0a3627631139a250552448dbf48f54870ae9a332
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / phaser_weapon.qc
1 #include "phaser_weapon.qh"
2
3 #ifdef SVQC
4 void beam_think(entity this);
5
6 .int fireflag;
7 SOUND(PhaserTurretAttack_FIRE, W_Sound("electro_fire"));
8 METHOD(PhaserTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
9 {
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, weaponentity, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_PHASER.m_id);
16             actor.tur_shotdir_updated = w_shotdir;
17             actor.tur_shotorg = w_shotorg;
18             actor.tur_head = actor;
19             actor.shot_speed = 1;
20             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
21         }
22         entity beam = spawn();
23         beam.ticrate = 0.1; //autocvar_sys_ticrate;
24         setmodel(beam, MDL_TUR_PHASER_BEAM);
25         beam.effects = EF_LOWPRECISION;
26         beam.solid = SOLID_NOT;
27         setthink(beam, beam_think);
28         beam.cnt = time + actor.shot_speed;
29         beam.shot_spread = time + 2;
30         beam.nextthink = time;
31         beam.owner = actor;
32         beam.shot_dmg = actor.shot_dmg / (actor.shot_speed / beam.ticrate);
33         beam.scale = actor.target_range / 256;
34         set_movetype(beam, MOVETYPE_NONE);
35         beam.enemy = actor.enemy;
36         beam.bot_dodge = true;
37         IL_PUSH(g_bot_dodge, beam);
38         beam.bot_dodgerating = beam.shot_dmg;
39         sound (beam, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM);
40         actor.fireflag = 1;
41
42         beam.attack_finished_single[0] = actor.attack_finished_single[0];
43         actor.attack_finished_single[0] = time; // + autocvar_sys_ticrate;
44
45         setattachment(beam,actor.tur_head, "tag_fire");
46
47         soundat (actor, trace_endpos, CH_SHOTS, SND(NEXIMPACT), VOL_BASE, ATTEN_NORM);
48         if (!isPlayer)
49         if (actor.tur_head.frame == 0)
50             actor.tur_head.frame = 1;
51     }
52 }
53
54 void beam_think(entity this)
55 {
56     if ((time > this.cnt) || (IS_DEAD(this.owner)))
57     {
58         this.owner.attack_finished_single[0] = time + this.owner.shot_refire;
59         this.owner.fireflag = 2;
60         this.owner.tur_head.frame = 10;
61         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
62         delete(this);
63         return;
64     }
65
66     turret_do_updates(this.owner);
67
68     if (time - this.shot_spread > 0)
69     {
70         this.shot_spread = time + 2;
71         sound (this, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM);
72     }
73
74
75     this.nextthink = time + this.ticrate;
76
77     this.owner.attack_finished_single[0] = time + frametime;
78     FireImoBeam (   this.owner, this.tur_shotorg,
79                     this.tur_shotorg + this.tur_shotdir_updated * this.target_range,
80                     '-1 -1 -1' * this.shot_radius,
81                     '1 1 1' * this.shot_radius,
82                     this.shot_force,
83                     this.shot_dmg,
84                     0.75,
85                     DEATH_TURRET_PHASER.m_id);
86     this.scale = vlen(this.owner.tur_shotorg - trace_endpos) / 256;
87
88 }
89
90 #endif