#include "phaser_weapon.qh" #ifdef SVQC void beam_think(entity this); .int fireflag; SOUND(PhaserTurretAttack_FIRE, W_Sound("electro_fire")); METHOD(PhaserTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { bool isPlayer = IS_PLAYER(actor); if (fire & 1) if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_PHASER.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; actor.shot_speed = 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } entity beam = new(PhaserTurret_beam); beam.ticrate = 0.1; //autocvar_sys_ticrate; setmodel(beam, MDL_TUR_PHASER_BEAM); beam.effects = EF_LOWPRECISION; beam.solid = SOLID_NOT; setthink(beam, beam_think); beam.cnt = time + actor.shot_speed; beam.shot_spread = time + 2; beam.nextthink = time; beam.owner = actor; beam.shot_dmg = actor.shot_dmg / (actor.shot_speed / beam.ticrate); beam.scale = actor.target_range / 256; set_movetype(beam, MOVETYPE_NONE); beam.enemy = actor.enemy; beam.bot_dodge = true; IL_PUSH(g_bot_dodge, beam); beam.bot_dodgerating = beam.shot_dmg; sound (beam, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM); actor.fireflag = 1; beam.attack_finished_single[0] = actor.attack_finished_single[0]; actor.attack_finished_single[0] = time; // + autocvar_sys_ticrate; setattachment(beam, actor.tur_head, "tag_fire"); soundat (actor, trace_endpos, CH_SHOTS, SND(NEXIMPACT), VOL_BASE, ATTEN_NORM); if (!isPlayer) if (actor.tur_head.frame == 0) actor.tur_head.frame = 1; } } void beam_think(entity this) { entity actor = this.owner; if ((time > this.cnt) || (IS_DEAD(actor))) { actor.attack_finished_single[0] = time + actor.shot_refire; actor.fireflag = 2; actor.tur_head.frame = 10; sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); delete(this); return; } turret_do_updates(actor); if (time - this.shot_spread > 0) { this.shot_spread = time + 2; sound (this, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM); } this.nextthink = time + this.ticrate; actor.attack_finished_single[0] = time + frametime; FireImoBeam ( actor, actor.tur_shotorg, actor.tur_shotorg + actor.tur_shotdir_updated * actor.target_range, '-1 -1 -1' * actor.shot_radius, '1 1 1' * actor.shot_radius, actor.shot_force, this.shot_dmg, 0.75, DEATH_TURRET_PHASER.m_id); this.scale = vlen(actor.tur_shotorg - trace_endpos) / 256; } #endif