::AI_TurretBeginUsed(Sentient *pEnt)
|
|
{
|
|
owner = pEnt;
|
|
|
|
edict->r.ownerNum = pEnt->entnum;
|
|
m_bHadOwner = true;
|
|
|
|
Sound(sPickupSound);
|
|
|
|
current_attachToTag = "";
|
|
ForceIdle();
|
|
}
|
|
|
|
void TurretGun::P_TurretBeginUsed(Player *pEnt)
|
|
{
|
|
Player *player;
|
|
|
|
if (!pTurretCameras) {
|
|
pTurretCameras = gi.Cvar_Get("g_turretcameras", "1", 0);
|
|
}
|
|
|
|
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;
|
|
|
|
player = static_cast<Player *>(owner.Pointer());
|
|
player->EnterTurret(this);
|
|
|
|
if (!m_pUserCamera) {
|
|
m_pUserCamera = new Camera;
|
|
}
|
|
|
|
m_pUserCamera->setOrigin(origin);
|
|
m_pUserCamera->setAngles(angles);
|
|
|
|
if (pTurretCameras->integer) {
|
|
player->SetCamera(m_pUserCamera, 0.5f);
|
|
}
|
|
|
|
current_attachToTag = "";
|
|
ForceIdle();
|
|
P_CreateViewModel();
|
|
}
|
|
|
|
void TurretGun::TurretBeginUsed(Sentient *pEnt)
|
|
{
|
|
AI_TurretBeginUsed(pEnt);
|
|
}
|
|
|
|
void TurretGun::AI_TurretEndUsed()
|
|
{
|
|
owner = NULL;
|
|
edict->r.ownerNum = ENTITYNUM_NONE;
|
|
|
|
m_fIdlePitchSpeed = 0;
|
|
m_iIdleHitCount = 0;
|
|
m_iFiring = 0;
|
|
}
|
|
|
|
void TurretGun::RemoveUserCamera()
|
|
{
|
|
if (!m_pUserCamera) {
|
|
return;
|
|
}
|
|
|
|
if (owner && owner->IsSubclassOfPlayer()) {
|
|
Player *player = static_cast<Player *>(owner.Pointer());
|
|
|
|
player->SetCamera(NULL, 1.0f);
|
|
player->ZoomOff();
|
|
player->client->ps.camera_flags &= ~CF_CAMERA_ANGLES_TURRETMODE;
|
|
}
|
|
|
|
m_pUserCamera->PostEvent(EV_Remove, 0);
|
|
m_pUserCamera = NULL;
|
|
}
|
|
|
|
void TurretGun::P_TurretEndUsed()
|
|
{
|
|
Player *player = (Player *)owner.Pointer();
|
|
float yawCap;
|
|
|
|
if (m_pUserCamera) {
|
|
player->SetCamera(NULL, 1.0f);
|
|
player->ZoomOff();
|
|
player->client->ps.camera_flags &= ~CF_CAMERA_ANGLES_TURRETMODE;
|
|
}
|
|
|
|
player->ExitTurret();
|
|
P_DeleteViewModel();
|
|
|
|
owner = NULL;
|
|
edict->r.ownerNum = ENTITYNUM_NONE;
|
|
|
|
m_fIdlePitchSpeed = 0;
|
|
m_iIdleHitCount = 0;
|
|
m_iFiring = 0;
|
|
|
|
yawCap = AngleSubtract(angles[1], m_fStartYaw);
|
|
if (yawCap > m_fMaxIdleYaw) {
|
|
yawCap = m_fMaxIdleYaw;
|
|
} else if (yawCap < -m_fMaxIdleYaw) {
|
|
yawCap = -m_fMaxIdleYaw;
|
|
}
|
|
|
|
angles[1] = m_fStartYaw + yawCap;
|
|
setAngles(angles);
|
|
}
|
|
|
|
void TurretGun::TurretEndUsed(void)
|
|
{
|
|
AI_TurretEndUsed();
|
|
}
|
|
|
|
void TurretGun::P_TurretUsed(Player *player)
|
|
{
|
|
if (player == owner) {
|
|
if ((!m_bPlayerUsable || !m_bUsable) && owner->health > 0.0f) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (owner) {
|
|
if (owner == player) {
|
|
P_TurretEndUsed();
|
|
m_iFiring = 0;
|
|
}
|
|
} else {
|
|
