Open your weapons.qc file, and add this:
Code: Select all
void(float damage) W_FireRailgun =
{
local entity tempen;
local vector orgen, orgo, dir, dorg;
local float donerail, rlooplimit;
// tempen = temp entity, used for self shuffling.
// orgen = origin end
// orgo = start origin for rail
// dir = aim direction
// dorg = damage origin, used for particles, effects, etc.
// rlooplimit = runaway loop limiter, breakpoint for end of rail
rlooplimit = 20; // only allow 20 hits
// lets make those v_forward, v_up, and v_right vectors
makevectors(self.v_angle);
// Railgun is not free of charge.
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
// Lets make a sound
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
// punch the screen for recoil
self.punchangle_x = -4;
// Set our rail origin point.
orgo = self.origin + self.view_ofs + v_up*-6;
// set our aiming direction
dir = aim(self, 100000); //v_forward;
// start a traceline
traceline(orgo, orgo+dir*2048, FALSE, self);
// set damage point incase we didn't hit anything
dorg = trace_endpos - dir*4;
// set up our loop, if we're done (i.e. hit a wall) or
// hit our loop limit, exit
if(trace_ent.takedamage)
{
while(rlooplimit > 0)
{
// if the trace_ent can take damage...
if(trace_ent.takedamage && trace_ent != world)
{
// set our endpoint 4 units ahead
orgen = trace_endpos + dir*4;
// set our damage origin 4 units back
dorg = trace_endpos - dir*4;
// spawn some blood
SpawnBlood (dorg, '0 0 0', 30);
// do the damage
T_Damage (trace_ent, self, self, damage);
// play a sound
sound (trace_ent, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
// Don't pentetrate buttons or anything SOLID_BSP
if(trace_ent.solid == SOLID_BSP)
rlooplimit = 0;
}
else
{
// didn't hit anything?
// set our damage origin back 4 units
dorg = trace_endpos - dir*4;
// Done tracing the rail shot
rlooplimit = 0;
}
// traceline doesn't register hits against self, so we store self in
// tempen, then set the self to trace_ent; We can now fire a new
// trace, then reset self back to the player who fired the rail,
// then we reduce the loop counter
tempen = self;
self = trace_ent;
traceline(orgen, orgen + dir*2048, FALSE, self);
self = tempen;
rlooplimit = rlooplimit - 1;
}
}
// spawn an explosion sprite if we have impacted a wall
if(!(trace_fraction == 1.0))
{
newmis = spawn();
newmis.solid = SOLID_NOT;
newmis.takedamage = DAMAGE_NO;
setmodel(newmis, "progs/s_explod.spr");
setsize(newmis, '0 0 0', '0 0 0');
setorigin(newmis, dorg);
newmis.think = BecomeExplosion;
newmis.nextthink = time;
}
// Spawn an entity for the effect
newmis = spawn();
newmis.solid = SOLID_NOT;
setorigin(newmis, orgo);
newmis.think = SUB_Remove;
newmis.nextthink = time + 0.1;
// generate an effect from the entity to the endpoint
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, newmis);
WriteCoord (MSG_BROADCAST, newmis.origin_x);
WriteCoord (MSG_BROADCAST, newmis.origin_y);
WriteCoord (MSG_BROADCAST, newmis.origin_z);
WriteCoord (MSG_BROADCAST, dorg_x);
WriteCoord (MSG_BROADCAST, dorg_y);
WriteCoord (MSG_BROADCAST, dorg_z);
};
Code: Select all
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
Code: Select all
else if (self.weapon == IT_LIGHTNING)
{
player_light1();
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
}
Code: Select all
else if (self.weapon == IT_LIGHTNING)
{
player_shot1();
W_FireRailgun(100); // 100 damage
self.attack_finished = time + 0.8;
}
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