set g_balance_okshotgun_weaponstartoverride -1
set g_balance_okshotgun_weaponthrowable 1
// }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
set g_balance_okshotgun_weaponstartoverride -1
set g_balance_okshotgun_weaponthrowable 1
// }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
set g_balance_okshotgun_weaponstartoverride -1
set g_balance_okshotgun_weaponthrowable 1
// }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
set g_balance_okshotgun_weaponstartoverride -1
set g_balance_okshotgun_weaponthrowable 1
// }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
set g_balance_okshotgun_weaponstartoverride -1
set g_balance_okshotgun_weaponthrowable 1
// }}}
+// {{{ #26: Classic
+set g_balance_classic_bouncefactor 0.5
+set g_balance_classic_bouncestop 0.075
+set g_balance_classic_primary_ammo 2
+set g_balance_classic_primary_animtime 0.3
+set g_balance_classic_primary_damage 100
+set g_balance_classic_primary_damageforcescale 0
+set g_balance_classic_primary_edgedamage 1
+set g_balance_classic_primary_force 400
+set g_balance_classic_primary_health 15
+set g_balance_classic_primary_lifetime 20
+set g_balance_classic_primary_radius 120
+set g_balance_classic_primary_refire 0.8
+set g_balance_classic_primary_speed 1000
+set g_balance_classic_primary_spread 0
+set g_balance_classic_reload_ammo 0
+set g_balance_classic_reload_time 2
+set g_balance_classic_secondary_ammo 2
+set g_balance_classic_secondary_animtime 0.3
+set g_balance_classic_secondary_damage 100
+set g_balance_classic_secondary_damageforcescale 4
+set g_balance_classic_secondary_edgedamage 1
+set g_balance_classic_secondary_force 400
+set g_balance_classic_secondary_health 30
+set g_balance_classic_secondary_lifetime 4
+set g_balance_classic_secondary_radius 120
+set g_balance_classic_secondary_refire 0.8
+set g_balance_classic_secondary_speed 1000
+set g_balance_classic_secondary_speed_up 150
+set g_balance_classic_secondary_speed_z 0
+set g_balance_classic_secondary_spread 0
+set g_balance_classic_switchdelay_drop 0.2
+set g_balance_classic_switchdelay_raise 0.2
+set g_balance_classic_weaponreplace ""
+set g_balance_classic_weaponstart 0
+set g_balance_classic_weaponstartoverride -1
+set g_balance_classic_weaponthrowable 1
+// }}}
--- /dev/null
+#include "classic.qh"
+
+#ifdef SVQC
+
+void W_Classic_Rocket_Explode(entity this, entity directhitentity)
+{
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+
+ RadiusDamage(
+ this,
+ this.realowner,
+ WEP_CVAR_PRI(classic, damage),
+ WEP_CVAR_PRI(classic, edgedamage),
+ WEP_CVAR_PRI(classic, radius),
+ NULL,
+ NULL,
+ WEP_CVAR_PRI(classic, force),
+ this.projectiledeathtype,
+ this.weaponentity_fld,
+ directhitentity
+ );
+
+ delete(this);
+}
+
+
+void W_Classic_Rocket_Explode_use(entity this, entity toucher)
+{
+ W_Classic_Rocket_Explode(this, NULL);
+}
+
+void W_Classic_Rocket_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
+ this.use(this, NULL, toucher);
+}
+
+void W_Classic_Rocket_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if(GetResource(this, RES_HEALTH) <= 0)
+ return;
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ TakeResource(this, RES_HEALTH, damage);
+ this.angles = vectoangles(this.velocity);
+
+ if(GetResource(this, RES_HEALTH) <= 0)
+ W_PrepareExplosionByDamage(this, attacker, W_Classic_Explode_use);
+}
+
+void W_Classic_Rocket_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(classic, ammo), weaponentity);
+
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(classic, damage), thiswep.m_id);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
+
+ entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
+ missile.weaponentity_fld = weaponentity;
+ missile.owner = missile.realowner = actor;
+ missile.bot_dodge = true;
+ missile.bot_dodgerating = WEP_CVAR_PRI(classic, damage);
+
+ missile.takedamage = DAMAGE_YES;
+ missile.damageforcescale = WEP_CVAR_PRI(classic, damageforcescale);
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(classic, health));
+ missile.event_damage = W_Classic_Rocket_Damage;
+ missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
+
+ set_movetype(missile, MOVETYPE_FLY);
+ PROJECTILE_MAKETRIGGER(missile);
+ missile.projectiledeathtype = thiswep.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_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(classic, speed), 0);
+ missile.angles = vectoangles(missile.velocity);
+
+ settouch(missile, W_Classic_Rocket_Touch);
+ setthink(missile, W_Classic_Rocket_use);
+ //setthink(missile, adaptor_think2use_hittype_splash);
+ missile.nextthink = time;
+ missile.cnt = time + WEP_CVAR_PRI(classic, lifetime);
+ missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
+ missile.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(missile, true, PROJECTILE_ROCKET, false); // because of fly sound
+
+ // common properties
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+
+ if (time >= missile.nextthink)
+ {
+ getthink(missile)(missile);
+ }
+}
+
+void W_Classic_Grenade_Explode(entity this, entity directhitentity)
+{
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+
+ if(this.move_movetype == MOVETYPE_NONE)
+ this.velocity = this.oldvelocity;
+
+ RadiusDamage(
+ this,
+ this.realowner,
+ WEP_CVAR_SEC(classic, damage),
+ WEP_CVAR_SEC(classic, edgedamage),
+ WEP_CVAR_SEC(classic, radius),
+ NULL,
+ NULL,
+ WEP_CVAR_SEC(classic, force),
+ this.projectiledeathtype,
+ this.weaponentity_fld,
+ directhitentity
+ );
+
+ delete(this);
+}
+
+void W_Classic_Grenade_Explode_use(entity this, entity actor, entity trigger)
+{
+ W_Classic_Grenade_Explode(this, trigger);
+}
+
+void W_Classic_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if(GetResource(this, RES_HEALTH) <= 0)
+ return;
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ TakeResource(this, RES_HEALTH, damage);
+
+ if(GetResource(this, RES_HEALTH) <= 0)
+ W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
+}
+
+void W_Classic_Grenade_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
+
+ // always explode when hitting a player, or if normal classic projectile
+ if(toucher.takedamage == DAMAGE_AIM)
+ {
+ this.use(this, NULL, toucher);
+ }
+ else // bounce
+ {
+ spamsound(this, CH_SHOTS, SND_GRENADE_BOUNCE_RANDOM(), VOL_BASE, ATTN_NORM);
+ Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
+}
+
+void W_Classic_Grenade_Attack(Weapon thiswep, entity actor, .entity weaponentity)
+{
+ entity gren;
+
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(classic, ammo), weaponentity);
+
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(classic, damage), thiswep.m_id | HITTYPE_SECONDARY);
+ w_shotdir = v_forward; // no TrueAim for grenades please
+
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
+
+ gren = new(grenade);
+ gren.owner = gren.realowner = actor;
+ gren.bot_dodge = true;
+ gren.bot_dodgerating = WEP_CVAR_SEC(classic, damage);
+ set_movetype(gren, MOVETYPE_BOUNCE);
+ gren.bouncefactor = WEP_CVAR_SEC(classic, bouncefactor);
+ gren.bouncestop = WEP_CVAR_SEC(classic, bouncestop);
+ PROJECTILE_MAKETRIGGER(gren);
+ gren.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+ gren.weaponentity_fld = weaponentity;
+ setorigin(gren, w_shotorg);
+ setsize(gren, '-3 -3 -3', '3 3 3');
+
+ gren.nextthink = time + WEP_CVAR_SEC(classic, lifetime);
+ setthink(gren, adaptor_think2use_hittype_splash);
+ gren.use = W_Classic_Grenade_Explode_use;
+ settouch(gren, W_Classic_Grenade_Touch);
+
+ gren.takedamage = DAMAGE_YES;
+ SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_SEC(classic, health));
+ gren.damageforcescale = WEP_CVAR_SEC(classic, damageforcescale);
+ gren.event_damage = W_Classic_Grenade_Damage;
+ gren.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, gren);
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
+ W_SetupProjVelocity_UP_SEC(gren, classic);
+
+ gren.angles = vectoangles(gren.velocity);
+ gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
+
+ CSQCProjectile(gren, true, PROJECTILE_GRENADE_BOUNCING, true);
+
+ MUTATOR_CALLHOOK(EditProjectile, actor, gren);
+}
+
+.float bot_secondary_grenademooth;
+
+METHOD(Classic, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ PHYS_INPUT_BUTTON_ATCK(actor) = false;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ if(actor.bot_secondary_grenademooth == 0) // WEAPONTODO: merge this into using WEP_CVAR_BOTH
+ {
+ if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(classic, speed), 0, WEP_CVAR_PRI(classic, lifetime), false, true))
+ {
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.5) actor.bot_secondary_grenademooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(classic, speed), WEP_CVAR_SEC(classic, speed_up), WEP_CVAR_SEC(classic, lifetime), true, true))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if(random() < 0.5) actor.bot_secondary_grenademooth = 0;
+ }
+ else
+ {
+ if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(classic, speed), 0, WEP_CVAR_PRI(classic, lifetime), false, true))
+ {
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.5) actor.bot_secondary_grenademooth = 1;
+ }
+ }
+ }
+}
+
