Beispiel #1
0
/*
===============
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_ALEVEL3_UPG:
			bounceBallFire( ent );
			break;

		case WP_ABUILD2:
			slowBlobFire( ent );
			break;

		default:
			break;
	}
}
Beispiel #2
0
/*
===============
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_ALEVEL3_UPG:
      bounceBallFire( ent );
      break;

    case WP_ABUILD:
      slowBlobFire( ent );
      break;

   case WP_ALEVEL2_UPG:
      bounceBallFire_level2( ent );
      break;

  case WP_ALEVEL5:
      Prickles( ent );
      break;
	  
    case WP_ALEVEL4:
      // FireBreath_tyrant( ent );
      break;

    case WP_MASS_DRIVER:
      if(g_humanStage.integer == S5 && BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ))
      {
	  massDriverFire2( ent );
      }
      break;

    default:
      break;
  }
}
Beispiel #3
0
/*
===============
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_ALEVEL3_UPG:
      bounceBallFire( ent );
      break;

    case WP_ABUILD2:
      slowBlobFire( ent );
      break;

//    case WP_ALEVEL4:
//      lockBlobLauncherFire( ent ); //thats right bitch, i'll trap you!
//N/B: Trap as in trap, not males dressing up as women.
      break;
/*
    case WP_HBUILD2:
      bulletFire( ent, 300, 1, MOD_TRIGGER_HURT );
      bulletFire( ent, 300, 1, MOD_TRIGGER_HURT );
      bulletFire( ent, 300, 1, MOD_TRIGGER_HURT );
      break;
	
*/
    default:
      break;
  }
}