self.tur_head.frame = 0;
}
+void turret_plasma_minsta_attack (void)
+{
+ float flying;
+ flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+ FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+ 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
+
+
+ pointparticles(particleeffectnum("nex_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ // teamcolor / hit beam effect
+ vector v;
+ v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ if(teamplay)
+ {
+ switch(self.team)
+ {
+ case COLOR_TEAM1: // Red
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), self.tur_shotorg, v);
+ break;
+ case COLOR_TEAM2: // Blue
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), self.tur_shotorg, v);
+ break;
+ case COLOR_TEAM3: // Yellow
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), self.tur_shotorg, v);
+ break;
+ case COLOR_TEAM4: // Pink
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), self.tur_shotorg, v);
+ break;
+ }
+ }
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), self.tur_shotorg, v);
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = 1;
+}
+
void turret_plasma_attack()
{
entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
self.firecheck_flags |= TFL_FIRECHECK_AFF;
// Our fireing routine
- self.turret_firefunc = turret_plasma_attack;
+ if(g_minstagib)
+ self.turret_firefunc = turret_plasma_minsta_attack;
+ else
+ self.turret_firefunc = turret_plasma_attack;
// Custom per turret frame stuff. usualy animation.
self.turret_postthink = turret_plasma_postthink;