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Instant Firering Rockets (like in TFC)
Created by Jmv_cyber
HalfLife's Code is BLUE
Jmv_cyber's Code is RED
Jmv_cyber's Commentary is GREEN
This is my second tutorial, and believe me, it''s easy.
First, open up "rpg.cpp" and find this function:
void CRpgRocket :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/rpgrocket.mdl");
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
UTIL_SetOrigin( pev, pev->origin );
pev->classname = MAKE_STRING("rpg_rocket");
SetThink( IgniteThink );
SetTouch( ExplodeTouch );
pev->angles.x -= 30;
UTIL_MakeVectors( pev->angles );
pev->angles.x = -(pev->angles.x + 30);
pev->velocity = gpGlobals->v_forward * 250;
pev->gravity = 0.5;
pev->nextthink = gpGlobals->time + 0.4;
pev->dmg = gSkillData.plrDmgRPG;
}
Replace the entire function with this:
void CRpgRocket :: Spawn( void )
{
Precache( );
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/rpgrocket.mdl");
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
UTIL_SetOrigin( pev, pev->origin );
pev->classname = MAKE_STRING("rpg_rocket");
SetThink( IgniteThink );
SetTouch( ExplodeTouch );
pev->angles.x -= 0;
UTIL_MakeVectors( pev->angles );
pev->angles.x = -(pev->angles.x + 0);
pev->velocity = gpGlobals->v_forward * 450;
pev->gravity = 0.5;
pev->nextthink = gpGlobals->time + 0.0;
pev->dmg = gSkillData.plrDmgRPG;
}
and it should work :)
If u get any errors, just e-mail me. This code is to be used by anyone
who thinks it could be at use, and because of that i won''t take any
credit for it
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