/* server/clientfuncs.qc used for any sort of down, hit, etc that the player or entity experiences Copyright (C) 2021-2024 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ void (float achievement_id, optional entity who) GiveAchievement; void(entity client) LastStand_Begin; #define DMG_SCORE_HEADSHOT 100 // Death by Headshot #define DMG_SCORE_MELEE 130 // Death by Melee #define DMG_SCORE_UPPERTORSO 60 // Death by gunshot, upper torso. #define DMG_SCORE_LOWERTORSO 50 // Death by gunshot, lower torso. #define DMG_SCORE_GRENADE 50 // Death by Grenade. #define DMG_SCORE_EXPLOSIVE 60 // Death by Explosive Weapon. #define DMG_SCORE_TESLA 50 // Death by Tesla. #define DMG_SCORE_STDDAMAGE 10 // Standard Damage reward. void() Barrel_Hit; void() teddy_react; void() EndGame_Restart = { localcmd("restart"); } // Fade to black function, creates another think for restart void() EndGame_FadePrompt = { nzp_screenflash(self, SCREENFLASH_COLOR_BLACK, 6, SCREENFLASH_FADE_IN); #ifdef FTE self.think = EndGame_Restart; #else self.think = Soft_Restart; #endif // FTE self.nextthink = time + 5; } //Actual endgame function, all zombies die, music plays void() EndGame = { local entity oldself; local entity who; self.health = 0; self.origin = '0 0 0'; setorigin (self, self.origin); self.velocity = '0 0 0'; oldself = self; who = find(world,classname,"ai_zombie"); while(who != world) { if(who.health) { self = who; self.th_die(); self = oldself; } who = find(who,classname,"ai_zombie"); } self.think = EndGame_FadePrompt; self.nextthink = time + 28; } // when dead and other players exist and are alive, throw user into spectate mode void() startspectate = { if (!self.downed) return; if (self.beingrevived) { self.think = startspectate; self.nextthink = time + 0.1; return; } self.downedloop = 0; self.beingrevived = false; self.health = 100; self.weaponmodel = ""; self.weapon2model = ""; self.downed = 0; self.frame = 0; SpectatorSpawn(); } // searches for players that are alive given which clients have which playernumbers // Returns 1 if there IS someone in the world that's not downed float() PollPlayersAlive = { entity players = find(world, classname, "player"); while(players != world) { if (!players.downed) return 1; players = find(players, classname, "player"); } return 0; } // Endgamesetup -- think function for setting up the death of everyone void() EndGameSetup = { self.health = 10; self.think = EndGame; self.nextthink = time + 4; self.weapon = 0; self.currentammo = 0; self.currentmag = 0; self.weaponmodel = ""; self.weapon2model = ""; self.animend = SUB_Null; self.perks = 0; self.isspec = true; self.movetype = MOVETYPE_TOSS; if (!game_over) { Rounds_PlayTransition("sounds/music/end.wav"); NotifyGameEnd(); } game_over = true; Player_RemoveScore(self, self.points); Player_AddScore(self, self.score, false); return; } float() push_away_zombies; void () GetUp = { // Play Getting Up Animation PAnim_GetUp(); Player_SetStance(self, PLAYER_STANCE_STAND, false); // Bad hack: if we're crouching, just play some dummy crouchwalk frames. if (self.stance == PLAYER_STANCE_CROUCH) PAnim_CrouchWalk7(); self.health = 100; self.downedloop = 0; // used for death timing vs endgame self.downed = 0; self.classname = "player"; // Take away the ammo that was fired while in last stand. if (self.weapon != W_COLT) { if (self.weapon == self.weaponbk) { self.currentammobk -= self.teslacount; // Take from the mag if the reserve is empty now if (self.currentammobk < 0) { self.currentmagbk += self.currentammobk; self.currentammobk = 0; } } else if (self.weapon == self.weapons[1].weapon_id) { self.weapons[1].weapon_reserve -= self.teslacount; // Take from the mag if the reserve is empty now if (self.weapons[1].weapon_reserve < 0) { self.weapons[0].weapon_magazine += self.weapons[1].weapon_reserve; self.weapons[1].weapon_reserve = 0; } } } self.teslacount = 0; Weapon_AssignWeapon(0, self.weaponbk, self.currentmagbk, self.currentammobk); }; // poll checking whether to see if our revive invoke is active void(entity ent) CheckRevive = { if (self.invoke_revive) { GetUp(); DisableReviveIcon(self.playernum); self.invoke_revive = 0; self.firer = world; } } void(entity attacker, float d_style) DieHandler = { float t; t = random(); if (self.classname == "ai_zombie" || self.classname == "ai_dog") { self.th_die(); } if (attacker.classname == "player") { attacker.kills++; float points_earned = 0; switch(d_style) { case DMG_TYPE_HEADSHOT: points_earned = DMG_SCORE_HEADSHOT; attacker.headshots++; break; case DMG_TYPE_MELEE: points_earned = DMG_SCORE_MELEE; break; case DMG_TYPE_TESLA: points_earned = DMG_SCORE_GRENADE; break; case DMG_TYPE_FLAMETHROWER: points_earned = DMG_SCORE_GRENADE; // override their death sound (FIXME: make a new sound..) Sound_PlaySound(self, "sounds/pu/drop.wav", SOUND_TYPE_ZOMBIE_LOUD, SOUND_PRIORITY_PLAYALWAYS); break; case DMG_TYPE_GRENADE: points_earned = DMG_SCORE_GRENADE; break; case DMG_TYPE_EXPLOSIVE: points_earned = DMG_SCORE_EXPLOSIVE; break; case DMG_TYPE_LOWERTORSO: points_earned = DMG_SCORE_LOWERTORSO; break; case DMG_TYPE_UPPERTORSO: points_earned = DMG_SCORE_UPPERTORSO; break; default: if (cvar("developer")) bprint(PRINT_HIGH, "DieHandler: Received invalid style\n"); break; } Player_AddScore(attacker, points_earned, true); } } void(entity victim, entity attacker, float damage, float d_style) DamageHandler = { // don't do any attacking during nuke delay if (d_style == DMG_TYPE_ZOMBIESWIPE && nuke_powerup_active > time) return; entity old_self; if (victim.classname == "ai_zombie" || victim.classname == "ai_dog") { if (attacker.classname == "player" && (victim.health - damage) > 0 && d_style != DMG_TYPE_OTHER) { Player_AddScore(attacker, DMG_SCORE_STDDAMAGE, true); } victim.health = victim.health - damage; if (d_style == DMG_TYPE_EXPLOSIVE && damage != 0) { if (victim.health > 0 && victim.crawling == 2) { makeCrawler(victim); GiveAchievement(3, attacker); } } if (victim.health <= 0 || instakill_finished > time) { old_self = self; self = victim; DieHandler(attacker, d_style); self = old_self; } } else if (victim.classname == "player" && !victim.downed) { if (victim.flags & FL_GODMODE) { return; } // Abstinence Program victim.ach_tracker_abst = 1; victim.health -= damage; // Determine how long to wait before regenerating based on our Health ratio float ratio = victim.health / victim.max_health; // Badly hurt = longer delay. if (ratio <= 0.2) { victim.health_delay = time + 5; // We're really low, so let's regen REALLY slow. victim.health_was_very_low = true; } else { victim.health_delay = time + 2.4; } // shake the camera on impact vector distance; distance = attacker.angles - victim.angles; // just to prevent radical punchangles while(distance_x > 10 || distance_x < -10) { distance_x /= 2; } while(distance_y > 10 || distance_y < -10) { distance_y /= 2; } // apply victim.punchangle_x = distance_x; victim.punchangle_y = distance_y; // Play pain noise if this isn't done by an electric barrier. if (d_style != DMG_TYPE_ELECTRICTRAP) { Sound_PlaySound(victim, "sounds/player/pain4.wav", SOUND_TYPE_PLAYER_VOICE, SOUND_PRIORITY_PLAYALWAYS); } else { Sound_PlaySound(victim, "sounds/machines/elec_shock.wav", SOUND_TYPE_PLAYER_VOICE, SOUND_PRIORITY_PLAYALWAYS); } if (victim.sprinting) { old_self = self; self = victim; W_SprintStop(); self = old_self; } victim.sprint_delay = time + 0.75; // Was 20 for.. some reason. if (victim.health <= 1) { LastStand_Begin(victim); } } } /* ============ CanDamage Returns true if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ float(entity targ, entity inflictor) CanDamage = { if (targ.flags == FL_GODMODE) return FALSE; // 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; }; float(float min, float max, vector org1, vector org2, float radius) calculate_proximity_value = { float proximity_value; float distance = fabs(vlen(org1 - org2)); if (distance <= radius) { float normalized_distance = distance / radius; proximity_value = min + (max - min) * (1 - normalized_distance); } else { proximity_value = min; } return proximity_value; }; void(entity inflictor, entity attacker, float damage2, float mindamage, float radius) DamgageExplode = { float