1 | /********************************************************************** <BR>
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2 | This file is part of Crack dot Com's free source code release of
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3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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4 | information about compiling & licensing issues visit this URL</a>
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5 | <PRE> If that doesn't help, contact Jonathan Clark at
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6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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7 | ***********************************************************************/
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8 |
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9 | #include "sound_man.hh"
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10 | #include "objs/model_id.hh"
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11 | #include "objs/model_draw.hh"
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12 | #include "objs/turret.hh"
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13 | #include "input.hh"
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14 | #include "math/pi.hh"
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15 | #include "math/angle.hh"
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16 | #include "math/trig.hh"
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17 | #include "g1_rand.hh"
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18 | #include "resources.hh"
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19 | #include "saver.hh"
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20 | #include "map_cell.hh"
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21 | #include "map.hh"
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22 | #include "map_man.hh"
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23 | #include "object_definer.hh"
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24 | #include "lisp/lisp.hh"
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25 | #include "objs/fire.hh"
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26 |
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27 | enum {DATA_VERSION=1};
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28 |
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29 | static g1_model_ref model_ref("aagun_base"),
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30 | turret_ref("aagun_turret"),
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31 | barrels_ref("aagun_barrels");
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32 |
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33 | static g1_object_type bullet;
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34 | static i4_3d_vector turret_attach, muzzle_attach;
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35 |
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36 | void g1_turret_init()
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37 | {
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38 | bullet = g1_get_object_type("bullet");
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39 |
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40 | turret_attach.set(0,0,0);
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41 | model_ref()->get_mount_point("Turret", turret_attach);
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42 | muzzle_attach.set(0,0,0.15);
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43 | model_ref()->get_mount_point("Muzzle", muzzle_attach);
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44 | }
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45 |
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46 | g1_object_definer<g1_turret_class>
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47 | g1_turret_def("turret", g1_object_definition_class::EDITOR_SELECTABLE, g1_turret_init);
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48 |
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49 | void g1_turret_class::setup(i4_float _x, i4_float _y, g1_object_class *creator)
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50 | {
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51 | x = x;
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52 | y = y;
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53 | player_num = creator->player_num;
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54 | occupy_location();
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55 | request_think();
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56 | grab_old();
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57 | }
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58 |
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59 | g1_turret_class::g1_turret_class(g1_object_type id,
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60 | g1_loader_class *fp)
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61 | : g1_map_piece_class(id,fp)
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62 | {
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63 | defaults = g1_turret_def.defaults;
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64 | draw_params.setup(model_ref.id());
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65 |
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66 | allocate_mini_objects(2,"turret mini objects");
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67 |
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68 | muzzle = &mini_objects[0];
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69 | muzzle->defmodeltype = barrels_ref.id();
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70 | muzzle->position(muzzle_attach);
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71 | muzzle->rotation.set(0,0,0);
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72 |
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73 | top = &mini_objects[1];
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74 | top->defmodeltype = turret_ref.id();
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75 | top->position(turret_attach);
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76 | top->rotation.set(0,0,0);
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77 | top->grab_old();
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78 |
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79 | if (fp && fp->check_version(DATA_VERSION))
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80 | {
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81 | fp->end_version(I4_LF);
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82 | }
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83 | else
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84 | {
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85 | health = defaults->health;
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86 | }
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87 |
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88 | guard_angle = 0;
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89 | guard_time = 0;
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90 |
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91 | radar_type=G1_RADAR_BUILDING;
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92 | set_flag(BLOCKING |
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93 | SELECTABLE |
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94 | TARGETABLE |
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95 | GROUND |
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96 | HIT_GROUND |
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97 | HIT_AERIAL |
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98 | DANGEROUS |
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99 | SHADOWED, 1);
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100 | }
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101 |
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102 | void g1_turret_class::save(g1_saver_class *fp)
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103 | {
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104 | g1_map_piece_class::save(fp);
