mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
9481c7c513
Changed Zaero and 3ZB2 game DLLs to use WORLD_SIZE for various calculations instead of 8192. Cleaned up string handling in 3ZB2 game DLL. Added func_plat2, func_door_secret2, and func_force_wall from Rogue to 3ZB2 game DLL. Added alternate attack contact explode for grenade launcher in 3ZB2 game DLL. Added awakening2 game DLL source.
678 lines
16 KiB
C
678 lines
16 KiB
C
// 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 = gi.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 = gi.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 = gi.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 = gi.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 = gi.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 = gi.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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targ->enemy = attacker;
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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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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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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(type);
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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 = 0; //CW
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int damagePerCell;
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int pa_te_type;
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int power = 0; //CW
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int power_used;
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if (!damage)
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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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client = ent->client; //CW
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//CW++
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if (!client)
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return 0;
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//CW--
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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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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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vec3_t forward;
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float dot;
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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 = (int)(0.333 * damage); //CW
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}
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else
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{
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if ((int)sv_gametype->value > G_FFA) //CW
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damagePerCell = 1; // power armor is weaker in CTF, TDM & Assault
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else
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damagePerCell = 2;
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pa_te_type = TE_SHIELD_SPARKS;
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damage = (int)(0.667 * damage); //CW
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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 = (int)(save / damagePerCell); //CW
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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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gitem_t *armor;
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int save;
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int index;
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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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qboolean CheckTeamDamage(edict_t *targ, edict_t *attacker)
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{
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//ZOID++
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if (((int)sv_gametype->value > G_FFA) && targ->client && attacker->client) //CW
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{
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if ((targ->client->resp.ctf_team == attacker->client->resp.ctf_team) && (targ != attacker))
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return true;
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}
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//ZOID--
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return false;
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}
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//CW++
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qboolean CheckTurretTeamDamage(edict_t *targ, edict_t *attacker)
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{
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edict_t *player;
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int i;
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if (((int)sv_gametype->value > G_FFA) && targ->client && attacker)
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{
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for (i = 0, player = g_edicts + 1; i < (int)maxclients->value; ++i, ++player)
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{
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if (player->client && (player->client->spycam == attacker))
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{
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if ((targ->client->resp.ctf_team == player->client->resp.ctf_team) && (targ != attacker))
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return true;
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}
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}
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}
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return false;
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}
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//CW--
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// /--- CW: was *targ
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void T_Damage(edict_t *in_targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
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{
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gclient_t *client;
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int take;
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int save;
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int asave;
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int psave;
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int te_sparks;
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//DH++
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edict_t *targ;
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targ = in_targ;
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if (!targ || !targ->inuse)
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return;
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//DH--
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if (!targ->takedamage)
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return;
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//Maj++
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CheckBotCrushed(targ, inflictor, mod);
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//Maj--
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//CW++
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if ((mod == MOD_GAUSS_BEAM) && targ->client && (targ->client->antibeam_framenum > level.framenum))
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{
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gi.sound(targ, CHAN_ITEM, gi.soundindex("ctf/tech1.wav"), 1, ATTN_NORM, 0);
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return;
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}
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targ->noise_index = 0;
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//CW--
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//DH++
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// If targ is a fake player for the real player viewing camera, get that player
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// out of the camera and do the damage to him (CW: 'style' abused with a hardcoded
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// value so we don't have to to a slooow classname strcmp).
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//CW++
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if (targ->style == ENT_ID_FAKER)
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//CW--
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{
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if (targ->target_ent && targ->target_ent->client && targ->target_ent->client->spycam)
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{
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//CW++
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if (targ->target_ent->client->spycam == attacker) // shot self with turret
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targ->target_ent->noise_index = 1; // abuse var so edict_t doesn't have to be extended
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//CW--
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if (attacker->enemy == targ)
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{
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attacker->enemy = targ->target_ent;
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attacker->goalentity = NULL;
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attacker->movetarget = NULL;
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}
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targ = targ->target_ent;
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camera_off(targ);
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}
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else
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return; // don't damage target_monitor camplayer
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}
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//DH--
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//Maj++
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if (targ != attacker) //CW...
