Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / flac_weapon.qc
1 #include "flac_weapon.qh"
2
3 #ifdef SVQC
4
5 void turret_flac_projectile_think_explode(entity this);
6 SOUND(FlacAttack_FIRE, W_Sound("electro_fire"));
7 METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
8     bool isPlayer = IS_PLAYER(actor);
9     if (fire & 1)
10     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
11         if (isPlayer) {
12             turret_initparams(actor);
13             W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_FLAC.m_id);
14             actor.tur_shotdir_updated = w_shotdir;
15             actor.tur_shotorg = w_shotorg;
16             actor.tur_head = actor;
17             actor.tur_impacttime = 10;
18             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
19         }
20
21         turret_tag_fire_update(actor);
22
23         entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
24         proj.missile_flags = MIF_SPLASH | MIF_PROXY;
25         setthink(proj, turret_flac_projectile_think_explode);
26         proj.nextthink  = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
27         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
28
29         if (!isPlayer) {
30             actor.tur_head.frame = actor.tur_head.frame + 1;
31             if (actor.tur_head.frame >= 4)
32                 actor.tur_head.frame = 0;
33         }
34     }
35 }
36
37 void turret_flac_projectile_think_explode(entity this)
38 {
39     if(this.enemy != NULL)
40     if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3))
41         setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
42
43 #ifdef TURRET_DEBUG
44     float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
45     this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
46     this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
47 #else
48     RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
49 #endif
50     delete(this);
51 }
52
53 #endif