ref: a4c4b45d8b2136733c76a4b86c7896bfa939ad25
dir: /rogue/m_turret.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_turret.h" #define SPAWN_BLASTER 0x0008 #define SPAWN_MACHINEGUN 0x0010 #define SPAWN_ROCKET 0x0020 #define SPAWN_HEATBEAM 0x0040 #define SPAWN_WEAPONCHOICE 0x0078 #define SPAWN_INSTANT_WEAPON 0x0050 #define SPAWN_WALL_UNIT 0x0080 extern qboolean FindTarget (edict_t *self); void turret_run (edict_t *self); void TurretAim (edict_t *self); void turret_sight (edict_t *self, edict_t *other); void turret_search (edict_t *self); void turret_stand (edict_t *self); void turret_wake (edict_t *self); void turret_ready_gun (edict_t *self); void turret_run (edict_t *self); void turret_attack (edict_t *self); mmove_t turret_move_fire; mmove_t turret_move_fire_blind; void TurretAim(edict_t *self) { vec3_t end, dir; vec3_t ang; float move, idealPitch, idealYaw, current, speed; int orientation; // gi.dprintf("turret_aim: %d %d\n", self->s.frame, self->monsterinfo.nextframe); if(!self->enemy || self->enemy == WORLD) { if(!FindTarget (self)) return; } // if turret is still in inactive mode, ready the gun, but don't aim if(self->s.frame < FRAME_active01) { turret_ready_gun(self); return; } // if turret is still readying, don't aim. if(self->s.frame < FRAME_run01) return; // PMM - blindfire aiming here if (self->monsterinfo.currentmove == &turret_move_fire_blind) { VectorCopy(self->monsterinfo.blind_fire_target, end); if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2]) end[2] += self->enemy->viewheight + 10; else end[2] += self->enemy->mins[2] - 10; } else { VectorCopy(self->enemy->s.origin, end); if (self->enemy->client) end[2] += self->enemy->viewheight; } VectorSubtract(end, self->s.origin, dir); vectoangles2(dir, ang); // // Clamp first // idealPitch = ang[PITCH]; idealYaw = ang[YAW]; orientation = self->offset[1]; switch(orientation) { case -1: // up pitch: 0 to 90 if(idealPitch < -90) idealPitch += 360; if(idealPitch > -5) idealPitch = -5; break; case -2: // down pitch: -180 to -360 if(idealPitch > -90) idealPitch -= 360; if(idealPitch < -355) idealPitch = -355; else if(idealPitch > -185) idealPitch = -185; break; case 0: // +X pitch: 0 to -90, -270 to -360 (or 0 to 90) //gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw); if(idealPitch < -180) idealPitch += 360; if(idealPitch > 85) idealPitch = 85; else if(idealPitch < -85) idealPitch = -85; //gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw); // yaw: 270 to 360, 0 to 90 // yaw: -90 to 90 (270-360 == -90-0) if(idealYaw > 180) idealYaw -= 360; if(idealYaw > 85) idealYaw = 85; else if(idealYaw < -85) idealYaw = -85; //gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw); break; case 90: // +Y pitch: 0 to 90, -270 to -360 (or 0 to 90) if(idealPitch < -180) idealPitch += 360; if(idealPitch > 85) idealPitch = 85; else if(idealPitch < -85) idealPitch = -85; // yaw: 0 to 180 if(idealYaw > 270) idealYaw -= 360; if(idealYaw > 175) idealYaw = 175; else if(idealYaw < 5) idealYaw = 5; break; case 180: // -X pitch: 0 to 90, -270 to -360 (or 0 to 90) if(idealPitch < -180) idealPitch += 360; if(idealPitch > 85) idealPitch = 85; else if(idealPitch < -85) idealPitch = -85; // yaw: 90 to 270 if(idealYaw > 265) idealYaw = 265; else if(idealYaw < 95) idealYaw = 95; break; case 270: // -Y pitch: 0 to 90, -270 to -360 (or 0 to 90) if(idealPitch < -180) idealPitch += 360; if(idealPitch > 85) idealPitch = 85; else if(idealPitch < -85) idealPitch = -85; // yaw: 180 to 360 if(idealYaw < 90) idealYaw += 360; if(idealYaw > 355) idealYaw = 355; else if(idealYaw < 185) idealYaw = 185; break; } // // adjust pitch // current = self->s.angles[PITCH]; speed = self->yaw_speed; if(idealPitch != current) { move = idealPitch - current; while(move >= 360) move -= 360; if (move >= 90) { move = move - 360; } while(move <= -360) move += 360; if (move <= -90) { move = move + 360; } if (move > 0) { if (move > speed) move = speed; } else { if (move < -speed) move = -speed; } self->s.angles[PITCH] = anglemod (current + move); } // // adjust yaw // current = self->s.angles[YAW]; speed = self->yaw_speed; if(idealYaw != current) { move = idealYaw - current; // while(move >= 360) // move -= 360; if (move >= 180) { move = move - 360; } // while(move <= -360) // move += 360; if (move <= -180) { move = move + 360; } if (move > 0) { if (move > speed) move = speed; } else { if (move < -speed) move = -speed; } self->s.angles[YAW] = anglemod (current + move); } } void turret_sight (edict_t *, edict_t *) { } void turret_search (edict_t *) { } mframe_t turret_frames_stand [] = { ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t turret_move_stand = {FRAME_stand01, FRAME_stand02, turret_frames_stand, NULL}; void turret_stand (edict_t *self) { //gi.dprintf("turret_stand\n"); self->monsterinfo.currentmove = &turret_move_stand; } mframe_t turret_frames_ready_gun [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t turret_move_ready_gun = { FRAME_active01, FRAME_run01, turret_frames_ready_gun, turret_run }; void turret_ready_gun (edict_t *self) { self->monsterinfo.currentmove = &turret_move_ready_gun; } mframe_t turret_frames_seek [] = { ai_walk, 0, TurretAim, ai_walk, 0, TurretAim }; mmove_t turret_move_seek = {FRAME_run01, FRAME_run02, turret_frames_seek, NULL}; void turret_walk (edict_t *self) { if(self->s.frame < FRAME_run01) turret_ready_gun(self); else self->monsterinfo.currentmove = &turret_move_seek; } mframe_t turret_frames_run [] = { ai_run, 0, TurretAim, ai_run, 0, TurretAim }; mmove_t turret_move_run = {FRAME_run01, FRAME_run02, turret_frames_run, turret_run}; void turret_run (edict_t *self) { if(self->s.frame < FRAME_run01) turret_ready_gun(self); else self->monsterinfo.currentmove = &turret_move_run; } // ********************** // ATTACK // ********************** #define TURRET_BULLET_DAMAGE 4 #define TURRET_HEAT_DAMAGE 4 void TurretFire (edict_t *self) { vec3_t forward; vec3_t start, end, dir; float time, dist, chance; trace_t trace; int rocketSpeed = 0; TurretAim(self); if(!self->enemy || !self->enemy->inuse) return; VectorSubtract(self->enemy->s.origin, self->s.origin, dir); VectorNormalize(dir); AngleVectors(self->s.angles, forward, NULL, NULL); chance = DotProduct(dir, forward); if(chance < 0.98) { // gi.dprintf("off-angle\n"); return; } //chance = qrandom(); // rockets fire less often than the others do. if (self->spawnflags & SPAWN_ROCKET) { //chance = chance * 3; rocketSpeed = 550; if (skill->value == 2) { rocketSpeed += 200 * qrandom(); } else if (skill->value == 3) { rocketSpeed += 100 + (200 * qrandom()); } } else if (self->spawnflags & SPAWN_BLASTER) { if (skill->value == 0) rocketSpeed = 600; else if (skill->value == 1) rocketSpeed = 800; else rocketSpeed = 1000; //chance = chance * 2; } // up the fire chance 20% per skill level. //chance = chance - (0.2 * skill->value); if(/*chance < 0.5 && */visible(self, self->enemy)) { VectorCopy(self->s.origin, start); VectorCopy(self->enemy->s.origin, end); // aim for the head. if ((self->enemy) && (self->enemy->client)) end[2]+=self->enemy->viewheight; else end[2]+=22; VectorSubtract(end, start, dir); dist = VectorLength(dir); // check for predictive fire if distance less than 512 if(!