thirtyflightsofloving/missionpack/g_combat.c
Knightmare66 b020f21541 Fixed crucified insanes being screwed up by the clearing of spawnflags bit 8, which conflicts with SF_MONSTER_GOODGUY.
This manifiested as glitches such as them sliding downward when they or the player are shot.
2020-05-14 03:38:00 -04:00

1531 lines
44 KiB
C

// g_combat.c
#include "g_local.h"
void M_SetEffects (edict_t *self);
/*
ROGUE
clean up heal targets for medic
*/
void cleanupHealTarget (edict_t *ent)
{
ent->monsterinfo.healer = NULL;
ent->takedamage = DAMAGE_YES;
ent->monsterinfo.aiflags &= ~AI_RESURRECTING;
M_SetEffects (ent);
}
/*
============
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 = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0 || trace.ent == targ)
return true;
if (trace.ent == targ)
return true;
return false;
}
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
// Lazarus: This is kinda cheesy, but avoids doing goofy things in a map to make this work. If a LOS
// from inflictor to targ is blocked by a func_tracktrain, AND the targ is riding/driving
// the tracktrain, go ahead and hurt him.
if (trace.ent && (trace.ent->flags & FL_TRACKTRAIN) && ((trace.ent->owner == targ) || (targ->groundentity == trace.ent)) )
return true;
VectorCopy (targ->s.origin, dest);
dest[0] += 15.0;
dest[1] += 15.0;
trace = gi.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 = gi.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 = gi.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 = gi.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->monsterinfo.aiflags & AI_MEDIC)
{
if (targ->enemy) // god, I hope so
{
cleanupHealTarget (targ->enemy);
}
// clean up self
targ->monsterinfo.aiflags &= ~AI_MEDIC;
targ->enemy = attacker;
}
else
{
targ->enemy = attacker;
}
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
// ROGUE - free up slot for spawned monster if it's spawned
// if (targ->monsterinfo.aiflags & AI_SPAWNED_CARRIER)
if (targ->monsterinfo.monsterflags & MFL_SPAWNED_CARRIER)
{
if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
!strcmp(targ->monsterinfo.commander->classname, "monster_carrier"))
{
targ->monsterinfo.commander->monsterinfo.monster_slots++;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("g_combat: freeing up carrier slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
}
}
// if (targ->monsterinfo.aiflags & AI_SPAWNED_MEDIC_C)
if (targ->monsterinfo.monsterflags & MFL_SPAWNED_MEDIC_C)
{
if (targ->monsterinfo.commander)
{
if (targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_medic_commander"))
{
targ->monsterinfo.commander->monsterinfo.monster_slots++;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("g_combat: freeing up medic slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
}
// else
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("my commander is dead! he's a %s\n", targ->monsterinfo.commander->classname);
}
// else if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("My commander is GONE\n");
}
// if (targ->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
if (targ->monsterinfo.monsterflags & MFL_SPAWNED_WIDOW)
{
// need to check this because we can have variable numbers of coop players
if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
!strncmp(targ->monsterinfo.commander->classname, "monster_widow", 13))
{
if (targ->monsterinfo.commander->monsterinfo.monster_used > 0)
targ->monsterinfo.commander->monsterinfo.monster_used--;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("g_combat: freeing up black widow slot - %d used\n", targ->monsterinfo.commander->monsterinfo.monster_used);
}
}
//Rogue
// if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY) && !(targ->monsterinfo.aiflags & AI_DO_NOT_COUNT))
if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY) && !(targ->monsterinfo.monsterflags & MFL_DO_NOT_COUNT))
{
level.killed_monsters++;
if (coop->value && attacker->client)
attacker->client->resp.score++;
// medics won't heal monsters that they kill themselves
// PMM - now they will
// 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);
