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Merge branch 'Mario/intrusive' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / phaser_weapon.qc
1 #include "phaser_weapon.qh"
2
3 #ifdef IMPLEMENTATION
4
5 #ifdef SVQC
6 void beam_think(entity this);
7
8 .int fireflag;
9 SOUND(PhaserTurretAttack_FIRE, W_Sound("electro_fire"));
10 METHOD(PhaserTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
11 {
12     bool isPlayer = IS_PLAYER(actor);
13     if (fire & 1)
14     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
15         if (isPlayer) {
16             turret_initparams(actor);
17             W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0);
18             actor.tur_shotdir_updated = w_shotdir;
19             actor.tur_shotorg = w_shotorg;
20             actor.tur_head = actor;
21             actor.shot_speed = 1;
22             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
23         }
24         entity beam = spawn();
25         beam.ticrate = 0.1; //autocvar_sys_ticrate;
26         setmodel(beam, MDL_TUR_PHASER_BEAM);
27         beam.effects = EF_LOWPRECISION;
28         beam.solid = SOLID_NOT;
29         setthink(beam, beam_think);
30         beam.cnt = time + actor.shot_speed;
31         beam.shot_spread = time + 2;
32         beam.nextthink = time;
33         beam.owner = actor;
34         beam.shot_dmg = actor.shot_dmg / (actor.shot_speed / beam.ticrate);
35         beam.scale = actor.target_range / 256;
36         set_movetype(beam, MOVETYPE_NONE);
37         beam.enemy = actor.enemy;
38         beam.bot_dodge = true;
39         IL_PUSH(g_bot_dodge, beam);
40         beam.bot_dodgerating = beam.shot_dmg;
41         sound (beam, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM);
42         actor.fireflag = 1;
43
44         beam.attack_finished_single[0] = actor.attack_finished_single[0];
45         actor.attack_finished_single[0] = time; // + autocvar_sys_ticrate;
46
47         setattachment(beam,actor.tur_head, "tag_fire");
48
49         soundat (actor, trace_endpos, CH_SHOTS, SND(NEXIMPACT), VOL_BASE, ATTEN_NORM);
50         if (!isPlayer)
51         if (actor.tur_head.frame == 0)
52             actor.tur_head.frame = 1;
53     }
54 }
55
56 void beam_think(entity this)
57 {
58     if ((time > this.cnt) || (IS_DEAD(this.owner)))
59     {
60         this.owner.attack_finished_single[0] = time + this.owner.shot_refire;
61         this.owner.fireflag = 2;
62         this.owner.tur_head.frame = 10;
63         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
64         delete(this);
65         return;
66     }
67
68     turret_do_updates(this.owner);
69
70     if (time - this.shot_spread > 0)
71     {
72         this.shot_spread = time + 2;
73         sound (this, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM);
74     }
75
76
77     this.nextthink = time + this.ticrate;
78
79     this.owner.attack_finished_single[0] = time + frametime;
80     FireImoBeam (   this.owner, this.tur_shotorg,
81                     this.tur_shotorg + this.tur_shotdir_updated * this.target_range,
82                     '-1 -1 -1' * this.shot_radius,
83                     '1 1 1' * this.shot_radius,
84                     this.shot_force,
85                     this.shot_dmg,
86                     0.75,
87                     DEATH_TURRET_PHASER.m_id);
88     this.scale = vlen(this.owner.tur_shotorg - trace_endpos) / 256;
89
90 }
91
92 #endif
93
94 #endif