#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", _("Rocket Launcher"))
+REGISTER_WEAPON(
+/* WEP_##id */ ROCKET_LAUNCHER,
+/* function */ w_rlauncher,
+/* ammotype */ IT_ROCKETS,
+/* impulse */ 9,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* model */ "rl",
+/* shortname */ "rocketlauncher",
+/* fullname */ _("Rocket Launcher")
+);
#else
#ifdef SVQC
.float rl_release;
W_Rocket_Unregister();
if(other.takedamage == DAMAGE_AIM)
- if(other.classname == "player")
+ if(IS_PLAYER(other))
if(IsDifferentTeam(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
//As the distance gets larger, a correct detonation gets near imposible
//Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
- if(self.enemy.classname == "player")
+ if(IS_PLAYER(self.enemy))
if(desirabledamage >= 0.1*coredamage)
if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
self.BUTTON_ATCK2 = TRUE;