}
// Lazarus: disengage from tracktrain
if (targ->vehicle && (targ->vehicle->flags & FL_TRACKTRAIN))
tracktrain_disengage(targ->vehicle);
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);
// Lazarus reflections
if (level.num_reflectors)
ReflectSparks(type,origin,normal);
}
/*
============
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 | DAMAGE_NO_POWER_ARMOR)) // PGM
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;
}
// etf rifle
if (dflags & DAMAGE_NO_REG_ARMOR)
save = (power * damagePerCell) / 2;
else
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;
if (dflags & DAMAGE_NO_REG_ARMOR)
power_used = (save / damagePerCell) * 2;
else
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;
// ROGUE - added DAMAGE_NO_REG_ARMOR for atf rifle
if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_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 monster_start_go (edict_t *self);
void target_animate(edict_t *);
void DefendMyFriend (edict_t *self, edict_t *enemy)
{
self->spawnflags &= ~(SF_MONSTER_AMBUSH | SF_MONSTER_SIGHT);
self->enemy = enemy;
self->monsterinfo.aiflags |= AI_TARGET_ANGER;
FoundTarget (self);
}
void CallMyFriends (edict_t *targ, edict_t *attacker)
{
edict_t *teammate;
if (!targ || !attacker)
return;
// Knightmare- skip this for insanes
if (!strcmp(targ->classname, "misc_insane"))
return;
// Lazarus dmgteam stuff
if ( (attacker->client && !(attacker->flags & FL_NOTARGET)) || (attacker->svflags & SVF_MONSTER))
{ // the attacker is a player or a monster
if ( (targ->svflags & SVF_MONSTER) && (targ->dmgteam) && (targ->health > 0) )
{ // the target is a live monster on a dmgteam
if ( !attacker->dmgteam || strcmp(targ->dmgteam,attacker->dmgteam) )
{ // attacker is not on same dmgteam as target
if ( !Q_stricmp(targ->dmgteam,"player") && attacker->client )
{ // Target is a GOOD_GUY, attacked by the player. Allow self-defense,
// but don't get other dmgteam teammates involved.
// Special case for misc_actors - if ACTOR_BAD_GUY isn't set,
// actor stays on the same team and only taunts player
if (!(targ->monsterinfo.aiflags & AI_ACTOR) || (targ->spawnflags & SF_ACTOR_BAD_GUY))
{
targ->enemy = targ->movetarget = targ->goalentity = attacker;
targ->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER;
if (visible(targ,targ->enemy))
FoundTarget(targ);
else
HuntTarget(targ);
}
}
else if ( !(targ->svflags & SVF_MONSTER) || !(attacker->svflags & SVF_MONSTER) ||
(targ->monsterinfo.aiflags2 & AI2_FREEFORALL) ||
((targ->monsterinfo.aiflags & AI_GOOD_GUY) != (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) )
{
// Either target is not a monster, or attacker is not a monster, or
// they're both monsters but one is AI_GOOD_GUY and the other is not,
// or we've turned the game into a free-for-all with a target_monsterbattle
teammate = G_Find(NULL,FOFS(dmgteam),targ->dmgteam);
while (teammate)
{
if (teammate != targ)
{
if (teammate->svflags & SVF_MONSTER)
{
if (teammate->health > 0 && (teammate->enemy != attacker) && !(teammate->monsterinfo.aiflags & AI_CHASE_THING))
{
if (!teammate->enemy || !teammate->enemy->dmgteam || !attacker->dmgteam )
{
// If either 1) this teammate doesn't currently have an enemy,
// or 2) the teammate's enemy is not a member of a dmgteam
// or 3) the attacker is not a member of a dmgteam
// then set the attacker as the enemy of this teammate
DefendMyFriend(teammate,attacker);
}
else if (strcmp(teammate->enemy->dmgteam,attacker->dmgteam))
{
// attacker is a member of a team different than the
// current enemy
DefendMyFriend(teammate,attacker);
}
}
}
else if (!(teammate->svflags & SVF_DEADMONSTER))
G_UseTargets(teammate,attacker);
}
teammate = G_Find(teammate,FOFS(dmgteam),targ->dmgteam);
}
}
}
}
}
if ( targ->client && (attacker->svflags & SVF_MONSTER) )
{
// target is player; attacker is monster... alert "good guys", if any
// trace_t tr;
edict_t *teammate = NULL;
teammate = G_Find(NULL,FOFS(dmgteam),"player");
while (teammate)
{
if ((teammate->health > 0) && !(teammate->monsterinfo.aiflags & AI_CHASE_THING) && (teammate != attacker))
{
// Can teammate see player?
