The new weapon added here is a Missile Launcher. To make it function you also have to add Missiles.
See the add new ammo type section.
Use FloEdit to add 5 extra player weapon images to the VSWAP.WL6.
See the FloEdit help for details on doing this.
This is a step by step tutorial describing the concerned files one by one.
Line numbers in the blue screenshots are specific for Wolf Hour or The Tower.
I did not necessarily add lines to the source code exactly in this order, so implement everything before compiling.
Wl_def.h

Lines 469/470: Player attack frames are added for the Missile Launcher.


Line 702: wp_mlauncher is defined.
(Line 696 remains unchanged.)


Lines 728: gamestate.missile (see the add new ammo section).

Lines 764/765: New definitions.

Wl_draw.c
SPR_MLAUNCHREADY is added to line 1211.

Wl_menu.c
See also the save and load part of the add new ammo section.

Wl_agent.c
Line 6 is added.

Lines 45-46 are added.

Edit line 71 as shown.
Line 78, the Missile Launcher is added.
Line 87 is added and line 84 is commented out, see the add new ammo section.

The CheckWeaponChange function.

The code for choosing weapons is completely rewritten, for all weapons.
Remember to comment out (or delete) the original lines (lines 165-171 in the example below).


The GiveWeapon function.

The Missile Launcher added to the GiveWeapon function.
Some tricks included to make the ammo counting correct.


A new function: MissileAttack (put in right before KnifeAttack).


From the GunAttack function.
Lines 1354-1360, you are taken to the MissileAttack function

bo_spear is used for the Missile Launcher, see the edit bonus items section.

Wl_act1.c
A sprite is chosen, see the edit bonus items section.
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Wl_act2.c
The black screenshots show additional lines added to give the missile explosion a range when it hits an enemy.
I decided not to use this in any of my add-ons, but here is the code for you to use if you want to.
Line 16 is added for the missile.
(Line 17 is added for the explodable barrel. See the explodable objects section.)

In the screenshot below a line is added for the missile explosion range (and not for the barrel).
Both may of course be included.

The T_Projectile function in Wl_act2.c
The six blue screenshots that follow show all of this function.


In the next portion notice that lines 321-322 from the unedited version are removed.
They are put back in further down (see further down).


This portion is unedited.

The player's rocket.
Remember to add line 370.

Below are shown lines added to give the missile explosion a range.
I left that out of the Tower's code when I included the exploding barrels.
PLEASE NOTE: Even more additional coding were included for the barrels to make the damage done by the explosion dependent on the range
and to calculate the range more accurately.
That extra coding, which also can be added here, will be discussed in the Explodable objects section.
(The necessary else statement at the end of the player's rocket portion does not show in the last black screenshot below.)



The rest of the function.
The two lines that were taken out further up are added here (lines 374-375).


Wl_game.c

You start a new life with 0 missiles (see also the add new ammo section).

Wl_main.c

You start a new game with 0 missiles (see also the add new ammo section).

Wl_state.c (optional)
Make General Fettgesich drop a Missile Launcher,
(the same can of course be done with Giftmacher).
See the edit enemies section.

