#include "phaser_weapon.qh" #ifdef IMPLEMENTATION #ifdef SVQC void beam_think(); .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, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0); 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 = spawn(); beam.ticrate = 0.1; //autocvar_sys_ticrate; setmodel(beam, MDL_TUR_PHASER_BEAM); beam.effects = EF_LOWPRECISION; beam.solid = SOLID_NOT; beam.think = 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; beam.movetype = MOVETYPE_NONE; beam.enemy = actor.enemy; beam.bot_dodge = true; 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() {SELFPARAM(); if ((time > self.cnt) || (IS_DEAD(self.owner))) { self.owner.attack_finished_single[0] = time + self.owner.shot_refire; self.owner.fireflag = 2; self.owner.tur_head.frame = 10; sound (self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); remove(self); return; } turret_do_updates(self.owner); if (time - self.shot_spread > 0) { self.shot_spread = time + 2; sound (self, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM); } self.nextthink = time + self.ticrate; self.owner.attack_finished_single[0] = time + frametime; FireImoBeam ( self.owner, self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * self.target_range, '-1 -1 -1' * self.shot_radius, '1 1 1' * self.shot_radius, self.shot_force, this.shot_dmg, 0.75, DEATH_TURRET_PHASER.m_id); self.scale = vlen(self.owner.tur_shotorg - trace_endpos) / 256; } #endif #endif