#ifndef TURRET_FLAC_WEAPON_H #define TURRET_FLAC_WEAPON_H CLASS(FlacAttack, PortoLaunch) /* flags */ ATTRIB(FlacAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN); /* impulse */ ATTRIB(FlacAttack, impulse, int, 5); /* refname */ ATTRIB(FlacAttack, netname, string, "turret_flac"); /* wepname */ ATTRIB(FlacAttack, message, string, _("FLAC")); ENDCLASS(FlacAttack) REGISTER_WEAPON(FLAC, NEW(FlacAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC void turret_flac_projectile_think_explode(); METHOD(FlacAttack, wr_think, bool(entity thiswep, bool fire1, bool fire2)) { SELFPARAM(); bool isPlayer = IS_PLAYER(self); if (fire1) if (!isPlayer || weapon_prepareattack(false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(self); W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0); self.tur_shotdir_updated = w_shotdir; self.tur_shotorg = w_shotorg; self.tur_head = self; self.tur_impacttime = 10; weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } turret_tag_fire_update(); entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, true, true); proj.missile_flags = MIF_SPLASH | MIF_PROXY; proj.think = turret_flac_projectile_think_explode; proj.nextthink = time + self.tur_impacttime + (random() * 0.01 - random() * 0.01); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1); if (!isPlayer) { self.tur_head.frame = self.tur_head.frame + 1; if (self.tur_head.frame >= 4) self.tur_head.frame = 0; } } return true; } void turret_flac_projectile_think_explode() { SELFPARAM(); if (self.enemy != world) if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3) setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius); #ifdef TURRET_DEBUG float d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg; #else RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); #endif remove(self); } #endif #endif