#pragma once //#define WALKER_FANCYPATHING #include "walker_weapon.qh" CLASS(WalkerTurret, Turret) /* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE); /* mins */ ATTRIB(WalkerTurret, m_mins, vector, '-70 -70 0'); /* maxs */ ATTRIB(WalkerTurret, m_maxs, vector, '70 70 95'); /* modelname */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3"); /* model */ ATTRIB_STRZONE(WalkerTurret, model, string, strcat("models/turrets/", this.mdl)); /* head_model */ ATTRIB_STRZONE(WalkerTurret, head_model, string, strcat("models/turrets/", "walker_head_minigun.md3")); /* netname */ ATTRIB(WalkerTurret, netname, string, "walker"); /* fullname */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret")); ATTRIB(WalkerTurret, m_weapon, Weapon, WEP_WALKER); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ TR_PROPS_COMMON(P, class, prefix) \ P(class, prefix, melee_damage, float) \ P(class, prefix, melee_force, float) \ P(class, prefix, melee_range, float) \ P(class, prefix, rocket_damage, float) \ P(class, prefix, rocket_force, float) \ P(class, prefix, rocket_radius, float) \ P(class, prefix, rocket_range, float) \ P(class, prefix, rocket_range_min, float) \ P(class, prefix, rocket_refire, float) \ P(class, prefix, rocket_speed, float) \ P(class, prefix, rocket_turnrate, float) \ P(class, prefix, speed_jump, float) \ P(class, prefix, speed_roam, float) \ P(class, prefix, speed_run, float) \ P(class, prefix, speed_stop, float) \ P(class, prefix, speed_swim, float) \ P(class, prefix, speed_walk, float) \ P(class, prefix, turn, float) \ P(class, prefix, turn_run, float) \ P(class, prefix, turn_strafe, float) \ P(class, prefix, turn_swim, float) \ P(class, prefix, turn_walk, float) \ END() TR_PROPS(X, WalkerTurret, walker) #undef X ENDCLASS(WalkerTurret) REGISTER_TURRET(WALKER, NEW(WalkerTurret));