4 CLASS(PlasmaAttack, PortoLaunch)
5 /* flags */ ATTRIB(PlasmaAttack, spawnflags, int, WEP_TYPE_OTHER);
6 /* impulse */ ATTRIB(PlasmaAttack, impulse, int, 5);
7 /* refname */ ATTRIB(PlasmaAttack, netname, string, "turret_plasma");
8 /* wepname */ ATTRIB(PlasmaAttack, message, string, _("Plasma"));
10 REGISTER_WEAPON(PLASMA, NEW(PlasmaAttack));
12 CLASS(PlasmaTurret, Turret)
13 /* spawnflags */ ATTRIB(PlasmaTurret, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER);
14 /* mins */ ATTRIB(PlasmaTurret, mins, vector, '-32 -32 0');
15 /* maxs */ ATTRIB(PlasmaTurret, maxs, vector, '32 32 64');
16 /* modelname */ ATTRIB(PlasmaTurret, mdl, string, "base.md3");
17 /* model */ ATTRIB(PlasmaTurret, model, string, strzone(strcat("models/turrets/", this.mdl)));
18 /* head_model */ ATTRIB(PlasmaTurret, head_model, string, strzone(strcat("models/turrets/", "plasma.md3")));
19 /* netname */ ATTRIB(PlasmaTurret, netname, string, "plasma");
20 /* fullname */ ATTRIB(PlasmaTurret, turret_name, string, _("Plasma Cannon"));
21 ATTRIB(PlasmaTurret, m_weapon, Weapon, WEP_PLASMA);
22 ENDCLASS(PlasmaTurret)
23 REGISTER_TURRET(PLASMA, NEW(PlasmaTurret));
30 METHOD(PlasmaAttack, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
32 bool isPlayer = IS_PLAYER(self);
34 if (!isPlayer || weapon_prepareattack(false, WEP_CVAR_PRI(electro, refire))) {
36 turret_initparams(self);
37 W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
38 self.tur_shotdir_updated = w_shotdir;
39 self.tur_shotorg = w_shotorg;
41 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
43 entity missile = turret_projectile(SND(HAGAR_FIRE), 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, true, true);
44 missile.missile_flags = MIF_SPLASH;
45 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
50 void spawnfunc_turret_plasma() { SELFPARAM(); if(!turret_initialize(TUR_PLASMA)) remove(self); }
52 METHOD(PlasmaTurret, tr_attack, void(PlasmaTurret this))
56 FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
57 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
59 Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
61 // teamcolor / hit beam effect
62 vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
63 WarpZone_TrailParticles(world, particleeffectnum(EFFECT_VAPORIZER(self.team)), self.tur_shotorg, v);
67 super.tr_attack(this);
69 if (self.tur_head.frame == 0)
70 self.tur_head.frame = 1;
72 METHOD(PlasmaTurret, tr_think, void(PlasmaTurret thistur))
74 if (self.tur_head.frame != 0)
75 self.tur_head.frame = self.tur_head.frame + 1;
77 if (self.tur_head.frame > 5)
78 self.tur_head.frame = 0;
80 METHOD(PlasmaTurret, tr_setup, void(PlasmaTurret this, entity it))
82 it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
83 it.damage_flags |= TFL_DMG_HEADSHAKE;
84 it.firecheck_flags |= TFL_FIRECHECK_AFF;
85 it.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_SPLASH;
87 turret_do_updates(it);