286 lines
6 KiB
C++
286 lines
6 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() 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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// 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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self.takedamage = DAMAGE_NO;
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self.touch = SUB_Null;
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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 vector dir;
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local entity oldself;
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local float save;
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local float take;
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if (!targ.takedamage)
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return;
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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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// check for quad damage powerup on the attacker
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if (attacker.super_damage_finished > time)
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damage = damage * 4;
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// save damage based on the target's armor level
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save = ceil(targ.armortype*damage);
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if (save >= targ.armorvalue)
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{
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save = targ.armorvalue;
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targ.armortype = 0; // lost all armor
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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}
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targ.armorvalue = targ.armorvalue - save;
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take = ceil(damage-save);
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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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// 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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targ.velocity = targ.velocity + dir*damage*8;
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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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if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) )
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return;
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// do the damage
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targ.health = targ.health - take;
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if (targ.health <= 0)
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{
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Killed (targ, attacker);
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return;
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}
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// react to the damage
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oldself = self;
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self = targ;
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if ( (self.flags & FL_MONSTER) && attacker != world)
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{
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// get mad unless of the same class (except for soldiers)
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if (self != attacker && attacker != self.enemy)
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{
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if ( (self.classname != attacker.classname)
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|| (self.classname == "monster_army" ) )
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{
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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FoundTarget ();
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}
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}
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}
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if (self.th_pain)
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{
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self.th_pain (attacker, take);
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// nightmare mode monsters don't go into pain frames often
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if (skill == 3)
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self.pain_finished = time + 5;
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}
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self = oldself;
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};
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/*
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============
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T_RadiusDamage
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============
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*/
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void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
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{
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local float points;
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local entity head;
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local vector org;
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head = findradius(inflictor.origin, damage+40);
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while (head)
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{
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if (head != ignore)
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{
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if (head.takedamage)
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{
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org = head.origin + (head.mins + head.maxs)*0.5;
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points = 0.5*vlen (inflictor.origin - org);
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if (points < 0)
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points = 0;
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points = damage - points;
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if (head == attacker)
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points = points * 0.5;
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if (points > 0)
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{
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if (CanDamage (head, inflictor))
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{ // shambler takes half damage from all explosions
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if (head.classname == "monster_shambler")
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T_Damage (head, inflictor, attacker, points*0.5);
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else
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T_Damage (head, inflictor, attacker, points);
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}
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}
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}
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}
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head = head.chain;
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}
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};
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/*
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============
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T_BeamDamage
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============
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*/
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void(entity attacker, float damage) T_BeamDamage =
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{
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local float points;
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local entity head;
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head = findradius(attacker.origin, damage+40);
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while (head)
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{
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if (head.takedamage)
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{
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points = 0.5*vlen (attacker.origin - head.origin);
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if (points < 0)
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points = 0;
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points = damage - points;
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if (head == attacker)
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points = points * 0.5;
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if (points > 0)
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{
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if (CanDamage (head, attacker))
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{
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if (head.classname == "monster_shambler")
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T_Damage (head, attacker, attacker, points*0.5);
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else
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T_Damage (head, attacker, attacker, points);
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}
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}
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}
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head = head.chain;
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}
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};
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