1 #include "flac_weapon.qh"
7 void turret_flac_projectile_think_explode();
8 SOUND(FlacAttack_FIRE, W_Sound("electro_fire"));
9 METHOD(FlacAttack, 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_FlacAttack_FIRE, CH_WEAPON_B, 0);
16 actor.tur_shotdir_updated = w_shotdir;
17 actor.tur_shotorg = w_shotorg;
18 actor.tur_head = actor;
19 actor.tur_impacttime = 10;
20 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
23 turret_tag_fire_update();
25 entity proj = turret_projectile(SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
26 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
27 proj.think = turret_flac_projectile_think_explode;
28 proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
29 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
32 actor.tur_head.frame = actor.tur_head.frame + 1;
33 if (actor.tur_head.frame >= 4)
34 actor.tur_head.frame = 0;
39 void turret_flac_projectile_think_explode()
42 if(self.enemy != world)
43 if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 3))
44 setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
47 float d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
48 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
49 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
51 RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);