Esempio n. 1
0
qboolean G_CanEntityBeActivated(gentity_t *player, gentity_t *target, qboolean exact){
	trace_t tr;
	vec3_t muzzle, forward, end;

	if(!exact && Distance(player->client->ps.origin, target->r.currentOrigin) > ACTIVATE_RANGE)
		return qfalse;

	VectorCopy( player->client->ps.origin, muzzle );
	muzzle[2] += player->client->ps.viewheight;

	// modify the muzzle point
	G_ModifyEyeAngles(muzzle, player->client->ps.viewangles, qfalse);

	//calculate muzzle and end point
	AngleVectors(player->client->ps.viewangles, forward, NULL, NULL);
	VectorMA (muzzle, 8192, forward, end);

	//find the nearest obstacle in the line
	trap_Trace_New (&tr, muzzle, NULL, NULL, end, player->client->ps.clientNum, MASK_SHOT);

	if(tr.entityNum != target->s.number){
		return qfalse;
	}

	if(exact && Distance(player->client->ps.origin, tr.endpos) > ACTIVATE_RANGE)
		return qfalse;

	return qtrue;
}
Esempio n. 2
0
/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
When triggered, fires a laser.  You can either set a target or a direction.
*/
void target_laser_think (gentity_t *self) {
	vec3_t	end;
	trace_t	tr;
	vec3_t	point;

	// if pointed at another entity, set movedir to point at it
	if ( self->enemy ) {
		VectorMA (self->enemy->s.origin, 0.5, self->enemy->r.mins, point);
		VectorMA (point, 0.5, self->enemy->r.maxs, point);
		VectorSubtract (point, self->s.origin, self->movedir);
		VectorNormalize (self->movedir);
	}

	// fire forward and see what we hit
	VectorMA (self->s.origin, 2048, self->movedir, end);

	trap_Trace_New( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE);

	if ( tr.entityNum ) {
		// hurt it if we can
		G_Damage(&g_entities[tr.entityNum], self, self->activator, self->movedir,
			tr.endpos, self->damage, 0, MOD_TARGET_LASER);
	}

	VectorCopy (tr.endpos, self->s.origin2);

	trap_LinkEntity( self );
	self->nextthink = level.time + FRAMETIME;
}
Esempio n. 3
0
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
#else
void G_MissileImpact( gentity_t *ent, trace_t *trace, int shaderNum ) {
#endif
	gentity_t		*other;
	qboolean		hitClient = qfalse;
#ifndef SMOKINGUNS
#ifdef MISSIONPACK
	vec3_t			forward, impactpoint, bouncedir;
	int				eFlags;
#endif
#else
	qboolean		hitKnife  = qfalse;
	vec3_t			bottledirs[ALC_COUNT];
#endif
	other = &g_entities[trace->entityNum];

#ifndef SMOKINGUNS
	// check for bounce
	if ( !other->takedamage &&
		( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
		G_BounceMissile( ent, trace );
		G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
		return;
	}

#ifdef MISSIONPACK
	if ( other->takedamage ) {
		if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
			if ( other->client && other->client->invulnerabilityTime > level.time ) {
				//
				VectorCopy( ent->s.pos.trDelta, forward );
				VectorNormalize( forward );
				if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
					VectorCopy( bouncedir, trace->plane.normal );
					eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
					ent->s.eFlags &= ~EF_BOUNCE_HALF;
					G_BounceMissile( ent, trace );
					ent->s.eFlags |= eFlags;
				}
				ent->target_ent = other;
				return;
			}
		}
	}
#endif
	// impact damage
	if (other->takedamage) {
#else
	if(other->takedamage)
		hitKnife = qtrue;

	// check for bounce
	if ( ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
		G_BounceMissile( ent, trace );
		return;
	}

	if (other->takedamage && ent->s.weapon != WP_DYNAMITE) {
#endif
		// FIXME: wrong damage direction?
		if ( ent->damage ) {
			vec3_t	velocity;

			if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
				g_entities[ent->r.ownerNum].client->accuracy_hits++;
				hitClient = qtrue;
			}
			BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
			if ( VectorLength( velocity ) == 0 ) {
				velocity[2] = 1;	// stepped on a grenade
			}
#ifndef SMOKINGUNS
			G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
				ent->s.origin, ent->damage,
				0, ent->methodOfDeath);
#else

			// you can't make dynamite exploding by using a knife
			if(!(ent->s.weapon == WP_KNIFE && other->s.weapon == WP_DYNAMITE &&
				other->s.eType == ET_ITEM)){

				// prepare breakable, if not already initialized
				if(!(other->flags & FL_BREAKABLE_INIT))
					G_BreakablePrepare(other, shaderNum);

				G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
					ent->s.origin, ent->damage,
					0, ent->methodOfDeath);
			}
#endif
		}
	}

#ifndef SMOKINGUNS
	if( ent->s.weapon == WP_PROX_LAUNCHER ) {
		if( ent->s.pos.trType != TR_GRAVITY ) {
			return;
		}

		// if it's a player, stick it on to them (flag them and remove this entity)
		if( other->s.eType == ET_PLAYER && other->health > 0 ) {
			ProximityMine_Player( ent, other );
			return;
		}

		SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
		G_SetOrigin( ent, trace->endpos );
		ent->s.pos.trType = TR_STATIONARY;
		VectorClear( ent->s.pos.trDelta );

		G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );

		ent->think = ProximityMine_Activate;
		ent->nextthink = level.time + 2000;

		vectoangles( trace->plane.normal, ent->s.angles );
		ent->s.angles[0] += 90;

		// link the prox mine to the other entity
		ent->enemy = other;
		ent->die = ProximityMine_Die;
		VectorCopy(trace->plane.normal, ent->movedir);
		VectorSet(ent->r.mins, -4, -4, -4);
		VectorSet(ent->r.maxs, 4, 4, 4);
		trap_LinkEntity(ent);

		return;
	}

	if (!strcmp(ent->classname, "hook")) {
		gentity_t *nent;
		vec3_t v;

		nent = G_Spawn();
		if ( other->takedamage && other->client ) {

			G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
			nent->s.otherEntityNum = other->s.number;

			ent->enemy = other;

			v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
			v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
			v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;

			SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth
		} else {
			VectorCopy(trace->endpos, v);
			G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
			ent->enemy = NULL;
		}

		SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth

		nent->freeAfterEvent = qtrue;
		// change over to a normal entity right at the point of impact
		nent->s.eType = ET_GENERAL;
		ent->s.eType = ET_GRAPPLE;

		G_SetOrigin( ent, v );
		G_SetOrigin( nent, v );

		ent->think = Weapon_HookThink;
		ent->nextthink = level.time + FRAMETIME;

		ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
		VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);

		trap_LinkEntity( ent );
		trap_LinkEntity( nent );

		return;
	}
#endif

	// is it cheaper in bandwidth to just remove this ent and create a new
	// one, rather than changing the missile into the explosion?

#ifndef SMOKINGUNS
	if ( other->takedamage && other->client ) {
#else
	// alcoohol impact
	if( !Q_stricmp(ent->classname, "alcohol")){
		// no event
		//G_AddEvent( ent, EV_MISSILE_ALCOHOL, DirToByte( trace->plane.normal));
	} else if( !Q_stricmp(ent->classname, "molotov")){
		// we have to launch the whiskey drops
		int i;

		// set the directions
		for(i = 0; i < ALC_COUNT; i++){
			int temp;

			VectorSet(bottledirs[i], (rand()%10)-5, (rand()%10)-5, (rand()%10)-3);

			// direction has to be exactly the same (client and server)
			temp = DirToByte(bottledirs[i]);
			ByteToDir(temp, bottledirs[i]);
		}

		// dirs
		BG_DirsToEntityState(&ent->s, bottledirs);

		// burning
		if(ent->s.apos.trDelta[0])
			G_AddEvent( ent, EV_MISSILE_FIRE, DirToByte( trace->plane.normal));
		// not burning
		else
			G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal));
	} else if ( other->takedamage && other->client ) {
#endif
		G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
		ent->s.otherEntityNum = other->s.number;
#ifndef SMOKINGUNS
	} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
#else
	} else if( trace->surfaceFlags & SURF_METAL ) {
#endif
		G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
	} else {
		G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
	}

#ifndef SMOKINGUNS
	ent->freeAfterEvent = qtrue;

	// change over to a normal entity right at the point of impact
	ent->s.eType = ET_GENERAL;
#else
	if(Q_stricmp(ent->classname, "knife")){
		ent->freeAfterEvent = qtrue;
		// change over to a normal entity right at the point of impact
		ent->s.eType = ET_GENERAL;
	} else {
		vec3_t dir;
		gitem_t			*item;

		item = BG_FindItemForWeapon(WP_KNIFE);

		ent->s.modelindex = item-bg_itemlist;
		ent->s.modelindex2 = 1;

		ent->item = item;

		ent->s.eType = ET_ITEM;
		ent->s.pos.trType = TR_GRAVITY;
		ent->physicsBounce = 0.01f;
		ent->r.contents = CONTENTS_TRIGGER;

		ent->touch = Touch_Item;
		ent->nextthink = level.time + 100;
		ent->think = G_KnifeThink;
		ent->wait = level.time + 30000;
		ent->flags |= FL_THROWN_ITEM;

		vectoangles(ent->s.pos.trDelta, dir);

		VectorCopy(dir, ent->s.apos.trBase);
		VectorCopy(dir, ent->r.currentAngles);
	}
	//modified by Spoon END
#endif

	SnapVectorTowards( trace->endpos, ent->s.pos.trBase );	// save net bandwidth

	G_SetOrigin( ent, trace->endpos );

	// splash damage (doesn't apply to person directly hit)
	if ( ent->splashDamage ) {
		if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
			other, ent->splashMethodOfDeath ) ) {
			if( !hitClient ) {
				g_entities[ent->r.ownerNum].client->accuracy_hits++;
			}
		}
	}

	// spawn alcohol missiles
#ifdef SMOKINGUNS
	if(!Q_stricmp(ent->classname, "molotov")){
		BottleBreak( ent, trace->endpos, trace->plane.normal, bottledirs);
	}
#endif

	trap_LinkEntity( ent );
}

/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			passent;
#ifdef SMOKINGUNS
	int			shaderNum;
	gentity_t	*traceEnt;
#endif

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// if this missile bounced off an invulnerability sphere
	if ( ent->target_ent ) {
		passent = ent->target_ent->s.number;
	}
#ifndef SMOKINGUNS
	// prox mines that left the owner bbox will attach to anything, even the owner
	else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
		passent = ENTITYNUM_NONE;
	}
#endif
	else {
		// ignore interactions with the missile owner
		passent = ent->r.ownerNum;
	}
	// trace a line from the previous position to the current position
#ifndef SMOKINGUNS
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
#else
	shaderNum = trap_Trace_New2( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
	traceEnt = &g_entities[tr.entityNum];
#endif

	if ( tr.startsolid || tr.allsolid ) {
		// make sure the tr.entityNum is set to the entity we're stuck in
#ifndef SMOKINGUNS
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
#else
		trap_Trace_New( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
#endif
		tr.fraction = 0;
	}
	else {
		VectorCopy( tr.endpos, ent->r.currentOrigin );
	}

	trap_LinkEntity( ent );

	if ( tr.fraction != 1 ) {

#ifdef SMOKINGUNS
		VectorCopy(origin, ent->s.origin2);
#endif

		// never explode or bounce on sky
		if ( tr.surfaceFlags & SURF_NOIMPACT ) {
			// If grapple, reset owner
			if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
				ent->parent->client->hook = NULL;
			}

