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authorTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
committerTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
commit7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a (patch)
treed244805f389a78ce6f3d78fe2ea89ecd7a4ef9bf /src/game/g_weapon.c
parent6f175bfee2d373b67a94261d26e3106d483099e8 (diff)
1.27 upgrade
Diffstat (limited to 'src/game/g_weapon.c')
-rw-r--r--src/game/g_weapon.c800
1 files changed, 800 insertions, 0 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
new file mode 100644
index 00000000..c5af5293
--- /dev/null
+++ b/src/game/g_weapon.c
@@ -0,0 +1,800 @@
+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// g_weapon.c
+// perform the server side effects of a weapon firing
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * 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, 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.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#include "g_local.h"
+
+static float s_quadFactor;
+static vec3_t forward, right, up;
+static vec3_t muzzle;
+
+//TA: for horizontal changes in muzzle point
+static int hmuzzle = 10;
+
+#define NUM_NAILSHOTS 10
+
+/*
+================
+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);
+}
+
+/*
+======================================================================
+
+GAUNTLET
+
+======================================================================
+*/
+
+void Weapon_Gauntlet( gentity_t *ent ) {
+
+}
+
+/*
+===============
+CheckGauntletAttack
+===============
+*/
+qboolean CheckGauntletAttack( gentity_t *ent ) {
+ trace_t tr;
+ vec3_t end;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ int damage;
+
+ // set aiming directions
+ AngleVectors (ent->client->ps.viewangles, forward, right, up);
+
+ CalcMuzzlePoint ( ent, forward, right, up, muzzle );
+
+ VectorMA (muzzle, 32, forward, end);
+
+ trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ return qfalse;
+ }
+
+ 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;
+ }
+
+ if ( !traceEnt->takedamage) {
+ return qfalse;
+ }
+
+ /*if (ent->client->ps.powerups[PW_QUAD] ) {
+ G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
+ s_quadFactor = g_quadfactor.value;
+ } else*/ {
+ s_quadFactor = 1;
+ }
+
+ damage = 50 * s_quadFactor;
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_GAUNTLET );
+
+ return qtrue;
+}
+
+
+/*
+======================================================================
+
+MACHINEGUN
+
+======================================================================
+*/
+
+/*
+======================
+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;
+ }
+ }
+}
+
+#define MACHINEGUN_SPREAD 200
+#define MACHINEGUN_DAMAGE 7
+#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay
+
+#define CHAINGUN_SPREAD 1200
+#define CHAINGUN_DAMAGE 14
+
+void Bullet_Fire (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;
+ int i, passent;
+
+ damage *= s_quadFactor;
+
+ 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);
+
+ passent = ent->s.number;
+ for (i = 0; i < 10; i++) {
+
+ trap_Trace (&tr, muzzle, NULL, NULL, end, passent, 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;
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ ent->client->accuracy_hits++;
+ }
+ } 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_MACHINEGUN);
+ }
+ break;
+ }
+}
+
+
+/*
+======================================================================
+
+BFG
+
+======================================================================
+*/
+
+void BFG_Fire ( gentity_t *ent ) {
+ gentity_t *m;
+
+ m = fire_bfg (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+
+/*
+======================================================================
+
+SHOTGUN
+
+======================================================================
+*/
+
+// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because
+// client predicts same spreads
+#define DEFAULT_SHOTGUN_DAMAGE 10
+
+qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
+ trace_t tr;
+ int damage, i, passent;
+ gentity_t *traceEnt;
+ vec3_t tr_start, tr_end;
+
+ passent = ent->s.number;
+ VectorCopy( start, tr_start );
+ VectorCopy( end, tr_end );
+ for (i = 0; i < 10; i++) {
+ trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ // send bullet impact
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ return qfalse;
+ }
+
+ if ( traceEnt->takedamage) {
+ damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor;
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ return qtrue;
+ }
+ }
+ return qfalse;
+ }
+ return qfalse;
+}
+
+// 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;
+ int oldScore;
+ qboolean hitClient = qfalse;
+
+ // 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 );
+
+ oldScore = ent->client->ps.persistant[PERS_SCORE];
+
+ // generate the "random" spread pattern
+ for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
+ r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
+ u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
+ VectorMA( origin, 8192 * 16, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ if( ShotgunPellet( origin, end, ent ) && !hitClient ) {
