12 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA.m_id);
15 Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, it.tur_shotorg, it.tur_shotdir_updated * 1000, 1);
24 it.tur_head.frame += 1;
28 if ((it.tur_head.frame != 0) && (it.tur_head.frame != 3))
29 it.tur_head.frame = it.tur_head.frame + 1;
31 if (it.tur_head.frame > 6)
32 it.tur_head.frame = 0;
44 PAR(_(
"The %s is a turret that fires electric balls forwards from its two cannons, shooting balls similar to those of the %s."),
COLORED_NAME(
this),
COLORED_NAME(WEP_ELECTRO));
45 PAR(_(
"It is a stronger version of the %s, which only has one electric ball cannon."),
COLORED_NAME(TUR_PLASMA));
#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...
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)
entity weaponentities[MAX_WEAPONSLOTS]