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authorSlackerLinux85 <SlackerLinux85@55599770-6f59-11de-83c4-53937bf5378e>2017-04-13 11:30:00 +0000
committer/dev/humancontroller <devhc@example.com>2017-04-15 12:04:45 +0200
commit45973dc48641365b31475733bce7af9c3b8603a6 (patch)
treec9e4cdec39e41fe35c3f0ec96d4d9bda70d682d7 /src/game/g_weapon.c
parent4d5120be9583309471102f8944234ee8a3a5738e (diff)
import the Slacker's QVM code base
Diffstat (limited to 'src/game/g_weapon.c')
-rw-r--r--src/game/g_weapon.c1655
1 files changed, 1655 insertions, 0 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
new file mode 100644
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+++ b/src/game/g_weapon.c
@@ -0,0 +1,1655 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+// g_weapon.c
+// perform the server side effects of a weapon firing
+
+#include "g_local.h"
+
+static vec3_t forward, right, up;
+static vec3_t muzzle;
+
+/*
+================
+G_ForceWeaponChange
+================
+*/
+void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon )
+{
+ int i;
+
+ if( ent )
+ {
+ ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH;
+
+ if( weapon == WP_NONE
+ || !BG_InventoryContainsWeapon( weapon, ent->client->ps.stats ))
+ {
+ //switch to the first non blaster weapon
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ {
+ if( i == WP_BLASTER )
+ continue;
+
+ if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) )
+ {
+ ent->client->ps.persistant[ PERS_NEWWEAPON ] = i;
+ break;
+ }
+ }
+
+ //only got the blaster to switch to
+ if( i == WP_NUM_WEAPONS )
+ ent->client->ps.persistant[ PERS_NEWWEAPON ] = WP_BLASTER;
+ }
+ else
+ ent->client->ps.persistant[ PERS_NEWWEAPON ] = weapon;
+
+ // Lak: The following hack has been moved to PM_BeginWeaponChange, but I'm going to
+ // redundantly leave it here as well just in case there's a case I'm forgetting
+ // because I don't want to face the gameplay consequences such an error would have
+
+ // force this here to prevent flamer effect from continuing
+ ent->client->ps.generic1 = WPM_NOTFIRING;
+
+ ent->client->ps.weapon = ent->client->ps.persistant[ PERS_NEWWEAPON ];
+ }
+}
+
+/*
+=================
+G_GiveClientMaxAmmo
+=================
+*/
+void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo )
+{
+ int i;
+ int maxAmmo, maxClips;
+ qboolean weaponType, restoredAmmo = qfalse;
+
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ {
+ if( buyingEnergyAmmo )
+ weaponType = BG_FindUsesEnergyForWeapon( i );
+ else
+ weaponType = !BG_FindUsesEnergyForWeapon( i );
+
+ if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) &&
+ weaponType && !BG_FindInfinteAmmoForWeapon( i ) &&
+ !BG_WeaponIsFull( i, ent->client->ps.stats,
+ ent->client->ps.ammo, ent->client->ps.powerups ) )
+ {
+ BG_FindAmmoForWeapon( i, &maxAmmo, &maxClips );
+
+ if( buyingEnergyAmmo )
+ {
+ G_AddEvent( ent, EV_RPTUSE_SOUND, 0 );
+
+ if( BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) )
+ maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER );
+ }
+
+ BG_PackAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups,
+ maxAmmo, maxClips );
+
+ restoredAmmo = qtrue;
+ }
+ }
+
+ if( restoredAmmo )
+ G_ForceWeaponChange( ent, ent->client->ps.weapon );
+}
+
+/*
+================
+G_BounceProjectile
+================
+*/
+void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout )
+{
+ vec3_t v, newv;
+ float dot;
+
+ VectorSubtract( impact, start, v );
+ dot = DotProduct( v, dir );
+ VectorMA( v, -2 * dot, dir, newv );
+
+ VectorNormalize(newv);
+ VectorMA(impact, 8192, newv, endout);
+}
+
+/*
+================
+G_WideTrace
+
+Trace a bounding box against entities, but not the world
+Also check there is a line of sight between the start and end point
+================
+*/
+static void G_WideTrace( trace_t *tr, gentity_t *ent, float range, float width, gentity_t **target )
+{
+ vec3_t mins, maxs;
+ vec3_t end;
+
+ VectorSet( mins, -width, -width, -width );
+ VectorSet( maxs, width, width, width );
+
+ *target = NULL;
+
+ if( !ent->client )
+ return;
+
+ // Set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+ VectorMA( muzzle, range, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, range );
+
+ // Trace against entities
+ trap_Trace( tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_BODY );
+ if( tr->entityNum != ENTITYNUM_NONE )
+ {
+ *target = &g_entities[ tr->entityNum ];
+
+ // Set range to the trace length plus the width, so that the end of the
+ // LOS trace is close to the exterior of the target's bounding box
+ range = Distance( muzzle, tr->endpos ) + width;
+ VectorMA( muzzle, range, forward, end );
+
+ // Trace for line of sight against the world
+ trap_Trace( tr, muzzle, NULL, NULL, end, 0, CONTENTS_SOLID );
+ if( tr->fraction < 1.0f )
+ *target = NULL;
+ }
+
+ G_UnlaggedOff( );
+}
+
+
+/*
+======================
+SnapVectorTowards
+
+Round a vector to integers for more efficient network
+transmission, but make sure that it rounds towards a given point
+rather than blindly truncating. This prevents it from truncating
+into a wall.
