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SERVER: Perform traces before explosives damaging entities or triggering Bouncing Betty
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2 changed files with 9 additions and 7 deletions
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@ -577,7 +577,7 @@ float(float min, float max, vector org1, vector org2, float radius) calculate_pr
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void(entity inflictor, entity attacker, float damage2, float mindamage, float radius) DamgageExplode =
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{
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float final_damage;
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float final_damage = 0;
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entity ent;
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float multi, r;
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@ -617,7 +617,6 @@ void(entity inflictor, entity attacker, float damage2, float mindamage, float ra
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final_damage /= radius;
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final_damage *= 60;
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}
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DamageHandler (ent, ent, final_damage, S_EXPLOSIVE);
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}
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// shake the camera on impact
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vector distance;
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@ -724,11 +723,11 @@ void(entity inflictor, entity attacker, float damage2, float mindamage, float ra
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if (final_damage / ent.health > 0.10 && ent.crawling != true && ent.classname != "ai_dog") {
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ent.crawling = 2;
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}
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if (final_damage > 0) {
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if (CanDamage (ent, inflictor))
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DamageHandler (ent, attacker, final_damage, S_EXPLOSIVE);
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}
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}
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if (final_damage > 0) {
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if (CanDamage (ent, inflictor))
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DamageHandler (ent, attacker, final_damage, S_EXPLOSIVE);
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}
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ent = ent.chain;
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}
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@ -56,6 +56,9 @@ void() Betty_Touch =
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// Additional sanity check -- don't activate because of us.
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if (other == self.owner || other.solid == SOLID_TRIGGER)
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return;
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// Don't activate if our center point can't even reach the enemy
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if (!CanDamage(other, self))
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return;
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// Next step is to rise!
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self.think = Betty_Rise;
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