Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
walker.qc File Reference
Include dependency graph for walker.qc:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Macros

#define WALKER_ROCKET_MOVE(s)

Functions

 spawnfunc (turret_walker)
void walker_draw (entity this)
void walker_findtarget (entity this)
void walker_fire_rocket (entity this, vector org)
bool walker_firecheck (entity this)
void walker_melee_do_dmg (entity this)
void walker_move_path (entity this)
void walker_move_to (entity this, vector _target, float _dist)
void walker_rocket_damage (entity this, entity inflictor, entity attacker, float damage, float deathtype,.entity weaponentity, vector hitloc, vector vforce)
void walker_rocket_explode (entity this)
void walker_rocket_loop (entity this)
void walker_rocket_loop2 (entity this)
void walker_rocket_loop3 (entity this)
void walker_rocket_think (entity this)
void walker_rocket_touch (entity this, entity toucher)
void walker_setnoanim (entity this)

Variables

const int ANIM_JUMP = 6
const int ANIM_LAND = 7
const int ANIM_MELEE = 9
const int ANIM_NO = 0
const int ANIM_PAIN = 8
const int ANIM_ROAM = 11
const int ANIM_RUN = 3
const int ANIM_STRAFE_L = 4
const int ANIM_STRAFE_R = 5
const int ANIM_SWIM = 10
const int ANIM_TURN = 1
const int ANIM_WALK = 2
float animflag
float autocvar_g_turrets_unit_walker_melee_damage
float autocvar_g_turrets_unit_walker_melee_force
float autocvar_g_turrets_unit_walker_melee_range
float autocvar_g_turrets_unit_walker_rocket_damage
float autocvar_g_turrets_unit_walker_rocket_force
float autocvar_g_turrets_unit_walker_rocket_radius
float autocvar_g_turrets_unit_walker_rocket_range
float autocvar_g_turrets_unit_walker_rocket_range_min
float autocvar_g_turrets_unit_walker_rocket_refire
float autocvar_g_turrets_unit_walker_rocket_speed
float autocvar_g_turrets_unit_walker_rocket_turnrate
float autocvar_g_turrets_unit_walker_speed_jump
float autocvar_g_turrets_unit_walker_speed_roam
float autocvar_g_turrets_unit_walker_speed_run
float autocvar_g_turrets_unit_walker_speed_stop
float autocvar_g_turrets_unit_walker_speed_swim
float autocvar_g_turrets_unit_walker_speed_walk
float autocvar_g_turrets_unit_walker_turn
float autocvar_g_turrets_unit_walker_turn_run
float autocvar_g_turrets_unit_walker_turn_strafe
float autocvar_g_turrets_unit_walker_turn_swim
float autocvar_g_turrets_unit_walker_turn_walk
vector enemy_last_loc
float enemy_last_time
float idletime

Macro Definition Documentation

◆ WALKER_ROCKET_MOVE

#define WALKER_ROCKET_MOVE ( s)
Value:
void UpdateCSQCProjectile(entity e)
#define movelib_move_simple(e, newdir, velo, blendrate)
Definition movelib.qh:36
float autocvar_g_turrets_unit_walker_rocket_speed
Definition walker.qc:11
float autocvar_g_turrets_unit_walker_rocket_turnrate
Definition walker.qc:15

Definition at line 96 of file walker.qc.

Referenced by walker_rocket_loop2(), walker_rocket_loop3(), and walker_rocket_think().

Function Documentation

◆ spawnfunc()

spawnfunc ( turret_walker )

Definition at line 350 of file walker.qc.

350{ if(!turret_initialize(this, TUR_WALKER)) delete(this); }
bool turret_initialize(entity this, Turret tur)

References turret_initialize().

◆ walker_draw()

void walker_draw ( entity this)

Definition at line 615 of file walker.qc.

