#ifndef TURRET_MACHINEGUN_WEAPON_H #define TURRET_MACHINEGUN_WEAPON_H CLASS(MachineGunTurretAttack, PortoLaunch) /* flags */ ATTRIB(MachineGunTurretAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN); /* 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, bool fire1, bool fire2)) { SELFPARAM(); bool isPlayer = IS_PLAYER(self); if (fire1) if (!isPlayer || weapon_prepareattack(false, WEP_CVAR(machinegun, sustained_refire))) { if (isPlayer) { turret_initparams(self); W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0); self.tur_shotdir_updated = w_shotdir; self.tur_shotorg = w_shotorg; self.tur_head = self; weapon_thinkf(WFRAME_FIRE1, 0, w_ready); } fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0); W_MachineGun_MuzzleFlash(); setattachment(self.muzzle_flash, self.tur_head, "tag_fire"); } } #endif #endif