			// if its a dynamite or molotov let it move 10 seconds before deleting it
#ifdef SMOKINGUNS
			if(ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_MOLOTOV
				|| ent->s.weapon == WP_KNIFE){

				if(ent->mappart >= level.time && ent->mappart){
					goto think;
				} else if(ent->mappart){
					ent->mappart = 0;
				} else {
					ent->mappart = level.time + 5000;
					goto think;
				}
			}
#endif
			G_FreeEntity( ent );
			return;
		}
#ifndef SMOKINGUNS
		G_MissileImpact( ent, &tr );
		if ( ent->s.eType != ET_MISSILE ) {
#else
		G_MissileImpact( ent, &tr, shaderNum );
		if ( ent->s.eType != ET_MISSILE && ent->s.eType != ET_ITEM) {
#endif
			return;		// exploded
		}
	}
#ifndef SMOKINGUNS
	// if the prox mine wasn't yet outside the player body
	if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
		// check if the prox mine is outside the owner bbox
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
		if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
			ent->count = 1;
		}
	}
#endif

think:
	// check think function after bouncing
	G_RunThink( ent );
}


//=============================================================================

#ifndef SMOKINGUNS
/*
=================
fire_plasma

=================
*/
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "plasma";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_PLASMAGUN;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 20;
	bolt->splashDamage = 15;
	bolt->splashRadius = 20;
	bolt->methodOfDeath = MOD_PLASMA;
	bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 2000, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}

//=============================================================================


/*
=================
fire_grenade
=================
*/
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "grenade";
	bolt->nextthink = level.time + 2500;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_GRENADE_LAUNCHER;
	bolt->s.eFlags = EF_BOUNCE_HALF;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 100;
	bolt->splashDamage = 100;
	bolt->splashRadius = 150;
	bolt->methodOfDeath = MOD_GRENADE;
	bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 700, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}
Esempio n. 4
0
/*
========================
Gatling_Think
by Spoon
========================
*/
static void Gatling_Think( gentity_t *self) {
	gclient_t *client;
	vec3_t end;
	trace_t trace;
	
	// Tequila: Fixed gcc warning about maybe uninitialized use of client
	client = self->client;

	if(self->s.eventParm != -1){
		client = g_entities[self->s.eventParm].client;
		// store oldbuttons
		self->mapparttime = self->mappart;
		self->mappart = client->buttons;
	} else {
		self->mappart = 0;
	}

	// if deployed on a breakable surface that breaks, the gatling falls down
	if (!self->s.time && self->s.pos.trType == TR_STATIONARY) {
		VectorCopy(self->r.currentOrigin, end);
		end[2] -= 40;
		trap_Trace(&trace, self->r.currentOrigin, NULL, NULL, end, self->s.eventParm, MASK_SHOT);

		if (trace.fraction == 1.0) {  // the ground is gone
			gitem_t *item;
			vec3_t angles, velocity, dir;
			gentity_t *ent;

			if (self->s.eventParm != -1) {
				ent = &g_entities[self->s.eventParm];
				LetGoOfGatling(client, self);
			} else {
				ent = self;
			}

			VectorCopy(ent->s.apos.trBase, angles);
			angles[PITCH] = 0;  // always forward

			AngleVectors(angles, velocity, NULL, NULL);
			VectorScale(velocity, 50, velocity);
			velocity[2] += 10;
			VectorNormalize(velocity);

			if (ent != self) {
				// drop away from client, so he won't just pick it up in the fall
				VectorClear(dir);
				AngleVectors(angles, dir, NULL, NULL);
				VectorScale(dir, 50, dir);
				VectorAdd(ent->s.pos.trBase, dir, dir);
				// snap to integer coordinates for more efficient network bandwidth usage
				SnapVector(dir);
			} else {
				VectorCopy(self->s.pos.trBase, dir);
			}

			item = BG_FindItemForWeapon(WP_GATLING);
			LaunchItem(item, dir, velocity, FL_DROPPED_ITEM);
			G_FreeEntity(self);
			return;
		}
	}

	// gatling is being built up
	if(client && self->s.time2 > 0){

		if(client->ps.stats[STAT_HEALTH] <= 0){
			gitem_t *item = BG_FindItemForWeapon(WP_GATLING);

