1 void() rlauncher_ready_01;
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2 void() rlauncher_fire1_01;
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3 void() rlauncher_deselect_01;
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4 void() rlauncher_select_01;
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6 float() rlauncher_check =
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8 if (self.ammo_rockets >= 3)
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13 void(float req) w_rlauncher =
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16 rlauncher_ready_01();
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17 else if (req == WR_FIRE1)
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18 weapon_prepareattack(rlauncher_check, rlauncher_check, rlauncher_fire1_01, cvar("g_balance_rocketlauncher_refire"));
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19 else if (req == WR_RAISE)
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20 rlauncher_select_01();
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21 else if (req == WR_UPDATECOUNTS)
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22 self.currentammo = floor(self.ammo_rockets / 3);
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23 else if (req == WR_DROP)
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24 rlauncher_deselect_01();
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25 else if (req == WR_SETUP)
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26 weapon_setup(WEP_ROCKET_LAUNCHER, "w_rl.zym", IT_ROCKETS);
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27 else if (req == WR_CHECKAMMO)
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28 weapon_hasammo = rlauncher_check();
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32 void W_Rocket_Explode (void)
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35 org2 = findbetterlocation (self.origin);
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36 te_explosion (org2);
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37 effect (org2, "models/sprites/rocketexplosion.spr32", 0, 20, 40);
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38 sound (self, CHAN_BODY, "weapons/rocket_impact.wav", 1, ATTN_NORM);
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40 self.event_damage = SUB_Null;
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41 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"), WEP_ROCKET_LAUNCHER);
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46 void W_Rocket_Think (void)
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48 self.nextthink = time;
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49 if (time > self.cnt)
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51 W_Rocket_Explode ();
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56 if (self.owner.deadflag)
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58 else if (self.owner.wpn == WEP_ROCKET_LAUNCHER && self.owner.button3)
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59 W_Rocket_Explode ();
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63 void W_Rocket_Touch (void)
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65 if (pointcontents (self.origin) == CONTENT_SKY)
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71 W_Rocket_Explode ();
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74 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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76 self.health = self.health - damage;
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77 if (self.health <= 0)
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81 void W_Rocket_Attack (void)
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83 local entity missile;
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86 sound (self, CHAN_WEAPON, "weapons/rocket_fire.wav", 1, ATTN_NORM);
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87 if (cvar("g_rocketarena") == 0)
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88 self.ammo_rockets = self.ammo_rockets - 3;
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89 self.punchangle_x = -4;
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90 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 3 + v_up * -11;
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94 missile.owner = self;
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95 missile.classname = "missile";
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97 missile.takedamage = DAMAGE_YES;
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98 missile.damageforcescale = 4;
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99 missile.health = 30;
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100 missile.event_damage = W_Rocket_Damage;
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102 missile.movetype = MOVETYPE_FLY;
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103 missile.solid = SOLID_BBOX;
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104 setmodel (missile, "models/rocket.md3");
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105 setsize (missile, '0 0 0', '0 0 0');
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107 setorigin (missile, org);
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108 missile.velocity = v_forward * cvar("g_balance_rocketlauncher_speed");
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109 missile.angles = vectoangles (missile.velocity);
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111 missile.touch = W_Rocket_Touch;
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112 missile.think = W_Rocket_Think;
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113 missile.nextthink = time;
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114 missile.cnt = time + 9;
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115 sound (missile, CHAN_BODY, "weapons/rocket_fly.wav", 0.4, ATTN_NORM);
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118 setorigin (flash, org);
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119 setmodel (flash, "models/flash.md3");
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120 flash.velocity = v_forward * 20;
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121 flash.angles = vectoangles (flash.velocity);
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122 SUB_SetFade (flash, time, 0.4);
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123 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT;
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124 self.clip_rockets = self.clip_rockets - 1;
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125 if (self.clip_rockets == 0)
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127 DoReload (3, 4); // weapon type 3 is RL, and reload 4 rockets.
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133 void() rlauncher_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, rlauncher_ready_01); self.weaponentity.state = WS_READY;};
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134 void() rlauncher_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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135 void() rlauncher_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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136 void() rlauncher_fire1_01 =
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138 weapon_doattack(rlauncher_check, rlauncher_check, W_Rocket_Attack);
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139 weapon_thinkf(WFRAME_FIRE1, 0.3, rlauncher_ready_01);
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