10 ATTRIB(WalkerTurret, m_maxs, vector, '70 70 95');
11 ATTRIB(WalkerTurret, mdl,
string, "walker_body.md3");
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) \
#define TR_PROPS(L, class, prefix)
const int TUR_FLAG_PLAYER
#define X(BEGIN, P, END, class, prefix)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
REGISTER_TURRET(WALKER, NEW(WalkerTurret))
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define ATTRIB_STRZONE(cname, name, type, val)
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...