/* =============== 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_MACHINEGUN: bulletFire( ent, RIFLE_SPREAD2, RIFLE_DMG2, MOD_MACHINEGUN ); break; case WP_ALEVEL2_UPG: areaZapFire( ent ); break; case WP_PAIN_SAW: painSawFire2( ent ); break; case WP_LUCIFER_CANNON: LCChargeFire( ent, qtrue ); break; case WP_CHAINGUN: bulletFire( ent, CHAINGUN_SPREAD2, CHAINGUN_DMG2, MOD_CHAINGUN ); break; case WP_LAS_GUN: lasGunFire2( ent ); break; case WP_PULSE_RIFLE: prifleStasisFire( ent ); break; case WP_ABUILD: case WP_HBUILD: cancelBuildFire( ent ); break; default: break; } }
/* =============== 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_ALEVEL1: //Blaster_ball( ent, 0); break;*/ case WP_ALEVEL0: explodedretch( ent ); break; case WP_ALEVEL1_UPG: poisonCloud( ent ); break; case WP_ALEVEL2_UPG: areaZapFire( ent ); break; case WP_LUCIFER_CANNON: LCChargeFire( ent, qtrue ); break; case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: cancelBuildFire( ent ); break; case WP_BLASTER: detonate( ent ); break; default: break; } }
qboolean Blaster_ball( gentity_t *ent, int skiparg ) { //vic->client->ps.persistant[ PERS_CREDIT ] if( ent->client->pers.energy < 200 ) { trap_SendServerCommand( ent-g_entities, va( "print \"^1Blaster Ball Cost 200E and do 500dmg\n\"" ) ); PM_AddEvent( EV_NOAMMO ); ent->client->ps.weaponTime += 3000; //this will block the weapon 4 seconds. return qtrue; } /*trap_SendServerCommand( ent-g_entities, va( "print \"^1Nade Dropped\n\"" ) );*/ //G_TeamCommand( PTE_HUMANS, "cp \"^1Alien Nuke Detected\" 1"); ent->s.weapon = WP_GRENADE; ent->client->pers.blasterball = 1; //G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, 0 ); LCChargeFire( ent, qtrue ); //FireWeapon( ent ); //ent->client->pers.energy -= 200; #UNCOMMENT //ent->client->ps.stats[ STAT_HEALTH ] = ent->health = 0; return qtrue; }
/* =============== 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 ); VectorCopy( ent->s.pos.trBase, muzzle ); } // fire the specific weapon switch ( ent->s.weapon ) { case WP_ALEVEL1: meleeAttack( ent, LEVEL1_CLAW_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW ); break; case WP_ALEVEL1_UPG: meleeAttack( ent, LEVEL1_CLAW_U_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW ); break; case WP_ALEVEL3: meleeAttack( ent, LEVEL3_CLAW_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW ); break; case WP_ALEVEL3_UPG: meleeAttack( ent, LEVEL3_CLAW_UPG_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW ); break; case WP_ALEVEL2: meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); break; case WP_ALEVEL2_UPG: meleeAttack( ent, LEVEL2_CLAW_U_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); break; case WP_ALEVEL4: meleeAttack( ent, LEVEL4_CLAW_RANGE, LEVEL4_CLAW_WIDTH, LEVEL4_CLAW_HEIGHT, LEVEL4_CLAW_DMG, MOD_LEVEL4_CLAW ); break; case WP_BLASTER: blasterFire( ent ); break; case WP_MACHINEGUN: bulletFire( ent, RIFLE_SPREAD, RIFLE_DMG, MOD_MACHINEGUN ); break; case WP_SHOTGUN: shotgunFire( ent ); break; case WP_CHAINGUN: bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DMG, MOD_CHAINGUN ); break; case WP_FLAMER: flamerFire( ent ); break; case WP_PULSE_RIFLE: pulseRifleFire( ent ); break; case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LUCIFER_CANNON: LCChargeFire( ent, qfalse ); break; case WP_LAS_GUN: lasGunFire( ent ); break; case WP_PAIN_SAW: painSawFire( ent ); break; case WP_GRENADE: throwGrenade( ent ); break; case WP_LOCKBLOB_LAUNCHER: lockBlobLauncherFire( ent ); break; case