+METHOD(Classic, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ print("free\n");
+ if(autocvar_g_balance_classic_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(classic, ammo), WEP_CVAR_SEC(classic, ammo)))
+ {
+ // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ else if(fire & 1)
+ {
+ print("fire 1\n");
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(classic, refire)))
+ {
+ print("attack 1\n");
+ W_Classic_Rocket_Attack(thiswep, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(classic, animtime), w_ready);
+ }
+ }
+ else if(fire & 2)
+ {
+ print("fire 1\n");
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(classic, refire)))
+ {
+ print("attack 1\n");
+ W_Classic_Grenade_Attack(thiswep, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(classic, animtime), w_ready);
+ }
+ }
+}
+
+METHOD(Classic, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(classic, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(classic, ammo);
+ return ammo_amount;
+}
+
+METHOD(Classic, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(classic, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(classic, ammo);
+ return ammo_amount;
+}
+
+METHOD(Classic, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(classic, ammo), WEP_CVAR_SEC(classic, ammo)), SND_RELOAD); // WEAPONTODO? imported from mortar.qc which had "WEAPONTODO"
+}
+
+METHOD(Classic, wr_suicidemessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_CLASSIC_SEC_SUICIDE;
+ else
+ return WEAPON_CLASSIC_PRI_SUICIDE;
+}
+
+METHOD(Classic, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_CLASSIC_SEC_MURDER_SPLASH;
+ else
+ return WEAPON_CLASSIC_SEC_MURDER_DIRECT;
+ }
+ else
+ {
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_CLASSIC_PRI_MURDER_SPLASH;
+ else
+ return WEAPON_CLASSIC_PRI_MURDER_DIRECT;
+ }
+
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(Classic, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
+}
+
+#endif
CLASS(Classic, Weapon)
/* spawnfunc */ ATTRIB(Classic, m_canonical_spawnfunc, string, "weapon_classic");
/* ammotype */ ATTRIB(Classic, ammo_type, Resource, RES_ROCKETS);
-/* impulse */ ATTRIB(Classic, impulse, int, 4);
+/* impulse */ ATTRIB(Classic, impulse, int, 21);
/* flags */ ATTRIB(Classic, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Classic, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(Classic, wpcolor, vector, '1 0 0');
-/* modelname */ ATTRIB(Classic, mdl, string, "gl");
+/* modelname */ ATTRIB(Classic, mdl, string, "rl");
#ifdef GAMEQC
-/* model */ ATTRIB(Classic, m_model, Model, MDL_MORTAR_ITEM); //TODO
-/* flash mdl */ ATTRIB(Classic, m_muzzlemodel, Model, MDL_Null);
-/* flash eff */ ATTRIB(Classic, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH); //TODO
+/* model */ ATTRIB(Classic, m_model, Model, MDL_DEVASTATOR_ITEM); //TODO
+/* flash mdl */ ATTRIB(Classic, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH); //TODO
+/* flash eff */ ATTRIB(Classic, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH); //TODO
#endif
/* crosshair */ ATTRIB(Classic, w_crosshair, string, "gfx/crosshairgrenadelauncher"); //TODO
/* crosshair */ ATTRIB(Classic, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Classic, model2, string, "weapongrenadelauncher"); //TODO
+/* wepimg */ ATTRIB(Classic, model2, string, "weaponrocketlauncher"); //TODO
/* refname */ ATTRIB(Classic, netname, string, "classic");
/* wepname */ ATTRIB(Classic, m_name, string, _("Classic"));
BEGIN(class) \
P(class, prefix, ammo, float, BOTH) \
P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bouncefactor, float, NONE) \
- P(class, prefix, bouncestop, float, NONE) \
+ P(class, prefix, bouncefactor, float, SEC) \
+ P(class, prefix, bouncestop, float, SEC) \
P(class, prefix, damageforcescale, float, BOTH) \
P(class, prefix, damage, float, BOTH) \
P(class, prefix, edgedamage, float, BOTH) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, reload_time, float, NONE) \
P(class, prefix, speed, float, BOTH) \
- P(class, prefix, speed_up, float, BOTH) \
- P(class, prefix, speed_z, float, BOTH) \
+ P(class, prefix, speed_up, float, SEC) \
+ P(class, prefix, speed_z, float, SEC) \
P(class, prefix, spread, float, BOTH) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, weaponstart, float, NONE) \
P(class, prefix, weaponthrowable, float, NONE) \
END()
- W_PROPS(X, Classic, classic)
+ W_PROPS(X, Classic, classic)
#undef X
ENDCLASS(Classic)
REGISTER_WEAPON(CLASSIC, classic, NEW(Classic));
SPAWNFUNC_WEAPON(weapon_classic, WEP_CLASSIC)
-
-#ifdef SVQC
-.float gl_detonate_later;
-.float gl_bouncecnt;
-#endif