#include "mlrs_weapon.qh"

#ifdef SVQC

SOUND(MLRSTurretAttack_FIRE, W_Sound("rocket_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_MLRSTurretAttack_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 // SVQC
