//===========================================================================
//
// Name: weapons.c
// Function: weapon configuration
// Programmer: Mr Elusive (MrElusive@demigod.demon.nl)
// Last update: 1998-12-16
// Tab Size: 3 (real tabs)
//===========================================================================
#include "inv.h"
#include "game.h"
#define VEC_ORIGIN {0, 0, 0}
//projectile flags
#define PFL_WINDOWDAMAGE 1 //projectile damages through window
#define PFL_RETURN 2 //set when projectile returns to owner
//weapon flags
#define WFL_FIRERELEASED 1 //set when projectile is fired with key-up event
//damage types
#define DAMAGETYPE_IMPACT 1 //damage on impact
#define DAMAGETYPE_RADIAL 2 //radial damage
#define DAMAGETYPE_VISIBLE 4 //damage to all entities visible to the projectile
//===========================================================================
// Blaster
//===========================================================================
projectileinfo //for Blaster
{
name "blasterbolt"
model "models/objects/laser/tris.md2"
flags 0
gravity 0
#if DEATHMATCH
damage 15 //p_weapon.c: deathmatch: 15 otherwise 10
#else
damage 10
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: damage on impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Blaster
{
name "Blaster"
model "models/weapons/v_blast/tris.md2"
weaponindex INVENTORY_BLASTER //g_items.c: gitem_t itemlist[] =
flags 0
projectile "blasterbolt"
numprojectiles 1
hspread 0
vspread 0
speed 1000 //p_weapon.c: Blaster_Fire
acceleration 0
recoil VEC_ORIGIN
offset {24, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 0
ammoindex INVENTORY_NONE
activate 0.5 //FIXME: get correct value
reload 0.5 //p_weapon.c: Weapon_Blaster fire_frames[]
spinup 0.5 //p_weapon.c: Weapon_Blaster fire_frames[]
spindown 0
} //end weaponinfo
//===========================================================================
// Shotgun
//===========================================================================
projectileinfo //for Shotgun
{
name "shotgunbullet"
model ""
flags 0
gravity 0
damage 4 //p_weapon.c: weapon_shotgun_fire
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: damage on impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Shotgun
{
name "Shotgun"
model "models/weapons/v_shotg/tris.md2"
weaponindex INVENTORY_SHOTGUN //g_items.c: gitem_t itemlist[] =
flags 0
projectile "shotgunbullet"
numprojectiles 12 //g_local.h: DEFAULT_DEATHMATCH_SHOTGUN_COUNT
hspread 3.5 //p_weapon.c: hspread = 500, g_weapon.c: 8192
vspread 3.5 //p_weapon.c: vspread = 500, g_weapon.c: 8192
speed 0 //g_weapon.c: direct impact
acceleration 0
recoil VEC_ORIGIN
offset {0, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 1
ammoindex INVENTORY_SHELLS
activate 0.5 //FIXME: get correct value
reload 1.1 //p_weapon.c: Weapon_Shotgun fire_frames[]
spinup 0.1 //p_weapon.c: Weapon_Shotgun fire_frames[]
spindown 0
} //end weaponinfo
//===========================================================================
// Super Shotgun
//===========================================================================
projectileinfo //for Super Shotgun
{
name "supershotgunbullet"
model ""
flags 0
gravity 0
damage 6 //p_weapon.c: weapon_supershotgun_fire
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: damage on impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Super Shotgun
{
name "Super Shotgun"
model "models/weapons/v_shotg2/tris.md2"
weaponindex INVENTORY_SUPERSHOTGUN //g_items.c: gitem_t itemlist[] =
projectile "supershotgunbullet"
flags 0
numprojectiles 20 //g_local.h: DEFAULT_DEATHMATCH_SHOTGUN_COUNT
hspread 7.0 //p_weapon.c: hspread = 1000, g_weapon.c: 8192
vspread 3.5 //p_weapon.c: vspread = 500, g_weapon.c: 8192
speed 0 //g_weapon.c: direct impact
acceleration 0
recoil VEC_ORIGIN
offset {0, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 2
ammoindex INVENTORY_SHELLS
reload 1.1 //p_weapon.c: Weapon_Shotgun fire_frames[]
activate 0.5 //FIXME: get correct value
spinup 0.1 //p_weapon.c: Weapon_Shotgun fire_frames[]
spindown 0
} //end weaponinfo
//===========================================================================
// Machinegun
//===========================================================================