			G_dropWeapon( self, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM );
			G_FreeEntity(self);
			return;
		}

		if(self->s.time2 < level.time){
			self->s.time2 = 0;

			VectorCopy(gatling_mins, self->r.mins);
			VectorCopy(gatling_maxs, self->r.maxs);
			// Set mins/maxs for clientside CG_ScanForCrosshairEntity
			VectorCopy(self->r.mins, self->s.origin);
			VectorCopy(self->r.maxs, self->s.origin2);
			trap_LinkEntity(self);
		}
		self->nextthink = level.time;
		return;
	}

	// gatling is being dismantled
	if(client && self->s.time2 < 0){

		if(client->ps.stats[STAT_HEALTH] <= 0){
			//abort
			self->s.time2 = 0;
			self->s.eventParm = -1;
			self->nextthink = level.time;
			client->ps.stats[STAT_FLAGS] &= ~SF_GAT_CHANGE;
			return;
		}

		// start WP_ANIM_CHANGE
		if(self->s.time2 - TRIPOD_TIME - 4*STAGE_TIME +
			G_AnimLength(WP_ANIM_CHANGE, WP_GATLING) > -level.time &&
			!(client->ps.stats[STAT_FLAGS] & SF_GAT_CHANGE)) {

			client->ps.weaponAnim = WP_ANIM_CHANGE;
			client->ps.weaponTime += G_AnimLength(WP_ANIM_CHANGE, WP_GATLING);
			client->ps.stats[STAT_FLAGS] |= SF_GAT_CHANGE;
		}

		if(self->s.time2 - TRIPOD_TIME - 4*STAGE_TIME > -level.time){
			client->ps.stats[STAT_GATLING_MODE] = 0;
			client->ps.stats[STAT_OLDWEAPON] = 0;
			client->ps.stats[STAT_FLAGS] &= ~SF_GAT_CHANGE;
			self->s.eventParm = -1;
			G_FreeEntity(self);
			return;
		} else {
			self->nextthink = level.time;
		}
		return;
	}

	// player controls the gatling
	if(self->s.eventParm != -1){

		//change the contents
		self->r.contents = CONTENTS_CORPSE;

		//pick gatling up
		if(client->buttons & BUTTON_ALT_ATTACK && !(self->mapparttime & BUTTON_ALT_ATTACK)){
			// don't dismantle if player already has a special weapon
			if(BG_FindPlayerWeapon(WP_WINCHESTER66, WP_GATLING, &client->ps) ||
				(client->ps.stats[STAT_FLAGS] & SF_GAT_CARRY)){
				trap_SendServerCommand( client->ps.clientNum, va("print \"You already have a secondary weapon.\n\""));
			} else {
				int userNum = self->s.eventParm; // save eventparm, because its
												// getting lost when sending the event

				client->ps.weaponTime = TRIPOD_TIME + 4*STAGE_TIME;
				G_AddEvent( self, EV_DISM_TURRET, 0 );
				self->s.time2 = -level.time;
				self->s.eventParm = userNum;
			}
		}

		//get away from gatling is dead or moving, but not when crouching
		else if(client->ps.stats[STAT_HEALTH] <= 0 ||
			fabs(client->pers.cmd.forwardmove) > 40 ||
			fabs(client->pers.cmd.rightmove) > 40 ||
			client->pers.cmd.upmove){
			LetGoOfGatling(client, self);
		}
	} else {
		trace_t trace;

		trap_Trace_New(&trace, self->r.currentOrigin, gatling_mins, gatling_maxs,
			self->r.currentOrigin, self->s.number, CONTENTS_BODY);

		if((trace.allsolid || trace.startsolid) && trace.entityNum < MAX_CLIENTS){
			// Tequila comment: Don't stuck a client playing with another gatling
			// too next from this one
			self->r.contents = CONTENTS_CORPSE;
		} else {
			self->r.contents = MASK_SHOT;
		}
	}
	self->nextthink = level.time;
	trap_LinkEntity(self);
}