Quake-2

Quake 2 GPL Source Release
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g_weapon.c (23373B)


      1 /*
      2 Copyright (C) 1997-2001 Id Software, Inc.
      3 
      4 This program is free software; you can redistribute it and/or
      5 modify it under the terms of the GNU General Public License
      6 as published by the Free Software Foundation; either version 2
      7 of the License, or (at your option) any later version.
      8 
      9 This program is distributed in the hope that it will be useful,
     10 but WITHOUT ANY WARRANTY; without even the implied warranty of
     11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
     12 
     13 See the GNU General Public License for more details.
     14 
     15 You should have received a copy of the GNU General Public License
     16 along with this program; if not, write to the Free Software
     17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
     18 
     19 */
     20 #include "g_local.h"
     21 
     22 
     23 /*
     24 =================
     25 check_dodge
     26 
     27 This is a support routine used when a client is firing
     28 a non-instant attack weapon.  It checks to see if a
     29 monster's dodge function should be called.
     30 =================
     31 */
     32 static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
     33 {
     34 	vec3_t	end;
     35 	vec3_t	v;
     36 	trace_t	tr;
     37 	float	eta;
     38 
     39 	// easy mode only ducks one quarter the time
     40 	if (skill->value == 0)
     41 	{
     42 		if (random() > 0.25)
     43 			return;
     44 	}
     45 	VectorMA (start, 8192, dir, end);
     46 	tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
     47 	if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
     48 	{
     49 		VectorSubtract (tr.endpos, start, v);
     50 		eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
     51 		tr.ent->monsterinfo.dodge (tr.ent, self, eta);
     52 	}
     53 }
     54 
     55 
     56 /*
     57 =================
     58 fire_hit
     59 
     60 Used for all impact (hit/punch/slash) attacks
     61 =================
     62 */
     63 qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
     64 {
     65 	trace_t		tr;
     66 	vec3_t		forward, right, up;
     67 	vec3_t		v;
     68 	vec3_t		point;
     69 	float		range;
     70 	vec3_t		dir;
     71 
     72 	//see if enemy is in range
     73 	VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
     74 	range = VectorLength(dir);
     75 	if (range > aim[0])
     76 		return false;
     77 
     78 	if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
     79 	{
     80 		// the hit is straight on so back the range up to the edge of their bbox
     81 		range -= self->enemy->maxs[0];
     82 	}
     83 	else
     84 	{
     85 		// this is a side hit so adjust the "right" value out to the edge of their bbox
     86 		if (aim[1] < 0)
     87 			aim[1] = self->enemy->mins[0];
     88 		else
     89 			aim[1] = self->enemy->maxs[0];
     90 	}
     91 
     92 	VectorMA (self->s.origin, range, dir, point);
     93 
     94 	tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
     95 	if (tr.fraction < 1)
     96 	{
     97 		if (!tr.ent->takedamage)
     98 			return false;
     99 		// if it will hit any client/monster then hit the one we wanted to hit
    100 		if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
    101 			tr.ent = self->enemy;
    102 	}
    103 
    104 	AngleVectors(self->s.angles, forward, right, up);
    105 	VectorMA (self->s.origin, range, forward, point);
    106 	VectorMA (point, aim[1], right, point);
    107 	VectorMA (point, aim[2], up, point);
    108 	VectorSubtract (point, self->enemy->s.origin, dir);
    109 
    110 	// do the damage
    111 	T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
    112 
    113 	if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
    114 		return false;
    115 
    116 	// do our special form of knockback here
    117 	VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
    118 	VectorSubtract (v, point, v);
    119 	VectorNormalize (v);
    120 	VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
    121 	if (self->enemy->velocity[2] > 0)
    122 		self->enemy->groundentity = NULL;
    123 	return true;
