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-rw-r--r--src/baseq2/g_weapon.c918
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diff --git a/src/baseq2/g_weapon.c b/src/baseq2/g_weapon.c
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+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+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
+of the License, 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.
+
+*/
+#include "g_local.h"
+
+
+/*
+=================
+check_dodge
+
+This is a support routine used when a client is firing
+a non-instant attack weapon. It checks to see if a
+monster's dodge function should be called.
+=================
+*/
+static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
+{
+ vec3_t end;
+ vec3_t v;
+ trace_t tr;
+ float eta;
+
+ // easy mode only ducks one quarter the time
+ if (skill->value == 0)
+ {
+ if (random() > 0.25)
+ return;
+ }
+ VectorMA (start, 8192, dir, end);
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
+ {
+ VectorSubtract (tr.endpos, start, v);
+ eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
+ tr.ent->monsterinfo.dodge (tr.ent, self, eta);
+ }
+}
+
+
+/*
+=================
+fire_hit
+
+Used for all impact (hit/punch/slash) attacks
+=================
+*/
+qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
+{
+ trace_t tr;
+ vec3_t forward, right, up;
+ vec3_t v;
+ vec3_t point;
+ float range;
+ vec3_t dir;
+
+ //see if enemy is in range
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+ range = VectorLength(dir);
+ if (range > aim[0])
+ return qfalse;
+
+ if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
+ {
+ // the hit is straight on so back the range up to the edge of their bbox
+ range -= self->enemy->maxs[0];
+ }
+ else
+ {
+ // this is a side hit so adjust the "right" value out to the edge of their bbox
+ if (aim[1] < 0)
+ aim[1] = self->enemy->mins[0];
+ else
+ aim[1] = self->enemy->maxs[0];
+ }
+
+ VectorMA (self->s.origin, range, dir, point);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
+ if (tr.fraction < 1)
+ {
+ if (!tr.ent->takedamage)
+ return qfalse;
+ // if it will hit any client/monster then hit the one we wanted to hit
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
+ tr.ent = self->enemy;
+ }
+
+ AngleVectors(self->s.angles, forward, right, up);
+ VectorMA (self->s.origin, range, forward, point);
+ VectorMA (point, aim[1], right, point);
+ VectorMA (point, aim[2], up, point);
+ VectorSubtract (point, self->enemy->s.origin, dir);
+
+ // do the damage
+ T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
+
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ return qfalse;
+
+ // do our special form of knockback here
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
+ VectorSubtract (v, point, v);
+ VectorNormalize (v);
+ VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
+ if (self->enemy->velocity[2] > 0)
+ self->enemy->groundentity = NULL;
+ return qtrue;
+}
+
+
+/*
+=================
+fire_lead
+
+This is an internal support routine used for bullet/pellet based weapons.
