1275 lines
28 KiB
C++
1275 lines
28 KiB
C++
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void() T_MissileTouch;
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void() info_player_start;
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void(entity targ, entity attacker) ClientObituary;
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void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
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float (float int) getperk;
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void() monster_death_use;
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//============================================================================
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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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float(entity targ, entity inflictor) CanDamage =
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{
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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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traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
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if (trace_fraction == 1)
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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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traceline(inflictor.origin, targ.origin, TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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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(entity targ, entity attacker) Killed =
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{
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local entity oself;
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oself = self;
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self = targ;
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if (self.health < -99)
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self.health = -99; // don't let sbar look bad if a player
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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self.th_die ();
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self = oself;
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return;
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}
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self.enemy = attacker;
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targ.grab = 0;
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targ.equipment_slot = 0; //turn off stealth-boys, climbing gear, etc
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// bump the monster counter
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if (self.flags & FL_MONSTER)
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{
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killed_monsters = killed_monsters + 1;
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WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
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}
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ClientObituary(self, attacker);
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if (self.classname == "player") //so dead players can spectate
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{
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self.ghost = 1;
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self.flags = self.flags | FL_FINDABLE_NONSOLID; //so tracelines can find them
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}
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self.takedamage = DAMAGE_NO;
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self.touch = SUB_Null;
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self.effects = 0;
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monster_death_use();
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self.th_die ();
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self = oself;
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};
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/*
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============
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T_Damage
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The damage is coming from inflictor, but get mad at attacker
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This should be the only function that ever reduces health.
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============
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*/
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
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{
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local entity oldself;
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local float save, dm;
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local float take, severity, helm;
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local string attackerteam, targteam;
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if (!targ.takedamage)
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return;
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damage = floor(damage);
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targ.health = floor(targ.health);
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if (attacker.classname == "player" && total_players == 4)
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damage = floor(damage * 0.75);
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if (attacker.classname == "player" && total_players == 3)
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damage = floor(damage * 0.80);
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else if (attacker.classname == "player" && total_players == 2)
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damage = floor(damage * 0.90);
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if (attacker.classname == "monster" && total_players == 4)
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damage = floor(damage * 1.30);
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if (attacker.classname == "monster" && total_players == 3)
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damage = floor(damage * 1.20);
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else if (attacker.classname == "monster" && total_players == 2)
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damage = floor(damage * 1.10);
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//getting hurt is slightly painful to the score, play cautiously!
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if (attacker.classname == "monster" && targ.classname == "player")
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targ.score = targ.score - 6;
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//flanking monsters awards points
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if (attacker.classname == "player" && targ.classname == "monster" && targ.enemy != attacker)
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attacker.score = attacker.score + 5;
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//aimed shots awards points
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if (attacker.classname == "player" && targ.classname == "monster" && attacker.recoil <= 5)
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attacker.score = attacker.score + 1;
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//attacker a monster from behind awards points
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local vector vec;
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local float dot;
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if (attacker.classname == "player" && targ.classname == "monster")
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{
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makevectors (targ.angles);
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vec = normalize (attacker.origin - targ.origin);
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dot = (vec * v_forward);
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if (dot > 0.3)
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attacker.score = attacker.score + 5;
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}
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//attacking a team-mate is a HUGE penalty
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if (attacker.classname == "player" && targ.classname == "player")
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{
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attacker.score = attacker.score - 25;
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sprint(attacker, 2, "you just shot a teammate! be careful!\n");
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}
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//attacking a hostage is a HUGE penalty
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if (attacker.classname == "player" && targ.classname == "hostage")
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{
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attacker.score = attacker.score - 25;
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sprint(attacker, 2, "you just shot a hostage! be careful!\n");
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}
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//using cover awards points
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if (targ.classname == "monster" && attacker.classname == "player" && attacker.rage == 777)
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attacker.score = attacker.score + 1;
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//dodge chance
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if (targ.position == 0 && random()<0.05)
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{
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sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
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return;
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}
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else if (targ.position == 1 && random()<0.05)
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{
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sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
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return;
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}
