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diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+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 )
+{
+ playerState_t *ps = &ent->client->ps;
+
+ // stop a reload in progress
+ if( ps->weaponstate == WEAPON_RELOADING )
+ {
+ ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | TORSO_RAISE;
+ ps->weaponTime = 250;
+ ps->weaponstate = WEAPON_READY;
+ }
+
+ if( weapon == WP_NONE ||
+ !BG_InventoryContainsWeapon( weapon, ps->stats ) )
+ {
+ // switch to the first non blaster weapon
+ ps->persistant[ PERS_NEWWEAPON ] =
+ BG_PrimaryWeapon( ent->client->ps.stats );
+ }
+ else
+ ps->persistant[ PERS_NEWWEAPON ] = weapon;
+
+ // force this here to prevent flamer effect from continuing
+ ps->generic1 = WPM_NOTFIRING;
+
+ // The PMove will do an animated drop, raise, and set the new weapon
+ ps->pm_flags |= PMF_WEAPON_SWITCH;
+}
+
+/*
+=================
+G_GiveClientMaxAmmo
+=================
+*/
+void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo )
+{
+ int i, maxAmmo, maxClips;
+ qboolean restoredAmmo = qfalse, restoredEnergy = qfalse;
+
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ {
+ qboolean energyWeapon;
+
+ energyWeapon = BG_Weapon( i )->usesEnergy;
+ if( !BG_InventoryContainsWeapon( i, ent->client->ps.stats ) ||
+ BG_Weapon( i )->infiniteAmmo ||
+ BG_WeaponIsFull( i, ent->client->ps.stats,
+ ent->client->ps.ammo, ent->client->ps.clips ) ||
+ ( buyingEnergyAmmo && !energyWeapon ) )
+ continue;
+
+ maxAmmo = BG_Weapon( i )->maxAmmo;
+ maxClips = BG_Weapon( i )->maxClips;
+
+ // Apply battery pack modifier
+ if( energyWeapon &&
+ BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) )
+ {
+ maxAmmo *= BATTPACK_MODIFIER;
+ restoredEnergy = qtrue;
+ }
+
+ ent->client->ps.ammo = maxAmmo;
+ ent->client->ps.clips = maxClips;
+
+ restoredAmmo = qtrue;
+ }
+
+ if( restoredAmmo )
+ G_ForceWeaponChange( ent, ent->client->ps.weapon );
+
+ if( restoredEnergy )
+ G_AddEvent( ent, EV_RPTUSE_SOUND, 0 );
+}
+
+/*
+================
+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, float height, gentity_t **target )
+{
+ vec3_t mins, maxs;
+ vec3_t end;
+
+ VectorSet( mins, -width, -width, -height );
+ VectorSet( maxs, width, width, width );
+
+ *target = NULL;
+
+ if( !ent->client )
+ return;
+
+ G_UnlaggedOn( ent, muzzle, range + width );
+
+ VectorMA( muzzle, range, forward, end );
+
+ // 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, ent->s.number, CONTENTS_SOLID );
+ if( tr->entityNum != ENTITYNUM_NONE )
+ *target = &g_entities[ tr->entityNum ];
+
+ G_UnlaggedOff( );
+}
+
+/*
+======================
+SnapVectorTowards
+SnapVectorNormal
+
+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( v[ i ] >= 0 )
+ v[ i ] = (int)( v[ i ] + ( to[ i ] <= v[ i ] ? 0 : 1 ) );
+ else
+ v[ i ] = (int)( v[ i ] + ( to[ i ] <= v[ i ] ? -1 : 0 ) );
+ }
+}
+
+void SnapVectorNormal( vec3_t v, vec3_t normal )
+{
+ int i;
+
+ for( i = 0 ; i < 3 ; i++ )
+ {
+ if( v[ i ] >= 0 )
+ v[ i ] = (int)( v[ i ] + ( normal[ i ] <= 0 ? 0 : 1 ) );
+ else
+ v[ i ] = (int)( v[ i ] + ( normal[ i ] <= 0 ? -1 : 0 ) );
+ }
+}
+
+/*
+===============
+BloodSpurt
+
+Generates a blood spurt event for traces with accurate end points
+===============
+*/
+static void BloodSpurt( gentity_t *attacker, gentity_t *victim, trace_t *tr )
+{
+ gentity_t *tent;
+
+ if( !attacker->client )
+ return;
+
+ if( victim->health <= 0 )
+ return;
+
