5 void turret_initparams(
entity);
12 turret_initparams(actor);
16 actor.tur_head = actor;
25 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
28 actor.tur_head.frame += 2;
30 if (actor.tur_head.frame > 3)
31 actor.tur_head.frame = 0;
#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)
void turret_do_updates(entity e_turret)
updates aim org, shot org, shot dir and enemy org for selected turret
const int PROJECTILE_BLASTER
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)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
#define SOUND(name, path)