projectileinfo //for Machinegun
{
name "machinegunbullet"
model ""
flags 0
gravity 0
damage 8 //p_weapon.c: Machinegun_Fire
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: damage on impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Machinegun
{
name "Machinegun"
model "models/weapons/v_machn/tris.md2"
weaponindex INVENTORY_MACHINEGUN //g_items.c: gitem_t itemlist[] =
flags 0
projectile "machinegunbullet"
numprojectiles 1 //g_local.h: DEFAULT_DEATHMATCH_SHOTGUN_COUNT
hspread 2.1 //p_weapon.c: hspread = 300, g_weapon.c: 8192
vspread 3.5 //p_weapon.c: vspread = 500, g_weapon.c: 8192
speed 0 //g_weapon.c: direct impact
acceleration 0
recoil VEC_ORIGIN
offset {0, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c: Machinegun_Fire
ammoindex INVENTORY_BULLETS //g_items.c: gitem_t itemlist[] =
activate 0.5 //FIXME: get correct value
reload 0.1 //p_weapon.c: Weapon_Machinegun fire_frames[]
spinup 0.1 //p_weapon.c: Weapon_Machinegun fire_frames[]
spindown 0
} //end weaponinfo
//===========================================================================
// Chaingun
//===========================================================================
projectileinfo //for Chaingun
{
name "chaingunbullet"
model ""
flags 0
gravity 0
damage 6 //p_weapon.c: Machinegun_Fire (deatmatch)
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: damage on impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Chaingun
{
name "Chaingun"
model "models/weapons/v_chain/tris.md2"
weaponindex INVENTORY_CHAINGUN //g_items.c: gitem_t itemlist[] =
flags 0
projectile "chaingunbullet"
numprojectiles 3 //p_weapon.c: Chaingun_Fire
hspread 2.1 //p_weapon.c: hspread = 300, g_weapon.c: 8192
vspread 3.5 //p_weapon.c: vspread = 500, g_weapon.c: 8192
speed 0 //g_weapon.c: direct impact
acceleration 0
recoil VEC_ORIGIN
offset {0, 7, -8} //actually 4 * random() is added to y and z
angleoffset VEC_ORIGIN
ammoamount 3 //p_weapon.c: Chaingun_Fire
ammoindex INVENTORY_BULLETS //g_items.c: gitem_t itemlist[] =
activate 0.5 //FIXME: get correct value
reload 0.1 //p_weapon.c: Weapon_Chaingun fire_frames[]
spinup 0.5 //p_weapon.c: Weapon_Chaingun fire_frames[]
spindown 0.5 //p_weapon.c: Weapon_Chaingun fire_frames[]
} //end weaponinfo
//===========================================================================
// Grenade Launcher
//===========================================================================
projectileinfo //for Grenade Launcher
{
name "grenade"
model "models/objects/grenade/tris.md2"
flags 0
gravity 1
damage 120 //p_weapon.c: weapon_grenadelauncher_fire
radius 160 //p_weapon.c: weapon_grenadelauncher_fire
visdamage 0
damagetype $evalint(DAMAGETYPE_IMPACT|DAMAGETYPE_RADIAL) //g_weapon.c: impact and radial damage
healthinc 0
push 0
detonation 2.5 //p_weapon.c: weapon_grenadelauncher_fire
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Grenade Launcher
{
name "Grenade Launcher"
model "models/weapons/v_launch/tris.md2"
weaponindex INVENTORY_GRENADELAUNCHER //g_items.c: gitem_t itemlist[] =
flags 0
projectile "grenade" //see above
numprojectiles 1 //p_weapon.c: weapon_grenadelauncher_fire
hspread 0
vspread 0
speed 600 //p_weapon.c: weapon_grenadelauncher_fire
acceleration 0
recoil VEC_ORIGIN
offset {8, 8, -8}
angleoffset VEC_ORIGIN
extrazvelocity 200 //g_weapon.c: fire_grenade
ammoamount 1 //p_weapon.c: weapon_grenadelauncher_fire
ammoindex INVENTORY_GRENADES//g_items.c: gitem_t itemlist[] = ("grenades")
reload 1.1 //p_weapon.c: Weapon_GrenadeLauncher fire_frames[]
activate 0.5 //FIXME: get correct value
spinup 0.1 //p_weapon.c: Weapon_GrenadeLauncher fire_frames[]
spindown 0.0
} //end weaponinfo
//===========================================================================
// Rocket Launcher
//===========================================================================
projectileinfo //for Rocket Launcher
{
name "rocket"
model "models/objects/rocket/tris.md2"
flags 0
gravity 0
damage 110 //p_weapon.c: Weapon_RocketLauncher_Fire
radius 120 //p_weapon.c: Weapon_RocketLauncher_Fire
visdamage 0
damagetype $evalint(DAMAGETYPE_IMPACT|DAMAGETYPE_RADIAL) //g_weapon.c: impact and radial damage
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Rocket Launcher
