52{
53 float dd = range + 1;
56 {
57 float r = turret_validate_target(actor, it, actor.target_validate_flags);
58 if(r > 0)
59 {
60 traceline(from.origin, 0.5 * (it.absmin + it.absmax), MOVE_WORLDONLY, from);
61 if(trace_fraction == 1.0)
62 {
63 float d = vlen(it.origin - from.origin);
64 if(d < dd)
65 {
66 dd = d;
67 etarget = it;
68 }
69 }
70 }
71 });
72
73 if (etarget)
74 {
76 if (etarget != actor.realowner)
77 Damage(etarget, actor, actor, damage, DEATH_TURRET_TESLA.m_id,
DMG_NOWEP, etarget.origin,
'0 0 0');
78 etarget.railgunhit = true;
80 }
81
82 return etarget;
83}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define FOREACH_ENTITY_RADIUS(org, dist, cond, body)
void te_csqc_lightningarc(vector from, vector to)
IntrusiveList g_railgunhit