Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / machinegun_weapon.qc
1 #include "machinegun_weapon.qh"
2
3 #ifdef SVQC
4
5 void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity);
6 SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
7 METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
8 {
9     bool isPlayer = IS_PLAYER(actor);
10     if (fire & 1)
11     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
12         if (isPlayer) {
13             turret_initparams(actor);
14             W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MACHINEGUN.m_id);
15             actor.tur_shotdir_updated = w_shotdir;
16             actor.tur_shotorg = w_shotorg;
17             actor.tur_head = actor;
18             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
19         }
20         fireBullet (actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
21         W_MachineGun_MuzzleFlash(actor, weaponentity);
22         setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
23     }
24 }
25
26 #endif