15 if (it.tur_head.frame != 0)
19 if (it.tur_head.frame == 10)
20 it.tur_head.frame = 1;
24 else if (it.fireflag == 2)
27 if (it.tur_head.frame == 15)
29 it.tur_head.frame = 0;
57 PAR(_(
"The %s is a turret that fires an invisible beam of energy towards its targets."),
COLORED_NAME(
this));
58 PAR(_(
"Looks are deceiving with the %s, since although the beam of energy can't be seen, it constantly deals damage to and slows down players who intercept its path."),
COLORED_NAME(
this));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
#define METHOD(cname, name, prototype)
bool turret_phaser_firecheck(entity this)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
bool turret_firecheck(entity this)
Preforms pre-fire checks based on the uints firecheck_flags.
bool turret_initialize(entity this, Turret tur)
const int TFL_AIM_LEAD
try to predict target movement
const int TFL_AMMO_ENERGY
uses power
const int TFL_AMMO_RECHARGE
regenerates ammo
const int TFL_AMMO_RECIEVE
can recieve ammo from support units