+ tent = G_TempEntity( tr->endpos, EV_MISSILE_HIT );
+ tent->s.otherEntityNum = victim->s.number;
+ tent->s.eventParm = DirToByte( tr->plane.normal );
+ tent->s.weapon = attacker->s.weapon;
+ tent->s.generic1 = attacker->s.generic1; // weaponMode
+}
+
+/*
+===============
+WideBloodSpurt
+
+Calculates the position of a blood spurt for wide traces and generates an event
+===============
+*/
+static void WideBloodSpurt( gentity_t *attacker, gentity_t *victim, trace_t *tr )
+{
+ gentity_t *tent;
+ vec3_t normal, origin;
+ float mag, radius;
+
+ if( !attacker->client )
+ return;
+
+ if( victim->health <= 0 )
+ return;
+
+ if( tr )
+ VectorSubtract( tr->endpos, victim->s.origin, normal );
+ else
+ VectorSubtract( attacker->client->ps.origin,
+ victim->s.origin, normal );
+
+ // Normalize the horizontal components of the vector difference to the
+ // "radius" of the bounding box
+ mag = sqrt( normal[ 0 ] * normal[ 0 ] + normal[ 1 ] * normal[ 1 ] );
+ radius = victim->r.maxs[ 0 ] * 1.21f;
+ if( mag > radius )
+ {
+ normal[ 0 ] = normal[ 0 ] / mag * radius;
+ normal[ 1 ] = normal[ 1 ] / mag * radius;
+ }
+
+ // Clamp origin to be within bounding box vertically
+ if( normal[ 2 ] > victim->r.maxs[ 2 ] )
+ normal[ 2 ] = victim->r.maxs[ 2 ];
+ if( normal[ 2 ] < victim->r.mins[ 2 ] )
+ normal[ 2 ] = victim->r.mins[ 2 ];
+
+ VectorAdd( victim->s.origin, normal, origin );
+ VectorNegate( normal, normal );
+ VectorNormalize( normal );
+
+ // Create the blood spurt effect entity
+ tent = G_TempEntity( origin, EV_MISSILE_HIT );
+ tent->s.eventParm = DirToByte( normal );
+ tent->s.otherEntityNum = victim->s.number;
+ tent->s.weapon = attacker->s.weapon;
+ tent->s.generic1 = attacker->s.generic1; // weaponMode
+}
+
+/*
+===============
+meleeAttack
+===============
+*/
+void meleeAttack( gentity_t *ent, float range, float width, float height,
+ int damage, meansOfDeath_t mod )
+{
+ trace_t tr;
+ gentity_t *traceEnt;
+
+ G_WideTrace( &tr, ent, range, width, height, &traceEnt );
+ if( traceEnt == NULL || !traceEnt->takedamage )
+ return;
+
+ WideBloodSpurt( ent, traceEnt, &tr );
+ 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->s.eType == ET_PLAYER ||
+ traceEnt->s.eType == ET_BUILDABLE ) )
+ {
+ 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, SHOTGUN_RANGE, 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() / ( RAND_MAX / 0x100 + 1 ); // seed for spread pattern
+ tent->s.otherEntityNum = ent->s.number;
+ G_UnlaggedOn( ent, muzzle, SHOTGUN_RANGE );
+ 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, 8192.0f * 16.0f, forward, end );
+
+ G_UnlaggedOn( ent, muzzle, 8192.0f * 16.0f );
+ 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->s.eType == ET_BUILDABLE ||
+ traceEnt->s.eType == ET_PLAYER ) )
+ {
+ BloodSpurt( ent, traceEnt, &tr );
+ }
+ 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 )
+{
+ fire_lockblob( ent, muzzle, forward );
+}
+
+/*
+======================================================================
+
+HIVE
+
+======================================================================
+*/
+
+void hiveFire( gentity_t *ent )
+{
+ vec3_t origin;
+
+ // Fire from the hive tip, not the center
+ VectorMA( muzzle, ent->r.maxs[ 2 ], ent->s.origin2, origin );
+
+ fire_hive( ent, origin, forward );
+}
+
+/*
+======================================================================
+
+BLASTER PISTOL
+
+======================================================================
+*/
+
