1 #include "plasma_weapon.qh"
4 SOUND(PlasmaAttack_FIRE, W_Sound("electro_fire"));
5 METHOD(PlasmaAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
6 bool isPlayer = IS_PLAYER(actor);
8 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
10 turret_initparams(actor);
11 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PlasmaAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_PLASMA.m_id);
12 actor.tur_shotdir_updated = w_shotdir;
13 actor.tur_shotorg = w_shotorg;
14 actor.tur_head = actor;
15 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
17 entity missile = turret_projectile(actor, SND_HAGAR_FIRE, 1, 0, DEATH_TURRET_PLASMA.m_id, PROJECTILE_ELECTRO_BEAM, true, true);
18 missile.missile_flags = MIF_SPLASH;
19 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);