616{
617 float dt;
618
619 dt = time - this.move_time;
620 this.move_time = time;
621 if(dt <= 0)
622 return;
623
625 movelib_groundalign4point(this, 300, 100, 0.25, 45);
626 setorigin(this, this.origin + this.velocity * dt);
627 this.tur_head.angles += dt * this.tur_head.avelocity;
628
629 if(GetResource(this, RES_HEALTH) < 127)
630 if(random() < 0.15)
631 te_spark(this.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
632}
void fixedmakevectors(vector a)
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
vector velocity
float time
vector origin
ent angles
Definition ent_cs.qc:121
float random(void)
vector randomvec(void)
void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max)
Pitches and rolls the entity to match the gound.
Definition movelib.qc:186
float move_time
Definition movetypes.qh:77
entity tur_head
Definition sv_turrets.qh:28

References angles, entity(), fixedmakevectors(), GetResource(), move_time, movelib_groundalign4point(), origin, random(), randomvec(), time, tur_head, and velocity.

◆ walker_findtarget()

void walker_findtarget ( entity this)

Definition at line 326 of file walker.qc.

327{
328 entity e = find(NULL, targetname, this.target);
329 if (!e)
330 {
331 LOG_TRACE("Initital waypoint for walker does NOT exist, fix your map!");
332 this.target = "";
333 }
334
335 if (e.classname != "turret_checkpoint")
336 LOG_TRACE("Warning: not a turrret path");
337 else
338 {
339#ifdef WALKER_FANCYPATHING
340 this.pathcurrent = pathlib_astar(this, this.origin, e.origin);
341 this.pathgoal = e;
342#else
343 this.pathcurrent = e;
344#endif
345 }
346
347 // TODO: this doesn't reset target, so tur_defend will be the checkpoint too!
348}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define LOG_TRACE(...)
Definition log.qh:76
entity find(entity start,.string field, string match)
#define NULL
Definition post.qh:14
entity pathlib_astar(entity this, vector from, vector to)
Definition main.qc:353
entity pathcurrent
Definition sv_turrets.qh:86
entity pathgoal
Definition sv_turrets.qh:88
string targetname
Definition triggers.qh:56
string target
Definition triggers.qh:55

References entity(), find(), LOG_TRACE, NULL, origin, pathcurrent, pathgoal, pathlib_astar(), target, and targetname.

◆ walker_fire_rocket()

void walker_fire_rocket ( entity this,
vector org )

Definition at line 204 of file walker.qc.

205{
207
208 te_explosion (org);
209
210 entity rocket = new(walker_rocket);
211 setorigin(rocket, org);
212 rocket.solid = SOLID_BBOX; // before setsize so it will be linked to the area grid
213 sound (this, CH_WEAPON_A, SND_TUR_WALKER_FIRE, VOL_BASE, ATTEN_NORM);
214 setsize (rocket, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
215
216 rocket.owner = this;
217 rocket.bot_dodge = true;
218 rocket.bot_dodgerating = 50;
219 rocket.takedamage = DAMAGE_YES;
220 rocket.damageforcescale = 2;
221 SetResourceExplicit(rocket, RES_HEALTH, 25);
222 rocket.tur_shotorg = randomvec() * 512;
223 rocket.cnt = time + 1;
224 rocket.enemy = this.enemy;
225
226 if (random() < 0.01)
228 else
230
231 rocket.event_damage = walker_rocket_damage;
232
233 rocket.nextthink = time;
234 set_movetype(rocket, MOVETYPE_FLY);
235 rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
236 rocket.angles = vectoangles(rocket.velocity);
238 rocket.flags = FL_PROJECTILE;
239 IL_PUSH(g_projectiles, rocket);
240 IL_PUSH(g_bot_dodge, rocket);
241 rocket.max_health = time + 9;
242 rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
243
244 CSQCProjectile(rocket, false, PROJECTILE_ROCKET, false); // no culling, has fly sound
245}
IntrusiveList g_bot_dodge
Definition api.qh:150
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
const int FL_PROJECTILE
Definition constants.qh:85
vector v_up
const float SOLID_BBOX
vector v_forward
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
vector vectoangles(vector v)
vector normalize(vector v)
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_FLY
Definition movetypes.qh:134
const int PROJECTILE_ROCKET
Definition projectiles.qh:4
#define setthink(e, f)
vector org
Definition self.qh:92
#define settouch(e, f)
Definition self.qh:73
const int MIF_SPLASH
Definition common.qh:46
const int MIF_GUIDED_HEAT
Definition common.qh:50
IntrusiveList g_projectiles
Definition common.qh:58
const int MIF_PROXY
Definition common.qh:48
const float VOL_BASE
Definition sound.qh:36
const int CH_WEAPON_A
Definition sound.qh:7
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
const int DAMAGE_YES
Definition subs.qh:80
entity enemy
Definition sv_ctf.qh:153
void walker_rocket_damage(entity this, entity inflictor, entity attacker, float damage, float deathtype,.entity weaponentity, vector hitloc, vector vforce)
Definition walker.qc:87
void walker_rocket_loop(entity this)
Definition walker.qc:196
void walker_rocket_touch(entity this, entity toucher)
Definition walker.qc:82
void walker_rocket_think(entity this)
Definition walker.qc:98

