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[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, 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);\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_PLAYERKILL;// | TFL_TURRCAPS_MISSILEKILL;\r
37     self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE;\r
38 \r
39     if(cvar("g_antilag_bullets"))\r
40         self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;\r
41     else\r
42         self.aim_flags      |= TFL_AIM_SHOTTIMECOMPENSATE;\r
43 \r
44     if (turret_stdproc_init("machinegun_std") == 0)\r
45     {\r
46         remove(self);\r
47         return;\r
48     }\r
49 \r
50     self.damage_flags |= TFL_DMG_HEADSHAKE;\r
51 \r
52     setmodel(self,"models/turrets/base.md3");\r
53     setmodel(self.tur_head,"models/turrets/machinegun.md3");\r
54 \r
55     if (!turret_tag_setup(0))\r
56         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");\r
57 \r
58     // Our fire routine\r
59     self.turret_firefunc  = turret_machinegun_attack;\r
60 \r
61 }\r
62 \r
63 \r
64 \r
65 /*\r
66 * machinegun turret. does what you'd expect\r
67 */\r
68 \r
69 /*QUAKED turret_machinegun (0 .5 .8) ?\r
70 */\r
71 void spawnfunc_turret_machinegun()\r
72 {\r
73     //precache_model ("models/turrets/machinegun.md3");\r
74     //precache_model ("models/turrets/base.md3");\r
75     precache_sound ("weapons/uzi_fire.wav");\r
76 \r
77     self.think = turret_machinegun_std_init;\r
78     self.nextthink = time + 0.5;\r
79 }\r
80 \r