11 it.tur_head.avelocity =
'0 0 0';
15 if(it.ammo < it.shot_dmg)
17 it.tur_head.avelocity =
'0 45 0' * (it.ammo / it.shot_dmg);
21 it.tur_head.avelocity =
'0 180 0' * (it.ammo / it.shot_dmg);
23 if(it.attack_finished_single[0] >
time)
27 f = (it.ammo / it.ammo_max);
31 te_csqc_lightningarc(it.tur_shotorg,it.tur_shotorg + (
randomvec() * 350));
35 bool turret_tesla_firecheck(
entity this);
41 it.turret_firecheckfunc = turret_tesla_firecheck;
52 bool turret_tesla_firecheck(
entity this)
55 float do_target_scan = 0;
entity turret_select_target(entity this)
float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
int target_validate_flags
float target_validate_time
const int TFL_FIRECHECK_AMMO_OWN
bool turret_initialize(entity this, Turret tur)
spawnfunc(info_player_attacker)
#define METHOD(cname, name, prototype)
float autocvar_g_turrets_targetscan_maxdelay
const int TFL_AMMO_RECHARGE
const int TFL_TARGETSELECT_PLAYERS
float autocvar_g_turrets_targetscan_mindelay
const int TFL_FIRECHECK_REFIRE
bool turret_firecheck(entity this)
const int TFL_SHOOT_CUSTOM
const int TFL_AMMO_RECIEVE
const int TFL_TARGETSELECT_TEAMCHECK
const int TFL_AMMO_ENERGY
const int TFL_TARGETSELECT_MISSILES
const int TFL_TARGETSELECT_RANGELIMITS