-#define ewheel_amin_stop 0
-#define ewheel_amin_fwd_slow 1
-#define ewheel_amin_fwd_fast 2
-#define ewheel_amin_bck_slow 3
-#define ewheel_amin_bck_fast 4
+const float ewheel_amin_stop = 0;
+const float ewheel_amin_fwd_slow = 1;
+const float ewheel_amin_fwd_fast = 2;
+const float ewheel_amin_bck_slow = 3;
+const float ewheel_amin_bck_fast = 4;
void ewheel_attack()
{
{
turret_do_updates(self);
- _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_BLASTER, TRUE, TRUE); // WEAPONTODO: this is not a projectile made by the blaster, add separate effect for it
+ _mis = turret_projectile("weapons/lasergun_fire.wav", 1, 0, DEATH_TURRET_EWHEEL, PROJECTILE_BLASTER, true, true); // WEAPONTODO: this is not a projectile made by the blaster, add separate effect for it
_mis.missile_flags = MIF_SPLASH;
pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
movelib_beak_simple(autocvar_g_turrets_unit_ewheel_speed_stop);
}
- turrets_setframe(newframe , FALSE);
+ turrets_setframe(newframe , false);
/*if(self.frame != newframe)
{
float vz;
vector wish_angle, real_angle;
- vz = self.velocity_z;
+ vz = self.velocity.z;
- self.angles_x = anglemods(self.angles_x);
- self.angles_y = anglemods(self.angles_y);
+ self.angles_x = anglemods(self.angles.x);
+ self.angles_y = anglemods(self.angles.y);
fixedmakevectors(self.angles);
real_angle = wish_angle - self.angles;
real_angle = shortangle_vxy(real_angle, self.tur_head.angles);
- self.tur_head.spawnshieldtime = fabs(real_angle_y);
- real_angle_y = bound(-self.tur_head.aim_speed, real_angle_y, self.tur_head.aim_speed);
- self.angles_y = (self.angles_y + real_angle_y);
+ self.tur_head.spawnshieldtime = fabs(real_angle.y);
+ real_angle.y = bound(-self.tur_head.aim_speed, real_angle.y, self.tur_head.aim_speed);
+ self.angles_y = (self.angles.y + real_angle.y);
if(self.enemy)
ewheel_move_enemy();
self.frame = 1;
self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
- self.iscreature = TRUE;
+ self.iscreature = true;
self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
+ self.damagedbycontents = true;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.takedamage = DAMAGE_AIM;