1 #ifndef TURRET_TESLA_WEAPON_H
2 #define TURRET_TESLA_WEAPON_H
4 CLASS(TeslaCoilTurretAttack, PortoLaunch)
5 /* flags */ ATTRIB(TeslaCoilTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
6 /* impulse */ ATTRIB(TeslaCoilTurretAttack, impulse, int, 9);
7 /* refname */ ATTRIB(TeslaCoilTurretAttack, netname, string, "turret_tesla");
8 /* wepname */ ATTRIB(TeslaCoilTurretAttack, m_name, string, _("Tesla Coil"));
9 ENDCLASS(TeslaCoilTurretAttack)
10 REGISTER_WEAPON(TESLA, NEW(TeslaCoilTurretAttack));
18 entity toast(entity from, float range, float damage);
19 SOUND(TeslaCoilTurretAttack_FIRE, W_Sound("electro_fire"));
20 METHOD(TeslaCoilTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
21 bool isPlayer = IS_PLAYER(actor);
23 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
25 turret_initparams(actor);
26 W_SetupShot_Dir(actor, v_forward, false, 0, SND(TeslaCoilTurretAttack_FIRE), CH_WEAPON_B, 0);
27 actor.tur_shotdir_updated = w_shotdir;
28 actor.tur_shotorg = w_shotorg;
29 actor.tur_head = actor;
30 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
33 float d = actor.shot_dmg;
34 float r = actor.target_range;
36 setorigin(e,actor.tur_shotorg);
38 actor.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_RANGELIMITS | TFL_TARGETSELECT_TEAMCHECK;
40 entity t = toast(e,r,d);
43 if (t == NULL) return;
45 actor.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_TEAMCHECK;
47 actor.attack_finished_single[0] = time + actor.shot_refire;
48 for (int i = 0; i < 10; ++i) {
52 if (t == world) break;
56 e = findchainfloat(railgunhit, 1);
65 entity toast(entity from, float range, float damage)
68 entity etarget = world;
74 e = findradius(from.origin,range);
77 if ((e.railgunhit != 1) && (e != from))
79 r = turret_validate_target(self,e,self.target_validate_flags);
82 traceline(from.origin,0.5 * (e.absmin + e.absmax),MOVE_WORLDONLY,from);
83 if (trace_fraction == 1.0)
85 d = vlen(e.origin - from.origin);
99 te_csqc_lightningarc(from.origin,etarget.origin);
100 Damage(etarget, self, self, damage, DEATH_TURRET_TESLA.m_id, etarget.origin, '0 0 0');
101 etarget.railgunhit = 1;