+++ /dev/null
-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, 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;
-
- 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;
-}
-