5 void turret_flac_projectile_think_explode(
entity this);
12 turret_initparams(actor);
16 actor.tur_head = actor;
17 actor.tur_impacttime = 10;
21 turret_tag_fire_update(actor);
25 setthink(proj, turret_flac_projectile_think_explode);
26 proj.nextthink =
time + actor.tur_impacttime + (
random() * 0.01 -
random() * 0.01);
27 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
30 actor.tur_head.frame = actor.tur_head.frame + 1;
31 if (actor.tur_head.frame >= 4)
32 actor.tur_head.frame = 0;
37 void turret_flac_projectile_think_explode(
entity this)
44 float d =
RadiusDamage (
this, this.
owner, this.
owner.shot_dmg,
this.owner.shot_dmg,
this.owner.shot_radius,
this,
NULL,
this.owner.shot_force,
this.projectiledeathtype,
DMG_NOWEP,
NULL);
45 this.
owner.tur_debug_dmg_t_h = this.
owner.tur_debug_dmg_t_h + d;
46 this.
owner.tur_debug_dmg_t_f = this.
owner.tur_debug_dmg_t_f + this.
owner.shot_dmg;
48 RadiusDamage (
this, this.
realowner, this.
owner.shot_dmg,
this.owner.shot_dmg,
this.owner.shot_radius,
this,
NULL,
this.owner.shot_force,
this.projectiledeathtype,
DMG_NOWEP,
NULL);
#define WEP_CVAR_PRI(wepname, name)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
string W_Sound(string w_snd)
#define METHOD(cname, name, prototype)
const int PROJECTILE_HAGAR
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)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
#define SOUND(name, path)