+=================
+*/
+static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
+{
+ trace_t tr;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ vec3_t end;
+ float r;
+ float u;
+ vec3_t water_start;
+ qboolean water = qfalse;
+ int content_mask = MASK_SHOT | MASK_WATER;
+
+ tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
+ if (!(tr.fraction < 1.0))
+ {
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ r = crandom()*hspread;
+ u = crandom()*vspread;
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ if (gi.pointcontents (start) & MASK_WATER)
+ {
+ water = qtrue;
+ VectorCopy (start, water_start);
+ content_mask &= ~MASK_WATER;
+ }
+
+ tr = gi.trace (start, NULL, NULL, end, self, content_mask);
+
+ // see if we hit water
+ if (tr.contents & MASK_WATER)
+ {
+ int color;
+
+ water = qtrue;
+ VectorCopy (tr.endpos, water_start);
+
+ if (!VectorCompare (start, tr.endpos))
+ {
+ if (tr.contents & CONTENTS_WATER)
+ {
+ if (strcmp(tr.surface->name, "*brwater") == 0)
+ color = SPLASH_BROWN_WATER;
+ else
+ color = SPLASH_BLUE_WATER;
+ }
+ else if (tr.contents & CONTENTS_SLIME)
+ color = SPLASH_SLIME;
+ else if (tr.contents & CONTENTS_LAVA)
+ color = SPLASH_LAVA;
+ else
+ color = SPLASH_UNKNOWN;
+
+ if (color != SPLASH_UNKNOWN)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (8);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (color);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+
+ // change bullet's course when it enters water
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, dir);
+ AngleVectors (dir, forward, right, up);
+ r = crandom()*hspread*2;
+ u = crandom()*vspread*2;
+ VectorMA (water_start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ }
+
+ // re-trace ignoring water this time
+ tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
+ }
+ }
+
+ // send gun puff / flash
+ if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
+ {
+ if (tr.fraction < 1.0)
+ {
+ if (tr.ent->takedamage)
+ {
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
+ }
+ else
+ {
+ if (strncmp (tr.surface->name, "sky", 3) != 0)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (te_impact);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+ }
+ }
+ }
+ }
+
+ // if went through water, determine where the end and make a bubble trail
+ if (water)
+ {
+ vec3_t pos;
+
+ VectorSubtract (tr.endpos, water_start, dir);
+ VectorNormalize (dir);
+ VectorMA (tr.endpos, -2, dir, pos);
+ if (gi.pointcontents (pos) & MASK_WATER)
+ VectorCopy (pos, tr.endpos);
+ else
+ tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
+
+ VectorAdd (water_start, tr.endpos, pos);
+ VectorScale (pos, 0.5, pos);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BUBBLETRAIL);
+ gi.WritePosition (water_start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (pos, MULTICAST_PVS);
+ }
+}
+
+
+/*
+=================
+fire_bullet
+
+Fires a single round. Used for machinegun and chaingun. Would be fine for
+pistols, rifles, etc....
+=================
+*/
+void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
+{
+ fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_shotgun
+
+Shoots shotgun pellets. Used by shotgun and super shotgun.
+=================
+*/
+void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
+{
+ int i;
+
+ for (i = 0; i < count; i++)
+ fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_blaster
+
+Fires a single blaster bolt. Used by the blaster and hyper blaster.
+=================
+*/
+void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ int mod;
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+ if (self->spawnflags & 1)
+ mod = MOD_HYPERBLASTER;
+ else
+ mod = MOD_BLASTER;
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
+ }
+ else
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BLASTER);
+ gi.WritePosition (self->s.origin);
+ if (!plane)
+ gi.WriteDir (vec3_origin);
+ else
+ gi.WriteDir (plane->normal);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+
+ G_FreeEdict (self);
+}
+
+void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
+{
+ edict_t *bolt;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->svflags = SVF_DEADMONSTER;
+ // yes, I know it looks weird that projectiles are deadmonsters
+ // what this means is that when prediction is used against the object
+ // (blaster/hyperblaster shots), the player won't be solid clipped against
+ // the object. Right now trying to run into a firing hyperblaster
+ // is very jerky since you are predicted 'against' the shots.
+ VectorCopy (start, bolt->s.origin);
+ VectorCopy (start, bolt->s.old_origin);
+ vectoangles (dir, bolt->s.angles);
+ VectorScale (dir, speed, bolt->velocity);
+ bolt->movetype = MOVETYPE_FLYMISSILE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->solid = SOLID_BBOX;
+ bolt->s.effects |= effect;
+ VectorClear (bolt->mins);
+ VectorClear (bolt->maxs);
+ bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
+ bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
+ bolt->owner = self;
+ bolt->touch = blaster_touch;
+ bolt->nextthink = level.time + 2;
+ bolt->think = G_FreeEdict;
+ bolt->dmg = damage;
+ bolt->classname = "bolt";
+ if (hyper)
+ bolt->spawnflags = 1;
+ gi.linkentity (bolt);
+
+ if (self->client)
+ check_dodge (self, bolt->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
+ bolt->touch (bolt, tr.ent, NULL, NULL);
+ }
+}
+
+
+/*
+=================
+fire_grenade
+=================
+*/
+void Grenade_Explode (edict_t *ent)
+{
+ vec3_t origin;
+ int mod;
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ //FIXME: if we are onground then raise our Z just a bit since we are a point?