(self->spawnflags & SPAWN_INSTANT_WEAPON) && (dist<512)) { chance = qrandom(); // ramp chance. easy - 50%, avg - 60%, hard - 70%, nightmare - 80% chance += (3 - skill->value) * 0.1; if(chance < 0.8) { // lead the target.... time = dist / 1000; VectorMA(end, time, self->enemy->velocity, end); VectorSubtract(end, start, dir); } } VectorNormalize(dir); trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT); if(trace.ent == self->enemy || trace.ent == WORLD) { if(self->spawnflags & SPAWN_BLASTER) monster_fire_blaster(self, start, dir, 20, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER); else if(self->spawnflags & SPAWN_MACHINEGUN) monster_fire_bullet (self, start, dir, TURRET_BULLET_DAMAGE, 0, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_TURRET_MACHINEGUN); else if(self->spawnflags & SPAWN_ROCKET) { if(dist * trace.fraction > 72) monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET); } } } } // PMM void TurretFireBlind (edict_t *self) { vec3_t forward; vec3_t start, end, dir; float chance; int rocketSpeed = 0; TurretAim(self); if(!self->enemy || !self->enemy->inuse) return; VectorSubtract(self->monsterinfo.blind_fire_target, self->s.origin, dir); VectorNormalize(dir); AngleVectors(self->s.angles, forward, NULL, NULL); chance = DotProduct(dir, forward); if(chance < 0.98) { // gi.dprintf("off-angle\n"); return; } if (self->spawnflags & SPAWN_ROCKET) { rocketSpeed = 550; if (skill->value == 2) { rocketSpeed += 200 * qrandom(); } else if (skill->value == 3) { rocketSpeed += 100 + (200 * qrandom()); } } VectorCopy(self->s.origin, start); VectorCopy(self->monsterinfo.blind_fire_target, end); if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2]) end[2] += self->enemy->viewheight + 10; else end[2] += self->enemy->mins[2] - 10; VectorSubtract(end, start, dir); VectorNormalize(dir); if(self->spawnflags & SPAWN_BLASTER) monster_fire_blaster(self, start, dir, 20, 1000, MZ2_TURRET_BLASTER, EF_BLASTER); else if(self->spawnflags & SPAWN_ROCKET) monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET); } //pmm mframe_t turret_frames_fire [] = { ai_run, 0, TurretFire, ai_run, 0, TurretAim, ai_run, 0, TurretAim, ai_run, 0, TurretAim }; mmove_t turret_move_fire = {FRAME_pow01, FRAME_pow04, turret_frames_fire, turret_run}; //PMM // the blind frames need to aim first mframe_t turret_frames_fire_blind [] = { ai_run, 0, TurretAim, ai_run, 0, TurretAim, ai_run, 0, TurretAim, ai_run, 0, TurretFireBlind }; mmove_t turret_move_fire_blind = {FRAME_pow01, FRAME_pow04, turret_frames_fire_blind, turret_run}; //pmm void turret_attack(edict_t *self) { float r, chance; if(self->s.frame < FRAME_run01) turret_ready_gun(self); // PMM else if (self->monsterinfo.attack_state != AS_BLIND) { self->monsterinfo.nextframe = FRAME_pow01; self->monsterinfo.currentmove = &turret_move_fire; } else { // setup shot probabilities if (self->monsterinfo.blind_fire_delay < 1.0) chance = 1.0; else if (self->monsterinfo.blind_fire_delay < 7.5) chance = 0.4; else chance = 0.1; r = qrandom(); // minimum of 3 seconds, plus 0-4, after the shots are done - total time should be max less than 7.5 self->monsterinfo.blind_fire_delay += 0.4 + 3.0 + qrandom()*4.0; // don't shoot at the origin if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin)) return; // don't shoot if the dice say not to if (r > chance) return; self->monsterinfo.nextframe = FRAME_pow01; self->monsterinfo.currentmove = &turret_move_fire_blind; } // pmm } // ********************** // PAIN // ********************** void turret_pain (edict_t *, edict_t *, float, int) { return; } // ********************** // DEATH // ********************** void turret_die (edict_t *self, edict_t *, edict_t *, int, vec3_t) { vec3_t forward; vec3_t start; edict_t *base; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_PLAIN_EXPLOSION); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PHS); AngleVectors(self->s.angles, forward, NULL, NULL); VectorMA(self->s.origin, 1, forward, start); ThrowDebris (self, "models/objects/debris1/tris.md2", 1, start); ThrowDebris (self, "models/objects/debris1/tris.md2", 2, start); ThrowDebris (self, "models/objects/debris1/tris.md2", 1, start); ThrowDebris (self, "models/objects/debris1/tris.md2", 2, start); if(self->teamchain) { base = self->teamchain; base->solid = SOLID_BBOX; base->takedamage = DAMAGE_NO; base->movetype = MOVETYPE_NONE; gi.linkentity (base); } if(self->target) { if(self->enemy && self->enemy->inuse) G_UseTargets (self, self->enemy); else G_UseTargets (self, self); } G_FreeEdict(self); } // ********************** // WALL SPAWN // ********************** void turret_wall_spawn (edict_t *turret) { edict_t *ent; int angle; ent = G_Spawn(); VectorCopy(turret->s.origin, ent->s.origin); VectorCopy(turret->s.angles, ent->s.angles); angle = ent->s.angles[1]; if(ent->s.angles[0] == 90) angle = -1; else if(ent->s.angles[0] == 270) angle = -2; switch (angle) { case -1: VectorSet(ent->mins, -16, -16, -8); VectorSet(ent->maxs, 16, 16, 0); break; case -2: VectorSet(ent->mins, -16, -16, 0); VectorSet(ent->maxs, 16, 16, 8); break; case 0: VectorSet(ent->mins, -8, -16, -16); VectorSet(ent->maxs, 0, 16, 16); break; case 90: VectorSet(ent->mins, -16, -8, -16); VectorSet(ent->maxs, 16, 0, 16); break; case 180: VectorSet(ent->mins, 0, -16, -16); VectorSet(ent->maxs, 8, 16, 16); break; case 270: VectorSet(ent->mins, -16, 0, -16); VectorSet(ent->maxs, 16, 8, 16); break; } ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_NOT; ent->teammaster = turret; turret->teammaster = turret; turret->teamchain = ent; ent->teamchain = NULL; ent->flags |= FL_TEAMSLAVE; ent->owner = turret; ent->s.modelindex = gi.modelindex("models/monsters/turretbase/tris.md2"); gi.linkentity (ent); } void turret_wake (edict_t *self) { // the wall section will call this when it stops moving. // just return without doing anything. easiest way to have a null function. if(self->flags & FL_TEAMSLAVE) { return; } self->monsterinfo.stand = turret_stand; self->monsterinfo.walk = turret_walk; self->monsterinfo.run = turret_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = turret_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = turret_sight; self->monsterinfo.search = turret_search; self->monsterinfo.currentmove = &turret_move_stand; self->takedamage = DAMAGE_AIM; self->movetype = MOVETYPE_NONE; // prevent counting twice self->monsterinfo.aiflags |= AI_DO_NOT_COUNT; gi.linkentity (self); stationarymonster_start (self); if(self->spawnflags & SPAWN_MACHINEGUN) { self->s.skinnum = 1; } else if(self->spawnflags & SPAWN_ROCKET) { self->s.skinnum = 2; } // but we do want the death to count self->monsterinfo.aiflags &= ~AI_DO_NOT_COUNT; } extern void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*)); void turret_activate (edict_t *self, edict_t *, edict_t *) { vec3_t endpos; vec3_t forward; edict_t *base; self->movetype = MOVETYPE_PUSH; if(!self->speed) self->speed = 