mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 12:01:25 +00:00
4e1e456ad0
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1859 fc73d0e0-1445-4013-8a0c-d673dee63da5
633 lines
14 KiB
C++
633 lines
14 KiB
C++
|
|
void() T_MissileTouch;
|
|
void() info_player_start;
|
|
void(entity targ, entity attacker) ClientObituary;
|
|
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
|
|
|
|
void() monster_death_use;
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
============
|
|
CanDamage
|
|
|
|
Returns true if the inflictor can directly damage the target. Used for
|
|
explosions and melee attacks.
|
|
============
|
|
*/
|
|
float(entity targ, entity inflictor) CanDamage =
|
|
{
|
|
// bmodels need special checking because their origin is 0,0,0
|
|
if (targ.movetype == MOVETYPE_PUSH)
|
|
{
|
|
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
|
|
if (trace_fraction == 1)
|
|
return TRUE;
|
|
if (trace_ent == targ)
|
|
return TRUE;
|
|
return FALSE;
|
|
}
|
|
|
|
traceline(inflictor.origin, targ.origin, TRUE, self);
|
|
if (trace_fraction == 1)
|
|
return TRUE;
|
|
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
|
|
if (trace_fraction == 1)
|
|
return TRUE;
|
|
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
|
|
if (trace_fraction == 1)
|
|
return TRUE;
|
|
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
|
|
if (trace_fraction == 1)
|
|
return TRUE;
|
|
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
|
|
if (trace_fraction == 1)
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
Killed
|
|
============
|
|
*/
|
|
void(entity targ, entity attacker) Killed =
|
|
{
|
|
local entity oself;
|
|
|
|
oself = self;
|
|
self = targ;
|
|
|
|
if (self.health < -99)
|
|
self.health = -99; // don't let sbar look bad if a player
|
|
|
|
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
|
|
{ // doors, triggers, etc
|
|
self.th_die ();
|
|
self = oself;
|
|
return;
|
|
}
|
|
|
|
self.enemy = attacker;
|
|
|
|
targ.grab = 0;
|
|
targ.equipment_slot = 0; //turn off stealth-boys, climbing gear, etc
|
|
|
|
// bump the monster counter
|
|
if (self.flags & FL_MONSTER)
|
|
{
|
|
killed_monsters = killed_monsters + 1;
|
|
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
|
|
}
|
|
|
|
ClientObituary(self, attacker);
|
|
|
|
if (self.classname == "player") //so dead players can spectate
|
|
{
|
|
self.ghost = 1;
|
|
self.flags = self.flags | FL_FINDABLE_NONSOLID; //so tracelines can find them
|
|
}
|
|
|
|
self.takedamage = DAMAGE_NO;
|
|
self.touch = SUB_Null;
|
|
self.effects = 0;
|
|
|
|
monster_death_use();
|
|
|
|
self.th_die ();
|
|
|
|
self = oself;
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
T_Damage
|
|
|
|
The damage is coming from inflictor, but get mad at attacker
|
|
This should be the only function that ever reduces health.
