//.float bulletcounter;
void turret_machinegun_attack()
{
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, 0, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
- endFireBallisticBullet();
+ fireBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
UziFlash();
setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
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;
+
+ self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
{
}
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;