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fteqw/quakec/fallout2/combat.qc

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void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
float (float int) getperk;
void() monster_death_use;
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
targ.grab = 0;
targ.equipment_slot = 0; //turn off stealth-boys, climbing gear, etc
// bump the monster counter
if (self.flags & FL_MONSTER)
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary(self, attacker);
if (self.classname == "player") //so dead players can spectate
{
self.ghost = 1;
self.flags = self.flags | FL_FINDABLE_NONSOLID; //so tracelines can find them
}
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
self.effects = 0;
monster_death_use();
self.th_die ();
self = oself;
};
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
{
local entity oldself;
local float save, dm;
local float take, severity, helm;
local string attackerteam, targteam;
if (!targ.takedamage)
return;
damage = floor(damage);
targ.health = floor(targ.health);
if (attacker.classname == "player" && total_players == 4)
damage = floor(damage * 0.75);
if (attacker.classname == "player" && total_players == 3)
damage = floor(damage * 0.80);
else if (attacker.classname == "player" && total_players == 2)
damage = floor(damage * 0.90);
if (attacker.classname == "monster")
damage = floor(damage * 0.80);
//getting hurt is slightly painful to the score, play cautiously!
if (attacker.classname == "monster" && targ.classname == "player")
targ.score = targ.score - 1;
//flanking monsters awards points
if (attacker.classname == "player" && targ.classname == "monster" && targ.enemy != attacker)
attacker.score = attacker.score + 1;
//aimed shots awards points
if (attacker.classname == "player" && targ.classname == "monster" && attacker.recoil <= 5)
attacker.score = attacker.score + 1;
//attacker a monster from behind awards points
local vector vec;
local float dot;
if (attacker.classname == "player" && targ.classname == "monster")
{
makevectors (targ.angles);
vec = normalize (attacker.origin - targ.origin);
dot = (vec * v_forward);
if (dot > 0.3)
attacker.score = attacker.score + 1;
}
//attacking a team-mate is a HUGE penalty
if (attacker.classname == "player" && targ.classname == "player")
{
attacker.score = attacker.score - 3;
sprint(attacker, 2, "you just shot a teammate! be careful!\n");
}
//attacking a hostage is a HUGE penalty
if (attacker.classname == "player" && targ.classname == "hostage")
{
attacker.score = attacker.score - 3;
sprint(attacker, 2, "you just shot a hostage! be careful!\n");
}
//using cover awards points
if (targ.classname == "monster" && attacker.classname == "player" && attacker.rage == 777)
attacker.score = attacker.score + 1;
//dodge chance
if (targ.position == 0 && random()<0.05)
{
sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
return;
}
else if (targ.position == 1 && random()<0.05)
{
sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
return;
}
else if (targ.position == 2 && random()<0.10)
{
sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
return;
}
damage = damage * 1.25;
//nintendo gamer: going into the zone gives a 50% miss chance
if (targ.rage == 255)
{
if (random()<0.50)
{
sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
return;
}
}
//paranoia: if taking cover, 25% miss chance (others get 10% bonus)
if (targ.rage == 777)
{
if (targ.perk1 == 10 || targ.perk2 == 10)
{
if (random()<0.20)
{
sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
return;
}
}
else
{
if (random()<0.05)
{
sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
return;
}
}
}
//master blaster: the more you burst, the higher the damage bonus
if (attacker.perk1 == 18 || attacker.perk2 == 18)
{
if (self.recoil > 10)
{
sprint(self, 2, "!MASTER BLASTER\n");
damage = damage * (1 + (self.recoil * 0.01));
}
}
//sneak attack: if you attack a creature who isn't fighting you, bonus damage
if (attacker.perk1 == 7 || attacker.perk2 == 7)
{
if (targ.enemy != attacker)
{
sprint(attacker, 2, "!SNEAK ATTACK\n");
if (damage <= 10)
damage = damage * 3;
else if (damage <= 20)
damage = damage * 2;
else if (damage <= 30)
