1 #include "mlrs_weapon.qh"
4 SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire"));
5 METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
7 bool isPlayer = IS_PLAYER(actor);
9 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
11 turret_initparams(actor);
12 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0);
13 actor.tur_shotdir_updated = w_shotdir;
14 actor.tur_shotorg = w_shotorg;
15 actor.tur_head = actor;
16 actor.shot_radius = 500;
17 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
19 turret_tag_fire_update(actor);
20 entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, true, true);
21 missile.nextthink = time + max(actor.tur_impacttime, (actor.shot_radius * 2) / actor.shot_speed);
22 missile.missile_flags = MIF_SPLASH;
23 te_explosion(missile.origin);