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SERVER: Clean up Flamethrower Logic
Streamlines Flamethrower contact code to be faster/simpler as well as do some damage so Insta-Kill activates on time.
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parent
aaca254c03
commit
bc2aec1a96
4 changed files with 51 additions and 26 deletions
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@ -400,7 +400,7 @@ void() Zombie_Think = //called every frame for zombies
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Effect_Fire(self.origin);
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if (self.ltime < time && self.onfire){
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DamageHandler(self, self.firer, 300, S_NORMAL);
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DamageHandler(self, self.firer, 300, S_FLAME);
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self.ltime = time + 2;
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if (self.fire_timeout < time)
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@ -426,16 +426,27 @@ void(entity attacker, float d_style) DieHandler =
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if (attacker.classname == "player") {
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attacker.kills++;
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if (d_style == S_HEADSHOT) {
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switch(d_style) {
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case S_HEADSHOT:
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addmoney(attacker, 100, true);
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attacker.headshots++;
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} else if (d_style == S_NORMAL) {
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addmoney(attacker, 60, true);
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}
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else if (d_style == S_KNIFE){
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break;
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case S_KNIFE:
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addmoney(attacker, 130, true);
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} else if (d_style == S_TESLA) {
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break;
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case S_TESLA:
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addmoney(attacker, 50, true);
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break;
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case S_FLAME:
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addmoney(attacker, 50, true);
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// override their death sound (FIXME: make a new sound..)
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sound(self, CHAN_BODY, "sounds/pu/drop.wav", 1, ATTN_NORM);
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break;
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default:
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addmoney(attacker, 60, true);
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break;
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}
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}
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}
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@ -63,25 +63,38 @@ void(vector org, entity whodunit) Flame_Linger =
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//
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void() Flame_Touch =
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{
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if (other == world) {
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entity target = other;
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// Flame hit a BSP object, so persist/linger to wait for a catch.
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if (target == world) {
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Flame_Linger(self.origin, self);
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remove(self);
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} else {
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if (other.onfire || other.owner.onfire)
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return;
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if (other.classname == "ai_zombie_head" || other.classname == "ai_zombie_larm"
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|| other.classname == "ai_zombie_rarm") {
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other.owner.onfire = true;
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other.owner.ltime = time + 2;
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other.owner.fire_timeout = time + 10;
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addmoney(self.owner, 10, true);
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} else if (other.classname == "ai_zombie" || other.classname == "ai_dog") {
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other.onfire = true;
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other.firer = self.owner;
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other.ltime = time + 2;
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other.fire_timeout = time + 10;
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addmoney(self.owner, 10, true);
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}
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// Some other entity
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else {
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// Only impact monsters (this also serves as a limb skip :D)
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if (!(target.flags & FL_MONSTER))
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return;
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// Guard this stuff behind first-light
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if (!target.onfire) {
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// They're ours
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target.firer = self.owner;
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// Initialize next-light (this is done to make sure we arent
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// doing intense fire damage right away)
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target.ltime = time + 2;
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// Start the Fire Effect
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Effect_Fire(target.origin);
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// Only do 1 damage to trigger insta-kill damage.
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DamageHandler(target, target.firer, 1, S_FLAME);
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}
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// Set the monster alight
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target.onfire = true;
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target.fire_timeout = time + 10;
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}
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}
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@ -268,6 +268,7 @@ float map_compatibility_mode;
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#define S_EXPLOSIVE 5
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#define S_ZAPPER 6
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#define S_TESLA 7
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#define S_FLAME 8
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//Perk types
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#define P_JUG 1
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