-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ RPC,
/* function */ W_RocketPropelledChainsaw,
/* color */ '0.5 0.5 0',
/* modelname */ "ok_rl",
/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* crosshair */ "gfx/crosshairrocketlauncher 0.7",
/* wepimg */ "weaponrpc",
/* refname */ "rpc",
/* wepname */ _("Rocket Propelled Chainsaw")
#ifdef SVQC
RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC); }
+void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC.m_id); }
void W_RocketPropelledChainsaw_Explode()
{
W_RocketPropelledChainsaw_Explode();
}
-void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if (self.health <= 0)
return;
entity flash = spawn ();
W_DecreaseAmmo(WEP_CVAR(rpc, ammo));
- W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(rpc, damage));
- pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, W_Sound("rocket_fire"), CH_WEAPON_A, WEP_CVAR(rpc, damage));
+ Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(missile);
missile.owner = missile.realowner = self;
missile.damagedbycontents = true;
missile.movetype = MOVETYPE_FLY;
- missile.projectiledeathtype = WEP_RPC;
+ missile.projectiledeathtype = WEP_RPC.m_id;
setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_AttachToShotorg(flash, '5 0 0');
missile.pos1 = missile.velocity;
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-float W_RocketPropelledChainsaw(float req)
+bool W_RocketPropelledChainsaw(int req)
{
float ammo_amount = false;
switch(req)
case WR_INIT:
{
precache_model ("models/flash.md3");
- precache_model("models/weapons/h_ok_rl.iqm");
- precache_model("models/weapons/v_ok_rl.md3");
- precache_model("models/weapons/g_ok_rl.md3");
- precache_sound ("weapons/rocket_fire.wav");
+ precache_model(W_Model("g_ok_rl.md3"));
+ precache_model(W_Model("v_ok_rl.md3"));
+ precache_model(W_Model("h_ok_rl.iqm"));
+ precache_sound (W_Sound("rocket_fire"));
RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
- ammo_amount += self.(weapon_load[WEP_RPC]) >= WEP_CVAR(rpc, ammo);
+ ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
}
case WR_RELOAD:
{
- W_Reload(WEP_CVAR(rpc, ammo), "weapons/reload.wav");
+ W_Reload(WEP_CVAR(rpc, ammo), W_Sound("reload"));
return true;
}
case WR_SUICIDEMESSAGE:
#endif
#ifdef CSQC
-float W_RocketPropelledChainsaw(float req)
+bool W_RocketPropelledChainsaw(int req)
{
switch(req)
{
{
vector org2;
org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
return true;
}
case WR_INIT:
{
- precache_sound("weapons/rocket_impact.wav");
+ precache_sound(W_Sound("rocket_impact"));
return true;
}
case WR_ZOOMRETICLE: