1 #ifndef TURRET_PLASMA_H
2 #define TURRET_PLASMA_H
4 #include "plasma_weapon.qc"
6 CLASS(PlasmaTurret, Turret)
7 /* spawnflags */ ATTRIB(PlasmaTurret, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER);
8 /* mins */ ATTRIB(PlasmaTurret, mins, vector, '-32 -32 0');
9 /* maxs */ ATTRIB(PlasmaTurret, maxs, vector, '32 32 64');
10 /* modelname */ ATTRIB(PlasmaTurret, mdl, string, "base.md3");
11 /* model */ ATTRIB_STRZONE(PlasmaTurret, model, string, strcat("models/turrets/", this.mdl));
12 /* head_model */ ATTRIB_STRZONE(PlasmaTurret, head_model, string, strcat("models/turrets/", "plasma.md3"));
13 /* netname */ ATTRIB(PlasmaTurret, netname, string, "plasma");
14 /* fullname */ ATTRIB(PlasmaTurret, turret_name, string, _("Plasma Cannon"));
15 ATTRIB(PlasmaTurret, m_weapon, Weapon, WEP_PLASMA);
16 ENDCLASS(PlasmaTurret)
17 REGISTER_TURRET(PLASMA, NEW(PlasmaTurret));
23 #include "plasma_weapon.qc"
27 spawnfunc(turret_plasma) { if (!turret_initialize(TUR_PLASMA)) remove(self); }
29 METHOD(PlasmaTurret, tr_attack, void(PlasmaTurret this, entity it))
33 FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
34 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA.m_id);
36 Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
38 // teamcolor / hit beam effect
39 vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
40 WarpZone_TrailParticles(world, particleeffectnum(EFFECT_VAPORIZER(self.team)), self.tur_shotorg, v);
44 SUPER(PlasmaTurret).tr_attack(this, it);
46 if (self.tur_head.frame == 0)
47 self.tur_head.frame = 1;
49 METHOD(PlasmaTurret, tr_think, void(PlasmaTurret thistur, entity it))
51 if (self.tur_head.frame != 0)
52 self.tur_head.frame = self.tur_head.frame + 1;
54 if (self.tur_head.frame > 5)
55 self.tur_head.frame = 0;
57 METHOD(PlasmaTurret, tr_setup, void(PlasmaTurret this, entity it))
59 it.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE | TFL_AMMO_RECIEVE;
60 it.damage_flags |= TFL_DMG_HEADSHAKE;
61 it.firecheck_flags |= TFL_FIRECHECK_AFF;
62 it.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_SPLASH;
64 turret_do_updates(it);