#define WALKER_PATH(s,e) pathlib_astar(s,e)
float walker_firecheck()
-{
+{SELFPARAM();
if (self.animflag == ANIM_MELEE)
return 0;
}
void walker_melee_do_dmg()
-{
+{SELFPARAM();
vector where;
entity e;
}
void walker_setnoanim()
-{
+{SELFPARAM();
turrets_setframe(ANIM_NO, false);
self.animflag = self.frame;
}
void walker_rocket_explode()
-{
+{SELFPARAM();
RadiusDamage (self, self.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), self, world, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET, world);
remove (self);
}
void walker_rocket_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
+{SELFPARAM();
self.health = self.health - damage;
self.velocity = self.velocity + vforce;
#define WALKER_ROCKET_MOVE movelib_move_simple(newdir, (autocvar_g_turrets_unit_walker_rocket_speed), (autocvar_g_turrets_unit_walker_rocket_turnrate)); UpdateCSQCProjectile(self)
void walker_rocket_loop();
void walker_rocket_think()
-{
+{SELFPARAM();
vector newdir;
float edist;
float itime;
}
void walker_rocket_loop3()
-{
+{SELFPARAM();
vector newdir;
self.nextthink = time;
}
void walker_rocket_loop2()
-{
+{SELFPARAM();
vector newdir;
self.nextthink = time;
}
void walker_rocket_loop()
-{
+{SELFPARAM();
self.nextthink = time;
self.tur_shotorg = self.origin + '0 0 300';
self.think = walker_rocket_loop2;
}
void walker_fire_rocket(vector org)
-{
+{SELFPARAM();
entity rocket;
fixedmakevectors(self.angles);
rocket = spawn ();
setorigin(rocket, org);
- sound (self, CH_WEAPON_A, W_Sound("hagar_fire"), VOL_BASE, ATTEN_NORM);
+ sound (self, CH_WEAPON_A, SND_HAGAR_FIRE, VOL_BASE, ATTEN_NORM);
setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
rocket.classname = "walker_rocket";
.vector enemy_last_loc;
.float enemy_last_time;
void walker_move_to(vector _target, float _dist)
-{
+{SELFPARAM();
switch (self.waterlevel)
{
case WATERLEVEL_NONE:
//#define WALKER_FANCYPATHING
void walker_move_path()
-{
+{SELFPARAM();
#ifdef WALKER_FANCYPATHING
// Are we close enougth to a path node to switch to the next?
if (vlen(self.origin - self.pathcurrent.origin) < 64)
#endif
}
-void spawnfunc_turret_walker() { if(!turret_initialize(TUR_WALKER)) remove(self); }
+void spawnfunc_turret_walker() { SELFPARAM(); if(!turret_initialize(TUR_WALKER)) remove(self); }
float t_walker(float req)
-{
+{SELFPARAM();
switch(req)
{
case TR_ATTACK:
{
- sound (self, CH_WEAPON_A, W_Sound("uzi_fire"), VOL_BASE, ATTEN_NORM);
+ sound (self, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
fireBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, 0, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
}
case TR_PRECACHE:
{
- precache_model ("models/turrets/walker_body.md3");
- precache_model ("models/turrets/walker_head_minigun.md3");
- precache_model ("models/turrets/rocket.md3");
- precache_sound (W_Sound("rocket_impact"));
return true;
}
}
#endif // SVQC
#ifdef CSQC
-#include "../../../server/movelib.qh"
+#include "../../../client/movelib.qh"
void walker_draw()
-{
+{SELFPARAM();
float dt;
dt = time - self.move_time;
}
float t_walker(float req)
-{
+{SELFPARAM();
switch(req)
{
case TR_SETUP: