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icculus quake2 doxygen
1.0 dev
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#include "g_local.h"
#include "m_player.h"
Go to the source code of this file.
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| void | weapon_grenade_fire (edict_t *ent, qboolean held) |
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| static void | P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) |
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| void | PlayerNoise (edict_t *who, vec3_t where, int type) |
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| qboolean | Pickup_Weapon (edict_t *ent, edict_t *other) |
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| void | ChangeWeapon (edict_t *ent) |
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| void | NoAmmoWeaponChange (edict_t *ent) |
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| void | Think_Weapon (edict_t *ent) |
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| void | Use_Weapon (edict_t *ent, gitem_t *item) |
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| void | Drop_Weapon (edict_t *ent, gitem_t *item) |
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| void | Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void(*fire)(edict_t *ent)) |
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| void | Weapon_Grenade (edict_t *ent) |
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| void | weapon_grenadelauncher_fire (edict_t *ent) |
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| void | Weapon_GrenadeLauncher (edict_t *ent) |
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| void | Weapon_RocketLauncher_Fire (edict_t *ent) |
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| void | Weapon_RocketLauncher (edict_t *ent) |
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| void | Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect) |
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| void | Weapon_Blaster_Fire (edict_t *ent) |
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| void | Weapon_Blaster (edict_t *ent) |
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| void | Weapon_HyperBlaster_Fire (edict_t *ent) |
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| void | Weapon_HyperBlaster (edict_t *ent) |
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| void | Machinegun_Fire (edict_t *ent) |
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| void | Weapon_Machinegun (edict_t *ent) |
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| void | Chaingun_Fire (edict_t *ent) |
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| void | Weapon_Chaingun (edict_t *ent) |
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| void | weapon_shotgun_fire (edict_t *ent) |
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| void | Weapon_Shotgun (edict_t *ent) |
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| void | weapon_supershotgun_fire (edict_t *ent) |
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| void | Weapon_SuperShotgun (edict_t *ent) |
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| void | weapon_railgun_fire (edict_t *ent) |
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| void | Weapon_Railgun (edict_t *ent) |
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| void | weapon_bfg_fire (edict_t *ent) |
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| void | Weapon_BFG (edict_t *ent) |
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◆ FRAME_DEACTIVATE_FIRST
| #define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1) |
◆ FRAME_FIRE_FIRST
| #define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1) |
◆ FRAME_IDLE_FIRST
| #define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) |
◆ GRENADE_MAXSPEED
| #define GRENADE_MAXSPEED 800 |
◆ GRENADE_MINSPEED
| #define GRENADE_MINSPEED 400 |
◆ GRENADE_TIMER
| #define GRENADE_TIMER 3.0 |
◆ Blaster_Fire()
◆ Chaingun_Fire()
◆ ChangeWeapon()
◆ Drop_Weapon()
◆ Machinegun_Fire()
◆ NoAmmoWeaponChange()
◆ P_ProjectSource()
◆ Pickup_Weapon()
◆ PlayerNoise()
Definition at line 58 of file p_weapon.c.
100 level.sound_entity = noise;
106 level.sound2_entity = noise;
107 level.sound2_entity_framenum =
level.framenum;
Referenced by bfg_touch(), Blaster_Fire(), blaster_touch(), Chaingun_Fire(), ClientThink(), fire_lead(), fire_rail(), Grenade_Explode(), Machinegun_Fire(), P_WorldEffects(), rocket_touch(), weapon_bfg_fire(), weapon_grenadelauncher_fire(), weapon_railgun_fire(), Weapon_RocketLauncher_Fire(), weapon_shotgun_fire(), and weapon_supershotgun_fire().
◆ Think_Weapon()
◆ Use_Weapon()
◆ Weapon_BFG()
Definition at line 1425 of file p_weapon.c.
1427 static int pause_frames[] = {39, 45, 50, 55, 0};
1428 static int fire_frames[] = {9, 17, 0};
◆ weapon_bfg_fire()
◆ Weapon_Blaster()
Definition at line 859 of file p_weapon.c.
861 static int pause_frames[] = {19, 32, 0};
862 static int fire_frames[] = {5, 0};
◆ Weapon_Blaster_Fire()
◆ Weapon_Chaingun()
Definition at line 1167 of file p_weapon.c.
1169 static int pause_frames[] = {38, 43, 51, 61, 0};
1170 static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
◆ Weapon_Generic()
◆ Weapon_Grenade()
◆ weapon_grenade_fire()
◆ Weapon_GrenadeLauncher()
Definition at line 743 of file p_weapon.c.