// tr = gi.trace(teammate->s.origin,vec3_origin,vec3_origin,targ->s.origin,teammate,MASK_OPAQUE);
// if (tr.fraction == 1.0)
if (gi.inPVS(teammate->s.origin,targ->s.origin))
{
teammate->enemy = attacker;
FoundTarget(teammate);
if (teammate->monsterinfo.aiflags & AI_ACTOR)
{
teammate->monsterinfo.aiflags |= AI_FOLLOW_LEADER;
teammate->monsterinfo.old_leader = NULL;
teammate->monsterinfo.leader = targ;
}
}
}
teammate = G_Find(teammate,FOFS(dmgteam),"player");
}
}
// If player attacks a GOODGUY, turn GOODGUY stuff off
// Knightmare- gekks and stalkers use different spawnflag
if ( attacker->client && (targ->svflags & SVF_MONSTER)
&& UseSpecialGoodGuyFlag(targ) && (targ->spawnflags & 16) )
{
targ->spawnflags &= ~16;
// Knightmare- don't add to body count
targ->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT;
targ->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER);
if (targ->dmgteam && !Q_stricmp(targ->dmgteam,"player"))
targ->dmgteam = NULL;
}
else if ( attacker->client && (targ->svflags & SVF_MONSTER)
&& UseRegularGoodGuyFlag(targ) && (targ->spawnflags & SF_MONSTER_GOODGUY) )
{
if (!(targ->monsterinfo.aiflags & AI_ACTOR) || (targ->spawnflags & SF_ACTOR_BAD_GUY))
{
targ->spawnflags &= ~SF_MONSTER_GOODGUY;
//Knightmare- don't add to body count
targ->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT;
targ->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER);
if (targ->dmgteam && !Q_stricmp(targ->dmgteam,"player"))
targ->dmgteam = NULL;
}
}
// 1.6.1.3 change - one chance and one chance only to call friends
/* if (targ->dmgteam)
if (Q_stricmp(targ->dmgteam,"player"))
targ->dmgteam = NULL; */
}
edict_t *SpawnThing();
void M_ReactToDamage (edict_t *targ, edict_t *attacker, edict_t *inflictor)
{
// pmm
qboolean new_tesla;
qboolean is_turret;
// if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
// return;
if ( targ->health <= 0 )
return;
// If targ is currently chasing a "thing" or we're running a hint_path test, he
// doesn't really care what else is happening
if (targ->monsterinfo.aiflags & AI_CHASE_THING)
return;
// If targ is a robot camera, ignore damage
if (targ->flags & FL_ROBOT)
return;
is_turret = (attacker->classname && !Q_stricmp(attacker->classname,"turret_breach"));
//=======
//ROGUE
// logic for tesla - if you are hit by a tesla, and can't see who you should be mad at (attacker)
// attack the tesla
// also, target the tesla if it's a "new" tesla
if ((inflictor) && (!strcmp(inflictor->classname, "tesla")))
{
new_tesla = MarkTeslaArea(targ, inflictor);
if (new_tesla)
TargetTesla (targ, inflictor);
return;
// FIXME - just ignore teslas when you're TARGET_ANGER or MEDIC
/* if (!(targ->enemy && (targ->monsterinfo.aiflags & (AI_TARGET_ANGER|AI_MEDIC))))
{
// FIXME - coop issues?
if ((!targ->enemy) || (!visible(targ, targ->enemy)))
{
gi.dprintf ("can't see player, switching to tesla\n");
TargetTesla (targ, inflictor);
return;
}
gi.dprintf ("can see player, ignoring tesla\n");
}
else if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("no enemy, or I'm doing other, more important things, than worrying about a damned tesla!\n");
*/
}
//ROGUE
//=======
// Lazarus - monsters will get mad at and attack turrets.
// For environmental effects (lava, lasers, etc.) - evade
if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER) && !is_turret &&
!(targ->monsterinfo.aiflags & AI_DUCKED) )
{
if (!targ->movetarget || Q_stricmp(targ->movetarget->classname,"thing") )
{
int i;
edict_t *thing;
vec3_t atk, dir, best_dir, end, forward;
vec3_t mins, maxs;
vec_t dist, run;
vec_t best_dist=0;
trace_t trace1, trace2;
VectorCopy(targ->mins,mins);
mins[2] += 16; // max step height? not sure about this
if (mins[2] > 0) mins[2] = 0;
VectorCopy(targ->maxs,maxs);
if ( (attacker==world) ||
(!Q_stricmp(attacker->classname,"func_door") ) ||
(!Q_stricmp(attacker->classname,"func_water")) ||
(!Q_stricmp(attacker->classname,"func_pushable")) )
{
// Just send the monster straight ahead and hope for the best.