+void blasterFire( gentity_t *ent )
+{
+ fire_blaster( ent, muzzle, forward );
+}
+
+/*
+======================================================================
+
+PULSE RIFLE
+
+======================================================================
+*/
+
+void pulseRifleFire( gentity_t *ent )
+{
+ fire_pulseRifle( ent, muzzle, forward );
+}
+
+/*
+======================================================================
+
+FLAME THROWER
+
+======================================================================
+*/
+
+void flamerFire( gentity_t *ent )
+{
+ vec3_t origin;
+
+ // Correct muzzle so that the missile does not start in the ceiling
+ VectorMA( muzzle, -7.0f, up, origin );
+
+ // Correct muzzle so that the missile fires from the player's hand
+ VectorMA( origin, 4.5f, right, origin );
+
+ fire_flamer( ent, origin, forward );
+}
+
+/*
+======================================================================
+
+GRENADE
+
+======================================================================
+*/
+
+void throwGrenade( gentity_t *ent )
+{
+ 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->s.eType == ET_BUILDABLE ||
+ traceEnt->s.eType == ET_PLAYER ) )
+ {
+ BloodSpurt( ent, traceEnt, &tr );
+ }
+ 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 temp;
+ gentity_t *tent, *traceEnt;
+
+ G_WideTrace( &tr, ent, PAINSAW_RANGE, PAINSAW_WIDTH, PAINSAW_HEIGHT,
+ &traceEnt );
+ if( !traceEnt || !traceEnt->takedamage )
+ return;
+
+ // hack to line up particle system with weapon model
+ tr.endpos[ 2 ] -= 5.0f;
+
+ // send blood impact
+ if( traceEnt->s.eType == ET_PLAYER || traceEnt->s.eType == ET_BUILDABLE )
+ {
+ BloodSpurt( ent, traceEnt, &tr );
+ }
+ else
+ {
+ VectorCopy( tr.endpos, temp );
+ 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
+ }
+
+ 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 )
+{
+ if( secondary && ent->client->ps.stats[ STAT_MISC ] <= 0 )
+ fire_luciferCannon( ent, muzzle, forward, LCANNON_SECONDARY_DAMAGE,
+ LCANNON_SECONDARY_RADIUS, LCANNON_SECONDARY_SPEED );
+ else
+ fire_luciferCannon( ent, muzzle, forward,
+ ent->client->ps.stats[ STAT_MISC ] *
+ LCANNON_DAMAGE / LCANNON_CHARGE_TIME_MAX,
+ LCANNON_RADIUS, LCANNON_SPEED );
+
+ ent->client->ps.stats[ STAT_MISC ] = 0;
+}
+
+/*
+======================================================================
+
+TESLA GENERATOR
+
+======================================================================
+*/
+
+
+void teslaFire( gentity_t *self )
+{
+ trace_t tr;
+ vec3_t origin, target;
+ gentity_t *tent;
+
+ if( !self->enemy )
+ return;
+
+ // Move the muzzle from the entity origin up a bit to fire over turrets
+ VectorMA( muzzle, self->r.maxs[ 2 ], self->s.origin2, origin );
+
+ // Don't aim for the center, aim at the top of the bounding box
+ VectorCopy( self->enemy->s.origin, target );
+ target[ 2 ] += self->enemy->r.maxs[ 2 ];
+
+ // Trace to the target entity
+ trap_Trace( &tr, origin, NULL, NULL, target, self->s.number, MASK_SHOT );
+ if( tr.entityNum != self->enemy->s.number )
+ return;
+
+ // Client side firing effect
+ self->s.eFlags |= EF_FIRING;
+
+ // Deal damage
+ if( self->enemy->takedamage )
+ {
+ vec3_t dir;
+
+ VectorSubtract( target, origin, dir );
+ G_Damage( self->enemy, self, self, dir, tr.endpos,
+ TESLAGEN_DMG, 0, MOD_TESLAGEN );
+ }
+
+ // Send tesla zap trail
+ tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
+ tent->s.generic1 = self->s.number; // src
+ tent->s.clientNum = self->enemy->s.number; // dest
