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1 #include "flac_weapon.qh"
2
3 #ifdef IMPLEMENTATION
4
5 #ifdef SVQC
6
7 void turret_flac_projectile_think_explode();
8 SOUND(FlacAttack_FIRE, W_Sound("electro_fire"));
9 METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
10     bool isPlayer = IS_PLAYER(actor);
11     if (fire & 1)
12     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
13         if (isPlayer) {
14             turret_initparams(actor);
15             W_SetupShot_Dir(actor, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0);
16             actor.tur_shotdir_updated = w_shotdir;
17             actor.tur_shotorg = w_shotorg;
18             actor.tur_head = actor;
19             actor.tur_impacttime = 10;
20             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
21         }
22
23         turret_tag_fire_update();
24
25         entity proj = turret_projectile(SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
26         proj.missile_flags = MIF_SPLASH | MIF_PROXY;
27         setthink(proj, turret_flac_projectile_think_explode);
28         proj.nextthink  = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
29         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
30
31         if (!isPlayer) {
32             actor.tur_head.frame = actor.tur_head.frame + 1;
33             if (actor.tur_head.frame >= 4)
34                 actor.tur_head.frame = 0;
35         }
36     }
37 }
38
39 void turret_flac_projectile_think_explode()
40 {
41     SELFPARAM();
42     if(self.enemy != world)
43     if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 3))
44         setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
45
46 #ifdef TURRET_DEBUG
47     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);
48     self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
49     self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
50 #else
51     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);
52 #endif
53     remove(self);
54 }
55
56 #endif
57
58 #endif