quake2-rogue/g_newweap.c

2282 lines
59 KiB
C

#include "g_local.h"
#define INCLUDE_ETF_RIFLE 1
#define INCLUDE_PROX 1
//#define INCLUDE_FLAMETHROWER 1
//#define INCLUDE_INCENDIARY 1
#define INCLUDE_NUKE 1
#define INCLUDE_MELEE 1
#define INCLUDE_TESLA 1
#define INCLUDE_BEAMS 1
extern void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed);
extern void hurt_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
extern void droptofloor (edict_t *ent);
extern void Grenade_Explode (edict_t *ent);
extern void drawbbox (edict_t *ent);
#ifdef INCLUDE_ETF_RIFLE
/*
========================
fire_flechette
========================
*/
void flechette_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t dir;
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
//gi.dprintf("t_damage %s\n", other->classname);
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
self->dmg, self->dmg_radius, DAMAGE_NO_REG_ARMOR, MOD_ETF_RIFLE);
}
else
{
if(!plane)
VectorClear (dir);
else
VectorScale (plane->normal, 256, dir);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_FLECHETTE);
gi.WritePosition (self->s.origin);
gi.WriteDir (dir);
gi.multicast (self->s.origin, MULTICAST_PVS);
// T_RadiusDamage(self, self->owner, 24, self, 48, MOD_ETF_RIFLE);
}
G_FreeEdict (self);
}
void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick)
{
edict_t *flechette;
VectorNormalize (dir);
flechette = G_Spawn();
VectorCopy (start, flechette->s.origin);
VectorCopy (start, flechette->s.old_origin);
vectoangles2 (dir, flechette->s.angles);
VectorScale (dir, speed, flechette->velocity);
flechette->movetype = MOVETYPE_FLYMISSILE;
flechette->clipmask = MASK_SHOT;
flechette->solid = SOLID_BBOX;
flechette->s.renderfx = RF_FULLBRIGHT;
VectorClear (flechette->mins);
VectorClear (flechette->maxs);
flechette->s.modelindex = gi.modelindex ("models/proj/flechette/tris.md2");
// flechette->s.sound = gi.soundindex (""); // FIXME - correct sound!
flechette->owner = self;
flechette->touch = flechette_touch;
flechette->nextthink = level.time + 8000/speed;
flechette->think = G_FreeEdict;
flechette->dmg = damage;
flechette->dmg_radius = kick;
gi.linkentity (flechette);
if (self->client)
check_dodge (self, flechette->s.origin, dir, speed);
}
#endif
// **************************
// PROX
// **************************
#ifdef INCLUDE_PROX
#define PROX_TIME_TO_LIVE 45 // 45, 30, 15, 10
#define PROX_TIME_DELAY 0.5
#define PROX_BOUND_SIZE 96
#define PROX_DAMAGE_RADIUS 192
#define PROX_HEALTH 20
#define PROX_DAMAGE 90
//===============
//===============
void Prox_Explode (edict_t *ent)
{
vec3_t origin;
edict_t *owner;
// free the trigger field
//PMM - changed teammaster to "mover" .. owner of the field is the prox
if(ent->teamchain && ent->teamchain->owner == ent)
G_FreeEdict(ent->teamchain);
owner = ent;
if(ent->teammaster)
{
owner = ent->teammaster;
PlayerNoise(owner, ent->s.origin, PNOISE_IMPACT);
}
// play quad sound if appopriate
if (ent->dmg > PROX_DAMAGE)
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
ent->takedamage = DAMAGE_NO;
T_RadiusDamage(ent, owner, ent->dmg, ent, PROX_DAMAGE_RADIUS, MOD_PROX);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
//===============
//===============
void prox_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
// gi.dprintf("prox_die\n");
// if set off by another prox, delay a little (chained explosions)
if (strcmp(inflictor->classname, "prox"))
{
self->takedamage = DAMAGE_NO;
Prox_Explode(self);
}
else
{
self->takedamage = DAMAGE_NO;
self->think = Prox_Explode;
self->nextthink = level.time + FRAMETIME;
}
}
//===============
//===============
void Prox_Field_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
edict_t *prox;
if (!(other->svflags & SVF_MONSTER) && !other->client)
return;
// trigger the prox mine if it's still there, and still mine.
prox = ent->owner;
if (other == prox) // don't set self off
return;
if (prox->think == Prox_Explode) // we're set to blow!
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("%f - prox already gone off!\n", level.time);
return;
}
if(prox->teamchain == ent)
{
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/proxwarn.wav"), 1, ATTN_NORM, 0);
prox->think = Prox_Explode;
prox->nextthink = level.time + PROX_TIME_DELAY;
return;
}
ent->solid = SOLID_NOT;
G_FreeEdict(ent);
}
//===============
//===============
void prox_seek (edict_t *ent)
{
if(level.time > ent->wait)
{
Prox_Explode(ent);
}
else
{
ent->s.frame++;
if(ent->s.frame > 13)
ent->s.frame = 9;
ent->think = prox_seek;
ent->nextthink = level.time + 0.1;
}
}
//===============
//===============
void prox_open (edict_t *ent)
{
edict_t *search;
search = NULL;
// gi.dprintf("prox_open %d\n", ent->s.frame);
// gi.dprintf("%f\n", ent->velocity[2]);
if(ent->s.frame == 9) // end of opening animation
{
// set the owner to NULL so the owner can shoot it, etc. needs to be done here so the owner
// doesn't get stuck on it while it's opening if fired at point blank wall
ent->s.sound = 0;
ent->owner = NULL;
if(ent->teamchain)
ent->teamchain->touch = Prox_Field_Touch;
while ((search = findradius(search, ent->s.origin, PROX_DAMAGE_RADIUS+10)) != NULL)
{
if (!search->classname) // tag token and other weird shit
continue;
// if (!search->takedamage)
// continue;
// if it's a monster or player with health > 0
// or it's a player start point
// and we can see it
// blow up
if (
(
(((search->svflags & SVF_MONSTER) || (search->client)) && (search->health > 0)) ||
(
(deathmatch->value) &&
(
(!strcmp(search->classname, "info_player_deathmatch")) ||
(!strcmp(search->classname, "info_player_start")) ||
(!strcmp(search->classname, "info_player_coop")) ||
(!strcmp(search->classname, "misc_teleporter_dest"))
)
)
)
&& (visible (search, ent))
)
{
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/proxwarn.wav"), 1, ATTN_NORM, 0);
Prox_Explode (ent);
return;
}
}
if (strong_mines && (strong_mines->value))
ent->wait = level.time + PROX_TIME_TO_LIVE;
else
{
switch (ent->dmg/PROX_DAMAGE)
{
case 1:
ent->wait = level.time + PROX_TIME_TO_LIVE;
break;
case 2:
ent->wait = level.time + 30;
break;
case 4:
ent->wait = level.time + 15;
break;
case 8:
ent->wait = level.time + 10;
break;
default:
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("prox with unknown multiplier %d!\n", ent->dmg/PROX_DAMAGE);
ent->wait = level.time + PROX_TIME_TO_LIVE;
break;
}
}
// ent->wait = level.time + PROX_TIME_TO_LIVE;
ent->think = prox_seek;
ent->nextthink = level.time + 0.2;
}
else
{
if (ent->s.frame == 0)
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/proxopen.wav"), 1, ATTN_NORM, 0);
//ent->s.sound = gi.soundindex ("weapons/proxopen.wav");
ent->s.frame++;
ent->think = prox_open;
ent->nextthink = level.time + 0.05;
}
}
//===============
//===============
void prox_land (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
edict_t *field;
vec3_t dir;
vec3_t forward, right, up;
int makeslave = 0;
int movetype = MOVETYPE_NONE;
int stick_ok = 0;
vec3_t land_point;
// must turn off owner so owner can shoot it and set it off
// moved to prox_open so owner can get away from it if fired at pointblank range into
// wall
// ent->owner = NULL;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("land - %2.2f %2.2f %2.2f\n", ent->velocity[0], ent->velocity[1], ent->velocity[2]);
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (plane->normal)
{
VectorMA (ent->s.origin, -10.0, plane->normal, land_point);
if (gi.pointcontents (land_point) & (CONTENTS_SLIME|CONTENTS_LAVA))
{
Prox_Explode (ent);
return;
}
}
if ((other->svflags & SVF_MONSTER) || other->client || (other->svflags & SVF_DAMAGEABLE))
{
if(other != ent->teammaster)
Prox_Explode(ent);
return;
}
#define STOP_EPSILON 0.1
else if (other != world)
{
//Here we need to check to see if we can stop on this entity.