+}
+
+
+/*
+======================================================================
+
+BUILD GUN
+
+======================================================================
+*/
+void CheckCkitRepair( gentity_t *ent )
+{
+ vec3_t viewOrigin, forward, end;
+ trace_t tr;
+ gentity_t *traceEnt;
+ int bHealth;
+
+ if( ent->client->ps.weaponTime > 0 ||
+ ent->client->buildTimer > 0 )
+ return;
+
+ BG_GetClientViewOrigin( &ent->client->ps, viewOrigin );
+ AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL );
+ VectorMA( viewOrigin, 100, forward, end );
+
+ trap_Trace( &tr, viewOrigin, NULL, NULL, end, ent->s.number, MASK_PLAYERSOLID );
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if( tr.fraction < 1.0f && traceEnt->spawned && traceEnt->health > 0 &&
+ traceEnt->s.eType == ET_BUILDABLE && traceEnt->buildableTeam == TEAM_HUMANS )
+ {
+ if(BG_Buildable(traceEnt->s.modelindex,NULL)->cuboid)
+ if(!BG_CuboidAttributes(traceEnt->s.modelindex)->repairable)
+ return;
+
+ bHealth = BG_Buildable( traceEnt->s.modelindex, traceEnt->cuboidSize )->health;
+
+ if( traceEnt->health < bHealth )
+ {
+ traceEnt->health += HBUILD_HEALRATE;
+ if( traceEnt->health >= bHealth )
+ {
+ traceEnt->health = bHealth;
+ G_AddEvent( ent, EV_BUILD_REPAIRED, 0 );
+ }
+ else
+ G_AddEvent( ent, EV_BUILD_REPAIR, 0 );
+
+ ent->client->ps.weaponTime += BG_Weapon( ent->client->ps.weapon )->repeatRate1;
+ }
+ }
+}
+
+/*
+===============
+cancelBuildFire
+===============
+*/
+void cancelBuildFire( gentity_t *ent )
+{
+ // Cancel ghost buildable
+ if( ent->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE )
+ {
+ ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
+ return;
+ }
+
+ if( ent->client->ps.weapon == WP_ABUILD ||
+ ent->client->ps.weapon == WP_ABUILD2 )
+ meleeAttack( ent, ABUILDER_CLAW_RANGE, ABUILDER_CLAW_WIDTH,
+ ABUILDER_CLAW_WIDTH, ABUILDER_CLAW_DMG, MOD_ABUILDER_CLAW );
+}
+
+/*
+===============
+buildFire
+===============
+*/
+void buildFire( gentity_t *ent, dynMenu_t menu )
+{
+ buildable_t buildable = ( ent->client->ps.stats[ STAT_BUILDABLE ]
+ & ~SB_VALID_TOGGLEBIT );
+
+ if( buildable > BA_NONE )
+ {
+ if( ent->client->buildTimer > 0 )
+ {
+ G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum );
+ return;
+ }
+
+ if( G_BuildIfValid( ent, buildable, ent->client->cuboidSelection ) )
+ {
+ if( !g_cheats.integer && !g_instantBuild.integer )
+ {
+ ent->client->buildTimer += BG_Buildable( buildable, ent->client->cuboidSelection )->buildTime;
+ G_RecalcBuildTimer(ent->client);
+ }
+
+ ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
+ }
+
+ return;
+ }
+
+ G_TriggerMenu( ent->client->ps.clientNum, menu );
+}
+
+void slowBlobFire( gentity_t *ent )
+{
+ fire_slowBlob( ent, muzzle, forward );
+}
+
+
+/*
+======================================================================
+
+LEVEL0
+
+======================================================================
+*/
+
+/*
+===============
+CheckVenomAttack
+===============
+*/
+qboolean CheckVenomAttack( gentity_t *ent )
+{
+ trace_t tr;
+ gentity_t *traceEnt;
+ int damage = LEVEL0_BITE_DMG;
+
+ if( ent->client->ps.weaponTime )
+ return qfalse;
+
+ // Calculate muzzle point
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+
+ G_WideTrace( &tr, ent, LEVEL0_BITE_RANGE, LEVEL0_BITE_WIDTH,
+ LEVEL0_BITE_WIDTH, &traceEnt );
+
+ if( traceEnt == NULL )
+ return qfalse;
+
+ if( !traceEnt->takedamage )
+ return qfalse;
+
+ if( traceEnt->health <= 0 )
