1 void W_MachineGun_MuzzleFlash(void);
3 void spawnfunc_turret_machinegun();
4 void turret_machinegun_std_init();
5 void turret_machinegun_attack();
7 //.float bulletcounter;
8 void turret_machinegun_attack()
10 fireBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
12 W_MachineGun_MuzzleFlash(); // WEAPONTODO
13 setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
17 void turret_machinegun_std_init()
19 if (self.netname == "") self.netname = "Machinegun Turret";
21 self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
22 self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
23 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
25 self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
27 if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
33 self.damage_flags |= TFL_DMG_HEADSHAKE;
34 self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
37 self.turret_firefunc = turret_machinegun_attack;
42 /*QUAKED turret_machinegun (0 .5 .8) ?
43 * machinegun turret. does what you'd expect
45 void spawnfunc_turret_machinegun()
47 precache_model ("models/turrets/machinegun.md3");
48 precache_model ("models/turrets/base.md3");
49 precache_sound ("weapons/uzi_fire.wav");
51 self.think = turret_machinegun_std_init;
52 self.nextthink = time + 0.5;