{
name "Rocket Launcher"
model "models/weapons/v_rocket/tris.md2"
weaponindex INVENTORY_ROCKETLAUNCHER //g_items.c: gitem_t itemlist[] =
projectile "rocket" //see above
flags 0
numprojectiles 1 //p_weapon.c: Weapon_RocketLauncher_Fire
hspread 0
vspread 0
speed 650 //p_weapon.c: Weapon_RocketLauncher_Fire
acceleration 0
recoil VEC_ORIGIN
offset {8, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c: Weapon_RocketLauncher_Fire
ammoindex INVENTORY_ROCKETS //g_items.c: gitem_t itemlist[] = ("Rockets")
reload 0.8 //p_weapon.c: Weapon_RocketLauncher fire_frames[]
activate 0.5 //FIXME: get correct value
spinup 0.1 //p_weapon.c: Weapon_RocketLauncher fire_frames[]
spindown 0.0
} //end weaponinfo
//===========================================================================
// Hyper Blaster
//===========================================================================
projectileinfo //for Hyper Blaster
{
name "hyperblasterbolt"
model "models/objects/laser/tris.md2"
flags 0
gravity 0
#if DEATHMATCH
damage 15 //deathmatch: 15 otherwise 20
#else
damage 20
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //damage on impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Hyper Blaster
{
name "HyperBlaster"
model "models/weapons/v_hyperb/tris.md2"
weaponindex INVENTORY_HYPERBLASTER //see g_items.c: gitem_t itemlist[] =
flags 0
projectile "hyperblasterbolt"
numprojectiles 1
hspread 0
vspread 0
speed 1000 //see p_weapon.c: Blaster_Fire
acceleration 0
recoil VEC_ORIGIN
offset {0, 0, 0} //actually it circles with radius 4 around this offset
angleoffset VEC_ORIGIN
ammoamount 1 //one cell
ammoindex INVENTORY_CELLS //cells, see g_items.c
activate 0.5 //FIXME: get correct value
reload 0.1 //see p_weapon.c: Weapon_HyperBlaster fire_frames[]
spinup 0.1 //see p_weapon.c: Weapon_HyperBlaster fire_frames[]
spindown 0.0
} //end weaponinfo
//===========================================================================
// Railgun
//===========================================================================
projectileinfo //for Railgun
{
name "rail"
model ""
flags 0
gravity 0
damage 100 //p_weapon.c: weapon_railgun_fire (deathmatch)
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: damage on impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Railgun
{
name "Railgun"
model "models/weapons/v_rail/tris.md2"
weaponindex INVENTORY_RAILGUN //g_items.c: gitem_t itemlist[] =
flags 0
projectile "rail" //see above
numprojectiles 1 //p_weapon.c: weapon_railgun_fire
hspread 0
vspread 0
speed 0 //instant hit
acceleration 0
recoil VEC_ORIGIN
offset {0, 7, -8}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c: weapon_railgun_fire
ammoindex INVENTORY_SLUGS //g_items.c: gitem_t itemlist[] = ("slugs")
activate 0.5 //FIXME: get correct value
reload 1.5 //p_weapon.c: Weapon_Railgun
spinup 0.1 //p_weapon.c: Weapon_Railgun
spindown 0.0
} //end weaponinfo
//===========================================================================
// BFG10K
//===========================================================================
projectileinfo //for BFG10K
{
name "flash"
model "sprites/s_bfg1.sp2"
flags 0
gravity 0
damage 200 //p_weapon.c: weapon_bfg_fire (deathmatch)
radius 1000 //p_weapon.c: weapon_bfg_fire
visdamage 5 //g_weapon.c: bfg_think
damagetype $evalint(DAMAGETYPE_IMPACT|DAMAGETYPE_RADIAL|DAMAGETYPE_VISIBLE) //g_weapon.c: impact, radial and visible
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //BFG10K
{
name "BFG10K"
model "models/weapons/v_bfg/tris.md2"
weaponindex INVENTORY_BFG10K //g_items.c: gitem_t itemlist[] =
projectile "flash" //see above
flags 0
numprojectiles 1 //p_weapon.c: weapon_bfg_fire
hspread 0
vspread 0
speed 400 //p_weapon.c: weapon_bfg_fire
acceleration 0
recoil VEC_ORIGIN
offset {8, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 50 //p_weapon.c: weapon_bfg_fire
ammoindex INVENTORY_CELLS //g_items.c: gitem_t itemlist[] = ("Cells")
activate 0.5 //FIXME: get correct value
reload 2.4 //p_weapon.c: Weapon_BFG
spinup 0.9 //p_weapon.c: Weapon_BFG
spindown 0.0
} //end weaponinfo
//===========================================================================
// Hand Grenades
//===========================================================================
