#include "plasma_weapon.qh"

#ifdef SVQC

SOUND(PlasmaAttack_FIRE, W_Sound("hagar_fire"));
METHOD(PlasmaAttack, 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, 1))
	{
		if (isPlayer)
		{
			turret_initparams(actor);
			W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PlasmaAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_PLASMA.m_id);
			actor.tur_shotdir_updated = w_shotdir;
			actor.tur_shotorg = w_shotorg;
			actor.tur_head = actor;
			weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0.5, w_ready);
		}
		entity missile = turret_projectile(actor, SND_PlasmaAttack_FIRE, 1, 0, DEATH_TURRET_PLASMA.m_id, PROJECTILE_ELECTRO_BEAM, true, true);
		missile.missile_flags = MIF_SPLASH;
		Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
	}
}

#endif // SVQC