//Note that plane can be NULL
//PMM - code stolen from g_phys (ClipVelocity)
vec3_t out;
float backoff, change;
int i;
if (!plane->normal) // this happens if you hit a point object, maybe other cases
{
// Since we can't tell what's going to happen, just blow up
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("bad normal for surface, exploding!\n");
Prox_Explode(ent);
return;
}
if ((other->movetype == MOVETYPE_PUSH) && (plane->normal[2] > 0.7))
stick_ok = 1;
else
stick_ok = 0;
backoff = DotProduct (ent->velocity, plane->normal) * 1.5;
for (i=0 ; i<3 ; i++)
{
change = plane->normal[i]*backoff;
out[i] = ent->velocity[i] - change;
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
if (out[2] > 60)
return;
movetype = MOVETYPE_BOUNCE;
// if we're here, we're going to stop on an entity
if (stick_ok)
{ // it's a happy entity
VectorCopy (vec3_origin, ent->velocity);
VectorCopy (vec3_origin, ent->avelocity);
}
else // no-stick. teflon time
{
if (plane->normal[2] > 0.7)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("stuck on entity, blowing up!\n");
Prox_Explode(ent);
return;
}
return;
}
}
else if (other->s.modelindex != 1)
return;
vectoangles2 (plane->normal, dir);
AngleVectors (dir, forward, right, up);
if (gi.pointcontents (ent->s.origin) & (CONTENTS_LAVA|CONTENTS_SLIME))
{
Prox_Explode (ent);
return;
}
field = G_Spawn();
VectorCopy (ent->s.origin, field->s.origin);
VectorClear(field->velocity);
VectorClear(field->avelocity);
VectorSet(field->mins, -PROX_BOUND_SIZE, -PROX_BOUND_SIZE, -PROX_BOUND_SIZE);
VectorSet(field->maxs, PROX_BOUND_SIZE, PROX_BOUND_SIZE, PROX_BOUND_SIZE);
field->movetype = MOVETYPE_NONE;
field->solid = SOLID_TRIGGER;
field->owner = ent;
field->classname = "prox_field";
field->teammaster = ent;
gi.linkentity (field);
VectorClear(ent->velocity);
VectorClear(ent->avelocity);
// rotate to vertical
dir[PITCH] = dir[PITCH] + 90;
VectorCopy (dir, ent->s.angles);
ent->takedamage = DAMAGE_AIM;
ent->movetype = movetype; // either bounce or none, depending on whether we stuck to something
ent->die = prox_die;
ent->teamchain = field;
ent->health = PROX_HEALTH;
ent->nextthink = level.time + 0.05;
ent->think = prox_open;
ent->touch = NULL;
ent->solid = SOLID_BBOX;
// record who we're attached to
// ent->teammaster = other;
gi.linkentity(ent);
}
//===============
//===============
void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage_multiplier, int speed)
{
edict_t *prox;
vec3_t dir;
vec3_t forward, right, up;
vectoangles2 (aimdir, dir);
AngleVectors (dir, forward, right, up);
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("start %s aim %s speed %d\n", vtos(start), vtos(aimdir), speed);
prox = G_Spawn();
VectorCopy (start, prox->s.origin);
VectorScale (aimdir, speed, prox->velocity);
VectorMA (prox->velocity, 200 + crandom() * 10.0, up, prox->velocity);
VectorMA (prox->velocity, crandom() * 10.0, right, prox->velocity);
VectorCopy (dir, prox->s.angles);
prox->s.angles[PITCH]-=90;
prox->movetype = MOVETYPE_BOUNCE;
prox->solid = SOLID_BBOX;
prox->s.effects |= EF_GRENADE;
prox->clipmask = MASK_SHOT|CONTENTS_LAVA|CONTENTS_SLIME;
prox->s.renderfx |= RF_IR_VISIBLE;
//FIXME - this needs to be bigger. Has other effects, though. Maybe have to change origin to compensate
// so it sinks in correctly. Also in lavacheck, might have to up the distance
VectorSet (prox->mins, -6, -6, -6);
VectorSet (prox->maxs, 6, 6, 6);
prox->s.modelindex = gi.modelindex ("models/weapons/g_prox/tris.md2");
prox->owner = self;
prox->teammaster = self;
prox->touch = prox_land;
// prox->nextthink = level.time + PROX_TIME_TO_LIVE;
prox->think = Prox_Explode;
prox->dmg = PROX_DAMAGE*damage_multiplier;
prox->classname = "prox";
prox->svflags |= SVF_DAMAGEABLE;
prox->flags |= FL_MECHANICAL;
switch (damage_multiplier)
{
case 1:
prox->nextthink = level.time + PROX_TIME_TO_LIVE;
break;
case 2:
prox->nextthink = level.time + 30;
break;
case 4:
prox->nextthink = level.time + 15;
break;
case 8:
prox->nextthink = level.time + 10;
break;
default:
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("prox with unknown multiplier %d!\n", damage_multiplier);
prox->nextthink = level.time + PROX_TIME_TO_LIVE;
break;
}
gi.linkentity (prox);
}
#endif
// *************************
// FLAMETHROWER
// *************************
#ifdef INCLUDE_FLAMETHROWER
#define FLAMETHROWER_RADIUS 8
void fire_remove (edict_t *ent)
{
if(ent == ent->owner->teamchain)
ent->owner->teamchain = NULL;
G_FreeEdict(ent);
}
void fire_flame (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed)
{
edict_t *flame;
vec3_t dir;
vec3_t forward, right, up;
vectoangles2 (aimdir, dir);
AngleVectors (dir, forward, right, up);
flame = G_Spawn();
// the origin is the first control point, put it speed forward.
