quake2-rerelease-dll/rerelease/g_combat.cpp

912 lines
23 KiB
C++
Raw Normal View History

2023-08-07 19:47:28 +00:00
// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
// g_combat.c
#include "g_local.h"
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
bool CanDamage(edict_t *targ, edict_t *inflictor)
{
vec3_t dest;
trace_t trace;
// bmodels need special checking because their origin is 0,0,0
vec3_t inflictor_center;
if (inflictor->linked)
inflictor_center = (inflictor->absmin + inflictor->absmax) * 0.5f;
else
inflictor_center = inflictor->s.origin;
if (targ->solid == SOLID_BSP)
{
dest = closest_point_to_box(inflictor_center, targ->absmin, targ->absmax);
trace = gi.traceline(inflictor_center, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
}
vec3_t targ_center;
if (targ->linked)
targ_center = (targ->absmin + targ->absmax) * 0.5f;
else
targ_center = targ->s.origin;
trace = gi.traceline(inflictor_center, targ_center, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
dest = targ_center;
dest[0] += 15.0f;
dest[1] += 15.0f;
trace = gi.traceline(inflictor_center, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
dest = targ_center;
dest[0] += 15.0f;
dest[1] -= 15.0f;
trace = gi.traceline(inflictor_center, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
dest = targ_center;
dest[0] -= 15.0f;
dest[1] += 15.0f;
trace = gi.traceline(inflictor_center, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
dest = targ_center;
dest[0] -= 15.0f;
dest[1] -= 15.0f;
trace = gi.traceline(inflictor_center, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
return false;
}
/*
============
Killed
============
*/
void Killed(edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, mod_t mod)
{
if (targ->health < -999)
targ->health = -999;
// [Paril-KEX]
if ((targ->svflags & SVF_MONSTER) && targ->monsterinfo.aiflags & AI_MEDIC)
{
if (targ->enemy && targ->enemy->inuse && (targ->enemy->svflags & SVF_MONSTER)) // god, I hope so
{
cleanupHealTarget(targ->enemy);
}
// clean up self
targ->monsterinfo.aiflags &= ~AI_MEDIC;
}
targ->enemy = attacker;
targ->lastMOD = mod;
// [Paril-KEX] monsters call die in their damage handler
if (targ->svflags & SVF_MONSTER)
return;
targ->die(targ, inflictor, attacker, damage, point, mod);
if (targ->monsterinfo.setskin)
targ->monsterinfo.setskin(targ);
}
/*
================
SpawnDamage
================
*/
void SpawnDamage(int type, const vec3_t &origin, const vec3_t &normal, int damage)
{
if (damage > 255)
damage = 255;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(type);
// gi.WriteByte (damage);
gi.WritePosition(origin);
gi.WriteDir(normal);
gi.multicast(origin, MULTICAST_PVS, false);
}
/*
============
T_Damage
targ entity that is being damaged
inflictor entity that is causing the damage
attacker entity that caused the inflictor to damage targ
example: targ=monster, inflictor=rocket, attacker=player
dir direction of the attack
point point at which the damage is being inflicted
normal normal vector from that point
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
dflags these flags are used to control how T_Damage works
DAMAGE_RADIUS damage was indirect (from a nearby explosion)
DAMAGE_NO_ARMOR armor does not protect from this damage
DAMAGE_ENERGY damage is from an energy based weapon
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_BULLET damage is from a bullet (used for ricochets)
DAMAGE_NO_PROTECTION kills godmode, armor, everything
============
*/
static int CheckPowerArmor(edict_t *ent, const vec3_t &point, const vec3_t &normal, int damage, damageflags_t dflags)
{
gclient_t *client;
int save;
item_id_t power_armor_type;
int damagePerCell;
int pa_te_type;
int *power;
int power_used;
if (ent->health <= 0)
return 0;
if (!damage)
return 0;
client = ent->client;
if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_POWER_ARMOR)) // PGM
return 0;
if (client)
{
power_armor_type = PowerArmorType(ent);
power = &client->pers.inventory[IT_AMMO_CELLS];
}
else if (ent->svflags & SVF_MONSTER)