+======================
+*/
+void SnapVectorTowards( vec3_t v, vec3_t to )
+{
+ int i;
+
+ for( i = 0 ; i < 3 ; i++ )
+ {
+ if( to[ i ] <= v[ i ] )
+ v[ i ] = (int)v[ i ];
+ else
+ v[ i ] = (int)v[ i ] + 1;
+ }
+}
+
+/*
+===============
+meleeAttack
+===============
+*/
+void meleeAttack( gentity_t *ent, float range, float width, int damage, meansOfDeath_t mod )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ vec3_t mins, maxs;
+
+ VectorSet( mins, -width, -width, -width );
+ VectorSet( maxs, width, width, width );
+
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+
+ VectorMA( muzzle, range, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, range );
+ trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );
+ G_UnlaggedOff( );
+
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // send blood impact
+ if( traceEnt->takedamage && traceEnt->client )
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+
+ if( traceEnt->takedamage )
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, mod );
+}
+
+/*
+======================================================================
+
+MACHINEGUN
+
+======================================================================
+*/
+
+void bulletFire( gentity_t *ent, float spread, int damage, int mod )
+{
+ trace_t tr;
+ vec3_t end;
+ float r;
+ float u;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+
+ r = random( ) * M_PI * 2.0f;
+ u = sin( r ) * crandom( ) * spread * 16;
+ r = cos( r ) * crandom( ) * spread * 16;
+ VectorMA( muzzle, 8192 * 16, forward, end );
+ VectorMA( end, r, right, end );
+ VectorMA( end, u, up, end );
+
+ // don't use unlagged if this is not a client (e.g. turret)
+ if( ent->client )
+ {
+ G_UnlaggedOn( ent, muzzle, 8192 * 16 );
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+ G_UnlaggedOff( );
+ }
+ else
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // snap the endpos to integers, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
+
+ // send bullet impact
+ if( traceEnt->takedamage && traceEnt->client )
+ {
+ tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
+ tent->s.eventParm = traceEnt->s.number;
+ }
+ else
+ {
+ tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ }
+ tent->s.otherEntityNum = ent->s.number;
+
+ if( traceEnt->takedamage )
+ {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, mod );
+ }
+}
+
+/*
+======================================================================
+
+SHOTGUN
+
+======================================================================
+*/
+
+// this should match CG_ShotgunPattern
+void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent )
+{
+ int i;
+ float r, u;
+ vec3_t end;
+ vec3_t forward, right, up;
+ trace_t tr;
+ gentity_t *traceEnt;
+
+ // derive the right and up vectors from the forward vector, because
+ // the client won't have any other information
+ VectorNormalize2( origin2, forward );
+ PerpendicularVector( right, forward );
+ CrossProduct( forward, right, up );
+
+ // generate the "random" spread pattern
+ for( i = 0; i < SHOTGUN_PELLETS; i++ )
+ {
+ r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16;
+ u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16;
+ VectorMA( origin, 8192 * 16, forward, end );
+ VectorMA( end, r, right, end );
+ VectorMA( end, u, up, end );
+
+ trap_Trace( &tr, origin, NULL, NULL, end, ent->s.number, MASK_SHOT );
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // send bullet impact
+ if( !( tr.surfaceFlags & SURF_NOIMPACT ) )
+ {
+ if( traceEnt->takedamage )
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, SHOTGUN_DMG, 0, MOD_SHOTGUN );
+ }
+ }
+}
+
+
+void shotgunFire( gentity_t *ent )
+{
+ gentity_t *tent;
+
+ // send shotgun blast
+ tent = G_TempEntity( muzzle, EV_SHOTGUN );
+ VectorScale( forward, 4096, tent->s.origin2 );
+ SnapVector( tent->s.origin2 );
+ tent->s.eventParm = rand() & 255; // seed for spread pattern
+ tent->s.otherEntityNum = ent->s.number;
+ G_UnlaggedOn( ent, muzzle, 8192 * 16 );
+ ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
+ G_UnlaggedOff();
+}
+
+/*
+======================================================================
+
+MASS DRIVER
+
+======================================================================
+*/
+
+void massDriverFire( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+
+ VectorMA( muzzle, 8192 * 16, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, 8192 * 16 );
