quake2-action/g_combat.c

1068 lines
41 KiB
C

// g_combat.c
#include "g_local.h"
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean CanDamage (edict_t *targ, edict_t *inflictor)
{
vec3_t dest;
trace_t trace;
// bmodels need special checking because their origin is 0,0,0
if (targ->movetype == MOVETYPE_PUSH)
{
VectorAdd (targ->absmin, targ->absmax, dest);
VectorScale (dest, 0.5, dest);
trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
if (trace.ent == targ)
return true;
return false;
}
trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
VectorCopy (targ->s.origin, dest);
dest[0] += 15.0;
dest[1] += 15.0;
trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
VectorCopy (targ->s.origin, dest);
dest[0] += 15.0;
dest[1] -= 15.0;
trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
VectorCopy (targ->s.origin, dest);
dest[0] -= 15.0;
dest[1] += 15.0;
trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
VectorCopy (targ->s.origin, dest);
dest[0] -= 15.0;
dest[1] -= 15.0;
trace = do_trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
return false;
}
/*
============
Killed
============
*/
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if (targ->health < -999)
targ->health = -999;
if ( targ->client )
{
targ->client->bleeding = 0;
//targ->client->bleedcount = 0;
targ->client->bleed_remain = 0;
}
targ->enemy = attacker;
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
{
level.killed_monsters++;
if (coop->value && attacker->client)
attacker->client->resp.score++;
// medics won't heal monsters that they kill themselves
if (strcmp(attacker->classname, "monster_medic") == 0)
targ->owner = attacker;
}
}
if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
targ->die (targ, inflictor, attacker, damage, point);
return;
}
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
targ->touch = NULL;
monster_death_use (targ);
}
targ->die (targ, inflictor, attacker, damage, point);
}
/*
================
SpawnDamage
================
*/
void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
{
if (damage > 255)
damage = 255;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (type);
// gi.WriteByte (damage);
gi.WritePosition (origin);
gi.WriteDir (normal);
gi.multicast (origin, MULTICAST_PVS);
}
/*
============
T_Damage
targ entity that is being damaged
inflictor entity that is causing the damage
attacker entity that caused the inflictor to damage targ
example: targ=monster, inflictor=rocket, attacker=player
dir direction of the attack
point point at which the damage is being inflicted
normal normal vector from that point
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
dflags these flags are used to control how T_Damage works
DAMAGE_RADIUS damage was indirect (from a nearby explosion)
DAMAGE_NO_ARMOR armor does not protect from this damage
DAMAGE_ENERGY damage is from an energy based weapon
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_BULLET damage is from a bullet (used for ricochets)
DAMAGE_NO_PROTECTION kills godmode, armor, everything
============
*/
static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
{
gclient_t *client;
int save;
int power_armor_type;
int index;
int damagePerCell;
int pa_te_type;
int power;
int power_used;
if (!damage)
return 0;
client = ent->client;
if (dflags & DAMAGE_NO_ARMOR)
return 0;
if (client)
{
power_armor_type = PowerArmorType (ent);
if (power_armor_type != POWER_ARMOR_NONE)
{
index = ITEM_INDEX(FindItem("Cells"));
power = client->pers.inventory[index];
}
}
else if (ent->svflags & SVF_MONSTER)
{
power_armor_type = ent->monsterinfo.power_armor_type;
power = ent->monsterinfo.power_armor_power;
}
else
return 0;
if (power_armor_type == POWER_ARMOR_NONE)
return 0;
if (!power)
return 0;