damage = damage * 1.5;
else
damage = damage * 1.25;
}
}
//death wish: 20% damage bonus to targ, 10% to attacker
if (targ.perk1 == 19 || targ.perk2 == 19)
damage = damage * 1.10;
//death wish: 20% damage bonus to targ, 10% to attacker
if (attacker.perk1 == 19 || attacker.perk2 == 19)
damage = damage * 1.20;
//die hard: if below 50% health, 25% damage resistance
if (targ.perk1 == 1 || targ.perk2 == 1)
{
if (targ.health < (targ.max_health*0.5))
damage = damage * 0.75;
}
if ((targ.perk1 == 17 || targ.perk2 == 17) && random()<0.02)
{
damage = damage * 0.10;
sprint(self, 2, "!ONE IN A MILLION\n");
}
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
if (attacker.classname == "monster")
{
if (random()*100>= 98)
attacker.critical = 3;
else
attacker.critical = 0;
}
if (attacker.critical == 3 && targ.classname != "car")//attacker scored a headshot/critical
{
if (attacker.critical == 3)
{
if (random()<0.005)
severity = 64;
severity = 0 + random()*20;
if ((attacker.perk1 == 17 || attacker.perk2 == 17) && random()<0.05)
{
severity = severity + 15;
sprint(self, 2, "!ONE IN A MILLION\n");
}
if (attacker.class == 2)
severity = severity + 5;
if (targ.classname == "player")
damage = (damage * 2);
else if (severity >= 64)
damage = (damage * 10);
else if (severity >= 30)
damage = (damage * 6);
else if (severity >= 20)
damage = (damage * 5);
else if (severity >= 15)
damage = (damage * 4);
else
damage = (damage * 3);
if (targ.classname == "monster")
attacker.score = attacker.score + 1;
helm = targ.armortype;
if (targ.helmet == 0)
{
sound (targ, CHAN_VOICE, "player/headshot.wav", 1, ATTN_NORM);
helm = 0;
}
if (targ.helmet == 1)
{
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
helm = 0.30;
}
if (targ.helmet == 2)
{
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
helm = 0.45;
}
damage = (damage - (damage * helm));
makevectors (targ.v_angle);
}
}
if (damage <= 0)
{
damage = 0;
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
return;
}
sound (targ, CHAN_ITEM, targ.armornoise, 1, ATTN_NORM);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
damage_inflictor = inflictor;
/*
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
// Set kickback for smaller weapons
//Zoid -- use normal NQ kickback
// // Read: only if it's not yourself doing the damage
// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
// targ.velocity = targ.velocity + dir * damage * 11;
// else
// Otherwise, these rules apply to rockets and grenades
// for blast velocity
targ.velocity = targ.velocity + dir * damage * 8;
// Rocket Jump modifiers
if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
targ.velocity = targ.velocity + dir * damage * rj;
}*/
// check for godmode or invincibility
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
attackerteam = infokey(attacker, "team");
targteam = infokey(targ, "team");
if ((teamplay == 1) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
inflictor.classname !="door")
return;
if ((teamplay == 3) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
(targ != attacker)&& inflictor.classname !="door")
return;
take = damage;
// do the damage
//different sorts of armour simply subtract different amounts
//this makes armor like the force armor good against many small rounds
//(SMG, shotguns, swords, etc) but useless against big damage (grenades)
//power armor, which has the best of both worlds, is also the heaviest :p
//fix: soldiers inherent armor bonus applies to armor absorb
//fix: psycho drug gives similar benefits to a soldiers bonus
if (targ.class == 3)
take -= 1;
if (self.rage == IID_CHEM_PSYCHO)
take -= 3;
switch(ToIID(targ.islot3))
{
case IID_ARM_DESERT:
take -= 1;
break;
case IID_ARM_SHIRT:
take -= 1;
break;
case IID_ARM_LEATHER:
take -= 5;
break;
case IID_ARM_KEVLAR:
take -= 3;
break;
case IID_ARM_METAL:
take -= 9;
break;
case IID_ARM_COMBAT:
take -= 7;
break;
case IID_ARM_BROTHERHOOD:
take -= 10;
break;
case IID_ARM_FORCE:
take -= 13;
break;
case IID_ARM_LPOWER:
take -= 11;
break;
default:
break;
}
switch(ToIID(targ.islot3))
{
case IID_ARM_SHIRT:
take = take * 0.80;
break;
case IID_ARM_LEATHER:
take = take * 0.70;
break;
case IID_ARM_KEVLAR:
take = take * 0.50;