    124 }
    125 
    126 
    127 /*
    128 =================
    129 fire_lead
    130 
    131 This is an internal support routine used for bullet/pellet based weapons.
    132 =================
    133 */
    134 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)
    135 {
    136 	trace_t		tr;
    137 	vec3_t		dir;
    138 	vec3_t		forward, right, up;
    139 	vec3_t		end;
    140 	float		r;
    141 	float		u;
    142 	vec3_t		water_start;
    143 	qboolean	water = false;
    144 	int			content_mask = MASK_SHOT | MASK_WATER;
    145 
    146 	tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
    147 	if (!(tr.fraction < 1.0))
    148 	{
    149 		vectoangles (aimdir, dir);
    150 		AngleVectors (dir, forward, right, up);
    151 
    152 		r = crandom()*hspread;
    153 		u = crandom()*vspread;
    154 		VectorMA (start, 8192, forward, end);
    155 		VectorMA (end, r, right, end);
    156 		VectorMA (end, u, up, end);
    157 
    158 		if (gi.pointcontents (start) & MASK_WATER)
    159 		{
    160 			water = true;
    161 			VectorCopy (start, water_start);
    162 			content_mask &= ~MASK_WATER;
    163 		}
    164 
    165 		tr = gi.trace (start, NULL, NULL, end, self, content_mask);
    166 
    167 		// see if we hit water
    168 		if (tr.contents & MASK_WATER)
    169 		{
    170 			int		color;
    171 
    172 			water = true;
    173 			VectorCopy (tr.endpos, water_start);
    174 
    175 			if (!VectorCompare (start, tr.endpos))
    176 			{
    177 				if (tr.contents & CONTENTS_WATER)
    178 				{
    179 					if (strcmp(tr.surface->name, "*brwater") == 0)
    180 						color = SPLASH_BROWN_WATER;
    181 					else
    182 						color = SPLASH_BLUE_WATER;
    183 				}
    184 				else if (tr.contents & CONTENTS_SLIME)
    185 					color = SPLASH_SLIME;
    186 				else if (tr.contents & CONTENTS_LAVA)
    187 					color = SPLASH_LAVA;
    188 				else
    189 					color = SPLASH_UNKNOWN;
    190 
    191 				if (color != SPLASH_UNKNOWN)
    192 				{
    193 					gi.WriteByte (svc_temp_entity);
    194 					gi.WriteByte (TE_SPLASH);
    195 					gi.WriteByte (8);
    196 					gi.WritePosition (tr.endpos);
    197 					gi.WriteDir (tr.plane.normal);
    198 					gi.WriteByte (color);
    199 					gi.multicast (tr.endpos, MULTICAST_PVS);
    200 				}
    201 
    202 				// change bullet's course when it enters water
    203 				VectorSubtract (end, start, dir);
    204 				vectoangles (dir, dir);
    205 				AngleVectors (dir, forward, right, up);
    206 				r = crandom()*hspread*2;
    207 				u = crandom()*vspread*2;
    208 				VectorMA (water_start, 8192, forward, end);
    209 				VectorMA (end, r, right, end);
    210 				VectorMA (end, u, up, end);
    211 			}
    212 
    213 			// re-trace ignoring water this time
    214 			tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
    215 		}
    216 	}
    217 
    218 	// send gun puff / flash
    219 	if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
    220 	{
    221 		if (tr.fraction < 1.0)
    222 		{
    223 			if (tr.ent->takedamage)
    224 			{
    225 				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
    226 			}
    227 			else
    228 			{
    229 				if (strncmp (tr.surface->name, "sky", 3) != 0)
    230 				{
    231 					gi.WriteByte (svc_temp_entity);
    232 					gi.WriteByte (te_impact);
    233 					gi.WritePosition (tr.endpos);
    234 					gi.WriteDir (tr.plane.normal);
    235 					gi.multicast (tr.endpos, MULTICAST_PVS);
    236 
    237 					if (self->client)
    238 						PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
    239 				}
    240 			}
    241 		}
    242 	}
    243 
    244 	// if went through water, determine where the end and make a bubble trail
    245 	if (water)
    246 	{
    247 		vec3_t	pos;
    248 
    249 		VectorSubtract (tr.endpos, water_start, dir);
    250 		VectorNormalize (dir);
    251 		VectorMA (tr.endpos, -2, dir, pos);
    252 		if (gi.pointcontents (pos) & MASK_WATER)
    253 			VectorCopy (pos, tr.endpos);
    254 		else
    255 			tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
    256 
    257 		VectorAdd (water_start, tr.endpos, pos);
    258 		VectorScale (pos, 0.5, pos);
    259 
    260 		gi.WriteByte (svc_temp_entity);
    261 		gi.WriteByte (TE_BUBBLETRAIL);
    262 		gi.WritePosition (water_start);
    263 		gi.WritePosition (tr.endpos);
    264 		gi.multicast (pos, MULTICAST_PVS);
    265 	}
    266 }
    267 
    268 
    269 /*
    270 =================
    271 fire_bullet
    272 
    273 Fires a single round.  Used for machinegun and chaingun.  Would be fine for
    274 pistols, rifles, etc....