15; self->moveinfo.speed = self->speed; self->moveinfo.accel = self->speed; self->moveinfo.decel = self->speed; if(self->s.angles[0] == 270) { VectorSet (forward, 0,0,1); } else if(self->s.angles[0] == 90) { VectorSet (forward, 0,0,-1); } else if(self->s.angles[1] == 0) { VectorSet (forward, 1,0,0); } else if(self->s.angles[1] == 90) { VectorSet (forward, 0,1,0); } else if(self->s.angles[1] == 180) { VectorSet (forward, -1,0,0); } else if(self->s.angles[1] == 270) { VectorSet (forward, 0,-1,0); } // start up the turret VectorMA(self->s.origin, 32, forward, endpos); Move_Calc(self, endpos, turret_wake); base = self->teamchain; if(base) { base->movetype = MOVETYPE_PUSH; base->speed = self->speed; base->moveinfo.speed = base->speed; base->moveinfo.accel = base->speed; base->moveinfo.decel = base->speed; // start up the wall section VectorMA(self->teamchain->s.origin, 32, forward, endpos); Move_Calc(self->teamchain, endpos, turret_wake); } gi.sound (self, CHAN_VOICE, gi.soundindex ("world/dr_short.wav"), 1, ATTN_NORM, 0); } // PMM // checkattack .. ignore range, just attack if available qboolean turret_checkattack (edict_t *self) { vec3_t spot1, spot2; float chance, nexttime; trace_t tr; int enemy_range; if (self->enemy->health > 0) { // see if any entities are in the way of the shot VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW); // do we have a clear shot? if (tr.ent != self->enemy) { // PGM - we want them to go ahead and shoot at info_notnulls if they can. if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM { // PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy))) { if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 10.0)) { if (level.time < self->monsterinfo.attack_finished) { return false; } if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay)) { // wait for our time return false; } else { // make sure we're not going to shoot something we don't want to shoot tr = gi.trace (spot1, NULL, NULL, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER); if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent != self->enemy))) { return false; } self->monsterinfo.attack_state = AS_BLIND; self->monsterinfo.attack_finished = level.time + 0.5 + 2*qrandom(); return true; } } } // pmm return false; } } } if (level.time < self->monsterinfo.attack_finished) return false; enemy_range = range(self, self->enemy); if (enemy_range == RANGE_MELEE) { // don't always melee in easy mode if (skill->value == 0 && (rand()&3) ) return false; self->monsterinfo.attack_state = AS_MISSILE; return true; } if (self->spawnflags & SPAWN_ROCKET) { chance = 0.10; nexttime = (1.8 - (0.2 * skill->value)); } else if(self->spawnflags & SPAWN_BLASTER) { chance = 0.35; nexttime = (1.2 - (0.2 * skill->value)); } else { chance = 0.50; nexttime = (0.8 - (0.1 * skill->value)); } if (skill->value == 0) chance *= 0.5; else if (skill->value > 1) chance *= 2; // PGM - go ahead and shoot every time if it's a info_notnull // PMM - added visibility check if ( ((qrandom () < chance) && (visible(self, self->enemy))) || (self->enemy->solid == SOLID_NOT)) { self->monsterinfo.attack_state = AS_MISSILE; // self->monsterinfo.attack_finished = level.time + 0.3 + 2*random(); self->monsterinfo.attack_finished = level.time + nexttime; return true; } self->monsterinfo.attack_state = AS_STRAIGHT; return false; } // ********************** // SPAWN // ********************** /*QUAKED monster_turret (1 .5 0) (-16 -16 -16) (16 16 16) Ambush Trigger_Spawn Sight Blaster MachineGun Rocket Heatbeam WallUnit The