12 FireRailgunBullet (it, weaponentity, it.tur_shotorg, it.tur_shotorg + it.tur_shotdir_updated * max_shot_distance, 10000000000,
false,
13 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA.m_id);
15 Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, it.tur_shotorg, it.tur_shotdir_updated * 1000, 1);
25 if (it.tur_head.frame == 0)
26 it.tur_head.frame = 1;
30 if (it.tur_head.frame != 0)
31 it.tur_head.frame = it.tur_head.frame + 1;
33 if (it.tur_head.frame > 5)
34 it.tur_head.frame = 0;
const int TFL_DMG_HEADSHAKE
const int TFL_FIRECHECK_AFF
bool turret_initialize(entity this, Turret tur)
spawnfunc(info_player_attacker)
#define METHOD(cname, name, prototype)
void turret_do_updates(entity e_turret)
updates aim org, shot org, shot dir and enemy org for selected turret
const int TFL_AMMO_RECHARGE
vector WarpZone_UnTransformOrigin(entity wz, vector v)
#define MUTATOR_IS_ENABLED(this)
const int TFL_AMMO_RECIEVE
vector(float skel, float bonenum) _skel_get_boneabs_hidden
entity WarpZone_trace_transform
const int TFL_AMMO_ENERGY
entity weaponentities[MAX_WEAPONSLOTS]
void FireRailgunBullet(entity this,.entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
const int TFL_AIM_SHOTTIMECOMPENSATE
entity EFFECT_VAPORIZER(int teamid)