Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
mlrs_weapon.qc
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1#include "mlrs_weapon.qh"
2
3#ifdef SVQC
4SOUND(MLRSTurretAttack_FIRE, W_Sound("rocket_fire"));
5METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
6{
7 bool isPlayer = IS_PLAYER(actor);
8 if (fire & 1)
9 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(WEP_MACHINEGUN, sustained_refire))) {
10 if (isPlayer) {
11 turret_initparams(actor);
12 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MLRS.m_id);
13 actor.tur_shotdir_updated = w_shotdir;
14 actor.tur_shotorg = w_shotorg;
15 actor.tur_head = actor;
16 actor.shot_radius = 500;
17 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
18 }
20 entity missile = turret_projectile(actor, SND_MLRSTurretAttack_FIRE, 6, 10, DEATH_TURRET_MLRS.m_id, PROJECTILE_ROCKET, true, true);
21 missile.nextthink = time + max(actor.tur_impacttime,(actor.shot_radius * 2) / actor.shot_speed);
22 missile.missile_flags = MIF_SPLASH;
23 te_explosion (missile.origin);
24 }
25}
26
27#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define IS_PLAYER(s)
Definition player.qh:243
float turret_tag_fire_update(entity this)
Definition util.qc:9
float time
vector v_forward
float max(float f,...)
#define METHOD(cname, name, prototype)
Definition oo.qh:269
const int PROJECTILE_ROCKET
Definition projectiles.qh:4
const int MIF_SPLASH
Definition common.qh:46
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
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)
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)