1 #ifndef TURRET_MACHINEGUN_WEAPON_H
2 #define TURRET_MACHINEGUN_WEAPON_H
4 CLASS(MachineGunTurretAttack, PortoLaunch)
5 /* flags */ ATTRIB(MachineGunTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
6 /* impulse */ ATTRIB(MachineGunTurretAttack, impulse, int, 9);
7 /* refname */ ATTRIB(MachineGunTurretAttack, netname, string, "turret_machinegun");
8 /* wepname */ ATTRIB(MachineGunTurretAttack, message, string, _("Machinegun"));
9 ENDCLASS(MachineGunTurretAttack)
10 REGISTER_WEAPON(TUR_MACHINEGUN, NEW(MachineGunTurretAttack));
18 void W_MachineGun_MuzzleFlash();
20 METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, int fire))
22 bool isPlayer = IS_PLAYER(actor);
24 if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR(machinegun, sustained_refire))) {
26 turret_initparams(actor);
27 W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
28 actor.tur_shotdir_updated = w_shotdir;
29 actor.tur_shotorg = w_shotorg;
30 actor.tur_head = actor;
31 weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
33 fireBullet (actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
34 W_MachineGun_MuzzleFlash();
35 setattachment(actor.muzzle_flash, actor.tur_head, "tag_fire");