VectorMA(start, speed, forward, flame->s.origin);
// record that velocity
VectorScale (aimdir, speed, flame->velocity);
VectorCopy (dir, flame->s.angles);
flame->movetype = MOVETYPE_NONE;
flame->solid = SOLID_NOT;
VectorSet(flame->mins, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS);
VectorSet(flame->maxs, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS);
flame->s.sound = gi.soundindex ("weapons/flame.wav");
flame->owner = self;
flame->dmg = damage;
flame->classname = "flame";
// clear control points and velocities
VectorCopy (flame->s.origin, flame->flameinfo.pos1);
VectorCopy (flame->velocity, flame->flameinfo.vel1);
VectorCopy (flame->s.origin, flame->flameinfo.pos2);
VectorCopy (flame->velocity, flame->flameinfo.vel2);
VectorCopy (flame->s.origin, flame->flameinfo.pos3);
VectorCopy (flame->velocity, flame->flameinfo.vel3);
VectorCopy (flame->s.origin, flame->flameinfo.pos4);
// hook flame stream to owner
self->teamchain = flame;
gi.linkentity (flame);
}
// fixme - change to use start location, not entity origin
void fire_maintain (edict_t *ent, edict_t *flame, vec3_t start, vec3_t aimdir, int damage, int speed)
{
trace_t tr;
// move the control points out the appropriate direction and velocity
VectorAdd(flame->flameinfo.pos3, flame->flameinfo.vel3, flame->flameinfo.pos4);
VectorAdd(flame->flameinfo.pos2, flame->flameinfo.vel2, flame->flameinfo.pos3);
VectorAdd(flame->flameinfo.pos1, flame->flameinfo.vel1, flame->flameinfo.pos2);
VectorAdd(flame->s.origin, flame->velocity, flame->flameinfo.pos1);
// move the velocities for the control points
VectorCopy(flame->flameinfo.vel2, flame->flameinfo.vel3);
VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel2);
VectorCopy(flame->velocity, flame->flameinfo.vel1);
// set velocity and location for new control point 0.
VectorMA(start, speed, aimdir, flame->s.origin);
VectorScale(aimdir, speed, flame->velocity);
//
// does it hit a wall? if so, when?
//
// player fire point to flame origin.
tr = gi.trace(start, flame->mins, flame->maxs,
flame->s.origin, flame, MASK_SHOT);
if(tr.fraction == 1.0)
{
// origin to point 1
tr = gi.trace(flame->s.origin, flame->mins, flame->maxs,
flame->flameinfo.pos1, flame, MASK_SHOT);
if(tr.fraction == 1.0)
{
// point 1 to point 2
tr = gi.trace(flame->flameinfo.pos1, flame->mins, flame->maxs,
flame->flameinfo.pos2, flame, MASK_SHOT);
if(tr.fraction == 1.0)
{
// point 2 to point 3
tr = gi.trace(flame->flameinfo.pos2, flame->mins, flame->maxs,
flame->flameinfo.pos3, flame, MASK_SHOT);
if(tr.fraction == 1.0)
{
// point 3 to point 4, point 3 valid
tr = gi.trace(flame->flameinfo.pos3, flame->mins, flame->maxs,
flame->flameinfo.pos4, flame, MASK_SHOT);
if(tr.fraction < 1.0) // point 4 blocked
{
VectorCopy(tr.endpos, flame->flameinfo.pos4);
}
}
else // point 3 blocked, point 2 valid
{
VectorCopy(flame->flameinfo.vel2, flame->flameinfo.vel3);
VectorCopy(tr.endpos, flame->flameinfo.pos3);
VectorCopy(tr.endpos, flame->flameinfo.pos4);
}
}
else // point 2 blocked, point 1 valid
{
VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel2);
VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel3);
VectorCopy(tr.endpos, flame->flameinfo.pos2);
VectorCopy(tr.endpos, flame->flameinfo.pos3);
VectorCopy(tr.endpos, flame->flameinfo.pos4);
}
}
else // point 1 blocked, origin valid
{
VectorCopy(flame->velocity, flame->flameinfo.vel1);
VectorCopy(flame->velocity, flame->flameinfo.vel2);
VectorCopy(flame->velocity, flame->flameinfo.vel3);
VectorCopy(tr.endpos, flame->flameinfo.pos1);
VectorCopy(tr.endpos, flame->flameinfo.pos2);
VectorCopy(tr.endpos, flame->flameinfo.pos3);
VectorCopy(tr.endpos, flame->flameinfo.pos4);
}
}
else // origin blocked!
{
// gi.dprintf("point 2 blocked\n");
VectorCopy(flame->velocity, flame->flameinfo.vel1);
VectorCopy(flame->velocity, flame->flameinfo.vel2);
VectorCopy(flame->velocity, flame->flameinfo.vel3);
VectorCopy(tr.endpos, flame->s.origin);
VectorCopy(tr.endpos, flame->flameinfo.pos1);
VectorCopy(tr.endpos, flame->flameinfo.pos2);
VectorCopy(tr.endpos, flame->flameinfo.pos3);
VectorCopy(tr.endpos, flame->flameinfo.pos4);
}
if(tr.fraction < 1.0 && tr.ent->takedamage)
{
T_Damage (tr.ent, flame, ent, flame->velocity, tr.endpos, tr.plane.normal,
damage, 0, DAMAGE_NO_KNOCKBACK | DAMAGE_ENERGY | DAMAGE_FIRE);
}
gi.linkentity(flame);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_FLAME);
gi.WriteShort(ent - g_edicts);
gi.WriteShort(6);
gi.WritePosition (start);
gi.WritePosition (flame->s.origin);
gi.WritePosition (flame->flameinfo.pos1);
gi.WritePosition (flame->flameinfo.pos2);
gi.WritePosition (flame->flameinfo.pos3);
gi.WritePosition (flame->flameinfo.pos4);
gi.multicast (flame->s.origin, MULTICAST_PVS);
}
/*QUAKED trap_flameshooter (1 0 0) (-8 -8 -8) (8 8 8)
*/
#define FLAMESHOOTER_VELOCITY 50
#define FLAMESHOOTER_DAMAGE 20
#define FLAMESHOOTER_BURST_VELOCITY 300
#define FLAMESHOOTER_BURST_DAMAGE 30
//#define FLAMESHOOTER_PUFF 1
#define FLAMESHOOTER_STREAM 1
void flameshooter_think (edict_t *self)
{
vec3_t forward, right, up;
edict_t *flame;
if(self->delay)
{
if(self->teamchain)
fire_remove (self->teamchain);
return;
}
self->s.angles[1] += self->speed;
if(self->s.angles[1] > 135 || self->s.angles[1] < 45)
self->speed = -self->speed;
AngleVectors (self->s.angles, forward, right, up);
#ifdef FLAMESHOOTER_STREAM
flame = self->teamchain;
if(!self->teamchain)
fire_flame (self, self->s.origin, forward, FLAMESHOOTER_DAMAGE, FLAMESHOOTER_VELOCITY);
else
fire_maintain (self, flame, self->s.origin, forward, FLAMESHOOTER_DAMAGE, FLAMESHOOTER_VELOCITY);
self->think = flameshooter_think;
self->nextthink = level.time + 0.05;
