Xonotic
ewheel_weapon.qc
Go to the documentation of this file.
1 #include "ewheel_weapon.qh"
2 
3 #ifdef SVQC
4 
5 void turret_initparams(entity);
6 SOUND(EWheelAttack_FIRE, W_Sound("electro_fire"));
7 METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
8  bool isPlayer = IS_PLAYER(actor);
9  if (fire & 1)
10  if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
11  if (isPlayer) {
12  turret_initparams(actor);
13  W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_EWHEEL.m_id);
14  actor.tur_shotdir_updated = w_shotdir;
15  actor.tur_shotorg = w_shotorg;
16  actor.tur_head = actor;
17  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
18  }
19 
20  turret_do_updates(actor);
21 
22  entity missile = turret_projectile(actor, SND_LASERGUN_FIRE, 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
23  missile.missile_flags = MIF_SPLASH;
24 
25  Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
26 
27  if (!isPlayer) {
28  actor.tur_head.frame += 2;
29 
30  if (actor.tur_head.frame > 3)
31  actor.tur_head.frame = 0;
32  }
33  }
34 }
35 
36 #endif
#define WEP_CVAR_PRI(wepname, name)
Definition: all.qh:300
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)
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 turret_do_updates(entity e_turret)
updates aim org, shot org, shot dir and enemy org for selected turret
const int PROJECTILE_BLASTER
Definition: projectiles.qh:11
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
const int CH_WEAPON_B
Definition: sound.qh:8
#define IS_PLAYER(v)
Definition: utils.qh:9
vector v_forward
Definition: csprogsdefs.qc:31