quakeforge/ruamoko/game/Axe.r
Bill Currie 75ec6bf244 Clean out some unnecessary types from the progs engine and clean up the mess.
This is a nasty commit, sorry, but 99% of the commit is interdependent.
2011-01-10 12:25:31 +09:00

52 lines
912 B
R

#include "math.h"
#include "physics.h"
#include "qw_message.h"
#include "sv_sound.h"
#include "tempent.h"
#include "GameEntity.h"
#include "World.h"
#include "Axe.h"
@implementation Axe
- (id) init
{
[super init];
damage = (deathmatch > 3) ? 75.0 : 20.0;
return self;
}
- (void) setOwner: (Entity []) o
{
owner = o;
}
- (void) fire
{
local entity s = [owner ent];
local vector org, source;
makevectors (s.v_angle);
source = s.origin + '0 0 16';
traceline (source, source + v_forward * 64, NO, s);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward * 4;
if ([trace_ent.@this takeDamage:self :owner :owner :damage])
SpawnBlood (org, 20);
else {
sound (s, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteBytes (MSG_MULTICAST,
(float) SVC_TEMPENTITY, (float) TE_GUNSHOT, 3.0);
WriteCoordV (MSG_MULTICAST, org);
multicast (org, MULTICAST_PVS);
}
}
@end