#include "mlrs_weapon.qh" #ifdef SVQC SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire")); METHOD(MLRSTurretAttack, 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(WEP_MACHINEGUN, sustained_refire))) { if (isPlayer) { turret_initparams(actor); W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MLRS.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; actor.shot_radius = 500; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready); } turret_tag_fire_update(actor); entity missile = turret_projectile(actor, SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, true, true); missile.nextthink = time + max(actor.tur_impacttime,(actor.shot_radius * 2) / actor.shot_speed); missile.missile_flags = MIF_SPLASH; te_explosion (missile.origin); } } #endif