13 if (it.tur_head.frame != 0)
15 if (it.tur_head.frame >= 7)
16 it.tur_head.frame = 0;
34 PAR(_(
"The %s fires homing missiles similar to those of the %s towards its targets."),
COLORED_NAME(
this),
COLORED_NAME(WEP_DEVASTATOR));
35 PAR(_(
"Although the missiles usually deal less damage than a %s rocket, the %s has two cannons so it can dish out quite the punch."),
COLORED_NAME(WEP_DEVASTATOR),
COLORED_NAME(
this));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
bool turret_initialize(entity this, Turret tur)
const int TFL_FIRECHECK_DISTANCES
another range check
const int TFL_TARGETSELECT_TEAMCHECK
don't attack teammates
const int TFL_FIRECHECK_AMMO_OWN
own ammo needs to be larger than damage dealt
const int TFL_FIRECHECK_DEAD
don't attack dead targets (zombies?)
const int TFL_TARGETSELECT_PLAYERS
target players
const int TFL_TARGETSELECT_RANGELIMITS
limit target selection range
const int TFL_AMMO_ROCKETS
uses explosives
const int TFL_FIRECHECK_REFIRE
check single attack finished delays
const int TFL_TARGETSELECT_LOS
require line of sight to find targets
const int TFL_AMMO_RECHARGE
regenerates ammo
const int TFL_FIRECHECK_TEAMCHECK
don't attack teammates
const int TFL_AIM_SIMPLE
aim at player's current location
const int TFL_FIRECHECK_AFF
try to avoid any friendly fire