/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * ======================================================================= * * Weapon support functions. * * ======================================================================= */ #include "header/local.h" /* * 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 (random() > 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); } } /* * 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; } /* * 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); } } /* * 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); } /* * 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); } } /* * 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_PROJECTILE; /* special net code is used for projectiles */ 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); } } static void Grenade_Explode(edict_t *ent) { vec3_t origin; int mod; if (ent->owner->client) { PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); } 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 (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 { 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); } } 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); } 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) || (tr.ent->solid == SOLID_BBOX)) { 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); 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); } } 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; } /* don't target players in CTF */ if (ctf->value && ent->client && self->owner->client && (ent->client->resp.ctf_team == self->owner->client->resp.ctf_team)) { 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); }