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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / machinegun_weapon.qc
1 #ifndef TURRET_MACHINEGUN_WEAPON_H
2 #define TURRET_MACHINEGUN_WEAPON_H
3
4 CLASS(MachineGunTurretAttack, PortoLaunch)
5 /* flags     */ ATTRIB(MachineGunTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
6 /* impulse   */ ATTRIB(MachineGunTurretAttack, impulse, int, 9);
7 /* refname   */ ATTRIB(MachineGunTurretAttack, netname, string, "turret_machinegun");
8 /* wepname   */ ATTRIB(MachineGunTurretAttack, m_name, string, _("Machinegun"));
9 ENDCLASS(MachineGunTurretAttack)
10 REGISTER_WEAPON(TUR_MACHINEGUN, NEW(MachineGunTurretAttack));
11
12 #endif
13
14 #ifdef IMPLEMENTATION
15
16 #ifdef SVQC
17
18 void W_MachineGun_MuzzleFlash();
19
20 METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, int slot, int fire))
21 {
22     bool isPlayer = IS_PLAYER(actor);
23     if (fire & 1)
24     if (!isPlayer || weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR(machinegun, sustained_refire))) {
25         if (isPlayer) {
26             turret_initparams(actor);
27             W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
28             actor.tur_shotdir_updated = w_shotdir;
29             actor.tur_shotorg = w_shotorg;
30             actor.tur_head = actor;
31             weapon_thinkf(actor, slot, WFRAME_FIRE1, 0, w_ready);
32         }
33         fireBullet (actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
34         W_MachineGun_MuzzleFlash();
35         setattachment(actor.muzzle_flash, actor.tur_head, "tag_fire");
36     }
37 }
38
39 #endif
40
41 #endif