+ return qfalse;
+
+ // only allow bites to work against buildings as they are constructing
+ if( traceEnt->s.eType == ET_BUILDABLE )
+ {
+ if( traceEnt->spawned )
+ return qfalse;
+
+ if( traceEnt->buildableTeam == TEAM_ALIENS )
+ return qfalse;
+ }
+
+ if( traceEnt->client )
+ {
+ if( traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
+ return qfalse;
+ if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 )
+ return qfalse;
+ }
+
+ // send blood impact
+ WideBloodSpurt( ent, traceEnt, &tr );
+
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_LEVEL0_BITE );
+ ent->client->ps.weaponTime += LEVEL0_BITE_REPEAT;
+ 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 );
+
+ if( ent->client->ps.weapon == WP_ALEVEL1 )
+ VectorMA( muzzle, LEVEL1_GRAB_RANGE, forward, end );
+ else if( ent->client->ps.weapon == WP_ALEVEL1_UPG )
+ VectorMA( muzzle, LEVEL1_GRAB_U_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_TEAM ] == TEAM_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;
+ }
+}
+
+/*
+===============
+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->pers.teamSelection == TEAM_HUMANS )
+ {
+ trap_Trace( &tr, muzzle, NULL, NULL, humanPlayer->s.origin,
+ humanPlayer->s.number, CONTENTS_SOLID );
+
+ //can't see target from here
+ if( tr.entityNum == ENTITYNUM_WORLD )
+ continue;
+
+ humanPlayer->client->ps.eFlags |= EF_POISONCLOUDED;
+ humanPlayer->client->lastPoisonCloudedTime = level.time;
+
+ trap_SendServerCommand( humanPlayer->client->ps.clientNum,
+ "poisoncloud" );
+ }
+ }
+ G_UnlaggedOff( );
+}
+
+
+/*
+======================================================================
+
+LEVEL2
+
+======================================================================
+*/
+#define MAX_ZAPS MAX_CLIENTS
+
+static zap_t zaps[ MAX_ZAPS ];
+
+/*
+===============
+G_FindZapChainTargets
+===============
+*/
+static void G_FindZapChainTargets( zap_t *zap )
+{
+ gentity_t *ent = zap->targets[ 0 ]; // the source
+ int entityList[ MAX_GENTITIES ];
+ vec3_t range = { LEVEL2_AREAZAP_CHAIN_RANGE,
+ LEVEL2_AREAZAP_CHAIN_RANGE,
+ LEVEL2_AREAZAP_CHAIN_RANGE };
+ vec3_t mins, maxs;
+ int i, num;
+ gentity_t *enemy;
+ trace_t tr;
+ float distance;
+
+ 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 ] ];
+ // don't chain to self; noclippers can be listed, don't chain to them either
+ if( enemy == ent || ( enemy->client && enemy->client->noclip ) )
+ continue;
+
+ distance = Distance( ent->s.origin, enemy->s.origin );
+
+ if((enemy->client&&enemy->client->ps.stats[STAT_TEAM]==TEAM_HUMANS) ||
+ (enemy->s.eType==ET_BUILDABLE&&BG_Buildable(enemy->s.modelindex,NULL)->team==TEAM_HUMANS &&
+ (!BG_Buildable(enemy->s.modelindex,NULL)->cuboid||BG_CuboidAttributes(enemy->s.modelindex)->zappable)) &&
+ enemy->health>0 && distance <= LEVEL2_AREAZAP_CHAIN_RANGE)
+ {
+
+ // world-LOS check: trace against the world, ignoring other BODY entities
+ trap_Trace( &tr, ent->s.origin, NULL, NULL,
+ enemy->s.origin, ent->s.number, CONTENTS_SOLID );
+
+ if( tr.entityNum == ENTITYNUM_NONE )
+ {
+ zap->targets[ zap->numTargets ] = enemy;
+ zap->distances[ zap->numTargets ] = distance;
+ if( ++zap->numTargets >= LEVEL2_AREAZAP_MAX_TARGETS )
+ return;
+ }
+ }
+ }
+}
+
+/*
+===============
+G_UpdateZapEffect
+===============
+*/
+static void G_UpdateZapEffect( zap_t *zap )
+{
+ int i;
+ int entityNums[ LEVEL2_AREAZAP_MAX_TARGETS + 1 ];
+
+ entityNums[ 0 ] = zap->creator->s.number;
+
+ for( i = 0; i < zap->numTargets; i++ )
