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Small fixups to grenates and rockets
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2 changed files with 8 additions and 3 deletions
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@ -24,7 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// monster weapons
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// monster weapons
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//
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//
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//FIXME mosnters should call these with a totally accurate direction
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//FIXME monsters should call these with a totally accurate direction
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// and we can mess it up based on skill. Spread should be for normal
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// and we can mess it up based on skill. Spread should be for normal
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// and we can tighten or loosen based on skill. We could muck with
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// and we can tighten or loosen based on skill. We could muck with
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// the damages too, but I'm not sure that's such a good idea.
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// the damages too, but I'm not sure that's such a good idea.
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@ -68,6 +68,10 @@ qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
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vec3_t point;
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vec3_t point;
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float range;
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float range;
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vec3_t dir;
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vec3_t dir;
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// Lazarus: Paranoia check
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if(!self->enemy)
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return false;
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//see if enemy is in range
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//see if enemy is in range
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VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
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VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
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@ -364,6 +368,7 @@ void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int spee
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bolt->clipmask = MASK_SHOT;
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bolt->clipmask = MASK_SHOT;
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bolt->solid = SOLID_BBOX;
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bolt->solid = SOLID_BBOX;
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bolt->s.effects |= effect;
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bolt->s.effects |= effect;
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bolt->s.renderfx |= RF_NOSHADOW;
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VectorClear (bolt->mins);
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VectorClear (bolt->mins);
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VectorClear (bolt->maxs);
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VectorClear (bolt->maxs);
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bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
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bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
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@ -400,7 +405,7 @@ static void Grenade_Explode (edict_t *ent)
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vec3_t origin;
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vec3_t origin;
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int mod;
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int mod;
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if (ent->owner->client)
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if (ent->owner && ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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//FIXME: if we are onground then raise our Z just a bit since we are a point?
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//FIXME: if we are onground then raise our Z just a bit since we are a point?
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@ -580,7 +585,7 @@ void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *su
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return;
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return;
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}
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}
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if (ent->owner->client)
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if (ent->owner && ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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// calculate position for the explosion entity
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// calculate position for the explosion entity
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