19 actor.tur_head = actor;
20 actor.shot_radius = 500;
24 if (actor.tur_head.frame != 0)
31 te_explosion (missile.origin);
33 missile.nextthink =
time;
34 missile.max_health =
time + 9;
37 if (!isPlayer) actor.tur_head.frame += 1;
81 pre_pos = this.
enemy.origin + this.
enemy.velocity * itime;
83 pre_pos = (pre_pos + this.
enemy.origin) * 0.5;
89 newdir =
normalize(olddir + newdir * 0.35);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void UpdateCSQCProjectile(entity e)
float autocvar_g_turrets_unit_hellion_shot_speed_gain
float autocvar_g_turrets_unit_hellion_shot_speed_max
void turret_hellion_missile_think(entity this)
#define METHOD(cname, name, prototype)
const int PROJECTILE_ROCKET
const int MIF_GUIDED_HEAT
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)
void turret_projectile_explode(entity this)
#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)