#else
fire_burst (self, self->s.origin, forward, FLAMESHOOTER_BURST_DAMAGE, FLAMESHOOTER_BURST_VELOCITY);
self->think = flameshooter_think;
self->nextthink = level.time + 0.1;
#endif
}
void flameshooter_use (edict_t *self, edict_t *other, edict_t *activator)
{
if(self->delay)
{
self->delay = 0;
self->think = flameshooter_think;
self->nextthink = level.time + 0.1;
}
else
self->delay = 1;
}
void SP_trap_flameshooter(edict_t *self)
{
vec3_t tempAngles;
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_NONE;
self->delay = 0;
self->use = flameshooter_use;
if(self->delay == 0)
{
self->think = flameshooter_think;
self->nextthink = level.time + 0.1;
}
// self->flags |= FL_NOCLIENT;
self->speed = 10;
// self->speed = 0; // FIXME this stops the spraying
VectorCopy(self->s.angles, tempAngles);
if (!VectorCompare(self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
VectorCopy(tempAngles, self->s.angles);
// gi.setmodel (self, self->model);
gi.linkentity (self);
}
// *************************
// fire_burst
// *************************
#define FLAME_BURST_MAX_SIZE 64
#define FLAME_BURST_FRAMES 20
#define FLAME_BURST_MIDPOINT 10
void fire_burst_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int powerunits;
int damage, radius;
vec3_t origin;
if (surf && (surf->flags & SURF_SKY))
{
// gi.dprintf("Hit sky. Removed\n");
G_FreeEdict (ent);
return;
}
if(other == ent->owner || ent == other)
return;
// don't let flame puffs blow each other up
if(other->classname && !strcmp(other->classname, ent->classname))
return;
if(ent->waterlevel)
{
// gi.dprintf("Hit water. Removed\n");
G_FreeEdict(ent);
}
if(!(other->svflags & SVF_MONSTER) && !other->client)
{
powerunits = FLAME_BURST_FRAMES - ent->s.frame;
damage = powerunits * 6;
radius = powerunits * 4;
// T_RadiusDamage (inflictor, attacker, damage, ignore, radius)
T_RadiusDamage(ent, ent->owner, damage, ent, radius, DAMAGE_FIRE);
// gi.dprintf("Hit world: %d pts, %d rad\n", damage, radius);
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PLAIN_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
}
void fire_burst_think (edict_t *self)
{
int current_radius;
if(self->waterlevel)
{
G_FreeEdict(self);
return;
}
self->s.frame++;
if(self->s.frame >= FLAME_BURST_FRAMES)
{
G_FreeEdict(self);
return;
}
else if(self->s.frame < FLAME_BURST_MIDPOINT)
{
current_radius = (FLAME_BURST_MAX_SIZE / FLAME_BURST_MIDPOINT) * self->s.frame;
}
else
{
current_radius = (FLAME_BURST_MAX_SIZE / FLAME_BURST_MIDPOINT) * (FLAME_BURST_FRAMES - self->s.frame);
}
if(self->s.frame == 3)
self->s.skinnum = 1;
else if (self->s.frame == 7)
self->s.skinnum = 2;
else if (self->s.frame == 10)
self->s.skinnum = 3;
else if (self->s.frame == 13)
self->s.skinnum = 4;
else if (self->s.frame == 16)
self->s.skinnum = 5;
else if (self->s.frame == 19)
self->s.skinnum = 6;
if(current_radius < 8)
current_radius = 8;
else if(current_radius > FLAME_BURST_MAX_SIZE)
current_radius = FLAME_BURST_MAX_SIZE;
T_RadiusDamage(self, self->owner, self->dmg, self, current_radius, DAMAGE_FIRE);
self->think = fire_burst_think;
self->nextthink = level.time + 0.1;
}
void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed)
{
edict_t *flame;
vec3_t dir;
vec3_t baseVel;
vec3_t forward, right, up;
vectoangles2 (aimdir, dir);
AngleVectors (dir, forward, right, up);
flame = G_Spawn();
VectorCopy(start, flame->s.origin);
// VectorScale (aimdir, speed, flame->velocity);
// scale down so only 30% of player's velocity is taken into account.
VectorScale (self->velocity, 0.3, baseVel);
VectorMA(baseVel, speed, aimdir, flame->velocity);
VectorCopy (dir, flame->s.angles);
flame->movetype = MOVETYPE_FLY;
flame->solid = SOLID_TRIGGER;
VectorSet(flame->mins, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS);
VectorSet(flame->maxs, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS);
flame->s.sound = gi.soundindex ("weapons/flame.wav");
flame->s.modelindex = gi.modelindex ("models/projectiles/puff/tris.md2");
flame->owner = self;
flame->touch = fire_burst_touch;
flame->think = fire_burst_think;
flame->nextthink = level.time + 0.1;
flame->dmg = damage;
flame->classname = "flameburst";
flame->s.effects = EF_FIRE_PUFF;
gi.linkentity (flame);
}
#endif
// *************************
// INCENDIARY GRENADES
// *************************
#ifdef INCLUDE_INCENDIARY
void FireThink (edict_t *ent)
{
if(level.time > ent->wait)
G_FreeEdict(ent);
else
{
ent->s.frame++;
if(ent->s.frame>10)
ent->s.frame = 0;
ent->nextthink = level.time + 0.05;
ent->think = FireThink;
}
}
#define FIRE_HEIGHT 64
#define FIRE_RADIUS 64
#define FIRE_DAMAGE 3
#define FIRE_DURATION 15
edict_t *StartFire(edict_t *fireOwner, vec3_t fireOrigin, float fireDuration, float fireDamage)
{
edict_t *fire;
fire = G_Spawn();
VectorCopy (fireOrigin, fire->s.origin);
fire->movetype = MOVETYPE_TOSS;
fire->solid = SOLID_TRIGGER;
VectorSet(fire->mins, -FIRE_RADIUS, -FIRE_RADIUS, 0);
VectorSet(fire->maxs, FIRE_RADIUS, FIRE_RADIUS, FIRE_HEIGHT);
fire->s.sound = gi.soundindex ("weapons/incend.wav");
fire->s.modelindex = gi.modelindex ("models/objects/fire/tris.md2");
fire->owner = fireOwner;
fire->touch = hurt_touch;
fire->nextthink = level.time + 0.05;
fire->wait = level.time + fireDuration;
fire->think = FireThink;
// fire->nextthink = level.time + fireDuration;
// fire->think = G_FreeEdict;
fire->dmg = fireDamage;
fire->classname = "incendiary_fire";
gi.linkentity (fire);
// gi.sound (fire, CHAN_VOICE, gi.soundindex ("weapons/incend.wav"), 1, ATTN_NORM, 0);
return fire;
}
static void Incendiary_Explode (edict_t *ent)
{
vec3_t origin;
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?
