5 spawnfunc(turret_plasma) { if (!turret_initialize(this, TUR_PLASMA)) delete(this); }
7 METHOD(PlasmaTurret, tr_attack, void(PlasmaTurret this, entity it))
9 if(MUTATOR_IS_ENABLED(mutator_instagib))
11 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
12 FireRailgunBullet (it, weaponentity, it.tur_shotorg, it.tur_shotorg + it.tur_shotdir_updated * max_shot_distance, 10000000000, false,
13 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA.m_id);
15 Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, it.tur_shotorg, it.tur_shotdir_updated * 1000, 1);
17 // teamcolor / hit beam effect
18 vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
19 WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_VAPORIZER(it.team)), it.tur_shotorg, v);
23 SUPER(PlasmaTurret).tr_attack(this, it);
25 if (it.tur_head.frame == 0)
26 it.tur_head.frame = 1;
28 METHOD(PlasmaTurret, tr_think, void(PlasmaTurret thistur, entity it))
30 if (it.tur_head.frame != 0)
31 it.tur_head.frame = it.tur_head.frame + 1;
33 if (it.tur_head.frame > 5)
34 it.tur_head.frame = 0;
36 METHOD(PlasmaTurret, tr_setup, void(PlasmaTurret this, entity it))
38 it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
39 it.damage_flags |= TFL_DMG_HEADSHAKE;
40 it.firecheck_flags |= TFL_FIRECHECK_AFF;
41 it.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_SPLASH;
43 turret_do_updates(it);