#ifndef TURRET_MLRS_WEAPON_H #define TURRET_MLRS_WEAPON_H CLASS(MLRSTurretAttack, PortoLaunch) /* flags */ ATTRIB(MLRSTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED); /* impulse */ ATTRIB(MLRSTurretAttack, impulse, int, 9); /* refname */ ATTRIB(MLRSTurretAttack, netname, string, "turret_mlrs"); /* wepname */ ATTRIB(MLRSTurretAttack, m_name, string, _("MLRS")); ENDCLASS(MLRSTurretAttack) REGISTER_WEAPON(TUR_MLRS, NEW(MLRSTurretAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { bool isPlayer = IS_PLAYER(actor); if (fire1) if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR(machinegun, sustained_refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; actor.shot_radius = 500; weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready); } turret_tag_fire_update(); entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, TRUE, TRUE); missile.nextthink = time + max(actor.tur_impacttime,(actor.shot_radius * 2) / actor.shot_speed); missile.missile_flags = MIF_SPLASH; te_explosion (missile.origin); } } #endif #endif