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1 #include "machinegun_weapon.qh"
2
3 #ifdef IMPLEMENTATION
4
5 #ifdef SVQC
6
7 void W_MachineGun_MuzzleFlash(entity actor);
8 SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
9 METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
10 {
11     bool isPlayer = IS_PLAYER(actor);
12     if (fire & 1)
13     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
14         if (isPlayer) {
15             turret_initparams(actor);
16             W_SetupShot_Dir(actor, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0);
17             actor.tur_shotdir_updated = w_shotdir;
18             actor.tur_shotorg = w_shotorg;
19             actor.tur_head = actor;
20             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
21         }
22         fireBullet (actor, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
23         W_MachineGun_MuzzleFlash(actor);
24         setattachment(actor.muzzle_flash, actor.tur_head, "tag_fire");
25     }
26 }
27
28 #endif
29
30 #endif