📄 weapons.htm
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<i>/*
*/</i>
<a href="qc-types.htm#void">void</a> (<a href="qc-types.htm#entity">entity</a> targ, <a href="qc-types.htm#entity">entity</a> inflictor, <a href="qc-types.htm#entity">entity</a> attacker, <a href="qc-types.htm#float">float</a> damage) <a href="combat.htm#T_Damage">T_Damage</a>;
<a href="qc-types.htm#void">void</a> () <a href="player.htm#player_run">player_run</a>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> bomb, <a href="qc-types.htm#entity">entity</a> attacker, <a href="qc-types.htm#float">float</a> rad, <a href="qc-types.htm#entity">entity</a> ignore) <a href="combat.htm#T_RadiusDamage">T_RadiusDamage</a>;
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> org, <a href="qc-types.htm#vector">vector</a> vel, <a href="qc-types.htm#float">float</a> damage) <a href="weapons.htm#SpawnBlood">SpawnBlood</a>;
<a href="qc-types.htm#void">void</a>() <a href="weapons.htm#SuperDamageSound">SuperDamageSound</a>;
<i>// called by worldspawn</i>
<a href="qc-types.htm#void">void</a>() <b>W_Precache</b><a name="W_Precache">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/r_exp3.wav"</b>); <i>// new rocket explosion</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/rocket1i.wav"</b>); <i>// spike gun</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/sgun1.wav"</b>);
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/guncock.wav"</b>); <i>// player shotgun</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/ric1.wav"</b>); <i>// ricochet (used in c code)</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/ric2.wav"</b>); <i>// ricochet (used in c code)</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/ric3.wav"</b>); <i>// ricochet (used in c code)</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/spike2.wav"</b>); <i>// super spikes</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/tink1.wav"</b>); <i>// spikes tink (used in c code)</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/grenade.wav"</b>); <i>// grenade launcher</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/bounce.wav"</b>); <i>// grenade bounce</i>
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/shotgn2.wav"</b>); <i>// super shotgun</i>
};
<a href="qc-types.htm#float">float</a>() <b>crandom</b><a name="crandom">=</a>
{
<b>return</b> 2*(<a href="qc-built.htm#random">random</a>() - 0.5);
};
<i>/*
================
W_FireAxe
================
*/</i>
<a href="qc-types.htm#void">void</a>() <b>W_FireAxe</b><a name="W_FireAxe">=</a>
{
<b>local</b> <a href="qc-types.htm#vector">vector</a> source;
<b>local</b> <a href="qc-types.htm#vector">vector</a> org;
source = <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a> + '0 0 16';
<a href="qc-built.htm#traceline">traceline</a> (source, source + <a href="qc-built.htm#v_forward">v_forward</a>*64, <a href="defs.htm#FALSE">FALSE</a>, <a href="qc-glob.htm#self">self</a>);
<b>if</b> (<a href="qc-built.htm#trace_fraction">trace_fraction</a> == 1.0)
<b>return</b>;
org = <a href="qc-built.htm#trace_endpos">trace_endpos</a> - <a href="qc-built.htm#v_forward">v_forward</a>*4;
<b>if</b> (<a href="qc-built.htm#trace_ent">trace_ent</a>.<a href="qc-enty.htm#dot_takedamage">takedamage</a>)
{
<a href="qc-built.htm#trace_ent">trace_ent</a>.<a href="qc-enty.htm#dot_axhitme">axhitme</a> = 1;
<a href="weapons.htm#SpawnBlood">SpawnBlood</a> (org, '0 0 0', 20);
<a href="combat.htm#T_Damage">T_Damage</a> (<a href="qc-built.htm#trace_ent">trace_ent</a>, <a href="qc-glob.htm#self">self</a>, <a href="qc-glob.htm#self">self</a>, 20);
}
<b>else</b>
{ <i>// hit wall</i>
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, <a href="qc-defs.htm#CHAN_WEAPON">CHAN_WEAPON</a>, <b>"player/axhit2.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-netf.htm#WriteByte">WriteByte</a> (<a href="qc-net.htm#MSG_BROADCAST">MSG_BROADCAST</a>, <a href="qc-net.htm#SVC_TEMPENTITY">SVC_TEMPENTITY</a>);
<a href="qc-netf.htm#WriteByte">WriteByte</a> (<a href="qc-net.htm#MSG_BROADCAST">MSG_BROADCAST</a>, <a href="defs.htm#TE_GUNSHOT">TE_GUNSHOT</a>);
<a href="qc-netf.htm#WriteCoord">WriteCoord</a> (<a href="qc-net.htm#MSG_BROADCAST">MSG_BROADCAST</a>, org_x);
<a href="qc-netf.htm#WriteCoord">WriteCoord</a> (<a href="qc-net.htm#MSG_BROADCAST">MSG_BROADCAST</a>, org_y);
<a href="qc-netf.htm#WriteCoord">WriteCoord</a> (<a href="qc-net.htm#MSG_BROADCAST">MSG_BROADCAST</a>, org_z);
}
};
<i>//============================================================================</i>
<a href="qc-types.htm#vector">vector</a>() <b>wall_velocity</b><a name="wall_velocity">=</a>
{
<b>local</b> <a href="qc-types.htm#vector">vector</a> vel;
vel = <a href="qc-built.htm#normalize">normalize</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_velocity">velocity</a>);
