#include "g_local.h"
static void check_dodge(edict_t *self, vec3_t start, vec3_t dir, int speed) {
vec3_t end;
vec3_t v;
trace_t tr;
float eta;
if(skill->value == 0) {
if(random() > 0.25)
return;
}
VectorMA(start, 8192, dir, end);
tr = gi.trace(self->s.cmodel_index, start, NULL, NULL, end, self, MASK_SHOT);
if((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (ent_read_health(tr.ent)->value > 0) &&
(tr.ent->monsterinfo.dodge) && infront(tr.ent, self)) {
VectorSubtract(tr.endpos, start, v);
eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
tr.ent->monsterinfo.dodge(tr.ent, self, eta);
}
}
bool fire_hit(edict_t *self, vec3_t aim, int damage, int kick) {
trace_t tr;
vec3_t forward, right, up;
vec3_t v;
vec3_t point;
float range;
vec3_t dir;
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
range = VectorLength(dir);
if(range > aim[0])
return false;
if(aim[1] > self->mins[0] && aim[1] < self->maxs[0]) {
range -= self->enemy->maxs[0];
} else {
if(aim[1] < 0)
aim[1] = self->enemy->mins[0];
else
aim[1] = self->enemy->maxs[0];
}
VectorMA(self->s.origin, range, dir, point);
tr = gi.trace(self->s.cmodel_index, self->s.origin, NULL, NULL, point, self, MASK_SHOT);
if(tr.fraction < 1) {
if(!tr.ent->takedamage)
return false;
if((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
tr.ent = self->enemy;
}
AngleVectors(self->s.angles, forward, right, up);
VectorMA(self->s.origin, range, forward, point);
VectorMA(point, aim[1], right, point);
VectorMA(point, aim[2], up, point);
VectorSubtract(point, self->enemy->s.origin, dir);
T_Damage(tr.ent, self, self, dir, point, vec3_origin, damage, kick / 2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
if(!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
return false;
VectorMA(self->enemy->absmin, 0.5, self->enemy->size, v);
VectorSubtract(v, point, v);
VectorNormalize(v);
VectorMA(self->enemy->velocity, kick, v, self->enemy->velocity);
if(self->enemy->velocity[2] > 0)
self->enemy->groundentity = NULL;
return true;
}
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) {
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
float r;
float u;
vec3_t water_start;
bool water = false;
int content_mask = MASK_SHOT | MASK_WATER;
tr = gi.trace(self->s.cmodel_index, self->s.origin, NULL, NULL, start, self, MASK_SHOT);
if(!(tr.fraction < 1.0)) {
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
r = crandom() * hspread;
u = crandom() * vspread;
VectorMA(start, 8192, forward, end);
VectorMA(end, r, right, end);
VectorMA(end, u, up, end);
if(gi.pointcontents(self->s.cmodel_index, start) & MASK_WATER) {
water = true;
VectorCopy(start, water_start);
content_mask &= ~MASK_WATER;
}
tr = gi.trace(self->s.cmodel_index, start, NULL, NULL, end, self, content_mask);
if(tr.contents & MASK_WATER) {
int color;
water = true;
VectorCopy(tr.endpos, water_start);
if(!VectorCompare(start, tr.endpos)) {
if(tr.contents & CONTENTS_WATER) {
if(strcmp(tr.surface->name, "*brwater") == 0)
color = SPLASH_BROWN_WATER;
else
color = SPLASH_BLUE_WATER;
} else if(tr.contents & CONTENTS_SLIME)
color = SPLASH_SLIME;
else if(tr.contents & CONTENTS_LAVA)
color = SPLASH_LAVA;
else
color = SPLASH_UNKNOWN;
if(color != SPLASH_UNKNOWN) {
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_SPLASH);
gi.WriteByte(8);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.WriteByte(color);
gi.multicast(self->s.cmodel_index, tr.endpos, MULTICAST_PVS);
}
VectorSubtract(end, start, dir);
vectoangles(dir, dir);
AngleVectors(dir, forward, right, up);
r = crandom() * hspread * 2;
u = crandom() * vspread * 2;
VectorMA(water_start, 8192, forward, end);
VectorMA(end, r, right, end);
VectorMA(end, u, up, end);
}
tr = gi.trace(self->s.cmodel_index, water_start, NULL, NULL, end, self, MASK_SHOT);
}
}
if(!((tr.surface) && (tr.surface->flags & SURF_SKY))) {
if(tr.fraction < 1.0) {
if(tr.ent->takedamage) {
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
} else {
if(strncmp(tr.surface->name, "sky", 3) != 0) {
gi.WriteByte(svc_temp_entity);
gi.WriteByte(te_impact);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.multicast(self->s.cmodel_index, tr.endpos, MULTICAST_PVS);