thing = SpawnThing();
VectorCopy(targ->s.angles,thing->s.angles);
AngleVectors(targ->s.angles,dir,NULL,NULL);
for (i=0; i<5; i++)
{
dir[2] = 0.1*i;
VectorNormalize(dir);
VectorMA(targ->s.origin, WORLD_SIZE, dir, end); // was 8192
trace1 = gi.trace(targ->s.origin,mins,maxs,end,targ,MASK_MONSTERSOLID);
dist = trace1.fraction * WORLD_SIZE; // was 8192
if (dist > best_dist)
{
best_dist = dist;
VectorCopy(dir,best_dir);
}
}
}
else if (!Q_stricmp(attacker->classname,"target_laser"))
{
// Send the monster in a direction perpendicular to laser
// path, whichever direction is closest to current angles
thing = SpawnThing();
if (attacker->movedir[2] > 0.7)
{
// Just move straight ahead and hope for the best
AngleVectors(targ->s.angles,best_dir,NULL,NULL);
}
else
{
VectorCopy(attacker->movedir,best_dir);
best_dir[2] = best_dir[0];
best_dir[0] = -best_dir[1];
best_dir[1] = best_dir[2];
best_dir[2] = 0;
AngleVectors(targ->s.angles,dir,NULL,NULL);
if (DotProduct(best_dir,dir) < 0)
VectorNegate(best_dir,best_dir);
}
}
else
{
// Attacked by a point entity or moving brush model
// not covered above. Find a vector that will hide the
// monster from the attacker.
if (!VectorLength(attacker->size))
{
// point entity
VectorCopy(attacker->s.origin,atk);
}
else
{
// brush model... can't rely on origin
VectorMA(attacker->mins,0.5,attacker->size,atk);
}
VectorClear(best_dir);
AngleVectors(targ->s.angles,forward,NULL,NULL);
for (i=0; i<32 && best_dist == 0; i++) {
// Weight escape route tests in favor of forward-facing direction
if (random() > 0.5)
{
dir[0] = forward[0] + 0.5*crandom();
dir[1] = forward[1] + 0.5*crandom();
dir[2] = forward[2];
}
else
{
dir[0] = crandom();
dir[1] = crandom();
dir[2] = 0;
}
VectorNormalize(dir);
VectorMA(targ->s.origin, WORLD_SIZE, dir, end); // was 8192
trace1 = gi.trace(targ->s.origin,mins,maxs,end,targ,MASK_MONSTERSOLID);
trace2 = gi.trace(trace1.endpos,NULL,NULL,atk,targ,MASK_SOLID);
if (trace2.fraction == 1.0) continue;
dist = trace1.fraction * WORLD_SIZE; // was 8192
if (dist > best_dist)
{
best_dist = dist;
VectorCopy(dir, best_dir);
}
}
if (best_dist == 0.)
return;
thing = SpawnThing();
vectoangles(best_dir,thing->s.angles);
}
if ( (!Q_stricmp(attacker->classname,"func_door")) ||
(!Q_stricmp(attacker->classname,"func_pushable")) )
run = 256;
else
run = WORLD_SIZE; // was 8192
VectorMA(targ->s.origin,run,best_dir,end);
trace1 = gi.trace(targ->s.origin,mins,maxs,end,targ,MASK_MONSTERSOLID);
dist = trace1.fraction * run;
VectorMA(targ->s.origin, dist, best_dir, thing->s.origin);
// If monster already has an enemy, use a short lifespan for thing
if (targ->enemy)
thing->touch_debounce_time = level.time + 2.0;
else
thing->touch_debounce_time = level.time + max(5.0,dist/50.);
thing->target_ent = targ;
ED_CallSpawn(thing);
targ->movetarget = targ->goalentity = thing;
targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
targ->monsterinfo.aiflags |= AI_CHASE_THING;
targ->monsterinfo.run(targ);
}
return;
}
// Lazarus: If in a no-win situation, actors run away
if (targ->monsterinfo.aiflags & AI_ACTOR)
{
if (targ->health < targ->max_health/3)
{
if (attacker->health > attacker->max_health/2)
{
if (attacker->health > targ->health)
{
if (ai_chicken(targ,attacker))
return;
}
}
}
}
// Zaero- handle autocanon
// if ( !(attacker->client) && !(attacker->svflags & SVF_MONSTER) &&
// (strncmp (attacker->classname, "monster_autocannon", 18) != 0) )
if ( !strncmp (attacker->classname, "monster_autocannon", 18) )
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;
}
//PGM
// if we're currently mad at something a target_anger made us mad at, ignore
// damage
if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER)
{
float percentHealth;
// make sure whatever we were pissed at is still around.
