1 #ifndef TURRET_FLAC_WEAPON_H
2 #define TURRET_FLAC_WEAPON_H
4 CLASS(FlacAttack, PortoLaunch)
5 /* flags */ ATTRIB(FlacAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
6 /* impulse */ ATTRIB(FlacAttack, impulse, int, 5);
7 /* refname */ ATTRIB(FlacAttack, netname, string, "turret_flac");
8 /* wepname */ ATTRIB(FlacAttack, message, string, _("FLAC"));
10 REGISTER_WEAPON(FLAC, NEW(FlacAttack));
18 void turret_flac_projectile_think_explode();
19 METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) {
20 bool isPlayer = IS_PLAYER(actor);
22 if (!isPlayer || weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(electro, refire))) {
24 turret_initparams(actor);
25 W_SetupShot_Dir(actor, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
26 actor.tur_shotdir_updated = w_shotdir;
27 actor.tur_shotorg = w_shotorg;
28 actor.tur_head = actor;
29 actor.tur_impacttime = 10;
30 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
33 turret_tag_fire_update();
35 entity proj = turret_projectile(SND(HAGAR_FIRE), 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
36 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
37 proj.think = turret_flac_projectile_think_explode;
38 proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
39 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
42 actor.tur_head.frame = actor.tur_head.frame + 1;
43 if (actor.tur_head.frame >= 4)
44 actor.tur_head.frame = 0;
49 void turret_flac_projectile_think_explode()
52 if (self.enemy != world)
53 if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
54 setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
57 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);
58 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
59 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
61 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);