break;
case IID_ARM_METAL:
take = take * 0.65;
break;
case IID_ARM_COMBAT:
take = take * 0.60;
break;
case IID_ARM_BROTHERHOOD:
take = take * 0.55;
break;
case IID_ARM_FORCE:
take = take * 0.90;
break;
case IID_ARM_LPOWER:
take = take * 0.50;
break;
default:
break;
}
if (targ.classname == "player" && targ.zoom > 0)
{
targ.maxspeed = targ.maxspeed * 0.33;
stuffcmd(targ, "v_idlescale 20\n");
}
else if (take > 20 && targ.classname == "player")
{
targ.maxspeed = targ.maxspeed * 0.25;
stuffcmd(targ, "v_cshift 100 0 0 100\n");
stuffcmd(targ, "v_idlescale 30\n");
}
else if (take > 0)
{
targ.maxspeed = targ.maxspeed * 0.50;
stuffcmd(targ, "v_cshift 100 0 0 50\n");
}
if (take <= 0)
{
take = 0;
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
return;
}
targ.health = targ.health - take;
if (targ.classname == "monster" && targ.enemy.classname != "player" && attacker.classname == "player")
{
targ.enemy = attacker;
targ.think = HuntTarget;
targ.nextthink = time + 0.1;
}
local string lm;
if (targ.health <= 0)
{
//vanquishing a monster earns points for all players
if (attacker.classname == "player" && targ.classname == "monster")
{
local entity te;
te = findradius(attacker.origin, 1000);
while (te)
{
if (te.classname == "player")
te.score = te.score + 2;
te = te.chain;
}
}
Killed (targ, attacker);
if (attacker.perk1 == 11 || attacker.perk2 == 11)
{
attacker.lastman += 1.5;
lm = ftos(attacker.lastman);
sprint(self, 2, "!LAST MAN STANDING: ");
sprint(self, 2, lm);
sprint(self, 2, "\n");
attacker.health += attacker.lastman;
if (attacker.health > attacker.max_health)
attacker.health = attacker.max_health;
}
return;
}
// react to the damage
oldself = self;
self = targ;
//SERVER
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if ((self.classname != attacker.classname))
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
if (self.th_pain)
{
self.th_pain (attacker, take);
}
self = oldself;
};
/*
============
J_Damage
This is a special function that is called for weapons using JHP ammo.
JHP ammo does extra damage against things wearing no armor or little
armor, but less damage against heavily armored foes.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) J_Damage =
{
local entity oldself;
local float save;
local float take, severity, helm;
local string attackerteam, targteam;
if (!targ.takedamage)
return;
damage = damage * 1.25;
damage = floor(damage);
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
if (attacker.critical == 3 && targ.classname != "car")//attacker scored a headshot/critical
{
if (attacker.critical == 3)
{
severity = 0 + random()*20;
if (attacker.class == 3)
severity = severity + 2;
if (severity >= 19)
damage = (damage * 5);
else if (severity >= 14)
damage = (damage * 4);
else
damage = (damage * 3);
if (targ.classname == "monster")
attacker.score = attacker.score + 1;
helm = targ.armortype;
if (targ.helmet == 0)
{
sound (targ, CHAN_VOICE, "player/headshot.wav", 1, ATTN_NORM);
helm = 0;
}
if (targ.helmet == AS_STRAIGHT)
{
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
helm = 0.30;
}
if (targ.helmet == AS_SLIDING)
{
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
helm = 0.45;
}
damage = (damage - (damage * helm));
makevectors (targ.v_angle);
}
}
//sneak attack: if you attack a creature who isn't fighting you, bonus damage
if (attacker.perk1 == 7 || attacker.perk2 == 7)
{
if (targ.enemy != attacker)
{
sprint(attacker, 2, "!SNEAK ATTACK\n");
if (damage <= 10)
damage = damage * 3;
else if (damage <= 20)
damage = damage * 2;
else if (damage <= 30)
damage = damage * 1.5;
else
damage = damage * 1.25;
}
}
if (damage <= 0)
{
damage = 0;
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
return;
}
sound (targ, CHAN_ITEM, targ.armornoise, 1, ATTN_NORM);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
damage_inflictor = inflictor;
/*
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
// Set kickback for smaller weapons
//Zoid -- use normal NQ kickback
// // Read: only if it's not yourself doing the damage
// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
// targ.velocity = targ.velocity + dir * damage * 11;
// else
// Otherwise, these rules apply to rockets and grenades