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+ G_UnlaggedOff( );
+
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // snap the endpos to integers, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
+
+ // send impact
+ if( traceEnt->takedamage && traceEnt->client )
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+ else
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+
+ if( traceEnt->takedamage )
+ {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ MDRIVER_DMG, 0, MOD_MDRIVER );
+ }
+}
+
+/*
+======================================================================
+
+LOCKBLOB
+
+======================================================================
+*/
+
+void lockBlobLauncherFire( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = fire_lockblob( ent, muzzle, forward );
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+HIVE
+
+======================================================================
+*/
+
+void hiveFire( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = fire_hive( ent, muzzle, forward );
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+BLASTER PISTOL
+
+======================================================================
+*/
+
+void blasterFire( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = fire_blaster( ent, muzzle, forward );
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+PULSE RIFLE
+
+======================================================================
+*/
+
+void pulseRifleFire( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = fire_pulseRifle( ent, muzzle, forward );
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+FLAME THROWER
+
+======================================================================
+*/
+
+void flamerFire( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = fire_flamer( ent, muzzle, forward );
+}
+
+/*
+======================================================================
+
+GRENADE
+
+======================================================================
+*/
+
+void throwGrenade( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = launch_grenade( ent, muzzle, forward );
+}
+
+/*
+======================================================================
+
+LAS GUN
+
+======================================================================
+*/
+
+/*
+===============
+lasGunFire
+===============
+*/
+void lasGunFire( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+
+ VectorMA( muzzle, 8192 * 16, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, 8192 * 16 );
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+ G_UnlaggedOff( );
+
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // snap the endpos to integers, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
+
+ // send impact
+ if( traceEnt->takedamage && traceEnt->client )
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+ else
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+
+ if( traceEnt->takedamage )
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, LASGUN_DAMAGE, 0, MOD_LASGUN );
+}
+
+/*
+======================================================================
+
+PAIN SAW
+
+======================================================================
+*/
+
+void painSawFire( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+
+ VectorMA( muzzle, PAINSAW_RANGE, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, PAINSAW_RANGE );
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+ G_UnlaggedOff( );
+
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // send blood impact
+ if( traceEnt->takedamage )
+ {
+ vec3_t temp;
+
+ //hack to get the particle system to line up with the weapon
+ VectorCopy( tr.endpos, temp );
+ temp[ 2 ] -= 10.0f;
+
+ if( traceEnt->client )
+ {
+ tent = G_TempEntity( temp, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ }
+ else
+ tent = G_TempEntity( temp, EV_MISSILE_MISS );
+
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+
+ if( traceEnt->takedamage )
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, PAINSAW_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_PAINSAW );
+}
+
+/*
+======================================================================
+
+LUCIFER CANNON
+
+======================================================================
+*/
+
+/*
+===============
+LCChargeFire
+===============
+*/
+void LCChargeFire( gentity_t *ent, qboolean secondary )
