#pragma once #include CLASS(RacerAttack, PortoLaunch) /* flags */ ATTRIB(RacerAttack, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_SPECIALATTACK); /* impulse */ ATTRIB(RacerAttack, impulse, int, 3); /* refname */ ATTRIB(RacerAttack, netname, string, "racercannon"); /* wepname */ ATTRIB(RacerAttack, m_name, string, _("Racer cannon")); ENDCLASS(RacerAttack) REGISTER_WEAPON(RACER, NEW(RacerAttack)); // TODO: move into implementation #ifdef SVQC void racer_fire_rocket(entity this, entity player, vector org, vector dir, entity trg); #endif #ifdef SVQC float autocvar_g_vehicle_racer_cannon_cost = 1.5; float autocvar_g_vehicle_racer_cannon_damage = 15; float autocvar_g_vehicle_racer_cannon_radius = 100; float autocvar_g_vehicle_racer_cannon_refire = 0.05; float autocvar_g_vehicle_racer_cannon_speed = 15000; float autocvar_g_vehicle_racer_cannon_spread = 0.0125; float autocvar_g_vehicle_racer_cannon_force = 50; float autocvar_g_vehicle_racer_rocket_accel = 1600; float autocvar_g_vehicle_racer_rocket_damage = 100; float autocvar_g_vehicle_racer_rocket_radius = 125; float autocvar_g_vehicle_racer_rocket_force = 350; float autocvar_g_vehicle_racer_rocket_speed = 900; float autocvar_g_vehicle_racer_rocket_turnrate = 0.2; float autocvar_g_vehicle_racer_rocket_refire = 3; float autocvar_g_vehicle_racer_rocket_climbspeed = 1600; float autocvar_g_vehicle_racer_rocket_locked_maxangle = 1.8; #endif