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Hook: merge offhand and weapon behaviour
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1 #ifndef TURRET_FLAC_WEAPON_H
2 #define TURRET_FLAC_WEAPON_H
3
4 CLASS(FlacAttack, PortoLaunch)
5 /* flags     */ ATTRIB(FlacAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
6 /* impulse   */ ATTRIB(FlacAttack, impulse, int, 5);
7 /* refname   */ ATTRIB(FlacAttack, netname, string, "turret_flac");
8 /* wepname   */ ATTRIB(FlacAttack, message, string, _("FLAC"));
9 ENDCLASS(FlacAttack)
10 REGISTER_WEAPON(FLAC, NEW(FlacAttack));
11
12 #endif
13
14 #ifdef IMPLEMENTATION
15
16 #ifdef SVQC
17
18 void turret_flac_projectile_think_explode();
19 METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
20     bool isPlayer = IS_PLAYER(actor);
21     if (fire1)
22     if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(electro, refire))) {
23         if (isPlayer) {
24             turret_initparams(actor);
25             W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
26             actor.tur_shotdir_updated = w_shotdir;
27             actor.tur_shotorg = w_shotorg;
28             actor.tur_head = actor;
29             actor.tur_impacttime = 10;
30             weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
31         }
32
33         turret_tag_fire_update();
34
35         entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, true, true);
36         proj.missile_flags = MIF_SPLASH | MIF_PROXY;
37         proj.think        = turret_flac_projectile_think_explode;
38         proj.nextthink  = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
39         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
40
41         if (!isPlayer) {
42             actor.tur_head.frame = actor.tur_head.frame + 1;
43             if (actor.tur_head.frame >= 4)
44                 actor.tur_head.frame = 0;
45         }
46     }
47 }
48
49 void turret_flac_projectile_think_explode()
50 {
51     SELFPARAM();
52     if (self.enemy != world)
53     if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
54         setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
55
56 #ifdef TURRET_DEBUG
57     float d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
58     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
59     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
60 #else
61     RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
62 #endif
63     remove(self);
64 }
65
66 #endif
67
68 #endif