Quake-2

Quake 2 GPL Source Release
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g_weapon.c (23483B)


      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_DEADMONSTER;
    354 	// yes, I know it looks weird that projectiles are deadmonsters
    355 	// what this means is that when prediction is used against the object
    356 	// (blaster/hyperblaster shots), the player won't be solid clipped against
    357 	// the object.  Right now trying to run into a firing hyperblaster
    358 	// is very jerky since you are predicted 'against' the shots.
    359 	VectorCopy (start, bolt->s.origin);
    360 	VectorCopy (start, bolt->s.old_origin);
    361 	vectoangles (dir, bolt->s.angles);
    362 	VectorScale (dir, speed, bolt->velocity);
    363 	bolt->movetype = MOVETYPE_FLYMISSILE;
    364 	bolt->clipmask = MASK_SHOT;
    365 	bolt->solid = SOLID_BBOX;
    366 	bolt->s.effects |= effect;
    367 	VectorClear (bolt->mins);
    368 	VectorClear (bolt->maxs);
    369 	bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
    370 	bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
    371 	bolt->owner = self;
    372 	bolt->touch = blaster_touch;
    373 	bolt->nextthink = level.time + 2;
    374 	bolt->think = G_FreeEdict;
    375 	bolt->dmg = damage;
    376 	bolt->classname = "bolt";
    377 	if (hyper)
    378 		bolt->spawnflags = 1;
    379 	gi.linkentity (bolt);
    380 
    381 	if (self->client)
    382 		check_dodge (self, bolt->s.origin, dir, speed);
    383 
    384 	tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
    385 	if (tr.fraction < 1.0)
    386 	{
    387 		VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
    388 		bolt->touch (bolt, tr.ent, NULL, NULL);
    389 	}
    390 }	
    391 
    392 
    393 /*
    394 =================
    395 fire_grenade
    396 =================
    397 */
    398 static void Grenade_Explode (edict_t *ent)
    399 {
    400 	vec3_t		origin;
    401 	int			mod;
    402 
    403 	if (ent->owner->client)
    404 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
    405 
    406 	//FIXME: if we are onground then raise our Z just a bit since we are a point?
    407 	if (ent->enemy)
    408 	{
    409 		float	points;
    410 		vec3_t	v;
    411 		vec3_t	dir;
    412 
    413 		VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
    414 		VectorMA (ent->enemy->s.origin, 0.5, v, v);
    415 		VectorSubtract (ent->s.origin, v, v);
    416 		points = ent->dmg - 0.5 * VectorLength (v);
    417 		VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
    418 		if (ent->spawnflags & 1)
    419 			mod = MOD_HANDGRENADE;
    420 		else
    421 			mod = MOD_GRENADE;
    422 		T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
    423 	}
    424 
    425 	if (ent->spawnflags & 2)
    426 		mod = MOD_HELD_GRENADE;
    427 	else if (ent->spawnflags & 1)
    428 		mod = MOD_HG_SPLASH;
    429 	else
    430 		mod = MOD_G_SPLASH;
    431 	T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
    432 
    433 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
    434 	gi.WriteByte (svc_temp_entity);
    435 	if (ent->waterlevel)
    436 	{
    437 		if (ent->groundentity)
    438 			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
    439 		else
    440 			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
    441 	}
    442 	else
    443 	{
    444 		if (ent->groundentity)
    445 			gi.WriteByte (TE_GRENADE_EXPLOSION);
    446 		else
    447 			gi.WriteByte (TE_ROCKET_EXPLOSION);
    448 	}
    449 	gi.WritePosition (origin);
    450 	gi.multicast (ent->s.origin, MULTICAST_PHS);
    451 
    452 	G_FreeEdict (ent);
    453 }
    454 
    455 static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
    456 {
    457 	if (other == ent->owner)
    458 		return;
    459 
    460 	if (surf && (surf->flags & SURF_SKY))
    461 	{
    462 		G_FreeEdict (ent);
    463 		return;
    464 	}
    465 
    466 	if (!other->takedamage)
    467 	{
    468 		if (ent->spawnflags & 1)
    469 		{
    470 			if (random() > 0.5)
    471 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
    472 			else
    473 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
    474 		}
    475 		else
    476 		{
    477 			gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
    478 		}
    479 		return;
    480 	}
    481 
    482 	ent->enemy = other;
    483 	Grenade_Explode (ent);
    484 }
    485 
    486 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
    487 {
