#pragma once

//#define WALKER_FANCYPATHING

#include "walker_weapon.qh"

CLASS(WalkerTurret, Turret)
#ifdef GAMEQC
/* spawnflags */ ATTRIB(WalkerTurret, spawnflags, int, TUR_FLAG_PLAYER | TUR_FLAG_MOVE);
/* mins       */ ATTRIB(WalkerTurret, m_mins, vector, '-70 -70 0');
/* maxs       */ ATTRIB(WalkerTurret, m_maxs, vector, '70 70 95');
/* modelname  */ ATTRIB(WalkerTurret, mdl, string, "walker_body.md3");
/* model      */ ATTRIB_STRZONE(WalkerTurret, model, string, strcat("models/turrets/", this.mdl));
/* head_model */ ATTRIB_STRZONE(WalkerTurret, head_model, string, strcat("models/turrets/", "walker_head_minigun.md3"));
#endif
/* netname    */ ATTRIB(WalkerTurret, netname, string, "walker");
/* fullname   */ ATTRIB(WalkerTurret, m_name, string, _("Walker Turret"));
#ifdef SVQC
/* weapon     */ ATTRIB(WalkerTurret, m_weapon, Weapon, WEP_WALKER);
#endif

#define X(BEGIN, P, END, class, prefix) \
	BEGIN(class) \
		TR_PROPS_COMMON(P, class, prefix) \
		P(class, prefix, melee_damage, float) \
		P(class, prefix, melee_force, float) \
		P(class, prefix, melee_range, float) \
		P(class, prefix, rocket_damage, float) \
		P(class, prefix, rocket_force, float) \
		P(class, prefix, rocket_radius, float) \
		P(class, prefix, rocket_range, float) \
		P(class, prefix, rocket_range_min, float) \
		P(class, prefix, rocket_refire, float) \
		P(class, prefix, rocket_speed, float) \
		P(class, prefix, rocket_turnrate, float) \
		P(class, prefix, speed_jump, float) \
		P(class, prefix, speed_roam, float) \
		P(class, prefix, speed_run, float) \
		P(class, prefix, speed_stop, float) \
		P(class, prefix, speed_swim, float) \
		P(class, prefix, speed_walk, float) \
		P(class, prefix, turn, float) \
		P(class, prefix, turn_run, float) \
		P(class, prefix, turn_strafe, float) \
		P(class, prefix, turn_swim, float) \
		P(class, prefix, turn_walk, float) \
	END()
	TR_PROPS(X, WalkerTurret, walker)
#undef X

ENDCLASS(WalkerTurret)
REGISTER_TURRET(WALKER, NEW(WalkerTurret));