    275 =================
    276 */
    277 void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
    278 {
    279 	fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
    280 }
    281 
    282 
    283 /*
    284 =================
    285 fire_shotgun
    286 
    287 Shoots shotgun pellets.  Used by shotgun and super shotgun.
    288 =================
    289 */
    290 void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
    291 {
    292 	int		i;
    293 
    294 	for (i = 0; i < count; i++)
    295 		fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
    296 }
    297 
    298 
    299 /*
    300 =================
    301 fire_blaster
    302 
    303 Fires a single blaster bolt.  Used by the blaster and hyper blaster.
    304 =================
    305 */
    306 void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
    307 {
    308 	int		mod;
    309 
    310 	if (other == self->owner)
    311 		return;
    312 
    313 	if (surf && (surf->flags & SURF_SKY))
    314 	{
    315 		G_FreeEdict (self);
    316 		return;
    317 	}
    318 
    319 	if (self->owner->client)
    320 		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
    321 
    322 	if (other->takedamage)
    323 	{
    324 		if (self->spawnflags & 1)
    325 			mod = MOD_HYPERBLASTER;
    326 		else
    327 			mod = MOD_BLASTER;
    328 		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
    329 	}
    330 	else
    331 	{
    332 		gi.WriteByte (svc_temp_entity);
    333 		gi.WriteByte (TE_BLASTER);
    334 		gi.WritePosition (self->s.origin);
    335 		if (!plane)
    336 			gi.WriteDir (vec3_origin);
    337 		else
    338 			gi.WriteDir (plane->normal);
    339 		gi.multicast (self->s.origin, MULTICAST_PVS);
    340 	}
    341 
    342 	G_FreeEdict (self);
    343 }
    344 
    345 void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
    346 {
    347 	edict_t	*bolt;
    348 	trace_t	tr;
    349 
    350 	VectorNormalize (dir);
    351 
    352 	bolt = G_Spawn();
    353 	bolt->svflags = SVF_PROJECTILE; // special net code is used for projectiles
    354 	VectorCopy (start, bolt->s.origin);
    355 	VectorCopy (start, bolt->s.old_origin);
    356 	vectoangles (dir, bolt->s.angles);
    357 	VectorScale (dir, speed, bolt->velocity);
    358 	bolt->movetype = MOVETYPE_FLYMISSILE;
    359 	bolt->clipmask = MASK_SHOT;
    360 	bolt->solid = SOLID_BBOX;
    361 	bolt->s.effects |= effect;
    362 	VectorClear (bolt->mins);
    363 	VectorClear (bolt->maxs);
    364 	bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
    365 	bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
    366 	bolt->owner = self;
    367 	bolt->touch = blaster_touch;
    368 	bolt->nextthink = level.time + 2;
    369 	bolt->think = G_FreeEdict;
    370 	bolt->dmg = damage;
    371 	bolt->classname = "bolt";
    372 	if (hyper)
    373 		bolt->spawnflags = 1;
    374 	gi.linkentity (bolt);
    375 
    376 	if (self->client)
    377 		check_dodge (self, bolt->s.origin, dir, speed);
    378 
    379 	tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
    380 	if (tr.fraction < 1.0)
    381 	{
    382 		VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
    383 		bolt->touch (bolt, tr.ent, NULL, NULL);
    384 	}
    385 }	
    386 
    387 
    388 /*
    389 =================
    390 fire_grenade
    391 =================
    392 */
    393 static void Grenade_Explode (edict_t *ent)
    394 {
    395 	vec3_t		origin;
    396 	int			mod;
    397 
    398 	if (ent->owner->client)
    399 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
    400 
    401 	//FIXME: if we are onground then raise our Z just a bit since we are a point?
