1 #include "tesla_weapon.qh"
7 entity toast(entity actor, entity from, float range, float damage);
8 SOUND(TeslaCoilTurretAttack_FIRE, W_Sound("electro_fire"));
9 METHOD(TeslaCoilTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
10 bool isPlayer = IS_PLAYER(actor);
12 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
14 turret_initparams(actor);
15 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_TeslaCoilTurretAttack_FIRE, CH_WEAPON_B, 0);
16 actor.tur_shotdir_updated = w_shotdir;
17 actor.tur_shotorg = w_shotorg;
18 actor.tur_head = actor;
19 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
22 float d = actor.shot_dmg;
23 float r = actor.target_range;
25 setorigin(e, actor.tur_shotorg);
27 actor.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
29 entity t = toast(actor, e,r,d);
32 if (t == NULL) return;
34 actor.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_TEAMCHECK;
36 actor.attack_finished_single[0] = time + actor.shot_refire;
37 for (int i = 0; i < 10; ++i) {
40 t = toast(actor, t, r, d);
45 IL_EACH(g_railgunhit, it.railgunhit,
49 IL_CLEAR(g_railgunhit);
53 entity toast(entity actor, entity from, float range, float damage)
56 entity etarget = NULL;
57 FOREACH_ENTITY_RADIUS(from.origin, range, it != from && !it.railgunhit,
59 float r = turret_validate_target(actor, it, actor.target_validate_flags);
62 traceline(from.origin, 0.5 * (it.absmin + it.absmax), MOVE_WORLDONLY, from);
63 if(trace_fraction == 1.0)
65 float d = vlen(it.origin - from.origin);
77 te_csqc_lightningarc(from.origin, etarget.origin);
78 Damage(etarget, actor, actor, damage, DEATH_TURRET_TESLA.m_id, etarget.origin, '0 0 0');
79 etarget.railgunhit = 1;
80 IL_PUSH(g_railgunhit, etarget);