#ifndef TURRET_EWHEEL_WEAPON_H #define TURRET_EWHEEL_WEAPON_H CLASS(EWheelAttack, PortoLaunch) /* flags */ ATTRIB(EWheelAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED); /* impulse */ ATTRIB(EWheelAttack, impulse, int, 5); /* refname */ ATTRIB(EWheelAttack, netname, string, "turret_ewheel"); /* wepname */ ATTRIB(EWheelAttack, message, string, _("eWheel")); ENDCLASS(EWheelAttack) REGISTER_WEAPON(EWHEEL, NEW(EWheelAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC void turret_initparams(entity); METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { bool isPlayer = IS_PLAYER(actor); if (fire1) if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } turret_do_updates(actor); entity missile = turret_projectile(SND(LASERGUN_FIRE), 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_BLASTER, true, true); missile.missile_flags = MIF_SPLASH; Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1); if (!isPlayer) { actor.tur_head.frame += 2; if (actor.tur_head.frame > 3) actor.tur_head.frame = 0; } } } #endif #endif