References angles, ATTEN_NORM, autocvar_g_turrets_unit_walker_rocket_speed, CH_WEAPON_A, CSQCProjectile(), DAMAGE_YES, enemy, entity(), fixedmakevectors(), FL_PROJECTILE, g_bot_dodge, g_projectiles, IL_PUSH(), MIF_GUIDED_HEAT, MIF_PROXY, MIF_SPLASH, MOVETYPE_FLY, normalize(), org, PROJECTILE_ROCKET, random(), randomvec(), set_movetype(), SetResourceExplicit(), setthink, settouch, SOLID_BBOX, sound, time, v_forward, v_up, vectoangles(), vector, VOL_BASE, walker_rocket_damage(), walker_rocket_loop(), walker_rocket_think(), and walker_rocket_touch().

◆ walker_firecheck()

bool walker_firecheck ( entity this)

Definition at line 44 of file walker.qc.

45{
46 if (this.animflag == ANIM_MELEE)
47 return false;
48
49 return turret_firecheck(this);
50}
bool turret_firecheck(entity this)
Preforms pre-fire checks based on the uints firecheck_flags.
const int ANIM_MELEE
Definition walker.qc:37
float animflag
Definition walker.qc:41

References ANIM_MELEE, animflag, entity(), and turret_firecheck().

◆ walker_melee_do_dmg()

void walker_melee_do_dmg ( entity this)

Definition at line 52 of file walker.qc.

53{
54 vector where;
55 entity e;
56
57 makevectors(this.angles);
58 where = this.origin + v_forward * 128;
59
60 e = findradius(where,32);
61 while (e)
62 {
64 if (e != this && e.owner != this)
66
67 e = e.chain;
68 }
69}
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition damage.qc:503
#define DMG_NOWEP
Definition damage.qh:104
#define makevectors
Definition post.qh:21
vector
Definition self.qh:92
float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
Evaluate a entity for target valitity based on validate_flags NOTE: the caller must check takedamage ...
int target_validate_flags
Definition turret.qh:79
float autocvar_g_turrets_unit_walker_melee_force
Definition walker.qc:6
float autocvar_g_turrets_unit_walker_melee_damage
Definition walker.qc:5

References angles, autocvar_g_turrets_unit_walker_melee_damage, autocvar_g_turrets_unit_walker_melee_force, Damage(), DMG_NOWEP, entity(), makevectors, origin, target_validate_flags, turret_validate_target(), v_forward, and vector.

◆ walker_move_path()

void walker_move_path ( entity this)

Definition at line 279 of file walker.qc.