if (targ->enemy->inuse)
{
percentHealth = (float)(targ->health) / (float)(targ->max_health);
if ( targ->enemy->inuse && percentHealth > 0.33)
return;
}
// remove the target anger flag
targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
}
//PGM
// PMM
// if we're healing someone, do like above and try to stay with them
if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC))
{
float percentHealth;
percentHealth = (float)(targ->health) / (float)(targ->max_health);
// ignore it some of the time
if ( targ->enemy->inuse && percentHealth > 0.25)
return;
// remove the medic flag
targ->monsterinfo.aiflags &= ~AI_MEDIC;
cleanupHealTarget (targ->enemy);
}
// PMM
// 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 || is_turret)
{
targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
// 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) && visible(targ,targ->enemy))
FoundTarget (targ);
else
HuntTarget (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
// PMM
// added medics to this
// FIXME -
// this really should be turned into an AI flag marking appropriate monsters as "don't shoot me"
// this also leads to the problem of tanks and medics being able to, at will, kill monsters with
// no chance of retaliation. My vote is to make those monsters who are designed as "don't shoot me"
// such that they also ignore being shot by monsters as well
/*
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) &&
(strcmp(attacker->classname, "monster_carrier") != 0) &&
(strncmp(attacker->classname, "monster_medic", 12) != 0) ) // this should get medics & medic_commanders
*/
if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
(strcmp (targ->classname, attacker->classname) != 0) &&
!(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) &&
!(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS) )
{
if (targ->enemy && targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker;
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy))
FoundTarget (targ);
else if (!(targ->monsterinfo.aiflags & AI_DUCKED))
HuntTarget (targ);
return;
}
// if they *meant* to shoot us, then shoot back
else if (attacker->enemy == targ)
{
if (targ->enemy && targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker;
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy))
FoundTarget (targ);
else
HuntTarget (targ);
return;
}
// otherwise get mad at whoever they are mad at (help our buddy) unless it is us!
else if (attacker->enemy && attacker->enemy != targ)
{
if (targ->enemy && targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker->enemy;
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy))
FoundTarget (targ);
else if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy))
HuntTarget (targ);
else
HuntTarget (targ);
return;
}
}
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 monster_start_go (edict_t *self);
void T_Damage (edict_t *in_targ, edict_t *inflictor, edict_t *in_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 sphere_notified; // PGM
edict_t *attacker;
edict_t *targ;
targ = in_targ;
if (!targ || !targ->inuse)
return;
if (!targ->takedamage)
return;
// no drowning damage for zombies!
if ( (mod == MOD_WATER) &&
(!Q_stricmp(targ->classname, "q1_monster_zombie") || !Q_stricmp(targ->classname, "monster_q1_zombie")) )
return;
sphere_notified = false; // PGM
// Lazarus: If monster/actor is currently being forced to use
// specific animations due to target_animation, release that
// control over it.
if ((targ->think == target_animate) && (targ->svflags & SVF_MONSTER))
{
targ->think = monster_think;
targ->nextthink = level.time + FRAMETIME;
}
if (!in_attacker)
attacker = world;
else
attacker = in_attacker;
// If targ is a fake player for the real player viewing camera, get that player
// out of the camera and do the damage to him
if (!Q_stricmp(targ->classname, "camplayer"))
{
if (targ->target_ent && targ->target_ent->client && targ->target_ent->client->spycam)
{
if (attacker->enemy == targ)
{
attacker->enemy = targ->target_ent;
attacker->goalentity = NULL;
