11 turret_initparams(actor);
15 actor.tur_head = actor;
16 actor.shot_radius = 500;
19 turret_tag_fire_update(actor);
21 missile.nextthink =
time +
max(actor.tur_impacttime,(actor.shot_radius * 2) / actor.shot_speed);
23 te_explosion (missile.origin);
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)
const int PROJECTILE_ROCKET
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)
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)