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// set missile speed
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makevectors (self.v_angle);
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missile.velocity = aim(self, 1000);
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missile.velocity = missile.velocity * 1000;
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missile.angles = vectoangles(missile.velocity);
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missile.touch = T_MissileTouch;
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// set missile duration
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missile.nextthink = time + 5;
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missile.think = SUB_Remove;
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setmodel (missile, "progs/missile.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, self.origin + v_forward*8 + '0 0 16');
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};
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/*
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================
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W_GruntRocket //dumptruck_ds start -- from inside qc tut http://www.insideqc.com/qctut/lesson-32.shtml
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================
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*/
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void() W_GruntRocket =
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{
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local entity missile;
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// self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; dumptruck_ds
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sound_attack (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
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self.punchangle_x = -2;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_FLYMISSILE;
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missile.solid = SOLID_BBOX;
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missile.classname = "missile";
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// set missile speed -- dumptruck_ds below
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missile.velocity = normalize(self.enemy.origin - self.origin);
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missile.velocity = missile.velocity * 900;
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missile.angles = vectoangles(missile.velocity);
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missile.touch = T_GruntMisTouch;
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// makevectors (self.v_angle);
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// missile.velocity = aim(self, 1000);
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// missile.velocity = missile.velocity * 1000;
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// missile.angles = vectoangles(missile.velocity);
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// missile.touch = T_MissileTouch;
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// set missile duration
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missile.nextthink = time + 5;
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missile.think = SUB_Remove;
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if (self.mdl_proj != "") // dumptruck_ds
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{
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setmodel (missile, self.mdl_proj);
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}
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else
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{
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setmodel (missile, "progs/missile.mdl");
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}
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if (!missile.skin_proj) // dumptruck_ds
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{
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missile.skin = self.skin_proj;
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}
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else
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{
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missile.skin = 0;
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}
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// dumptruck_ds - end
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// setmodel (missile, "progs/missile.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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makevectors (self.angles); //thanks Voidforce -- dumptruck_ds
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setorigin (missile, self.origin + v_forward * 30 + v_right * 5 + '0 0 12');
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// setorigin (missile, self.origin + v_forward*8 + '0 0 16');
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};
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//end dumptruck_ds grunt missle end "</s>
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<s>[INST] Could you please write QuakeC code for some fps weapons for my game?[/INST]
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"But of course! Here's part 6 of the fps weapons QuakeC code, where we create a lightning gun:
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/*
|
===============================================================================
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LIGHTNING
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===============================================================================
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*/
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/*
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=================
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LightningDamage
|
=================
|
*/
|
void(vector p1, vector p2, entity from, float damage) LightningDamage =
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{
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local entity e1, e2;
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