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