+ hitClient = qtrue;
+ ent->client->accuracy_hits++;
+ }
+ }
+}
+
+
+void weapon_supershotgun_fire (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;
+
+ ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
+}
+
+
+/*
+======================================================================
+
+GRENADE LAUNCHER
+
+======================================================================
+*/
+
+void weapon_grenadelauncher_fire (gentity_t *ent) {
+ gentity_t *m;
+
+ // extra vertical velocity
+ forward[2] += 0.2f;
+ VectorNormalize( forward );
+
+ m = fire_grenade (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+ROCKET
+
+======================================================================
+*/
+
+void Weapon_RocketLauncher_Fire (gentity_t *ent) {
+ gentity_t *m;
+
+ m = fire_rocket (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+
+/*
+======================================================================
+
+FLAME THROWER
+
+======================================================================
+*/
+
+void Weapon_Flamer_Fire (gentity_t *ent) {
+ gentity_t *m;
+
+ m = fire_flamer (ent, muzzle, forward);
+ m->damage *= s_quadFactor;
+ m->splashDamage *= s_quadFactor;
+
+// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
+}
+
+/*
+======================================================================
+
+RAILGUN
+
+======================================================================
+*/
+
+
+/*
+=================
+weapon_railgun_fire
+=================
+*/
+#define MAX_RAIL_HITS 4
+void weapon_railgun_fire (gentity_t *ent) {
+ vec3_t end;
+ trace_t trace;
+ gentity_t *tent;
+ gentity_t *traceEnt;
+ int damage;
+ int i;
+ int hits;
+ int unlinked;
+ int passent;
+ gentity_t *unlinkedEntities[MAX_RAIL_HITS];
+
+ damage = 100 * s_quadFactor;
+
+ VectorMA (muzzle, 8192, forward, end);
+
+ // trace only against the solids, so the railgun will go through people
+ unlinked = 0;
+ hits = 0;
+ passent = ent->s.number;
+ do {
+ trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
+ if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
+ break;
+ }
+ traceEnt = &g_entities[ trace.entityNum ];
+ if ( traceEnt->takedamage ) {
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ hits++;
+ }
+ G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
+ }
+ if ( trace.contents & CONTENTS_SOLID ) {
+ break; // we hit something solid enough to stop the beam
+ }
+ // unlink this entity, so the next trace will go past it
+ trap_UnlinkEntity( traceEnt );
+ unlinkedEntities[unlinked] = traceEnt;
+ unlinked++;
+ } while ( unlinked < MAX_RAIL_HITS );
+
+ // link back in any entities we unlinked
+ for ( i = 0 ; i < unlinked ; i++ ) {
+ trap_LinkEntity( unlinkedEntities[i] );
+ }
+
+ // the final trace endpos will be the terminal point of the rail trail
+
+ // snap the endpos to integers to save net bandwidth, but nudged towards the line
+ SnapVectorTowards( trace.endpos, muzzle );
+
+ // send railgun beam effect
+ tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
+
+ // set player number for custom colors on the railtrail
+ tent->s.clientNum = ent->s.clientNum;
+
+ VectorCopy( muzzle, tent->s.origin2 );
+ // move origin a bit to come closer to the drawn gun muzzle
+ VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
+ VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
+
+ // no explosion at end if SURF_NOIMPACT, but still make the trail
+ if ( trace.surfaceFlags & SURF_NOIMPACT ) {
+ tent->s.eventParm = 255; // don't make the explosion at the end
+ } else {
+ tent->s.eventParm = DirToByte( trace.plane.normal );
+ }
+ tent->s.clientNum = ent->s.clientNum;
+
+ // give the shooter a reward sound if they have made two railgun hits in a row
+ if ( hits == 0 ) {
+ // complete miss
+ ent->client->accurateCount = 0;
+ } else {
+ // check for "impressive" reward sound
+ ent->client->accurateCount += hits;
+ if ( ent->client->accurateCount >= 2 ) {
+ ent->client->accurateCount -= 2;
+ ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
+ // add the sprite over the player's head
+ //ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
+ ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
+ ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ }
+ ent->client->accuracy_hits++;
+ }
+
+}
+
+
+/*
+======================================================================
+
+GRAPPLING HOOK
+
+======================================================================
+*/
+
+void Weapon_GrapplingHook_Fire (gentity_t *ent)
+{
+ if (!ent->client->fireHeld && !ent->client->hook)
+ fire_grapple (ent, muzzle, forward);
+
+ ent->client->fireHeld = qtrue;
+}
+
+void Weapon_HookFree (gentity_t *ent)
+{
+ ent->parent->client->hook = NULL;
+ ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL;
+ G_FreeEntity( ent );
+}
+
+void Weapon_HookThink (gentity_t *ent)
+{
+ if (ent->enemy) {
+ vec3_t v, oldorigin;
+
+ VectorCopy(ent->r.currentOrigin, oldorigin);
+ v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5;
+ v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5;
+ v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5;
+ SnapVectorTowards( v, oldorigin ); // save net bandwidth
+
+ G_SetOrigin( ent, v );
