Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
walker_weapon.qc
Go to the documentation of this file.
1#include "walker_weapon.qh"
2
3#ifdef SVQC
4
5SOUND(WalkerTurretAttack_FIRE, W_Sound("uzi_fire"));
6METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
7 bool isPlayer = IS_PLAYER(actor);
8 if (fire & 1)
9 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 1)) {
10 if (isPlayer) {
11 turret_initparams(actor);
12 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WalkerTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_WALK_GUN.m_id);
13 actor.tur_shotdir_updated = w_shotdir;
14 actor.tur_shotorg = w_shotorg;
15 actor.tur_head = actor;
16 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0.5, w_ready);
17 }
18 sound (actor, CH_WEAPON_A, SND_WalkerTurretAttack_FIRE, VOL_BASE, ATTEN_NORM);
19 fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
20 Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
21 }
22}
23
24#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define IS_PLAYER(s)
Definition player.qh:243
vector v_forward
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:124
#define METHOD(cname, name, prototype)
Definition oo.qh:269
const float VOL_BASE
Definition sound.qh:36
const int CH_WEAPON_A
Definition sound.qh:7
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
const int CH_WEAPON_B
Definition sound.qh:8
string W_Sound(string w_snd)
Definition all.qc:225
#define SOUND(name, path)
Definition all.qh:30
void turret_initparams(entity tur)
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
Definition tracing.qc:544
vector w_shotdir
Definition tracing.qh:20
vector w_shotorg
Definition tracing.qh:19
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition tracing.qh:32
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)