1 #include "mlrs_weapon.qh"
6 SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire"));
7 METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
9 bool isPlayer = IS_PLAYER(actor);
11 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
13 turret_initparams(actor);
14 W_SetupShot_Dir(actor, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0);
15 actor.tur_shotdir_updated = w_shotdir;
16 actor.tur_shotorg = w_shotorg;
17 actor.tur_head = actor;
18 actor.shot_radius = 500;
19 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
21 turret_tag_fire_update(actor);
22 entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, true, true);
23 missile.nextthink = time + max(actor.tur_impacttime,(actor.shot_radius * 2) / actor.shot_speed);
24 missile.missile_flags = MIF_SPLASH;
25 te_explosion (missile.origin);