    402 	if (ent->enemy)
    403 	{
    404 		float	points;
    405 		vec3_t	v;
    406 		vec3_t	dir;
    407 
    408 		VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
    409 		VectorMA (ent->enemy->s.origin, 0.5, v, v);
    410 		VectorSubtract (ent->s.origin, v, v);
    411 		points = ent->dmg - 0.5 * VectorLength (v);
    412 		VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
    413 		if (ent->spawnflags & 1)
    414 			mod = MOD_HANDGRENADE;
    415 		else
    416 			mod = MOD_GRENADE;
    417 		T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
    418 	}
    419 
    420 	if (ent->spawnflags & 2)
    421 		mod = MOD_HELD_GRENADE;
    422 	else if (ent->spawnflags & 1)
    423 		mod = MOD_HG_SPLASH;
    424 	else
    425 		mod = MOD_G_SPLASH;
    426 	T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
    427 
    428 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
    429 	gi.WriteByte (svc_temp_entity);
    430 	if (ent->waterlevel)
    431 	{
    432 		if (ent->groundentity)
    433 			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
    434 		else
    435 			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
    436 	}
    437 	else
    438 	{
    439 		if (ent->groundentity)
    440 			gi.WriteByte (TE_GRENADE_EXPLOSION);
    441 		else
    442 			gi.WriteByte (TE_ROCKET_EXPLOSION);
    443 	}
    444 	gi.WritePosition (origin);
    445 	gi.multicast (ent->s.origin, MULTICAST_PHS);
    446 
    447 	G_FreeEdict (ent);
    448 }
    449 
    450 static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
    451 {
    452 	if (other == ent->owner)
    453 		return;
    454 
    455 	if (surf && (surf->flags & SURF_SKY))
    456 	{
    457 		G_FreeEdict (ent);
    458 		return;
    459 	}
    460 
    461 	if (!other->takedamage)
    462 	{
    463 		if (ent->spawnflags & 1)
    464 		{
    465 			if (random() > 0.5)
    466 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
    467 			else
    468 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
    469 		}
    470 		else
    471 		{
    472 			gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
    473 		}
    474 		return;
    475 	}
    476 
    477 	ent->enemy = other;
    478 	Grenade_Explode (ent);
    479 }
    480 
    481 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
    482 {
    483 	edict_t	*grenade;
    484 	vec3_t	dir;
    485 	vec3_t	forward, right, up;
    486 
    487 	vectoangles (aimdir, dir);
    488 	AngleVectors (dir, forward, right, up);
    489 
    490 	grenade = G_Spawn();
    491 	VectorCopy (start, grenade->s.origin);
    492 	VectorScale (aimdir, speed, grenade->velocity);
    493 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
    494 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
    495 	VectorSet (grenade->avelocity, 300, 300, 300);
    496 	grenade->movetype = MOVETYPE_BOUNCE;
    497 	grenade->clipmask = MASK_SHOT;
    498 	grenade->solid = SOLID_BBOX;
    499 	grenade->s.effects |= EF_GRENADE;
    500 	VectorClear (grenade->mins);
    501 	VectorClear (grenade->maxs);
    502 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
    503 	grenade->owner = self;
    504 	grenade->touch = Grenade_Touch;
    505 	grenade->nextthink = level.time + timer;
    506 	grenade->think = Grenade_Explode;
    507 	grenade->dmg = damage;
    508 	grenade->dmg_radius = damage_radius;
    509 	grenade->classname = "grenade";
    510 
    511 	gi.linkentity (grenade);
    512 }
    513 
    514 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
    515 {
    516 	edict_t	*grenade;
    517 	vec3_t	dir;
    518 	vec3_t	forward, right, up;
    519 
    520 	vectoangles (aimdir, dir);
    521 	AngleVectors (dir, forward, right, up);
    522 
    523 	grenade = G_Spawn();
    524 	VectorCopy (start, grenade->s.origin);
    525 	VectorScale (aimdir, speed, grenade->velocity);
    526 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
    527 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