+{
+ gentity_t *m;
+
+ if( secondary )
+ {
+ m = fire_luciferCannon( ent, muzzle, forward, LCANNON_SECONDARY_DAMAGE,
+ LCANNON_SECONDARY_RADIUS );
+ ent->client->ps.weaponTime = LCANNON_REPEAT;
+ }
+ else
+ {
+ m = fire_luciferCannon( ent, muzzle, forward, ent->client->ps.stats[ STAT_MISC ], LCANNON_RADIUS );
+ ent->client->ps.weaponTime = LCANNON_CHARGEREPEAT;
+ }
+
+ ent->client->ps.stats[ STAT_MISC ] = 0;
+}
+
+/*
+======================================================================
+
+TESLA GENERATOR
+
+======================================================================
+*/
+
+
+void teslaFire( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *traceEnt, *tent;
+
+ VectorMA( muzzle, TESLAGEN_RANGE, forward, end );
+
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+
+ if( tr.entityNum == ENTITYNUM_NONE )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if( !traceEnt->client )
+ return;
+
+ if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS )
+ return;
+
+ //so the client side knows
+ ent->s.eFlags |= EF_FIRING;
+
+ if( traceEnt->takedamage )
+ {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ TESLAGEN_DMG, 0, MOD_TESLAGEN );
+ }
+
+ // snap the endpos to integers to save net bandwidth, but nudged towards the line
+ SnapVectorTowards( tr.endpos, muzzle );
+
+ // send railgun beam effect
+ tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
+
+ VectorCopy( muzzle, tent->s.origin2 );
+
+ tent->s.generic1 = ent->s.number; //src
+ tent->s.clientNum = traceEnt->s.number; //dest
+
+ // move origin a bit to come closer to the drawn gun muzzle
+ VectorMA( tent->s.origin2, 28, up, tent->s.origin2 );
+}
+
+
+/*
+======================================================================
+
+BUILD GUN
+
+======================================================================
+*/
+
+/*
+===============
+cancelBuildFire
+===============
+*/
+void cancelBuildFire( gentity_t *ent )
+{
+ vec3_t forward, end;
+ trace_t tr;
+ gentity_t *traceEnt;
+ int bHealth;
+
+ if( ent->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE )
+ {
+ ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
+ return;
+ }
+
+ //repair buildable
+ if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL );
+ VectorMA( ent->client->ps.origin, 100, forward, end );
+
+ trap_Trace( &tr, ent->client->ps.origin, NULL, NULL, end, ent->s.number, MASK_PLAYERSOLID );
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if( tr.fraction < 1.0 &&
+ ( traceEnt->s.eType == ET_BUILDABLE ) &&
+ ( traceEnt->biteam == ent->client->ps.stats[ STAT_PTEAM ] ) &&
+ ( ( ent->client->ps.weapon >= WP_HBUILD2 ) &&
+ ( ent->client->ps.weapon <= WP_HBUILD ) ) &&
+ traceEnt->spawned && traceEnt->health > 0 )
+ {
+ if( ent->client->ps.stats[ STAT_MISC ] > 0 )
+ {
+ G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum );
+ return;
+ }
+
+ bHealth = BG_FindHealthForBuildable( traceEnt->s.modelindex );
+
+ traceEnt->health += HBUILD_HEALRATE;
+ ent->client->pers.statscounters.repairspoisons++;
+ level.humanStatsCounters.repairspoisons++;
+
+ if( traceEnt->health > bHealth )
+ traceEnt->health = bHealth;
+
+ if( traceEnt->health == bHealth )
+ G_AddEvent( ent, EV_BUILD_REPAIRED, 0 );
+ else
+ G_AddEvent( ent, EV_BUILD_REPAIR, 0 );
+ }
+ }
+ else if( ent->client->ps.weapon == WP_ABUILD2 )
+ meleeAttack( ent, ABUILDER_CLAW_RANGE, ABUILDER_CLAW_WIDTH,
+ ABUILDER_CLAW_DMG, MOD_ABUILDER_CLAW ); //melee attack for alien builder
+}
+
+/*
+===============
+buildFire
+===============
+*/
+void buildFire( gentity_t *ent, dynMenu_t menu )
+{
+ if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
+ {
+ if( ent->client->ps.stats[ STAT_MISC ] > 0 )
+ {
+ G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum );
+ return;
+ }
+
+ if( G_BuildIfValid( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) )
+ {
+ if( g_cheats.integer )
+ {
+ ent->client->ps.stats[ STAT_MISC ] = 0;
+ }
+ else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && !G_IsOvermindBuilt( ) )
+ {
+ ent->client->ps.stats[ STAT_MISC ] +=
+ BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2;
+ }
+ else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && !G_IsPowered( muzzle ) &&
+ ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) != BA_H_REPEATER ) //hack
+ {
+ ent->client->ps.stats[ STAT_MISC ] +=
+ BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2;