if(self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
}
}
if(water) {
vec3_t pos;
VectorSubtract(tr.endpos, water_start, dir);
VectorNormalize(dir);
VectorMA(tr.endpos, -2, dir, pos);
if(gi.pointcontents(self->s.cmodel_index, pos) & MASK_WATER)
VectorCopy(pos, tr.endpos);
else
tr = gi.trace(self->s.cmodel_index, pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
VectorAdd(water_start, tr.endpos, pos);
VectorScale(pos, 0.5, pos);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BUBBLETRAIL);
gi.WritePosition(water_start);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.cmodel_index, pos, MULTICAST_PVS);
}
}
void fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod) {
fire_lead(self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}
void fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count,
int mod) {
int i;
for(i = 0; i < count; i++)
fire_lead(self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
}
void blaster_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) {
int mod;
if(other == self->owner)
return;
if(surf && (surf->flags & SURF_SKY)) {
G_FreeEdict(self);
return;
}
if(self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if(other->takedamage) {
if(self->spawnflags & 1)
mod = MOD_HYPERBLASTER;
else
mod = MOD_BLASTER;
T_Damage(other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
} else {
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BLASTER);
gi.WritePosition(self->s.origin);
if(!plane)
gi.WriteDir(vec3_origin);
else
gi.WriteDir(plane->normal);
gi.multicast(self->s.cmodel_index, self->s.origin, MULTICAST_PVS);
}
G_FreeEdict(self);
}
void fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, bool hyper) {
edict_t *bolt;
trace_t tr;
VectorNormalize(dir);
bolt = G_Spawn(self->s.cmodel_index);
bolt->svflags = SVF_DEADMONSTER;
VectorCopy(start, bolt->s.origin);
VectorCopy(start, bolt->s.old_origin);
vectoangles(dir, bolt->s.angles);
VectorScale(dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
VectorClear(bolt->mins);
VectorClear(bolt->maxs);
bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
bolt->s.sound = gi.soundindex("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
if(hyper)
bolt->spawnflags = 1;
gi.linkentity(bolt);
if(self->client)
check_dodge(self, bolt->s.origin, dir, speed);
tr = gi.trace(self->s.cmodel_index, self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if(tr.fraction < 1.0) {
VectorMA(bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch(bolt, tr.ent, NULL, NULL);
}
}
static void Grenade_Explode(edict_t *ent) {
vec3_t origin;
int mod;
if(ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
if(ent->enemy) {
float points;
vec3_t v;
vec3_t dir;
VectorAdd(ent->enemy->mins, ent->enemy->maxs, v);
VectorMA(ent->enemy->s.origin, 0.5, v, v);
VectorSubtract(ent->s.origin, v, v);
points = ent->dmg - 0.5 * VectorLength(v);
VectorSubtract(ent->enemy->s.origin, ent->s.origin, dir);
if(ent->spawnflags & 1)
mod = MOD_HANDGRENADE;
else
mod = MOD_GRENADE;
T_Damage(ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS,
mod);
}
if(ent->spawnflags & 2)
mod = MOD_HELD_GRENADE;
else if(ent->spawnflags & 1)
mod = MOD_HG_SPLASH;
else
mod = MOD_G_SPLASH;
T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
VectorMA(ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte(svc_temp_entity);
if(ent->waterlevel) {
if(ent->groundentity)
gi.WriteByte(TE_GRENADE_EXPLOSION_WATER);
else
gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
} else {
if(ent->groundentity)
gi.WriteByte(TE_GRENADE_EXPLOSION);
else
gi.WriteByte(TE_ROCKET_EXPLOSION);
}
gi.WritePosition(origin);
gi.multicast(ent->s.cmodel_index, ent->s.origin, MULTICAST_PHS);
G_FreeEdict(ent);
}
static void Grenade_Touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) {
if(other == ent->owner)
return;
if(surf && (surf->flags & SURF_SKY)) {
G_FreeEdict(ent);
return;
}
if(!other->takedamage) {
if(ent->spawnflags & 1) {
if(random() > 0.5)
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
else
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
} else {
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
}
return;
}
