/* =============== 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; } }
/* =============== 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; } }
/* =============== 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; } }