#include "machinegun_weapon.qh" #ifdef SVQC void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel); SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire")); METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { bool isPlayer = IS_PLAYER(actor); if (fire & 1) if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(WEP_MACHINEGUN, sustained_refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MACHINEGUN.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready); } fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET); W_MuzzleFlash_Model(actor.(weaponentity), MDL_MACHINEGUN_MUZZLEFLASH); setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire"); } } #endif