11 it.tur_head.avelocity =
'0 0 0';
15 if(it.ammo < it.shot_dmg)
17 it.tur_head.avelocity =
'0 45 0' * (it.ammo / it.shot_dmg);
21 it.tur_head.avelocity =
'0 180 0' * (it.ammo / it.shot_dmg);
23 if(it.attack_finished_single[0] >
time)
27 f = (it.ammo / it.ammo_max);
55 float do_target_scan = 0;
95 PAR(_(
"The %s is a turret that electrocutes all who dare come near it, sending powerful high-voltage arcs of lightning to strike its targets."),
COLORED_NAME(
this));
96 PAR(_(
"Since the arcs of lightning can jump between nearby targets, it is best to just stay away from the %s."),
COLORED_NAME(
this));
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define COLORED_NAME(this)
void te_csqc_lightningarc(vector from, vector to)
#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_firecheck(entity this)
Preforms pre-fire checks based on the uints firecheck_flags.
entity turret_select_target(entity this)
float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
Evaluate a entity for target valitity based on validate_flags NOTE: the caller must check takedamage ...
bool turret_initialize(entity this, Turret tur)
float target_validate_time
float autocvar_g_turrets_targetscan_maxdelay
float autocvar_g_turrets_targetscan_mindelay
bool turret_tesla_firecheck(entity this)
const int TFL_TARGETSELECT_TEAMCHECK
const int TFL_FIRECHECK_AMMO_OWN
int target_validate_flags
const int TFL_TARGETSELECT_PLAYERS
const int TFL_TARGETSELECT_RANGELIMITS
const int TFL_FIRECHECK_REFIRE
const int TFL_AMMO_ENERGY
const int TFL_AMMO_RECHARGE
const int TFL_AMMO_RECIEVE
const int TFL_TARGETSELECT_MISSILES
const int TFL_SHOOT_CUSTOM