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diff --git a/code/game/g_missile.c b/code/game/g_missile.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+#include "g_local.h"
+
+#define MISSILE_PRESTEP_TIME 50
+
+/*
+================
+G_BounceMissile
+
+================
+*/
+void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
+ vec3_t velocity;
+ float dot;
+ int hitTime;
+
+ // reflect the velocity on the trace plane
+ hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
+ dot = DotProduct( velocity, trace->plane.normal );
+ VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
+
+ if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
+ VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
+ // check for stop
+ if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
+ G_SetOrigin( ent, trace->endpos );
+ return;
+ }
+ }
+
+ VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
+ VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
+ ent->s.pos.trTime = level.time;
+}
+
+
+/*
+================
+G_ExplodeMissile
+
+Explode a missile without an impact
+================
+*/
+void G_ExplodeMissile( gentity_t *ent ) {
+ vec3_t dir;
+ vec3_t origin;
+
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+ SnapVector( origin );
+ G_SetOrigin( ent, origin );
+
+ // we don't have a valid direction, so just point straight up
+ dir[0] = dir[1] = 0;
+ dir[2] = 1;
+
+ ent->s.eType = ET_GENERAL;
+ G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
+
+ ent->freeAfterEvent = qtrue;
+
+ // splash damage
+ if ( ent->splashDamage ) {
+ if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
+ , ent->splashMethodOfDeath ) ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ }
+ }
+
+ trap_LinkEntity( ent );
+}
+
+
+#ifdef MISSIONPACK
+/*
+================
+ProximityMine_Explode
+================
+*/
+static void ProximityMine_Explode( gentity_t *mine ) {
+ G_ExplodeMissile( mine );
+ // if the prox mine has a trigger free it
+ if (mine->activator) {
+ G_FreeEntity(mine->activator);
+ mine->activator = NULL;
+ }
+}
+
+/*
+================
+ProximityMine_Die
+================
+*/
+static void ProximityMine_Die( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
+ ent->think = ProximityMine_Explode;
+ ent->nextthink = level.time + 1;
+}
+
+/*
+================
+ProximityMine_Trigger
+================
+*/
+void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ) {
+ vec3_t v;
+ gentity_t *mine;
+
+ if( !other->client ) {
+ return;
+ }
+
+ // trigger is a cube, do a distance test now to act as if it's a sphere
+ VectorSubtract( trigger->s.pos.trBase, other->s.pos.trBase, v );
+ if( VectorLength( v ) > trigger->parent->splashRadius ) {
+ return;
+ }
+
+
+ if ( g_gametype.integer >= GT_TEAM ) {
+ // don't trigger same team mines
+ if (trigger->parent->s.generic1 == other->client->sess.sessionTeam) {
+ return;
+ }
+ }
+
+ // ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
+ if( !CanDamage( other, trigger->s.pos.trBase ) ) {
+ return;
+ }
+
+ // trigger the mine!
+ mine = trigger->parent;
+ mine->s.loopSound = 0;
+ G_AddEvent( mine, EV_PROXIMITY_MINE_TRIGGER, 0 );
+ mine->nextthink = level.time + 500;
+
+ G_FreeEntity( trigger );
+}
+
+/*
+================
+ProximityMine_Activate
+================
+*/
+static void ProximityMine_Activate( gentity_t *ent ) {
+ gentity_t *trigger;
+ float r;
+
+ ent->think = ProximityMine_Explode;
+ ent->nextthink = level.time + g_proxMineTimeout.integer;