280{
281#ifdef WALKER_FANCYPATHING
282 // Are we close enougth to a path node to switch to the next?
283 if(turret_closetotarget(this, this.pathcurrent.origin, 64))
284 {
285 if (this.pathcurrent.path_next == NULL)
286 {
287 // Path endpoint reached
289 this.pathcurrent = NULL;
290
291 if (this.pathgoal)
292 {
293 if (this.pathgoal.use)
294 this.pathgoal.use(this, NULL, NULL);
295
296 if (this.pathgoal.enemy)
297 {
298 this.pathcurrent = pathlib_astar(this, this.pathgoal.origin, this.pathgoal.enemy.origin);
299 this.pathgoal = this.pathgoal.enemy;
300 }
301 }
302 else
303 this.pathgoal = NULL;
304 }
305 else
306 this.pathcurrent = this.pathcurrent.path_next;
307 }
308
309 this.moveto = this.pathcurrent.origin;
310 this.steerto = steerlib_attract2(this, this.moveto,0.5,500,0.95);
311 walker_move_to(this, this.moveto, 0);
312
313#else
314 if(turret_closetotarget(this, this.pathcurrent.origin, 64))
315 this.pathcurrent = this.pathcurrent.enemy;
316
317 if(!this.pathcurrent)
318 return;
319
320 this.moveto = this.pathcurrent.origin;
321 this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
322 walker_move_to(this, this.moveto, 0);
323#endif
324}
void pathlib_deletepath(entity start)
Definition main.qc:10
vector steerlib_attract2(entity this, vector point, float min_influense, float max_distance, float max_influense)
Definition steerlib.qc:45
vector steerto
Definition steerlib.qh:3
bool turret_closetotarget(entity this, vector targ, float range)
void walker_move_to(entity this, vector _target, float _dist)
Definition walker.qc:249
vector moveto
Definition zombie.qc:17

References entity(), moveto, NULL, pathcurrent, pathgoal, pathlib_astar(), pathlib_deletepath(), steerlib_attract2(), steerto, turret_closetotarget(), and walker_move_to().

◆ walker_move_to()

void walker_move_to ( entity this,
vector _target,
float _dist )

Definition at line 249 of file walker.qc.

250{
251 switch (this.waterlevel)
252 {
253 case WATERLEVEL_NONE:
254 if (_dist > 500)
255 this.animflag = ANIM_RUN;
256 else
257 this.animflag = ANIM_WALK;
260 if (this.animflag != ANIM_SWIM)
261 this.animflag = ANIM_WALK;
262 else
263 this.animflag = ANIM_SWIM;
264 break;
266 this.animflag = ANIM_SWIM;
267 }
268
269 this.moveto = _target;
270 this.steerto = steerlib_attract2(this, this.moveto, 0.5, 500, 0.95);
271
272 if(this.enemy)
273 {
274 this.enemy_last_loc = _target;
275 this.enemy_last_time = time;
276 }
277}
float waterlevel
Definition player.qh:226
const int WATERLEVEL_SWIMMING
Definition movetypes.qh:13
const int WATERLEVEL_WETFEET
Definition movetypes.qh:12
const int WATERLEVEL_SUBMERGED
Definition movetypes.qh:14
const int WATERLEVEL_NONE
Definition movetypes.qh:11
float enemy_last_time
Definition walker.qc:248
vector enemy_last_loc
Definition walker.qc:247
const int ANIM_SWIM
Definition walker.qc:38
const int ANIM_WALK
Definition walker.qc:30
const int ANIM_RUN
Definition walker.qc:31

References ANIM_RUN, ANIM_SWIM, ANIM_WALK, animflag, enemy, enemy_last_loc, enemy_last_time, entity(), moveto, steerlib_attract2(), steerto, time, vector, waterlevel, WATERLEVEL_NONE, WATERLEVEL_SUBMERGED, WATERLEVEL_SWIMMING, and WATERLEVEL_WETFEET.

Referenced by walker_move_path().

◆ walker_rocket_damage()

void walker_rocket_damage ( entity this,
entity inflictor,
entity attacker,
float damage,
float deathtype,
.entity weaponentity,
vector hitloc,
vector vforce )

Definition at line 87 of file walker.qc.

