3 //#define WALKER_FANCYPATHING
5 #include "walker_weapon.qh"
7 CLASS(WalkerTurret, Turret)
8 /* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE);
9 /* mins */ ATTRIB(WalkerTurret, m_mins, vector, '-70 -70 0');
10 /* maxs */ ATTRIB(WalkerTurret, m_maxs, vector, '70 70 95');
11 /* modelname */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3");
12 /* model */ ATTRIB_STRZONE(WalkerTurret, model, string, strcat("models/turrets/", this.mdl));
13 /* head_model */ ATTRIB_STRZONE(WalkerTurret, head_model, string, strcat("models/turrets/", "walker_head_minigun.md3"));
14 /* netname */ ATTRIB(WalkerTurret, netname, string, "walker");
15 /* fullname */ ATTRIB(WalkerTurret, turret_name, string, _("Walker Turret"));
16 ATTRIB(WalkerTurret, m_weapon, Weapon, WEP_WALKER);
18 #define X(BEGIN, P, END, class, prefix) \
20 TR_PROPS_COMMON(P, class, prefix) \
21 P(class, prefix, melee_damage, float) \
22 P(class, prefix, melee_force, float) \
23 P(class, prefix, melee_range, float) \
24 P(class, prefix, rocket_damage, float) \
25 P(class, prefix, rocket_force, float) \
26 P(class, prefix, rocket_radius, float) \
27 P(class, prefix, rocket_range, float) \
28 P(class, prefix, rocket_range_min, float) \
29 P(class, prefix, rocket_refire, float) \
30 P(class, prefix, rocket_speed, float) \
31 P(class, prefix, rocket_turnrate, float) \
32 P(class, prefix, speed_jump, float) \
33 P(class, prefix, speed_roam, float) \
34 P(class, prefix, speed_run, float) \
35 P(class, prefix, speed_stop, float) \
36 P(class, prefix, speed_swim, float) \
37 P(class, prefix, speed_walk, float) \
38 P(class, prefix, turn, float) \
39 P(class, prefix, turn_run, float) \
40 P(class, prefix, turn_strafe, float) \
41 P(class, prefix, turn_swim, float) \
42 P(class, prefix, turn_walk, float) \
44 TR_PROPS(X, WalkerTurret, walker)
47 ENDCLASS(WalkerTurret)
48 REGISTER_TURRET(WALKER, NEW(WalkerTurret));