4 /* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
5 /* impulse */ ATTRIB(Seeker, impulse, int, 8);
6 /* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000);
8 /* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
9 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
11 /* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
13 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
14 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
15 /* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
16 /* refname */ ATTRIB(Seeker, netname, string, "seeker");
17 /* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, flac_ammo, float, NONE) \
22 P(class, prefix, flac_animtime, float, NONE) \
23 P(class, prefix, flac_damage, float, NONE) \
24 P(class, prefix, flac_edgedamage, float, NONE) \
25 P(class, prefix, flac_force, float, NONE) \
26 P(class, prefix, flac_lifetime, float, NONE) \
27 P(class, prefix, flac_lifetime_rand, float, NONE) \
28 P(class, prefix, flac_radius, float, NONE) \
29 P(class, prefix, flac_refire, float, NONE) \
30 P(class, prefix, flac_speed, float, NONE) \
31 P(class, prefix, flac_speed_up, float, NONE) \
32 P(class, prefix, flac_speed_z, float, NONE) \
33 P(class, prefix, flac_spread, float, NONE) \
34 P(class, prefix, missile_accel, float, NONE) \
35 P(class, prefix, missile_ammo, float, NONE) \
36 P(class, prefix, missile_animtime, float, NONE) \
37 P(class, prefix, missile_count, float, NONE) \
38 P(class, prefix, missile_damageforcescale, float, NONE) \
39 P(class, prefix, missile_damage, float, NONE) \
40 P(class, prefix, missile_decel, float, NONE) \
41 P(class, prefix, missile_delay, float, NONE) \
42 P(class, prefix, missile_edgedamage, float, NONE) \
43 P(class, prefix, missile_force, float, NONE) \
44 P(class, prefix, missile_health, float, NONE) \
45 P(class, prefix, missile_lifetime, float, NONE) \
46 P(class, prefix, missile_proxy, float, NONE) \
47 P(class, prefix, missile_proxy_delay, float, NONE) \
48 P(class, prefix, missile_proxy_maxrange, float, NONE) \
49 P(class, prefix, missile_radius, float, NONE) \
50 P(class, prefix, missile_refire, float, NONE) \
51 P(class, prefix, missile_smart, float, NONE) \
52 P(class, prefix, missile_smart_mindist, float, NONE) \
53 P(class, prefix, missile_smart_trace_max, float, NONE) \
54 P(class, prefix, missile_smart_trace_min, float, NONE) \
55 P(class, prefix, missile_speed, float, NONE) \
56 P(class, prefix, missile_speed_max, float, NONE) \
57 P(class, prefix, missile_speed_up, float, NONE) \
58 P(class, prefix, missile_speed_z, float, NONE) \
59 P(class, prefix, missile_spread, float, NONE) \
60 P(class, prefix, missile_turnrate, float, NONE) \
61 P(class, prefix, reload_ammo, float, NONE) \
62 P(class, prefix, reload_time, float, NONE) \
63 P(class, prefix, switchdelay_drop, float, NONE) \
64 P(class, prefix, switchdelay_raise, float, NONE) \
65 P(class, prefix, tag_ammo, float, NONE) \
66 P(class, prefix, tag_animtime, float, NONE) \
67 P(class, prefix, tag_damageforcescale, float, NONE) \
68 P(class, prefix, tag_health, float, NONE) \
69 P(class, prefix, tag_lifetime, float, NONE) \
70 P(class, prefix, tag_refire, float, NONE) \
71 P(class, prefix, tag_speed, float, NONE) \
72 P(class, prefix, tag_spread, float, NONE) \
73 P(class, prefix, tag_tracker_lifetime, float, NONE) \
74 P(class, prefix, type, float, NONE) \
75 P(class, prefix, weaponreplace, string, NONE) \
76 P(class, prefix, weaponstartoverride, float, NONE) \
77 P(class, prefix, weaponstart, float, NONE) \
78 P(class, prefix, weaponthrowable, float, NONE) \
80 W_PROPS(X, Seeker, seeker)
83 REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
86 .entity tag_target, wps_tag_tracker;
89 IntrusiveList g_seeker_trackers;
90 STATIC_INIT(g_seeker_trackers) { g_seeker_trackers = IL_NEW(); }