attacker->movetarget = NULL;
}
targ = targ->target_ent;
camera_off(targ);
if (attacker->svflags & SVF_MONSTER)
{ // Knightmare- gekks and stalkers use different spawnflag
if ( (UseRegularGoodGuyFlag(attacker) && (attacker->spawnflags & SF_MONSTER_GOODGUY))
|| (UseSpecialGoodGuyFlag(attacker) && (attacker->spawnflags & 16)) )
{
if (attacker->enemy == targ)
{
attacker->enemy = NULL;
attacker->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER;
attacker->monsterinfo.attack_finished = 0;
attacker->monsterinfo.pausetime = level.time + 100000000;
if (attacker->monsterinfo.stand)
attacker->monsterinfo.stand(attacker);
}
}
else
{
if (attacker->enemy == targ)
FoundTarget(attacker);
}
}
}
else
return; // don't damage target_monitor camplayer
}
// If targ is a remote turret_driver and attacker is a player, replace turret_driver
// with normal infantry dude and turn TRACK off on corresponding turret_breach
if ( targ->classname && !Q_stricmp(targ->classname,"turret_driver") &&
(targ->spawnflags & 1) && (attacker->client) )
{
edict_t *monster;
monster = targ->child;
if (monster)
{
monster->health = targ->health;
if (targ->target_ent)
{
targ->target_ent->spawnflags &= ~4;
targ->target_ent->move_angles[0] = 0;
targ->target_ent->owner = NULL;
}
G_FreeEdict(targ);
monster->solid = SOLID_BBOX;
monster->movetype = MOVETYPE_STEP;
monster->svflags &= ~SVF_NOCLIENT;
monster_start_go (monster);
gi.linkentity (monster);
monster->enemy = attacker;
FoundTarget(monster);
targ = monster;
}
}
// 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))
{
// PMM - nukes kill everyone
if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) && (mod != MOD_NUKE))
damage = 0;
else
mod |= MOD_FRIENDLY_FIRE;
}
}
meansOfDeath = mod;
//ROGUE
// allow the deathmatch game to change values
if (deathmatch->value && gamerules && gamerules->value)
{
if (DMGame.ChangeDamage)
damage = DMGame.ChangeDamage(targ, attacker, damage, mod);
if (DMGame.ChangeKnockback)
knockback = DMGame.ChangeKnockback(targ, attacker, knockback, mod);
if (!damage)
return;
}
//ROGUE
// easy mode takes half damage
if (skill->value == 0 && deathmatch->value == 0 && targ->client)
{
damage *= 0.5;
if (!damage)
damage = 1;
}
// Zaero
if ((targ->svflags & SVF_MONSTER) && ((targ->monsterinfo.aiflags2 & AI2_REDUCEDDAMAGE) ||
((targ->monsterinfo.aiflags2 & AI2_MONREDUCEDDAMAGE) && (inflictor->svflags & SVF_MONSTER))))
{
damage *= targ->monsterinfo.reducedDamageAmount;
if (!damage)
damage = 1;
}
// end Zaero
client = targ->client;
// PMM - defender sphere takes half damage
if ((client) && (client->owned_sphere) && (client->owned_sphere->spawnflags == 1))
{
damage *= 0.5;
if (!damage)
damage = 1;
}
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;
// Shamblers take half damage from explosives
if ( (targ->svflags & SVF_MONSTER) &&
( (Q_stricmp(targ->classname,"q1_monster_shambler") == 0) || (Q_stricmp(targ->classname,"monster_q1_shambler") == 0) ) &&
( (Q_stricmp(inflictor->classname, "grenade") == 0) || (Q_stricmp(inflictor->classname, "prox") == 0) ||
(Q_stricmp(inflictor->classname, "plasma") == 0) ||
(Q_stricmp(inflictor->classname, "rocket") == 0) || (Q_stricmp(inflictor->classname, "homing rocket") == 0) ) )
damage = (int)((float)damage * 0.5f);
// Skid - q1 monsters don't go flying
if ( (targ->flags & (FL_NO_KNOCKBACK|FL_Q1_MONSTER)) || (mod == MOD_ETF_SPLASH) || (mod == MOD_ETF_RIFLE))
knockback = 0;
// figure momentum add
if (!(dflags & DAMAGE_NO_KNOCKBACK)
// Knightmare- no knockback from negative damage lasers and triggers
&& ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) ))
{
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
{
vec3_t kvel;
float mass;
if (targ->mass < 50)
mass = 50;
else
mass = targ->mass;
if (targ->client && attacker == targ)
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
else
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
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;
// Knightmare
if (mod != MOD_SHOCK_SPLASH) // no sparks from shockwave detonation effect!!!
