13 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA.m_id);
15 Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, it.tur_shotorg, it.tur_shotdir_updated * 1000, 1);
26 if (it.tur_head.frame == 0)
27 it.tur_head.frame = 1;
31 if (it.tur_head.frame != 0)
32 it.tur_head.frame = it.tur_head.frame + 1;
34 if (it.tur_head.frame > 5)
35 it.tur_head.frame = 0;
56 PAR(_(
"The %s is a turret that fires electric balls forwards, similar to those of the %s."),
COLORED_NAME(
this),
COLORED_NAME(WEP_ELECTRO));
57 PAR(_(
"It is a weaker version of the %s, which has two electric ball cannons."),
COLORED_NAME(TUR_PLASMA_DUAL));
#define MUTATOR_IS_ENABLED(this)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
void Send_Effect_Except(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, vector eff_col_min, vector eff_col_max, entity ignore)
vector WarpZone_UnTransformOrigin(entity wz, vector v)
entity WarpZone_trace_transform
#define METHOD(cname, name, prototype)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
void turret_do_updates(entity t_turret)
updates enemy distances, predicted impact point/time and updated aim<->predict impact distance.
bool turret_initialize(entity this, Turret tur)
vector Team_ColorRGB(int teamid)
void FireRailgunBullet(entity this,.entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
const int TFL_DMG_HEADSHAKE
const int TFL_AIM_SHOTTIMECOMPENSATE
const int TFL_AMMO_ENERGY
const int TFL_AMMO_RECHARGE
const int TFL_AMMO_RECIEVE
const int TFL_FIRECHECK_AFF
entity weaponentities[MAX_WEAPONSLOTS]