+
+ ent->takedamage = qtrue;
+ ent->health = 1;
+ ent->die = ProximityMine_Die;
+
+ ent->s.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav" );
+
+ // build the proximity trigger
+ trigger = G_Spawn ();
+
+ trigger->classname = "proxmine_trigger";
+
+ r = ent->splashRadius;
+ VectorSet( trigger->r.mins, -r, -r, -r );
+ VectorSet( trigger->r.maxs, r, r, r );
+
+ G_SetOrigin( trigger, ent->s.pos.trBase );
+
+ trigger->parent = ent;
+ trigger->r.contents = CONTENTS_TRIGGER;
+ trigger->touch = ProximityMine_Trigger;
+
+ trap_LinkEntity (trigger);
+
+ // set pointer to trigger so the entity can be freed when the mine explodes
+ ent->activator = trigger;
+}
+
+/*
+================
+ProximityMine_ExplodeOnPlayer
+================
+*/
+static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
+ gentity_t *player;
+
+ player = mine->enemy;
+ player->client->ps.eFlags &= ~EF_TICKING;
+
+ if ( player->client->invulnerabilityTime > level.time ) {
+ G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
+ player->client->invulnerabilityTime = 0;
+ G_TempEntity( player->client->ps.origin, EV_JUICED );
+ }
+ else {
+ G_SetOrigin( mine, player->s.pos.trBase );
+ // make sure the explosion gets to the client
+ mine->r.svFlags &= ~SVF_NOCLIENT;
+ mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
+ G_ExplodeMissile( mine );
+ }
+}
+
+/*
+================
+ProximityMine_Player
+================
+*/
+static void ProximityMine_Player( gentity_t *mine, gentity_t *player ) {
+ if( mine->s.eFlags & EF_NODRAW ) {
+ return;
+ }
+
+ G_AddEvent( mine, EV_PROXIMITY_MINE_STICK, 0 );
+
+ if( player->s.eFlags & EF_TICKING ) {
+ player->activator->splashDamage += mine->splashDamage;
+ player->activator->splashRadius *= 1.50;
+ mine->think = G_FreeEntity;
+ mine->nextthink = level.time;
+ return;
+ }
+
+ player->client->ps.eFlags |= EF_TICKING;
+ player->activator = mine;
+
+ mine->s.eFlags |= EF_NODRAW;
+ mine->r.svFlags |= SVF_NOCLIENT;
+ mine->s.pos.trType = TR_LINEAR;
+ VectorClear( mine->s.pos.trDelta );
+
+ mine->enemy = player;
+ mine->think = ProximityMine_ExplodeOnPlayer;
+ if ( player->client->invulnerabilityTime > level.time ) {
+ mine->nextthink = level.time + 2 * 1000;
+ }
+ else {
+ mine->nextthink = level.time + 10 * 1000;
+ }
+}
+#endif
+
+/*
+================
+G_MissileImpact
+================
+*/
+void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
+ gentity_t *other;
+ qboolean hitClient = qfalse;
+#ifdef MISSIONPACK
+ vec3_t forward, impactpoint, bouncedir;
+ int eFlags;
+#endif
+ other = &g_entities[trace->entityNum];
+
+ // check for bounce
+ if ( !other->takedamage &&
+ ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
+ G_BounceMissile( ent, trace );
+ G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
+ return;
+ }
+
+#ifdef MISSIONPACK
+ if ( other->takedamage ) {
+ if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
+ if ( other->client && other->client->invulnerabilityTime > level.time ) {
+ //
+ VectorCopy( ent->s.pos.trDelta, forward );
+ VectorNormalize( forward );
+ if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
+ VectorCopy( bouncedir, trace->plane.normal );
+ eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
+ ent->s.eFlags &= ~EF_BOUNCE_HALF;
+ G_BounceMissile( ent, trace );
+ ent->s.eFlags |= eFlags;
+ }
+ ent->target_ent = other;
+ return;
+ }
+ }
+ }
+#endif
+ // impact damage
+ if (other->takedamage) {
+ // FIXME: wrong damage direction?