if (power_armor_type == POWER_ARMOR_SCREEN)
{
vec3_t vec;
float dot;
vec3_t forward;
// only works if damage point is in front
AngleVectors (ent->s.angles, forward, NULL, NULL);
VectorSubtract (point, ent->s.origin, vec);
VectorNormalize (vec);
dot = DotProduct (vec, forward);
if (dot <= 0.3)
return 0;
damagePerCell = 1;
pa_te_type = TE_SCREEN_SPARKS;
damage = damage / 3;
}
else
{
damagePerCell = 2;
pa_te_type = TE_SHIELD_SPARKS;
damage = (2 * damage) / 3;
}
save = power * damagePerCell;
if (!save)
return 0;
if (save > damage)
save = damage;
SpawnDamage (pa_te_type, point, normal, save);
ent->powerarmor_time = level.time + 0.2;
power_used = save / damagePerCell;
if (client)
client->pers.inventory[index] -= power_used;
else
ent->monsterinfo.power_armor_power -= power_used;
return save;
}
static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
{
gclient_t *client;
int save;
int index;
gitem_t *armor;
if (!damage)
return 0;
client = ent->client;
if (!client)
return 0;
if (dflags & DAMAGE_NO_ARMOR)
return 0;
index = ArmorIndex (ent);
if (!index)
return 0;
armor = GetItemByIndex (index);
if (dflags & DAMAGE_ENERGY)
save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
else
save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
if (save >= client->pers.inventory[index])
save = client->pers.inventory[index];
if (!save)
return 0;
client->pers.inventory[index] -= save;
SpawnDamage (te_sparks, point, normal, save);
return save;
}
void M_ReactToDamage (edict_t *targ, edict_t *attacker)
{
if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
return;
if (attacker == targ || attacker == targ->enemy)
return;
// if we are a good guy monster and our attacker is a player
// or another good guy, do not get mad at them
if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
{
if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
return;
}
// we now know that we are not both good guys
// if attacker is a client, get mad at them because he's good and we're not
if (attacker->client)
{
// this can only happen in coop (both new and old enemies are clients)
// only switch if can't see the current enemy
if (targ->enemy && targ->enemy->client)
{
if (visible(targ, targ->enemy))
{
targ->oldenemy = attacker;
return;
}
targ->oldenemy = targ->enemy;
}
targ->enemy = attacker;
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
FoundTarget (targ);
return;
}
// it's the same base (walk/swim/fly) type and a different classname and it's not a tank
// (they spray too much), get mad at them
if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
(strcmp (targ->classname, attacker->classname) != 0) &&
(strcmp(attacker->classname, "monster_tank") != 0) &&
(strcmp(attacker->classname, "monster_supertank") != 0) &&
(strcmp(attacker->classname, "monster_makron") != 0) &&
(strcmp(attacker->classname, "monster_jorg") != 0) )
{
if (targ->enemy)
if (targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker;
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
FoundTarget (targ);
}
else
// otherwise get mad at whoever they are mad at (help our buddy)
{
if (targ->enemy)
if (targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker->enemy;
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
FoundTarget (targ);
}
}
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
{
//FIXME make the next line real and uncomment this block
// if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
return false;
}
void BloodSprayThink (edict_t *self)
{
/* if ( self->dmg > 0 )
{
self->dmg -= 10;
// SpawnDamage (TE_BLOOD, self->s.origin, self->movedir, self->dmg);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (6);
gi.WritePosition (self->s.origin);
gi.WriteDir (self->movedir);
gi.WriteByte (6); //blood
