1 #include "ewheel_weapon.qh"
7 void turret_initparams(entity);
8 SOUND(EWheelAttack_FIRE, W_Sound("electro_fire"));
9 METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
10 bool isPlayer = IS_PLAYER(actor);
12 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
14 turret_initparams(actor);
15 W_SetupShot_Dir(actor, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0);
16 actor.tur_shotdir_updated = w_shotdir;
17 actor.tur_shotorg = w_shotorg;
18 actor.tur_head = actor;
19 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
22 turret_do_updates(actor);
24 entity missile = turret_projectile(SND_LASERGUN_FIRE, 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
25 missile.missile_flags = MIF_SPLASH;
27 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
30 actor.tur_head.frame += 2;
32 if (actor.tur_head.frame > 3)
33 actor.tur_head.frame = 0;