SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
METHOD(MachineGunTurretAttack, 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(machinegun, sustained_refire))) {
- if (isPlayer) {
- turret_initparams(actor);
- W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_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, 0, w_ready);
- }
- fireBullet (actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
- }
+ bool isPlayer = IS_PLAYER(actor);
+ if (fire & 1) {
+ if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
+ if (isPlayer) {
+ turret_initparams(actor);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_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, 0, w_ready);
+ }
+ fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, 0);
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
+ }
+ }
}
#endif