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diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
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-// Copyright (C) 1999-2000 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;
- }
-}
-