Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / plasma_weapon.qc
1 #include "plasma_weapon.qh"
2
3 #ifdef SVQC
4 SOUND(PlasmaAttack_FIRE, W_Sound("electro_fire"));
5 METHOD(PlasmaAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
6         bool isPlayer = IS_PLAYER(actor);
7         if (fire & 1)
8         if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
9                 if (isPlayer) {
10             turret_initparams(actor);
11             W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PlasmaAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_PLASMA.m_id);
12             actor.tur_shotdir_updated = w_shotdir;
13             actor.tur_shotorg = w_shotorg;
14             actor.tur_head = actor;
15             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
16         }
17         entity missile = turret_projectile(actor, SND_HAGAR_FIRE, 1, 0, DEATH_TURRET_PLASMA.m_id, PROJECTILE_ELECTRO_BEAM, true, true);
18         missile.missile_flags = MIF_SPLASH;
19         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
20         }
21 }
22
23 #endif