projectileinfo //for Hand Grenades
{
name "handgrenade"
model "models/objects/grenade2/tris.md2"
flags 0
gravity 1
damage 125 //p_weapon.c: weapon_grenadelauncher_fire
radius 165 //p_weapon.c: weapon_grenadelauncher_fire
visdamage 0
damagetype $evalint(DAMAGETYPE_IMPACT|DAMAGETYPE_RADIAL) //g_weapon.c: impact and radial damage
healthinc 0
push 0
detonation 3.0 //p_weapon.c: weapon_grenadelauncher_fire
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Hand Grenades
{
name "grenades"
model "models/weapons/v_handgr/tris.md2"
weaponindex INVENTORY_GRENADES//g_items.c: gitem_t itemlist[] =
flags WFL_FIRERELEASED //fired when released
projectile "handgrenade" //see above
numprojectiles 1 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 400 //p_weapon.c: weapon_grenade_fire
acceleration 133 //p_weapon.c: weapon_grenade_fire
recoil VEC_ORIGIN
offset {8, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c: weapon_grenade_fire
ammoindex INVENTORY_GRENADES//g_items.c: gitem_t itemlist[] = ("grenades")
activate 0.5 //FIXME: get correct value
reload 1.1 //p_weapon.c: Weapon_Grenade
spinup 1.1 //p_weapon.c: Weapon_Grenade
spindown 0.0
} //end weaponinfo
#ifdef XATRIX
//===========================================================================
// Ionripper (shoots bouncing red cells)
//===========================================================================
projectileinfo //ions
{
name "ion"
model "models/objects/boomrang/tris.md2"
flags 0
gravity 1
#ifdef DEATHMATCH
damage 30
#else
damage 50
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Ionripper
{
name "Ionripper"
model "models/weapons/v_boomer/tris.md2"
weaponindex INVENTORY_IONRIPPER //g_items.c: gitem_t itemlist[] =
flags 0
projectile "ion" //see above
numprojectiles 1 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 500 //p_weapon.c: weapon_grenade_fire
acceleration 0
recoil VEC_ORIGIN
offset {16, 7, -8}
angleoffset VEC_ORIGIN
ammoamount 2 //g_items.c: itemlist ->quantity
ammoindex INVENTORY_CELLS //g_items.c: gitem_t itemlist[]
activate 0.5 //FIXME: get correct value
reload 0.2 //p_weapon.c: Weapon_Grenade
spinup 0
spindown 0
} //end weaponinfo
//===========================================================================
// Phalanx (sort of double rocket launcher)
//===========================================================================
projectileinfo //plasma
{
name "plasma"
model "models/objects/boomrang/tris.md2"
flags 0
gravity 1
damage 70
radius 120
visdamage 0
damagetype $evalint(DAMAGETYPE_IMPACT|DAMAGETYPE_RADIAL) //g_weapon.c: impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
}
weaponinfo //Phalanx
{
name "Phalanx"
model "models/weapons/v_shotx/tris.md2"
weaponindex INVENTORY_PHALANX //g_items.c: gitem_t itemlist[] =
flags 0
projectile "plasma" //see above
numprojectiles 1 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 725 //p_weapon.c:
acceleration 0
recoil VEC_ORIGIN
offset {0, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c:
ammoindex INVENTORY_MAGSLUGS//g_items.c: gitem_t itemlist[]
activate 0.8 //p_weapon.c:
reload 0.8 //p_weapon.c:
spinup 0
spindown 0
} //end weaponinfo
//===========================================================================
// Trap (opzuig apparaat)
//===========================================================================
projectileinfo //trap
{
name "trap"
} //end projectileinfo
weaponinfo //Weapon trap
{
name "Trap"
projectile "trap"
} //end weaponinfo
#endif //XATRIX
#ifdef ROGUE
//===========================================================================
// ETF Rifle
//===========================================================================
projectileinfo //etf
{
name "etf"
model "models/proj/flechette/tris.md2"
flags 0
gravity 1
#ifdef DEATHMATCH
damage 10
#else
damage 10
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
} //end projectileinfo
weaponinfo //ETF Rifle
{
name "ETF Rifle"
model "models/weapons/v_etf_rifle/tris.md2"
weaponindex INVENTORY_ETFRIFLE //g_items.c: gitem_t itemlist[] =
flags 0
projectile "etf"
numprojectiles 2 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 750 //p_weapon.c:
acceleration 0
recoil VEC_ORIGIN
offset {15, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c:
