#ifndef TURRET_FLAC_WEAPON_H #define TURRET_FLAC_WEAPON_H CLASS(FlacAttack, PortoLaunch) /* flags */ ATTRIB(FlacAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED); /* impulse */ ATTRIB(FlacAttack, impulse, int, 5); /* refname */ ATTRIB(FlacAttack, netname, string, "turret_flac"); /* wepname */ ATTRIB(FlacAttack, m_name, string, _("FLAC")); ENDCLASS(FlacAttack) REGISTER_WEAPON(FLAC, NEW(FlacAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC void turret_flac_projectile_think_explode(); SOUND(FlacAttack_FIRE, W_Sound("electro_fire")); METHOD(FlacAttack, 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, v_forward, false, 0, SND(FlacAttack_FIRE), CH_WEAPON_B, 0); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; actor.tur_impacttime = 10; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } turret_tag_fire_update(); entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true); proj.missile_flags = MIF_SPLASH | MIF_PROXY; proj.think = turret_flac_projectile_think_explode; proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1); if (!isPlayer) { actor.tur_head.frame = actor.tur_head.frame + 1; if (actor.tur_head.frame >= 4) actor.tur_head.frame = 0; } } } void turret_flac_projectile_think_explode() { SELFPARAM(); if (self.enemy != world) if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3) setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius); #ifdef TURRET_DEBUG float d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg; #else RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); #endif remove(self); } #endif #endif