m_vUserViewAng = player->GetViewAngles();
|
|
|
|
if (fabs(AngleSubtract(m_vUserViewAng[1], angles[1])) <= m_fMaxUseAngle) {
|
|
if (player->charge_start_time) {
|
|
return;
|
|
}
|
|
|
|
P_TurretBeginUsed(player);
|
|
|
|
flags &= ~FL_THINK;
|
|
m_iFiring = 0;
|
|
m_UseThread.Execute(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
void TurretGun::TurretUsed(Sentient *pEnt)
|
|
{
|
|
P_TurretUsed(static_cast<Player *>(pEnt));
|
|
}
|
|
|
|
void TurretGun::TurretUsed(Event *ev)
|
|
{
|
|
Entity *pEnt = ev->GetEntity(1);
|
|
|
|
if (!pEnt || !pEnt->IsSubclassOfPlayer()) {
|
|
ScriptError("Bad entity trying to use turret");
|
|
return;
|
|
}
|
|
|
|
if (m_bUsable && m_bPlayerUsable) {
|
|
// Make the sentient use the turret
|
|
P_TurretUsed(static_cast<Player *>(pEnt));
|
|
}
|
|
}
|
|
|
|
void TurretGun::P_SetPlayerUsable(Event *ev)
|
|
{
|
|
if (ev->GetInteger(1)) {
|
|
m_bPlayerUsable = true;
|
|
} else {
|
|
m_bPlayerUsable = false;
|
|
}
|
|
}
|
|
|
|
void TurretGun::EventSetUsable(Event *ev)
|
|
{
|
|
if (ev->GetInteger(1)) {
|
|
m_bUsable = true;
|
|
m_bRestable = true;
|
|
} else {
|
|
m_bUsable = false;
|
|
m_bRestable = false;
|
|
}
|
|
}
|
|
|
|
void TurretGun::P_SetViewOffset(Event *ev)
|
|
{
|
|
m_vViewOffset = ev->GetVector(1);
|
|
}
|
|
|
|
void TurretGun::EventMaxIdlePitch(Event *ev)
|
|
{
|
|
m_fMaxIdlePitch = ev->GetFloat(1);
|
|
}
|
|
|
|
void TurretGun::EventMaxIdleYaw(Event *ev)
|
|
{
|
|
m_fMaxIdleYaw = ev->GetFloat(1);
|
|
}
|
|
|
|
void TurretGun::SetIdleCheckOffset(Event *ev)
|
|
{
|
|
m_vIdleCheckOffset = ev->GetVector(1);
|
|
}
|
|
|
|
void TurretGun::AI_EventSetAimTarget(Event *ev)
|
|
{
|
|
aim_target = ev->GetEntity(1);
|
|
}
|
|
|
|
void TurretGun::AI_EventSetAimOffset(Event *ev)
|
|
{
|
|
m_Aim_offset = ev->GetVector(1);
|
|
}
|
|
|
|
void TurretGun::AI_EventClearAimTarget(Event *ev)
|
|
{
|
|
aim_target = NULL;
|
|
|
|
// Clear idle values
|
|
m_fIdlePitchSpeed = 0;
|
|
m_iIdleHitCount = 0;
|
|
}
|
|
|
|
void TurretGun::AI_EventStartFiring(Event *ev)
|
|
{
|
|
if (m_iFiring == 0) {
|
|
m_iFiring = 1;
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_EventStopFiring(Event *ev)
|
|
{
|
|
m_iFiring = 0;
|
|
}
|
|
|
|
void TurretGun::AI_EventTurnSpeed(Event *ev)
|
|
{
|
|
AI_TurnSpeed(ev->GetFloat(1));
|
|
}
|
|
|
|
void TurretGun::AI_EventPitchSpeed(Event *ev)
|
|
{
|
|
AI_PitchSpeed(ev->GetFloat(1));
|
|
}
|
|
|
|
void TurretGun::EventPitchCaps(Event *ev)
|
|
{
|
|
Vector caps = ev->GetVector(1);
|
|
PitchCaps(caps[0], caps[1]);
|
|
}
|
|
|
|
void TurretGun::EventMaxYawOffset(Event *ev)
|
|
{
|
|
MaxYawOffset(ev->GetFloat(1));
|
|
}
|
|
|
|
void TurretGun::EventYawCenter(Event *ev)
|
|
{
|
|
YawCenter(ev->GetFloat(1));
|
|
}
|
|
|
|