88{
89 TakeResource(this, RES_HEALTH, damage);
90 this.velocity = this.velocity + vforce;
91
92 if (GetResource(this, RES_HEALTH) <= 0)
94}
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
entity owner
Definition main.qh:87
void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
Definition common.qc:87
void walker_rocket_explode(entity this)
Definition walker.qc:76

References entity(), GetResource(), owner, TakeResource(), vector, velocity, W_PrepareExplosionByDamage(), and walker_rocket_explode().

Referenced by walker_fire_rocket().

◆ walker_rocket_explode()

void walker_rocket_explode ( entity this)

Definition at line 76 of file walker.qc.

77{
79 delete(this);
80}
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
Definition damage.qc:981
float autocvar_g_turrets_unit_walker_rocket_damage
Definition walker.qc:8
float autocvar_g_turrets_unit_walker_rocket_force
Definition walker.qc:10
float autocvar_g_turrets_unit_walker_rocket_radius
Definition walker.qc:9

References autocvar_g_turrets_unit_walker_rocket_damage, autocvar_g_turrets_unit_walker_rocket_force, autocvar_g_turrets_unit_walker_rocket_radius, DMG_NOWEP, entity(), NULL, owner, and RadiusDamage().

Referenced by walker_rocket_damage(), walker_rocket_loop2(), walker_rocket_loop3(), walker_rocket_think(), and walker_rocket_touch().

◆ walker_rocket_loop()

void walker_rocket_loop ( entity this)

Definition at line 196 of file walker.qc.

197{
198 this.nextthink = time;
199 this.tur_shotorg = this.origin + '0 0 300';
201 this.shot_dmg = 1337;
202}
float nextthink
vector tur_shotorg
Definition sv_turrets.qh:30
void walker_rocket_loop2(entity this)
Definition walker.qc:175

References entity(), nextthink, origin, setthink, time, tur_shotorg, and walker_rocket_loop2().

Referenced by walker_fire_rocket(), and walker_rocket_think().

◆ walker_rocket_loop2()

void walker_rocket_loop2 ( entity this)

Definition at line 175 of file walker.qc.

176{
177 this.nextthink = time;
178
179 if (this.max_health < time)
180 {
182 return;
183 }
184
185 if(vdist(this.origin - this.tur_shotorg, <, 100))
186 {
187 this.tur_shotorg = this.origin - '0 0 200';
189 return;
190 }
191
192 vector newdir = steerlib_pull(this, this.tur_shotorg);
193 WALKER_ROCKET_MOVE(this);
194}
float max_health
#define steerlib_pull(ent, point)
Uniform pull towards a point.
Definition steerlib.qc:8
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
#define WALKER_ROCKET_MOVE(s)
Definition walker.qc:96
void walker_rocket_loop3(entity this)
Definition walker.qc:153

References entity(), max_health, nextthink, origin, setthink, steerlib_pull, time, tur_shotorg, vdist, vector, walker_rocket_explode(), walker_rocket_loop3(), and WALKER_ROCKET_MOVE.

Referenced by walker_rocket_loop().

◆ walker_rocket_loop3()

void walker_rocket_loop3 ( entity this)

Definition at line 153 of file walker.qc.

154{
155 this.nextthink = time;
156
157 if (this.max_health < time)
158 {
160 return;
161 }
162
163 if(vdist(this.origin - this.tur_shotorg, <, 100))
164 {
166 return;
167 }
168
169 vector newdir = steerlib_pull(this, this.tur_shotorg);
170 WALKER_ROCKET_MOVE(this);
171
172 this.angles = vectoangles(this.velocity);
173}

References angles, entity(), max_health, nextthink, origin, setthink, steerlib_pull, time, tur_shotorg, vdist, vectoangles(), vector, velocity, walker_rocket_explode(), WALKER_ROCKET_MOVE, and walker_rocket_think().

