Quake Style - Quake 3 Tutorials
Newbie Tutorials - Instagib Gauntlet
Makes all hits with the gauntlet do virtually infinite damage!

Ok, I know it seems like another quick haX0r, but, well.. it is :)
Open up "g_weapons.c", scroll down an itty bitty bit, and add the blue code in, removing the purple code:

/*
===============
CheckGauntletAttack
===============
*/
qboolean CheckGauntletAttack( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		end;
	gentity_t	*tent;
	gentity_t	*traceEnt;
	int			damage;

	// set aiming directions
	AngleVectors (ent->client->ps.viewangles, forward, right, up);

	CalcMuzzlePoint ( ent, forward, right, up, muzzle );

	VectorMA (muzzle, 32, forward, end);

	trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
	if ( tr.surfaceFlags & SURF_NOIMPACT ) {
		return qfalse;
	}

	traceEnt = &g_entities[ tr.entityNum ];

	// send blood impact
	if ( traceEnt->takedamage && traceEnt->client ) {
		tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
		tent->s.otherEntityNum = traceEnt->s.number;
		tent->s.eventParm = DirToByte( tr.plane.normal );
		tent->s.weapon = ent->s.weapon;
	}

	if ( !traceEnt->takedamage) {
		return qfalse;
	}

	if (ent->client->ps.powerups[PW_QUAD] ) {
		G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
		s_quadFactor = g_quadfactor.value;
	} else {
		s_quadFactor = 1;
	}

	damage = 50 * s_quadFactor;
	damage = 1000 * s_quadFactor;
	G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_GAUNTLET );

	return qtrue;
}

Thar u go. Have fun with suicide run gibbing!

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   Tutorial by (nobody)
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