+ if (ent->enemy)
+ {
+ float points;
+ vec3_t v;
+ vec3_t dir;
+
+ VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
+ VectorMA (ent->enemy->s.origin, 0.5, v, v);
+ VectorSubtract (ent->s.origin, v, v);
+ points = ent->dmg - 0.5 * VectorLength (v);
+ VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
+ if (ent->spawnflags & 1)
+ mod = MOD_HANDGRENADE;
+ else
+ mod = MOD_GRENADE;
+ T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+
+ if (ent->spawnflags & 2)
+ mod = MOD_HELD_GRENADE;
+ else if (ent->spawnflags & 1)
+ mod = MOD_HG_SPLASH;
+ else
+ mod = MOD_G_SPLASH;
+ T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
+
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ }
+ else
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ }
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!other->takedamage)
+ {
+ if (ent->spawnflags & 1)
+ {
+ if (random() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ ent->enemy = other;
+ Grenade_Explode (ent);
+}
+
+void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "grenade";
+
+ gi.linkentity (grenade);
+}
+
+void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "hgrenade";
+ if (held)
+ grenade->spawnflags = 3;
+ else
+ grenade->spawnflags = 1;
+ grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
+
+ if (timer <= 0.0)
+ Grenade_Explode (grenade);
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
+ gi.linkentity (grenade);
+ }
+}
+
+
+/*
+=================
+fire_rocket
+=================
+*/
+void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ vec3_t origin;
+ int n;
+
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ // calculate position for the explosion entity
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+
+ if (other->takedamage)
+ {
+ T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
+ }
+ else
+ {
+ // don't throw any debris in net games
+ if (!deathmatch->value && !coop->value)
+ {
+ if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
+ {
+ n = rand() % 5;
+ while(n--)
+ ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
+ }
+ }
+ }
+
+ T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
+
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
+{
+ edict_t *rocket;
+
+ rocket = G_Spawn();
+ VectorCopy (start, rocket->s.origin);
+ VectorCopy (dir, rocket->movedir);
+ vectoangles (dir, rocket->s.angles);
+ VectorScale (dir, speed, rocket->velocity);
+ rocket->movetype = MOVETYPE_FLYMISSILE;
+ rocket->clipmask = MASK_SHOT;
+ rocket->solid = SOLID_BBOX;
+ rocket->s.effects |= EF_ROCKET;
+ VectorClear (rocket->mins);
+ VectorClear (rocket->maxs);
+ rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
+ rocket->owner = self;
+ rocket->touch = rocket_touch;
+ rocket->nextthink = level.time + 8000/speed;
+ rocket->think = G_FreeEdict;
+ rocket->dmg = damage;
+ rocket->radius_dmg = radius_damage;
+ rocket->dmg_radius = damage_radius;
+ rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
+ rocket->classname = "rocket";
+
+ if (self->client)
+ check_dodge (self, rocket->s.origin, dir, speed);
+
+ gi.linkentity (rocket);
+}
+
+
+/*
+=================
+fire_rail
+=================
+*/
+void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
+{
+ vec3_t from;
+ vec3_t end;
+ trace_t tr;
+ edict_t *ignore;
+ int mask;
+ qboolean water;
+
+ VectorMA (start, 8192, aimdir, end);
+ VectorCopy (start, from);
+ ignore = self;
+ water = qfalse;
+ mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
+ while (ignore)
+ {
+ tr = gi.trace (from, NULL, NULL, end, ignore, mask);
+
+ if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
+ water = qtrue;
+ }
+ else
+ {
+ //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
+ (tr.ent->solid == SOLID_BBOX))
+ ignore = tr.ent;
+ else
+ ignore = NULL;
+
+ if ((tr.ent != self) && (tr.ent->takedamage))
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
+ }
+
+ VectorCopy (tr.endpos, from);
+ }
+
+ // send gun puff / flash
