942 lines
39 KiB
C
942 lines
39 KiB
C
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// g_combat.c
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#include "g_local.h"
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/*
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============
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CanDamage
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Returns true if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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============
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*/
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qboolean CanDamage (edict_t *targ, edict_t *inflictor)
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{
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vec3_t dest;
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trace_t trace;
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// bmodels need special checking because their origin is 0,0,0
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if (targ->movetype == MOVETYPE_PUSH)
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{
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VectorAdd (targ->absmin, targ->absmax, dest);
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VectorScale (dest, 0.5, dest);
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trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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if (trace.ent == targ)
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return true;
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return false;
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}
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trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] += 15.0;
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trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] -= 15.0;
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trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] += 15.0;
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trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] -= 15.0;
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trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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return false;
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}
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/*
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============
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Killed
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============
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*/
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void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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if (targ->health < -999)
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targ->health = -999;
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if ( targ->client )
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{
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targ->client->bleeding = 0;
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//targ->client->bleedcount = 0;
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targ->client->bleed_remain = 0;
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}
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targ->enemy = attacker;
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
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if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
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{
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level.killed_monsters++;
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if (coop->value && attacker->client)
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attacker->client->resp.score++;
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// medics won't heal monsters that they kill themselves
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if (strcmp(attacker->classname, "monster_medic") == 0)
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targ->owner = attacker;
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}
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}
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if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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targ->die (targ, inflictor, attacker, damage, point);
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return;
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}
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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targ->touch = NULL;
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monster_death_use (targ);
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}
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targ->die (targ, inflictor, attacker, damage, point);
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}
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/*
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================
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SpawnDamage
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================
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*/
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void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
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{
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if (damage > 255)
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damage = 255;
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (type);
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// gi.WriteByte (damage);
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gi.WritePosition (origin);
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gi.WriteDir (normal);