ammoindex INVENTORY_FLECHETTES//g_items.c: gitem_t itemlist[]
activate 0.8 //p_weapon.c:
reload 0.6 //p_weapon.c:
spinup 0
spindown 0
} //end weaponinfo
//===========================================================================
// Prox Launcher
//===========================================================================
projectileinfo //proximity
{
name "proximity"
model "models/weapons/g_prox/tris.md2"
flags 0
gravity 1
#ifdef DEATHMATCH
damage 90
#else
damage 90
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
} //end projectileinfo
weaponinfo //Prox Launcher
{
name "Prox Launcher"
model "models/weapons/v_plaunch/tris.md2"
weaponindex INVENTORY_PROXLAUNCHER //g_items.c: gitem_t itemlist[] =
flags 0
projectile "proximity"
numprojectiles 1 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 750 //p_weapon.c:
acceleration 0
recoil VEC_ORIGIN
offset {2, 6, -14}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c:
ammoindex INVENTORY_PROX //g_items.c: gitem_t itemlist[]
activate 0.8 //p_weapon.c:
reload 0.6 //p_weapon.c:
spinup 0
spindown 0
} //end weaponinfo
//===========================================================================
// Tesla (sorta hand grenade)
//===========================================================================
projectileinfo //tesla
{
name "tesla"
} //end projectileinfo
weaponinfo //Weapon tesla
{
name "Tesla"
projectile "tesla"
} //end weaponinfo
//===========================================================================
// Plasma Beam
//===========================================================================
projectileinfo //plasmabeam
{
name "plasmabeam"
model "" //TE_HEATBEAM_STEAM
flags 0
gravity 1
#ifdef DEATHMATCH
damage 15
#else
damage 15
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
} //end projectileinfo
weaponinfo //Plasma Beam
{
name "Plasma Beam"
model "models/weapons/v_beamer/tris.md2"
weaponindex INVENTORY_PLASMABEAM //g_items.c: gitem_t itemlist[] =
flags 0
projectile "plasmabeam"
numprojectiles 1 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 0 //p_weapon.c:
acceleration 0
recoil VEC_ORIGIN
offset {7, 2, -3}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c:
ammoindex INVENTORY_CELLS //g_items.c: gitem_t itemlist[]
activate 0.8 //p_weapon.c:
reload 0.6 //p_weapon.c:
spinup 0
spindown 0
} //end weaponinfo
//===========================================================================
// Chainfist
//===========================================================================
projectileinfo //Chainfist
{
name "chainfistdamage"
model ""
flags 0
gravity 1
#ifdef DEATHMATCH
damage 30
#else
damage 15
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
} //end projectileinfo
weaponinfo //Chainfist
{
name "Chainfist"
model "models/weapons/v_chainf/tris.md2"
weaponindex INVENTORY_CHAINFIST //g_items.c: gitem_t itemlist[] =
flags 0
projectile "chainfistdamage"
numprojectiles 1 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 0 //p_weapon.c:
acceleration 0
recoil VEC_ORIGIN
offset {0, 8, -4}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c:
ammoindex 0 //no ammo
activate 0.8 //p_weapon.c:
reload 0.6 //p_weapon.c:
spinup 0
spindown 0
} //end weaponinfo
//===========================================================================
// Disruptor
//===========================================================================
projectileinfo //tracker
{
name "tracker"
model "models/proj/disintegrator/tris.md2"
flags 0
gravity 1
#ifdef DEATHMATCH
damage 30
#else
damage 45
#endif //DEATHMATCH
radius 0
visdamage 0
damagetype DAMAGETYPE_IMPACT //g_weapon.c: impact
healthinc 0
push 0
detonation 0
bounce 0
bouncefric 0
bouncestop 0
} //end projectileinfo
weaponinfo //Disruptor
{
name "Disruptor"
model "models/weapons/v_dist/tris.md2"
weaponindex INVENTORY_DISRUPTOR //g_items.c: gitem_t itemlist[] =
flags 0
projectile "tracker"
numprojectiles 1 //p_weapon.c: weapon_grenade_fire
hspread 0
vspread 0
speed 0 //p_weapon.c:
acceleration 0
recoil VEC_ORIGIN
offset {24, 8, -8}
angleoffset VEC_ORIGIN
ammoamount 1 //p_weapon.c:
ammoindex INVENTORY_ROUNDS
activate 0.8 //p_weapon.c:
reload 0.6 //p_weapon.c:
spinup 0
spindown 0
} //end weaponinfo
#endif //ROGUE