mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-24 21:01:34 +00:00
homing rockets now shootable
adjusted rocket speed
This commit is contained in:
parent
64ee3a5374
commit
6c8224cce7
6 changed files with 50 additions and 186 deletions
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@ -1,5 +1,23 @@
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!!! --- Q3Rally v0.3 changelog --- !!!
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new since v0.3b
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Fixed:
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- A bug in racing mode was fixed where it could be that after the race you lost your position
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in the ranking to a player who crossed the finish line after you
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- The power of the homing rockets has been reduced and the amount of ammunition
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used has been increased from 1 to 3
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new since v0.3
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Added:
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- 2 Racing Maps moved from AddOn to Official
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- 1 Deathmatch Map moved from AddOn to Official
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- added the ability to play Domination with 4 Teams
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- codebase synced with latest ioq3
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new since v0.0.1.2
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Added:
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@ -265,7 +265,7 @@ void CG_DrawInformation( void ) {
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break;
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// Q3Rally Code Start
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case GT_DOMINATION:
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s = "Domination";
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s = "Domination";
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break;
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/*
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@ -31,7 +31,7 @@ G_HomingMissile
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================
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*/
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#define ROCKET_SPEED 600
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#define ROCKET_SPEED 650
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void rocket_think( gentity_t *ent )
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{
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@ -95,7 +95,6 @@ void Missile_Smooth_H( gentity_t *ent, vec3_t origin, trace_t *tr )
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/*
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================
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G_BounceMissile
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================
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*/
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void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
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@ -160,20 +159,6 @@ void G_ExplodeCluster( gentity_t *ent ){
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fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
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/*
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VectorSet(dir, 33, 33, 0);
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fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
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VectorSet(dir, -33, 33, 0);
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fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
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VectorSet(dir, 0, -33, 0);
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fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
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VectorSet(dir, 33, 33, 40);
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fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
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VectorSet(dir, -33, 33, 30);
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fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
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VectorSet(dir, 0, -33, 20);
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fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir); */
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}
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/*
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@ -778,13 +763,9 @@ void G_RunMissile( gentity_t *ent ) {
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G_RunThink( ent );
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}
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//=============================================================================
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/*
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=================
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fire_plasma
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=================
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*/
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gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
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@ -824,9 +805,7 @@ gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
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}
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//=============================================================================
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//fire_plasma_bounce
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//=============================================================================
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@ -1049,36 +1028,22 @@ gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
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bolt->classname = "rocket";
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bolt->nextthink = level.time + 15000;
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bolt->think = G_ExplodeMissile;
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bolt->health = 5;
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bolt->takedamage = qtrue;
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bolt->die = G_MissileDie;
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bolt->r.contents = CONTENTS_BODY;
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VectorSet(bolt->r.mins, -10, -3, 0);
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VectorCopy(bolt->r.mins, bolt->r.absmin);
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VectorSet(bolt->r.maxs, 10, 3, 6);
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VectorCopy(bolt->r.maxs, bolt->r.absmax);
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_ROCKET_LAUNCHER;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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//bolt->damage = 100; //TBB - too high for short reload
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bolt->damage = 80; //TBB
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//bolt->splashDamage = 100; //TBB - too high for short reload
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bolt->splashDamage = 60; //TBB
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bolt->damage = 80;
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bolt->splashDamage = 60;
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bolt->splashRadius = 120;
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bolt->methodOfDeath = MOD_ROCKET;
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bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->target_ent = NULL;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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// STONELANCE
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// VectorScale( dir, 900, bolt->s.pos.trDelta );
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VectorScale( dir, 1800, bolt->s.pos.trDelta );
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// END
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VectorScale( dir, 1400, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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@ -1099,71 +1064,39 @@ gentity_t *fire_homing_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
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bolt->classname = "rocket";
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bolt->nextthink = level.time + 1;
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bolt->think = rocket_think;
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bolt->health = 5;
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bolt->takedamage = qtrue;
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bolt->die = G_MissileDie;
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bolt->r.contents = CONTENTS_BODY;
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VectorSet(bolt->r.mins, -10, -3, 0);
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VectorCopy(bolt->r.mins, bolt->r.absmin);
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VectorSet(bolt->r.maxs, 10, 3, 6);
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VectorCopy(bolt->r.maxs, bolt->r.absmax);
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_ROCKET_LAUNCHER;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 40;
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//bolt->splashDamage = 100; //TBB - too high for being splash
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bolt->splashDamage = 60; //TBB
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bolt->splashDamage = 60;
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bolt->splashRadius = 75;
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bolt->methodOfDeath = MOD_ROCKET;
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bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->target_ent = NULL;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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// STONELANCE
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// VectorScale( dir, 900, bolt->s.pos.trDelta );
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VectorScale( dir, ROCKET_SPEED, bolt->s.pos.trDelta );
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// END
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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return bolt;
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}
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/*
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=================
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fire_grapple
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=================
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*/
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// STONELANCE - removed hook
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/*
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gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *hook;
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VectorNormalize (dir);
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hook = G_Spawn();
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hook->classname = "hook";
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hook->nextthink = level.time + 10000;
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hook->think = Weapon_HookFree;
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hook->s.eType = ET_MISSILE;
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hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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hook->s.weapon = WP_GRAPPLING_HOOK;
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hook->r.ownerNum = self->s.number;
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hook->methodOfDeath = MOD_GRAPPLE;
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hook->clipmask = MASK_SHOT;