    488 	edict_t	*grenade;
    489 	vec3_t	dir;
    490 	vec3_t	forward, right, up;
    491 
    492 	vectoangles (aimdir, dir);
    493 	AngleVectors (dir, forward, right, up);
    494 
    495 	grenade = G_Spawn();
    496 	VectorCopy (start, grenade->s.origin);
    497 	VectorScale (aimdir, speed, grenade->velocity);
    498 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
    499 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
    500 	VectorSet (grenade->avelocity, 300, 300, 300);
    501 	grenade->movetype = MOVETYPE_BOUNCE;
    502 	grenade->clipmask = MASK_SHOT;
    503 	grenade->solid = SOLID_BBOX;
    504 	grenade->s.effects |= EF_GRENADE;
    505 	VectorClear (grenade->mins);
    506 	VectorClear (grenade->maxs);
    507 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
    508 	grenade->owner = self;
    509 	grenade->touch = Grenade_Touch;
    510 	grenade->nextthink = level.time + timer;
    511 	grenade->think = Grenade_Explode;
    512 	grenade->dmg = damage;
    513 	grenade->dmg_radius = damage_radius;
    514 	grenade->classname = "grenade";
    515 
    516 	gi.linkentity (grenade);
    517 }
    518 
    519 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
    520 {
    521 	edict_t	*grenade;
    522 	vec3_t	dir;
    523 	vec3_t	forward, right, up;
    524 
    525 	vectoangles (aimdir, dir);
    526 	AngleVectors (dir, forward, right, up);
    527 
    528 	grenade = G_Spawn();
    529 	VectorCopy (start, grenade->s.origin);
    530 	VectorScale (aimdir, speed, grenade->velocity);
    531 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
    532 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
    533 	VectorSet (grenade->avelocity, 300, 300, 300);
    534 	grenade->movetype = MOVETYPE_BOUNCE;
    535 	grenade->clipmask = MASK_SHOT;
    536 	grenade->solid = SOLID_BBOX;
    537 	grenade->s.effects |= EF_GRENADE;
    538 	VectorClear (grenade->mins);
    539 	VectorClear (grenade->maxs);
    540 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
    541 	grenade->owner = self;
    542 	grenade->touch = Grenade_Touch;
    543 	grenade->nextthink = level.time + timer;
    544 	grenade->think = Grenade_Explode;
    545 	grenade->dmg = damage;
    546 	grenade->dmg_radius = damage_radius;
    547 	grenade->classname = "hgrenade";
    548 	if (held)
    549 		grenade->spawnflags = 3;
    550 	else
    551 		grenade->spawnflags = 1;
    552 	grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
    553 
    554 	if (timer <= 0.0)
    555 		Grenade_Explode (grenade);
    556 	else
    557 	{
    558 		gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
    559 		gi.linkentity (grenade);
    560 	}
    561 }
    562 
    563 
    564 /*
    565 =================
    566 fire_rocket
    567 =================
    568 */
    569 void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
    570 {
    571 	vec3_t		origin;
    572 	int			n;
    573 
    574 	if (other == ent->owner)
    575 		return;
    576 
    577 	if (surf && (surf->flags & SURF_SKY))
    578 	{
    579 		G_FreeEdict (ent);
    580 		return;
    581 	}
    582 
    583 	if (ent->owner->client)
    584 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
    585 
    586 	// calculate position for the explosion entity
    587 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
    588 
    589 	if (other->takedamage)
    590 	{
    591 		T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
    592 	}
    593 	else
    594 	{
    595 		// don't throw any debris in net games
    596 		if (!deathmatch->value && !coop->value)
    597 		{
    598 			if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
    599 			{
    600 				n = rand() % 5;
    601 				while(n--)
    602 					ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
    603 			}
    604 		}
    605 	}
    606 
    607 	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
    608 
    609 	gi.WriteByte (svc_temp_entity);
    610 	if (ent->waterlevel)
    611 		gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
    612 	else
    613 		gi.WriteByte (TE_ROCKET_EXPLOSION);
    614 	gi.WritePosition (origin);
    615 	gi.multicast (ent->s.origin, MULTICAST_PHS);
    616 
    617 	G_FreeEdict (ent);
    618 }
    619 
    620 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
    621 {
    622 	edict_t	*rocket;
    623 
    624 	rocket = G_Spawn();
    625 	VectorCopy (start, rocket->s.origin);
    626 	VectorCopy (dir, rocket->movedir);
    627 	vectoangles (dir, rocket->s.angles);
