text
stringlengths 0
774
|
|---|
local vector f;
|
f = p2 - p1;
|
normalize (f);
|
f_x = 0 - f_y;
|
f_y = f_x;
|
f_z = 0;
|
f = f*16;
|
e1 = e2 = world;
|
traceline (p1, p2, FALSE, self);
|
if (trace_ent.takedamage)
|
{
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
T_Damage (trace_ent, from, from, damage);
|
if (self.classname == "player")
|
{
|
if (other.classname == "player")
|
trace_ent.velocity_z = trace_ent.velocity_z + 400;
|
}
|
}
|
e1 = trace_ent;
|
traceline (p1 + f, p2 + f, FALSE, self);
|
if (trace_ent != e1 && trace_ent.takedamage)
|
{
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
T_Damage (trace_ent, from, from, damage);
|
}
|
e2 = trace_ent;
|
traceline (p1 - f, p2 - f, FALSE, self);
|
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
|
{
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
T_Damage (trace_ent, from, from, damage);
|
}
|
};
|
void() W_FireLightning =
|
{
|
local vector org;
|
local float cells;
|
if (self.ammo_cells < 1)
|
{
|
self.weapon = W_BestWeapon ();
|
W_SetCurrentAmmo ();
|
return;
|
}
|
// explode if under water
|
if (self.waterlevel > 1)
|
{
|
cells = self.ammo_cells;
|
self.ammo_cells = 0;
|
W_SetCurrentAmmo ();
|
T_RadiusDamage (self, self, 35*cells, world);
|
return;
|
}
|
if (self.t_width < time)
|
{
|
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
|
self.t_width = time + 0.6;
|
}
|
self.punchangle_x = -2;
|
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
org = self.origin + '0 0 16';
|
traceline (org, org + v_forward*600, TRUE, self);
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
|
WriteEntity (MSG_BROADCAST, self);
|
WriteCoord (MSG_BROADCAST, org_x);
|
WriteCoord (MSG_BROADCAST, org_y);
|
WriteCoord (MSG_BROADCAST, org_z);
|
WriteCoord (MSG_BROADCAST, trace_endpos_x);
|
WriteCoord (MSG_BROADCAST, trace_endpos_y);
|
WriteCoord (MSG_BROADCAST, trace_endpos_z);
|
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
|
};"</s>
|
<s>[INST] Could you please write QuakeC code for some fps weapons for my game?[/INST]
|
"But of course! Here's part 7 of the fps weapons QuakeC code, handling of grenades and grenade gun:
|
/*
|
================
|
GrenadeExplode2
|
This is the same as the original GrenadeExplode function except that it
|
will ignore the entity specified by the "ignore" parameter when dealing
|
damage. -- iw
|
================
|
*/
|
void(entity ignore) GrenadeExplode2 =
|
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