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{
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if (CheckTeamDamage(targ, attacker))
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damage = 0;
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else
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{
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if (targ->client && !targ->isabot && attacker->client)
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targ->client->current_enemy = attacker;
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}
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}
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//Maj--
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// friendly fire avoidance: if enabled you can't hurt teammates (but you can hurt yourself);
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// knockback still occurs
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meansOfDeath = mod;
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client = targ->client;
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if (dflags & DAMAGE_BULLET)
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te_sparks = TE_BULLET_SPARKS;
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else
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te_sparks = TE_SPARKS;
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VectorNormalize(dir);
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//ZOID++
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// strength tech
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damage = CTFApplyStrength(attacker, damage);
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//ZOID--
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if (targ->flags & FL_NO_KNOCKBACK)
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knockback = 0;
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// figure momentum add
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if (!(dflags & DAMAGE_NO_KNOCKBACK))
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{
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if (knockback && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
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{
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vec3_t kvel;
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float mass;
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if (targ->mass < 50.0)
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mass = 50.0;
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else
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mass = (float)targ->mass;
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if (client && (attacker == targ) && (inflictor->die != Trap_DieFromDamage)) //CW
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//CW++
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{
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if (inflictor->die == C4_DieFromDamage)
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VectorScale(dir, 2250.0 * ((float)knockback / mass), kvel); // the C4 jump hack
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else
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//CW--
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VectorScale(dir, 1600.0 * ((float)knockback / mass), kvel); // the rocket jump hack
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}
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else
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//CW++
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{
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if ((inflictor->touch == Rocket_Touch) || (inflictor->die == C4_DieFromDamage))
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VectorScale(dir, sv_rocket_kick_scale->value * ((float)knockback / mass), kvel);
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else
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//CW--
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VectorScale(dir, 500.0 * ((float)knockback / mass), kvel);
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}
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VectorAdd(targ->velocity, kvel, targ->velocity);
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}
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}
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take = damage;
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save = 0;
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// check for godmode
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if ((targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION))
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{
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take = 0;
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save = damage;
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SpawnDamage(te_sparks, point, normal, save);
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}
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// check for invincibility
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if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
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{
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if (targ->pain_debounce_time < level.time)
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{
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gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
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targ->pain_debounce_time = level.time + 2.0;
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}
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take = 0;
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save = damage;
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}
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//ZOID++
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//team armor protect
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if (((int)sv_gametype->value > G_FFA) && targ->client && attacker->client && //CW
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(targ->client->resp.ctf_team == attacker->client->resp.ctf_team) &&
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(targ != attacker) && ((int)dmflags->value & DF_ARMOR_PROTECT))
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{
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psave = asave = 0;
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}
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else if (CheckTurretTeamDamage(targ, attacker) && ((int)dmflags->value & DF_ARMOR_PROTECT))
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{
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psave = asave = 0;
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}
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else
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{
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//ZOID--
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psave = CheckPowerArmor(targ, point, normal, take, dflags);
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take -= psave;
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asave = CheckArmor(targ, point, normal, take, te_sparks, dflags);
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take -= asave;
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}
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//treat cheat/powerup savings the same as armor
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asave += save;
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//ZOID++
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//resistance tech
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take = CTFApplyResistance(targ, take);
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//ZOID--
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// team damage avoidance
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if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage(targ, attacker))
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return;
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//CW++
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if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTurretTeamDamage(targ, attacker))
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return;
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//CW--
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//ZOID++
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CTFCheckHurtCarrier(targ, attacker);
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//ZOID--
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// Do the damage.
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if (take)
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{
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if ((targ->svflags & SVF_MONSTER) || client)
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{
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SpawnDamage(TE_BLOOD, point, normal, take);
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Bot_CheckEnemy(client, attacker, targ, mod); //Maj++
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}
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else
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SpawnDamage(te_sparks, point, normal, take);
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if (!CTFMatchSetup())
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//CW++
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{
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// D89 (needle) power-up: damage is halved.
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if (client && (client->needle_framenum > level.framenum))
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take = (int)(0.5 * take);
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//CW--
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targ->health = targ->health - take;
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//CW++
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// Awakening (siphon) power-up: attacker gets health equal to damage inflicted (unless it's us).
