R31: Instant-gib 3 TA: Nailgun
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@@ -1699,7 +1699,7 @@ void BotChooseWeapon(bot_state_t *bs) {
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newweaponnum = WP_PLASMAGUN;
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newweaponnum = WP_PLASMAGUN;
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} else if ( g_weaponarena.integer == 9 ) {
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} else if ( g_weaponarena.integer == 9 ) {
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newweaponnum = WP_BFG;
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newweaponnum = WP_BFG;
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} else if ( g_weaponarena.integer == 10 ) {
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} else if ( g_instantgib.integer > 2 || g_weaponarena.integer == 10 ) {
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newweaponnum = WP_NAILGUN;
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newweaponnum = WP_NAILGUN;
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} else if ( g_weaponarena.integer == 11 ) {
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} else if ( g_weaponarena.integer == 11 ) {
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newweaponnum = WP_PROX_LAUNCHER;
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newweaponnum = WP_PROX_LAUNCHER;
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@@ -1996,6 +1996,10 @@ else
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client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
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client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GAUNTLET );
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client->ps.ammo[WP_GAUNTLET] = -1;
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client->ps.ammo[WP_GAUNTLET] = -1;
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}
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}
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if(g_instantgib.integer > 2) {
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client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NAILGUN );
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client->ps.ammo[WP_NAILGUN] = -1;
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}
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}
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}
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if (g_weaponarena.integer == 1) {
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if (g_weaponarena.integer == 1) {
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client->ps.stats[STAT_WEAPONS] = ( 1 << WP_GAUNTLET );
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client->ps.stats[STAT_WEAPONS] = ( 1 << WP_GAUNTLET );
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@@ -799,6 +799,10 @@ void Weapon_Nailgun_Fire (gentity_t *ent) {
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m = fire_nail (ent, muzzle, forward, right, up );
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m = fire_nail (ent, muzzle, forward, right, up );
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m->damage *= s_quadFactor;
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m->damage *= s_quadFactor;
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m->splashDamage *= s_quadFactor;
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m->splashDamage *= s_quadFactor;
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if (g_instantgib.integer > 2) {
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m->damage = 800;
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}
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}
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}
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// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
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// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
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