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105 |
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106 | fp->start_version(DATA_VERSION);
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107 |
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108 | fp->end_version();
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109 | }
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110 |
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111 |
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112 | void g1_turret_class::fire()
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113 | {
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114 | fire_delay = defaults->fire_delay;
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115 |
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116 | //recoil
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117 | if (muzzle->offset.x != -0.2)
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118 | muzzle->offset.x = -0.2;
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119 |
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120 | i4_3d_point_class tpos, bpos, bvel;
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121 | i4_transform_class btrans;
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122 |
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123 | btrans.rotate_x_y_z(muzzle->rotation.x,muzzle->rotation.y,muzzle->rotation.z,i4_T);
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124 | btrans.t = i4_3d_vector(muzzle->x,muzzle->y,muzzle->h);
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125 | btrans.t += i4_3d_vector(x,y,h);
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126 |
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127 | btrans.transform(i4_3d_point_class(1.0,order?-0.15:0.15,0),bpos);
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128 | btrans.transform_3x3(i4_3d_point_class(g1_resources.bullet_speed,0,0),bvel);
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129 | order = !order;
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130 |
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131 | g1_fire(defaults->fire_type, this, attack_target.get(), bpos, bvel);
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132 | }
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133 |
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134 |
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135 | void g1_turret_class::think()
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136 | {
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137 | //undo the recoil
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138 | if (muzzle->offset.x < 0)
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139 | muzzle->offset.x += 0.01;
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140 |
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141 | if (muzzle->offset.x > 0)
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142 | muzzle->offset.x = 0;
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143 |
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144 | find_target();
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145 |
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146 | if (health < defaults->health)
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147 | health++;
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148 |
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149 | if (fire_delay>0)
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150 | fire_delay--;
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151 |
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152 | pitch = 0;//groundpitch*cos(theta) - groundroll *sin(theta);
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153 | roll = 0;//groundroll *cos(theta) + groundpitch*sin(theta);
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154 | h = terrain_height;
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155 |
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156 | //aim the turet
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157 | if (attack_target.valid())
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158 | {
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159 | request_think();
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160 |
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161 | i4_3d_point_class d,pos;
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162 |
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163 | lead_target(d);
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164 |
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165 | pos.set(x,y,h);
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166 | d -= pos;
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167 |
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168 | //aim the turet
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169 |
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170 | guard_angle = i4_atan2(d.y,d.x);
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171 | guard_pitch = i4_atan2(-d.z,sqrt(d.x*d.x+d.y*d.y));
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172 |
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173 | i4_normalize_angle(guard_angle);
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174 | i4_normalize_angle(guard_pitch);
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175 |
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176 | int aimed=i4_F;
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177 | i4_float dangle;
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178 |
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179 | dangle = i4_rotate_to(muzzle->rotation.z,guard_angle,defaults->turn_speed);
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180 | aimed = (dangle<defaults->turn_speed && dangle>-defaults->turn_speed);
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181 | dangle = i4_rotate_to(muzzle->rotation.y,guard_pitch,defaults->turn_speed);
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182 | aimed &= (dangle<defaults->turn_speed && dangle>-defaults->turn_speed);
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183 | top->rotation.z = muzzle->rotation.z;
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184 | if (aimed)
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185 | if (!fire_delay)
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186 | fire();
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187 | guard_time = 30;
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188 | }
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189 | else
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190 | {
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191 | request_think(); // move this to draw function
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192 |
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193 | if (guard_time<=0)
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194 | {
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195 | guard_angle = g1_float_rand(4)*i4_2pi();
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196 | guard_pitch = -g1_float_rand(5)*i4_pi()*0.5;
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197 | guard_time = 20;
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198 | }
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199 |
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200 | int aimed;
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201 |
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202 | aimed = (i4_rotate_to(muzzle->rotation.z,guard_angle,defaults->turn_speed)==0.0);
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203 | aimed &= (i4_rotate_to(muzzle->rotation.y,guard_pitch,defaults->turn_speed)==0.0);
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204 | top->rotation.z = muzzle->rotation.z;
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205 | if (aimed)
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206 | if (guard_time>0)
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207 | guard_time--;
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208 | }
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209 | }
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