13 LOG_DEBUG(
"Call to turret_tag_fire_update with this.tur_head missing!");
26 float bforce,
float f_dmg,
float f_velfactor,
int deathtype)
78 Damage(it, this, this, f_dmg, deathtype, DMG_NOWEP, it.railgunhitloc, it.railgunforce);
80 it.velocity *= f_velfactor;
84 it.railgunhit =
false;
85 it.railgunhitloc =
'0 0 0';
87 it.railgundistance = 0;
100void marker_think(
entity this)
120 setorigin(
err, where);
133 setorigin(
err, where);
146 setorigin(
err, where);
156MODEL(TUR_C512,
"models/turrets/c512.md3");
159void paint_target(
entity onwho,
float f_size,
vector v_color,
float f_time)
163 e.scale = f_size / 512;
166 setorigin(e, onwho.origin +
'0 0 1');
170 e.velocity = v_color * 32;
172 e.colormod = v_color;
176void paint_target2(
entity onwho,
float f_size,
vector v_color,
float f_time)
180 e.scale = f_size / 512;
181 setsize(e,
'0 0 0',
'0 0 0');
183 setorigin(e, onwho.origin +
'0 0 1');
187 e.velocity = v_color * 32;
188 e.avelocity.x = -128;
190 e.colormod = v_color;
194void paint_target3(
vector where,
float f_size,
vector v_color,
float f_time)
198 e.scale = f_size / 512;
199 setsize(e,
'0 0 0',
'0 0 0');
200 setorigin(e, where +
'0 0 1');
202 e.velocity =
'0 0 0';
203 e.colormod = v_color;
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
void WarpZone_tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float lag)
#define ANTILAG_LATENCY(e)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define setmodel(this, m)
float turret_tag_fire_update(entity this)
Update this.tur_shotorg by getting up2date bone info NOTICE this func overwrites the global v_forward...
void FireImoBeam(entity this, vector start, vector end, vector smin, vector smax, float bforce, float f_dmg, float f_velfactor, int deathtype)
Railgun-like beam, but has thickness and suppots slowing of target.
float trace_dphitq3surfaceflags
void SUB_Remove(entity this)
Remove entity.
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
#define IL_CLEAR(this)
Remove all elements.
vector WarpZone_UnTransformOrigin(entity wz, vector org)
Transforms origin org backwards through warpzone wz, as the inverse of WarpZone_TransformOrigin.
vector WarpZone_TransformVelocity(entity wz, vector vel)
Transforms velocity v across warpzone wz.
entity WarpZone_trace_firstzone
First warpzone hit by a trace (can differ from the requested zone in case of _ThroughZone,...
entity WarpZone_trace_transform
Transform accumulator during a trace.
#define MODEL(name, path)
void set_movetype(entity this, int mt)
ClientState CS(Client this)
void SUB_SetFade(entity ent, float vanish_time, float fading_time)
IntrusiveList g_railgunhit