-#ifndef TURRET_MLRS_WEAPON_H
-#define TURRET_MLRS_WEAPON_H
-
-CLASS(MLRSTurretAttack, PortoLaunch)
-/* flags */ ATTRIB(MLRSTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
-/* impulse */ ATTRIB(MLRSTurretAttack, impulse, int, 9);
-/* refname */ ATTRIB(MLRSTurretAttack, netname, string, "turret_mlrs");
-/* wepname */ ATTRIB(MLRSTurretAttack, message, string, _("MLRS"));
-ENDCLASS(MLRSTurretAttack)
-REGISTER_WEAPON(TUR_MLRS, NEW(MLRSTurretAttack));
-
-#endif
+#include "mlrs_weapon.qh"
#ifdef IMPLEMENTATION
#ifdef SVQC
-
-METHOD(MLRSTurretAttack, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire"));
+METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- SELFPARAM();
- bool isPlayer = IS_PLAYER(self);
- if (fire1)
- if (!isPlayer || weapon_prepareattack(false, WEP_CVAR(machinegun, sustained_refire))) {
+ bool isPlayer = IS_PLAYER(actor);
+ if (fire & 1)
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
if (isPlayer) {
- turret_initparams(self);
- W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
- self.tur_shotdir_updated = w_shotdir;
- self.tur_shotorg = w_shotorg;
- self.tur_head = self;
- self.shot_radius = 500;
- weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
+ turret_initparams(actor);
+ W_SetupShot_Dir(actor, weaponentity, 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, 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);
- missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
+ turret_tag_fire_update(actor);
+ entity missile = turret_projectile(actor, 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);
}
- return true;
}
#endif