-#ifndef TURRET_HELLION_WEAPON_H
-#define TURRET_HELLION_WEAPON_H
-
-CLASS(HellionAttack, PortoLaunch)
-/* flags */ ATTRIB(HellionAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
-/* impulse */ ATTRIB(HellionAttack, impulse, int, 9);
-/* refname */ ATTRIB(HellionAttack, netname, string, "turret_hellion");
-/* wepname */ ATTRIB(HellionAttack, m_name, string, _("Hellion"));
-ENDCLASS(HellionAttack)
-REGISTER_WEAPON(HELLION, NEW(HellionAttack));
-
-#endif
+#include "hellion_weapon.qh"
#ifdef IMPLEMENTATION
float autocvar_g_turrets_unit_hellion_shot_speed_gain;
float autocvar_g_turrets_unit_hellion_shot_speed_max;
-void turret_hellion_missile_think();
+void turret_hellion_missile_think(entity this);
SOUND(HellionAttack_FIRE, W_Sound("electro_fire"));
METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
- W_SetupShot_Dir(actor, v_forward, false, 0, SND(HellionAttack_FIRE), CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
}
- entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
+ entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
te_explosion (missile.origin);
- missile.think = turret_hellion_missile_think;
+ setthink(missile, turret_hellion_missile_think);
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
missile.max_health = time + 9;
}
}
-void turret_hellion_missile_think()
-{SELFPARAM();
+void turret_hellion_missile_think(entity this)
+{
vector olddir,newdir;
vector pre_pos;
float itime;
olddir = normalize(self.velocity);
if(self.max_health < time)
- turret_projectile_explode();
+ turret_projectile_explode(self);
// Enemy dead? just keep on the current heading then.
if ((self.enemy == world) || (IS_DEAD(self.enemy)))
// Turn model
self.angles = vectoangles(self.velocity);
- if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
- turret_projectile_explode();
+ if(vdist(self.origin - self.owner.origin, >, (self.owner.shot_radius * 5)))
+ turret_projectile_explode(self);
// Accelerate
self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
}
// Enemy in range?
- if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
- turret_projectile_explode();
+ if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 0.2))
+ turret_projectile_explode(self);
// Predict enemy position
itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);
self.velocity = newdir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
if (itime < 0.05)
- self.think = turret_projectile_explode;
+ setthink(self, turret_projectile_explode);
UpdateCSQCProjectile(self);
}