+ entityNums[ i + 1 ] = zap->targets[ i ]->s.number;
+
+ BG_PackEntityNumbers( &zap->effectChannel->s,
+ entityNums, zap->numTargets + 1 );
+
+ VectorCopy( zap->creator->s.origin, zap->effectChannel->r.currentOrigin );
+ trap_LinkEntity( zap->effectChannel );
+}
+
+/*
+===============
+G_CreateNewZap
+===============
+*/
+static void G_CreateNewZap( gentity_t *creator, gentity_t *target )
+{
+ int i;
+ zap_t *zap;
+
+ for( i = 0; i < MAX_ZAPS; i++ )
+ {
+ zap = &zaps[ i ];
+ if( zap->used )
+ continue;
+
+ zap->used = qtrue;
+ zap->timeToLive = LEVEL2_AREAZAP_TIME;
+
+ zap->creator = creator;
+ zap->targets[ 0 ] = target;
+ zap->numTargets = 1;
+
+ // the zap chains only through living entities
+ if( target->health > 0 )
+ {
+ G_Damage( target, creator, creator, forward,
+ target->s.origin, LEVEL2_AREAZAP_DMG,
+ DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE,
+ MOD_LEVEL2_ZAP );
+
+ G_FindZapChainTargets( zap );
+
+ for( i = 1; i < zap->numTargets; i++ )
+ {
+ G_Damage( zap->targets[ i ], target, zap->creator, forward, target->s.origin,
+ LEVEL2_AREAZAP_DMG * ( 1 - pow( (zap->distances[ i ] /
+ LEVEL2_AREAZAP_CHAIN_RANGE ), LEVEL2_AREAZAP_CHAIN_FALLOFF ) ) + 1,
+ DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE,
+ MOD_LEVEL2_ZAP );
+ }
+ }
+
+ zap->effectChannel = G_Spawn( );
+ zap->effectChannel->s.eType = ET_LEV2_ZAP_CHAIN;
+ zap->effectChannel->classname = "lev2zapchain";
+ G_UpdateZapEffect( zap );
+
+ return;
+ }
+}
+
+
+/*
+===============
+G_UpdateZaps
+===============
+*/
+void G_UpdateZaps( int msec )
+{
+ int i, j;
+ zap_t *zap;
+
+ for( i = 0; i < MAX_ZAPS; i++ )
+ {
+ zap = &zaps[ i ];
+ if( !zap->used )
+ continue;
+
+ zap->timeToLive -= msec;
+
+ // first, the disappearance of players is handled immediately in G_ClearPlayerZapEffects()
+
+ // the deconstruction or gibbing of a directly targeted buildable destroys the whole zap effect
+ if( zap->timeToLive <= 0 || !zap->targets[ 0 ]->inuse )
+ {
+ G_FreeEntity( zap->effectChannel );
+ zap->used = qfalse;
+ continue;
+ }
+
+ // the deconstruction or gibbing of chained buildables destroy the appropriate beams
+ for( j = 1; j < zap->numTargets; j++ )
+ {
+ if( !zap->targets[ j ]->inuse )
+ zap->targets[ j-- ] = zap->targets[ --zap->numTargets ];
+ }
+
+ G_UpdateZapEffect( zap );
+ }
+}
+
+/*
+===============
+G_ClearPlayerZapEffects
+
+called from G_LeaveTeam() and TeleportPlayer()
+===============
+*/
+void G_ClearPlayerZapEffects( gentity_t *player )
+{
+ int i, j;
+ zap_t *zap;
+
+ for( i = 0; i < MAX_ZAPS; i++ )
+ {
+ zap = &zaps[ i ];
+ if( !zap->used )
+ continue;
+
+ // the disappearance of the creator or the first target destroys the whole zap effect
+ if( zap->creator == player || zap->targets[ 0 ] == player )
+ {
+ G_FreeEntity( zap->effectChannel );
+ zap->used = qfalse;
+ continue;
+ }
+
+ // the disappearance of chained players destroy the appropriate beams
+ for( j = 1; j < zap->numTargets; j++ )
+ {
+ if( zap->targets[ j ] == player )
+ zap->targets[ j-- ] = zap->targets[ --zap->numTargets ];
+ }
+ }
+}
+
+/*
+===============
+areaZapFire
+===============
+*/
+void areaZapFire( gentity_t *ent )
+{
+ trace_t tr;
+ gentity_t *traceEnt;
+
+ G_WideTrace( &tr, ent, LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH, &traceEnt );
+
+ if( traceEnt == NULL )
+ return;
+
+ if( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ||
+ ( traceEnt->s.eType == ET_BUILDABLE &&