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+// gi.multicast (start, MULTICAST_PHS);
+ if (water)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (tr.endpos, MULTICAST_PHS);
+ }
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+}
+
+
+/*
+=================
+fire_bfg
+=================
+*/
+void bfg_explode (edict_t *self)
+{
+ edict_t *ent;
+ float points;
+ vec3_t v;
+ float dist;
+
+ if (self->s.frame == 0)
+ {
+ // the BFG effect
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
+ {
+ if (!ent->takedamage)
+ continue;
+ if (ent == self->owner)
+ continue;
+ if (!CanDamage (ent, self))
+ continue;
+ if (!CanDamage (ent, self->owner))
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (self->s.origin, v, v);
+ dist = VectorLength(v);
+ points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
+ if (ent == self->owner)
+ points = points * 0.5;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_EXPLOSION);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+ T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
+ }
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+ self->s.frame++;
+ if (self->s.frame == 5)
+ self->think = G_FreeEdict;
+}
+
+void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ // core explosion - prevents firing it into the wall/floor
+ if (other->takedamage)
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
+ T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
+ self->solid = SOLID_NOT;
+ self->touch = NULL;
+ VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
+ VectorClear (self->velocity);
+ self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
+ self->s.frame = 0;
+ self->s.sound = 0;
+ self->s.effects &= ~EF_ANIM_ALLFAST;
+ self->think = bfg_explode;
+ self->nextthink = level.time + FRAMETIME;
+ self->enemy = other;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_BIGEXPLOSION);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+}
+
+
+void bfg_think (edict_t *self)
+{
+ edict_t *ent;
+ edict_t *ignore;
+ vec3_t point;
+ vec3_t dir;
+ vec3_t start;
+ vec3_t end;
+ int dmg;
+ trace_t tr;
+
+ if (deathmatch->value)
+ dmg = 5;
+ else
+ dmg = 10;
+
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
+ {
+ if (ent == self)
+ continue;
+
+ if (ent == self->owner)
+ continue;
+
+ if (!ent->takedamage)
+ continue;
+
+ if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
+ continue;
+
+ VectorMA (ent->absmin, 0.5, ent->size, point);
+
+ VectorSubtract (point, self->s.origin, dir);
+ VectorNormalize (dir);
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, dir, end);
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
+ T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
+
+ // if we hit something that's not a monster or player we're done
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (4);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_LASER);
+ gi.WritePosition (self->s.origin);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
+{
+ edict_t *bfg;
+
+ bfg = G_Spawn();
+ VectorCopy (start, bfg->s.origin);
+ VectorCopy (dir, bfg->movedir);
+ vectoangles (dir, bfg->s.angles);
+ VectorScale (dir, speed, bfg->velocity);
+ bfg->movetype = MOVETYPE_FLYMISSILE;
+ bfg->clipmask = MASK_SHOT;
+ bfg->solid = SOLID_BBOX;
+ bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
+ VectorClear (bfg->mins);
+ VectorClear (bfg->maxs);
+ bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
+ bfg->owner = self;
+ bfg->touch = bfg_touch;
+ bfg->nextthink = level.time + 8000/speed;
+ bfg->think = G_FreeEdict;
+ bfg->radius_dmg = damage;
+ bfg->dmg_radius = damage_radius;
+ bfg->classname = "bfg blast";
+ bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
+
+ bfg->think = bfg_think;
+ bfg->nextthink = level.time + FRAMETIME;
+ bfg->teammaster = bfg;
+ bfg->teamchain = NULL;
+
+ if (self->client)
+ check_dodge (self, bfg->s.origin, dir, speed);
+
+ gi.linkentity (bfg);
+}