vel = <a href="qc-built.htm#normalize">normalize</a>(vel + <a href="qc-built.htm#v_up">v_up</a>*(<a href="qc-built.htm#random">random</a>()- 0.5) + <a href="qc-built.htm#v_right">v_right</a>*(<a href="qc-built.htm#random">random</a>()- 0.5));
vel = vel + 2*<a href="qc-built.htm#trace_plane_normal">trace_plane_normal</a>;
vel = vel * 200;
return vel;
};
<i>/*
================
SpawnMeatSpray
================
*/</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> org, <a href="qc-types.htm#vector">vector</a> vel) <b>SpawnMeatSpray</b><a name="SpawnMeatSpray">=</a>
{
<b>local</b> <a href="qc-types.htm#entity">entity</a> missile, mpuff;
<b>local</b> <a href="qc-types.htm#vector">vector</a> org;
missile = <a href="qc-built.htm#spawn">spawn</a> ();
missile.<a href="qc-enty.htm#dot_owner">owner</a> = <a href="qc-glob.htm#self">self</a>;
missile.<a href="qc-enty.htm#dot_movetype">movetype</a> = <a href="qc-defs.htm#MOVETYPE_BOUNCE">MOVETYPE_BOUNCE</a>;
missile.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_NOT">SOLID_NOT</a>;
<a href="qc-built.htm#makevectors">makevectors</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_angles">angles</a>);
missile.<a href="qc-enty.htm#dot_velocity">velocity</a> = vel;
missile.velocity_z = missile.velocity_z + 250 + 50*<a href="qc-built.htm#random">random</a>();
missile.<a href="qc-enty.htm#dot_avelocity">avelocity</a> = '3000 1000 2000';
<i>// set missile duration</i>
missile.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 1;
missile.<a href="qc-enty.htm#dot_think">think</a> = <a href="subs.htm#SUB_Remove">SUB_Remove</a>;
<a href="qc-built.htm#setmodel">setmodel</a> (missile, <b>"progs/zom_gib.mdl"</b>);
<a href="qc-built.htm#setsize">setsize</a> (missile, '0 0 0', '0 0 0');
<a href="qc-built.htm#setorigin">setorigin</a> (missile, org);
};
<i>/*
================
SpawnBlood
================
*/</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> org, <a href="qc-types.htm#vector">vector</a> vel, <a href="qc-types.htm#float">float</a> damage) <b>SpawnBlood</b><a name="SpawnBlood">=</a>
{
<a href="qc-built.htm#particle">particle</a> (org, vel*0.1, 73, damage*2);
};
<i>/*
================
spawn_touchblood
================
*/</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> damage) <b>spawn_touchblood</b><a name="spawn_touchblood">=</a>
{
<b>local</b> <a href="qc-types.htm#vector">vector</a> vel;
vel = <a href="weapons.htm#wall_velocity">wall_velocity</a> () * 0.2;
<a href="weapons.htm#SpawnBlood">SpawnBlood</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a> + vel*0.01, vel, damage);
};
<i>/*
================
SpawnChunk
================
*/</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#vector">vector</a> org, <a href="qc-types.htm#vector">vector</a> vel) <b>SpawnChunk</b><a name="SpawnChunk">=</a>
{
<a href="qc-built.htm#particle">particle</a> (org, vel*0.02, 0, 10);
};
<i>/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/</i>
<a href="qc-types.htm#entity">entity</a> <b><a name="multi_ent">multi_ent</a></b>;
<a href="qc-types.htm#float">float</a> <b><a name="multi_damage">multi_damage</a></b>;
<a href="qc-types.htm#void">void</a>() <b>ClearMultiDamage</b><a name="ClearMultiDamage">=</a>
{
<a href="weapons.htm#multi_ent">multi_ent</a> = <a href="qc-glob.htm#world">world</a>;
<a href="weapons.htm#multi_damage">multi_damage</a> = 0;
};
<a href="qc-types.htm#void">void</a>() <b>ApplyMultiDamage</b><a name="ApplyMultiDamage">=</a>
{
<b>if</b> (!<a href="weapons.htm#multi_ent">multi_ent</a>)
<b>return</b>;
<a href="combat.htm#T_Damage">T_Damage</a> (<a href="weapons.htm#multi_ent">multi_ent</a>, <a href="qc-glob.htm#self">self</a>, <a href="qc-glob.htm#self">self</a>, <a href="weapons.htm#multi_damage">multi_damage</a>);
};
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> hit, <a href="qc-types.htm#float">float</a> damage) <b>AddMultiDamage</b><a name="AddMultiDamage">=</a>
{
<b>if</b> (!hit)
<b>return</b>;
<b>if</b> (hit != <a href="weapons.htm#multi_ent">multi_ent</a>)
{
<a href="weapons.htm#ApplyMultiDamage">ApplyMultiDamage</a> ();
<a href="weapons.htm#multi_damage">multi_damage</a> = damage;
<a href="weapons.htm#multi_ent">multi_ent</a> = hit;
}
<b>else</b>
<a href="weapons.htm#multi_damage">multi_damage</a> = <a href="weapons.htm#multi_damage">multi_damage</a> + damage;
};
<i>/*
==============================================================================
BULLETS
==============================================================================
*/</i>
<i>/*
================
TraceAttack
================
*/</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#float">float</a> damage, <a href="qc-types.htm#vector">vector</a> dir) <b>TraceAttack</b><a name="TraceAttack">=</a>
{
<b>local</b> <a href="qc-types.htm#vector">vector</a> vel, org;
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