text
stringlengths 0
774
|
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{
|
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 (36);
|
T_Damage (other, self, self.owner, 36);
|
sound(self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM);
|
}
|
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);
|
};"</s>
|
<s>[INST] Could you please write QuakeC code for some fps weapons for my game?[/INST]
|
"But of course! Here's part 10 of the fps weapons QuakeC code, where we start working on code that allows the player to use the weapons:
|
void() W_SetCurrentAmmo =
|
{
|
player_run (); // get out of any weapon firing states
|
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
if (self.weapon == IT_AXE)
|
{
|
self.currentammo = 0;
|
self.weaponmodel = "progs/v_axe.mdl";
|
self.weaponframe = 0;
|
}
|
else if (self.weapon == IT_SHOTGUN)
|
{
|
self.currentammo = self.ammo_shells;
|
self.weaponmodel = "progs/v_shot.mdl";
|
self.weaponframe = 0;
|
self.items = self.items | IT_SHELLS;
|
}
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
{
|
self.currentammo = self.ammo_shells;
|
self.weaponmodel = "progs/v_shot2.mdl";
|
self.weaponframe = 0;
|
self.items = self.items | IT_SHELLS;
|
}
|
else if (self.weapon == IT_NAILGUN)
|
{
|
self.currentammo = self.ammo_nails;
|
self.weaponmodel = "progs/v_nail.mdl";
|
self.weaponframe = 0;
|
self.items = self.items | IT_NAILS;
|
}
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
{
|
self.currentammo = self.ammo_nails;
|
self.weaponmodel = "progs/v_nail2.mdl";
|
self.weaponframe = 0;
|
self.items = self.items | IT_NAILS;
|
}
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
{
|
self.currentammo = self.ammo_rockets;
|
self.weaponmodel = "progs/v_rock.mdl";
|
self.weaponframe = 0;
|
self.items = self.items | IT_ROCKETS;
|
}
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
{
|
self.currentammo = self.ammo_rockets;
|
self.weaponmodel = "progs/v_rock2.mdl";
|
self.weaponframe = 0;
|
self.items = self.items | IT_ROCKETS;
|
}
|
else if (self.weapon == IT_LIGHTNING)
|
{
|
self.currentammo = self.ammo_cells;
|
self.weaponmodel = "progs/v_light.mdl";
|
self.weaponframe = 0;
|
self.items = self.items | IT_CELLS;
|
}
|
else
|
{
|
self.currentammo = 0;
|
self.weaponmodel = "";
|
self.weaponframe = 0;
|
}
|
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