// 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 OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * 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. */ #include "g_local.h" static vec3_t forward, right, up; static vec3_t muzzle; #define NUM_NAILSHOTS 15 /* ================ 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); } /* ====================== 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; } } /* ====================================================================== MACHINEGUN ====================================================================== */ #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 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); 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_MACHINEGUN); } } /* ====================================================================== 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 ); 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 impact tent = G_TempEntity( tr.endpos, EV_MASS_DRIVER_HIT ); tent->s.eventParm = DirToByte( tr.plane.normal ); if( traceEnt->takedamage ) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, 50, 0, MOD_MACHINEGUN); } } /* ====================================================================== 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 } /* ====================================================================== PLASMAGUN ====================================================================== */ void plasmaFire( gentity_t *ent ) { gentity_t *m; m = fire_plasma (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 ); } /* ====================================================================== 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 ); 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_LAS_HIT_FLESH ); tent->s.eventParm = traceEnt->s.number; } else { tent = G_TempEntity( tr.endpos, EV_LAS_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, 10, 0, MOD_MACHINEGUN ); } /* ====================================================================== 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, 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, 5, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); } /* ====================================================================== LUCIFER CANON ====================================================================== */ /* =============== LCChargeFire =============== */ void LCChargeFire( gentity_t *ent, qboolean secondary ) { gentity_t *m; if( secondary ) ent->client->ps.stats[ STAT_MISC ] = LC_TOTAL_CHARGE / 10; m = fire_luciferCanon( ent, muzzle, forward, ent->client->ps.stats[ STAT_MISC ] ); ent->client->ps.stats[ STAT_MISC ] = 0; } /* ====================================================================== TESLA GENERATOR ====================================================================== */ void teslaFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *traceEnt, *tent; int damage, i, passent; damage = 8; VectorMA( muzzle, LIGHTNING_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->takedamage) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING); } // 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 ); // no explosion at end if SURF_NOIMPACT, but still make the trail if( tr.surfaceFlags & SURF_NOIMPACT ) tent->s.eventParm = 255; // don't make the explosion at the end else tent->s.eventParm = DirToByte( tr.plane.normal ); } //====================================================================== /* ====================================================================== BUILD GUN ====================================================================== */ 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->pers.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->pers.pteam ) && ( ( ent->client->ps.weapon >= WP_HBUILD2 ) && ( ent->client->ps.weapon <= WP_HBUILD ) ) ) { if( ent->client->ps.stats[ STAT_MISC ] > 0 ) { G_AddPredictableEvent( ent, EV_BUILD_DELAY, 0 ); return; } bHealth = BG_FindHealthForBuildable( traceEnt->s.modelindex ); traceEnt->health += ( bHealth / 10.0f ); if( traceEnt->health > bHealth ) traceEnt->health = bHealth; } } } 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_AddPredictableEvent( ent, EV_BUILD_DELAY, 0 ); return; } G_ValidateBuild( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; ent->client->ps.stats[ STAT_MISC ] += BG_FindBuildDelayForWeapon( ent->s.weapon ); return; } G_AddPredictableEvent( ent, EV_MENU, menu ); } /* ====================================================================== VENOM ====================================================================== */ /* =============== CheckVenomAttack =============== */ qboolean CheckVenomAttack( 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 ]; if( !traceEnt->takedamage) return qfalse; if( !traceEnt->client ) return qfalse; if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) 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; } G_Damage( traceEnt, ent, ent, forward, tr.endpos, 100, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); /* if( traceEnt->client ) { if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_POISONED ) ) { traceEnt->client->ps.stats[ STAT_STATE ] |= SS_POISONED; traceEnt->client->lastPoisonTime = level.time; } }*/ return qtrue; } /* ====================================================================== GRAB AND CLAW ====================================================================== */ void gClawFire( 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, 5, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); } void lockBlobFire( gentity_t *ent ) { gentity_t *m; m = fire_paraLockBlob( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* =============== CheckGrabAttack =============== */ qboolean CheckGrabAttack( 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 ]; if( !traceEnt->takedamage) return qfalse; if( !traceEnt->client ) return qfalse; if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) return qfalse; return qtrue; } /* ====================================================================== CLAW AND POUNCE ====================================================================== */ /* =============== clawFire =============== */ void clawFire( 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, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); } /* =============== CheckPounceAttack =============== */ qboolean CheckPounceAttack( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; int damage; if( !ent->client->allowedToPounce ) return qfalse; if( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) return qfalse; // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, 48, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); //miss if( tr.fraction >= 1.0 ) return qfalse; 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; damage = (int)( (float)ent->client->pouncePayload / ( MAX_POUNCE_SPEED / 100.0f ) ); G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_VENOM ); ent->client->allowedToPounce = qfalse; return qtrue; } 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 } /* ====================================================================== ZAP ====================================================================== */ #define AREAZAP_DAMAGE 100.0f #define DIRECTZAP_DAMAGE 100.0f /* =============== areaZapFire =============== */ void areaZapFire( gentity_t *ent ) { int entityList[ MAX_GENTITIES ]; int targetList[ MAX_GENTITIES ]; vec3_t range = { 200, 200, 200 }; vec3_t mins, maxs, dir; int i, num, numTargets = 0; gentity_t *enemy; gentity_t *tent; trace_t tr; int damage; VectorAdd( muzzle, range, maxs ); VectorSubtract( muzzle, 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 ) ) { 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; targetList[ numTargets++ ] = entityList[ i ]; } } damage = (int)( AREAZAP_DAMAGE / (float)numTargets ); for( i = 0; i < numTargets; i++ ) { enemy = &g_entities[ targetList[ i ] ]; VectorSubtract( enemy->s.origin, muzzle, dir ); VectorNormalize( dir ); //do some damage G_Damage( enemy, ent, ent, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_LIGHTNING ); // 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( enemy->s.pos.trBase, EV_ALIENZAP ); VectorCopy( muzzle, tent->s.origin2 ); tent->s.generic1 = ent->s.number; //src tent->s.clientNum = enemy->s.number; //dest } } /* =============== directZapFire =============== */ void directZapFire( gentity_t *ent ) { int entityList[ MAX_GENTITIES ]; int targetList[ MAX_GENTITIES ]; vec3_t range = { 200, 200, 200 }; vec3_t mins, maxs, dir; int i, num, numTargets = 0; gentity_t *enemy; vec3_t end; gentity_t *target = NULL, *tent; float distance, minDist = 10000.0f; trace_t tr; VectorAdd( muzzle, range, maxs ); VectorSubtract( muzzle, 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 ) ) { 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; targetList[ numTargets++ ] = entityList[ i ]; } } VectorAdd( muzzle, forward, end ); for( i = 0; i < numTargets; i++ ) { enemy = &g_entities[ targetList[ i ] ]; distance = pointToLineDistance( enemy->s.origin, muzzle, end ); if( distance < minDist ) { target = enemy; minDist = distance; } } if( target != NULL ) { //do some damage G_Damage( target, ent, ent, dir, tr.endpos, DIRECTZAP_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_LIGHTNING ); // 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( target->s.pos.trBase, EV_ALIENZAP ); VectorCopy( muzzle, tent->s.origin2 ); tent->s.generic1 = ent->s.number; //src tent->s.clientNum = target->s.number; //dest } } //====================================================================== /* =============== 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_POUNCE_UPG: 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_TESLAGEN: teslaFire( ent ); break; case WP_MACHINEGUN: bulletFire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN ); break; case WP_CHAINGUN: bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN ); break; case WP_FLAMER: flamerFire( ent ); break; case WP_PLASMAGUN: plasmaFire( ent ); break; case WP_PULSE_RIFLE: pulseRifleFire( ent ); break; case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LOCKBLOB_LAUNCHER: break; case WP_GRAB_CLAW: lockBlobFire( ent ); break; case WP_AREA_ZAP: case WP_DIRECT_ZAP: areaZapFire( ent ); break; case WP_VENOM: case WP_POUNCE: case WP_POUNCE_UPG: break; case WP_LUCIFER_CANON: LCChargeFire( ent, qtrue ); break; case WP_LAS_GUN: break; case WP_PAIN_SAW: break; case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: cancelBuildFire( ent ); break; default: // FIXME G_Error( "Bad ent->s.weapon" ); 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_TESLAGEN: teslaFire( ent ); break; case WP_MACHINEGUN: bulletFire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN ); break; case WP_CHAINGUN: bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN ); break; case WP_FLAMER: flamerFire( ent ); break; case WP_PLASMAGUN: plasmaFire( ent ); break; case WP_PULSE_RIFLE: pulseRifleFire( ent ); break; case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LOCKBLOB_LAUNCHER: lockBlobLauncherFire( ent ); break; case WP_VENOM: break; case WP_GRAB_CLAW: gClawFire( ent ); break; case WP_POUNCE: case WP_POUNCE_UPG: clawFire( ent ); break; case WP_AREA_ZAP: areaZapFire( ent ); break; case WP_DIRECT_ZAP: directZapFire( ent ); break; case WP_LUCIFER_CANON: LCChargeFire( ent, qfalse ); break; case WP_LAS_GUN: lasGunFire( ent ); break; case WP_PAIN_SAW: painSawFire( ent ); break; case WP_ABUILD: buildFire( ent, MN_A_BUILD ); break; case WP_ABUILD2: buildFire( ent, MN_A_BUILD ); break; case WP_HBUILD: buildFire( ent, MN_H_BUILD ); break; case WP_HBUILD2: buildFire( ent, MN_H_BUILD ); break; default: // FIXME G_Error( "Bad ent->s.weapon" ); break; } }