1 void spawnfunc_turret_machinegun();
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2 void turret_machinegun_std_init();
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3 void turret_machinegun_attack();
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5 //.float bulletcounter;
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6 void turret_machinegun_attack()
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11 sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
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12 fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, 0, self.shot_force, DEATH_TURRET, 0, 1, cvar("g_balance_uzi_bulletconstant"));
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14 //w_deathtypestring = "had an alergic reaction due to 10 kilos of led";
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15 te_smallflash(self.tur_shotorg);
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16 // trailparticles(self,particleeffectnum("EF_MGTURRETTRAIL"),self.tur_shotorg_updated,trace_endpos);
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18 // muzzle flash for 3rd person view
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20 //setorigin(flash, '43 1 8');
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21 setmodel(flash, "models/uziflash.md3"); // precision set below
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22 setattachment(flash, self.tur_head, "tag_fire");
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23 flash.think = W_Uzi_Flash_Go;
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24 flash.nextthink = time + 0.02;
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26 flash.angles_z = flash.v_angle_z + random() * 180;
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28 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
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32 void turret_machinegun_std_init()
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34 if (self.netname == "") self.netname = "Machinegun Turret";
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36 self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
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37 self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;// | TFL_TURRCAPS_MISSILEKILL;
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38 self.aim_flags = TFL_AIM_LEAD;
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40 if(cvar("g_antilag_bullets"))
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41 self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
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43 self.aim_flags |= TFL_AIM_SHOTTIMECOMPENSATE;
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45 if (turret_stdproc_init("machinegun_std",0) == 0)
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51 self.damage_flags |= TFL_DMG_HEADSHAKE;
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53 setmodel(self,"models/turrets/base.md3");
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54 setmodel(self.tur_head,"models/turrets/machinegun.md3");
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56 if (!turret_tag_setup())
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57 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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60 self.turret_firefunc = turret_machinegun_attack;
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67 * machinegun turret. does what you'd expect
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70 /*QUAKED turret_machinegun (0 .5 .8) ?
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72 void spawnfunc_turret_machinegun()
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74 precache_model ("models/turrets/machinegun.md3");
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75 precache_model ("models/turrets/base.md3");
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76 precache_sound ("weapons/uzi_fire.wav");
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78 self.think = turret_machinegun_std_init;
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79 self.nextthink = time + 0.5;
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