#pragma once #ifdef GAMEQC MODEL(SEEKER_VIEW, W_Model("h_seeker.iqm")); MODEL(SEEKER_WORLD, W_Model("v_seeker.md3")); MODEL(SEEKER_ITEM, W_Model("g_seeker.md3")); SOUND(SEEKER_FLAC_FIRE, W_Sound("flac_fire")); SOUND(TAGEXP1, W_Sound("tagexp1")); SOUND(TAGEXP2, W_Sound("tagexp2")); SOUND(TAGEXP3, W_Sound("tagexp3")); Sound SND_TAGEXP_RANDOM(float rnd) { return REGISTRY_GET(Sounds, SND_TAGEXP1.m_id + rint(rnd * 2)); } SOUND(TAG_FIRE, W_Sound("tag_fire")); SOUND(TAG_IMPACT, W_Sound("tag_impact")); SOUND(SEEKEREXP1, W_Sound("seekerexp1")); SOUND(SEEKEREXP2, W_Sound("seekerexp2")); SOUND(SEEKEREXP3, W_Sound("seekerexp3")); Sound SND_SEEKEREXP_RANDOM(float rnd) { return REGISTRY_GET(Sounds, SND_SEEKEREXP1.m_id + rint(rnd * 2)); } SOUND(SEEKER_FIRE, W_Sound("seeker_fire")); SOUND(SEEKER_ROCKET_FLY, W_Sound("tag_rocket_fly")); #endif CLASS(Seeker, Weapon) /* spawnfunc */ ATTRIB(Seeker, m_canonical_spawnfunc, string, "weapon_seeker"); /* ammotype */ ATTRIB(Seeker, ammo_type, Resource, RES_ROCKETS); /* impulse */ ATTRIB(Seeker, impulse, int, 8); /* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000); /* color */ ATTRIB(Seeker, m_color, vector, '0.957 0.439 0.533'); /* modelname */ ATTRIB(Seeker, mdl, string, "seeker"); #ifdef GAMEQC /* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM); /* flash mdl */ ATTRIB(Seeker, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Seeker, m_muzzleeffect, entity, EFFECT_SEEKER_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker"); /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8); /* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker"); /* refname */ ATTRIB(Seeker, netname, string, "seeker"); /* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, flac_ammo, float, NONE) \ P(class, prefix, flac_animtime, float, NONE) \ P(class, prefix, flac_damage, float, NONE) \ P(class, prefix, flac_edgedamage, float, NONE) \ P(class, prefix, flac_force, float, NONE) \ P(class, prefix, flac_lifetime, float, NONE) \ P(class, prefix, flac_lifetime_rand, float, NONE) \ P(class, prefix, flac_radius, float, NONE) \ P(class, prefix, flac_refire, float, NONE) \ P(class, prefix, flac_speed, float, NONE) \ P(class, prefix, flac_speed_up, float, NONE) \ P(class, prefix, flac_speed_z, float, NONE) \ P(class, prefix, flac_spread, float, NONE) \ P(class, prefix, missile_accel, float, NONE) \ P(class, prefix, missile_ammo, float, NONE) \ P(class, prefix, missile_animtime, float, NONE) \ P(class, prefix, missile_count, float, NONE) \ P(class, prefix, missile_damageforcescale, float, NONE) \ P(class, prefix, missile_damage, float, NONE) \ P(class, prefix, missile_decel, float, NONE) \ P(class, prefix, missile_delay, float, NONE) \ P(class, prefix, missile_edgedamage, float, NONE) \ P(class, prefix, missile_force, float, NONE) \ P(class, prefix, missile_health, float, NONE) \ P(class, prefix, missile_lifetime, float, NONE) \ P(class, prefix, missile_proxy, float, NONE) \ P(class, prefix, missile_proxy_delay, float, NONE) \ P(class, prefix, missile_proxy_maxrange, float, NONE) \ P(class, prefix, missile_radius, float, NONE) \ P(class, prefix, missile_refire, float, NONE) \ P(class, prefix, missile_smart, float, NONE) \ P(class, prefix, missile_smart_mindist, float, NONE) \ P(class, prefix, missile_smart_trace_max, float, NONE) \ P(class, prefix, missile_smart_trace_min, float, NONE) \ P(class, prefix, missile_speed, float, NONE) \ P(class, prefix, missile_speed_max, float, NONE) \ P(class, prefix, missile_speed_up, float, NONE) \ P(class, prefix, missile_speed_z, float, NONE) \ P(class, prefix, missile_spread, float, NONE) \ P(class, prefix, missile_turnrate, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, tag_ammo, float, NONE) \ P(class, prefix, tag_animtime, float, NONE) \ P(class, prefix, tag_damageforcescale, float, NONE) \ P(class, prefix, tag_health, float, NONE) \ P(class, prefix, tag_lifetime, float, NONE) \ P(class, prefix, tag_refire, float, NONE) \ P(class, prefix, tag_speed, float, NONE) \ P(class, prefix, tag_spread, float, NONE) \ P(class, prefix, tag_tracker_lifetime, float, NONE) \ P(class, prefix, type, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Seeker, seeker) #undef X ENDCLASS(Seeker) REGISTER_WEAPON(SEEKER, NEW(Seeker)); SPAWNFUNC_WEAPON(weapon_seeker, WEP_SEEKER) #ifdef SVQC .entity tag_target, wps_tag_tracker; .float tag_time; IntrusiveList g_seeker_trackers; STATIC_INIT(g_seeker_trackers) { g_seeker_trackers = IL_NEW(); } #endif