ent->enemy = other;
Grenade_Explode(ent);
}
void fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius) {
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn(self->s.cmodel_index);
VectorCopy(start, grenade->s.origin);
VectorScale(aimdir, speed, grenade->velocity);
VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet(grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear(grenade->mins);
VectorClear(grenade->maxs);
grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
gi.linkentity(grenade);
}
void fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius,
bool held) {
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn(self->s.cmodel_index);
VectorCopy(start, grenade->s.origin);
VectorScale(aimdir, speed, grenade->velocity);
VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet(grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear(grenade->mins);
VectorClear(grenade->maxs);
grenade->s.modelindex = gi.modelindex("models/objects/grenade2/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "hgrenade";
if(held)
grenade->spawnflags = 3;
else
grenade->spawnflags = 1;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
if(timer <= 0.0)
Grenade_Explode(grenade);
else {
gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity(grenade);
}
}
void rocket_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) {
vec3_t origin;
int n;
if(other == ent->owner)
return;
if(surf && (surf->flags & SURF_SKY)) {
G_FreeEdict(ent);
return;
}
if(ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
VectorMA(ent->s.origin, -0.02, ent->velocity, origin);
if(other->takedamage) {
T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
} else {
if(!deathmatch->value && !coop->value) {
if((surf) && !(surf->flags & (SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING))) {
n = rand() % 5;
while(n--)
ThrowDebris(ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
}
}
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
gi.WriteByte(svc_temp_entity);
if(ent->waterlevel)
gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
else
gi.WriteByte(TE_ROCKET_EXPLOSION);
gi.WritePosition(origin);
gi.multicast(ent->s.cmodel_index, ent->s.origin, MULTICAST_PHS);
G_FreeEdict(ent);
}
void fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius,
int radius_damage) {
edict_t *rocket;
rocket = G_Spawn(self->s.cmodel_index);
VectorCopy(start, rocket->s.origin);
VectorCopy(dir, rocket->movedir);
vectoangles(dir, rocket->s.angles);
VectorScale(dir, speed, rocket->velocity);
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear(rocket->mins);
VectorClear(rocket->maxs);
rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->nextthink = level.time + 8000 / speed;
rocket->think = G_FreeEdict;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex("weapons/rockfly.wav");
rocket->classname = "rocket";
if(self->client)
check_dodge(self, rocket->s.origin, dir, speed);
gi.linkentity(rocket);
}
void fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick) {
vec3_t from;
vec3_t end;
trace_t tr;
edict_t *ignore;
int mask;
bool water;
VectorMA(start, 8192, aimdir, end);
VectorCopy(start, from);
ignore = self;
water = false;
mask = MASK_SHOT | CONTENTS_SLIME | CONTENTS_LAVA;
while(ignore) {
tr = gi.trace(self->s.cmodel_index, from, NULL, NULL, end, ignore, mask);
if(tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA)) {
mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
water = true;
} else {
if((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
ignore = tr.ent;
else
ignore = NULL;
if((tr.ent != self) && (tr.ent->takedamage))
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
}
VectorCopy(tr.endpos, from);
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_RAILTRAIL);
gi.WritePosition(start);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.cmodel_index, self->s.origin, MULTICAST_PHS);
if(water) {
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_RAILTRAIL);
gi.WritePosition(start);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.cmodel_index, tr.endpos, MULTICAST_PHS);
}
if(self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
void bfg_explode(edict_t *self) {