Referenced by walker_rocket_loop2().

◆ walker_rocket_think()

void walker_rocket_think ( entity this)

Definition at line 98 of file walker.qc.

99{
100 vector newdir;
101 float edist;
102 float itime;
103 float m_speed;
104
105 this.nextthink = time;
106
107 edist = vlen(this.enemy.origin - this.origin);
108
109 // Simulate crude guidance
110 if (this.cnt < time)
111 {
112 if (edist < 1000)
113 this.tur_shotorg = randomvec() * min(edist, 64);
114 else
115 this.tur_shotorg = randomvec() * min(edist, 256);
116
117 this.cnt = time + 0.5;
118 }
119
120 if (edist < 128)
121 this.tur_shotorg = '0 0 0';
122
123 if (this.max_health < time)
124 {
126 this.nextthink = time;
127 return;
128 }
129
130 if (this.shot_dmg != 1337 && random() < 0.01)
131 {
132 walker_rocket_loop(this);
133 return;
134 }
135
136 m_speed = vlen(this.velocity);
137
138 // Enemy dead? just keep on the current heading then.
139 if (this.enemy == NULL || IS_DEAD(this.enemy))
140 this.enemy = NULL;
141
142 if (this.enemy)
143 {
144 itime = max(edist / m_speed, 1);
145 newdir = steerlib_pull(this, this.enemy.origin + this.tur_shotorg);
146 }
147 else
148 newdir = normalize(this.velocity);
149
150 WALKER_ROCKET_MOVE(this);
151}
float cnt
Definition powerups.qc:24
#define IS_DEAD(s)
Definition player.qh:245
float vlen(vector v)
float min(float f,...)
float max(float f,...)

References cnt, enemy, entity(), IS_DEAD, max(), max_health, min(), nextthink, normalize(), NULL, random(), randomvec(), setthink, steerlib_pull, time, tur_shotorg, vector, velocity, vlen(), walker_rocket_explode(), walker_rocket_loop(), and WALKER_ROCKET_MOVE.

Referenced by walker_fire_rocket(), and walker_rocket_loop3().

◆ walker_rocket_touch()

void walker_rocket_touch ( entity this,
entity toucher )

Definition at line 82 of file walker.qc.

83{
85}

References entity(), toucher, and walker_rocket_explode().

Referenced by walker_fire_rocket().

◆ walker_setnoanim()

void walker_setnoanim ( entity this)

Definition at line 71 of file walker.qc.

72{
73 turrets_setframe(this, ANIM_NO, false);
74 this.animflag = this.frame;
75}
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
Definition anim.qh:6
void turrets_setframe(entity this, float _frame, float client_only)
const int ANIM_NO
Definition walker.qc:28

References ANIM_NO, animflag, entity(), frame, and turrets_setframe().

Variable Documentation

◆ ANIM_JUMP

const int ANIM_JUMP = 6

Definition at line 34 of file walker.qc.

◆ ANIM_LAND

const int ANIM_LAND = 7

Definition at line 35 of file walker.qc.

◆ ANIM_MELEE

const int ANIM_MELEE = 9

Definition at line 37 of file walker.qc.

Referenced by walker_firecheck().

◆ ANIM_NO

const int ANIM_NO = 0

Definition at line 28 of file walker.qc.

Referenced by walker_setnoanim().

◆ ANIM_PAIN

const int ANIM_PAIN = 8

Definition at line 36 of file walker.qc.

◆ ANIM_ROAM

const int ANIM_ROAM = 11

Definition at line 39 of file walker.qc.

◆ ANIM_RUN

const int ANIM_RUN = 3

Definition at line 31 of file walker.qc.

Referenced by walker_move_to().

◆ ANIM_STRAFE_L

const int ANIM_STRAFE_L = 4

Definition at line 32 of file walker.qc.

◆ ANIM_STRAFE_R

const int ANIM_STRAFE_R = 5

Definition at line 33 of file walker.qc.

