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Make all turrets use csqc projectiles
[divverent/nexuiz.git] / data / qcsrc / server / tturrets / units / unit_machinegun.qc
1 void spawnfunc_turret_machinegun();\r
2 void turret_machinegun_std_init();\r
3 void turret_machinegun_attack();\r
4 \r
5 //.float bulletcounter;\r
6 void turret_machinegun_attack()\r
7 {\r
8 \r
9     entity flash;\r
10 \r
11     sound (self, CHAN_WEAPON, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);\r
12     fireBallisticBullet (self.tur_shotorg_updated, 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"));\r
13 \r
14     te_smallflash(self.tur_shotorg_updated);\r
15     //  trailparticles(self,particleeffectnum("EF_MGTURRETTRAIL"),self.tur_shotorg_updated,trace_endpos);\r
16 \r
17     // muzzle flash for 3rd person view\r
18     flash = spawn();\r
19     //setorigin(flash, '43 1 8');\r
20     setmodel(flash, "models/uziflash.md3"); // precision set below\r
21     setattachment(flash, self.tur_head, "tag_fire");\r
22     flash.think = W_Uzi_Flash_Go;\r
23     flash.nextthink = time + 0.02;\r
24     flash.frame = 2;\r
25     flash.angles_z = flash.v_angle_z + random() * 180;\r
26     flash.alpha = 1;\r
27     flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;\r
28 }\r
29 \r
30 \r
31 void turret_machinegun_std_init()\r
32 {\r
33     if (self.netname == "")      self.netname     = "Machinegun Turret";\r
34 \r
35     self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;\r
36     self.turrcaps_flags = TFL_TURRCAPS_HITSCAN | TFL_TURRCAPS_PLAYERKILL;// | TFL_TURRCAPS_MISSILEKILL;\r
37     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE | TFL_AIM_SHOTTIMECOMPENSATE;\r
38 \r
39     if (turret_stdproc_init("machinegun_std") == 0)\r
40     {\r
41         remove(self);\r
42         return;\r
43     }\r
44 \r
45     self.damage_flags |= TFL_DMG_HEADSHAKE;\r
46 \r
47     setmodel(self,"models/turrets/base.md3");\r
48     setmodel(self.tur_head,"models/turrets/machinegun.md3");\r
49 \r
50     if (!turret_tag_setup(0))\r
51         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
52 \r
53     // Our fire routine\r
54     self.turret_firefunc  = turret_machinegun_attack;\r
55 \r
56 }\r
57 \r
58 \r
59 \r
60 /*\r
61 * machinegun turret. does what you'd expect\r
62 */\r
63 \r
64 /*QUAKED turret_machinegun (0 .5 .8) ?\r
65 */\r
66 void spawnfunc_turret_machinegun()\r
67 {\r
68     //precache_model ("models/turrets/machinegun.md3");\r
69     //precache_model ("models/turrets/base.md3");\r
70     precache_sound ("weapons/uzi_fire.wav");\r
71 \r
72     self.think = turret_machinegun_std_init;\r
73     self.nextthink = time + 0.5;\r
74 }\r
75 \r