/* flags */ ATTRIB(MachineGunTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(MachineGunTurretAttack, impulse, int, 9);
/* refname */ ATTRIB(MachineGunTurretAttack, netname, string, "turret_machinegun");
-/* wepname */ ATTRIB(MachineGunTurretAttack, message, string, _("Machinegun"));
+/* wepname */ ATTRIB(MachineGunTurretAttack, m_name, string, _("Machinegun"));
ENDCLASS(MachineGunTurretAttack)
REGISTER_WEAPON(TUR_MACHINEGUN, NEW(MachineGunTurretAttack));
#ifdef SVQC
void W_MachineGun_MuzzleFlash();
-
-METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
+METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
bool isPlayer = IS_PLAYER(actor);
- if (fire1)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR(machinegun, sustained_refire))) {
+ if (fire & 1)
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
if (isPlayer) {
turret_initparams(actor);
- W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, v_forward, false, 0, SND(MachineGunTurretAttack_FIRE), CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
- weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
fireBullet (actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
W_MachineGun_MuzzleFlash();