Xonotic
machinegun_weapon.qc
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1 #include "machinegun_weapon.qh"
2 
3 #ifdef SVQC
4 
5 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel);
6 SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
7 METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
8 {
9  bool isPlayer = IS_PLAYER(actor);
10  if (fire & 1)
11  if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
12  if (isPlayer) {
13  turret_initparams(actor);
14  W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MACHINEGUN.m_id);
15  actor.tur_shotdir_updated = w_shotdir;
16  actor.tur_shotorg = w_shotorg;
17  actor.tur_head = actor;
18  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
19  }
20  fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET);
21  W_MuzzleFlash_Model(actor.(weaponentity), MDL_MACHINEGUN_MUZZLEFLASH);
22  setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
23  }
24 }
25 
26 #endif
vector w_shotorg
Definition: tracing.qh:18
entity() spawn
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define WEP_CVAR(wepname, name)
Definition: all.qh:299
vector w_shotdir
Definition: tracing.qh:19
string W_Sound(string w_snd)
Definition: all.qc:281
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
Definition: tracing.qc:503
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:31
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
#define SOUND(name, path)
Definition: all.qh:30
const int CH_WEAPON_B
Definition: sound.qh:8
#define IS_PLAYER(v)
Definition: utils.qh:9
vector v_forward
Definition: csprogsdefs.qc:31