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else if (targ.position == 2 && random()<0.10)
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{
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sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
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return;
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}
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damage = damage * 1.25;
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//nintendo gamer: going into the zone gives a 50% miss chance
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if (targ.rage == 255)
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{
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if (random()<0.50)
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{
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sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
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return;
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}
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}
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//paranoia: if taking cover, 25% miss chance (others get 10% bonus)
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if (targ.rage == 777)
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{
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if (targ.perk1 == 10 || targ.perk2 == 10)
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{
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if (random()<0.20)
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{
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sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
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return;
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}
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}
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else
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{
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if (random()<0.05)
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{
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sound (targ, CHAN_BODY, "effects/miss.wav", 1, ATTN_NORM);
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return;
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}
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}
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}
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//master blaster: the more you burst, the higher the damage bonus
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if (attacker.perk1 == 18 || attacker.perk2 == 18)
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{
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if (self.recoil > 10)
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{
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sprint(self, 2, "!MASTER BLASTER\n");
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damage = damage * (1 + (self.recoil * 0.01));
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}
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}
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//sneak attack: if you attack a creature who isn't fighting you, bonus damage
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if (attacker.perk1 == 7 || attacker.perk2 == 7)
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{
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if (targ.enemy != attacker)
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{
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sprint(attacker, 2, "!SNEAK ATTACK\n");
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if (damage <= 10)
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damage = damage * 3;
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else if (damage <= 20)
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damage = damage * 2;
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else if (damage <= 30)
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damage = damage * 1.5;
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else
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damage = damage * 1.25;
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}
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}
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//death wish: 20% damage bonus to targ, 10% to attacker
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if (targ.perk1 == 19 || targ.perk2 == 19)
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damage = damage * 1.10;
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//death wish: 20% damage bonus to targ, 10% to attacker
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if (attacker.perk1 == 19 || attacker.perk2 == 19)
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damage = damage * 1.20;
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//die hard: if below 50% health, 25% damage resistance
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if (targ.perk1 == 1 || targ.perk2 == 1)
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{
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if (targ.health < (targ.max_health*0.5))
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damage = damage * 0.75;
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}
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if ((targ.perk1 == 17 || targ.perk2 == 17) && random()<0.02)
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{
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damage = damage * 0.10;
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sprint(self, 2, "!ONE IN A MILLION\n");
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}
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// used by buttons and triggers to set activator for target firing
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damage_attacker = attacker;
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if (attacker.classname == "monster")
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{
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if (random()*100>= 98)
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attacker.critical = 3;
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else
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attacker.critical = 0;
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}
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if (attacker.critical == 3 && targ.classname != "car")//attacker scored a headshot/critical
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{
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if (attacker.critical == 3)
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{
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if (random()<0.005)
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severity = 64;
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severity = 0 + random()*20;
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if ((attacker.perk1 == 17 || attacker.perk2 == 17) && random()<0.05)
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{
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severity = severity + 15;
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sprint(self, 2, "!ONE IN A MILLION\n");
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}
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if (attacker.class == 2)
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severity = severity + 5;
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if (targ.classname == "player")
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damage = (damage * 2);
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else if (severity >= 64)
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damage = (damage * 10);
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else if (severity >= 30)
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damage = (damage * 6);
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else if (severity >= 20)
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damage = (damage * 5);
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else if (severity >= 15)
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damage = (damage * 4);
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else
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damage = (damage * 3);
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if (targ.classname == "monster")
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attacker.score = attacker.score + 5;
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helm = targ.armortype;
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if (targ.helmet == 0)
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{
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sound (targ, CHAN_VOICE, "player/headshot.wav", 1, ATTN_NORM);
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helm = 0;
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}
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if (targ.helmet == 1)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.30;
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}
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if (targ.helmet == 2)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.45;
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}
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damage = (damage - (damage * helm));
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makevectors (targ.v_angle);
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}
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}
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if (damage <= 0)
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{
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damage = 0;
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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return;
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}
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sound (targ, CHAN_ITEM, targ.armornoise, 1, ATTN_NORM);
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if (targ.flags & FL_CLIENT)
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{
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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targ.dmg_inflictor = inflictor;
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}
