void turret_flac_projectile_think_explode(entity this);
SOUND(FlacAttack_FIRE, W_Sound("electro_fire"));
-METHOD(FlacAttack, 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_FlacAttack_FIRE, CH_WEAPON_B, 0);
- actor.tur_shotdir_updated = w_shotdir;
- actor.tur_shotorg = w_shotorg;
- actor.tur_head = actor;
- actor.tur_impacttime = 10;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
- }
-
- turret_tag_fire_update(actor);
-
- entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
- proj.missile_flags = MIF_SPLASH | MIF_PROXY;
- setthink(proj, turret_flac_projectile_think_explode);
- proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
- Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
-
- if (!isPlayer) {
- actor.tur_head.frame = actor.tur_head.frame + 1;
- if (actor.tur_head.frame >= 4)
- actor.tur_head.frame = 0;
- }
- }
+METHOD(FlacAttack, 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_FlacAttack_FIRE, CH_WEAPON_B, 0);
+ actor.tur_shotdir_updated = w_shotdir;
+ actor.tur_shotorg = w_shotorg;
+ actor.tur_head = actor;
+ actor.tur_impacttime = 10;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ }
+
+ turret_tag_fire_update(actor);
+
+ entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+ setthink(proj, turret_flac_projectile_think_explode);
+ proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
+ Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
+
+ if (!isPlayer) {
+ actor.tur_head.frame = actor.tur_head.frame + 1;
+ if (actor.tur_head.frame >= 4) {
+ actor.tur_head.frame = 0;
+ }
+ }
+ }
+ }
}
void turret_flac_projectile_think_explode(entity this)
{
- if(this.enemy != NULL)
- if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3))
- setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
+ if (this.enemy != NULL) {
+ if (vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3)) {
+ setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
+ }
+ }
#ifdef TURRET_DEBUG
- float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
- this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
- this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
+ float d = RadiusDamage(this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+ this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
+ this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
#else
- RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+ RadiusDamage(this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
#endif
- delete(this);
+ delete(this);
}
#endif