Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
ewheel_weapon.qc
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1#include "ewheel_weapon.qh"
2
3#ifdef SVQC
4
6SOUND(EWheelAttack_FIRE, W_Sound("lasergun_fire"));
7METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
8{
9 bool isPlayer = IS_PLAYER(actor);
10 if (fire & 1)
11 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 1))
12 {
13 if (isPlayer)
14 {
15 turret_initparams(actor);
16 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_EWHEEL.m_id);
17 actor.tur_shotdir_updated = w_shotdir;
18 actor.tur_shotorg = w_shotorg;
19 actor.tur_head = actor;
20 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0.5, w_ready);
21 }
22
23 turret_do_updates(actor);
24
25 entity missile = turret_projectile(actor, SND_EWheelAttack_FIRE, 1, 0, DEATH_TURRET_EWHEEL.m_id, PROJECTILE_BLASTER, true, true);
26 missile.missile_flags = MIF_SPLASH;
27
28 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
29
30 if (!isPlayer)
31 {
32 actor.tur_head.frame += 2;
33
34 if (actor.tur_head.frame > 3)
35 actor.tur_head.frame = 0;
36 }
37 }
38}
39
40#endif // SVQC
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define IS_PLAYER(s)
Definition player.qh:242
vector v_forward
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:120
void turret_initparams(entity)
#define METHOD(cname, name, prototype)
Definition oo.qh:269
const int PROJECTILE_BLASTER
const int MIF_SPLASH
Definition common.qh:46
const int CH_WEAPON_B
Definition sound.qh:8
string W_Sound(string w_snd)
Definition all.qc:226
#define SOUND(name, path)
Definition all.qh:30
entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
void turret_do_updates(entity t_turret)
updates enemy distances, predicted impact point/time and updated aim<->predict impact distance.
vector w_shotdir
Definition tracing.qh:20
vector w_shotorg
Definition tracing.qh:19
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition tracing.qh:32
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)