-#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
+#include "mlrs_weapon.qh"
#ifdef IMPLEMENTATION
#ifdef SVQC
-
-METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire"));
+METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
bool isPlayer = IS_PLAYER(actor);
- if (fire1)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR(machinegun, sustained_refire))) {
+ if (fire & 1)
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, 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);
+ W_SetupShot_Dir(actor, v_forward, false, 0, SND_MLRSTurretAttack_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);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
turret_tag_fire_update();
- entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_MLRS, PROJECTILE_ROCKET, TRUE, TRUE);
+ 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);