+ }
+ else
+ ent->client->ps.stats[ STAT_MISC ] +=
+ BG_FindBuildDelayForWeapon( ent->s.weapon );
+
+ ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
+
+ // don't want it bigger than 32k
+ if( ent->client->ps.stats[ STAT_MISC ] > 30000 )
+ ent->client->ps.stats[ STAT_MISC ] = 30000;
+ }
+ return;
+ }
+
+ G_TriggerMenu( ent->client->ps.clientNum, menu );
+}
+
+void slowBlobFire( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = fire_slowBlob( ent, muzzle, forward );
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+
+/*
+======================================================================
+
+LEVEL0
+
+======================================================================
+*/
+
+/*
+===============
+CheckVenomAttack
+===============
+*/
+qboolean CheckVenomAttack( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ vec3_t mins, maxs;
+ int damage = LEVEL0_BITE_DMG;
+
+ VectorSet( mins, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH );
+ VectorSet( maxs, LEVEL0_BITE_WIDTH, LEVEL0_BITE_WIDTH, LEVEL0_BITE_WIDTH );
+
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+
+ VectorMA( muzzle, LEVEL0_BITE_RANGE, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, LEVEL0_BITE_RANGE );
+ trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );
+ G_UnlaggedOff( );
+
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return qfalse;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if( !traceEnt->takedamage )
+ return qfalse;
+
+ if( !traceEnt->client && !traceEnt->s.eType == ET_BUILDABLE )
+ return qfalse;
+
+ //allow bites to work against defensive buildables only
+ if( traceEnt->s.eType == ET_BUILDABLE )
+ {
+ if( traceEnt->s.modelindex != BA_H_MGTURRET &&
+ traceEnt->s.modelindex != BA_H_TESLAGEN )
+ return qfalse;
+
+ //hackery
+ damage *= 0.5f;
+ }
+
+ if( traceEnt->client )
+ {
+ if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ return qfalse;
+ if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 )
+ return qfalse;
+ }
+
+ // send blood impact
+ if( traceEnt->takedamage && traceEnt->client )
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_LEVEL0_BITE );
+
+ return qtrue;
+}
+
+/*
+======================================================================
+
+LEVEL1
+
+======================================================================
+*/
+
+/*
+===============
+CheckGrabAttack
+===============
+*/
+void CheckGrabAttack( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end, dir;
+ gentity_t *traceEnt;
+
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+
+ VectorMA( muzzle, LEVEL1_GRAB_RANGE, forward, end );
+
+ trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if( !traceEnt->takedamage )
+ return;
+
+ if( traceEnt->client )
+ {
+ if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ return;
+
+ if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 )
+ return;
+
+ if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_GRABBED ) )
+ {
+ AngleVectors( traceEnt->client->ps.viewangles, dir, NULL, NULL );
+ traceEnt->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir );
+
+ //event for client side grab effect
+ G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 );
+ }
+
+ traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED;
+
+ if( ent->client->ps.weapon == WP_ALEVEL1 )
+ traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_TIME;
+ else if( ent->client->ps.weapon == WP_ALEVEL1_UPG )
+ traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_U_TIME;
+ }
+ else if( traceEnt->s.eType == ET_BUILDABLE &&
+ traceEnt->s.modelindex == BA_H_MGTURRET )
+ {
+ if( !traceEnt->lev1Grabbed )
+ G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 );
+
+ traceEnt->lev1Grabbed = qtrue;
+ traceEnt->lev1GrabTime = level.time;
+ }
+}
+
+/*
+===============
+poisonCloud
+===============
+*/
+void poisonCloud( gentity_t *ent )
+{
+ int entityList[ MAX_GENTITIES ];
+ vec3_t range = { LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE };
+ vec3_t mins, maxs;
+ int i, num;
+ gentity_t *humanPlayer;
+ trace_t tr;
+
+ VectorAdd( ent->client->ps.origin, range, maxs );
+ VectorSubtract( ent->client->ps.origin, range, mins );
+
+ G_UnlaggedOn( ent, ent->client->ps.origin, LEVEL1_PCLOUD_RANGE );
+ num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
+ for( i = 0; i < num; i++ )
+ {
+ humanPlayer = &g_entities[ entityList[ i ] ];
+
