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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10 sound (self, CHAN_BODY, "weapons/uzi_fire.wav", 1, ATTN_NORM);
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11 fireBullet (self.tur_shotorg_updated, self.tur_shotdir_updated,self.shot_spread, self.shot_dmg, self.shot_force, DEATH_TURRET, FALSE);
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13 te_smallflash(self.tur_shotorg_updated);
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14 trailparticles(self,particleeffectnum("EF_MINIGUNTRAIL"),self.tur_shotorg_updated,trace_endpos);
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16 // muzzle flash for 3rd person view
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18 //setorigin(flash, '43 1 8');
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19 setmodel(flash, "models/uziflash.md3"); // precision set below
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20 setattachment(flash, self.tur_head, "tag_fire");
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21 flash.think = W_Uzi_Flash_Go;
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22 flash.nextthink = time + 0.02;
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24 flash.angles_z = flash.v_angle_z + random() * 180;
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26 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
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30 void turret_machinegun_std_init()
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32 if (self.netname == "") self.netname = "Machinegun Turret";
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34 precache_model ("models/turrets/machinegun.md3");
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35 precache_model ("models/turrets/base.md3");
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37 self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
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38 self.turrcaps_flags = TFL_TURRCAPS_HITSCAN | TFL_TURRCAPS_PLAYERKILL;
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39 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_ZEASE;
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41 if (turret_stdproc_init("machinegun_std") == 0)
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47 setmodel(self,"models/turrets/base.md3");
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48 setmodel(self.tur_head,"models/turrets/machinegun.md3");
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50 if(!turret_tag_setup(0))
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51 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
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54 self.turret_firefunc = turret_machinegun_attack;
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61 * machinegun turret. does what you'd expect
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64 /*QUAKED turret_machinegun (0 .5 .8) ?
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66 void spawnfunc_turret_machinegun()
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68 self.think = turret_machinegun_std_init;
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69 self.nextthink = time + 0.5;
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