void TurretGun::P_EventUserDistance(Event *ev)
|
|
{
|
|
P_UserDistance(ev->GetFloat(1));
|
|
}
|
|
|
|
void TurretGun::P_EventViewJitter(Event *ev)
|
|
{
|
|
m_fViewJitter = ev->GetFloat(1);
|
|
}
|
|
|
|
void TurretGun::P_EventDoJitter(Event *ev)
|
|
{
|
|
if (ev->NumArgs() > 0) {
|
|
m_fCurrViewJitter = ev->GetFloat(1);
|
|
} else {
|
|
m_fCurrViewJitter = m_fViewJitter;
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_EventBurstFireSettings(Event *ev)
|
|
{
|
|
if (ev->NumArgs() < 4) {
|
|
return;
|
|
}
|
|
|
|
AI_BurstFireSettings(ev->GetFloat(1), ev->GetFloat(2), ev->GetFloat(3), ev->GetFloat(4));
|
|
}
|
|
|
|
bool TurretGun::IsFiring(void)
|
|
{
|
|
return m_iFiring == 4;
|
|
}
|
|
|
|
void TurretGun::P_ApplyFiringViewJitter(Vector& vAng)
|
|
{
|
|
if (m_fCurrViewJitter > 0) {
|
|
vAng[0] += G_CRandom() * m_fCurrViewJitter;
|
|
vAng[1] += G_CRandom() * m_fCurrViewJitter;
|
|
vAng[2] += G_CRandom() * m_fCurrViewJitter * 0.8;
|
|
|
|
// decrease the jittering over time
|
|
m_fCurrViewJitter -= level.frametime * 6;
|
|
if (m_fCurrViewJitter < 0) {
|
|
m_fCurrViewJitter = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_TurnSpeed(float speed)
|
|
{
|
|
m_fTurnSpeed = speed;
|
|
}
|
|
|
|
void TurretGun::AI_PitchSpeed(float speed)
|
|
{
|
|
m_fAIPitchSpeed = speed;
|
|
}
|
|
|
|
void TurretGun::PitchCaps(float upcap, float downcap)
|
|
{
|
|
m_fPitchUpCap = upcap;
|
|
m_fPitchDownCap = downcap;
|
|
|
|
if (upcap > downcap) {
|
|
m_fPitchUpCap = -30.0f;
|
|
m_fPitchDownCap = 10.0f;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
void TurretGun::YawCenter(float center)
|
|
{
|
|
m_fStartYaw = center;
|
|
}
|
|
|
|
void TurretGun::P_UserDistance(float dist)
|
|
{
|
|
m_fUserDistance = dist;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void TurretGun::P_EventSetThread(Event *ev)
|
|
{
|
|
if (ev->IsFromScript()) {
|
|
m_UseThread.SetThread(ev->GetValue(1));
|
|
} else {
|
|
m_UseThread.Set(ev->GetString(1));
|
|
}
|
|
}
|
|
|
|
void TurretGun::P_SetMaxUseAngle(Event *ev)
|
|
{
|
|
m_fMaxUseAngle = ev->GetFloat(1);
|
|
}
|
|
|
|
void TurretGun::P_SetStartYaw(Event *ev)
|
|
{
|
|
m_fStartYaw = ev->GetFloat(1);
|
|
}
|
|
|
|
void TurretGun::P_CreateViewModel(void)
|
|
{
|
|
char newmodel[MAX_STRING_TOKENS];
|
|
int tagnum;
|
|
|
|
if (!pTurretCameras) {
|
|
pTurretCameras = gi.Cvar_Get("g_turretcameras", "1", 0);
|
|
}
|
|
|
|
if (!pTurretCameras->integer) {
|
|
// no camera
|
|
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) {
|
|
m_pViewModel->Delete();
|
|
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;
|
|
}
|
|
|
|
void TurretGun::P_DeleteViewModel(void)
|
|
{
|
|
if (!m_pViewModel) {
|
|
return;
|
|
}
|
|
|
|
m_pViewModel->Delete();
|