automated defense turret that mounts on walls. Check the weapon you want it to use: blaster, machinegun, rocket, heatbeam. Default weapon is blaster. When activated, wall units move 32 units in the direction they're facing. */ void SP_monster_turret (edict_t *self) { int angle; if (deathmatch->value) { G_FreeEdict (self); return; } // VERSIONING // if (g_showlogic && g_showlogic->value) // gi.dprintf ("%s\n", ROGUE_VERSION_STRING); // self->plat2flags = ROGUE_VERSION_ID; // versions // pre-caches gi.soundindex ("world/dr_short.wav"); gi.modelindex ("models/objects/debris1/tris.md2"); self->s.modelindex = gi.modelindex("models/monsters/turret/tris.md2"); VectorSet (self->mins, -12, -12, -12); VectorSet (self->maxs, 12, 12, 12); self->movetype = MOVETYPE_NONE; self->solid = SOLID_BBOX; self->health = 240; self->gib_health = -100; self->mass = 250; self->yaw_speed = 45; self->flags |= FL_MECHANICAL; self->pain = turret_pain; self->die = turret_die; // map designer didn't specify weapon type. set it now. if(!(self->spawnflags & SPAWN_WEAPONCHOICE)) { self->spawnflags |= SPAWN_BLASTER; // self->spawnflags |= SPAWN_MACHINEGUN; // self->spawnflags |= SPAWN_ROCKET; // self->spawnflags |= SPAWN_HEATBEAM; } if(self->spawnflags & SPAWN_HEATBEAM) { self->spawnflags &= ~SPAWN_HEATBEAM; self->spawnflags |= SPAWN_BLASTER; } if(!(self->spawnflags & SPAWN_WALL_UNIT)) { self->monsterinfo.stand = turret_stand; self->monsterinfo.walk = turret_walk; self->monsterinfo.run = turret_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = turret_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = turret_sight; self->monsterinfo.search = turret_search; self->monsterinfo.currentmove = &turret_move_stand; } // PMM self->monsterinfo.checkattack = turret_checkattack; self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->monsterinfo.scale = MODEL_SCALE; self->gravity = 0; VectorCopy(self->s.angles, self->offset); angle=(int)self->s.angles[1]; switch(angle) { case -1: // up self->s.angles[0] = 270; self->s.angles[1] = 0; self->s.origin[2] += 2; break; case -2: // down self->s.angles[0] = 90; self->s.angles[1] = 0; self->s.origin[2] -= 2; break; case 0: self->s.origin[0] += 2; break; case 90: self->s.origin[1] += 2; break; case 180: self->s.origin[0] -= 2; break; case 270: self->s.origin[1] -= 2; break; default: break; } gi.linkentity (self); if(self->spawnflags & SPAWN_WALL_UNIT) { if(!self->targetname) { // gi.dprintf("Wall Unit Turret without targetname! %s\n", vtos(self->s.origin)); G_FreeEdict(self); return; } self->takedamage = DAMAGE_NO; self->use = turret_activate; turret_wall_spawn(self); if ((!(self->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(self->monsterinfo.aiflags & AI_DO_NOT_COUNT))) level.total_monsters++; } else { stationarymonster_start (self); } if(self->spawnflags & SPAWN_MACHINEGUN) { gi.soundindex ("infantry/infatck1.wav"); self->s.skinnum = 1; } else if(self->spawnflags & SPAWN_ROCKET) { gi.soundindex ("weapons/rockfly.wav"); gi.modelindex ("models/objects/rocket/tris.md2"); gi.soundindex ("chick/chkatck2.wav"); self->s.skinnum = 2; } else { if (!(self->spawnflags & SPAWN_BLASTER)) { self->spawnflags |= SPAWN_BLASTER; } gi.modelindex ("models/objects/laser/tris.md2"); gi.soundindex ("misc/lasfly.wav"); gi.soundindex ("soldier/solatck2.wav"); } // PMM - turrets don't get mad at monsters, and visa versa self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; // PMM - blindfire if(self->spawnflags & (SPAWN_ROCKET|SPAWN_BLASTER)) self->monsterinfo.blindfire = true; }