void spawnfunc_turret_machinegun(); void turret_machinegun_std_init(); void turret_machinegun_attack(); //.float bulletcounter; void turret_machinegun_attack() { fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, autocvar_g_balance_uzi_bulletconstant); endFireBallisticBullet(); UziFlash(); setattachment(self.muzzle_flash, self.tur_head, "tag_fire"); } void turret_machinegun_std_init() { if (self.netname == "") self.netname = "Machinegun Turret"; self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE; self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL; self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; if not (autocvar_g_antilag_bullets) self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN; if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0) { remove(self); return; } self.damage_flags |= TFL_DMG_HEADSHAKE; self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK; // Our fire routine self.turret_firefunc = turret_machinegun_attack; } /*QUAKED turret_machinegun (0 .5 .8) ? * machinegun turret. does what you'd expect */ void spawnfunc_turret_machinegun() { precache_model ("models/turrets/machinegun.md3"); precache_model ("models/turrets/base.md3"); precache_sound ("weapons/uzi_fire.wav"); self.think = turret_machinegun_std_init; self.nextthink = time + 0.5; }