16 actor.tur_head = actor;
25 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
28 actor.tur_head.frame += 2;
30 if (actor.tur_head.frame > 3)
31 actor.tur_head.frame = 0;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
void turret_initparams(entity)
#define METHOD(cname, name, prototype)
const int PROJECTILE_BLASTER
string W_Sound(string w_snd)
#define SOUND(name, path)
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.
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
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)