{
power_armor_type = ent->monsterinfo.power_armor_type;
power = &ent->monsterinfo.power_armor_power;
}
else
return 0;
if (power_armor_type == IT_NULL)
return 0;
if (!*power)
return 0;
if (power_armor_type == IT_ITEM_POWER_SCREEN)
{
vec3_t vec;
float dot;
vec3_t forward;
// only works if damage point is in front
AngleVectors(ent->s.angles, forward, nullptr, nullptr);
vec = point - ent->s.origin;
vec.normalize();
dot = vec.dot(forward);
if (dot <= 0.3f)
return 0;
damagePerCell = 1;
pa_te_type = TE_SCREEN_SPARKS;
damage = damage / 3;
}
else
{
if (ctf->integer)
damagePerCell = 1; // power armor is weaker in CTF
else
damagePerCell = 2;
pa_te_type = TE_SCREEN_SPARKS;
damage = (2 * damage) / 3;
}
// Paril: fix small amounts of damage not
// being absorbed
damage = max(1, damage);
save = *power * damagePerCell;
if (!save)
return 0;
// [Paril-KEX] energy damage should do more to power armor, not ETF Rifle shots.
if (dflags & DAMAGE_ENERGY)
save = max(1, save / 2);
if (save > damage)
save = damage;
// [Paril-KEX] energy damage should do more to power armor, not ETF Rifle shots.
if (dflags & DAMAGE_ENERGY)
power_used = (save / damagePerCell) * 2;
else
power_used = save / damagePerCell;
power_used = max(1, power_used);
SpawnDamage(pa_te_type, point, normal, save);
ent->powerarmor_time = level.time + 200_ms;
// Paril: adjustment so that power armor
// always uses damagePerCell even if it does
// only a single point of damage
*power = max(0, *power - max(damagePerCell, power_used));
// check power armor turn-off states
if (ent->client)
G_CheckPowerArmor(ent);
else if (!*power)
{
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/mon_power2.wav"), 1.f, ATTN_NORM, 0.f);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_POWER_SPLASH);
gi.WriteEntity(ent);
gi.WriteByte((power_armor_type == IT_ITEM_POWER_SCREEN) ? 1 : 0);
gi.multicast(ent->s.origin, MULTICAST_PHS, false);
}
return save;
}
static int CheckArmor(edict_t *ent, const vec3_t &point, const vec3_t &normal, int damage, int te_sparks,
damageflags_t dflags)
{
gclient_t *client;
int save;
item_id_t index;
gitem_t *armor;
int *power;
if (!damage)
return 0;
// ROGUE
if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_ARMOR))
// ROGUE
return 0;
client = ent->client;
index = ArmorIndex(ent);
if (!index)
return 0;
armor = GetItemByIndex(index);
if (dflags & DAMAGE_ENERGY)
save = (int) ceilf(armor->armor_info->energy_protection * damage);
else
save = (int) ceilf(armor->armor_info->normal_protection * damage);
if (client)
power = &client->pers.inventory[index];
else
power = &ent->monsterinfo.armor_power;
if (save >= *power)
save = *power;
if (!save)
return 0;
*power -= save;
if (!client && !ent->monsterinfo.armor_power)
ent->monsterinfo.armor_type = IT_NULL;
SpawnDamage(te_sparks, point, normal, save);
return save;
}
void M_ReactToDamage(edict_t *targ, edict_t *attacker, edict_t *inflictor)
{
// pmm
bool new_tesla;
if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
return;
//=======
// ROGUE
// logic for tesla - if you are hit by a tesla, and can't see who you should be mad at (attacker)
// attack the tesla
// also, target the tesla if it's a "new" tesla
if ((inflictor) && (!strcmp(inflictor->classname, "tesla_mine")))
{
new_tesla = MarkTeslaArea(targ, inflictor);
if ((new_tesla || brandom()) && (!targ->enemy || !targ->enemy->classname || strcmp(targ->enemy->classname, "tesla_mine")))
TargetTesla(targ, inflictor);
return;
}
// ROGUE
//=======
if (attacker == targ || attacker == targ->enemy)
return;
// if we are a good guy monster and our attacker is a player
// or another good guy, do not get mad at them
if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
{
if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
return;
}
// PGM
// if we're currently mad at something a target_anger made us mad at, ignore
// damage
if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER)
{
float percentHealth;
// make sure whatever we were pissed at is still around.