WP_HIVE: hiveFire( ent ); break; case WP_TESLAGEN: teslaFire( ent ); break; case WP_MGTURRET: bulletFire( ent, MGTURRET_SPREAD, MGTURRET_DMG, MOD_MGTURRET ); break; case WP_ABUILD: case WP_ABUILD2: buildFire( ent, MN_A_BUILD ); break; case WP_HBUILD: buildFire( ent, MN_H_BUILD ); break; default: 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 ); VectorCopy( ent->s.pos.trBase, muzzle ); } // fire the specific weapon switch( ent->s.weapon ) { case WP_ALEVEL1: case WP_ALEVEL1_UPG: meleeAttack( ent, LEVEL1_CLAW_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW ); break; case WP_ALEVEL3: case WP_ALEVEL3_UPG: meleeAttack( ent, LEVEL3_CLAW_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW ); break; case WP_ALEVEL2: meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); break; case WP_ALEVEL2_UPG: meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); break; case WP_ALEVEL4: meleeAttack( ent, LEVEL4_CLAW_RANGE, LEVEL4_CLAW_WIDTH, LEVEL4_CLAW_DMG, MOD_LEVEL4_CLAW ); break; case WP_BLASTER: blasterFire( ent ); break; case WP_MACHINEGUN: bulletFire( ent, RIFLE_SPREAD, RIFLE_DMG, MOD_MACHINEGUN ); break; case WP_SHOTGUN: shotgunFire( ent ); break; case WP_CHAINGUN: bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DMG, MOD_CHAINGUN ); break; case WP_FLAMER: flamerFire( ent ); break; case WP_PULSE_RIFLE: pulseRifleFire( ent ); break; case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LUCIFER_CANNON: LCChargeFire( ent, qfalse ); break; case WP_LAS_GUN: lasGunFire( ent ); break; case WP_PAIN_SAW: painSawFire( ent ); break; case WP_GRENADE: if(ent->client->pers.grenades >= 4) { ent->client->ps.persistant[ PERS_CREDIT ] += GRENADE_PRICE; trap_SendServerCommand( ent-g_entities, va( "print \"^1You have dropped 4 grenades allready, please detonate(Right click Blaster) them in order to drop more.\n\"" ) ); } else { ent->client->pers.grenades += 1; throwGrenade( ent ); } break; case WP_LOCKBLOB_LAUNCHER: lockBlobLauncherFire( ent ); break; case WP_HIVE: hiveFire( ent ); break; case WP_TESLAGEN: teslaFire( ent ); break; case WP_MGTURRET: bulletFire( ent, MGTURRET_SPREAD, MGTURRET_DMG, MOD_MGTURRET ); break; case WP_ABUILD: case WP_ABUILD2: buildFire( ent, MN_A_BUILD ); break; case WP_HBUILD: case WP_HBUILD2: buildFire( ent, MN_H_BUILD ); break; default: break; } }
/* =============== 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_ALEVEL0: meleeAttack( ent, LEVEL0_SCRATCH_RANGE, 2, LEVEL0_SCRATCH_DMG, MOD_LEVEL0_BITE ); break; case WP_ALEVEL1_UPG: poisonCloud( ent ); break; case WP_ALEVEL2_UPG: areaZapFire( ent ); break; case WP_LUCIFER_CANNON: LCChargeFire( ent, qtrue ); break; //standard weapons w/o secondary just use melee //dictionary: //meleeAttack( ent, [range], [width], [damage], MOD_[means of death] ); //note: keep width 20 for humans otherwise it will not hit the target in vents. case WP_BLASTER: meleeAttack( ent, BLASTER_MELEE_RANGE, 20, BLASTER_MELEE, MOD_BLASTER ); break; case WP_SHOTGUN: meleeAttack( ent, SHOTGUN_BLAST_RANGE, 20, SHOTGUN_BLAST, MOD_SHOTGUN ); //acts like a forward explosion break; case WP_PULSE_RIFLE: lasGunFire( ent, LASGUN_SPREAD*2 ); break; case WP_CHAINGUN: bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DMG, MOD_CHAINGUN ); break; case WP_LOCKBLOB_LAUNCHER: throwGrenade( ent ); break; case WP_MGTURRET: shotgunFire( ent ); shotgunFire( ent ); shotgunFire( ent ); break; case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: cancelBuildFire( ent ); break; default: break; } }