void turret_initparams(entity);
SOUND(EWheelAttack_FIRE, W_Sound("electro_fire"));
-METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
- bool isPlayer = IS_PLAYER(actor);
- if (fire & 1)
- if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
- if (isPlayer) {
- turret_initparams(actor);
- W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0);
- actor.tur_shotdir_updated = w_shotdir;
- actor.tur_shotorg = w_shotorg;
- actor.tur_head = actor;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
- }
-
- turret_do_updates(actor);
-
- entity missile = turret_projectile(actor, SND_LASERGUN_FIRE, 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
- missile.missile_flags = MIF_SPLASH;
-
- Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
-
- if (!isPlayer) {
- actor.tur_head.frame += 2;
-
- if (actor.tur_head.frame > 3)
- actor.tur_head.frame = 0;
- }
- }
+METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ bool isPlayer = IS_PLAYER(actor);
+ if (fire & 1) {
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
+ if (isPlayer) {
+ turret_initparams(actor);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0);
+ actor.tur_shotdir_updated = w_shotdir;
+ actor.tur_shotorg = w_shotorg;
+ actor.tur_head = actor;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ }
+
+ turret_do_updates(actor);
+
+ entity missile = turret_projectile(actor, SND_LASERGUN_FIRE, 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
+ missile.missile_flags = MIF_SPLASH;
+
+ Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
+
+ if (!isPlayer) {
+ actor.tur_head.frame += 2;
+
+ if (actor.tur_head.frame > 3) {
+ actor.tur_head.frame = 0;
+ }
+ }
+ }
+ }
}
#endif