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damage_inflictor = inflictor;
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/*
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// figure momentum add
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if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
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{
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dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
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dir = normalize(dir);
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// Set kickback for smaller weapons
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//Zoid -- use normal NQ kickback
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// // Read: only if it's not yourself doing the damage
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// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
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// targ.velocity = targ.velocity + dir * damage * 11;
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// else
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// Otherwise, these rules apply to rockets and grenades
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// for blast velocity
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targ.velocity = targ.velocity + dir * damage * 8;
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// Rocket Jump modifiers
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if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
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targ.velocity = targ.velocity + dir * damage * rj;
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}*/
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// check for godmode or invincibility
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if (targ.flags & FL_GODMODE)
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return;
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if (targ.invincible_finished >= time)
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{
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if (self.invincible_sound < time)
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{
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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self.invincible_sound = time + 2;
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}
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return;
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}
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// team play damage avoidance
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey(attacker, "team");
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targteam = infokey(targ, "team");
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if ((teamplay == 1) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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inflictor.classname !="door")
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return;
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if ((teamplay == 3) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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(targ != attacker)&& inflictor.classname !="door")
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return;
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take = damage;
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// do the damage
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//different sorts of armour simply subtract different amounts
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//this makes armor like the force armor good against many small rounds
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//(SMG, shotguns, swords, etc) but useless against big damage (grenades)
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//power armor, which has the best of both worlds, is also the heaviest :p
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//fix: soldiers inherent armor bonus applies to armor absorb
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//fix: psycho drug gives similar benefits to a soldiers bonus
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if (targ.class == 3)
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take -= 1;
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if (self.rage == IID_CHEM_PSYCHO)
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take -= 3;
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switch(ToIID(targ.islot3))
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{
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case IID_ARM_DESERT:
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take -= 1;
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break;
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case IID_ARM_SHIRT:
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take -= 1;
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break;
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case IID_ARM_LEATHER:
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take -= 5;
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break;
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case IID_ARM_KEVLAR:
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take -= 3;
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break;
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case IID_ARM_METAL:
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take -= 9;
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break;
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case IID_ARM_COMBAT:
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take -= 7;
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break;
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case IID_ARM_BROTHERHOOD:
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take -= 10;
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break;
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case IID_ARM_FORCE:
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take -= 13;
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break;
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case IID_ARM_LPOWER:
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take -= 11;
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break;
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default:
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break;
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}
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switch(ToIID(targ.islot3))
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{
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case IID_ARM_SHIRT:
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take = take * 0.80;
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break;
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case IID_ARM_LEATHER:
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take = take * 0.70;
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break;
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case IID_ARM_KEVLAR:
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take = take * 0.50;
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break;
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case IID_ARM_METAL:
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take = take * 0.65;
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break;
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case IID_ARM_COMBAT:
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take = take * 0.60;
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break;
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case IID_ARM_BROTHERHOOD:
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take = take * 0.55;
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break;
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case IID_ARM_FORCE:
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take = take * 0.90;
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break;
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case IID_ARM_LPOWER:
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take = take * 0.50;
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break;
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default:
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break;
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}
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if (targ.classname == "player" && targ.zoom > 0)
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{
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targ.maxspeed = targ.maxspeed * 0.33;
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stuffcmd(targ, "v_idlescale 20\n");
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}
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else if (take > 20 && targ.classname == "player")
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{
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targ.maxspeed = targ.maxspeed * 0.25;
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stuffcmd(targ, "v_cshift 100 0 0 100\n");
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stuffcmd(targ, "v_idlescale 30\n");
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}
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else if (take > 0)
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{
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targ.maxspeed = targ.maxspeed * 0.50;
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stuffcmd(targ, "v_cshift 100 0 0 50\n");
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}
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if (take <= 0)
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{
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take = 0;
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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return;
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}
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targ.health = targ.health - take;
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|
|
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 + 10;
|
|
|
|
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 + 5;
|
|
|
|
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 + 5;
|
|
|
|
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;
|
|
}
|
|
};
|
|
|