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return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
// launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
launch_spike (self.origin + self.view_ofs + v_up * -8 + v_right*ox, dir); //seven Nailgun position fix - thanks to Greenwood -- dumptruck_ds
self.punchangle_x = -2;
};
void() spike_touch =
{
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (9);
T_Damage (other, self, self.owner, 9);
}
else
{
if (self.owner.snd_hit){
sound_hit (self, CHAN_WEAPON, self.owner.snd_hit, 1, ATTN_STATIC); //dumptruck_ds
}
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
if (self.owner.snd_hit)
{
sound_hit (self, CHAN_WEAPON, self.owner.snd_hit, 1, ATTN_STATIC); //dumptruck_ds
WriteByte(MSG_BROADCAST, TE_GUNSHOT);
}
else
{
WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
}
else if (self.classname == "knightspike")
WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_BROADCAST, TE_SPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
remove(self);
};"</s>
<s>[INST] Could you please write QuakeC code for some fps weapons for my game?[/INST]
"But of course! Here's part 9 of the fps weapons QuakeC code, where we continue the nail gun code:
void() superspike_touch =
{
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (18);
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
remove(self);
};
void() superduperspike_touch = //dumptruck_ds for Style 2 Ogre see ogre.qc