Xonotic
walker_weapon.qc
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1 #include "walker_weapon.qh"
2 
3 #ifdef SVQC
4 
5 SOUND(WalkerTurretAttack_FIRE, W_Sound("electro_fire"));
6 METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
7  bool isPlayer = IS_PLAYER(actor);
8  if (fire & 1)
9  if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
10  if (isPlayer) {
11  turret_initparams(actor);
12  W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WalkerTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_WALK_GUN.m_id);
13  actor.tur_shotdir_updated = w_shotdir;
14  actor.tur_shotorg = w_shotorg;
15  actor.tur_head = actor;
16  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
17  }
18  sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
19  fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
20  Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
21  }
22 }
23 
24 #endif
#define WEP_CVAR_PRI(wepname, name)
Definition: all.qh:300
vector w_shotorg
Definition: tracing.qh:18
entity() spawn
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
vector w_shotdir
Definition: tracing.qh:19
string W_Sound(string w_snd)
Definition: all.qc:281
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
const int CH_WEAPON_A
Definition: sound.qh:7
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
Definition: tracing.qc:503
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
const float VOL_BASE
Definition: sound.qh:36
const float ATTEN_NORM
Definition: sound.qh:30
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:31
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
#define sound(e, c, s, v, a)
Definition: sound.qh:52
#define SOUND(name, path)
Definition: all.qh:30
const int CH_WEAPON_B
Definition: sound.qh:8
#define IS_PLAYER(v)
Definition: utils.qh:9
vector v_forward
Definition: csprogsdefs.qc:31