-#ifdef SVQC
-void turret_initparams(entity);
-void turret_hellion_missile_think();
-METHOD(HellionAttack, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
- SELFPARAM();
- bool isPlayer = IS_PLAYER(self);
- if (fire1)
- if (!isPlayer || weapon_prepareattack(false, WEP_CVAR_PRI(electro, refire))) {
- if (isPlayer) {
- turret_initparams(self);
- W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
- self.tur_shotdir_updated = w_shotdir;
- self.tur_shotorg = w_shotorg;
- self.tur_head = self;
- self.shot_radius = 500;
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
- }
- if (!isPlayer) {
- if (self.tur_head.frame != 0)
- self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire"));
- else
- self.tur_shotorg = gettaginfo(self.tur_head, gettagindex(self.tur_head, "tag_fire2"));
- }
-
- entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION, PROJECTILE_ROCKET, FALSE, FALSE);
- te_explosion (missile.origin);
- missile.think = turret_hellion_missile_think;
- missile.nextthink = time;
- missile.flags = FL_PROJECTILE;
- missile.max_health = time + 9;
- missile.tur_aimpos = randomvec() * 128;
- missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
- if (!isPlayer) self.tur_head.frame += 1;
- }
- return true;
-}
-
-float autocvar_g_turrets_unit_hellion_shot_speed_gain;
-float autocvar_g_turrets_unit_hellion_shot_speed_max;
-
-void turret_hellion_missile_think()
-{SELFPARAM();
- vector olddir,newdir;
- vector pre_pos;
- float itime;
-
- self.nextthink = time + 0.05;
-
- olddir = normalize(self.velocity);
-
- if(self.max_health < time)
- turret_projectile_explode();
-
- // Enemy dead? just keep on the current heading then.
- if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
- {
-
- // Make sure we dont return to tracking a respawned player
- self.enemy = world;
-
- // Turn model
- self.angles = vectoangles(self.velocity);
-
- if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
- turret_projectile_explode();
-
- // Accelerate
- self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));