if (targ->enemy->inuse)
{
percentHealth = (float) (targ->health) / (float) (targ->max_health);
if (targ->enemy->inuse && percentHealth > 0.33f)
return;
}
// remove the target anger flag
targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
}
// PGM
// we recently switched from reacting to damage, don't do it
if (targ->monsterinfo.react_to_damage_time > level.time)
return;
// PMM
// if we're healing someone, do like above and try to stay with them
if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC))
{
float percentHealth;
percentHealth = (float) (targ->health) / (float) (targ->max_health);
// ignore it some of the time
if (targ->enemy->inuse && percentHealth > 0.25f)
return;
// remove the medic flag
cleanupHealTarget(targ->enemy);
targ->monsterinfo.aiflags &= ~AI_MEDIC;
}
// PMM
// we now know that we are not both good guys
targ->monsterinfo.react_to_damage_time = level.time + random_time(3_sec, 5_sec);
// if attacker is a client, get mad at them because he's good and we're not
if (attacker->client)
{
targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
// this can only happen in coop (both new and old enemies are clients)
// only switch if can't see the current enemy
if (targ->enemy != attacker)
{
if (targ->enemy && targ->enemy->client)
{
if (visible(targ, targ->enemy))
{
targ->oldenemy = attacker;
return;
}
targ->oldenemy = targ->enemy;
}
// [Paril-KEX]
if ((targ->svflags & SVF_MONSTER) && targ->monsterinfo.aiflags & AI_MEDIC)
{
if (targ->enemy && targ->enemy->inuse && (targ->enemy->svflags & SVF_MONSTER)) // god, I hope so
{
cleanupHealTarget(targ->enemy);
}
// clean up self
targ->monsterinfo.aiflags &= ~AI_MEDIC;
}
targ->enemy = attacker;
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
FoundTarget(targ);
}
return;
}
if (attacker->enemy == targ // if they *meant* to shoot us, then shoot back
// it's the same base (walk/swim/fly) type and both don't ignore shots,
// get mad at them
|| (((targ->flags & (FL_FLY | FL_SWIM)) == (attacker->flags & (FL_FLY | FL_SWIM))) &&
(strcmp(targ->classname, attacker->classname) != 0) && !(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) &&
!(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS)))
{
if (targ->enemy != attacker)
{
// [Paril-KEX]
if ((targ->svflags & SVF_MONSTER) && targ->monsterinfo.aiflags & AI_MEDIC)
{
if (targ->enemy && targ->enemy->inuse && (targ->enemy->svflags & SVF_MONSTER)) // god, I hope so
{
cleanupHealTarget(targ->enemy);
}
// clean up self
targ->monsterinfo.aiflags &= ~AI_MEDIC;
}
if (targ->enemy && targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker;
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
FoundTarget(targ);
}
}
// otherwise get mad at whoever they are mad at (help our buddy) unless it is us!
