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100 level.sound_entity = noise;
106 level.sound2_entity = noise;
107 level.sound2_entity_framenum =
level.framenum;
376 #define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
377 #define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
378 #define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
380 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))
496 for (n = 0; pause_frames[n]; n++)
513 for (n = 0; fire_frames[n]; n++)
542 #define GRENADE_TIMER 3.0
543 #define GRENADE_MINSPEED 400
544 #define GRENADE_MAXSPEED 800
745 static int pause_frames[] = {34, 51, 59, 0};
746 static int fire_frames[] = {6, 0};
801 static int pause_frames[] = {25, 33, 42, 50, 0};
802 static int fire_frames[] = {5, 0};
861 static int pause_frames[] = {19, 32, 0};
862 static int fire_frames[] = {5, 0};
895 offset[0] = -4 * sin(rotation);
897 offset[2] = 4 * cos(rotation);
939 static int pause_frames[] = {0};
940 static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
993 for (
i=1 ;
i<3 ;
i++)
1041 static int pause_frames[] = {23, 45, 0};
1042 static int fire_frames[] = {4, 5, 0};
1136 for (
i=0 ;
i<3 ;
i++)
1142 for (
i=0 ;
i<shots ;
i++)
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};
1232 static int pause_frames[] = {22, 28, 34, 0};
1233 static int fire_frames[] = {8, 9, 0};
1286 static int pause_frames[] = {29, 42, 57, 0};
1287 static int fire_frames[] = {7, 0};
1352 static int pause_frames[] = {56, 0};
1353 static int fire_frames[] = {4, 0};
1372 float damage_radius = 1000;
1427 static int pause_frames[] = {39, 45, 50, 55, 0};
1428 static int fire_frames[] = {9, 17, 0};
gitem_t * FindItem(char *pickup_name)
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
#define DEFAULT_BULLET_HSPREAD
CONST PIXELFORMATDESCRIPTOR int
#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 Think_Weapon(edict_t *ent)
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 Weapon_HyperBlaster(edict_t *ent)
void Drop_Weapon(edict_t *ent, gitem_t *item)
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)
qboolean Pickup_Weapon(edict_t *ent, edict_t *other)
struct gclient_s * client
void Weapon_Chaingun(edict_t *ent)
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_Grenade(edict_t *ent)
void weapon_shotgun_fire(edict_t *ent)
weaponstate_t weaponstate
void SetRespawn(edict_t *ent, float delay)
#define FRAME_DEACTIVATE_FIRST
void Weapon_Machinegun(edict_t *ent)
#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,...)
void Use_Weapon(edict_t *ent, gitem_t *item)
#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_RocketLauncher(edict_t *ent)
void weapon_grenadelauncher_fire(edict_t *ent)
void Weapon_Blaster_Fire(edict_t *ent)
#define DEFAULT_SHOTGUN_VSPREAD
void Weapon_SuperShotgun(edict_t *ent)
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 Weapon_Shotgun(edict_t *ent)
void Weapon_BFG(edict_t *ent)
void Weapon_Blaster(edict_t *ent)
void(* linkentity)(edict_t *ent)
#define DEFAULT_SSHOTGUN_COUNT
void Weapon_Railgun(edict_t *ent)
void Machinegun_Fire(edict_t *ent)
void Weapon_GrenadeLauncher(edict_t *ent)