// for blast velocity
targ.velocity = targ.velocity + dir * damage * 8;
// Rocket Jump modifiers
if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
targ.velocity = targ.velocity + dir * damage * rj;
}*/
// check for godmode or invincibility
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
attackerteam = infokey(attacker, "team");
targteam = infokey(targ, "team");
if ((teamplay == 1) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
inflictor.classname !="door")
return;
if ((teamplay == 3) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
(targ != attacker)&& inflictor.classname !="door")
return;
take = damage;
// do the damage
//different sorts of armour simply subtract different ammounts
//this makes armor like the force armor good against many small rounds
//(SMG, shotguns, swords, etc) but useless against big damage (grenades)
//power armor, which has the best of both worlds, is also the heaviest :p
switch(ToIID(targ.islot3))
{
case IID_ARM_DESERT:
take -= 1;
break;
case IID_ARM_SHIRT:
take -= 1;
break;
case IID_ARM_LEATHER:
take -= 10;
break;
case IID_ARM_KEVLAR:
take -= 5;
break;
case IID_ARM_METAL:
take -= 25;
break;
case IID_ARM_COMBAT:
take -= 20;
break;
case IID_ARM_BROTHERHOOD:
take -= 20;
break;
case IID_ARM_FORCE:
take -= 30;
break;
case IID_ARM_LPOWER:
take -= 25;
break;
default:
break;
}
switch(ToIID(targ.islot3))
{
case IID_ARM_SHIRT:
take = take * 0.70;
break;
case IID_ARM_LEATHER:
take = take * 0.60;
break;
case IID_ARM_KEVLAR:
take = take * 0.40;
break;
case IID_ARM_METAL:
take = take * 0.55;
break;
case IID_ARM_COMBAT:
take = take * 0.50;
break;
case IID_ARM_BROTHERHOOD:
take = take * 0.45;
break;
case IID_ARM_FORCE:
take = take * 0.80;
break;
case IID_ARM_LPOWER:
take = take * 0.40;
break;
default:
break;
}
if (targ.classname == "player" && targ.zoom > 0)
{
targ.maxspeed = targ.maxspeed * 0.20;
stuffcmd(targ, "v_idlescale 20\n");
}
else if (take > 20 && targ.classname == "player")
{
targ.maxspeed = targ.maxspeed * 0.20;
stuffcmd(targ, "v_cshift 100 0 0 100\n");
stuffcmd(targ, "v_idlescale 30\n");
}
else if (take > 0)
{
targ.maxspeed = targ.maxspeed * 0.30;
stuffcmd(targ, "v_cshift 100 0 0 50\n");
}
if (take <= 0)
{
take = 0;
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
return;
}
targ.health = targ.health - take;
if (targ.health <= 0)
{
Killed (targ, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
/*SERVER
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if ( (self.classname != attacker.classname)
|| (self.classname == "monster" ) )
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
*/
if (self.th_pain)
{
self.th_pain (attacker, take);
}
self = oldself;
};
/*
============
X_Damage
The purpose of X_Damage is to allow certain weapons to bypass armor
which is a very large part of the game.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) X_Damage =
{
local entity oldself;
local float save;
local float take, severity, helm;
local string attackerteam, targteam;
if (!targ.takedamage)
return;
damage = damage * 0.75;
damage = floor(damage);
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
if (attacker.critical == 3 && targ.classname != "car")//attacker scored a headshot/critical
{
if (attacker.critical == 3)
{
severity = 0 + random()*20;
if (attacker.class == 2)
severity = severity + 4;
if (severity >= 19)
damage = (damage * 5);
else if (severity >= 14)
damage = (damage * 4);
else
damage = (damage * 3);
if (targ.classname == "monster")
attacker.score = attacker.score + 1;
helm = targ.armortype;
if (targ.helmet == 0)
{
sound (targ, CHAN_VOICE, "player/headshot.wav", 1, ATTN_NORM);
helm = 0;
}
if (targ.helmet == AS_STRAIGHT)
{
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
helm = 0.15;
}
if (targ.helmet == AS_SLIDING)
{
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
helm = 0.22;
}
damage = (damage - (damage * helm));
makevectors (targ.v_angle);
}
}
if (damage <= 0)
{
damage = 0;
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
return;
}
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
// save damage based on the target's armor level
take = ceil(damage);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