+ if( humanPlayer->client && humanPlayer->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, humanPlayer->client->ps.stats ) )
+ continue;
+
+ if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, humanPlayer->client->ps.stats ) )
+ continue;
+
+ trap_Trace( &tr, muzzle, NULL, NULL, humanPlayer->s.origin, humanPlayer->s.number, MASK_SHOT );
+
+ //can't see target from here
+ if( tr.entityNum == ENTITYNUM_WORLD )
+ continue;
+
+ if( !( humanPlayer->client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED ) )
+ {
+ humanPlayer->client->ps.stats[ STAT_STATE ] |= SS_POISONCLOUDED;
+ humanPlayer->client->lastPoisonCloudedTime = level.time;
+ humanPlayer->client->lastPoisonCloudedClient = ent;
+ trap_SendServerCommand( humanPlayer->client->ps.clientNum, "poisoncloud" );
+ }
+ }
+ }
+ G_UnlaggedOff( );
+}
+
+
+/*
+======================================================================
+
+LEVEL2
+
+======================================================================
+*/
+
+#define MAX_ZAPS 64
+
+static zap_t zaps[ MAX_CLIENTS ];
+
+/*
+===============
+G_FindNewZapTarget
+===============
+*/
+static gentity_t *G_FindNewZapTarget( gentity_t *ent )
+{
+ int entityList[ MAX_GENTITIES ];
+ vec3_t range = { LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE };
+ vec3_t mins, maxs;
+ int i, j, k, num;
+ gentity_t *enemy;
+ trace_t tr;
+
+ VectorScale( range, 1.0f / M_ROOT3, range );
+ VectorAdd( ent->s.origin, range, maxs );
+ VectorSubtract( ent->s.origin, range, mins );
+
+ num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
+
+ for( i = 0; i < num; i++ )
+ {
+ enemy = &g_entities[ entityList[ i ] ];
+
+ if( ( ( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ||
+ ( enemy->s.eType == ET_BUILDABLE &&
+ BG_FindTeamForBuildable( enemy->s.modelindex ) == BIT_HUMANS ) ) && enemy->health > 0 )
+ {
+ qboolean foundOldTarget = qfalse;
+
+ trap_Trace( &tr, muzzle, NULL, NULL, enemy->s.origin, ent->s.number, MASK_SHOT );
+
+ //can't see target from here
+ if( tr.entityNum == ENTITYNUM_WORLD )
+ continue;
+
+ for( j = 0; j < MAX_ZAPS; j++ )
+ {
+ zap_t *zap = &zaps[ j ];
+
+ for( k = 0; k < zap->numTargets; k++ )
+ {
+ if( zap->targets[ k ] == enemy )
+ {
+ foundOldTarget = qtrue;
+ break;
+ }
+ }
+
+ if( foundOldTarget )
+ break;
+ }
+
+ // enemy is already targetted
+ if( foundOldTarget )
+ continue;
+
+ return enemy;
+ }
+ }
+
+ return NULL;
+}
+
+/*
+===============
+G_UpdateZapEffect
+===============
+*/
+static void G_UpdateZapEffect( zap_t *zap )
+{
+ int j;
+ gentity_t *effect = zap->effectChannel;
+
+ effect->s.eType = ET_LEV2_ZAP_CHAIN;
+ effect->classname = "lev2zapchain";
+ G_SetOrigin( effect, zap->creator->s.origin );
+ effect->s.powerups = zap->creator->s.number;
+
+ effect->s.time = effect->s.time2 = effect->s.constantLight = -1;
+
+ for( j = 0; j < zap->numTargets; j++ )
+ {
+ int number = zap->targets[ j ]->s.number;
+
+ switch( j )
+ {
+ case 0: effect->s.time = number; break;
+ case 1: effect->s.time2 = number; break;
+ case 2: effect->s.constantLight = number; break;
+ default: break;
+ }
+ }
+
+ trap_LinkEntity( effect );
+}
+
+/*
+===============
+G_CreateNewZap
+===============
+*/
+static void G_CreateNewZap( gentity_t *creator, gentity_t *target )
+{
+ int i, j;
+ zap_t *zap;
+
+ for( i = 0; i < MAX_ZAPS; i++ )
+ {
+ zap = &zaps[ i ];
+
+ if( !zap->used )
+ {
+ zap->used = qtrue;
+
+ zap->timeToLive = LEVEL2_AREAZAP_TIME;
+ zap->damageUsed = 0;
+
+ zap->creator = creator;
+
+ zap->targets[ 0 ] = target;
+ zap->numTargets = 1;
+
+ for( j = 1; j < MAX_ZAP_TARGETS && zap->targets[ j - 1 ]; j++ )
+ {
+ zap->targets[ j ] = G_FindNewZapTarget( zap->targets[ j - 1 ] );
+
+ if( zap->targets[ j ] )
+ zap->numTargets++;
+ }
+
+ zap->effectChannel = G_Spawn( );
+ G_UpdateZapEffect( zap );
+
+ return;
+ }
+ }
+}
+
+
+/*
+===============
+G_UpdateZaps
+===============
+*/
+void G_UpdateZaps( int msec )
+{
+ int i, j;
+ zap_t *zap;
+ int damage;
+
+ for( i = 0; i < MAX_ZAPS; i++ )
+ {
+ zap = &zaps[ i ];
+
+ if( zap->used )
+ {
+ //check each target is valid
+ for( j = 0; j < zap->numTargets; j++ )
+ {
+ gentity_t *source;
+ gentity_t *target = zap->targets[ j ];
+
+ if( j == 0 )
+ source = zap->creator;
+ else
+ source = zap->targets[ j - 1 ];
+
+ if( target->health <= 0 || !target->inuse || //early out
+ Distance( source->s.origin, target->s.origin ) > LEVEL2_AREAZAP_RANGE )
+ {
