#ifndef TURRET_MACHINEGUN_WEAPON_H #define TURRET_MACHINEGUN_WEAPON_H CLASS(MachineGunTurretAttack, PortoLaunch) /* flags */ ATTRIB(MachineGunTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED); /* impulse */ ATTRIB(MachineGunTurretAttack, impulse, int, 9); /* refname */ ATTRIB(MachineGunTurretAttack, netname, string, "turret_machinegun"); /* wepname */ ATTRIB(MachineGunTurretAttack, message, string, _("Machinegun")); ENDCLASS(MachineGunTurretAttack) REGISTER_WEAPON(TUR_MACHINEGUN, NEW(MachineGunTurretAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC void W_MachineGun_MuzzleFlash(); METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) { bool isPlayer = IS_PLAYER(actor); if (fire1) if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR(machinegun, sustained_refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; weapon_thinkf(actor, WFRAME_FIRE1, 0, w_ready); } fireBullet (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(); setattachment(actor.muzzle_flash, actor.tur_head, "tag_fire"); } } #endif #endif