--- /dev/null
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ RPC,
+/* function */ W_RocketPropelledChainsaw,
+/* ammotype */ ammo_rockets,
+/* impulse */ 7,
+/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* color */ '1 1 0',
+/* modelname */ "ok_rl",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* wepimg */ "weaponrpc",
+/* refname */ "rpc",
+/* wepname */ _("Rocket Propelled Chainsaw")
+);
+
+#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
+#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damage2) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, speedaccel) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC); }
+
+void W_RocketPropelledChainsaw_Explode()
+{
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ RadiusDamage (self, self.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), world, world, WEP_CVAR(rpc, force), self.projectiledeathtype, other);
+
+ remove (self);
+}
+
+void W_RocketPropelledChainsaw_Touch (void)
+{
+ if(WarpZone_Projectile_Touch())
+ if(wasfreed(self))
+ return;
+
+ W_RocketPropelledChainsaw_Explode();
+}
+
+void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
+}
+
+void W_RocketPropelledChainsaw_Think()
+{
+ if(self.cnt <= time)
+ {
+ remove(self);
+ return;
+ }
+
+ self.cnt = vlen(self.velocity);
+ self.wait = self.cnt * sys_frametime;
+ self.pos1 = normalize(self.velocity);
+
+ tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
+ if(IS_PLAYER(trace_ent))
+ Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
+
+ self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
+
+ UpdateCSQCProjectile(self);
+ self.nextthink = time;
+}
+
+void W_RocketPropelledChainsaw_Attack (void)
+{
+ entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
+ 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);
+ PROJECTILE_MAKETRIGGER(missile);
+
+ missile.owner = missile.realowner = self;
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
+ missile.health = WEP_CVAR(rpc, health);
+ missile.event_damage = W_RocketPropelledChainsaw_Damage;
+ missile.damagedbycontents = TRUE;
+ missile.movetype = MOVETYPE_FLY;
+
+ missile.projectiledeathtype = WEP_RPC;
+ 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(rpc, speed), 0);
+
+ missile.touch = W_RocketPropelledChainsaw_Touch;
+
+ missile.think = W_RocketPropelledChainsaw_Think;
+ missile.cnt = time + WEP_CVAR(rpc, lifetime);
+ missile.nextthink = time;
+ missile.flags = FL_PROJECTILE;
+
+ CSQCProjectile(missile, TRUE, PROJECTILE_RPC, FALSE);
+
+ setmodel(flash, "models/flash.md3"); // precision set below
+ SUB_SetFade (flash, time, 0.1);
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(flash, '5 0 0');
+ missile.pos1 = missile.velocity;
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+float W_RocketPropelledChainsaw(float req)
+{
+ float ammo_amount = FALSE;
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), FALSE);
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ else
+ {
+ if (self.BUTTON_ATCK)
+ {
+ if(weapon_prepareattack(0, WEP_CVAR(rpc, refire)))
+ {
+ W_RocketPropelledChainsaw_Attack();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+ }
+ }
+
+ if (self.BUTTON_ATCK2)
+ {
+ // to-do
+ }
+ }
+
+ return TRUE;
+ }
+ 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");
+ 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);
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
+ return FALSE;
+ }
+ case WR_CONFIG:
+ {
+ RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(WEP_CVAR(rpc, ammo), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_SUICIDE_SPLASH;
+ else
+ return WEAPON_RPC_SUICIDE_DIRECT;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_BLASTER_MURDER;
+ else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_RPC_MURDER_SPLASH;
+ else
+ return WEAPON_RPC_MURDER_DIRECT;
+ }
+ }
+
+ return FALSE;
+}
+#endif
+
+#ifdef CSQC
+float W_RocketPropelledChainsaw(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/rocket_impact.wav");
+ return TRUE;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
+ }
+
+ return FALSE;
+}
+#endif
+#endif