1 void spawnfunc_turret_machinegun();
2 void turret_machinegun_std_init();
3 void turret_machinegun_attack();
5 //.float bulletcounter;
6 void turret_machinegun_attack()
8 fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, autocvar_g_balance_uzi_bulletconstant);
9 endFireBallisticBullet();
12 setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
16 void turret_machinegun_std_init()
18 if (self.netname == "") self.netname = "Machinegun Turret";
20 self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
21 self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
22 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
24 if (!autocvar_g_antilag_bullets)
25 self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
27 if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
33 self.damage_flags |= TFL_DMG_HEADSHAKE;
34 self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
37 self.turret_firefunc = turret_machinegun_attack;
42 /*QUAKED turret_machinegun (0 .5 .8) ?
43 * machinegun turret. does what you'd expect
45 void spawnfunc_turret_machinegun()
47 precache_model ("models/turrets/machinegun.md3");
48 precache_model ("models/turrets/base.md3");
49 precache_sound ("weapons/uzi_fire.wav");
51 self.think = turret_machinegun_std_init;
52 self.nextthink = time + 0.5;