else if (attacker->enemy && attacker->enemy != targ && targ->enemy != attacker->enemy)
{
if (targ->enemy != attacker->enemy)
{
// [Paril-KEX]
if ((targ->svflags & SVF_MONSTER) && targ->monsterinfo.aiflags & AI_MEDIC)
{
if (targ->enemy && targ->enemy->inuse && (targ->enemy->svflags & SVF_MONSTER)) // god, I hope so
{
cleanupHealTarget(targ->enemy);
}
// clean up self
targ->monsterinfo.aiflags &= ~AI_MEDIC;
}
if (targ->enemy && targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker->enemy;
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
FoundTarget(targ);
}
}
}
// check if the two given entities are on the same team
bool OnSameTeam(edict_t *ent1, edict_t *ent2)
{
// monsters are never on our team atm
if (!ent1->client || !ent2->client)
return false;
// we're never on our own team
else if (ent1 == ent2)
return false;
// [Paril-KEX] coop 'team' support
if (coop->integer)
return ent1->client && ent2->client;
// ZOID
else if (G_TeamplayEnabled() && ent1->client && ent2->client)
{
if (ent1->client->resp.ctf_team == ent2->client->resp.ctf_team)
return true;
}
// ZOID
return false;
}
// check if the two entities are on a team and that
// they wouldn't damage each other
bool CheckTeamDamage(edict_t *targ, edict_t *attacker)
{
// always damage teammates if friendly fire is enabled
if (g_friendly_fire->integer)
return false;
return OnSameTeam(targ, attacker);
}
void T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, const vec3_t &dir, const vec3_t &point,
const vec3_t &normal, int damage, int knockback, damageflags_t dflags, mod_t mod)
{
gclient_t *client;
int take;
int save;
int asave;
int psave;
int te_sparks;
bool sphere_notified; // PGM
if (!targ->takedamage)
return;
if (g_instagib->integer && attacker->client && targ->client)
{
// [Kex] always kill no matter what on instagib
damage = 9999;
}
sphere_notified = false; // PGM
// friendly fire avoidance
// if enabled you can't hurt teammates (but you can hurt yourself)
// knockback still occurs
if ((targ != attacker) && !(dflags & DAMAGE_NO_PROTECTION))
{
// mark as friendly fire
if (OnSameTeam(targ, attacker))
{
mod.friendly_fire = true;
// if we're not a nuke & friendly fire is disabled, just kill the damage
if (!g_friendly_fire->integer && (mod.id != MOD_NUKE))
damage = 0;
}
}
// ROGUE
// allow the deathmatch game to change values
if (deathmatch->integer && gamerules->integer)
{
if (DMGame.ChangeDamage)
damage = DMGame.ChangeDamage(targ, attacker, damage, mod);
if (DMGame.ChangeKnockback)
knockback = DMGame.ChangeKnockback(targ, attacker, knockback, mod);
if (!damage)
return;
}
// ROGUE
// easy mode takes half damage
if (skill->integer == 0 && deathmatch->integer == 0 && targ->client && damage)
{
damage /= 2;
if (!damage)
damage = 1;
}
if ( ( targ->svflags & SVF_MONSTER ) != 0 ) {
damage *= ai_damage_scale->integer;
} else {
damage *= g_damage_scale->integer;
} // mal: just for debugging...
client = targ->client;
// PMM - defender sphere takes half damage
if (damage && (client) && (client->owned_sphere) && (client->owned_sphere->spawnflags == SPHERE_DEFENDER))
{
damage /= 2;
if (!damage)
damage = 1;
}
if (dflags & DAMAGE_BULLET)
te_sparks = TE_BULLET_SPARKS;
else
te_sparks = TE_SPARKS;
// bonus damage for surprising a monster
if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) &&
(!targ->enemy || targ->monsterinfo.surprise_time == level.time) && (targ->health > 0))
{
damage *= 2;
targ->monsterinfo.surprise_time = level.time;
}
// ZOID
// strength tech
damage = CTFApplyStrength(attacker, damage);
// ZOID
if ((targ->flags & FL_NO_KNOCKBACK) ||
((targ->flags & FL_ALIVE_KNOCKBACK_ONLY) && (!targ->deadflag || targ->dead_time != level.time)))
knockback = 0;
// figure momentum add
if (!(dflags & DAMAGE_NO_KNOCKBACK))
{
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) &&
(targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
{
vec3_t normalized = dir.normalized();
vec3_t kvel;
float mass;
if (targ->mass < 50)
mass = 50;
else
mass = (float) targ->mass;
if (targ->client && attacker == targ)
kvel = normalized * (1600.0f * knockback / mass); // the rocket jump hack...
