6 /* spawnflags */ TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER,
7 /* mins,maxs */ '-32 -32 0', '32 32 64',
8 /* model */ "base.md3",
9 /* head_model */ "mlrs.md3",
11 /* fullname */ _("MLRS Turret")
17 void spawnfunc_turret_mlrs() { SELFPARAM(); if(!turret_initialize(TUR_MLRS.m_id)) remove(self); }
19 float t_mlrs(Turret thistur, float req)
27 turret_tag_fire_update();
28 missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_MLRS, PROJECTILE_ROCKET, TRUE, TRUE);
29 missile.nextthink = time + max(self.tur_impacttime,(self.shot_radius * 2) / self.shot_speed);
30 missile.missile_flags = MIF_SPLASH;
31 te_explosion (missile.origin);
37 // 0 = full, 6 = empty
38 self.tur_head.frame = bound(0, 6 - floor(0.1 + self.ammo / self.shot_dmg), 6);
39 if(self.tur_head.frame < 0)
41 LOG_TRACE("ammo:",ftos(self.ammo),"\n");
42 LOG_TRACE("shot_dmg:",ftos(self.shot_dmg),"\n");
53 self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
54 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
56 self.damage_flags |= TFL_DMG_HEADSHAKE;
57 self.shoot_flags |= TFL_SHOOT_VOLLYALWAYS;
58 self.volly_counter = self.shot_volly;
73 float t_mlrs(Turret thistur, float req)
91 #endif // REGISTER_TURRET