+ target = zap->targets[ j ] = G_FindNewZapTarget( source );
+
+ //couldn't find a target, so forget about the rest of the chain
+ if( !target )
+ zap->numTargets = j;
+ }
+ }
+
+ if( zap->numTargets )
+ {
+ for( j = 0; j < zap->numTargets; j++ )
+ {
+ gentity_t *source;
+ gentity_t *target = zap->targets[ j ];
+ float r = 1.0f / zap->numTargets;
+ float damageFraction = 2 * r - 2 * j * r * r - r * r;
+ vec3_t forward;
+
+ if( j == 0 )
+ source = zap->creator;
+ else
+ source = zap->targets[ j - 1 ];
+
+ damage = ceil( ( (float)msec / LEVEL2_AREAZAP_TIME ) *
+ LEVEL2_AREAZAP_DMG * damageFraction );
+
+ // don't let a high msec value inflate the total damage
+ if( damage + zap->damageUsed > LEVEL2_AREAZAP_DMG )
+ damage = LEVEL2_AREAZAP_DMG - zap->damageUsed;
+
+ VectorSubtract( target->s.origin, source->s.origin, forward );
+ VectorNormalize( forward );
+
+ //do the damage
+ if( damage )
+ {
+ G_Damage( target, source, zap->creator, forward, target->s.origin,
+ damage, DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE, MOD_LEVEL2_ZAP );
+ zap->damageUsed += damage;
+ }
+ }
+ }
+
+ G_UpdateZapEffect( zap );
+
+ zap->timeToLive -= msec;
+
+ if( zap->timeToLive <= 0 || zap->numTargets == 0 || zap->creator->health <= 0 )
+ {
+ zap->used = qfalse;
+ G_FreeEntity( zap->effectChannel );
+ }
+ }
+ }
+}
+
+/*
+===============
+areaZapFire
+===============
+*/
+void areaZapFire( gentity_t *ent )
+{
+ trace_t tr;
+ vec3_t end;
+ gentity_t *traceEnt;
+ vec3_t mins, maxs;
+
+ VectorSet( mins, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH );
+ VectorSet( maxs, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH );
+
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+
+ VectorMA( muzzle, LEVEL2_AREAZAP_RANGE, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, LEVEL2_AREAZAP_RANGE );
+ trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );
+ G_UnlaggedOff( );
+
+ if( tr.surfaceFlags & SURF_NOIMPACT )
+ return;
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if( ( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ||
+ ( traceEnt->s.eType == ET_BUILDABLE &&
+ BG_FindTeamForBuildable( traceEnt->s.modelindex ) == BIT_HUMANS ) ) && traceEnt->health > 0 )
+ {
+ G_CreateNewZap( ent, traceEnt );
+ }
+}
+
+
+/*
+======================================================================
+
+LEVEL3
+
+======================================================================
+*/
+
+/*
+===============
+CheckPounceAttack
+===============
+*/
+qboolean CheckPounceAttack( gentity_t *ent )
+{
+ trace_t tr;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ int damage;
+
+ if( ent->client->ps.groundEntityNum != ENTITYNUM_NONE )
+ {
+ ent->client->allowedToPounce = qfalse;
+ ent->client->pmext.pouncePayload = 0;
+ }
+
+ if( !ent->client->allowedToPounce )
+ return qfalse;
+
+ if( ent->client->ps.weaponTime )
+ return qfalse;
+
+ G_WideTrace( &tr, ent, LEVEL3_POUNCE_RANGE, LEVEL3_POUNCE_WIDTH, &traceEnt );
+
+ if( traceEnt == NULL )
+ return qfalse;
+
+ // send blood impact
+ if( traceEnt->takedamage && traceEnt->client )
+ {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = traceEnt->s.number;
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+
+ if( !traceEnt->takedamage )
+ return qfalse;
+
+ damage = (int)( ( (float)ent->client->pmext.pouncePayload
+ / (float)LEVEL3_POUNCE_SPEED ) * LEVEL3_POUNCE_DMG );
+
+ ent->client->pmext.pouncePayload = 0;
+
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
+ DAMAGE_NO_KNOCKBACK|DAMAGE_NO_LOCDAMAGE, MOD_LEVEL3_POUNCE );
+
+ ent->client->allowedToPounce = qfalse;
+
+ return qtrue;
+}
+
+void bounceBallFire( gentity_t *ent )
+{
+ gentity_t *m;
+
+ m = fire_bounceBall( ent, muzzle, forward );
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+
+/*
+======================================================================
+
+LEVEL4
+
+======================================================================
+*/
+
+/*
+===============
+ChargeAttack
+===============
+*/
+void ChargeAttack( gentity_t *ent, gentity_t *victim )
+{
+ gentity_t *tent;
+ int damage;
+ vec3_t forward, normal;
+
+ if( level.time < victim->chargeRepeat )
+ return;
+
+ victim->chargeRepeat = level.time + LEVEL4_CHARGE_REPEAT;
+
+ VectorSubtract( victim->s.origin, ent->s.origin, forward );
+ VectorNormalize( forward );
+ VectorNegate( forward, normal );
+
+ if( victim->client )
+ {