745 static int pause_frames[] = {34, 51, 59, 0};
746 static int fire_frames[] = {6, 0};
◆ weapon_grenadelauncher_fire()
◆ Weapon_HyperBlaster()
Definition at line 937 of file p_weapon.c.
939 static int pause_frames[] = {0};
940 static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
◆ Weapon_HyperBlaster_Fire()
◆ Weapon_Machinegun()
Definition at line 1039 of file p_weapon.c.
1041 static int pause_frames[] = {23, 45, 0};
1042 static int fire_frames[] = {4, 5, 0};
◆ Weapon_Railgun()
Definition at line 1350 of file p_weapon.c.
1352 static int pause_frames[] = {56, 0};
1353 static int fire_frames[] = {4, 0};
◆ weapon_railgun_fire()
◆ Weapon_RocketLauncher()
Definition at line 799 of file p_weapon.c.
801 static int pause_frames[] = {25, 33, 42, 50, 0};
802 static int fire_frames[] = {5, 0};
◆ Weapon_RocketLauncher_Fire()
◆ Weapon_Shotgun()
Definition at line 1230 of file p_weapon.c.
1232 static int pause_frames[] = {22, 28, 34, 0};
1233 static int fire_frames[] = {8, 9, 0};
◆ weapon_shotgun_fire()
◆ Weapon_SuperShotgun()
Definition at line 1284 of file p_weapon.c.
1286 static int pause_frames[] = {29, 42, 57, 0};
1287 static int fire_frames[] = {7, 0};
◆ weapon_supershotgun_fire()
◆ is_quad
Definition at line 26 of file p_weapon.c.
Referenced by Blaster_Fire(), Chaingun_Fire(), Machinegun_Fire(), Think_Weapon(), weapon_bfg_fire(), weapon_grenade_fire(), weapon_grenadelauncher_fire(), weapon_railgun_fire(), Weapon_RocketLauncher_Fire(), weapon_shotgun_fire(), and weapon_supershotgun_fire().
◆ is_silenced
gitem_t * FindItem(char *pickup_name)
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
CONST PIXELFORMATDESCRIPTOR int
#define DEFAULT_BULLET_HSPREAD
#define VectorSubtract(a, b, c)
static void P_ProjectSource(gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void(* multicast)(vec3_t origin, multicast_t to)
void weapon_supershotgun_fire(edict_t *ent)
qboolean Add_Ammo(edict_t *ent, gitem_t *item, int count)
void fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
void fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
void Blaster_Fire(edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
void weapon_grenade_fire(edict_t *ent, qboolean held)
void VectorScale(vec3_t in, vec_t scale, vec3_t out)
void NoAmmoWeaponChange(edict_t *ent)
void fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
struct gclient_s * client
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
#define DEFAULT_SHOTGUN_COUNT
void fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
void Weapon_HyperBlaster_Fire(edict_t *ent)
void fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
void weapon_railgun_fire(edict_t *ent)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
#define DEFAULT_BULLET_VSPREAD
void Chaingun_Fire(edict_t *ent)
#define DROPPED_PLAYER_ITEM
int(* soundindex)(char *name)
void PlayerNoise(edict_t *who, vec3_t where, int type)
int(* modelindex)(char *name)
void weapon_shotgun_fire(edict_t *ent)
weaponstate_t weaponstate
void SetRespawn(edict_t *ent, float delay)
#define FRAME_DEACTIVATE_FIRST
#define VectorAdd(a, b, c)
void Weapon_RocketLauncher_Fire(edict_t *ent)
void(* WriteShort)(int c)
void fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT
void(* cprintf)(edict_t *ent, int printlevel, char *fmt,...)
#define DEFAULT_SHOTGUN_HSPREAD
void(* weaponthink)(struct edict_s *ent)
void ChangeWeapon(edict_t *ent)
edict_t * Drop_Item(edict_t *ent, gitem_t *item)
void weapon_grenadelauncher_fire(edict_t *ent)
void Weapon_Blaster_Fire(edict_t *ent)
#define DEFAULT_SHOTGUN_VSPREAD
void fire_blaster(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper)
#define VectorSet(v, x, y, z)
void Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void(*fire)(edict_t *ent))
void weapon_bfg_fire(edict_t *ent)
void fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
void(* linkentity)(edict_t *ent)
#define DEFAULT_SSHOTGUN_COUNT
void Machinegun_Fire(edict_t *ent)