|
m_pViewModel = NULL;
|
|
|
|
edict->r.svFlags &= ~SVF_NOTSINGLECLIENT;
|
|
}
|
|
|
|
void TurretGun::Archive(Archiver& arc)
|
|
{
|
|
Weapon::Archive(arc);
|
|
|
|
arc.ArchiveBool(&m_bFakeBullets);
|
|
arc.ArchiveBool(&m_bPlayerUsable);
|
|
|
|
arc.ArchiveFloat(&m_fIdlePitchSpeed);
|
|
arc.ArchiveInteger(&m_iIdleHitCount);
|
|
arc.ArchiveVector(&m_vIdleCheckOffset);
|
|
arc.ArchiveFloat(&m_fMaxIdlePitch);
|
|
arc.ArchiveFloat(&m_fMaxIdleYaw);
|
|
arc.ArchiveVector(&m_vViewOffset);
|
|
|
|
arc.ArchiveFloat(&m_fTurnSpeed);
|
|
arc.ArchiveFloat(&m_fAIPitchSpeed);
|
|
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.ArchiveVector(&m_vAIBulletSpread[FIRE_PRIMARY]);
|
|
arc.ArchiveVector(&m_vAIBulletSpread[FIRE_SECONDARY]);
|
|
arc.ArchiveSafePointer(&m_pViewModel);
|
|
arc.ArchiveBool(&m_bUsable);
|
|
|
|
m_UseThread.Archive(arc);
|
|
|
|
arc.ArchiveBool(&m_bHadOwner);
|
|
arc.ArchiveBool(&m_bRestable);
|
|
|
|
arc.ArchiveVector(&m_vUserLastCmdAng);
|
|
arc.ArchiveInteger(&m_iTargetType);
|
|
arc.ArchiveInteger(&m_iAIState);
|
|
arc.ArchiveFloat(&m_fAIConvergeTime);
|
|
arc.ArchiveInteger(&m_iAISuppressTime);
|
|
arc.ArchiveInteger(&m_iAISuppressWaitTime);
|
|
arc.ArchiveInteger(&m_iAILastTrackTime);
|
|
arc.ArchiveInteger(&m_iAIStartSuppressTime);
|
|
arc.ArchiveVec3(m_vDesiredTargetAngles);
|
|
arc.ArchiveFloat(&m_fAIDesiredTargetSpeed);
|
|
arc.ArchiveSafePointer(&m_pAIEnemy);
|
|
arc.ArchiveVec3(m_vAIDesiredTargetPosition);
|
|
arc.ArchiveVec3(m_vAITargetPosition);
|
|
arc.ArchiveVec3(m_vAICurrentTargetPosition);
|
|
arc.ArchiveVec3(m_vAITargetSpeed);
|
|
arc.ArchiveInteger(&m_iAINextSuppressTime);
|
|
arc.ArchiveFloat(&m_fAISuppressWidth);
|
|
arc.ArchiveFloat(&m_fAISuppressHeight);
|
|
arc.ArchiveVec3(m_vMuzzlePosition);
|
|
arc.ArchiveFloat(&m_fMaxUseAngle);
|
|
|
|
//
|
|
// Added in 2.30
|
|
// Clear the last command angles when loading
|
|
// otherwise it would cause the player to face (0,0,0) when loading
|
|
if (arc.Loading()) {
|
|
m_vUserLastCmdAng = vec_zero;
|
|
}
|
|
}
|
|
|
|
qboolean TurretGun::AI_SetWeaponAnim(const char *anim, Event *ev)
|
|
{
|
|
return Weapon::SetWeaponAnim(anim, ev);
|
|
}
|
|
|
|
qboolean TurretGun::P_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;
|
|
|
|
animnum = gi.Anim_NumForName(m_pViewModel->edict->tiki, anim);
|
|
if (animnum < 0) {
|
|
return qtrue;
|
|
}
|
|
|
|
m_pViewModel->StopAnimating(slot);
|
|
m_pViewModel->RestartAnimSlot(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_iAnimSlot);
|
|
m_pViewModel->RestartAnimSlot(m_iAnimSlot);
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean TurretGun::SetWeaponAnim(const char *anim, Event *ev)
|
|
{
|
|
if (owner && owner->IsSubclassOfPlayer()) {
