5 void W_MuzzleFlash_Model(
entity wepent,
entity muzzlemodel);
6 SOUND(MachineGunTurretAttack_FIRE,
W_Sound(
"electro_fire"));
13 turret_initparams(actor);
17 actor.tur_head = actor;
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");
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define WEP_CVAR(wepname, name)
string W_Sound(string w_snd)
#define METHOD(cname, name, prototype)
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)
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)
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)