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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 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);
}
/*
======================================================================
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;
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;
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);
}
}
/*
======================================================================
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 Weapon_LockBlobLauncher_Fire( 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 Weapon_Plasma_Fire (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 Weapon_PulseRifle_Fire (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 Weapon_Flamer_Fire (gentity_t *ent) {
gentity_t *m;
m = fire_flamer (ent, muzzle, forward);
VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
TESLA GENERATOR
======================================================================
*/
void Weapon_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 );
// 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, 16, 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
======================================================================
*/
/*
===============
Weapon_Cancel_Build
===============
*/
void Weapon_Cancel_Build( gentity_t *ent )
{
ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
}
/*
===============
Weapon_Build_Fire
===============
*/
void Weapon_Build_Fire( gentity_t *ent, dynMenu_t menu )
{
if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
{
G_ValidateBuild( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT );
ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
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, 5, 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;
}
/*
===============
Weapon_Venom_Fire
===============
*/
void Weapon_Venom_Fire( gentity_t *ent )
{
}
/*
======================================================================
GRAB AND CLAW
======================================================================
*/
/*
===============
Weapon_GClaw_Fire
===============
*/
void Weapon_GClaw_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, 5, DAMAGE_NO_KNOCKBACK, MOD_VENOM );
}
/*
===============
Weapon_Grab_Fire
===============
*/
void Weapon_Grab_Fire( 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;
traceEnt = &g_entities[ tr.entityNum ];
if( !traceEnt->takedamage )
return;
if( !traceEnt->client )
return;
if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
return;
if( traceEnt->client )
{
//lock client
traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED;
traceEnt->client->lastGrabTime = level.time;
VectorCopy( traceEnt->client->ps.viewangles, traceEnt->client->ps.grapplePoint );
}
}
/*
===============
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
======================================================================
*/
/*
===============
Weapon_Claw_Fire
===============
*/
void Weapon_Claw_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, 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;
}
//======================================================================
/*
===============
LogAccuracyHit
===============
*/
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker )
{
//TA: theres a crash bug in here somewhere, but i'm too lazy to find it hence,
return qfalse;
/*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, 1, forward, muzzlePoint );
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
/*
===============
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:
Weapon_TeslaFire( ent );
break;
case WP_MACHINEGUN:
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
break;
case WP_CHAINGUN:
Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
break;
case WP_FLAMER:
Weapon_Flamer_Fire( ent );
break;
case WP_PLASMAGUN:
Weapon_Plasma_Fire( ent );
break;
case WP_PULSE_RIFLE:
Weapon_PulseRifle_Fire( ent );
break;
case WP_MASS_DRIVER:
massDriverFire( ent );
break;
case WP_LOCKBLOB_LAUNCHER:
break;
case WP_VENOM:
Weapon_Venom_Fire( ent );
break;
case WP_GRAB_CLAW:
Weapon_Grab_Fire( ent );
break;
case WP_POUNCE:
break;
case WP_ABUILD:
Weapon_Cancel_Build( ent );
break;
case WP_ABUILD2:
Weapon_Cancel_Build( ent );
break;
case WP_HBUILD:
Weapon_Cancel_Build( ent );
break;
case WP_HBUILD2:
Weapon_Cancel_Build( 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 );
/*AngleVectors( ent->s.angles2, forward, right, up );*/
VectorCopy( ent->s.pos.trBase, muzzle );
}
// fire the specific weapon
switch( ent->s.weapon )
{
case WP_TESLAGEN:
Weapon_TeslaFire( ent );
break;
case WP_MACHINEGUN:
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
break;
case WP_CHAINGUN:
Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
break;
case WP_FLAMER:
Weapon_Flamer_Fire( ent );
break;
case WP_PLASMAGUN:
Weapon_Plasma_Fire( ent );
break;
case WP_PULSE_RIFLE:
Weapon_PulseRifle_Fire( ent );
break;
case WP_MASS_DRIVER:
massDriverFire( ent );
break;
case WP_LOCKBLOB_LAUNCHER:
Weapon_LockBlobLauncher_Fire( ent );
break;
case WP_VENOM:
Weapon_Venom_Fire( ent );
break;
case WP_GRAB_CLAW:
Weapon_GClaw_Fire( ent );
break;
case WP_POUNCE:
Weapon_Claw_Fire( ent );
break;
case WP_ABUILD:
Weapon_Build_Fire( ent, MN_A_BUILD );
break;
case WP_ABUILD2:
Weapon_Build_Fire( ent, MN_A_BUILD );
break;
case WP_HBUILD:
Weapon_Build_Fire( ent, MN_H_BUILD );
break;
case WP_HBUILD2:
Weapon_Build_Fire( ent, MN_H_BUILD );
break;
default:
// FIXME G_Error( "Bad ent->s.weapon" );
break;
}
}
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