+ BG_Buildable( traceEnt->s.modelindex, NULL )->team == TEAM_HUMANS ) &&
+ (!BG_Buildable(traceEnt->s.modelindex,NULL)->cuboid||BG_CuboidAttributes(traceEnt->s.modelindex)->zappable))
+ {
+ G_CreateNewZap( ent, traceEnt );
+ }
+}
+
+
+/*
+======================================================================
+
+LEVEL3
+
+======================================================================
+*/
+
+/*
+===============
+CheckPounceAttack
+===============
+*/
+qboolean CheckPounceAttack( gentity_t *ent )
+{
+ trace_t tr;
+ gentity_t *traceEnt;
+ int damage, timeMax, pounceRange, payload;
+
+ if( ent->client->pmext.pouncePayload <= 0 )
+ return qfalse;
+
+ // In case the goon lands on his target, he get's one shot after landing
+ payload = ent->client->pmext.pouncePayload;
+ if( !( ent->client->ps.pm_flags & PMF_CHARGE ) )
+ ent->client->pmext.pouncePayload = 0;
+
+ // Calculate muzzle point
+ AngleVectors( ent->client->ps.viewangles, forward, right, up );
+ CalcMuzzlePoint( ent, forward, right, up, muzzle );
+
+ // Trace from muzzle to see what we hit
+ pounceRange = ent->client->ps.weapon == WP_ALEVEL3 ? LEVEL3_POUNCE_RANGE :
+ LEVEL3_POUNCE_UPG_RANGE;
+ G_WideTrace( &tr, ent, pounceRange, LEVEL3_POUNCE_WIDTH,
+ LEVEL3_POUNCE_WIDTH, &traceEnt );
+ if( traceEnt == NULL )
+ return qfalse;
+
+ // Send blood impact
+ if( traceEnt->takedamage )
+ WideBloodSpurt( ent, traceEnt, &tr );
+
+ if( !traceEnt->takedamage )
+ return qfalse;
+
+ // Deal damage
+ timeMax = ent->client->ps.weapon == WP_ALEVEL3 ? LEVEL3_POUNCE_TIME :
+ LEVEL3_POUNCE_TIME_UPG;
+ damage = payload * LEVEL3_POUNCE_DMG / timeMax;
+ ent->client->pmext.pouncePayload = 0;
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
+ DAMAGE_NO_LOCDAMAGE, MOD_LEVEL3_POUNCE );
+
+ return qtrue;
+}
+
+void bounceBallFire( gentity_t *ent )
+{
+ fire_bounceBall( ent, muzzle, forward );
+}
+
+
+/*
+======================================================================
+
+LEVEL4
+
+======================================================================
+*/
+
+/*
+===============
+G_ChargeAttack
+===============
+*/
+void G_ChargeAttack( gentity_t *ent, gentity_t *victim )
+{
+ int damage;
+ int i;
+ vec3_t forward;
+
+ if( ent->client->ps.stats[ STAT_MISC ] <= 0 ||
+ !( ent->client->ps.stats[ STAT_STATE ] & SS_CHARGING ) ||
+ ent->client->ps.weaponTime )
+ return;
+
+ VectorSubtract( victim->s.origin, ent->s.origin, forward );
+ VectorNormalize( forward );
+
+ if( !victim->takedamage )
+ return;
+
+ // For buildables, track the last MAX_TRAMPLE_BUILDABLES_TRACKED buildables
+ // hit, and do not do damage if the current buildable is in that list
+ // in order to prevent dancing over stuff to kill it very quickly
+ if( !victim->client )
+ {
+ for( i = 0; i < MAX_TRAMPLE_BUILDABLES_TRACKED; i++ )
+ {
+ if( ent->client->trampleBuildablesHit[ i ] == victim - g_entities )
+ return;
+ }
+
+ ent->client->trampleBuildablesHit[
+ ent->client->trampleBuildablesHitPos++ % MAX_TRAMPLE_BUILDABLES_TRACKED ] =
+ victim - g_entities;
+ }
+
+ WideBloodSpurt( ent, victim, NULL );
+
+ damage = LEVEL4_TRAMPLE_DMG * ent->client->ps.stats[ STAT_MISC ] /
+ LEVEL4_TRAMPLE_DURATION;
+
+ G_Damage( victim, ent, ent, forward, victim->s.origin, damage,
+ DAMAGE_NO_LOCDAMAGE, MOD_LEVEL4_TRAMPLE );
+
+ ent->client->ps.weaponTime += LEVEL4_TRAMPLE_REPEAT;
+}
+
+/*
+===============
+G_CrushAttack
+
+Should only be called if there was an impact between a tyrant and another player
+===============