+ if ( ent->damage ) {
+ vec3_t velocity;
+
+ if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ hitClient = qtrue;
+ }
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
+ if ( VectorLength( velocity ) == 0 ) {
+ velocity[2] = 1; // stepped on a grenade
+ }
+ G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
+ ent->s.origin, ent->damage,
+ 0, ent->methodOfDeath);
+ }
+ }
+
+#ifdef MISSIONPACK
+ if( ent->s.weapon == WP_PROX_LAUNCHER ) {
+ if( ent->s.pos.trType != TR_GRAVITY ) {
+ return;
+ }
+
+ // if it's a player, stick it on to them (flag them and remove this entity)
+ if( other->s.eType == ET_PLAYER && other->health > 0 ) {
+ ProximityMine_Player( ent, other );
+ return;
+ }
+
+ SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
+ G_SetOrigin( ent, trace->endpos );
+ ent->s.pos.trType = TR_STATIONARY;
+ VectorClear( ent->s.pos.trDelta );
+
+ G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );
+
+ ent->think = ProximityMine_Activate;
+ ent->nextthink = level.time + 2000;
+
+ vectoangles( trace->plane.normal, ent->s.angles );
+ ent->s.angles[0] += 90;
+
+ // link the prox mine to the other entity
+ ent->enemy = other;
+ ent->die = ProximityMine_Die;
+ VectorCopy(trace->plane.normal, ent->movedir);
+ VectorSet(ent->r.mins, -4, -4, -4);
+ VectorSet(ent->r.maxs, 4, 4, 4);
+ trap_LinkEntity(ent);
+
+ return;
+ }
+#endif
+
+ if (!strcmp(ent->classname, "hook")) {
+ gentity_t *nent;
+ vec3_t v;
+
+ nent = G_Spawn();
+ if ( other->takedamage && other->client ) {
+
+ G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
+ nent->s.otherEntityNum = other->s.number;
+
+ ent->enemy = other;
+
+ v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
+ v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
+ v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
+
+ SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
+ } else {
+ VectorCopy(trace->endpos, v);
+ G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
+ ent->enemy = NULL;
+ }
+
+ SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
+
+ nent->freeAfterEvent = qtrue;
+ // change over to a normal entity right at the point of impact
+ nent->s.eType = ET_GENERAL;
+ ent->s.eType = ET_GRAPPLE;
+
+ G_SetOrigin( ent, v );
+ G_SetOrigin( nent, v );
+
+ ent->think = Weapon_HookThink;
+ ent->nextthink = level.time + FRAMETIME;
+
+ ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
+ VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
+
+ trap_LinkEntity( ent );
+ trap_LinkEntity( nent );
+
+ return;
+ }
+
+ // is it cheaper in bandwidth to just remove this ent and create a new
+ // one, rather than changing the missile into the explosion?
+
+ if ( other->takedamage && other->client ) {
+ G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
+ ent->s.otherEntityNum = other->s.number;
+ } else if( trace->surfaceFlags & SURF_METALSTEPS ) {
+ G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
+ } else {
+ G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
+ }
+
+ ent->freeAfterEvent = qtrue;
+
+ // change over to a normal entity right at the point of impact
+ ent->s.eType = ET_GENERAL;
+
+ SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
+
+ G_SetOrigin( ent, trace->endpos );
+
+ // splash damage (doesn't apply to person directly hit)
+ if ( ent->splashDamage ) {
+ if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
+ other, ent->splashMethodOfDeath ) ) {
+ if( !hitClient ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ }
+ }
+ }
+
+ trap_LinkEntity( ent );
+}
+
+/*
+================
+G_RunMissile
+================
+*/
+void G_RunMissile( gentity_t *ent ) {
+ vec3_t origin;
+ trace_t tr;
+ int passent;
+
+ // get current position
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+
+ // if this missile bounced off an invulnerability sphere
+ if ( ent->target_ent ) {
+ passent = ent->target_ent->s.number;
+ }
+#ifdef MISSIONPACK
+ // prox mines that left the owner bbox will attach to anything, even the owner
+ else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
+ passent = ENTITYNUM_NONE;
+ }
+#endif
+ else {
+ // ignore interactions with the missile owner
+ passent = ent->r.ownerNum;
+ }
+ // trace a line from the previous position to the current position
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
+
+ if ( tr.startsolid || tr.allsolid ) {
+ // make sure the tr.entityNum is set to the entity we're stuck in
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
+ tr.fraction = 0;
+ }
+ else {
+ VectorCopy( tr.endpos, ent->r.currentOrigin );
+ }
+
+ trap_LinkEntity( ent );
+
+ if ( tr.fraction != 1 ) {
+ // never explode or bounce on sky
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ // If grapple, reset owner
+ if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
+ ent->parent->client->hook = NULL;
+ }
+ G_FreeEntity( ent );
+ return;
+ }
+ G_MissileImpact( ent, &tr );
+ if ( ent->s.eType != ET_MISSILE ) {
+ return; // exploded
+ }
+ }
+#ifdef MISSIONPACK
+ // if the prox mine wasn't yet outside the player body
+ if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
+ // check if the prox mine is outside the owner bbox
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