    528 	VectorSet (grenade->avelocity, 300, 300, 300);
    529 	grenade->movetype = MOVETYPE_BOUNCE;
    530 	grenade->clipmask = MASK_SHOT;
    531 	grenade->solid = SOLID_BBOX;
    532 	grenade->s.effects |= EF_GRENADE;
    533 	VectorClear (grenade->mins);
    534 	VectorClear (grenade->maxs);
    535 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
    536 	grenade->owner = self;
    537 	grenade->touch = Grenade_Touch;
    538 	grenade->nextthink = level.time + timer;
    539 	grenade->think = Grenade_Explode;
    540 	grenade->dmg = damage;
    541 	grenade->dmg_radius = damage_radius;
    542 	grenade->classname = "hgrenade";
    543 	if (held)
    544 		grenade->spawnflags = 3;
    545 	else
    546 		grenade->spawnflags = 1;
    547 	grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
    548 
    549 	if (timer <= 0.0)
    550 		Grenade_Explode (grenade);
    551 	else
    552 	{
    553 		gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
    554 		gi.linkentity (grenade);
    555 	}
    556 }
    557 
    558 
    559 /*
    560 =================
    561 fire_rocket
    562 =================
    563 */
    564 void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
    565 {
    566 	vec3_t		origin;
    567 	int			n;
    568 
    569 	if (other == ent->owner)
    570 		return;
    571 
    572 	if (surf && (surf->flags & SURF_SKY))
    573 	{
    574 		G_FreeEdict (ent);
    575 		return;
    576 	}
    577 
    578 	if (ent->owner->client)
    579 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
    580 
    581 	// calculate position for the explosion entity
    582 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
    583 
    584 	if (other->takedamage)
    585 	{
    586 		T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
    587 	}
    588 	else
    589 	{
    590 		// don't throw any debris in net games
    591 		if (!deathmatch->value && !coop->value)
    592 		{
    593 			if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
    594 			{
    595 				n = rand() % 5;
    596 				while(n--)
    597 					ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
    598 			}
    599 		}
    600 	}
    601 
    602 	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
    603 
    604 	gi.WriteByte (svc_temp_entity);
    605 	if (ent->waterlevel)
    606 		gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
    607 	else
    608 		gi.WriteByte (TE_ROCKET_EXPLOSION);
    609 	gi.WritePosition (origin);
    610 	gi.multicast (ent->s.origin, MULTICAST_PHS);
    611 
    612 	G_FreeEdict (ent);
    613 }
    614 
    615 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
    616 {
    617 	edict_t	*rocket;
    618 
    619 	rocket = G_Spawn();
    620 	VectorCopy (start, rocket->s.origin);
    621 	VectorCopy (dir, rocket->movedir);
    622 	vectoangles (dir, rocket->s.angles);
    623 	VectorScale (dir, speed, rocket->velocity);
    624 	rocket->movetype = MOVETYPE_FLYMISSILE;
    625 	rocket->clipmask = MASK_SHOT;
    626 	rocket->solid = SOLID_BBOX;
    627 	rocket->s.effects |= EF_ROCKET;
    628 	VectorClear (rocket->mins);
    629 	VectorClear (rocket->maxs);
    630 	rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
    631 	rocket->owner = self;
    632 	rocket->touch = rocket_touch;
    633 	rocket->nextthink = level.time + 8000/speed;
    634 	rocket->think = G_FreeEdict;
    635 	rocket->dmg = damage;
    636 	rocket->radius_dmg = radius_damage;
    637 	rocket->dmg_radius = damage_radius;
    638 	rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
    639 	rocket->classname = "rocket";
    640 
    641 	if (self->client)
    642 		check_dodge (self, rocket->s.origin, dir, speed);
    643 
    644 	gi.linkentity (rocket);
    645 }
    646 
    647 
    648 /*
    649 =================
    650 fire_rail
    651 =================
    652 */
    653 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
    654 {
    655 	vec3_t		from;
    656 	vec3_t		end;
    657 	trace_t		tr;
    658 	edict_t		*ignore;
    659 	int			mask;