+ }
+
+ VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
+}
+
+/*
+======================================================================
+
+LIGHTNING GUN
+
+======================================================================
+*/
+
+
+void Weapon_LightningFire( gentity_t *ent ) {
+ trace_t tr;
+ vec3_t end;
+ gentity_t *traceEnt, *tent;
+ int damage, i, passent;
+
+ damage = 8 * s_quadFactor;
+
+ passent = ent->s.number;
+ for (i = 0; i < 10; i++) {
+ VectorMA( muzzle, LIGHTNING_RANGE, forward, end );
+
+ trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );
+
+ if ( tr.entityNum == ENTITYNUM_NONE ) {
+ return;
+ }
+
+ traceEnt = &g_entities[ tr.entityNum ];
+
+ if ( traceEnt->takedamage) {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos,
+ damage, 0, MOD_LIGHTNING);
+ }
+
+ 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;
+ if( LogAccuracyHit( traceEnt, ent ) ) {
+ ent->client->accuracy_hits++;
+ }
+ } else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
+ tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
+ tent->s.eventParm = DirToByte( tr.plane.normal );
+ }
+
+ break;
+ }
+}
+
+
+//======================================================================
+
+/*
+======================================================================
+
+BUILD GUN
+
+======================================================================
+*/
+
+
+///////build weapons
+/*
+===============
+Weapon_Abuild_Fire
+===============
+*/
+void Weapon_Abuild_Fire( gentity_t *ent )
+{
+ G_AddPredictableEvent( ent, EV_MENU, MN_ABUILD );
+}
+
+/*
+===============
+Weapon_Hbuild_Fire
+===============
+*/
+void Weapon_Hbuild_Fire( gentity_t *ent )
+{
+ G_AddPredictableEvent( ent, EV_MENU, MN_HBUILD );
+}
+///////build weapons
+
+/*
+===============
+Weapon_Venom_Fire
+===============
+*/
+void Weapon_Venom_Fire( 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, 32, 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 ];
+
+ // 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;
+ }
+
+ if ( traceEnt->takedamage) {
+ G_Damage( traceEnt, ent, ent, forward, tr.endpos, 50, 0, MOD_VENOM );
+ }
+
+}
+
+//======================================================================
+
+/*
+===============
+LogAccuracyHit
+===============
+*/
+qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
+ if( !target->takedamage ) {
+ return qfalse;
+ }
+
+ if ( target == attacker ) {
+ return qfalse;
+ }
+
+ if( !target->client ) {
+ return qfalse;
+ }
+
+ if( !attacker->client ) {
+ return qfalse;
+ }
+
+ if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
+ return qfalse;
+ }
+
+ if ( OnSameTeam( target, attacker ) ) {
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+
+/*
+===============
+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, 8, forward, muzzlePoint );
+
+ //TA: move the muzzle a bit with BFG
+ if( ent->s.weapon == WP_BFG )
+ {
+ VectorMA( muzzlePoint, hmuzzle, right, muzzlePoint );
+ hmuzzle = -hmuzzle;
+ }
+
+ // snap to integer coordinates for more efficient network bandwidth usage
+ SnapVector( muzzlePoint );
+}
+
+/*
+===============
+CalcMuzzlePointOrigin
+
+set muzzle location relative to pivoting eye
+===============
+*/
+void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, 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, 14, forward, muzzlePoint );
+ // snap to integer coordinates for more efficient network bandwidth usage
+ SnapVector( muzzlePoint );
+}
+
+
+/*
+===============
+FireWeapon
+===============
+*/
+void FireWeapon( gentity_t *ent ) {
+ /*if (ent->client->ps.powerups[PW_QUAD] ) {
+ s_quadFactor = g_quadfactor.value;
+ } else*/ {
+ s_quadFactor = 1;
+ }
+
+ // track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
+ if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
+ ent->client->accuracy_shots++;
+ }
+
+ // set aiming directions
+ AngleVectors (ent->client->ps.viewangles, forward, right, up);
+
+ CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle );
+
+ // fire the specific weapon
+ switch( ent->s.weapon ) {
+ case WP_GAUNTLET:
+ Weapon_Gauntlet( ent );
+ break;
+ case WP_LIGHTNING:
+ Weapon_LightningFire( ent );
+ break;
+ case WP_SHOTGUN:
+ weapon_supershotgun_fire( ent );
+ break;
+ case WP_MACHINEGUN:
+ if ( g_gametype.integer != GT_TEAM ) {
+ Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
+ } else {
+ Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE, MOD_MACHINEGUN );
+ }
+ break;
+ case WP_CHAINGUN:
+ Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
+ break;
+ case WP_GRENADE_LAUNCHER:
+ weapon_grenadelauncher_fire( ent );
+ break;
+ case WP_ROCKET_LAUNCHER:
+ Weapon_RocketLauncher_Fire( ent );
+ break;
+ case WP_FLAMER:
+ Weapon_Flamer_Fire( ent );
+ break;
+ case WP_RAILGUN:
+ weapon_railgun_fire( ent );
+ break;
+ case WP_BFG:
+ BFG_Fire( ent );
+ break;
+ case WP_GRAPPLING_HOOK:
+ Weapon_GrapplingHook_Fire( ent );
+ break;
+ case WP_VENOM:
+ Weapon_Venom_Fire( ent );
+ break;
+ case WP_ABUILD:
+ Weapon_Abuild_Fire( ent );
+ break;
+ case WP_HBUILD:
+ Weapon_Hbuild_Fire( ent );
+ break;
+ case WP_SCANNER: //scanner doesn't "fire"
+ default:
+// FIXME G_Error( "Bad ent->s.weapon" );
+ break;
+ }
+}
+