◆ ANIM_SWIM

const int ANIM_SWIM = 10

Definition at line 38 of file walker.qc.

Referenced by walker_move_to().

◆ ANIM_TURN

const int ANIM_TURN = 1

Definition at line 29 of file walker.qc.

◆ ANIM_WALK

const int ANIM_WALK = 2

Definition at line 30 of file walker.qc.

Referenced by walker_move_to().

◆ animflag

float animflag

Definition at line 41 of file walker.qc.

Referenced by walker_firecheck(), walker_move_to(), and walker_setnoanim().

◆ autocvar_g_turrets_unit_walker_melee_damage

float autocvar_g_turrets_unit_walker_melee_damage

Definition at line 5 of file walker.qc.

Referenced by walker_melee_do_dmg().

◆ autocvar_g_turrets_unit_walker_melee_force

float autocvar_g_turrets_unit_walker_melee_force

Definition at line 6 of file walker.qc.

Referenced by walker_melee_do_dmg().

◆ autocvar_g_turrets_unit_walker_melee_range

float autocvar_g_turrets_unit_walker_melee_range

Definition at line 7 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_rocket_damage

float autocvar_g_turrets_unit_walker_rocket_damage

Definition at line 8 of file walker.qc.

Referenced by walker_rocket_explode().

◆ autocvar_g_turrets_unit_walker_rocket_force

float autocvar_g_turrets_unit_walker_rocket_force

Definition at line 10 of file walker.qc.

Referenced by walker_rocket_explode().

◆ autocvar_g_turrets_unit_walker_rocket_radius

float autocvar_g_turrets_unit_walker_rocket_radius

Definition at line 9 of file walker.qc.

Referenced by walker_rocket_explode().

◆ autocvar_g_turrets_unit_walker_rocket_range

float autocvar_g_turrets_unit_walker_rocket_range

Definition at line 12 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_rocket_range_min

float autocvar_g_turrets_unit_walker_rocket_range_min

Definition at line 13 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_rocket_refire

float autocvar_g_turrets_unit_walker_rocket_refire

Definition at line 14 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_rocket_speed

float autocvar_g_turrets_unit_walker_rocket_speed

Definition at line 11 of file walker.qc.

Referenced by walker_fire_rocket().

◆ autocvar_g_turrets_unit_walker_rocket_turnrate

float autocvar_g_turrets_unit_walker_rocket_turnrate

Definition at line 15 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_speed_jump

float autocvar_g_turrets_unit_walker_speed_jump

Definition at line 19 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_speed_roam

float autocvar_g_turrets_unit_walker_speed_roam

Definition at line 21 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_speed_run

float autocvar_g_turrets_unit_walker_speed_run

Definition at line 18 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_speed_stop

float autocvar_g_turrets_unit_walker_speed_stop

Definition at line 16 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_speed_swim

float autocvar_g_turrets_unit_walker_speed_swim

Definition at line 20 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_speed_walk

float autocvar_g_turrets_unit_walker_speed_walk

Definition at line 17 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_turn

float autocvar_g_turrets_unit_walker_turn

Definition at line 22 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_turn_run

float autocvar_g_turrets_unit_walker_turn_run

Definition at line 26 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_turn_strafe

float autocvar_g_turrets_unit_walker_turn_strafe

Definition at line 24 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_turn_swim

float autocvar_g_turrets_unit_walker_turn_swim

Definition at line 25 of file walker.qc.

◆ autocvar_g_turrets_unit_walker_turn_walk

float autocvar_g_turrets_unit_walker_turn_walk

Definition at line 23 of file walker.qc.

◆ enemy_last_loc

vector enemy_last_loc

Definition at line 247 of file walker.qc.

Referenced by walker_move_to().

◆ enemy_last_time

float enemy_last_time

Definition at line 248 of file walker.qc.

Referenced by walker_move_to().

◆ idletime

float idletime

Definition at line 42 of file walker.qc.