1 #include "walker_weapon.qh"
5 SOUND(WalkerTurretAttack_FIRE, W_Sound("electro_fire"));
6 METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
8 bool isPlayer = IS_PLAYER(actor);
10 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
12 turret_initparams(actor);
13 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WalkerTurretAttack_FIRE, CH_WEAPON_B, 0);
14 actor.tur_shotdir_updated = w_shotdir;
15 actor.tur_shotorg = w_shotorg;
16 actor.tur_head = actor;
17 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
19 sound(actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
20 fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, 0);
21 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);