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gi.multicast (origin, MULTICAST_PVS);
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}
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/*
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============
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T_Damage
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targ entity that is being damaged
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inflictor entity that is causing the damage
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attacker entity that caused the inflictor to damage targ
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example: targ=monster, inflictor=rocket, attacker=player
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dir direction of the attack
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point point at which the damage is being inflicted
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normal normal vector from that point
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damage amount of damage being inflicted
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knockback force to be applied against targ as a result of the damage
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dflags these flags are used to control how T_Damage works
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DAMAGE_RADIUS damage was indirect (from a nearby explosion)
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DAMAGE_NO_ARMOR armor does not protect from this damage
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DAMAGE_ENERGY damage is from an energy based weapon
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DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
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DAMAGE_BULLET damage is from a bullet (used for ricochets)
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DAMAGE_NO_PROTECTION kills godmode, armor, everything
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============
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*/
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static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
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{
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gclient_t *client;
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int save;
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int power_armor_type;
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int index;
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int damagePerCell;
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int pa_te_type;
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int power;
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int power_used;
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if (!damage)
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return 0;
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client = ent->client;
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if (dflags & DAMAGE_NO_ARMOR)
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return 0;
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if (client)
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{
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power_armor_type = PowerArmorType (ent);
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if (power_armor_type != POWER_ARMOR_NONE)
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{
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index = ITEM_INDEX(FindItem("Cells"));
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power = client->pers.inventory[index];
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}
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}
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else if (ent->svflags & SVF_MONSTER)
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{
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power_armor_type = ent->monsterinfo.power_armor_type;
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power = ent->monsterinfo.power_armor_power;
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}
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else
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return 0;
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if (power_armor_type == POWER_ARMOR_NONE)
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return 0;
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if (!power)
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return 0;
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if (power_armor_type == POWER_ARMOR_SCREEN)
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{
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vec3_t vec;
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float dot;
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vec3_t forward;
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// only works if damage point is in front
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AngleVectors (ent->s.angles, forward, NULL, NULL);
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VectorSubtract (point, ent->s.origin, vec);
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VectorNormalize (vec);
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dot = DotProduct (vec, forward);
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if (dot <= 0.3)
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return 0;
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damagePerCell = 1;
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pa_te_type = TE_SCREEN_SPARKS;
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damage = damage / 3;
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}
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else
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{