else
kvel = normalized * (500.0f * knockback / mass);
targ->velocity += kvel;
}
}
take = damage;
save = 0;
// check for godmode
if ((targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION))
{
take = 0;
save = damage;
SpawnDamage(te_sparks, point, normal, save);
}
// check for invincibility
// ROGUE
if (!(dflags & DAMAGE_NO_PROTECTION) &&
(((client && client->invincible_time > level.time)) ||
((targ->svflags & SVF_MONSTER) && targ->monsterinfo.invincible_time > level.time)))
// ROGUE
{
if (targ->pain_debounce_time < level.time)
{
gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
targ->pain_debounce_time = level.time + 2_sec;
}
take = 0;
save = damage;
}
// ZOID
// team armor protect
if (G_TeamplayEnabled() && targ->client && attacker->client &&
targ->client->resp.ctf_team == attacker->client->resp.ctf_team && targ != attacker &&
g_teamplay_armor_protect->integer)
{
psave = asave = 0;
}
else
{
// ZOID
psave = CheckPowerArmor(targ, point, normal, take, dflags);
take -= psave;
asave = CheckArmor(targ, point, normal, take, te_sparks, dflags);
take -= asave;
}
// treat cheat/powerup savings the same as armor
asave += save;
// ZOID
// resistance tech
take = CTFApplyResistance(targ, take);
// ZOID
// ZOID
CTFCheckHurtCarrier(targ, attacker);
// ZOID
// ROGUE - this option will do damage both to the armor and person. originally for DPU rounds
if (dflags & DAMAGE_DESTROY_ARMOR)
{
if (!(targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) &&
!(client && client->invincible_time > level.time))
{
take = damage;
}
}
// ROGUE
// [Paril-KEX] player hit markers
if (targ != attacker && attacker->client && targ->health > 0 && !((targ->svflags & SVF_DEADMONSTER) || (targ->flags & FL_NO_DAMAGE_EFFECTS)) && mod.id != MOD_TARGET_LASER)
attacker->client->ps.stats[STAT_HIT_MARKER] += take + psave + asave;
// do the damage
if (take)
{
if (!(targ->flags & FL_NO_DAMAGE_EFFECTS))
{
// ROGUE
if (targ->flags & FL_MECHANICAL)
SpawnDamage(TE_ELECTRIC_SPARKS, point, normal, take);
// ROGUE
else if ((targ->svflags & SVF_MONSTER) || (client))
{
// XATRIX
if (strcmp(targ->classname, "monster_gekk") == 0)
SpawnDamage(TE_GREENBLOOD, point, normal, take);
// XATRIX
// ROGUE
else if (mod.id == MOD_CHAINFIST)
SpawnDamage(TE_MOREBLOOD, point, normal, 255);
// ROGUE
else
SpawnDamage(TE_BLOOD, point, normal, take);
}
else
SpawnDamage(te_sparks, point, normal, take);
}
if (!CTFMatchSetup())
targ->health = targ->health - take;
if ((targ->flags & FL_IMMORTAL) && targ->health <= 0)
targ->health = 1;
// PGM - spheres need to know who to shoot at
if (client && client->owned_sphere)
{
sphere_notified = true;
if (client->owned_sphere->pain)
client->owned_sphere->pain(client->owned_sphere, attacker, 0, 0, mod);
}
// PGM
if (targ->health <= 0)
{
if ((targ->svflags & SVF_MONSTER) || (client))
{
targ->flags |= FL_ALIVE_KNOCKBACK_ONLY;
targ->dead_time = level.time;
}
targ->monsterinfo.damage_blood += take;
targ->monsterinfo.damage_attacker = attacker;
targ->monsterinfo.damage_inflictor = inflictor;
targ->monsterinfo.damage_from = point;
targ->monsterinfo.damage_mod = mod;
targ->monsterinfo.damage_knockback += knockback;
Killed(targ, inflictor, attacker, take, point, mod);
return;
}
}