+ if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
+ ent->count = 1;
+ }
+ }
+#endif
+ // check think function after bouncing
+ G_RunThink( ent );
+}
+
+
+//=============================================================================
+
+/*
+=================
+fire_plasma
+
+=================
+*/
+gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "plasma";
+ bolt->nextthink = level.time + 10000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_PLASMAGUN;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 20;
+ bolt->splashDamage = 15;
+ bolt->splashRadius = 20;
+ bolt->methodOfDeath = MOD_PLASMA;
+ bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 2000, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+
+/*
+=================
+fire_grenade
+=================
+*/
+gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "grenade";
+ bolt->nextthink = level.time + 2500;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_GRENADE_LAUNCHER;
+ bolt->s.eFlags = EF_BOUNCE_HALF;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 150;
+ bolt->methodOfDeath = MOD_GRENADE;
+ bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_GRAVITY;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 700, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+
+/*
+=================
+fire_bfg
+=================
+*/
+gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "bfg";
+ bolt->nextthink = level.time + 10000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_BFG;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 120;
+ bolt->methodOfDeath = MOD_BFG;
+ bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 2000, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+
+/*
+=================
+fire_rocket
+=================
+*/
+gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "rocket";
+ bolt->nextthink = level.time + 15000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_ROCKET_LAUNCHER;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 120;
+ bolt->methodOfDeath = MOD_ROCKET;
+ bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 900, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+/*
+=================
+fire_grapple
+=================
+*/
+gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *hook;
+
+ VectorNormalize (dir);
+
+ hook = G_Spawn();
+ hook->classname = "hook";
+ hook->nextthink = level.time + 10000;
+ hook->think = Weapon_HookFree;
+ hook->s.eType = ET_MISSILE;
+ hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ hook->s.weapon = WP_GRAPPLING_HOOK;
+ hook->r.ownerNum = self->s.number;
+ hook->methodOfDeath = MOD_GRAPPLE;
+ hook->clipmask = MASK_SHOT;
+ hook->parent = self;
+ hook->target_ent = NULL;
+
+ hook->s.pos.trType = TR_LINEAR;
+ hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ hook->s.otherEntityNum = self->s.number; // use to match beam in client
+ VectorCopy( start, hook->s.pos.trBase );
+ VectorScale( dir, 800, hook->s.pos.trDelta );
+ SnapVector( hook->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, hook->r.currentOrigin);
+
+ self->client->hook = hook;
+
+ return hook;
+}
+
+
+#ifdef MISSIONPACK
+/*
+=================
+fire_nail
+=================
+*/
+#define NAILGUN_SPREAD 500
+
+gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
+ gentity_t *bolt;
+ vec3_t dir;
+ vec3_t end;
+ float r, u, scale;
+
+ bolt = G_Spawn();
+ bolt->classname = "nail";
+ bolt->nextthink = level.time + 10000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_NAILGUN;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 20;
+ bolt->methodOfDeath = MOD_NAIL;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->s.pos.trType = TR_LINEAR;
+ bolt->s.pos.trTime = level.time;
+ VectorCopy( start, bolt->s.pos.trBase );
+
+ r = random() * M_PI * 2.0f;
+ u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
+ r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
+ VectorMA( start, 8192 * 16, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ VectorSubtract( end, start, dir );
+ VectorNormalize( dir );
+
+ scale = 555 + random() * 1800;
+ VectorScale( dir, scale, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta );
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+
+/*
+=================
+fire_prox
+=================
+*/
+gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "prox mine";
+ bolt->nextthink = level.time + 3000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_PROX_LAUNCHER;
+ bolt->s.eFlags = 0;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 0;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 150;
+ bolt->methodOfDeath = MOD_PROXIMITY_MINE;
+ bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+ // count is used to check if the prox mine left the player bbox
+ // if count == 1 then the prox mine left the player bbox and can attack to it
+ bolt->count = 0;
+
+ //FIXME: we prolly wanna abuse another field
+ bolt->s.generic1 = self->client->sess.sessionTeam;
+
+ bolt->s.pos.trType = TR_GRAVITY;
+ bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ VectorCopy( start, bolt->s.pos.trBase );
+ VectorScale( dir, 700, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+#endif