3 //#define TURRET_DEBUG_HK
5 #include "hk_weapon.qh"
7 CLASS(HunterKiller, Turret)
8 /* spawnflags */ ATTRIB(HunterKiller, spawnflags, int, TUR_FLAG_SPLASH | TUR_FLAG_MEDPROJ | TUR_FLAG_PLAYER | TUR_FLAG_RECIEVETARGETS);
9 /* mins */ ATTRIB(HunterKiller, m_mins, vector, '-32 -32 0');
10 /* maxs */ ATTRIB(HunterKiller, m_maxs, vector, '32 32 64');
11 /* modelname */ ATTRIB(HunterKiller, mdl, string, "base.md3");
12 /* model */ ATTRIB_STRZONE(HunterKiller, model, string, strcat("models/turrets/", this.mdl));
13 /* head_model */ ATTRIB_STRZONE(HunterKiller, head_model, string, strcat("models/turrets/", "hk.md3"));
14 /* netname */ ATTRIB(HunterKiller, netname, string, "hk");
15 /* fullname */ ATTRIB(HunterKiller, turret_name, string, _("Hunter-Killer Turret"));
16 ATTRIB(HunterKiller, m_weapon, Weapon, WEP_HK);
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, aim_firetolerance_dist, float) \
21 P(class, prefix, aim_maxpitch, float) \
22 P(class, prefix, aim_maxrot, float) \
23 P(class, prefix, aim_speed, float) \
24 P(class, prefix, ammo, float) \
25 P(class, prefix, ammo_max, float) \
26 P(class, prefix, ammo_recharge, float) \
27 P(class, prefix, health, float) \
28 P(class, prefix, respawntime, float) \
29 P(class, prefix, shot_dmg, float) \
30 P(class, prefix, shot_force, float) \
31 P(class, prefix, shot_radius, float) \
32 P(class, prefix, shot_refire, float) \
33 P(class, prefix, shot_speed, float) \
34 P(class, prefix, shot_speed_accel, float) \
35 P(class, prefix, shot_speed_accel2, float) \
36 P(class, prefix, shot_speed_decel, float) \
37 P(class, prefix, shot_speed_max, float) \
38 P(class, prefix, shot_speed_turnrate, float) \
39 P(class, prefix, shot_spread, float) \
40 P(class, prefix, shot_volly, float) \
41 P(class, prefix, shot_volly_refire, float) \
42 P(class, prefix, target_range, float) \
43 P(class, prefix, target_range_min, float) \
44 P(class, prefix, target_range_optimal, float) \
45 P(class, prefix, target_select_anglebias, float) \
46 P(class, prefix, target_select_missilebias, float) \
47 P(class, prefix, target_select_playerbias, float) \
48 P(class, prefix, target_select_rangebias, float) \
49 P(class, prefix, target_select_samebias, float) \
50 P(class, prefix, track_accel_pitch, float) \
51 P(class, prefix, track_accel_rot, float) \
52 P(class, prefix, track_blendrate, float) \
53 P(class, prefix, track_type, float) \
55 TR_PROPS(X, HunterKiller, hk)
58 ENDCLASS(HunterKiller)
59 REGISTER_TURRET(HK, NEW(HunterKiller));