Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
machinegun_weapon.qc File Reference
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Functions

 SOUND (MachineGunTurretAttack_FIRE, W_Sound("electro_fire"))
void W_MuzzleFlash_Model (entity wepent, entity muzzlemodel)

Function Documentation

◆ SOUND()

SOUND ( MachineGunTurretAttack_FIRE ,
W_Sound("electro_fire")  )

◆ W_MuzzleFlash_Model()

void W_MuzzleFlash_Model ( entity wepent,
entity muzzlemodel )

Definition at line 690 of file all.qc.

691{
692 if (wepent.muzzle_flash == NULL)
693 wepent.muzzle_flash = spawn();
694
695 entity flash = wepent.muzzle_flash;
696 setmodel(flash, muzzlemodel); // precision set below
697
698 flash.scale = 0.75;
700 flash.nextthink = time + 0.02;
701 flash.frame = 2;
702 flash.alpha = 0.75;
703 flash.angles.z = random() * 180;
704 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
705 flash.owner = flash.realowner = wepent;
706
707#ifdef CSQC
708 flash.drawmask = MASK_NORMAL;
709#endif
710}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define setmodel(this, m)
Definition model.qh:26
const float MASK_NORMAL
const float EF_ADDITIVE
const float EF_FULLBRIGHT
float time
#define spawn
float random(void)
#define NULL
Definition post.qh:14
#define setthink(e, f)
void W_MuzzleFlash_Model_Think(entity this)
Definition all.qc:674

References EF_ADDITIVE, EF_FULLBRIGHT, entity(), MASK_NORMAL, NULL, random(), setmodel, setthink, spawn, time, and W_MuzzleFlash_Model_Think().

Referenced by W_MuzzleFlash().