    628 	VectorScale (dir, speed, rocket->velocity);
    629 	rocket->movetype = MOVETYPE_FLYMISSILE;
    630 	rocket->clipmask = MASK_SHOT;
    631 	rocket->solid = SOLID_BBOX;
    632 	rocket->s.effects |= EF_ROCKET;
    633 	VectorClear (rocket->mins);
    634 	VectorClear (rocket->maxs);
    635 	rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
    636 	rocket->owner = self;
    637 	rocket->touch = rocket_touch;
    638 	rocket->nextthink = level.time + 8000/speed;
    639 	rocket->think = G_FreeEdict;
    640 	rocket->dmg = damage;
    641 	rocket->radius_dmg = radius_damage;
    642 	rocket->dmg_radius = damage_radius;
    643 	rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
    644 	rocket->classname = "rocket";
    645 
    646 	if (self->client)
    647 		check_dodge (self, rocket->s.origin, dir, speed);
    648 
    649 	gi.linkentity (rocket);
    650 }
    651 
    652 
    653 /*
    654 =================
    655 fire_rail
    656 =================
    657 */
    658 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
    659 {
    660 	vec3_t		from;
    661 	vec3_t		end;
    662 	trace_t		tr;
    663 	edict_t		*ignore;
    664 	int			mask;
    665 	qboolean	water;
    666 
    667 	VectorMA (start, 8192, aimdir, end);
    668 	VectorCopy (start, from);
    669 	ignore = self;
    670 	water = false;
    671 	mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
    672 	while (ignore)
    673 	{
    674 		tr = gi.trace (from, NULL, NULL, end, ignore, mask);
    675 
    676 		if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
    677 		{
    678 			mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
    679 			water = true;
    680 		}
    681 		else
    682 		{
    683 			if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
    684 				ignore = tr.ent;
    685 			else
    686 				ignore = NULL;
    687 
    688 			if ((tr.ent != self) && (tr.ent->takedamage))
    689 				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
    690 		}
    691 
    692 		VectorCopy (tr.endpos, from);
    693 	}
    694 
    695 	// send gun puff / flash
    696 	gi.WriteByte (svc_temp_entity);
    697 	gi.WriteByte (TE_RAILTRAIL);
    698 	gi.WritePosition (start);
    699 	gi.WritePosition (tr.endpos);
    700 	gi.multicast (self->s.origin, MULTICAST_PHS);
    701 //	gi.multicast (start, MULTICAST_PHS);
    702 	if (water)
    703 	{
    704 		gi.WriteByte (svc_temp_entity);
    705 		gi.WriteByte (TE_RAILTRAIL);
    706 		gi.WritePosition (start);
    707 		gi.WritePosition (tr.endpos);
    708 		gi.multicast (tr.endpos, MULTICAST_PHS);
    709 	}
    710 
    711 	if (self->client)
    712 		PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
    713 }
    714 
    715 
    716 /*
    717 =================
    718 fire_bfg
    719 =================
    720 */
    721 void bfg_explode (edict_t *self)
    722 {
    723 	edict_t	*ent;
    724 	float	points;
    725 	vec3_t	v;
    726 	float	dist;
    727 
    728 	if (self->s.frame == 0)
    729 	{
    730 		// the BFG effect
    731 		ent = NULL;
    732 		while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
    733 		{
    734 			if (!ent->takedamage)
    735 				continue;
    736 			if (ent == self->owner)
    737 				continue;
    738 			if (!CanDamage (ent, self))
    739 				continue;
    740 			if (!CanDamage (ent, self->owner))
    741 				continue;
    742 
    743 			VectorAdd (ent->mins, ent->maxs, v);
    744 			VectorMA (ent->s.origin, 0.5, v, v);
    745 			VectorSubtract (self->s.origin, v, v);
    746 			dist = VectorLength(v);
    747 			points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
    748 			if (ent == self->owner)
    749 				points = points * 0.5;
    750 
    751 			gi.WriteByte (svc_temp_entity);
    752 			gi.WriteByte (TE_BFG_EXPLOSION);
    753 			gi.WritePosition (ent->s.origin);
    754 			gi.multicast (ent->s.origin, MULTICAST_PHS);
    755 			T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
    756 		}
    757 	}
    758 
    759 	self->nextthink = level.time + FRAMETIME;
    760 	self->s.frame++;
    761 	if (self->s.frame == 5)
    762 		self->think = G_FreeEdict;
    763 }
    764 
    765 void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
    766 {
    767 	if (other == self->owner)
    768 		return;
    769 
    770 	if (surf && (surf->flags & SURF_SKY))
    771 	{
    772 		G_FreeEdict (self);
    773 		return;
    774 	}
    775 
    776 	if (self->owner->client)