T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, DAMAGE_FIRE);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
StartFire(ent->owner, ent->s.origin, FIRE_DURATION, FIRE_DAMAGE);
G_FreeEdict (ent);
}
static void Incendiary_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->svflags & SVF_MONSTER) && !(ent->client))
// if (!other->takedamage)
{
if (ent->spawnflags & 1)
{
if (random() > 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
{
if (random() > 0.5)
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
else
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb2b.wav"), 1, ATTN_NORM, 0);
}
return;
}
Incendiary_Explode (ent);
}
void fire_incendiary_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;
vectoangles2 (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;
// if (self->client)
// grenade->s.effects &= ~EF_TELEPORT;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex ("models/projectiles/incend/tris.md2");
grenade->owner = self;
grenade->touch = Incendiary_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Incendiary_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "incendiary_grenade";
gi.linkentity (grenade);
}
#endif
// *************************
// MELEE WEAPONS
// *************************
#ifdef INCLUDE_MELEE
void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod)
{
vec3_t forward, right, up;
vec3_t v;
vec3_t point;
trace_t tr;
vectoangles2 (aim, v);
AngleVectors (v, forward, right, up);
VectorNormalize (forward);
VectorMA( start, reach, forward, point);
//see if the hit connects
tr = gi.trace(start, NULL, NULL, point, self, MASK_SHOT);
if(tr.fraction == 1.0)
{
if(!quiet)
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/swish.wav"), 1, ATTN_NORM, 0);
//FIXME some sound here?
return;
}
if(tr.ent->takedamage == DAMAGE_YES || tr.ent->takedamage == DAMAGE_AIM)
{
// pull the player forward if you do damage
VectorMA(self->velocity, 75, forward, self->velocity);
VectorMA(self->velocity, 75, up, self->velocity);
// do the damage
// FIXME - make the damage appear at right spot and direction
if(mod == MOD_CHAINFIST)
T_Damage (tr.ent, self, self, vec3_origin, tr.ent->s.origin, vec3_origin, damage, kick/2,
DAMAGE_DESTROY_ARMOR | DAMAGE_NO_KNOCKBACK, mod);
else
T_Damage (tr.ent, self, self, vec3_origin, tr.ent->s.origin, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, mod);
if(!quiet)
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/meatht.wav"), 1, ATTN_NORM, 0);
}
else
{
if(!quiet)
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/tink1.wav"), 1, ATTN_NORM, 0);
VectorScale (tr.plane.normal, 256, point);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_GUNSHOT);
gi.WritePosition (tr.endpos);
gi.WriteDir (point);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
}
#endif
// *************************
// NUKE
// *************************
#ifdef INCLUDE_NUKE
#define NUKE_DELAY 4
#define NUKE_TIME_TO_LIVE 6
//#define NUKE_TIME_TO_LIVE 40
#define NUKE_RADIUS 512
#define NUKE_DAMAGE 400
#define NUKE_QUAKE_TIME 3
#define NUKE_QUAKE_STRENGTH 100
void Nuke_Quake (edict_t *self)
{
int i;
edict_t *e;
if (self->last_move_time < level.time)
{
gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 0.75, ATTN_NONE, 0);
self->last_move_time = level.time + 0.5;
}
for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
{
if (!e->inuse)
continue;
if (!e->client)
continue;
if (!e->groundentity)
continue;
e->groundentity = NULL;
e->velocity[0] += crandom()* 150;
e->velocity[1] += crandom()* 150;
e->velocity[2] = self->speed * (100.0 / e->mass);
}
if (level.time < self->timestamp)
self->nextthink = level.time + FRAMETIME;
else
G_FreeEdict (self);
}
static void Nuke_Explode (edict_t *ent)
{
// vec3_t origin;
// nuke_framenum = level.framenum + 20;
if (ent->teammaster->client)
PlayerNoise(ent->teammaster, ent->s.origin, PNOISE_IMPACT);
T_RadiusNukeDamage(ent, ent->teammaster, ent->dmg, ent, ent->dmg_radius, MOD_NUKE);
// VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
if (ent->dmg > NUKE_DAMAGE)
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/grenlx1a.wav"), 1, ATTN_NONE, 0);
/*
gi.WriteByte (svc_temp_entity);
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
*/
// BecomeExplosion1(ent);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1_BIG);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_NUKEBLAST);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_ALL);
// become a quake
ent->svflags |= SVF_NOCLIENT;
ent->noise_index = gi.soundindex ("world/rumble.wav");
ent->think = Nuke_Quake;
ent->speed = NUKE_QUAKE_STRENGTH;
ent->timestamp = level.time + NUKE_QUAKE_TIME;
ent->nextthink = level.time + FRAMETIME;
ent->last_move_time = 0;
}
void nuke_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
if ((attacker) && !(strcmp(attacker->classname, "nuke")))
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("nuke nuked by a nuke, not nuking\n");
G_FreeEdict (self);
return;
}
Nuke_Explode(self);
}
void Nuke_Think(edict_t *ent)
{
float attenuation, default_atten = 1.8;
int damage_multiplier, muzzleflash;
// gi.dprintf ("player range: %2.2f damage radius: %2.2f\n", realrange (ent, ent->teammaster), ent->dmg_radius*2);
damage_multiplier = ent->dmg/NUKE_DAMAGE;
switch (damage_multiplier)
{
case 1:
attenuation = default_atten/1.4;
muzzleflash = MZ_NUKE1;
break;
case 2:
attenuation = default_atten/2.0;
muzzleflash = MZ_NUKE2;
break;
case 4:
attenuation = default_atten/3.0;
muzzleflash = MZ_NUKE4;
break;
case 8:
attenuation = default_atten/5.0;
muzzleflash = MZ_NUKE8;
break;
default:
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("default attenuation used for nuke!\n");
attenuation = default_atten;
muzzleflash = MZ_NUKE1;
break;
}
if(ent->wait < level.time)
Nuke_Explode(ent);
else if (level.time >= (ent->wait - NUKE_TIME_TO_LIVE))
{
ent->s.frame++;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("nuke frame %d\n", ent->s.frame);
if(ent->s.frame > 11)
ent->s.frame = 6;
if (gi.pointcontents (ent->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA))
{
Nuke_Explode (ent);
return;
}
ent->think = Nuke_Think;
ent->nextthink = level.time + 0.1;
ent->health = 1;
ent->owner = NULL;
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (muzzleflash);
gi.multicast (ent->s.origin, MULTICAST_PVS);
if (ent->timestamp <= level.time)
{
/* gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn.wav"), 1, ATTN_NORM, 0);
ent->timestamp += 10.0;
}
*/
if ((ent->wait - level.time) <= (NUKE_TIME_TO_LIVE/2.0))
{
// ent->s.sound = gi.soundindex ("weapons/nukewarn.wav");
// gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0);
// gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
// gi.dprintf ("time %2.2f\n", ent->wait-level.time);
ent->timestamp = level.time + 0.3;
}
else
{
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0);
// gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
ent->timestamp = level.time + 0.5;
// gi.dprintf ("time %2.2f\n", ent->wait-level.time);
}
}
}
else
{
if (ent->timestamp <= level.time)
{
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0);
// gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
// gi.dprintf ("time %2.2f\n", ent->wait-level.time);
ent->timestamp = level.time + 1.0;
}
ent->nextthink = level.time + FRAMETIME;
}
}
void nuke_bounce (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (random() > 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);
}
extern byte P_DamageModifier(edict_t *ent);
void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed)
{
edict_t *nuke;
vec3_t dir;
vec3_t forward, right, up;
int damage_modifier;
damage_modifier = (int) P_DamageModifier (self);
vectoangles2 (aimdir, dir);
AngleVectors (dir, forward, right, up);
nuke = G_Spawn();
VectorCopy (start, nuke->s.origin);
VectorScale (aimdir, speed, nuke->velocity);
VectorMA (nuke->velocity, 200 + crandom() * 10.0, up, nuke->velocity);
VectorMA (nuke->velocity, crandom() * 10.0, right, nuke->velocity);
VectorClear (nuke->avelocity);
VectorClear (nuke->s.angles);
nuke->movetype = MOVETYPE_BOUNCE;
nuke->clipmask = MASK_SHOT;
nuke->solid = SOLID_BBOX;
nuke->s.effects |= EF_GRENADE;
nuke->s.renderfx |= RF_IR_VISIBLE;
VectorSet (nuke->mins, -8, -8, 0);
VectorSet (nuke->maxs, 8, 8, 16);
nuke->s.modelindex = gi.modelindex ("models/weapons/g_nuke/tris.md2");
nuke->owner = self;
nuke->teammaster = self;
nuke->nextthink = level.time + FRAMETIME;
nuke->wait = level.time + NUKE_DELAY + NUKE_TIME_TO_LIVE;
nuke->think = Nuke_Think;
nuke->touch = nuke_bounce;
nuke->health = 10000;
nuke->takedamage = DAMAGE_YES;
nuke->svflags |= SVF_DAMAGEABLE;
nuke->dmg = NUKE_DAMAGE * damage_modifier;
if (damage_modifier == 1)
nuke->dmg_radius = NUKE_RADIUS;
else
nuke->dmg_radius = NUKE_RADIUS + NUKE_RADIUS*(0.25*(float)damage_modifier);
// this yields 1.0, 1.5, 2.0, 3.0 times radius
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("nuke modifier = %d, damage = %d, radius = %f\n", damage_modifier, nuke->dmg, nuke->dmg_radius);
nuke->classname = "nuke";
nuke->die = nuke_die;
gi.linkentity (nuke);
}
#endif
// *************************
// TESLA
// *************************
#ifdef INCLUDE_TESLA
#define TESLA_TIME_TO_LIVE 30
#define TESLA_DAMAGE_RADIUS 128
#define TESLA_DAMAGE 3 // 3
#define TESLA_KNOCKBACK 8
#define TESLA_ACTIVATE_TIME 3
#define TESLA_EXPLOSION_DAMAGE_MULT 50 // this is the amount the damage is multiplied by for underwater explosions
#define TESLA_EXPLOSION_RADIUS 200
void tesla_remove (edict_t *self)
{
edict_t *cur, *next;
self->takedamage = DAMAGE_NO;
if(self->teamchain)
{
cur = self->teamchain;
while(cur)
{
next = cur->teamchain;
G_FreeEdict ( cur );
cur = next;
}
}
else if (self->air_finished)
gi.dprintf ("tesla without a field!\n");
self->owner = self->teammaster; // Going away, set the owner correctly.
// PGM - grenade explode does damage to self->enemy
self->enemy = NULL;
// play quad sound if quadded and an underwater explosion
if ((self->dmg_radius) && (self->dmg > (TESLA_DAMAGE*TESLA_EXPLOSION_DAMAGE_MULT)))
gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
Grenade_Explode(self);
}
void tesla_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
// gi.dprintf("tesla killed\n");
tesla_remove(self);
}
void tesla_blow (edict_t *self)
{
// T_RadiusDamage(self, self->owner, TESLA_EXPLOSION_DAMAGE, NULL, TESLA_EXPLOSION_RADIUS, MOD_TESLA);
self->dmg = self->dmg * TESLA_EXPLOSION_DAMAGE_MULT;
self->dmg_radius = TESLA_EXPLOSION_RADIUS;
tesla_remove(self);
}
void tesla_zap (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
}
void tesla_think_active (edict_t *self)
{
int i,num;
edict_t *touch[MAX_EDICTS], *hit;
vec3_t dir, start;
trace_t tr;
if(level.time > self->air_finished)
{
tesla_remove(self);
return;
}
VectorCopy(self->s.origin, start);
start[2] += 16;
num = gi.BoxEdicts(self->teamchain->absmin, self->teamchain->absmax, touch, MAX_EDICTS, AREA_SOLID);
for(i=0;i<num;i++)
{
// if the tesla died while zapping things, stop zapping.
if(!(self->inuse))
break;
hit=touch[i];
if(!hit->inuse)
continue;
if(hit == self)
continue;
if(hit->health < 1)
continue;
// don't hit clients in single-player or coop
if(hit->client)
if (coop->value || !deathmatch->value)
continue;
if(!(hit->svflags & (SVF_MONSTER | SVF_DAMAGEABLE)) && !hit->client)
continue;
tr = gi.trace(start, vec3_origin, vec3_origin, hit->s.origin, self, MASK_SHOT);
if(tr.fraction==1 || tr.ent==hit)// || tr.ent->client || (tr.ent->svflags & (SVF_MONSTER | SVF_DAMAGEABLE)))
{
VectorSubtract(hit->s.origin, start, dir);
// PMM - play quad sound if it's above the "normal" damage
if (self->dmg > TESLA_DAMAGE)
gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
// PGM - don't do knockback to walking monsters
if((hit->svflags & SVF_MONSTER) && !(hit->flags & (FL_FLY|FL_SWIM)))
T_Damage (hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal,
self->dmg, 0, 0, MOD_TESLA);
else
T_Damage (hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal,
self->dmg, TESLA_KNOCKBACK, 0, MOD_TESLA);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LIGHTNING);
gi.WriteShort (hit - g_edicts); // destination entity
gi.WriteShort (self - g_edicts); // source entity
gi.WritePosition (tr.endpos);
gi.WritePosition (start);
gi.multicast (start, MULTICAST_PVS);
}
}
if(self->inuse)
{
self->think = tesla_think_active;
self->nextthink = level.time + FRAMETIME;
}
}
void tesla_activate (edict_t *self)
{
edict_t *trigger;
edict_t *search;
if (gi.pointcontents (self->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WATER))
{
tesla_blow (self);
return;
}
// only check for spawn points in deathmatch
if (deathmatch->value)
{
search = NULL;
while ((search = findradius(search, self->s.origin, 1.5*TESLA_DAMAGE_RADIUS)) != NULL)
{
//if (!search->takedamage)
// continue;
// if it's a monster or player with health > 0
// or it's a deathmatch start point
// and we can see it
// blow up
if(search->classname)
{
if ( ( (!strcmp(search->classname, "info_player_deathmatch"))
|| (!strcmp(search->classname, "info_player_start"))
|| (!strcmp(search->classname, "info_player_coop"))
|| (!strcmp(search->classname, "misc_teleporter_dest"))
)
&& (visible (search, self))
