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}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, 120, other);
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion ();
};
//dumptruck_ds start -- from inside qc tut http://www.insideqc.com/qctut/lesson-32.shtml
void(float direct, float splash) T_MonsterMisTouch =
{
local float damg;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = direct + random()*2; //dumptruck_ds
if (other.health)
{
if (other.classname == "monster_shambler")
damg = damg * 0.5; // mostly immune
T_Damage (other, self, self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, splash, other); //dumptruck_ds
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion ();
};
void() T_GruntMisTouch =
{
T_MonsterMisTouch(30, 40);
};
// less direct damage, more splash than grunt
// TODO: add damage modifier
void() T_HellKnightMisTouch =
{
T_MonsterMisTouch(20, 50);
};
// big damage. explody scrag should be beefy.
// TODO: add damage modifier
void() T_WizardMisTouch =
{
T_MonsterMisTouch(50, 50);
};
//dumptruck_ds end"</s>
<s>[INST] Could you please write QuakeC code for some fps weapons for my game?[/INST]
"But of course! Here's part 5 of the fps weapons QuakeC code, where we handle rocket launcher etc:
/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
local entity missile;
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
self.punchangle_x = -2;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
missile.classname = "missile";