#ifndef TURRET_WALKER_WEAPON_H #define TURRET_WALKER_WEAPON_H CLASS(WalkerTurretAttack, PortoLaunch) /* flags */ ATTRIB(WalkerTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN); /* impulse */ ATTRIB(WalkerTurretAttack, impulse, int, 5); /* refname */ ATTRIB(WalkerTurretAttack, netname, string, "turret_walker"); /* wepname */ ATTRIB(WalkerTurretAttack, message, string, _("Walker")); ENDCLASS(WalkerTurretAttack) REGISTER_WEAPON(WALKER, NEW(WalkerTurretAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC METHOD(WalkerTurretAttack, wr_think, void(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; weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } sound (self, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM); fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1); } } #endif #endif