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 fireBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0);
11 setattachment(self.muzzle_flash, self.tur_head, "tag_fire");
15 void turret_machinegun_std_init()
17 if (self.netname == "") self.netname = "Machinegun Turret";
19 self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
20 self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
21 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
23 self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
25 if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
31 self.damage_flags |= TFL_DMG_HEADSHAKE;
32 self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
35 self.turret_firefunc = turret_machinegun_attack;
40 /*QUAKED turret_machinegun (0 .5 .8) ?
41 * machinegun turret. does what you'd expect
43 void spawnfunc_turret_machinegun()
45 precache_model ("models/turrets/machinegun.md3");
46 precache_model ("models/turrets/base.md3");
47 precache_sound ("weapons/uzi_fire.wav");
49 self.think = turret_machinegun_std_init;
50 self.nextthink = time + 0.5;