ref: a4200cb010c09374c6d664cbcc4d88c2e40006e2
dir: /baseq2/g_weapon.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" /* ================= check_dodge This is a support routine used when a client is firing a non-instant attack weapon. It checks to see if a monster's dodge function should be called. ================= */ static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed) { vec3_t end; vec3_t v; trace_t tr; float eta; // easy mode only ducks one quarter the time if (skill->value == 0) { if (qrandom() > 0.25) return; } VectorMA (start, 8192, dir, end); tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT); if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self)) { VectorSubtract (tr.endpos, start, v); eta = (VectorLength(v) - tr.ent->maxs[0]) / speed; tr.ent->monsterinfo.dodge (tr.ent, self, eta); } } /* ================= fire_hit Used for all impact (hit/punch/slash) attacks ================= */ qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick) { trace_t tr; vec3_t forward, right, up; vec3_t v; vec3_t point; float range; vec3_t dir; //see if enemy is in range VectorSubtract (self->enemy->s.origin, self->s.origin, dir); range = VectorLength(dir); if (range > aim[0]) return false; if (aim[1] > self->mins[0] && aim[1] < self->maxs[0]) { // the hit is straight on so back the range up to the edge of their bbox range -= self->enemy->maxs[0]; } else { // this is a side hit so adjust the "right" value out to the edge of their bbox if (aim[1] < 0) aim[1] = self->enemy->mins[0]; else aim[1] = self->enemy->maxs[0]; } VectorMA (self->s.origin, range, dir, point); tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT); if (tr.fraction < 1) { if (!tr.ent->takedamage) return false; // if it will hit any client/monster then hit the one we wanted to hit if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client)) tr.ent = self->enemy; } AngleVectors(self->s.angles, forward, right, up); VectorMA (self->s.origin, range, forward, point); VectorMA (point, aim[1], right, point); VectorMA (point, aim[2], up, point); VectorSubtract (point, self->enemy->s.origin, dir); // do the damage T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT); if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) return false; // do our special form of knockback here VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v); VectorSubtract (v, point, v); VectorNormalize (v); VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity); if (self->enemy->velocity[2] > 0) self->enemy->groundentity = NULL; return true; } /* ================= fire_lead This is an internal support routine used for bullet/pellet based weapons. ================= */ static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod) { trace_t tr; vec3_t dir; vec3_t forward, right, up; vec3_t end; float r; float u; vec3_t water_start; qboolean water = false; int content_mask = MASK_SHOT | MASK_WATER; tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT); if (!(tr.fraction < 1.0)) { vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread; u = crandom()*vspread; VectorMA (start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); if (gi.pointcontents (start) & MASK_WATER) { water = true; VectorCopy (start, water_start); content_mask &= ~MASK_WATER; } tr = gi.trace (start, NULL, NULL, end, self, content_mask); // see if we hit water if (tr.contents & MASK_WATER) { int color; water = true; VectorCopy (tr.endpos, water_start); if (!VectorCompare (start, tr.endpos)) { if (tr.contents & CONTENTS_WATER) { if (strcmp(tr.surface->name, "*brwater") == 0) color = SPLASH_BROWN_WATER; else color = SPLASH_BLUE_WATER; } else if (tr.contents & CONTENTS_SLIME) color = SPLASH_SLIME; else if (tr.contents & CONTENTS_LAVA) color = SPLASH_LAVA; else color = SPLASH_UNKNOWN; if (color != SPLASH_UNKNOWN) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SPLASH); gi.WriteByte (8); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (color); gi.multicast (tr.endpos, MULTICAST_PVS); } // change bullet's course when it enters water VectorSubtract (end, start, dir); vectoangles (dir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread*2; u = crandom()*vspread*2; VectorMA (water_start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); } // re-trace ignoring water this time tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT); } } // send gun puff / flash if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) { if (tr.fraction < 1.0) { if (tr.ent->takedamage) { T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); } else { if (strncmp (tr.surface->name, "sky", 3) != 0) { gi.WriteByte (svc_temp_entity); gi.WriteByte (te_impact); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.multicast (tr.endpos, MULTICAST_PVS); if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); } } } } // if went through water, determine where the end and make a bubble trail if (water) { vec3_t pos; VectorSubtract (tr.endpos, water_start, dir); VectorNormalize (dir); VectorMA (tr.endpos, -2, dir, pos); if (gi.pointcontents (pos) & MASK_WATER) VectorCopy (pos, tr.endpos); else tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER); VectorAdd (water_start, tr.endpos, pos); VectorScale (pos, 0.5, pos); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BUBBLETRAIL); gi.WritePosition (water_start); gi.WritePosition (tr.endpos); gi.multicast (pos, MULTICAST_PVS); } } /* ================= fire_bullet Fires a single round. Used for machinegun and chaingun. Would be fine for pistols, rifles, etc.... ================= */ void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod) { fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod); } /* ================= fire_shotgun Shoots shotgun pellets. Used by shotgun and super shotgun. ================= */ void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod) { int i; for (i = 0; i < count; i++) fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod); } /* ================= fire_blaster Fires a single blaster bolt. Used by the blaster and hyper blaster. ================= */ void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { int mod; if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { if (self->spawnflags & 1) mod = MOD_HYPERBLASTER; else mod = MOD_BLASTER; T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod); } else { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BLASTER); gi.WritePosition (self->s.origin); if (!plane) gi.WriteDir (vec3_origin); else gi.WriteDir (plane->normal); gi.multicast (self->s.origin, MULTICAST_PVS); } G_FreeEdict (self); } void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper) { edict_t *bolt; trace_t tr; VectorNormalize (dir); bolt = G_Spawn(); bolt->svflags = SVF_DEADMONSTER; // yes, I know it looks weird that projectiles are deadmonsters // what this means is that when prediction is used against the object // (blaster/hyperblaster shots), the player won't be solid clipped against // the object. Right now trying to run into a firing hyperblaster // is very jerky since you are predicted 'against' the shots. VectorCopy (start, bolt->s.origin); VectorCopy (start, bolt->s.old_origin); vectoangles (dir, bolt->s.angles); VectorScale (dir, speed, bolt->velocity); bolt->movetype = MOVETYPE_FLYMISSILE; bolt->clipmask = MASK_SHOT; bolt->solid = SOLID_BBOX; bolt->s.effects |= effect; VectorClear (bolt->mins); VectorClear (bolt->maxs); bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2"); bolt->s.sound = gi.soundindex ("misc/lasfly.wav"); bolt->owner = self; bolt->touch = blaster_touch; bolt->nextthink = level.time + 2; bolt->think = G_FreeEdict; bolt->dmg = damage; bolt->classname = "bolt"; if (hyper) bolt->spawnflags = 1; gi.linkentity (bolt); if (self->client) check_dodge (self, bolt->s.origin, dir, speed); tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT); if (tr.fraction < 1.0) { VectorMA (bolt->s.origin, -10, dir, bolt->s.origin); bolt->touch (bolt, tr.ent, NULL, NULL); } } /* ================= fire_grenade ================= */ static void Grenade_Explode (edict_t *ent) { vec3_t origin; int mod; if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); //FIXME: if we are onground then raise our Z just a bit since we are a point? if (ent->enemy) { float points; vec3_t v; vec3_t dir; VectorAdd (ent->enemy->mins, ent->enemy->maxs, v); VectorMA (ent->enemy->s.origin, 0.5, v, v); VectorSubtract (ent->s.origin, v, v); points = ent->dmg - 0.5 * VectorLength (v); VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir); if (ent->spawnflags & 1) mod = MOD_HANDGRENADE; else mod = MOD_GRENADE; T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); } if (ent->spawnflags & 2) mod = MOD_HELD_GRENADE; else if (ent->spawnflags & 1) mod = MOD_HG_SPLASH; else mod = MOD_G_SPLASH; T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod); VectorMA (ent->s.origin, -0.02, ent->velocity, origin); gi.WriteByte (svc_temp_entity); if (ent->waterlevel) { if (ent->groundentity) gi.WriteByte (TE_GRENADE_EXPLOSION_WATER); else gi.WriteByte (TE_ROCKET_EXPLOSION_WATER); } else { if (ent->groundentity) gi.WriteByte (TE_GRENADE_EXPLOSION); else gi.WriteByte (TE_ROCKET_EXPLOSION); } gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PHS); G_FreeEdict (ent); } static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t */*plane*/, csurface_t *surf) { if (other == ent->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (ent); return; } if (!other->takedamage) { if (ent->spawnflags & 1) { if (qrandom() > 0.5) gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0); else gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0); } else { gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0); } return; } ent->enemy = other; Grenade_Explode (ent); } void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius) { edict_t *grenade; vec3_t dir; vec3_t forward, right, up; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); VectorCopy (start, grenade->s.origin); VectorScale (aimdir, speed, grenade->velocity); VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity); VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity); VectorSet (grenade->avelocity, 300, 300, 300); grenade->movetype = MOVETYPE_BOUNCE; grenade->clipmask = MASK_SHOT; grenade->solid = SOLID_BBOX; grenade->s.effects |= EF_GRENADE; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2"); grenade->owner = self; grenade->touch = Grenade_Touch; grenade->nextthink = level.time + timer; grenade->think = Grenade_Explode; grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "grenade"; gi.linkentity (grenade); } void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held) { edict_t *grenade; vec3_t dir; vec3_t forward, right, up; vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); grenade = G_Spawn(); VectorCopy (start, grenade->s.origin); VectorScale (aimdir, speed, grenade->velocity); VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity); VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity); VectorSet (grenade->avelocity, 300, 300, 300); grenade->movetype = MOVETYPE_BOUNCE; grenade->clipmask = MASK_SHOT; grenade->solid = SOLID_BBOX; grenade->s.effects |= EF_GRENADE; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2"); grenade->owner = self; grenade->touch = Grenade_Touch; grenade->nextthink = level.time + timer; grenade->think = Grenade_Explode; grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "hgrenade"; if (held) grenade->spawnflags = 3; else grenade->spawnflags = 1; grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav"); if (timer <= 0.0) Grenade_Explode (grenade); else { gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0); gi.linkentity (grenade); } } /* ================= fire_rocket ================= */ void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { vec3_t origin; int n; if (other == ent->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (ent); return; } if (ent->owner->client) PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); // calculate position for the explosion entity VectorMA (ent->s.origin, -0.02, ent->velocity, origin); if (other->takedamage) { T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET); } else { // don't throw any debris in net games if (!deathmatch->value && !coop->value) { if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING))) { n = rand() % 5; while(n--) ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin); } } } T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH); gi.WriteByte (svc_temp_entity); if (ent->waterlevel) gi.WriteByte (TE_ROCKET_EXPLOSION_WATER); else gi.WriteByte (TE_ROCKET_EXPLOSION); gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PHS); G_FreeEdict (ent); } void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage) { edict_t *rocket; rocket = G_Spawn(); VectorCopy (start, rocket->s.origin); VectorCopy (dir, rocket->movedir); vectoangles (dir, rocket->s.angles); VectorScale (dir, speed, rocket->velocity); rocket->movetype = MOVETYPE_FLYMISSILE; rocket->clipmask = MASK_SHOT; rocket->solid = SOLID_BBOX; rocket->s.effects |= EF_ROCKET; VectorClear (rocket->mins); VectorClear (rocket->maxs); rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2"); rocket->owner = self; rocket->touch = rocket_touch; rocket->nextthink = level.time + 8000/speed; rocket->think = G_FreeEdict; rocket->dmg = damage; rocket->radius_dmg = radius_damage; rocket->dmg_radius = damage_radius; rocket->s.sound = gi.soundindex ("weapons/rockfly.wav"); rocket->classname = "rocket"; if (self->client) check_dodge (self, rocket->s.origin, dir, speed); gi.linkentity (rocket); } /* ================= fire_rail ================= */ void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick) { vec3_t from; vec3_t end; trace_t tr; edict_t *ignore; int mask; qboolean water; VectorMA (start, 8192, aimdir, end); VectorCopy (start, from); ignore = self; water = false; mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA; while (ignore) { tr = gi.trace (from, NULL, NULL, end, ignore, mask); if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA)) { mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA); water = true; } else { if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client)) ignore = tr.ent; else ignore = NULL; if ((tr.ent != self) && (tr.ent->takedamage)) T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN); } VectorCopy (tr.endpos, from); } // send gun puff / flash gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_RAILTRAIL); gi.WritePosition (start); gi.WritePosition (tr.endpos); gi.multicast (self->s.origin, MULTICAST_PHS); // gi.multicast (start, MULTICAST_PHS); if (water) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_RAILTRAIL); gi.WritePosition (start); gi.WritePosition (tr.endpos); gi.multicast (tr.endpos, MULTICAST_PHS); } if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); } /* ================= fire_bfg ================= */ void bfg_explode (edict_t *self) { edict_t *ent; float points; vec3_t v; float dist; if (self->s.frame == 0) { // the BFG effect ent = NULL; while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL) { if (!ent->takedamage) continue; if (ent == self->owner) continue; if (!CanDamage (ent, self)) continue; if (!CanDamage (ent, self->owner)) continue; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (self->s.origin, v, v); dist = VectorLength(v); points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius)); if (ent == self->owner) points = points * 0.5; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BFG_EXPLOSION); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PHS); T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT); } } self->nextthink = level.time + FRAMETIME; self->s.frame++; if (self->s.frame == 5) self->think = G_FreeEdict; } void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); // core explosion - prevents firing it into the wall/floor if (other->takedamage) T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST); T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST); gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0); self->solid = SOLID_NOT; self->touch = NULL; VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin); VectorClear (self->velocity); self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2"); self->s.frame = 0; self->s.sound = 0; self->s.effects &= ~EF_ANIM_ALLFAST; self->think = bfg_explode; self->nextthink = level.time + FRAMETIME; self->enemy = other; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BFG_BIGEXPLOSION); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); } void bfg_think (edict_t *self) { edict_t *ent; edict_t *ignore; vec3_t point; vec3_t dir; vec3_t start; vec3_t end; int dmg; trace_t tr; if (deathmatch->value) dmg = 5; else dmg = 10; ent = NULL; while ((ent = findradius(ent, self->s.origin, 256)) != NULL) { if (ent == self) continue; if (ent == self->owner) continue; if (!ent->takedamage) continue; if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)) continue; VectorMA (ent->absmin, 0.5, ent->size, point); VectorSubtract (point, self->s.origin, dir); VectorNormalize (dir); ignore = self; VectorCopy (self->s.origin, start); VectorMA (start, 2048, dir, end); while(1) { tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER); if (!tr.ent) break; // hurt it if we can if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner)) T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER); // if we hit something that's not a monster or player we're done if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_LASER_SPARKS); gi.WriteByte (4); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (self->s.skinnum); gi.multicast (tr.endpos, MULTICAST_PVS); break; } ignore = tr.ent; VectorCopy (tr.endpos, start); } gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BFG_LASER); gi.WritePosition (self->s.origin); gi.WritePosition (tr.endpos); gi.multicast (self->s.origin, MULTICAST_PHS); } self->nextthink = level.time + FRAMETIME; } void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius) { edict_t *bfg; bfg = G_Spawn(); VectorCopy (start, bfg->s.origin); VectorCopy (dir, bfg->movedir); vectoangles (dir, bfg->s.angles); VectorScale (dir, speed, bfg->velocity); bfg->movetype = MOVETYPE_FLYMISSILE; bfg->clipmask = MASK_SHOT; bfg->solid = SOLID_BBOX; bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST; VectorClear (bfg->mins); VectorClear (bfg->maxs); bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2"); bfg->owner = self; bfg->touch = bfg_touch; bfg->nextthink = level.time + 8000/speed; bfg->think = G_FreeEdict; bfg->radius_dmg = damage; bfg->dmg_radius = damage_radius; bfg->classname = "bfg blast"; bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav"); bfg->think = bfg_think; bfg->nextthink = level.time + FRAMETIME; bfg->teammaster = bfg; bfg->teamchain = NULL; if (self->client) check_dodge (self, bfg->s.origin, dir, speed); gi.linkentity (bfg); }