final_damage = 0; float damage_style = 0; entity ent; float multi, r; ent = findradius(inflictor.origin, radius); while (ent != world) { if(ent.classname == "player") { if (ent.perks & P_FLOP) // PhD Flopper makes us immune to any explosive damage final_damage = 0; else if (inflictor.classname == "betty") // Self-inflicted betties don't do damage either. final_damage = 0; else if (inflictor.owner != ent) // we don't want OUR explosives to harm other players.. final_damage = 0; else { final_damage = (radius - vlen(inflictor.origin - ent.origin))*1.5; if(final_damage < 0) { ent = ent.chain; continue; } if (final_damage > radius * 0.75) final_damage = 100; if (final_damage < other.health) { Player_AddScore(self, DMG_SCORE_STDDAMAGE, false); } else if (final_damage > other.health) { Player_AddScore(self, DMG_SCORE_STDDAMAGE, false); } else { final_damage /= radius; final_damage *= 60; } // inflicting damage from an explosive introduces a delay before // player can sprint again. ent.sprint_delay = time + 3; } // shake the camera on impact vector distance; distance = inflictor.angles - ent.angles; // just to prevent radical punchangles while(distance_x > 10 || distance_x < -10) { distance_x /= 2; } while(distance_y > 10 || distance_y < -10) { distance_y /= 2; } // Give a heavy rumble for feedback of being in explosion vicinity. nzp_rumble(ent, 1400, 2000, 200); // apply ent.punchangle_x = distance_x; ent.punchangle_y = distance_y; } else if (ent.classname == "explosive_barrel") { final_damage = radius - vlen(inflictor.origin - ent.origin); final_damage *= 4; if (final_damage < 0) { ent = ent.chain; continue; } ent.health -= final_damage; entity oldself; oldself = self; self = ent; Barrel_Hit(); self = oldself; } else if (ent.classname == "teddy_spawn") { entity oldself2; oldself2 = self; self = ent; teddy_react(); self = oldself2; } else if (ent.takedamage && ent.classname != "ai_zombie_head" && ent.classname != "ai_zombie_larm" && ent.classname != "ai_zombie_rarm") { if (mapname == "ndu" && ent.classname == "ai_zombie" && inflictor.classname == "explosive_barrel") { ach_tracker_barr++; if (ach_tracker_barr >= 15) { GiveAchievement(13); } } // cypress -- accurate explosive damage // cod likes to override the damage to ai with // explosives (yay!). if (inflictor.classname == "grenade") { // grenades follow the logic of (rounds + (rand 150-500)) // rounds is basically meaningless though.. wtf? final_damage = rounds + rint(random() * 350) + 150; damage_style = DMG_TYPE_GRENADE; } else if (inflictor.classname == "projectile_grenade") { // projectile-based grenades (mustang & sally) seem to do // more damage than standard grenades. // (rounds + (rand 1200-5000)) final_damage = rounds + rint(random() * 3800) + 1200; damage_style = DMG_TYPE_EXPLOSIVE; } else if (inflictor.classname == "rocket") { // rockets were kinda tricky to figure out, this is as close // as i can get and i'm not super confident.. // (rounds * (rand 0-100) * weapon_damage/500). final_damage = (rounds * rint(random() * 100)) * damage2/500; damage_style = DMG_TYPE_EXPLOSIVE; } else if (inflictor.classname == "projectile_raybeam") { //final_damage = calculate_proximity_value(mindamage, damage2, inflictor.origin, ent.origin, radius); //bprint(PRINT_HIGH, strcat("damage: ", ftos(final_damage), "\n")); final_damage = damage2; damage_style = DMG_TYPE_GRENADE; } else if (inflictor.classname == "player") { // phd flopper. final_damage = calculate_proximity_value(mindamage, damage2, inflictor.origin, ent.origin, radius); damage_style = DMG_TYPE_GRENADE; } else { r = rounds; multi = 1.07; while(r > 0) { multi *= 1.05; r --; } if (mindamage == 75) { final_damage = (200 * multi) + 185; } else { final_damage = (mindamage + damage2)/2; } } // to decide if this should make a crawler, check if we've done 10% or more damage if (final_damage / ent.health > 0.10 && ent.crawling != true && ent.classname != "ai_dog") { ent.crawling = 2; } } if (final_damage > 0) { if (CanDamage (ent, inflictor)) DamageHandler (ent, attacker, final_damage, damage_style); } ent = ent.chain; } };