edict_t *ent;
float points;
vec3_t v;
float dist;
if(self->s.frame == 0) {
ent = NULL;
while((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL) {
if(!ent->takedamage)
continue;
if(ent == self->owner)
continue;
if(!CanDamage(ent, self))
continue;
if(!CanDamage(ent, self->owner))
continue;
VectorAdd(ent->mins, ent->maxs, v);
VectorMA(ent->s.origin, 0.5, v, v);
VectorSubtract(self->s.origin, v, v);
dist = VectorLength(v);
points = self->radius_dmg * (1.0 - sqrt(dist / self->dmg_radius));
if(ent == self->owner)
points = points * 0.5;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_EXPLOSION);
gi.WritePosition(ent->s.origin);
gi.multicast(ent->s.cmodel_index, ent->s.origin, MULTICAST_PHS);
T_Damage(ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY,
MOD_BFG_EFFECT);
}
}
self->nextthink = level.time + FRAMETIME;
self->s.frame++;
if(self->s.frame == 5)
self->think = G_FreeEdict;
}
void bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) {
if(other == self->owner)
return;
if(surf && (surf->flags & SURF_SKY)) {
G_FreeEdict(self);
return;
}
if(self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if(other->takedamage)
T_Damage(other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA(self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
VectorClear(self->velocity);
self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
self->s.frame = 0;
self->s.sound = 0;
self->s.effects &= ~EF_ANIM_ALLFAST;
self->think = bfg_explode;
self->nextthink = level.time + FRAMETIME;
self->enemy = other;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_BIGEXPLOSION);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.cmodel_index, self->s.origin, MULTICAST_PVS);
}
void bfg_think(edict_t *self) {
edict_t *ent;
edict_t *ignore;
vec3_t point;
vec3_t dir;
vec3_t start;
vec3_t end;
int dmg;
trace_t tr;
if(deathmatch->value)
dmg = 5;
else
dmg = 10;
ent = NULL;
while((ent = findradius(ent, self->s.origin, 256)) != NULL) {
if(ent == self)
continue;
if(ent == self->owner)
continue;
if(!ent->takedamage)
continue;
if(!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
continue;
VectorMA(ent->absmin, 0.5, ent->size, point);
VectorSubtract(point, self->s.origin, dir);
VectorNormalize(dir);
ignore = self;
VectorCopy(self->s.origin, start);
VectorMA(start, 2048, dir, end);
while(1) {
tr = gi.trace(self->s.cmodel_index, start, NULL, NULL, end, ignore,
CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_DEADMONSTER);
if(!tr.ent)
break;
if((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
T_Damage(tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
if(!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) {
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_LASER_SPARKS);
gi.WriteByte(4);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.WriteByte(self->s.skinnum);
gi.multicast(self->s.cmodel_index, tr.endpos, MULTICAST_PVS);
break;
}
ignore = tr.ent;
VectorCopy(tr.endpos, start);
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_LASER);
gi.WritePosition(self->s.origin);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.cmodel_index, self->s.origin, MULTICAST_PHS);
}
self->nextthink = level.time + FRAMETIME;
}
void fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius) {
edict_t *bfg;
bfg = G_Spawn(self->s.cmodel_index);
VectorCopy(start, bfg->s.origin);
VectorCopy(dir, bfg->movedir);
vectoangles(dir, bfg->s.angles);
VectorScale(dir, speed, bfg->velocity);
bfg->movetype = MOVETYPE_FLYMISSILE;
bfg->clipmask = MASK_SHOT;
bfg->solid = SOLID_BBOX;
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
VectorClear(bfg->mins);
VectorClear(bfg->maxs);
bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
bfg->owner = self;
bfg->touch = bfg_touch;
bfg->nextthink = level.time + 8000 / speed;
bfg->think = G_FreeEdict;
bfg->radius_dmg = damage;
bfg->dmg_radius = damage_radius;
bfg->classname = "bfg blast";
bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
bfg->think = bfg_think;
bfg->nextthink = level.time + FRAMETIME;
bfg->teammaster = bfg;
bfg->teamchain = NULL;
if(self->client)
check_dodge(self, bfg->s.origin, dir, speed);
gi.linkentity(bfg);
}