1 #include "ewheel_weapon.qh"
5 void turret_initparams(entity);
6 SOUND(EWheelAttack_FIRE, W_Sound("electro_fire"));
7 METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
8 bool isPlayer = IS_PLAYER(actor);
10 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
12 turret_initparams(actor);
13 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0);
14 actor.tur_shotdir_updated = w_shotdir;
15 actor.tur_shotorg = w_shotorg;
16 actor.tur_head = actor;
17 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
20 turret_do_updates(actor);
22 entity missile = turret_projectile(actor, SND_LASERGUN_FIRE, 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
23 missile.missile_flags = MIF_SPLASH;
25 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
28 actor.tur_head.frame += 2;
30 if (actor.tur_head.frame > 3)
31 actor.tur_head.frame = 0;