Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
flac_weapon.qc
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1#include "flac_weapon.qh"
2
3#ifdef SVQC
4
6SOUND(FlacAttack_FIRE, W_Sound("hagar_fire"));
7METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
8 bool isPlayer = IS_PLAYER(actor);
9 if (fire & 1)
10 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 1)) {
11 if (isPlayer) {
12 turret_initparams(actor);
13 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_FLAC.m_id);
14 actor.tur_shotdir_updated = w_shotdir;
15 actor.tur_shotorg = w_shotorg;
16 actor.tur_head = actor;
17 actor.tur_impacttime = 10;
18 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0.5, w_ready);
19 }
20
22
23 entity proj = turret_projectile(actor, SND_FlacAttack_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
24 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
26 proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
27 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
28
29 if (!isPlayer) {
30 actor.tur_head.frame = actor.tur_head.frame + 1;
31 if (actor.tur_head.frame >= 4)
32 actor.tur_head.frame = 0;
33 }
34 }
35}
36
38{
39 if(this.enemy != NULL)
40 if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3))
41 setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
42
43#ifdef TURRET_DEBUG
44 float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
45 this.owner.tur_debug_dmg_t_h = this.owner.tur_debug_dmg_t_h + d;
46 this.owner.tur_debug_dmg_t_f = this.owner.tur_debug_dmg_t_f + this.owner.shot_dmg;
47#else
48 RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.projectiledeathtype, DMG_NOWEP, NULL);
49#endif
50 delete(this);
51}
52
53#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
entity owner
Definition main.qh:87
#define IS_PLAYER(s)
Definition player.qh:243
float turret_tag_fire_update(entity this)
Definition util.qc:9
float time
vector v_forward
vector origin
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
Definition damage.qc:981
#define DMG_NOWEP
Definition damage.qh:104
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:124
void turret_flac_projectile_think_explode(entity this)
float random(void)
vector randomvec(void)
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define NULL
Definition post.qh:14
const int PROJECTILE_HAGAR
#define setthink(e, f)
const int MIF_SPLASH
Definition common.qh:46
const int MIF_PROXY
Definition common.qh:48
const int CH_WEAPON_B
Definition sound.qh:8
string W_Sound(string w_snd)
Definition all.qc:225
#define SOUND(name, path)
Definition all.qh:30
entity enemy
Definition sv_ctf.qh:153
entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
void turret_initparams(entity tur)
entity realowner
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
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
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)