)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("Tesla to close to %s, removing!\n", search->classname);
tesla_remove (self);
return;
}
}
}
}
trigger = G_Spawn();
// if (trigger->nextthink)
// {
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("tesla_activate: fixing nextthink\n");
// trigger->nextthink = 0;
// }
VectorCopy (self->s.origin, trigger->s.origin);
VectorSet (trigger->mins, -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, self->mins[2]);
VectorSet (trigger->maxs, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS);
trigger->movetype = MOVETYPE_NONE;
trigger->solid = SOLID_TRIGGER;
trigger->owner = self;
trigger->touch = tesla_zap;
trigger->classname = "tesla trigger";
// doesn't need to be marked as a teamslave since the move code for bounce looks for teamchains
gi.linkentity (trigger);
VectorClear (self->s.angles);
// clear the owner if in deathmatch
if (deathmatch->value)
self->owner = NULL;
self->teamchain = trigger;
self->think = tesla_think_active;
self->nextthink = level.time + FRAMETIME;
self->air_finished = level.time + TESLA_TIME_TO_LIVE;
}
void tesla_think (edict_t *ent)
{
if (gi.pointcontents (ent->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA))
{
tesla_remove (ent);
return;
}
VectorClear (ent->s.angles);
if(!(ent->s.frame))
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/teslaopen.wav"), 1, ATTN_NORM, 0);
ent->s.frame++;
if(ent->s.frame > 14)
{
ent->s.frame = 14;
ent->think = tesla_activate;
ent->nextthink = level.time + 0.1;
}
else
{
if(ent->s.frame > 9)
{
if(ent->s.frame == 10)
{
if (ent->owner && ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_WEAPON); // PGM
}
ent->s.skinnum = 1;
}
else if(ent->s.frame == 12)
ent->s.skinnum = 2;
else if(ent->s.frame == 14)
ent->s.skinnum = 3;
}
ent->think = tesla_think;
ent->nextthink = level.time + 0.1;
}
}
void tesla_lava (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t land_point;
if (plane->normal)
{
VectorMA (ent->s.origin, -20.0, plane->normal, land_point);
if (gi.pointcontents (land_point) & (CONTENTS_SLIME|CONTENTS_LAVA))
{
tesla_blow (ent);
return;
}
}
if (random() > 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);
}
void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage_multiplier, int speed)
{
edict_t *tesla;
vec3_t dir;
vec3_t forward, right, up;
vectoangles2 (aimdir, dir);
AngleVectors (dir, forward, right, up);
tesla = G_Spawn();
VectorCopy (start, tesla->s.origin);
VectorScale (aimdir, speed, tesla->velocity);
VectorMA (tesla->velocity, 200 + crandom() * 10.0, up, tesla->velocity);
VectorMA (tesla->velocity, crandom() * 10.0, right, tesla->velocity);
// VectorCopy (dir, tesla->s.angles);
VectorClear (tesla->s.angles);
tesla->movetype = MOVETYPE_BOUNCE;
tesla->solid = SOLID_BBOX;
tesla->s.effects |= EF_GRENADE;
tesla->s.renderfx |= RF_IR_VISIBLE;
// VectorClear (tesla->mins);
// VectorClear (tesla->maxs);
VectorSet (tesla->mins, -12, -12, 0);
VectorSet (tesla->maxs, 12, 12, 20);
tesla->s.modelindex = gi.modelindex ("models/weapons/g_tesla/tris.md2");
tesla->owner = self; // PGM - we don't want it owned by self YET.
tesla->teammaster = self;
tesla->wait = level.time + TESLA_TIME_TO_LIVE;
tesla->think = tesla_think;
tesla->nextthink = level.time + TESLA_ACTIVATE_TIME;
// blow up on contact with lava & slime code
tesla->touch = tesla_lava;
if(deathmatch->value)
// PMM - lowered from 50 - 7/29/1998
tesla->health = 20;
else
tesla->health = 30; // FIXME - change depending on skill?
tesla->takedamage = DAMAGE_YES;
tesla->die = tesla_die;
tesla->dmg = TESLA_DAMAGE*damage_multiplier;
// tesla->dmg = 0;
tesla->classname = "tesla";
tesla->svflags |= SVF_DAMAGEABLE;
tesla->clipmask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
tesla->flags |= FL_MECHANICAL;
gi.linkentity (tesla);
}
#endif
// *************************
// HEATBEAM
// *************************
#ifdef INCLUDE_BEAMS
static void fire_beams (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, int te_beam, int te_impact, int mod)
{
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
vec3_t water_start, endpoint;
qboolean water = false, underwater = false;
int content_mask = MASK_SHOT | MASK_WATER;
vec3_t beam_endpt;
// tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
// if (!(tr.fraction < 1.0))
// {
vectoangles2 (aimdir, dir);
AngleVectors (dir, forward, right, up);
VectorMA (start, 8192, forward, end);
if (gi.pointcontents (start) & MASK_WATER)
{
// gi.dprintf ("Heat beam under water\n");
underwater = 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)
{
water = true;
VectorCopy (tr.endpos, water_start);
if (!VectorCompare (start, tr.endpos))
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_HEATBEAM_SPARKS);
// gi.WriteByte (50);
gi.WritePosition (water_start);
gi.WriteDir (tr.plane.normal);
// gi.WriteByte (8);
// gi.WriteShort (60);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
// re-trace ignoring water this time
tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
}
VectorCopy (tr.endpos, endpoint);
// }
// halve the damage if target underwater
if (water)
{
damage = damage /2;
}
// 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_ENERGY, mod);
}
else
{
if ((!water) && (strncmp (tr.surface->name, "sky", 3)))
{
// This is the truncated steam entry - uses 1+1+2 extra bytes of data
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_HEATBEAM_STEAM);
// gi.WriteByte (20);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
// gi.WriteByte (0xe0);
// gi.WriteShort (60);
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) || (underwater))
{
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_BUBBLETRAIL2);
// gi.WriteByte (8);
gi.WritePosition (water_start);
gi.WritePosition (tr.endpos);
gi.multicast (pos, MULTICAST_PVS);
}
if ((!underwater) && (!water))
{
VectorCopy (tr.endpos, beam_endpt);
}
else
{
VectorCopy (endpoint, beam_endpt);
}
gi.WriteByte (svc_temp_entity);
gi.WriteByte (te_beam);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (beam_endpt);
gi.multicast (self->s.origin, MULTICAST_ALL);
}
/*
=================
fire_heat
Fires a single heat beam. Zap.
=================
*/
void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster)
{
if (monster)
fire_beams (self, start, aimdir, offset, damage, kick, TE_MONSTER_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM);
else
fire_beams (self, start, aimdir, offset, damage, kick, TE_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM);
}
#endif
// *************************
// BLASTER 2
// *************************
/*
=================
fire_blaster2
Fires a single green blaster bolt. Used by monsters, generally.