|
|
============
|
|
*/
|
|
|
|
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
|
|
{
|
|
local entity oldself;
|
|
local float save;
|
|
local float take, severity, helm;
|
|
local string attackerteam, targteam;
|
|
|
|
|
|
if (!targ.takedamage)
|
|
return;
|
|
|
|
// used by buttons and triggers to set activator for target firing
|
|
damage_attacker = attacker;
|
|
|
|
|
|
// check for quad damage powerup on the attacker
|
|
if (attacker.super_damage_finished > time && inflictor.classname != "door")
|
|
if (deathmatch == 4)
|
|
damage = damage * 8;
|
|
else
|
|
damage = damage * 4;
|
|
|
|
if (attacker.critical == 3)//attacker scored a headshot/critical
|
|
{
|
|
if (attacker.critical == 3)
|
|
{
|
|
severity = 0 + random()*20;
|
|
if (attacker.perk == 7)
|
|
severity = severity + 4;
|
|
|
|
if (attacker.class == 3)
|
|
severity = severity + 2;
|
|
|
|
if (severity >= 19)
|
|
damage = (damage * 5);
|
|
else if (severity >= 14)
|
|
damage = (damage * 4);
|
|
else
|
|
damage = (damage * 3);
|
|
|
|
helm = targ.armortype;
|
|
if (targ.helmet == 0)
|
|
{
|
|
sound (targ, CHAN_BODY, "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);
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
save = ceil(targ.armortype*damage);
|
|
if (save >= targ.armorvalue)
|
|
{
|
|
save = targ.armorvalue;
|
|
/* targ.armortype = 0; // lost all armor
|
|
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
|
|
*/
|
|
}
|
|
|
|
|
|
take = ceil(damage-save);
|
|
|
|
// 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_SHIRT:
|
|
take -= 1;
|
|
break;
|
|
case IID_ARM_LEATHER:
|
|
take -= 2;
|
|
break;
|
|
case IID_ARM_KEVLAR:
|
|
take -= 3;
|
|
break;
|
|
case IID_ARM_METAL:
|
|
take -= 4;
|
|
break;
|
|
case IID_ARM_COMBAT:
|
|
take -= 5;
|
|
break;
|
|
case IID_ARM_BROTHERHOOD:
|
|
take -= 6;
|
|
break;
|
|
case IID_ARM_FORCE:
|
|
take -= 7;
|
|
break;
|
|
case IID_ARM_LPOWER:
|
|
take -= 8;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
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 other damage function.
|
|
|
|
============
|
|
*/
|
|
|
|
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;
|
|
|
|
// used by buttons and triggers to set activator for target firing
|
|
damage_attacker = attacker;
|
|
|
|
|
|
// check for quad damage powerup on the attacker
|
|
if (attacker.super_damage_finished > time && inflictor.classname != "door")
|
|
if (deathmatch == 4)
|
|
damage = damage * 8;
|
|
else
|
|
damage = damage * 4;
|
|
|
|
if (attacker.critical == 3)//attacker scored a headshot/critical
|
|
{
|
|
if (attacker.critical == 3)
|
|
{
|
|
severity = 0 + random()*20;
|
|
if (attacker.perk == 7)
|
|
severity = severity + 4;
|
|
|
|
if (attacker.class == 3)
|
|
severity = severity + 2;
|
|
|
|
if (severity >= 19)
|
|
damage = (damage * 3.0);
|
|
else if (severity >= 14)
|
|
damage = (damage * 2.5);
|
|
else
|
|
damage = (damage * 2.0);
|
|
|
|
helm = targ.armortype;
|
|
if (targ.helmet == 0)
|
|
{
|
|
sound (targ, CHAN_BODY, "player/headshot.wav", 1, ATTN_NORM);
|
|
helm = 0;
|
|
}
|
|
if (targ.helmet == AS_STRAIGHT)
|
|
{
|
|
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
|
|
helm = 0.10;
|
|
}
|
|
if (targ.helmet == AS_SLIDING)
|
|
{
|
|
sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
|
|
helm = 0.15;
|
|
}
|
|
|
|
damage = (damage - (damage * helm));
|
|
|
|
makevectors (targ.v_angle);
|
|
}
|
|
}
|
|
|
|
if (random()*4<=1)
|
|
sound (targ, CHAN_BODY, 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;
|
|
|
|
|
|
// 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_BROTHERHOOD:
|
|
take -= 1;
|
|
break;
|
|
case IID_ARM_FORCE:
|
|
take -= 2;
|
|
break;
|
|
case IID_ARM_LPOWER:
|
|
take -= 3;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
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;
|
|
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 = 0.5*vlen (inflictor.origin - org);
|
|
if (points < 0)
|
|
points = 0;
|
|
points = damage - points;
|
|
|
|
if (head == attacker)
|
|
points = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (head, inflictor))
|
|
{
|
|
head.deathtype = dtype;
|
|
T_Damage (head, inflictor, attacker, points);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
};
|
|
|