diff options
Diffstat (limited to 'src/game/g_weapon.c')
-rw-r--r-- | src/game/g_weapon.c | 51 |
1 files changed, 26 insertions, 25 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index b1f94d7e..7a9c7779 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -29,7 +29,6 @@ #include "g_local.h" -static float s_quadFactor; static vec3_t forward, right, up; static vec3_t muzzle; @@ -102,14 +101,7 @@ qboolean CheckGauntletAttack( gentity_t *ent ) { 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; + damage = 50; G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_GAUNTLET ); @@ -163,8 +155,6 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage, int mod ) { 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; @@ -219,8 +209,6 @@ 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 } @@ -257,7 +245,7 @@ qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) { } if ( traceEnt->takedamage) { - damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor; + damage = DEFAULT_SHOTGUN_DAMAGE; G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN); if( LogAccuracyHit( traceEnt, ent ) ) { return qtrue; @@ -330,8 +318,6 @@ void weapon_grenadelauncher_fire (gentity_t *ent) { 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 } @@ -348,8 +334,23 @@ 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 +} + +/* +====================================================================== + +SAWBLADE + +====================================================================== +*/ + +void Weapon_SawbladeLauncher_Fire( gentity_t *ent ) +{ + gentity_t *m; + + m = fire_sawblade( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } @@ -366,8 +367,6 @@ void Weapon_Plasma_Fire (gentity_t *ent) { gentity_t *m; m = fire_plasma (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 } @@ -384,8 +383,6 @@ 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 } @@ -418,7 +415,7 @@ void weapon_railgun_fire( gentity_t *ent ) int passent; gentity_t *unlinkedEntities[MAX_RAIL_HITS]; - damage = 100 * s_quadFactor; + damage = 100; VectorMA (muzzle, 8192, forward, end); @@ -531,7 +528,7 @@ void Weapon_LightningFire( gentity_t *ent ) { gentity_t *traceEnt, *tent; int damage, i, passent; - damage = 8 * s_quadFactor; + damage = 8; passent = ent->s.number; for (i = 0; i < 10; i++) { @@ -1007,6 +1004,8 @@ void FireWeapon2( gentity_t *ent ) case WP_RAILGUN: weapon_railgun_fire( ent ); break; + case WP_SAWBLADE_LAUNCHER: + break; case WP_BFG: BFG_Fire( ent ); break; @@ -1020,7 +1019,6 @@ void FireWeapon2( gentity_t *ent ) Weapon_Grab_Fire( ent ); break; case WP_POUNCE: - //Weapon_Claw_Fire( ent ); break; case WP_DBUILD: Weapon_Abuild_Fire( ent ); @@ -1087,6 +1085,9 @@ void FireWeapon( gentity_t *ent ) case WP_RAILGUN: weapon_railgun_fire( ent ); break; + case WP_SAWBLADE_LAUNCHER: + Weapon_SawbladeLauncher_Fire( ent ); + break; case WP_BFG: BFG_Fire( ent ); break; |