=================
*/
void blaster2_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int mod;
int damagestat;
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner && self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
// the only time players will be firing blaster2 bolts will be from the
// defender sphere.
if(self->owner->client)
mod = MOD_DEFENDER_SPHERE;
else
mod = MOD_BLASTER2;
if (self->owner)
{
damagestat = self->owner->takedamage;
self->owner->takedamage = DAMAGE_NO;
if (self->dmg >= 5)
T_RadiusDamage(self, self->owner, self->dmg*3, other, self->dmg_radius, 0);
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
self->owner->takedamage = damagestat;
}
else
{
if (self->dmg >= 5)
T_RadiusDamage(self, self->owner, self->dmg*3, other, self->dmg_radius, 0);
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
}
}
else
{
//PMM - yeowch this will get expensive
if (self->dmg >= 5)
T_RadiusDamage(self, self->owner, self->dmg*3, self->owner, self->dmg_radius, 0);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BLASTER2);
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_blaster2 (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();
VectorCopy (start, bolt->s.origin);
VectorCopy (start, bolt->s.old_origin);
vectoangles2 (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);
if (effect)
bolt->s.effects |= EF_TRACKER;
bolt->dmg_radius = 128;
bolt->s.modelindex = gi.modelindex ("models/proj/laser2/tris.md2");
bolt->touch = blaster2_touch;
bolt->owner = self;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
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);
}
}
// *************************
// tracker
// *************************
/*
void tracker_boom_think (edict_t *self)
{
self->s.frame--;
if(self->s.frame < 0)
G_FreeEdict(self);
else
self->nextthink = level.time + 0.1;
}
void tracker_boom_spawn (vec3_t origin)
{
edict_t *boom;
boom = G_Spawn();
VectorCopy (origin, boom->s.origin);
boom->s.modelindex = gi.modelindex ("models/items/spawngro/tris.md2");
boom->s.skinnum = 1;
boom->s.frame = 2;
boom->classname = "tracker boom";
gi.linkentity (boom);
boom->think = tracker_boom_think;
boom->nextthink = level.time + 0.1;
//PMM
// boom->s.renderfx |= RF_TRANSLUCENT;
boom->s.effects |= EF_SPHERETRANS;
//pmm
}
*/
#define TRACKER_DAMAGE_FLAGS (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY | DAMAGE_NO_KNOCKBACK)
#define TRACKER_IMPACT_FLAGS (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY)
#define TRACKER_DAMAGE_TIME 0.5 // seconds
void tracker_pain_daemon_think (edict_t *self)
{
static vec3_t pain_normal = { 0, 0, 1 };
int hurt;
if(!self->inuse)
return;
if((level.time - self->timestamp) > TRACKER_DAMAGE_TIME)
{
if(!self->enemy->client)
self->enemy->s.effects &= ~EF_TRACKERTRAIL;
G_FreeEdict (self);
}
else
{
if(self->enemy->health > 0)
{
// gi.dprintf("ouch %x\n", self);
T_Damage (self->enemy, self, self->owner, vec3_origin, self->enemy->s.origin, pain_normal,
self->dmg, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER);
// if we kill the player, we'll be removed.
if(self->inuse)
{
// if we killed a monster, gib them.
if (self->enemy->health < 1)
{
if(self->enemy->gib_health)
hurt = - self->enemy->gib_health;
else
hurt = 500;
// gi.dprintf("non-player killed. ensuring gib! %d\n", hurt);
T_Damage (self->enemy, self, self->owner, vec3_origin, self->enemy->s.origin,
pain_normal, hurt, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER);
}
if(self->enemy->client)
self->enemy->client->tracker_pain_framenum = level.framenum + 1;
else
self->enemy->s.effects |= EF_TRACKERTRAIL;
self->nextthink = level.time + FRAMETIME;
}
}
else
{
if(!self->enemy->client)
self->enemy->s.effects &= ~EF_TRACKERTRAIL;
G_FreeEdict (self);
}
}
}
void tracker_pain_daemon_spawn (edict_t *owner, edict_t *enemy, int damage)
{
edict_t *daemon;
if(enemy == NULL)
return;
daemon = G_Spawn();
daemon->classname = "pain daemon";
daemon->think = tracker_pain_daemon_think;
daemon->nextthink = level.time + FRAMETIME;
daemon->timestamp = level.time;
daemon->owner = owner;
daemon->enemy = enemy;
daemon->dmg = damage;
}
void tracker_explode (edict_t *self, cplane_t *plane)
{
vec3_t dir;
if(!plane)
VectorClear (dir);
else
VectorScale (plane->normal, 256, dir);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_TRACKER_EXPLOSION);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
// gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/disrupthit.wav"), 1, ATTN_NORM, 0);
// tracker_boom_spawn(self->s.origin);
G_FreeEdict (self);
}
void tracker_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
float damagetime;
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
if((other->svflags & SVF_MONSTER) || other->client)
{
if(other->health > 0) // knockback only for living creatures
{
// PMM - kickback was times 4 .. reduced to 3
// now this does no damage, just knockback
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
/* self->dmg */ 0, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
if (!(other->flags & (FL_FLY|FL_SWIM)))
other->velocity[2] += 140;
damagetime = ((float)self->dmg)*FRAMETIME;
damagetime = damagetime / TRACKER_DAMAGE_TIME;
// gi.dprintf ("damage is %f\n", damagetime);
tracker_pain_daemon_spawn (self->owner, other, (int)damagetime);
}
else // lots of damage (almost autogib) for dead bodies
{
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
self->dmg*4, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
}
}
else // full damage in one shot for inanimate objects
{
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
self->dmg, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
}
}
tracker_explode (self, plane);
return;
}
void tracker_fly (edict_t *self)
{
vec3_t dest;
vec3_t dir;
vec3_t center;
if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->health < 1))
{
tracker_explode (self, NULL);
return;
}
/*
VectorCopy (self->enemy->s.origin, dest);
if(self->enemy->client)
dest[2] += self->enemy->viewheight;
*/
// PMM - try to hunt for center of enemy, if possible and not client
if(self->enemy->client)
{
VectorCopy (self->enemy->s.origin, dest);
dest[2] += self->enemy->viewheight;
}
// paranoia
else if (VectorCompare(self->enemy->absmin, vec3_origin) || VectorCompare(self->enemy->absmax, vec3_origin))
{
VectorCopy (self->enemy->s.origin, dest);
}
else
{
VectorMA (vec3_origin, 0.5, self->enemy->absmin, center);
VectorMA (center, 0.5, self->enemy->absmax, center);
VectorCopy (center, dest);
}
VectorSubtract (dest, self->s.origin, dir);
VectorNormalize (dir);
vectoangles2 (dir, self->s.angles);
VectorScale (dir, self->speed, self->velocity);
VectorCopy(dest, self->monsterinfo.saved_goal);
self->nextthink = level.time + 0.1;
}
void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy)
{
edict_t *bolt;
trace_t tr;
VectorNormalize (dir);
bolt = G_Spawn();
VectorCopy (start, bolt->s.origin);
VectorCopy (start, bolt->s.old_origin);
vectoangles2 (dir, bolt->s.angles);
VectorScale (dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->speed = speed;
bolt->s.effects = EF_TRACKER;
bolt->s.sound = gi.soundindex ("weapons/disrupt.wav");
VectorClear (bolt->mins);
VectorClear (bolt->maxs);
bolt->s.modelindex = gi.modelindex ("models/proj/disintegrator/tris.md2");
bolt->touch = tracker_touch;
bolt->enemy = enemy;
bolt->owner = self;
bolt->dmg = damage;
bolt->classname = "tracker";
gi.linkentity (bolt);
if(enemy)
{
bolt->nextthink = level.time + 0.1;
bolt->think = tracker_fly;
}
else
{
bolt->nextthink = level.time + 10;
bolt->think = G_FreeEdict;
}
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);
}
}