1 #include "flac_weapon.qh"
5 void turret_flac_projectile_think_explode(entity this);
6 SOUND(FlacAttack_FIRE, W_Sound("electro_fire"));
7 METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
8 bool isPlayer = IS_PLAYER(actor);
10 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
12 turret_initparams(actor);
13 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_FLAC.m_id);
14 actor.tur_shotdir_updated = w_shotdir;
15 actor.tur_shotorg = w_shotorg;
16 actor.tur_head = actor;
17 actor.tur_impacttime = 10;
18 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
21 turret_tag_fire_update(actor);
23 entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
24 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
25 setthink(proj, turret_flac_projectile_think_explode);
26 proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
27 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
30 actor.tur_head.frame = actor.tur_head.frame + 1;
31 if (actor.tur_head.frame >= 4)
32 actor.tur_head.frame = 0;
37 void turret_flac_projectile_think_explode(entity this)
39 if(this.enemy != NULL)
40 if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3))
41 setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
44 float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);
45 this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
46 this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
48 RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, DMG_NOWEP, NULL);