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if (client && attacker->client)
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{
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if (attacker->client->siphon_framenum > level.framenum)
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{
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if ((targ != attacker) && (attacker->health < (int)sv_health_max_siphon->value))
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{
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attacker->health += take + ((targ->health < 0)?targ->health:0);
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gi.sound(attacker, CHAN_ITEM, gi.soundindex("items/siphon3.wav"), 1, ATTN_NORM, 0);
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if (attacker->health > (int)sv_health_max_siphon->value)
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attacker->health = (int)sv_health_max_siphon->value;
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}
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}
|
|
|
|
if ((mod == MOD_AGM_DISRUPT) && (attacker->health < (int)sv_health_max_siphon->value))
|
|
{
|
|
attacker->health += (int)(sv_agm_disrupt_siphon->value * (take + ((targ->health < 0)?targ->health:0)));
|
|
gi.sound(attacker, CHAN_ITEM, gi.soundindex("parasite/paratck3.wav"), 1, ATTN_NORM, 0);
|
|
if (attacker->health > (int)sv_health_max_siphon->value)
|
|
attacker->health = (int)sv_health_max_siphon->value;
|
|
}
|
|
}
|
|
}
|
|
//CW--
|
|
|
|
if (targ->health < 1) //CW
|
|
{
|
|
if ((targ->svflags & SVF_MONSTER) || client)
|
|
targ->flags |= FL_NO_KNOCKBACK;
|
|
|
|
Killed(targ, inflictor, attacker, take, point);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (client)
|
|
{
|
|
if (!(targ->flags & FL_GODMODE) && take && !CTFMatchSetup())
|
|
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;
|
|
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)
|
|
{
|
|
edict_t *ent = NULL;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
float points;
|
|
|
|
//CW++
|
|
edict_t *targ;
|
|
//CW--
|
|
|
|
while ((ent = FindRadius(ent, inflictor->s.origin, radius)) != NULL)
|
|
{
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
//CW++
|
|
// For detonating C4 bundles, don't apply radius damage to other C4 bundles belonging to the player.
|
|
|
|
if (inflictor->die == C4_DieFromDamage)
|
|
{
|
|
if ((ent->die == C4_DieFromDamage) && (ent->owner == inflictor->owner))
|
|
continue;
|
|
}
|
|
//CW--
|
|
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) && CanDamage(ent, inflictor)) //CW
|
|
{
|
|
//CW++
|
|
if (ent->client)
|
|
{
|
|
if (ent->target_ent && ent->target_ent->client && ent->target_ent->client->spycam)
|
|
targ = ent->target_ent; // ...ent -> targ for all below
|
|
else
|
|
targ = ent;
|
|
|
|
// Apply freezing effect of Shock Rifle (disintegrator mode) to still-living players.
|
|
|
|
if (mod == MOD_SR_DISINT_WAVE)
|
|
{
|
|
if (CheckTeamDamage(targ, attacker))
|
|
continue;
|
|
if (targ->client->invincible_framenum > level.framenum)
|
|
continue;
|
|
|
|
if ((ent->health > 0) && (targ->client->enviro_framenum <= level.framenum))
|
|
{
|
|
if (targ == attacker)
|
|
gi_centerprintf(targ, "You've frozen yourself\n");
|
|
else
|
|
//CW++
|
|
{
|
|
if (!attacker->client)
|
|
gi_centerprintf(targ, "You've been frozen\n");
|
|
else
|
|
//CW--
|
|
gi_centerprintf(targ, "You've been frozen by %s\n", attacker->client->pers.netname);
|
|
}
|
|
|
|
if (ent->client->frozen_framenum > level.framenum)
|
|
ent->client->frozen_framenum += (int)(10.0 * sv_shock_freeze_time->value); //CW
|
|
else
|
|
ent->client->frozen_framenum = level.framenum + (int)(10.0 * sv_shock_freeze_time->value); //CW
|
|
}
|
|
}
|
|
|
|
// Ignite players who are caught in the blast radius of a firebomb.
|
|
|
|
else if (mod == MOD_FIREBOMB_SPLASH)
|
|
{
|
|
if (targ->client->enviro_framenum > level.framenum)
|
|
continue;
|
|
if (CheckTeamDamage(targ, attacker))
|
|
continue;
|
|
if (targ->client->invincible_framenum > level.framenum)
|
|
continue;
|
|
|
|
if (!ent->burning)
|
|
{
|
|
ent->burning = true;
|
|
Spawn_Flame(inflictor, ent, ent->s.origin, inflictor->radius_dmg);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|