]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/turrets/turret/walker_weapon.qc
take3: format 903 files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / turrets / turret / walker_weapon.qc
index b418ce40d32240445a75560a8e35bbbd521f89ff..87157a4c6b6c6d60da4177e39f98b637a220ff44 100644 (file)
@@ -3,22 +3,24 @@
 #ifdef SVQC
 
 SOUND(WalkerTurretAttack_FIRE, W_Sound("electro_fire"));
-METHOD(WalkerTurretAttack, 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_WalkerTurretAttack_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);
-        }
-        sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
-        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);
-        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
-    }
+METHOD(WalkerTurretAttack, 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_WalkerTurretAttack_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);
+                       }
+                       sound(actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
+                       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);
+                       Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
+               }
+       }
 }
 
 #endif