+ tent = G_TempEntity( victim->s.origin, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = victim->s.number;
+ tent->s.eventParm = DirToByte( normal );
+ tent->s.weapon = ent->s.weapon;
+ tent->s.generic1 = ent->s.generic1; //weaponMode
+ }
+
+ if( !victim->takedamage )
+ return;
+
+ damage = (int)( ( (float)ent->client->ps.stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME ) * LEVEL4_CHARGE_DMG );
+
+ G_Damage( victim, ent, ent, forward, victim->s.origin, damage, 0, MOD_LEVEL4_CHARGE );
+}
+
+//======================================================================
+
+/*
+===============
+CalcMuzzlePoint
+
+set muzzle location relative to pivoting eye
+===============
+*/
+void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint )
+{
+ VectorCopy( ent->s.pos.trBase, muzzlePoint );
+ muzzlePoint[ 2 ] += ent->client->ps.viewheight;
+ VectorMA( muzzlePoint, 1, forward, muzzlePoint );
+ VectorMA( muzzlePoint, 1, right, muzzlePoint );
+ // snap to integer coordinates for more efficient network bandwidth usage
+ SnapVector( muzzlePoint );
+}
+
+/*
+===============
+FireWeapon3
+===============
+*/
+void FireWeapon3( gentity_t *ent )
+{
+ if( ent->client )
+ {
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+ }
+ else
+ {
+ AngleVectors( ent->s.angles2, forward, right, up );
+ VectorCopy( ent->s.pos.trBase, muzzle );
+ }
+
+ // fire the specific weapon
+ switch( ent->s.weapon )
+ {
+ case WP_ALEVEL3_UPG:
+ bounceBallFire( ent );
+ break;
+
+ case WP_ABUILD2:
+ slowBlobFire( ent );
+ break;
+
+ default:
+ break;
+ }
+}
+
+/*
+===============
+FireWeapon2
+===============
+*/
+void FireWeapon2( gentity_t *ent )
+{
+ if( ent->client )
+ {
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+ }
+ else
+ {
+ AngleVectors( ent->s.angles2, forward, right, up );
+ VectorCopy( ent->s.pos.trBase, muzzle );
+ }
+
+ // fire the specific weapon
+ switch( ent->s.weapon )
+ {
+ case WP_ALEVEL1_UPG:
+ poisonCloud( ent );
+ break;
+ case WP_ALEVEL2_UPG:
+ areaZapFire( ent );
+ break;
+
+ case WP_LUCIFER_CANNON:
+ LCChargeFire( ent, qtrue );
+ break;
+
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ case WP_HBUILD:
+ case WP_HBUILD2:
+ cancelBuildFire( ent );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+===============
+FireWeapon
+===============
+*/
+void FireWeapon( gentity_t *ent )
+{
+ if( level.paused ) return;
+
+ if( ent->client )
+ {
+ // set aiming directions
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+ }
+ else
+ {
+ AngleVectors( ent->turretAim, forward, right, up );
+ VectorCopy( ent->s.pos.trBase, muzzle );
+ }
+
+ // fire the specific weapon
+ switch( ent->s.weapon )
+ {
+ case WP_ALEVEL1:
+ case WP_ALEVEL1_UPG:
+ meleeAttack( ent, LEVEL1_CLAW_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW );
+ break;
+ case WP_ALEVEL3:
+ case WP_ALEVEL3_UPG:
+ meleeAttack( ent, LEVEL3_CLAW_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW );
+ break;
+ case WP_ALEVEL2:
+ meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW );
+ break;
+ case WP_ALEVEL2_UPG:
+ meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW );
+ break;
+ case WP_ALEVEL4:
+ meleeAttack( ent, LEVEL4_CLAW_RANGE, LEVEL4_CLAW_WIDTH, LEVEL4_CLAW_DMG, MOD_LEVEL4_CLAW );
+ break;
+
+ case WP_BLASTER:
+ blasterFire( ent );
+ break;
+ case WP_MACHINEGUN:
+ bulletFire( ent, RIFLE_SPREAD, RIFLE_DMG, MOD_MACHINEGUN );
+ break;
+ case WP_SHOTGUN:
+ shotgunFire( ent );
+ break;
+ case WP_CHAINGUN:
+ bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DMG, MOD_CHAINGUN );
+ break;
+ case WP_FLAMER:
+ flamerFire( ent );
+ break;
+ case WP_PULSE_RIFLE:
+ pulseRifleFire( ent );
+ break;
+ case WP_MASS_DRIVER:
+ massDriverFire( ent );
+ break;
+ case WP_LUCIFER_CANNON:
+ LCChargeFire( ent, qfalse );
+ break;
+ case WP_LAS_GUN:
+ lasGunFire( ent );
+ break;
+ case WP_PAIN_SAW:
+ painSawFire( ent );
+ break;
+ case WP_GRENADE:
+ throwGrenade( ent );
+ break;
+
+ case WP_LOCKBLOB_LAUNCHER:
+ lockBlobLauncherFire( ent );
+ break;
+ case WP_HIVE:
+ hiveFire( ent );
+ break;
+ case WP_TESLAGEN:
+ teslaFire( ent );
+ break;
+ case WP_MGTURRET:
+ bulletFire( ent, MGTURRET_SPREAD, MGTURRET_DMG, MOD_MGTURRET );
+ break;
+
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ buildFire( ent, MN_A_BUILD );
+ break;
+ case WP_HBUILD:
+ case WP_HBUILD2:
+ buildFire( ent, MN_H_BUILD );
+ break;
+ default:
+ break;
+ }
+}
+