#include "flac_weapon.qh" #ifdef SVQC void turret_flac_projectile_think_explode(entity this); SOUND(FlacAttack_FIRE, W_Sound("electro_fire")); METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { bool isPlayer = IS_PLAYER(actor); if (fire & 1) if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_ELECTRO, refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_FLAC.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; actor.tur_impacttime = 10; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_ELECTRO, animtime), w_ready); } turret_tag_fire_update(actor); entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true); proj.missile_flags = MIF_SPLASH | MIF_PROXY; setthink(proj, turret_flac_projectile_think_explode); proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1); if (!isPlayer) { actor.tur_head.frame = actor.tur_head.frame + 1; if (actor.tur_head.frame >= 4) actor.tur_head.frame = 0; } } } void turret_flac_projectile_think_explode(entity this) { if(this.enemy != NULL) if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3)) setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius); #ifdef TURRET_DEBUG float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL); this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d; this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg; #else RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL); #endif delete(this); } #endif