4 bool turret_fusionreactor_firecheck(
entity this)
17 || (this.
ammo < this.shot_dmg)
18 || (targ.ammo >= targ.ammo_max)
19 || (
vdist(targ.origin -
this.origin, >,
this.target_range))
20 || (
this.team != targ.team)
31 it.enemy.ammo =
min(it.enemy.ammo + it.shot_dmg,it.enemy.ammo_max);
32 vector fl_org = 0.5 * (it.enemy.absmin + it.enemy.absmax);
33 te_smallflash(fl_org);
37 it.tur_head.avelocity =
'0 250 0' * (it.ammo / it.ammo_max);
48 it.tur_head.scale = 0.75;
49 it.tur_head.avelocity =
'0 50 0';
51 it.turret_firecheckfunc = turret_fusionreactor_firecheck;
const int TFL_FIRECHECK_AMMO_OWN
bool turret_initialize(entity this, Turret tur)
spawnfunc(info_player_attacker)
#define METHOD(cname, name, prototype)
const int TFL_AMMO_RECHARGE
const int TFL_TARGETSELECT_OWNTEAM
const int TFL_FIRECHECK_AMMO_OTHER
const int TFL_FIRECHECK_DISTANCES
const int TFL_SHOOT_HITALLVALID
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int TFL_TARGETSELECT_TEAMCHECK
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
const int TFL_FIRECHECK_DEAD
const int TFL_AMMO_ENERGY
#define MUTATOR_CALLHOOK(id,...)
const int TFL_TARGETSELECT_RANGELIMITS
float attack_finished_single[MAX_WEAPONSLOTS]