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damagePerCell = 2;
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pa_te_type = TE_SHIELD_SPARKS;
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damage = (2 * damage) / 3;
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}
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save = power * damagePerCell;
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if (!save)
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return 0;
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if (save > damage)
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save = damage;
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SpawnDamage (pa_te_type, point, normal, save);
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ent->powerarmor_time = level.time + 0.2;
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power_used = save / damagePerCell;
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if (client)
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client->pers.inventory[index] -= power_used;
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else
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ent->monsterinfo.power_armor_power -= power_used;
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return save;
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}
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static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
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{
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gclient_t *client;
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int save;
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int index;
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gitem_t *armor;
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if (!damage)
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return 0;
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client = ent->client;
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if (!client)
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return 0;
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if (dflags & DAMAGE_NO_ARMOR)
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return 0;
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index = ArmorIndex (ent);
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if (!index)
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return 0;
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armor = GetItemByIndex (index);
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if (dflags & DAMAGE_ENERGY)
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save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
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else
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save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
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if (save >= client->pers.inventory[index])
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save = client->pers.inventory[index];
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if (!save)
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return 0;
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client->pers.inventory[index] -= save;
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SpawnDamage (te_sparks, point, normal, save);
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return save;
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}
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void M_ReactToDamage (edict_t *targ, edict_t *attacker)
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{
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if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
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return;
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if (attacker == targ || attacker == targ->enemy)
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return;
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// if we are a good guy monster and our attacker is a player
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// or another good guy, do not get mad at them
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if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
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{
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if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
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return;
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}
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// we now know that we are not both good guys
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// if attacker is a client, get mad at them because he's good and we're not
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if (attacker->client)
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{
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// this can only happen in coop (both new and old enemies are clients)
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// only switch if can't see the current enemy
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if (targ->enemy && targ->enemy->client)
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{
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if (visible(targ, targ->enemy))
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{
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targ->oldenemy = attacker;
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return;
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}
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targ->oldenemy = targ->enemy;
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}
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targ->enemy = attacker;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
