Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
machinegun_weapon.qc
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2
3#ifdef SVQC
4
5void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel);
6SOUND(MachineGunTurretAttack_FIRE, W_Sound("electro_fire"));
7METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
8{
9 bool isPlayer = IS_PLAYER(actor);
10 if (fire & 1)
11 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(WEP_MACHINEGUN, sustained_refire))) {
12 if (isPlayer) {
13 turret_initparams(actor);
14 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MACHINEGUN.m_id);
15 actor.tur_shotdir_updated = w_shotdir;
16 actor.tur_shotorg = w_shotorg;
17 actor.tur_head = actor;
18 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
19 }
20 fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET);
21 W_MuzzleFlash_Model(actor.(weaponentity), MDL_MACHINEGUN_MUZZLEFLASH);
22 setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
23 }
24}
25
26#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define IS_PLAYER(s)
Definition player.qh:243
vector v_forward
void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
Definition all.qc:703
#define METHOD(cname, name, prototype)
Definition oo.qh:269
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
void turret_initparams(entity tur)
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
Definition tracing.qc:544
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 WEP_CVAR(wep, name)
Definition all.qh:321
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)