    660 	qboolean	water;
    661 
    662 	VectorMA (start, 8192, aimdir, end);
    663 	VectorCopy (start, from);
    664 	ignore = self;
    665 	water = false;
    666 	mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
    667 	while (ignore)
    668 	{
    669 		tr = gi.trace (from, NULL, NULL, end, ignore, mask);
    670 
    671 		if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
    672 		{
    673 			mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
    674 			water = true;
    675 		}
    676 		else
    677 		{
    678 			if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
    679 				ignore = tr.ent;
    680 			else
    681 				ignore = NULL;
    682 
    683 			if ((tr.ent != self) && (tr.ent->takedamage))
    684 				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
    685 		}
    686 
    687 		VectorCopy (tr.endpos, from);
    688 	}
    689 
    690 	// send gun puff / flash
    691 	gi.WriteByte (svc_temp_entity);
    692 	gi.WriteByte (TE_RAILTRAIL);
    693 	gi.WritePosition (start);
    694 	gi.WritePosition (tr.endpos);
    695 	gi.multicast (self->s.origin, MULTICAST_PHS);
    696 //	gi.multicast (start, MULTICAST_PHS);
    697 	if (water)
    698 	{
    699 		gi.WriteByte (svc_temp_entity);
    700 		gi.WriteByte (TE_RAILTRAIL);
    701 		gi.WritePosition (start);
    702 		gi.WritePosition (tr.endpos);
    703 		gi.multicast (tr.endpos, MULTICAST_PHS);
    704 	}
    705 
    706 	if (self->client)
    707 		PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
    708 }
    709 
    710 
    711 /*
    712 =================
    713 fire_bfg
    714 =================
    715 */
    716 void bfg_explode (edict_t *self)
    717 {
    718 	edict_t	*ent;
    719 	float	points;
    720 	vec3_t	v;
    721 	float	dist;
    722 
    723 	if (self->s.frame == 0)
    724 	{
    725 		// the BFG effect
    726 		ent = NULL;
    727 		while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
    728 		{
    729 			if (!ent->takedamage)
    730 				continue;
    731 			if (ent == self->owner)
    732 				continue;
    733 			if (!CanDamage (ent, self))
    734 				continue;
    735 			if (!CanDamage (ent, self->owner))
    736 				continue;
    737 
    738 			VectorAdd (ent->mins, ent->maxs, v);
    739 			VectorMA (ent->s.origin, 0.5, v, v);
    740 			VectorSubtract (self->s.origin, v, v);
    741 			dist = VectorLength(v);
    742 			points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
    743 			if (ent == self->owner)
    744 				points = points * 0.5;
    745 
    746 			gi.WriteByte (svc_temp_entity);
    747 			gi.WriteByte (TE_BFG_EXPLOSION);
    748 			gi.WritePosition (ent->s.origin);
    749 			gi.multicast (ent->s.origin, MULTICAST_PHS);
    750 			T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
    751 		}
    752 	}
    753 
    754 	self->nextthink = level.time + FRAMETIME;
    755 	self->s.frame++;
    756 	if (self->s.frame == 5)
    757 		self->think = G_FreeEdict;
    758 }
    759 
    760 void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
    761 {
    762 	if (other == self->owner)
    763 		return;
    764 
    765 	if (surf && (surf->flags & SURF_SKY))
    766 	{
    767 		G_FreeEdict (self);
    768 		return;
    769 	}
    770 
    771 	if (self->owner->client)
    772 		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
    773 
    774 	// core explosion - prevents firing it into the wall/floor
    775 	if (other->takedamage)
    776 		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
    777 	T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
    778 
    779 	gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
    780 	self->solid = SOLID_NOT;
    781 	self->touch = NULL;
    782 	VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
    783 	VectorClear (self->velocity);
    784 	self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
    785 	self->s.frame = 0;
    786 	self->s.sound = 0;
    787 	self->s.effects &= ~EF_ANIM_ALLFAST;
    788 	self->think = bfg_explode;