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FoundTarget (targ);
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return;
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}
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// it's the same base (walk/swim/fly) type and a different classname and it's not a tank
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// (they spray too much), get mad at them
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if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
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(strcmp (targ->classname, attacker->classname) != 0) &&
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(strcmp(attacker->classname, "monster_tank") != 0) &&
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(strcmp(attacker->classname, "monster_supertank") != 0) &&
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(strcmp(attacker->classname, "monster_makron") != 0) &&
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(strcmp(attacker->classname, "monster_jorg") != 0) )
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{
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if (targ->enemy)
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if (targ->enemy->client)
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targ->oldenemy = targ->enemy;
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targ->enemy = attacker;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
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FoundTarget (targ);
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}
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else
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// otherwise get mad at whoever they are mad at (help our buddy)
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{
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if (targ->enemy)
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if (targ->enemy->client)
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targ->oldenemy = targ->enemy;
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targ->enemy = attacker->enemy;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
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FoundTarget (targ);
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}
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}
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qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
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{
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//FIXME make the next line real and uncomment this block
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// if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
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return false;
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}
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void BloodSprayThink (edict_t *self)
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{
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if ( self->dmg > 0 )
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{
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self->dmg -= 10;
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// SpawnDamage (TE_BLOOD, self->s.origin, self->movedir, self->dmg);
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/* gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SPLASH);
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gi.WriteByte (6);
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gi.WritePosition (self->s.origin);
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gi.WriteDir (self->movedir);
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gi.WriteByte (6); //blood
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gi.multicast (self->s.origin, MULTICAST_PVS);
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*/
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}
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else
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{
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self->think = G_FreeEdict;
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}
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self->nextthink = level.time + 0.1;
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gi.linkentity (self);
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}
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void blood_spray_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other == ent->owner)
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return;
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ent->think = G_FreeEdict;
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ent->nextthink = level.time + 0.1;
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}
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void spray_blood (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed )
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{
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edict_t *blood;
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blood = G_Spawn();
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VectorNormalize(dir);
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VectorCopy (start, blood->s.origin);
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VectorCopy (dir, blood->movedir);
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vectoangles (dir, blood->s.angles);
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VectorScale (dir, speed, blood->velocity);
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blood->movetype = MOVETYPE_BLOOD;
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blood->clipmask = MASK_SHOT;
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blood->solid = SOLID_BBOX;
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blood->s.effects |= EF_GIB;
