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1 #include "mlrs_weapon.qh"
2
3 #ifdef SVQC
4 SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire"));
5 METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
6 {
7         bool isPlayer = IS_PLAYER(actor);
8         if (fire & 1) {
9                 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
10                         if (isPlayer) {
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);
18                         }
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);
24                 }
25         }
26 }
27
28 #endif