15 if (it.tur_head.frame == 0)
16 it.tur_head.frame = 1;
20 if (it.tur_head.frame != 0)
22 if (it.tur_head.frame > 5)
23 it.tur_head.frame = 0;
44 PAR(_(
"The %s is a turret that fires electric balls forwards, similar to those of the %s."),
COLORED_NAME(
this),
COLORED_NAME(WEP_ELECTRO));
45 PAR(_(
"It is a weaker version of the %s, which has two electric ball cannons."),
COLORED_NAME(TUR_PLASMA_DUAL));
#define MUTATOR_CALLHOOK(name,...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
#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)
const int TFL_DMG_HEADSHAKE
damage shakes head
const int TFL_AIM_LEAD
try to predict target movement
const int TFL_AIM_SPLASH
aim for ground around the target's feet
const int TFL_AIM_SHOTTIMECOMPENSATE
compensate for shot traveltime when leading
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
const int TFL_FIRECHECK_AFF
try to avoid any friendly fire