19 actor.tur_head = actor;
20 actor.tur_impacttime = 10;
29 proj.nextthink =
time + actor.tur_impacttime + (
random() * 0.01 -
random() * 0.01);
30 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
34 ++actor.tur_head.frame;
35 if (actor.tur_head.frame >= 4)
36 actor.tur_head.frame = 0;
54 this.owner.shot_radius,
57 this.owner.shot_force,
58 this.projectiledeathtype,
63 this.owner.tur_debug_dmg_t_h += d;
64 this.owner.tur_debug_dmg_t_f +=
this.owner.shot_dmg;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float turret_tag_fire_update(entity this)
Update this.tur_shotorg by getting up2date bone info NOTICE this func overwrites the global v_forward...
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
void turret_flac_projectile_think_explode(entity this)
#define METHOD(cname, name, prototype)
const int PROJECTILE_HAGAR
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_initparams(entity tur)
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
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)