gi.multicast (self->s.origin, MULTICAST_PVS);
}
else
{
self->think = G_FreeEdict;
}
self->nextthink = level.time + 0.1;
gi.linkentity (self);
*/
G_FreeEdict(self);
}
void blood_spray_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
ent->think = G_FreeEdict;
ent->nextthink = level.time + 0.1;
}
void spray_blood (edict_t *self, vec3_t start, vec3_t dir, int damage, int mod )
{
edict_t *blood;
int speed;
switch(mod)
{
case MOD_MK23:
speed = 1800;
break;
case MOD_MP5:
speed = 1500;
break;
case MOD_M4:
speed = 2400;
break;
case MOD_KNIFE:
speed = 0;
break;
case MOD_KNIFE_THROWN:
speed = 0;
break;
case MOD_DUAL:
speed = 1800;
break;
case MOD_SNIPER:
speed = 4000;
break;
default:
speed = 1800;
}
blood = G_Spawn();
VectorNormalize(dir);
VectorCopy (start, blood->s.origin);
VectorCopy (dir, blood->movedir);
vectoangles (dir, blood->s.angles);
VectorScale (dir, speed, blood->velocity);
blood->movetype = MOVETYPE_BLOOD;
blood->clipmask = MASK_SHOT;
blood->solid = SOLID_BBOX;
blood->s.effects |= EF_GIB;
VectorClear (blood->mins);
VectorClear (blood->maxs);
blood->s.modelindex = gi.modelindex ("sprites/null.sp2");
blood->owner = self;
blood->nextthink = level.time + speed/1000;//3.2;
blood->touch = blood_spray_touch;
blood->think = BloodSprayThink;
blood->dmg = damage;
blood->classname = "blood_spray";
gi.linkentity (blood);
}
// zucc based on some code in Action Quake
void spray_sniper_blood( edict_t *self, vec3_t start, vec3_t dir )
{
vec3_t forward;
int mod = MOD_SNIPER;
VectorCopy (dir, forward);
forward[2] += .03;
spray_blood(self, start, forward, 0, mod);
VectorCopy (dir, forward);
forward[2] -= .03;
spray_blood(self, start, forward, 0, mod);
VectorCopy (dir, forward);
if ( (forward[0] > 0) && (forward[1] > 0) )
{
forward[0] -= .03;
forward[1] += .03;
}
if ( (forward[0] > 0) && (forward[1] < 0) )
{
forward[0] += .03;
forward[1] += .03;
}
if ( (forward[0] < 0) && (forward[1] > 0) )
{
forward[0] -= .03;
forward[1] -= .03;
}
if ( (forward[0] < 0) && (forward[1] < 0) )
{
forward[0] += .03;
forward[1] -= .03;
}
spray_blood(self, start, forward, 0, mod);
VectorCopy (dir, forward);
if ( (forward[0] > 0) && (forward[1] > 0) )
{
forward[0] += .03;
forward[1] -= .03;
}
if ( (forward[0] > 0) && (forward[1] < 0) )
{
forward[0] -= .03;
forward[1] -= .03;
}
if ( (forward[0] < 0) && (forward[1] > 0) )
{
forward[0] += .03;
forward[1] += .03;
}
if ( (forward[0] < 0) && (forward[1] < 0) )
{
forward[0] -= .03;
forward[1] += .03;
}
spray_blood(self, start, forward, 0, mod);
VectorCopy (dir, forward);
spray_blood(self, start, forward, 0, mod);
}
void VerifyHeadShot( vec3_t point, vec3_t dir, float height, vec3_t newpoint)
{
vec3_t normdir;
vec3_t normdir2;
VectorNormalize2(dir, normdir);
VectorScale( normdir, height, normdir2 );
VectorAdd( point, normdir2, newpoint );
}
// 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
#define STOMACH_DAMAGE (height/1.8) - abs(targ->mins[2])
#define CHEST_DAMAGE (height/1.4) - abs(targ->mins[2])
#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
// damage reduction for shotgun
// if far away, reduce it to original action levels
if ( mod == MOD_M3 )
{
VectorSubtract(targ->s.origin, inflictor->s.origin, line );
dist = VectorLength( line );
if ( dist > 450.0 )
{
damage = damage - 2;
}
}
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;
//vec3_t forward;
VectorMA (targ->s.origin, 50, dir, temp);
//AngleVectors (attacker->client->v_angle, forward, NULL, NULL);
VectorScale( dir, 20, temp);
VectorAdd( point, temp, temporig );
if ( mod != MOD_SNIPER )
spray_blood (targ, temporig, dir, damage, mod );
else
{
spray_sniper_blood( targ, temporig, dir );
}
}
if ( mod == MOD_FALLING && !(targ->flags & FL_GODMODE))
{
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);
}
}
}
}