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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;
7
8 float() rlauncher_check = 
9 {
10         if (self.ammo_rockets > 0) 
11                 return TRUE; 
12         return FALSE;
13 };
14
15 void(float req) w_rlauncher =
16 {
17         if (req == WR_IDLE)
18                 rlauncher_ready_01();
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();
35 };               
36
37
38 void W_Rocket_Explode (entity ignore)
39 {
40         ImpactEffect (self, IT_ROCKET_LAUNCHER);
41
42         self.event_damage = SUB_Null;
43         RadiusDamage (self, self.owner, 130, 50, 170, ignore, 600, IT_ROCKET_LAUNCHER);
44
45         remove (self);
46 }
47
48 void W_Rocket_Think (void)
49 {
50         W_Rocket_Explode (world);
51 }
52
53 void W_Rocket_Touch (void)
54 {
55         if (other == self.owner)
56                 return;
57         else if (pointcontents (self.origin) == CONTENT_SKY)
58         {
59                 remove (self);
60                 return;
61         }
62         else
63                 W_Rocket_Explode (world);
64 }
65
66 void W_Rocket_Damage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
67 {
68         self.health = self.health - damage;
69         if (self.health <= 0)
70                 W_Rocket_Explode(world);
71 }
72
73 void W_Rocket_Attack (void)
74 {
75         entity  missile;
76         vector  org;
77         makevectors (self.v_angle);
78         sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);
79
80         missile = spawn ();
81         missile.owner = self;
82         missile.classname = "missile";
83
84         missile.takedamage = DAMAGE_YES;
85         missile.damageforcescale = 4;
86         missile.health = 10;
87         missile.event_damage = W_Rocket_Damage;
88
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');
93
94         org = self.origin + self.view_ofs + v_forward * 20 + v_right * 4 + v_up * -15;
95
96         setorigin (missile, org);
97         missile.velocity = v_forward * 850;
98         missile.angles = vectoangles (missile.velocity);
99
100         missile.touch = W_Rocket_Touch ;
101         missile.think = W_Rocket_Think;
102         missile.nextthink = time + 9;
103
104         self.attack_finished = time + 1.5;
105
106         if (!(game & GAME_ROCKET_ARENA))
107                 self.ammo_rockets = self.ammo_rockets - 1;
108 }
109
110 void W_Rocket_Attack2 (void)
111 {
112         entity  proj;
113         proj = findradius (self.origin, 50000);
114         while (proj)
115         {
116                 if (proj.classname == "missile" && proj.owner == self)
117                 {
118                         proj.nextthink = time;
119                 }
120                 proj = proj.chain;
121         }
122
123         self.attack_finished = time;
124 }
125
126
127 void W_Rocket_Attack3 (void)
128 {
129
130 }
131
132 // weapon frames 
133
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 =    
138 {
139         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
140         weapon_thinkf(WFRAME_FIRE1, 0.3, rlauncher_ready_01);
141 };
142 void()  rlauncher_fire2_01 =    
143 {
144         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack2);
145         weapon_thinkf(WFRAME_FIRE2, 0.3, rlauncher_ready_01);
146 };
147 void()  rlauncher_fire3_01 =    
148 {
149         weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack3);
150         weapon_thinkf(WFRAME_FIRE2, 0.3, rlauncher_ready_01);
151 };