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VectorClear (blood->mins);
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VectorClear (blood->maxs);
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blood->s.modelindex = gi.modelindex ("sprites/null.sp2");
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blood->owner = self;
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blood->nextthink = level.time + 0.1;
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blood->touch = blood_spray_touch;
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blood->think = BloodSprayThink;
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blood->dmg = damage;
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blood->classname = "blood_spray";
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gi.linkentity (blood);
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}
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||
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||
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|
||
|
void VerifyHeadShot( vec3_t point, vec3_t dir, float height, vec3_t newpoint)
|
||
|
{
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||
|
vec3_t normdir;
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||
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vec3_t normdir2;
|
||
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||
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||
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VectorNormalize2(dir, normdir);
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||
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VectorScale( normdir, height, normdir2 );
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||
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VectorAdd( point, normdir2, newpoint );
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||
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}
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||
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// zucc adding location hit code
|
||
|
// location hit code based off ideas by pyromage and shockman
|
||
|
|
||
|
#define LEG_DAMAGE (height/2.2) - abs(targ->mins[2]) - 3
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||
|
#define STOMACH_DAMAGE (height/1.8) - abs(targ->mins[2])
|
||
|
#define CHEST_DAMAGE (height/1.4) - abs(targ->mins[2])
|
||
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|
||
|
#define HEAD_HEIGHT 12.0
|
||
|
qboolean IsFemale (edict_t *ent);
|
||
|
|
||
|
|
||
|
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
|
||
|
{
|
||
|
gclient_t *client;
|
||
|
int take;
|
||
|
int save;
|
||
|
int asave;
|
||
|
int psave;
|
||
|
int te_sparks;
|
||
|
int do_sparks = 0;
|
||
|
int damage_type = 0; // used for MOD later
|
||
|
int bleeding = 0; // damage causes bleeding
|
||
|
int head_success = 0;
|
||
|
int instant_dam = 1;
|
||
|
|
||
|
float z_rel;
|
||
|
int height;
|
||
|
|
||
|
gitem_t* item;
|
||
|
|
||
|
float from_top;
|
||
|
|
||
|
vec3_t line;
|
||
|
vec_t dist;
|
||
|
|
||
|
// do this before teamplay check
|
||
|
if (!targ->takedamage)
|
||
|
return;
|
||
|
|
||
|
//FIREBLADE
|
||
|
if (teamplay->value && mod != MOD_TELEFRAG)
|
||
|
{
|
||
|
if (lights_camera_action)
|
||
|
return;
|
||
|
|
||
|
if (targ != attacker && targ->client && attacker->client &&
|
||
|
targ->client->resp.team == attacker->client->resp.team)
|
||
|
return;
|
||
|
}
|
||
|
//FIREBLADE
|
||
|
|
||
|
item = FindItem(KEV_NAME);
|
||
|
|
||
|
height = abs(targ->mins[2]) + targ->maxs[2];
|
||
|
|
||
|
// locational damage code
|
||
|
// base damage is head shot damage, so all the scaling is downwards
|
||
|
if (targ->client)
|
||
|
{
|
||
|
if (!((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value) && OnSameTeam (targ, attacker)))
|
||
|
{
|
||
|
|
||
|
if ((mod == MOD_MK23) ||
|
||
|
(mod == MOD_MP5) ||
|
||
|
(mod == MOD_M4) ||
|
||
|
(mod == MOD_SNIPER) ||
|
||
|
(mod == MOD_DUAL) ||
|
||
|
(mod == MOD_KNIFE) ||
|
||
|
(mod == MOD_KNIFE_THROWN))
|
||
|
{
|
||
|
z_rel = point[2] - targ->s.origin[2];
|
||
|
from_top = targ->maxs[2] - z_rel;
|
||
|
bleeding = 1;
|
||
|
instant_dam = 0;
|
||
|
|
||
|
// damage reduction for longer range pistol shots
|
||
|
if ( mod == MOD_MK23 || mod == MOD_DUAL )
|
||
|
{
|
||
|
VectorSubtract(targ->s.origin, inflictor->s.origin, line );
|
||
|
dist = VectorLength( line );
|
||
|
if ( dist > 600.0 && dist < 1400.0 )
|
||
|
{
|
||
|
damage = (int)(damage*2/3);
|
||
|
}
|
||
|
else if ( dist > 1400.0 )
|
||
|
damage = (int)(damage*1/2);
|
||
|
}
|
||
|
|
||
|
|
||
|
//gi.cprintf(targ, PRINT_HIGH, "z_rel is %f\n leg: %f stomach: %f chest: %f\n", z_rel, LEG_DAMAGE, STOMACH_DAMAGE, CHEST_DAMAGE );
|
||
|
//gi.cprintf(targ, PRINT_HIGH, "point[2]: %f targ->s.origin[2]: %f height: %d\n", point[2], targ->s.origin[2], height );
|
||
|
//gi.cprintf(targ, PRINT_HIGH, "abs(trag->min[2]): %d targ_max[2] %d\n", (int)abs(targ->mins[2]), (int)targ->maxs[2]);
|
||
|
//gi.cprintf(attacker, PRINT_HIGH, "abs(trag->min[2]): %d targ_max[2] %d\n", (int)abs(targ->mins[2]), (int)targ->maxs[2]);
|
||
|
//gi.cprintf(attacker, PRINT_HIGH, "abs(trag->min[0]): %d targ_max[0] %d\n", (int)abs(targ->mins[0]), (int)targ->maxs[0]);
|
||
|
//gi.cprintf(attacker, PRINT_HIGH, "abs(trag->min[1]): %d targ_max[1] %d\n", (int)abs(targ->mins[1]), (int)targ->maxs[1]);
|
||
|
|
||
|
|
||
|
if ( from_top < 2*HEAD_HEIGHT )
|
||
|
{
|
||
|
vec3_t new_point;
|
||
|
VerifyHeadShot( point, dir, HEAD_HEIGHT, new_point );
|
||
|
VectorSubtract( new_point, targ->s.origin, new_point );
|
||
|
//gi.cprintf(attacker, PRINT_HIGH, "z: %d y: %d x: %d\n", (int)(targ->maxs[2] - new_point[2]),(int)(new_point[1]) , (int)(new_point[0]) );
|
||
|
|
||
|
if ( (targ->maxs[2] - new_point[2]) < HEAD_HEIGHT
|
||
|
&& (abs(new_point[1])) < HEAD_HEIGHT*.8
|
||
|
&& (abs(new_point[0])) < HEAD_HEIGHT*.8 )
|
||
|
|
||
|
{
|
||
|
head_success = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( head_success )
