1 #ifndef TURRET_FLAC_WEAPON_H
2 #define TURRET_FLAC_WEAPON_H
4 CLASS(FlacAttack, PortoLaunch)
5 /* flags */ ATTRIB(FlacAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
6 /* impulse */ ATTRIB(FlacAttack, impulse, int, 5);
7 /* refname */ ATTRIB(FlacAttack, netname, string, "turret_flac");
8 /* wepname */ ATTRIB(FlacAttack, m_name, string, _("FLAC"));
10 REGISTER_WEAPON(FLAC, NEW(FlacAttack));
18 void turret_flac_projectile_think_explode();
19 SOUND(FlacAttack_FIRE, W_Sound("electro_fire"));
20 METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
21 bool isPlayer = IS_PLAYER(actor);
23 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
25 turret_initparams(actor);
26 W_SetupShot_Dir(actor, v_forward, false, 0, SND(FlacAttack_FIRE), CH_WEAPON_B, 0);
27 actor.tur_shotdir_updated = w_shotdir;
28 actor.tur_shotorg = w_shotorg;
29 actor.tur_head = actor;
30 actor.tur_impacttime = 10;
31 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
34 turret_tag_fire_update();
36 entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
37 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
38 proj.think = turret_flac_projectile_think_explode;
39 proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
40 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
43 actor.tur_head.frame = actor.tur_head.frame + 1;
44 if (actor.tur_head.frame >= 4)
45 actor.tur_head.frame = 0;
50 void turret_flac_projectile_think_explode()
53 if(self.enemy != world)
54 if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 3))
55 setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
58 float d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
59 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
60 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
62 RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);