|
|
return P_SetWeaponAnim(anim, ev);
|
|
} else {
|
|
return AI_SetWeaponAnim(anim, ev);
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_StopWeaponAnim()
|
|
{
|
|
Weapon::StopWeaponAnim();
|
|
}
|
|
|
|
void TurretGun::P_StopWeaponAnim()
|
|
{
|
|
if (m_pViewModel) {
|
|
m_pViewModel->RestartAnimSlot(m_iAnimSlot);
|
|
m_pViewModel->StopAnimating(m_iAnimSlot);
|
|
m_pViewModel->StartAnimSlot(m_iAnimSlot, gi.Anim_NumForName(m_pViewModel->edict->tiki, "idle"), 1);
|
|
}
|
|
|
|
Weapon::StopWeaponAnim();
|
|
}
|
|
|
|
void TurretGun::StopWeaponAnim(void)
|
|
{
|
|
if (owner && owner->IsSubclassOfPlayer()) {
|
|
P_StopWeaponAnim();
|
|
} else {
|
|
AI_StopWeaponAnim();
|
|
}
|
|
}
|
|
|
|
float TurretGun::FireDelay(firemode_t mode)
|
|
{
|
|
if (g_target_game == target_game_e::TG_MOH) {
|
|
//
|
|
// Removed in 2.0
|
|
//
|
|
// On 1.11 and below, the firedelay for players is always 0.06.
|
|
// Some maps like m1l1 sets the turret firedelay higher for AI
|
|
if (owner && owner->IsSubclassOfPlayer()) {
|
|
return 0.06f;
|
|
}
|
|
}
|
|
|
|
return fire_delay[mode];
|
|
}
|
|
|
|
void TurretGun::SetFireDelay(Event *ev)
|
|
{
|
|
fire_delay[FIRE_PRIMARY] = ev->GetFloat(1);
|
|
}
|
|
|
|
void TurretGun::ShowInfo(float fDot, float fDist)
|
|
{
|
|
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
|
|
);
|
|
}
|
|
|
|
void TurretGun::AI_EventSetTargetType(Event *ev)
|
|
{
|
|
int targettype;
|
|
|
|
switch (ev->GetConstString(1)) {
|
|
case STRING_DISGUISE_NONE:
|
|
targettype = 0;
|
|
break;
|
|
case STRING_AUTO:
|
|
targettype = 1;
|
|
break;
|
|
default:
|
|
ScriptError("Unknown targettype '%s'", ev->GetString(1).c_str());
|
|
break;
|
|
}
|
|
|
|
if (targettype != m_iTargetType) {
|
|
m_iFiring = 0;
|
|
m_iTargetType = targettype;
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_EventGetTargetType(Event *ev)
|
|
{
|
|
switch (m_iTargetType) {
|
|
case 0:
|
|
ev->AddConstString(STRING_DISGUISE_NONE);
|
|
case 1:
|
|
ev->AddConstString(STRING_AUTO);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void TurretGun::AI_EventSetConvergeTime(Event *ev)
|
|
{
|
|
float value = ev->GetFloat(1);
|
|
if (value <= 0) {
|
|
ScriptError("negative value %f not allowed", value);
|
|
}
|
|
|
|
m_fAIConvergeTime = value;
|
|
}
|
|
|
|
void TurretGun::AI_EventSetSuppressTime(Event *ev)
|
|
{
|
|
float value = ev->GetFloat(1);
|
|
if (value <= 0) {
|
|
ScriptError("negative value %f not allowed", value);
|
|
}
|
|
|
|
m_iAISuppressTime = value * 1000;
|
|
}
|
|
|
|
void TurretGun::AI_EventSetSuppressWaitTime(Event *ev)
|
|
{
|
|
float value = ev->GetFloat(1);
|
|
if (value <= 0) {
|
|
ScriptError("negative value %f not allowed", value);
|
|
}
|
|
|
|
m_iAISuppressWaitTime = value * 1000;