|
||
|
{
|
||
|
|
||
|
damage = damage*1.8 + 1;
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Head damage\n");
|
||
|
if (attacker->client)
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "You hit %s in the head\n", targ->client->pers.netname);
|
||
|
damage_type = LOC_HDAM;
|
||
|
if ( mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN )
|
||
|
gi.sound(targ, CHAN_VOICE, gi.soundindex("misc/headshot.wav"), 1, ATTN_NORM, 0);
|
||
|
//else
|
||
|
// gi.sound(targ, CHAN_VOICE, gi.soundindex("misc/glurp.wav"), 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
else if (z_rel < LEG_DAMAGE)
|
||
|
{
|
||
|
damage = damage * .25;
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Leg damage\n");
|
||
|
if (attacker->client)
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "You hit %s in the legs\n", targ->client->pers.netname);
|
||
|
damage_type = LOC_LDAM;
|
||
|
targ->client->leg_damage = 1;
|
||
|
targ->client->leghits++;
|
||
|
}
|
||
|
else if (z_rel < STOMACH_DAMAGE)
|
||
|
{
|
||
|
damage = damage * .4;
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Stomach damage\n");
|
||
|
if (attacker->client)
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "You hit %s in the stomach\n", targ->client->pers.netname);
|
||
|
damage_type = LOC_SDAM;
|
||
|
}
|
||
|
else //(z_rel < CHEST_DAMAGE)
|
||
|
{
|
||
|
if ( (targ->client->pers.inventory[ITEM_INDEX(item)])
|
||
|
&& mod != MOD_KNIFE
|
||
|
&& mod != MOD_KNIFE_THROWN
|
||
|
&& mod != MOD_SNIPER )
|
||
|
{
|
||
|
if (attacker->client)
|
||
|
{
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "%s has a Kevlar Vest - AIM FOR THE HEAD!\n",
|
||
|
targ->client->pers.netname);
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Kevlar Vest absorbed most of %s's shot\n",
|
||
|
attacker->client->pers.netname);
|
||
|
/*
|
||
|
if (IsFemale(targ))
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "You bruised %s through her Kevlar Vest\n", targ->client->pers.netname);
|
||
|
else
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "You bruised %s through his Kevlar Vest\n", targ->client->pers.netname);
|
||
|
*/
|
||
|
}
|
||
|
gi.sound(targ, CHAN_ITEM, gi.soundindex("misc/vest.wav"), 1, ATTN_NORM, 0);
|
||
|
damage = (int)(damage/10);
|
||
|
damage_type = LOC_CDAM;
|
||
|
bleeding = 0;
|
||
|
instant_dam = 1;
|
||
|
stopAP = 1; do_sparks = 1;
|
||
|
}
|
||
|
else if ( (targ->client->pers.inventory[ITEM_INDEX(item)])
|
||
|
&& mod == MOD_SNIPER )
|
||
|
{
|
||
|
if ( attacker->client )
|
||
|
{
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "%s has a Kevlar Vest, too bad you have AP rounds...\n",
|
||
|
targ->client->pers.netname);
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Kevlar Vest absorbed some of %s's AP sniper round\n",
|
||
|
attacker->client->pers.netname);
|
||
|
}
|
||
|
damage = damage * .325;
|
||
|
damage_type = LOC_CDAM;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
damage = damage * .65;
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Chest damage\n");
|
||
|
if (attacker->client)
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "You hit %s in the chest\n", targ->client->pers.netname);
|
||
|
damage_type = LOC_CDAM;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
/*else
|
||
|
{
|
||
|
|
||
|
// no mod to damage
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Head damage\n");
|
||
|
if (attacker->client)
|
||
|
gi.cprintf(attacker, PRINT_HIGH, "You hit %s in the head\n", targ->client->pers.netname);
|
||
|
damage_type = LOC_HDAM;
|
||
|
gi.sound(targ, CHAN_VOICE, gi.soundindex("misc/headshot.wav"), 1, ATTN_NORM, 0);
|
||
|
} */
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( damage_type && !instant_dam) // bullets but not vest hits
|
||
|
{
|
||
|
vec3_t temp;
|
||
|
vec3_t temporig;
|
||
|
//VectorMA (targ->s.origin, 50, dir, temp);
|
||
|
VectorScale( dir, 20, temp);
|
||
|
VectorAdd( point, temp, temporig );
|
||
|
spray_blood (targ, temporig, dir, damage*3, 1800 );
|
||
|
}
|
||
|
|
||
|
if ( mod == MOD_FALLING)
|
||
|
{
|
||
|
if ( targ->client && targ->health > 0)
|
||
|
{
|
||
|
gi.cprintf(targ, PRINT_HIGH, "Leg damage\n");
|
||
|
targ->client->leg_damage = 1;
|
||
|
targ->client->leghits++;
|
||
|
// bleeding = 1; for testing
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// friendly fire avoidance
|
||
|
// if enabled you can't hurt teammates (but you can hurt yourself)
|
||
|
// knockback still occurs
|
||
|
if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
|
||
|
{
|
||
|
if (OnSameTeam (targ, attacker))
|
||
|
{
|
||
|
if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
|
||
|
damage = 0;
|
||
|
else
|
||
|
mod |= MOD_FRIENDLY_FIRE;
|
||
|
}
|
||
|
}
|
||
|
meansOfDeath = mod;
|
||
|
locOfDeath = damage_type; // location
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
client = targ->client;
|
||
|
|
||
|
if (dflags & DAMAGE_BULLET)
|
||
|
te_sparks = TE_BULLET_SPARKS;
|
||
|
else
|
||
|
te_sparks = TE_SPARKS;
|
||
|
|
||
|
VectorNormalize(dir);
|
||
|
|
||
|
// bonus damage for suprising a monster
|
||
|
// if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
|
||
|
// damage *= 2;
|
||
|
|
||
|
if (targ->flags & FL_NO_KNOCKBACK)
|
||
|
knockback = 0;
|
||
|
|
||
|
// figure momentum add
|
||
|
if (!(dflags & DAMAGE_NO_KNOCKBACK))
|
||
|
{
|
||
|
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
|
||
|
{
|
||
|
vec3_t kvel, flydir;
|
||
|
float mass;
|
||
|
|
||
|
if ( mod != MOD_FALLING )
|
||
|
{
|
||
|
VectorCopy(dir, flydir);
|
||
|
flydir[2] += 0.4;
|
||
|
}
|
||
|
|
||
|
if (targ->mass < 50)
|
||
|
mass = 50;
|
||
|
else
|
||
|
mass = targ->mass;
|
||
|
|
||
|
if (targ->client && attacker == targ)
|
||
|
VectorScale (flydir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
|
||
|
else
|
||
|
VectorScale (flydir, 500.0 * (float)knockback / mass, kvel);
|
||
|
|
||
|
// FB
|
||
|
//if (mod == MOD_KICK )
|
||
|
//{
|
||
|
// kvel[2] = 0;
|
||
|
//}
|
||
|
|
||
|