// end Knightmare
SpawnDamage (TE_SPARKS, point, normal, save);
}
// 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;
}
// ROGUE
// check for monster invincibility
if (((targ->svflags & SVF_MONSTER) && targ->monsterinfo.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;
}
// ROGUE
// Knightmare- falling doesn't damage armor
if (mod == MOD_FALLING && !falling_armor_damage->value)
{
psave = 0;
asave = 0;
}
else
{
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;
// ROGUE - this option will do damage both to the armor and person. originally for DPU rounds
if (dflags & DAMAGE_DESTROY_ARMOR)
{
if (!(targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) &&
!(client && client->invincible_framenum > level.framenum))
{
take = damage;
}
}
// ROGUE
// do the damage
if (take)
{
// Lazarus: dmgteam stuff
CallMyFriends(targ,attacker);
//Knightmare- no blood/particles from negative damage lasers and triggers or shockwave detonation effect
if ( (mod != MOD_SHOCK_SPLASH) && ((damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER))) )
{
//PGM- need more blood for chainfist.
if (targ->flags & FL_MECHANICAL)
{
SpawnDamage (TE_ELECTRIC_SPARKS, point, normal, take);
}
else if ((targ->svflags & SVF_MONSTER) || (client))
{
if (targ->blood_type == 1)
SpawnDamage (TE_GREENBLOOD, point, normal, take);
else if (targ->blood_type == 2)
{
SpawnDamage (TE_SPARKS, point, normal, take);
SpawnDamage (TE_SPARKS, point, normal, take);
}
else if (targ->blood_type == 3)
{
SpawnDamage (TE_SPARKS, point, normal, take);
SpawnDamage (TE_SPARKS, point, normal, take);
SpawnDamage (TE_BLOOD, point, normal, take);
}
else if (mod == MOD_CHAINFIST)
SpawnDamage (TE_MOREBLOOD, point, normal, 255);
else
SpawnDamage (TE_BLOOD, point, normal, take);
}
else
SpawnDamage (TE_SPARKS, point, normal, take);
//PGM
}
if (targ->client)
{
if (in_targ != targ)
{
// Then player has taken the place of whatever was originally
// damaged, as in switching from func_monitor usage. Limit
// damage so that player isn't killed, and make him temporarily
// invincible
targ->health = max(2,targ->health - take);
targ->client->invincible_framenum = level.framenum+2;
targ->pain_debounce_time = max(targ->pain_debounce_time,level.time+0.3);
}
else if (level.framenum - targ->client->startframe > 30)
targ->health = targ->health - take;
else if (targ->health > 10)
targ->health = max(10,targ->health - take);
}
else
{
// Lazarus: For func_explosive target, check spawnflags and, if needed,
// damage type
if (targ->classname && !Q_stricmp(targ->classname,"func_explosive"))
{
qboolean good_damage = true;
if (targ->spawnflags & 16) // explosion only
{
good_damage = false;
if (mod == MOD_GRENADE) good_damage = true;
if (mod == MOD_G_SPLASH) good_damage = true;
if (mod == MOD_ROCKET) good_damage = true;
if (mod == MOD_R_SPLASH) good_damage = true;
if (mod == MOD_BFG_BLAST) good_damage = true;
if (mod == MOD_HANDGRENADE) good_damage = true;
if (mod == MOD_HG_SPLASH) good_damage = true;
if (mod == MOD_EXPLOSIVE) good_damage = true;
if (mod == MOD_BARREL) good_damage = true;
if (mod == MOD_BOMB) good_damage = true;
// Knightmare added
if (mod == MOD_PHALANX) good_damage = true;
if (mod == MOD_PHALANX_SPLASH) good_damage = true;
if (mod == MOD_TRACKER) good_damage = true;
if (mod == MOD_PROX) good_damage = true;
if (mod == MOD_PROX_SPLASH) good_damage = true;
if (mod == MOD_NUKE) good_damage = true;
if (mod == MOD_NBOMB) good_damage = true;
if (mod == MOD_DOPPLE_EXPLODE) good_damage = true;
if (mod == MOD_SHOCK_SPLASH) good_damage = true;
if (mod == MOD_ETF_SPLASH) good_damage = true;
}
if (!good_damage) return;
}
targ->health = targ->health - take;
}
//PGM - spheres need to know who to shoot at
if (client && client->owned_sphere)
{
sphere_notified = true;
if (client->owned_sphere->pain)
client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
}
//PGM
// Knocked down Q1 zombies can't be killed
// if (targ->health <= 0)
if ( (targ->health <= 0) && !( (!Q_stricmp(targ->classname, "q1_monster_zombie") || !Q_stricmp(targ->classname, "monster_q1_zombie")) && targ->count) )
{
if ((targ->svflags & SVF_MONSTER) || (client))
targ->flags |= FL_NO_KNOCKBACK;
Killed (targ, inflictor, attacker, take, point);
return;
}
}
//PGM - spheres need to know who to shoot at
if (!sphere_notified)
{
if (client && client->owned_sphere)
{
sphere_notified = true;
if (client->owned_sphere->pain)
client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
}
}
//PGM
if ((targ->svflags & SVF_MONSTER)