    789 	self->nextthink = level.time + FRAMETIME;
    790 	self->enemy = other;
    791 
    792 	gi.WriteByte (svc_temp_entity);
    793 	gi.WriteByte (TE_BFG_BIGEXPLOSION);
    794 	gi.WritePosition (self->s.origin);
    795 	gi.multicast (self->s.origin, MULTICAST_PVS);
    796 }
    797 
    798 
    799 void bfg_think (edict_t *self)
    800 {
    801 	edict_t	*ent;
    802 	edict_t	*ignore;
    803 	vec3_t	point;
    804 	vec3_t	dir;
    805 	vec3_t	start;
    806 	vec3_t	end;
    807 	int		dmg;
    808 	trace_t	tr;
    809 
    810 	if (deathmatch->value)
    811 		dmg = 5;
    812 	else
    813 		dmg = 10;
    814 
    815 	ent = NULL;
    816 	while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
    817 	{
    818 		if (ent == self)
    819 			continue;
    820 
    821 		if (ent == self->owner)
    822 			continue;
    823 
    824 		if (!ent->takedamage)
    825 			continue;
    826 
    827 		if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
    828 			continue;
    829 
    830 //ZOID
    831 		//don't target players in CTF
    832 		if (ctf->value && ent->client &&
    833 			self->owner->client &&
    834 			ent->client->resp.ctf_team == self->owner->client->resp.ctf_team)
    835 			continue;
    836 //ZOID
    837 
    838 		VectorMA (ent->absmin, 0.5, ent->size, point);
    839 
    840 		VectorSubtract (point, self->s.origin, dir);
    841 		VectorNormalize (dir);
    842 
    843 		ignore = self;
    844 		VectorCopy (self->s.origin, start);
    845 		VectorMA (start, 2048, dir, end);
    846 		while(1)
    847 		{
    848 			tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
    849 
    850 			if (!tr.ent)
    851 				break;
    852 
    853 			// hurt it if we can
    854 			if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
    855 				T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
    856 
    857 			// if we hit something that's not a monster or player we're done
    858 			if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
    859 			{
    860 				gi.WriteByte (svc_temp_entity);
    861 				gi.WriteByte (TE_LASER_SPARKS);
    862 				gi.WriteByte (4);
    863 				gi.WritePosition (tr.endpos);
    864 				gi.WriteDir (tr.plane.normal);
    865 				gi.WriteByte (self->s.skinnum);
    866 				gi.multicast (tr.endpos, MULTICAST_PVS);
    867 				break;
    868 			}
    869 
    870 			ignore = tr.ent;
    871 			VectorCopy (tr.endpos, start);
    872 		}
    873 
    874 		gi.WriteByte (svc_temp_entity);
    875 		gi.WriteByte (TE_BFG_LASER);
    876 		gi.WritePosition (self->s.origin);
    877 		gi.WritePosition (tr.endpos);
    878 		gi.multicast (self->s.origin, MULTICAST_PHS);
    879 	}
    880 
    881 	self->nextthink = level.time + FRAMETIME;
    882 }
    883 
    884 
    885 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
    886 {
    887 	edict_t	*bfg;
    888 
    889 	bfg = G_Spawn();
    890 	VectorCopy (start, bfg->s.origin);
    891 	VectorCopy (dir, bfg->movedir);
    892 	vectoangles (dir, bfg->s.angles);
    893 	VectorScale (dir, speed, bfg->velocity);
    894 	bfg->movetype = MOVETYPE_FLYMISSILE;
    895 	bfg->clipmask = MASK_SHOT;
    896 	bfg->solid = SOLID_BBOX;
    897 	bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
    898 	VectorClear (bfg->mins);
    899 	VectorClear (bfg->maxs);
    900 	bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
    901 	bfg->owner = self;
    902 	bfg->touch = bfg_touch;
    903 	bfg->nextthink = level.time + 8000/speed;
    904 	bfg->think = G_FreeEdict;
    905 	bfg->radius_dmg = damage;
    906 	bfg->dmg_radius = damage_radius;
    907 	bfg->classname = "bfg blast";
    908 	bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
    909 
    910 	bfg->think = bfg_think;
    911 	bfg->nextthink = level.time + FRAMETIME;
    912 	bfg->teammaster = bfg;
    913 	bfg->teamchain = NULL;
    914 
    915 	if (self->client)
    916 		check_dodge (self, bfg->s.origin, dir, speed);
    917 
    918 	gi.linkentity (bfg);
    919 }