#ifndef TURRET_PLASMA_WEAPON_H #define TURRET_PLASMA_WEAPON_H CLASS(PlasmaAttack, PortoLaunch) /* flags */ ATTRIB(PlasmaAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED); /* impulse */ ATTRIB(PlasmaAttack, impulse, int, 5); /* refname */ ATTRIB(PlasmaAttack, netname, string, "turret_plasma"); /* wepname */ ATTRIB(PlasmaAttack, message, string, _("Plasma")); ENDCLASS(PlasmaAttack) REGISTER_WEAPON(PLASMA, NEW(PlasmaAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC METHOD(PlasmaAttack, 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); } entity missile = turret_projectile(SND(HAGAR_FIRE), 1, 0, DEATH_TURRET_PLASMA.m_id, PROJECTILE_ELECTRO_BEAM, true, true); missile.missile_flags = MIF_SPLASH; Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1); } } #endif #endif