1 void() rlauncher_ready_01;
2 void() rlauncher_fire1_01;
3 void() rlauncher_fire2_01;
4 void() rlauncher_deselect_01;
5 void() rlauncher_select_01;
6 void() W_Rocket_Attack2;
8 float() rlauncher_check =
10 if (self.ammo_rockets >= 3)
15 void(float req) w_rlauncher =
19 else if (req == WR_FIRE1)
20 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
22 else if (req == WR_FIRE2)
24 if (time < self.attack_finished)
28 else if (req == WR_RAISE)
29 rlauncher_select_01();
30 else if (req == WR_UPDATECOUNTS)
31 self.currentammo = self.ammo_rockets;
32 else if (req == WR_DROP)
33 rlauncher_deselect_01();
34 else if (req == WR_SETUP)
35 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
36 else if (req == WR_CHECKAMMO)
37 weapon_hasammo = rlauncher_check();
41 void W_Rocket_Explode (void)
43 ImpactEffect (self, IT_ROCKET_LAUNCHER);
45 self.event_damage = nullfunction;
46 RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), IT_ROCKET_LAUNCHER);
51 void W_Rocket_Think (void)
53 self.nextthink = time;
61 if (self.owner.deadflag)
63 else if (self.owner.weapon == WEP_ROCKET_LAUNCHER && self.owner.button3)
68 void W_Rocket_Touch (void)
70 if (pointcontents (self.origin) == CONTENT_SKY)
79 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
81 self.health = self.health - damage;
86 void W_Rocket_Attack (void)
90 makevectors (self.v_angle);
91 sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);
95 missile.classname = "missile";
97 missile.takedamage = DAMAGE_YES;
98 missile.damageforcescale = 4;
100 missile.event_damage = W_Rocket_Damage;
102 missile.movetype = MOVETYPE_FLY;
103 missile.solid = SOLID_BBOX;
104 setmodel (missile, "models/rocket.md3");
105 setsize (missile, '0 0 0', '0 0 0');
107 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 3 + v_up * -11;
109 setorigin (missile, org);
110 missile.velocity = v_forward * cvar("g_balance_rocketlauncher_speed");
111 missile.angles = vectoangles (missile.velocity);
113 missile.touch = W_Rocket_Touch ;
114 missile.think = W_Rocket_Think;
115 missile.nextthink = time;
116 missile.cnt = time + 9;
118 if (cvar("g_rocketarena") == 0)
119 self.ammo_rockets = self.ammo_rockets - 3;
123 //flash.drawonlytoclient;
124 setorigin (flash, org);
125 setmodel (flash, "models/flash.md3");
126 flash.velocity = v_forward * 20;
127 flash.angles = vectoangles (flash.velocity);
128 SUB_SetFade (flash, time);
129 flash.effects = flash.effects | EF_ADDITIVE;
130 self.punchangle_x = -4;
134 void W_Rocket_Attack2 (void)
137 proj = findradius (self.origin, 50000);
140 if (proj.classname == "missile" && proj.owner == self)
142 proj.nextthink = time;
147 self.attack_finished = time + 0.1;
153 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
154 void() rlauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
155 void() rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
156 void() rlauncher_fire1_01 =
158 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
159 weapon_thinkf(WFRAME_FIRE1, 0.3, rlauncher_ready_01);
162 void() rlauncher_fire2_01 =
164 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack2);
165 weapon_thinkf(WFRAME_FIRE2, 0.3, rlauncher_ready_01);