1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_fire2_01;
4 void() rlauncher_fire3_01;
5 void() rlauncher_deselect_01;
6 void() rlauncher_select_01;
8 float() rlauncher_check =
10 if (self.ammo_rockets > 0)
15 void(float req) w_rlauncher =
19 else if (req == WR_FIRE1)
20 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, 1.5);
21 else if (req == WR_FIRE2)
22 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire2_01, 1.5);
23 else if (req == WR_FIRE3)
24 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire3_01, 1.5);
25 else if (req == WR_RAISE)
26 rlauncher_select_01();
27 else if (req == WR_UPDATECOUNTS)
28 self.currentammo = self.ammo_rockets;
29 else if (req == WR_DROP)
30 rlauncher_deselect_01();
31 else if (req == WR_SETUP)
32 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
33 else if (req == WR_CHECKAMMO)
34 weapon_hasammo = rlauncher_check();
38 void W_Rocket_Explode (entity ignore)
40 ImpactEffect (self, IT_ROCKET_LAUNCHER);
42 self.event_damage = SUB_Null;
43 RadiusDamage (self, self.owner, 130, 50, 170, ignore, 600, IT_ROCKET_LAUNCHER);
48 void W_Rocket_Think (void)
50 W_Rocket_Explode (world);
53 void W_Rocket_Touch (void)
55 if (other == self.owner)
57 else if (pointcontents (self.origin) == CONTENT_SKY)
63 W_Rocket_Explode (world);
66 void W_Rocket_Damage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
68 self.health = self.health - damage;
70 W_Rocket_Explode(world);
73 void W_Rocket_Attack (void)
77 makevectors (self.v_angle);
78 sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);
82 missile.classname = "missile";
84 missile.takedamage = DAMAGE_YES;
85 missile.damageforcescale = 4;
87 missile.event_damage = W_Rocket_Damage;
89 missile.movetype = MOVETYPE_FLY;
90 missile.solid = SOLID_BBOX;
91 setmodel (missile, "models/rocketmissile.mdl");
92 setsize (missile, '0 0 0', '0 0 0');
94 org = self.origin + self.view_ofs + v_forward * 20 + v_right * 4 + v_up * -15;
96 setorigin (missile, org);
97 missile.velocity = v_forward * 850;
98 missile.angles = vectoangles (missile.velocity);
100 missile.touch = W_Rocket_Touch ;
101 missile.think = W_Rocket_Think;
102 missile.nextthink = time + 9;
104 self.attack_finished = time + 1.5;
106 if (!(game & GAME_ROCKET_ARENA))
107 self.ammo_rockets = self.ammo_rockets - 1;
110 void W_Rocket_Attack2 (void)
113 proj = findradius (self.origin, 50000);
116 if (proj.classname == "missile" && proj.owner == self)
118 proj.nextthink = time;
123 self.attack_finished = time;
127 void W_Rocket_Attack3 (void)
134 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
135 void() rlauncher_select_01 = {weapon_thinkf(-1, 0.3, w_ready); weapon_boblayer1(16, '0 0 0');};
136 void() rlauncher_deselect_01 = {weapon_thinkf(-1, 0.3, w_clear); weapon_boblayer1(16, '0 20 -40');};
137 void() rlauncher_fire1_01 =
139 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
140 weapon_thinkf(WFRAME_FIRE1, 0.3, rlauncher_ready_01);
142 void() rlauncher_fire2_01 =
144 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack2);
145 weapon_thinkf(WFRAME_FIRE2, 0.3, rlauncher_ready_01);
147 void() rlauncher_fire3_01 =
149 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack3);
150 weapon_thinkf(WFRAME_FIRE2, 0.3, rlauncher_ready_01);