// PGM - spheres need to know who to shoot at
if (!sphere_notified)
{
if (client && client->owned_sphere)
{
sphere_notified = true;
if (client->owned_sphere->pain)
client->owned_sphere->pain(client->owned_sphere, attacker, 0, 0, mod);
}
}
// PGM
if ( targ->client ) {
targ->client->last_attacker_time = level.time;
}
if (targ->svflags & SVF_MONSTER)
{
if (damage > 0)
{
M_ReactToDamage(targ, attacker, inflictor);
targ->monsterinfo.damage_attacker = attacker;
targ->monsterinfo.damage_inflictor = inflictor;
targ->monsterinfo.damage_blood += take;
targ->monsterinfo.damage_from = point;
targ->monsterinfo.damage_mod = mod;
targ->monsterinfo.damage_knockback += knockback;
}
if (targ->monsterinfo.setskin)
targ->monsterinfo.setskin(targ);
}
else if (take && targ->pain)
targ->pain(targ, attacker, (float) knockback, take, mod);
// add to the damage inflicted on a player this frame
// the total will be turned into screen blends and view angle kicks
// at the end of the frame
if (client)
{
client->damage_parmor += psave;
client->damage_armor += asave;
client->damage_blood += take;
client->damage_knockback += knockback;
client->damage_from = point;
client->last_damage_time = level.time + COOP_DAMAGE_RESPAWN_TIME;
if (!(dflags & DAMAGE_NO_INDICATOR) && inflictor != world && attacker != world && (take || psave || asave))
{
damage_indicator_t *indicator = nullptr;
size_t i;
for (i = 0; i < client->num_damage_indicators; i++)
{
if ((point - client->damage_indicators[i].from).length() < 32.f)
{
indicator = &client->damage_indicators[i];
break;
}
}
if (!indicator && i != MAX_DAMAGE_INDICATORS)
{
indicator = &client->damage_indicators[i];
// for projectile direct hits, use the attacker; otherwise
// use the inflictor (rocket splash should point to the rocket)
indicator->from = (dflags & DAMAGE_RADIUS) ? inflictor->s.origin : attacker->s.origin;
indicator->health = indicator->armor = indicator->power = 0;
client->num_damage_indicators++;
}
if (indicator)
{
indicator->health += take;
indicator->power += psave;
indicator->armor += asave;
}
}
}
}
/*
============
T_RadiusDamage
============
*/
void T_RadiusDamage(edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, damageflags_t dflags, mod_t mod)
{
float points;
edict_t *ent = nullptr;
vec3_t v;
vec3_t dir;
vec3_t inflictor_center;
if (inflictor->linked)
inflictor_center = (inflictor->absmax + inflictor->absmin) * 0.5f;
else
inflictor_center = inflictor->s.origin;
while ((ent = findradius(ent, inflictor_center, radius)) != nullptr)
{
if (ent == ignore)
continue;
if (!ent->takedamage)
continue;
if (ent->solid == SOLID_BSP && ent->linked)
v = closest_point_to_box(inflictor_center, ent->absmin, ent->absmax);
else
{
v = ent->mins + ent->maxs;
v = ent->s.origin + (v * 0.5f);
}
v = inflictor_center - v;
points = damage - 0.5f * v.length();
if (ent == attacker)
points = points * 0.5f;
if (points > 0)
{
if (CanDamage(ent, inflictor))
{
dir = (ent->s.origin - inflictor_center).normalized();
// [Paril-KEX] use closest point on bbox to explosion position
// to spawn damage effect
T_Damage(ent, inflictor, attacker, dir, closest_point_to_box(inflictor_center, ent->absmin, ent->absmax), dir, (int) points, (int) points,
dflags | DAMAGE_RADIUS, mod);
}
}
}
}