void ewheel_attack()
{
float i;
+ entity _mis;
for (i = 0; i < 1; ++i)
{
turret_do_updates(self);
- turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_LASER, TRUE, TRUE);
+ _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_BLASTER, TRUE, TRUE); // WEAPONTODO: this is not a projectile made by the blaster, add separate effect for it
+ _mis.missile_flags = MIF_SPLASH;
+
pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
self.tur_head.frame += 2;
self.pathcurrent = self.pathcurrent.path_next;
#else
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
self.pathcurrent = self.pathcurrent.enemy;
#endif
{
float newframe;
-
+
self.steerto = steerlib_arrive(self.enemy.origin,self.target_range_optimal);
//self.steerto = steerlib_standoff(self.enemy.origin,self.target_range_optimal);
newframe = ewheel_amin_stop;
movelib_beak_simple(autocvar_g_turrets_unit_ewheel_speed_stop);
}
-
+
turrets_setframe(newframe , FALSE);
-
+
/*if(self.frame != newframe)
{
self.frame = newframe;
self.velocity_z = vz;
-
+
if(vlen(self.velocity))
self.SendFlags |= TNSF_MOVE;
}
// Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
if(self.movetype != MOVETYPE_WALK)
return;
-
+
self.velocity = '0 0 0';
self.enemy = world;
{
entity e;
- if (self.netname == "")
+ if (self.netname == "")
self.netname = "eWheel Turret";
if (self.target != "")
remove(self);
return;
}
-
+
self.frame = 1;
self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
self.iscreature = TRUE;
+ self.teleportable = TELEPORT_NORMAL;
self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;