Xonotic
mlrs_weapon.qc
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1 #include "mlrs_weapon.qh"
2 
3 #ifdef SVQC
4 SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire"));
5 METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
6 {
7  bool isPlayer = IS_PLAYER(actor);
8  if (fire & 1)
9  if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) {
10  if (isPlayer) {
11  turret_initparams(actor);
12  W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MLRS.m_id);
13  actor.tur_shotdir_updated = w_shotdir;
14  actor.tur_shotorg = w_shotorg;
15  actor.tur_head = actor;
16  actor.shot_radius = 500;
17  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
18  }
19  turret_tag_fire_update(actor);
20  entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, true, true);
21  missile.nextthink = time + max(actor.tur_impacttime,(actor.shot_radius * 2) / actor.shot_speed);
22  missile.missile_flags = MIF_SPLASH;
23  te_explosion (missile.origin);
24  }
25 }
26 
27 #endif
vector w_shotorg
Definition: tracing.qh:18
const int MIF_SPLASH
Definition: common.qh:34
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
const int PROJECTILE_ROCKET
Definition: projectiles.qh:4
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
#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
float time
Definition: csprogsdefs.qc:16
const int CH_WEAPON_B
Definition: sound.qh:8
#define IS_PLAYER(v)
Definition: utils.qh:9
vector v_forward
Definition: csprogsdefs.qc:31