|
|
}
|
|
|
|
void TurretGun::AI_EventSetSuppressWidth(Event *ev)
|
|
{
|
|
float value = ev->GetFloat(1);
|
|
if (value <= 0) {
|
|
ScriptError("nonpositive value %f not allowed", value);
|
|
}
|
|
|
|
m_fAISuppressWidth = value;
|
|
}
|
|
|
|
void TurretGun::AI_EventSetSuppressHeight(Event *ev)
|
|
{
|
|
float value = ev->GetFloat(1);
|
|
if (value <= 0) {
|
|
ScriptError("nonpositive value %f not allowed", value);
|
|
}
|
|
|
|
m_fAISuppressHeight = value;
|
|
}
|
|
|
|
void TurretGun::AI_EventSetBulletSpread(Event *ev)
|
|
{
|
|
m_vAIBulletSpread[firemodeindex].x = ev->GetFloat(1);
|
|
m_vAIBulletSpread[firemodeindex].y = ev->GetFloat(1);
|
|
}
|
|
|
|
void TurretGun::GetMuzzlePosition(vec3_t position, vec3_t vBarrelPos, vec3_t forward, vec3_t right, vec3_t up)
|
|
{
|
|
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 (!viewer && IsSubclassOfVehicleTurretGun()) {
|
|
VehicleTurretGun *vehTurret = static_cast<VehicleTurretGun *>(this);
|
|
viewer = vehTurret->GetRemoteOwner();
|
|
}
|
|
|
|
if (!viewer) {
|
|
if (forward || right || up) {
|
|
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;
|
|
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 = AngleSubtract(aim_angles[i], ang[i]);
|
|
if (diff > 90) {
|
|
aim_angles[i] = ang[i];
|
|
} else if (diff > 20) {
|
|
aim_angles[i] = ang[i] + 20;
|
|
} else if (diff < -20) {
|
|
if (diff >= -90) {
|
|
aim_angles[i] = ang[i] - 20;
|
|
} else {
|
|
aim_angles[i] = ang[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (forward || right || up) {
|
|
AngleVectors(aim_angles, forward, right, up);
|
|
}
|
|
} else {
|
|
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);
|
|
}
|
|
|
|
if (forward || right || up) {
|
|
float spread_x, spread_y;
|
|
|
|
AngleVectors(angles, forward, right, up);
|
|
|
|
spread_x = crandom() * m_vAIBulletSpread[FIRE_PRIMARY].x / bulletrange[FIRE_PRIMARY];
|
|
spread_y = crandom() * m_vAIBulletSpread[FIRE_PRIMARY].y / bulletrange[FIRE_PRIMARY];
|
|
|
|
VectorMA(forward, spread_x, right, forward);
|
|
VectorMA(forward, spread_y, up, forward);
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector TurretGun::EyePosition()
|
|
{
|
|
return m_vMuzzlePosition;
|
|
}
|
|
|
|
void TurretGun::setAngles(Vector ang)
|
|
{
|
|
Entity::setAngles(ang);
|
|
|
|
VectorCopy(ang, m_vDesiredTargetAngles);
|
|
}
|
|
|
|
void TurretGun::CalcFiringViewJitter(void)
|
|
{
|
|
if (owner && owner->IsSubclassOfPlayer()) {
|
|
m_fCurrViewJitter = m_fViewJitter;
|
|
}
|
|
}
|
|
|
|
const Vector& TurretGun::GetUserViewAngles() const
|
|
{
|
|
return m_vUserViewAng;
|
|
}
|
|
|
|
void TurretGun::SetUserViewAngles(const Vector& vAngles)
|
|
{
|
|
m_vUserViewAng = vAngles;
|
|
}
|