VectorAdd (targ->velocity, kvel, targ->velocity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
take = damage;
|
||
|
save = 0;
|
||
|
|
||
|
// check for godmode
|
||
|
if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
|
||
|
{
|
||
|
take = 0;
|
||
|
save = damage;
|
||
|
SpawnDamage (te_sparks, point, normal, save);
|
||
|
}
|
||
|
|
||
|
// zucc don't need this stuff, but to remove it need to change how damagefeedback works with colors
|
||
|
|
||
|
// check for invincibility
|
||
|
if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
|
||
|
{
|
||
|
if (targ->pain_debounce_time < level.time)
|
||
|
{
|
||
|
gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
|
||
|
targ->pain_debounce_time = level.time + 2;
|
||
|
}
|
||
|
take = 0;
|
||
|
save = damage;
|
||
|
}
|
||
|
|
||
|
psave = CheckPowerArmor (targ, point, normal, take, dflags);
|
||
|
take -= psave;
|
||
|
|
||
|
asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
|
||
|
take -= asave;
|
||
|
|
||
|
//treat cheat/powerup savings the same as armor
|
||
|
asave += save;
|
||
|
|
||
|
// team damage avoidance
|
||
|
if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
|
||
|
return;
|
||
|
|
||
|
if ( (mod == MOD_M3) || (mod == MOD_HC) || (mod == MOD_HELD_GRENADE) ||
|
||
|
(mod == MOD_HG_SPLASH) || (mod == MOD_G_SPLASH) )
|
||
|
{
|
||
|
bleeding = 1;
|
||
|
instant_dam = 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
/* if ( (mod == MOD_M3) || (mod == MOD_HC) )
|
||
|
{
|
||
|
instant_dam = 1;
|
||
|
remain = take % 2;
|
||
|
take = (int)(take/2); // balances out difference in how action and axshun handle damage/bleeding
|
||
|
|
||
|
}
|
||
|
*/
|
||
|
// do the damage
|
||
|
if (take)
|
||
|
{
|
||
|
// zucc added check for stopAP, if it hit a vest we want sparks
|
||
|
if (((targ->svflags & SVF_MONSTER) || (client)) && !do_sparks )
|
||
|
SpawnDamage (TE_BLOOD, point, normal, take);
|
||
|
else
|
||
|
SpawnDamage (te_sparks, point, normal, take);
|
||
|
|
||
|
// all things that have at least some instantaneous damage, i.e. bruising/falling
|
||
|
if ( instant_dam )
|
||
|
targ->health = targ->health - take;
|
||
|
|
||
|
if (targ->health <= 0)
|
||
|
{
|
||
|
if ((targ->svflags & SVF_MONSTER) || (client))
|
||
|
targ->flags |= FL_NO_KNOCKBACK;
|
||
|
Killed (targ, inflictor, attacker, take, point);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (targ->svflags & SVF_MONSTER)
|
||
|
{
|
||
|
M_ReactToDamage (targ, attacker);
|
||
|
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
|
||
|
{
|
||
|
targ->pain (targ, attacker, knockback, take);
|
||
|
// nightmare mode monsters don't go into pain frames often
|
||
|
if (skill->value == 3)
|
||
|
targ->pain_debounce_time = level.time + 5;
|
||
|
}
|
||
|
}
|
||
|
else if (client)
|
||
|
{
|
||
|
if (!(targ->flags & FL_GODMODE) && (take))
|
||
|
targ->pain (targ, attacker, knockback, take);
|
||
|
}
|
||
|
else if (take)
|
||
|
{
|
||
|
if (targ->pain)
|
||
|
targ->pain (targ, attacker, knockback, take);
|
||
|
}
|
||
|
|
||
|
// add to the damage inflicted on a player this frame
|
||
|
// the total will be turned into screen blends and view angle kicks
|
||
|
// at the end of the frame
|
||
|
if (client)
|
||
|
{
|
||
|
client->damage_parmor += psave;
|
||
|
client->damage_armor += asave;
|
||
|
client->damage_blood += take;
|
||
|
client->damage_knockback += knockback;
|
||
|
//zucc handle adding bleeding here
|
||
|
if ( damage_type && bleeding ) // one of the hit location weapons
|
||
|
{
|
||
|
/* zucc add in partial bleeding, changed
|
||
|
if ( client->bleeding < 4*damage*BLEED_TIME )
|
||
|
{
|
||
|
client->bleeding = 4*damage*BLEED_TIME + client->bleeding/2;
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
client->bleeding += damage*BLEED_TIME*2;
|
||
|
|
||
|
}*/
|
||
|
client->bleeding += damage*BLEED_TIME;
|
||
|
VectorSubtract (point, targ->absmax, targ->client->bleedloc_offset);
|
||
|
//VectorSubtract(point, targ->s.origin, client->bleedloc_offset);
|
||
|
|
||
|
}
|
||
|
else if ( bleeding )
|
||
|
{
|
||
|
/*
|
||
|
if ( client->bleeding < damage*BLEED_TIME )
|
||
|
{
|
||
|
client->bleeding = damage*BLEED_TIME;
|
||
|
//client->bleedcount = 0;
|
||
|
}*/
|
||
|
client->bleeding += damage*BLEED_TIME;
|
||
|
VectorSubtract (point, targ->absmax, targ->client->bleedloc_offset);
|
||
|
//VectorSubtract(point, targ->s.origin, client->bleedloc_offset);
|
||
|
|
||
|
}
|
||
|
if ( attacker->client )
|
||
|
{
|
||
|
client->attacker = attacker;
|
||
|
client->attacker_mod = mod;
|
||
|
client->attacker_loc = damage_type;
|
||
|
client->push_timeout = 50;
|
||
|
//VectorCopy(dir, client->bleeddir );
|
||
|
//VectorCopy(point, client->bleedpoint );
|
||
|
//VectorCopy(normal, client->bleednormal);
|
||
|
|
||
|
}
|
||
|
|
||
|
VectorCopy (point, client->damage_from);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
T_RadiusDamage
|
||
|
============
|
||
|
*/
|
||
|
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
|
||
|
{
|
||
|
float points;
|
||
|
edict_t *ent = NULL;
|
||
|
vec3_t v;
|
||
|
vec3_t dir;
|
||
|
|
||
|
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
|
||
|
{
|
||
|
if (ent == ignore)
|
||
|
continue;
|
||
|
if (!ent->takedamage)
|
||
|
continue;
|
||
|
|
||
|
VectorAdd (ent->mins, ent->maxs, v);
|
||
|
VectorMA (ent->s.origin, 0.5, v, v);
|
||
|
VectorSubtract (inflictor->s.origin, v, v);
|
||
|
points = damage - 0.5 * VectorLength (v);
|
||
|
//zucc reduce damage for crouching, max is 32 when standing
|
||
|
if (ent->maxs[2] < 20 )
|
||
|
{
|
||
|
points = points * 0.5; // hefty reduction in damage
|
||
|
}
|
||
|
//if (ent == attacker)
|
||
|
//points = points * 0.5;
|
||
|
if (points > 0)
|
||
|
{
|
||
|
if (CanDamage (ent, inflictor))
|
||
|
{
|
||
|
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
|
||
|
// zucc scaled up knockback(kick) of grenades
|
||
|
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)(points*.75), (int)(points*.75), DAMAGE_RADIUS, mod);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|