//Knightmare- no damage reaction from negative damage lasers and triggers
&& ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) ))
{
M_ReactToDamage (targ, attacker, inflictor);
// PMM - fixme - if anyone else but the medic ever uses AI_MEDIC, check for it here instead
// of in the medic's pain function
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
{
if (targ->pain)
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)
//Knightmare- no damage reaction from negative damage lasers and triggers
&& ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) ))
{
if (!(targ->flags & FL_GODMODE) && (take)) {
if (targ->pain)
targ->pain (targ, attacker, knockback, take);
}
}
else if ((take)
//Knightmare- no damage reaction from negative damage lasers and triggers
&& ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) ))
{
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;
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;
//if (ent->svflags & SVF_GIB) //Knightmare- gibs aren't destoyed by splash damage
// continue;
VectorAdd (ent->mins, ent->maxs, v);
VectorMA (ent->s.origin, 0.5, v, v);
VectorSubtract (inflictor->s.origin, v, v);
//Knightmare- minimum shockwave damage uses different formula
if (mod == MOD_SHOCK_SPLASH && (VectorLength(v) < radius) && (points < damage * 0.25))
points = (1 - (VectorLength(v) / radius)) * damage;
else
points = damage - 0.5 * VectorLength (v);
if (ent == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (ent, inflictor))
{
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
}
}
}
// **********************
// ROGUE
/*
============
T_RadiusNukeDamage
Like T_RadiusDamage, but ignores walls (skips CanDamage check, among others)
up to KILLZONE radius, do 10,000 points
after that, do damage linearly out to KILLZONE2 radius
============
*/
void T_RadiusNukeDamage (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;
float len;
float killzone, killzone2;
trace_t tr;
float dist;
killzone = radius;
killzone2 = radius*2.0;
while ((ent = findradius(ent, inflictor->s.origin, killzone2)) != NULL)
{
// ignore nobody
if (ent == ignore)
continue;
if (!ent->takedamage)
continue;
// if (!ent->inuse)
// continue;
// if (!(ent->client || (ent->svflags & SVF_MONSTER) || (ent->svflags & SVF_DAMAGEABLE)))
// continue;
VectorAdd (ent->mins, ent->maxs, v);
VectorMA (ent->s.origin, 0.5, v, v);
VectorSubtract (inflictor->s.origin, v, v);
len = VectorLength(v);
if (len <= killzone)
{
if ((ent->client || ent->svflags & SVF_MONSTER) && !ent->flags & FL_GODMODE)
ent->flags |= FL_NUKED;
points = 10000;
}
else if (len <= killzone2)
points = (damage/killzone)*(killzone2 - len);
else
points = 0;
// points = damage - 0.005 * len*len;
// if (ent == attacker)
// points = points * 0.5;
// if ((g_showlogic) && (g_showlogic->value))
// {
// if (!(strcmp(ent->classname, "player")))
// gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, inflictor->teammaster->client->pers.netname);
// else
// gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, ent->classname);
// }
if (points > 0)
{
if (CanDamage (ent, inflictor))
{
if (ent->client)
ent->client->nuke_framenum = level.framenum + 20;
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
}
}
ent = g_edicts+1; // skip the worldspawn
// cycle through players
while (ent)
{
if ((ent->client) && (ent->client->nuke_framenum != level.framenum+20) && (ent->inuse))
{
tr = gi.trace (inflictor->s.origin, NULL, NULL, ent->s.origin, inflictor, MASK_SOLID);
if (tr.fraction == 1.0)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("Undamaged player in LOS with nuke, flashing!\n");
ent->client->nuke_framenum = level.framenum + 20;
}
else
{
dist = realrange (ent, inflictor);
if (dist < 2048)
ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 15);
else
ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 10);
}
ent++;
}
else
ent = NULL;
}
}
/*
===========
max
returns larger value
============
*/
/*float max (float a, float b)
{
if (a > b)
return a;
if (b > a)
return b;
if (a == b)
return a;
}*/
/*
============
T_RadiusClassDamage
Like T_RadiusDamage, but ignores anything with classname=ignoreClass
============
*/
void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, 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->classname && !strcmp(ent->classname, ignoreClass))
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);
if (ent == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (ent, inflictor))
{
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
}
}
}