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hook->parent = self;
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hook->target_ent = NULL;
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hook->s.pos.trType = TR_LINEAR;
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hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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hook->s.otherEntityNum = self->s.number; // use to match beam in client
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VectorCopy( start, hook->s.pos.trBase );
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VectorScale( dir, 800, hook->s.pos.trDelta );
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SnapVector( hook->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, hook->r.currentOrigin);
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self->client->hook = hook;
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return hook;
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}
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*/
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//=====================================
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// fire mine
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//=====================================
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gentity_t *fire_mine( gentity_t *self, vec3_t start, vec3_t dir){
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@ -241,6 +241,7 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage, int mod ) {
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for (i = 0; i < 10; i++) {
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trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
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// trap_Trace (&tr, muzzle, NULL, NULL, end, ENTITYNUM_NONE, MASK_SHOT);
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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return;
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}
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@ -67,7 +67,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define BASETA "missionpack"
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#ifndef PRODUCT_VERSION
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#define PRODUCT_VERSION "v0.3c" // r414
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#define PRODUCT_VERSION "v0.3c_r415"
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#endif
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112
q3rallycode.ppr
112
q3rallycode.ppr
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@ -192,7 +192,7 @@ q3rallycode
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engine\code\client\snd_openal.c
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engine\code\client\snd_public.h
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engine\code\client\snd_wavelet.c
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-game
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+game
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engine\code\game\ai_chat.c
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engine\code\game\ai_chat.h
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engine\code\game\ai_cmd.c
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@ -886,109 +886,21 @@ q3rallycode
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engine\cross-make-mingw64.sh
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[Open project files]
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0=engine\code\qcommon\q_shared.h
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1=engine\code\qcommon\qcommon.h
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2=engine\code\cgame\cg_info.c
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3=engine\code\qcommon\files.c
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4=engine\code\game\bg_public.h
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5=engine\code\cgame\cg_local.h
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6=engine\code\cgame\cg_main.c
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7=engine\code\cgame\cg_players.c
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8=engine\code\cgame\cg_draw.c
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9=engine\code\cgame\cg_newdraw.c
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10=engine\code\cgame\cg_rally_hud.c
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11=engine\code\cgame\cg_rally_hud2.c
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12=engine\code\game\g_team.c
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13=engine\code\cgame\cg_scoreboard.c
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14=engine\code\game\g_client.c
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15=engine\code\game\g_cmds.c
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16=engine\code\renderergl1\tr_shade_calc.c
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17=engine\code\cgame\cg_servercmds.c
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18=engine\code\game\bg_misc.c
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19=engine\code\game\g_items.c
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20=engine\code\game\g_spawn.c
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21=engine\code\game\g_arenas.c
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22=engine\code\game\bg_pmove.c
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23=engine\code\game\g_weapon.c
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24=engine\code\cgame\cg_weapons.c
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25=engine\code\game\g_missile.c
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1=engine\code\game\g_client.c
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2=engine\code\game\g_missile.c
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3=engine\code\game\g_weapon.c
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[Selected Project Files]
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Main=
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Selected=engine\code\qcommon\q_shared.h
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[engine\code\qcommon\q_shared.h]
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TopLine=55
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Caret=46,70
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[engine\code\qcommon\qcommon.h]
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TopLine=700
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Caret=1,715
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[engine\code\cgame\cg_info.c]
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TopLine=195
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Caret=1,210
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[engine\code\qcommon\files.c]
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TopLine=193
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Caret=21,210
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[engine\code\game\bg_public.h]
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TopLine=417
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Caret=24,434
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[engine\code\cgame\cg_local.h]
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TopLine=676
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Caret=1,684
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[engine\code\cgame\cg_main.c]
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TopLine=1095
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Caret=25,1097
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[engine\code\cgame\cg_players.c]
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TopLine=2084
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Caret=1,2099
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[engine\code\cgame\cg_draw.c]
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TopLine=533
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Caret=27,561
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[engine\code\cgame\cg_newdraw.c]
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TopLine=1192
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Caret=29,1211
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[engine\code\cgame\cg_rally_hud.c]
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TopLine=828
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Caret=1,835
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[engine\code\cgame\cg_rally_hud2.c]
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TopLine=114
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Caret=1,129
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[engine\code\game\g_team.c]
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TopLine=1137
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Caret=3,1170
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[engine\code\cgame\cg_scoreboard.c]
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TopLine=444
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Caret=1,457
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Caret=36,70
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[engine\code\game\g_client.c]
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TopLine=1
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Caret=1,700
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[engine\code\game\g_cmds.c]
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TopLine=110
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Caret=1,124
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[engine\code\renderergl1\tr_shade_calc.c]
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TopLine=896
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Caret=44,909
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[engine\code\cgame\cg_servercmds.c]
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TopLine=397
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Caret=1,415
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[engine\code\game\bg_misc.c]
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TopLine=937
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Caret=19,958
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[engine\code\game\g_items.c]
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TopLine=805
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Caret=1,819
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[engine\code\game\g_spawn.c]
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TopLine=318
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Caret=59,335
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[engine\code\game\g_arenas.c]
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TopLine=79
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Caret=52,92
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[engine\code\game\bg_pmove.c]
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TopLine=1871
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Caret=15,2050
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[engine\code\game\g_weapon.c]
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TopLine=1295
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Caret=25,1308
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[engine\code\cgame\cg_weapons.c]
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TopLine=2121
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Caret=1,2125
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TopLine=1651
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Caret=9,1672
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[engine\code\game\g_missile.c]
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TopLine=1092
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Caret=19,1107
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TopLine=15
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Caret=27,34
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[engine\code\game\g_weapon.c]
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TopLine=734
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Caret=27,742
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Loading…
Reference in a new issue