+*/
+void G_CrushAttack( gentity_t *ent, gentity_t *victim )
+{
+ vec3_t dir;
+ float jump;
+ int damage;
+
+ if( !victim->takedamage ||
+ ent->client->ps.origin[ 2 ] + ent->r.mins[ 2 ] <
+ victim->s.origin[ 2 ] + victim->r.maxs[ 2 ] ||
+ ( victim->client &&
+ victim->client->ps.groundEntityNum == ENTITYNUM_NONE ) )
+ return;
+
+ // Deal velocity based damage to target
+ jump = BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->jumpMagnitude;
+ damage = ( ent->client->pmext.fallVelocity + jump ) *
+ -LEVEL4_CRUSH_DAMAGE_PER_V;
+
+ if( damage < 0 )
+ damage = 0;
+
+ // Players also get damaged periodically
+ if( victim->client &&
+ ent->client->lastCrushTime + LEVEL4_CRUSH_REPEAT < level.time )
+ {
+ ent->client->lastCrushTime = level.time;
+ damage += LEVEL4_CRUSH_DAMAGE;
+ }
+
+ if( damage < 1 )
+ return;
+
+ // Crush the victim over a period of time
+ VectorSubtract( victim->s.origin, ent->client->ps.origin, dir );
+ G_Damage( victim, ent, ent, dir, victim->s.origin, damage,
+ DAMAGE_NO_LOCDAMAGE, MOD_LEVEL4_CRUSH );
+}
+
+void rantBombFire( gentity_t *ent )
+{
+ fire_rantBomb( ent, muzzle, forward );
+}
+
+//======================================================================
+
+/*
+===============
+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 )
+{
+ vec3_t normal;
+
+ VectorCopy( ent->client->ps.origin, muzzlePoint );
+ BG_GetClientNormal( &ent->client->ps, normal );
+ VectorMA( muzzlePoint, ent->client->ps.viewheight, normal, muzzlePoint );
+ VectorMA( muzzlePoint, 1, forward, 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_ALEVEL4:
+ rantBombFire( 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_LUCIFER_CANNON:
+ LCChargeFire( ent, qtrue );
+ break;
+
+ case WP_ALEVEL2_UPG:
+ areaZapFire( ent );
+ break;
+
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ case WP_HBUILD:
+ cancelBuildFire( ent );
+ break;
+ default:
+ break;
+ }
+}
+
+/*
+===============
+FireWeapon
+===============
+*/
+void FireWeapon( 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->turretAim, forward, right, up );
+ VectorCopy( ent->s.pos.trBase, muzzle );
+ }
+
+ // fire the specific weapon
+ switch( ent->s.weapon )
+ {
+ case WP_ALEVEL1:
+ meleeAttack( ent, LEVEL1_CLAW_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_WIDTH,
+ LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW );
+ break;
+ case WP_ALEVEL1_UPG:
+ meleeAttack( ent, LEVEL1_CLAW_U_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_WIDTH,
+ LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW );
+ break;
+ case WP_ALEVEL3:
+ meleeAttack( ent, LEVEL3_CLAW_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_WIDTH,
+ LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW );
+ break;
+ case WP_ALEVEL3_UPG:
+ meleeAttack( ent, LEVEL3_CLAW_UPG_RANGE, LEVEL3_CLAW_WIDTH,
+ LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW );
+ break;
+ case WP_ALEVEL2:
+ meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_WIDTH,
+ LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW );
+ break;
+ case WP_ALEVEL2_UPG:
+ meleeAttack( ent, LEVEL2_CLAW_U_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_WIDTH,
+ LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW );
+ break;
+ case WP_ALEVEL4:
+ meleeAttack( ent, LEVEL4_CLAW_RANGE, LEVEL4_CLAW_WIDTH,
+ LEVEL4_CLAW_HEIGHT, 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:
+ buildFire( ent, MN_H_BUILD );
+ break;
+ default:
+ break;
+ }
+}
+