    777 		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
    778 
    779 	// core explosion - prevents firing it into the wall/floor
    780 	if (other->takedamage)
    781 		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
    782 	T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
    783 
    784 	gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
    785 	self->solid = SOLID_NOT;
    786 	self->touch = NULL;
    787 	VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
    788 	VectorClear (self->velocity);
    789 	self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
    790 	self->s.frame = 0;
    791 	self->s.sound = 0;
    792 	self->s.effects &= ~EF_ANIM_ALLFAST;
    793 	self->think = bfg_explode;
    794 	self->nextthink = level.time + FRAMETIME;
    795 	self->enemy = other;
    796 
    797 	gi.WriteByte (svc_temp_entity);
    798 	gi.WriteByte (TE_BFG_BIGEXPLOSION);
    799 	gi.WritePosition (self->s.origin);
    800 	gi.multicast (self->s.origin, MULTICAST_PVS);
    801 }
    802 
    803 
    804 void bfg_think (edict_t *self)
    805 {
    806 	edict_t	*ent;
    807 	edict_t	*ignore;
    808 	vec3_t	point;
    809 	vec3_t	dir;
    810 	vec3_t	start;
    811 	vec3_t	end;
    812 	int		dmg;
    813 	trace_t	tr;
    814 
    815 	if (deathmatch->value)
    816 		dmg = 5;
    817 	else
    818 		dmg = 10;
    819 
    820 	ent = NULL;
    821 	while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
    822 	{
    823 		if (ent == self)
    824 			continue;
    825 
    826 		if (ent == self->owner)
    827 			continue;
    828 
    829 		if (!ent->takedamage)
    830 			continue;
    831 
    832 		if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
    833 			continue;
    834 
    835 		VectorMA (ent->absmin, 0.5, ent->size, point);
    836 
    837 		VectorSubtract (point, self->s.origin, dir);
    838 		VectorNormalize (dir);
    839 
    840 		ignore = self;
    841 		VectorCopy (self->s.origin, start);
    842 		VectorMA (start, 2048, dir, end);
    843 		while(1)
    844 		{
    845 			tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
    846 
    847 			if (!tr.ent)
    848 				break;
    849 
    850 			// hurt it if we can
    851 			if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
    852 				T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
    853 
    854 			// if we hit something that's not a monster or player we're done
    855 			if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
    856 			{
    857 				gi.WriteByte (svc_temp_entity);
    858 				gi.WriteByte (TE_LASER_SPARKS);
    859 				gi.WriteByte (4);
    860 				gi.WritePosition (tr.endpos);
    861 				gi.WriteDir (tr.plane.normal);
    862 				gi.WriteByte (self->s.skinnum);
    863 				gi.multicast (tr.endpos, MULTICAST_PVS);
    864 				break;
    865 			}
    866 
    867 			ignore = tr.ent;
    868 			VectorCopy (tr.endpos, start);
    869 		}
    870 
    871 		gi.WriteByte (svc_temp_entity);
    872 		gi.WriteByte (TE_BFG_LASER);
    873 		gi.WritePosition (self->s.origin);
    874 		gi.WritePosition (tr.endpos);
    875 		gi.multicast (self->s.origin, MULTICAST_PHS);
    876 	}
    877 
    878 	self->nextthink = level.time + FRAMETIME;
    879 }
    880 
    881 
    882 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
    883 {
    884 	edict_t	*bfg;
    885 
    886 	bfg = G_Spawn();
    887 	VectorCopy (start, bfg->s.origin);
    888 	VectorCopy (dir, bfg->movedir);
    889 	vectoangles (dir, bfg->s.angles);
    890 	VectorScale (dir, speed, bfg->velocity);
    891 	bfg->movetype = MOVETYPE_FLYMISSILE;
    892 	bfg->clipmask = MASK_SHOT;
    893 	bfg->solid = SOLID_BBOX;
    894 	bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
    895 	VectorClear (bfg->mins);
    896 	VectorClear (bfg->maxs);
    897 	bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
    898 	bfg->owner = self;
    899 	bfg->touch = bfg_touch;
    900 	bfg->nextthink = level.time + 8000/speed;
    901 	bfg->think = G_FreeEdict;
    902 	bfg->radius_dmg = damage;
    903 	bfg->dmg_radius = damage_radius;
    904 	bfg->classname = "bfg blast";
    905 	bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
    906 
    907 	bfg->think = bfg_think;
    908 	bfg->nextthink = level.time + FRAMETIME;
    909 	bfg->teammaster = bfg;
    910 	bfg->teamchain = NULL;
    911 
    912 	if (self->client)
    913 		check_dodge (self, bfg->s.origin, dir, speed);
    914 
    915 	gi.linkentity (bfg);
    916 }