damage_inflictor = inflictor;
/*
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
// Set kickback for smaller weapons
//Zoid -- use normal NQ kickback
// // Read: only if it's not yourself doing the damage
// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
// targ.velocity = targ.velocity + dir * damage * 11;
// else
// Otherwise, these rules apply to rockets and grenades
// for blast velocity
targ.velocity = targ.velocity + dir * damage * 8;
// Rocket Jump modifiers
if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
targ.velocity = targ.velocity + dir * damage * rj;
}*/
// check for godmode or invincibility
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
attackerteam = infokey(attacker, "team");
targteam = infokey(targ, "team");
if ((teamplay == 1) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
inflictor.classname !="door")
return;
if ((teamplay == 3) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
(targ != attacker)&& inflictor.classname !="door")
return;
// do the damage
//different sorts of armour simply subtract different ammounts
//this makes armor like the force armor good against many small rounds
//(SMG, shotguns, swords, etc) but useless against big damage (grenades)
//power armor, which has the best of both worlds, is also the heaviest :p
switch(ToIID(targ.islot3))
{
case IID_ARM_METAL:
take -= 1;
break;
case IID_ARM_BROTHERHOOD:
take -= 1;
break;
case IID_ARM_FORCE:
take -= 3;
break;
case IID_ARM_LPOWER:
take -= 2;
break;
default:
break;
}
switch(ToIID(targ.islot3))
{
case IID_ARM_LEATHER:
take = take * 0.90;
break;
case IID_ARM_KEVLAR:
take = take * 0.75;
break;
case IID_ARM_METAL:
take = take * 0.90;
break;
case IID_ARM_COMBAT:
take = take * 0.90;
break;
case IID_ARM_BROTHERHOOD:
take = take * 0.80;
break;
case IID_ARM_LPOWER:
take = take * 0.75;
break;
default:
break;
}
if (targ.classname == "player" && targ.zoom > 0)
{
targ.maxspeed = targ.maxspeed * 0.33;
stuffcmd(targ, "v_idlescale 20\n");
}
else if (take > 20 && targ.classname == "player")
{
targ.maxspeed = targ.maxspeed * 0.25;
stuffcmd(targ, "v_cshift 100 0 0 100\n");
stuffcmd(targ, "v_idlescale 30\n");
}
else if (take > 0)
{
targ.maxspeed = targ.maxspeed * 0.50;
stuffcmd(targ, "v_cshift 100 0 0 50\n");
}
if (take <= 0)
{
take = 0;
sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
return;
}
targ.health = targ.health - take;
if (targ.health <= 0)
{
Killed (targ, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
/*SERVER
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if ( (self.classname != attacker.classname)
|| (self.classname == "monster" ) )
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
*/
if (self.th_pain)
{
self.th_pain (attacker, take);
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage =
{
local float points, srange, brange;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage+40);
while (head)
{
//bprint (PRINT_HIGH, head.classname);
//bprint (PRINT_HIGH, " | ");
//bprint (PRINT_HIGH, head.netname);
//bprint (PRINT_HIGH, "\n");
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = vlen(inflictor.origin - org);
points = points + damage*0.50;
if (points < 0)
points = 0;
points = damage - points;
if (points > 0)
{
if (CanDamage (head, inflictor))
{
head.deathtype = dtype;
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
void (entity inflictor, entity attacker, float damage, entity ignore, float xrange) T_RadiusDamage2 =
{
local float points;
local entity head;
local vector org;
local float srange;
local float sub;
local float damaget;
head = findradius (inflictor.origin, xrange);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin;
srange = vlen ((inflictor.origin - org));
points = (xrange / srange);
sub = (1 / points);
damaget = (damage - (damage * sub));
if (damaget > 0)
if (CanDamage (head, inflictor))
T_Damage (head, inflictor, attacker, damaget);
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
while (head)
{
if (head.takedamage)
{
points = 0.5*vlen (attacker.origin - head.origin);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, attacker))
T_Damage (head, attacker, attacker, points);
}
}
head = head.chain;
}
};