mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-26 22:01:50 +00:00
96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
1541 lines
37 KiB
C
1541 lines
37 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// g_combat.c
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#include "g_local.h"
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/*
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============
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ScorePlum
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============
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*/
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void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
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gentity_t *plum;
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plum = G_TempEntity( origin, EV_SCOREPLUM );
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// only send this temp entity to a single client
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plum->r.svFlags |= SVF_SINGLECLIENT;
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plum->r.singleClient = ent->s.number;
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//
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plum->s.otherEntityNum = ent->s.number;
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plum->s.time = score;
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}
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/*
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============
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AddScore
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Adds score to both the client and his team
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============
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*/
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void AddScore( gentity_t *ent, vec3_t origin, int score ) {
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if ( !ent->client ) {
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return;
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}
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// no scoring during pre-match warmup
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if ( level.warmupTime ) {
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return;
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}
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// show score plum
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ScorePlum(ent, origin, score);
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//
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// STONELANCE
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// ent->client->ps.persistant[PERS_SCORE] += score;
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// if ( g_gametype.integer == GT_TEAM )
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// level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
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// if it is not a race or if the race has started
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if (!isRallyRace() || level.startRaceTime)
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ent->client->ps.persistant[PERS_SCORE] += score;
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if (g_gametype.integer >= GT_TEAM && g_gametype.integer != GT_CTF){
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if (!isRallyRace() || level.startRaceTime)
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level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
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}
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// END
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CalculateRanks();
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}
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/*
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=================
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TossClientItems
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Toss the weapon and powerups for the killed player
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=================
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*/
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void TossClientItems( gentity_t *self ) {
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gitem_t *item;
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int weapon;
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float angle;
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int i;
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gentity_t *drop;
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// drop the weapon if not a gauntlet or machinegun
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weapon = self->s.weapon;
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// make a special check to see if they are changing to a new
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// weapon that isn't the mg or gauntlet. Without this, a client
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// can pick up a weapon, be killed, and not drop the weapon because
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// their weapon change hasn't completed yet and they are still holding the MG.
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// STONELANCE
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/*
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if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
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if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
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weapon = self->client->pers.cmd.weapon;
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}
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if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
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weapon = WP_NONE;
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}
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}
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*/
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// if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
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if ( weapon >= WP_MACHINEGUN &&
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// END
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self->client->ps.ammo[ weapon ] ) {
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// find the item type for this weapon
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item = BG_FindItemForWeapon( weapon );
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// spawn the item
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Drop_Item( self, item, 0 );
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}
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// drop all the powerups if not in teamplay
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if ( g_gametype.integer != GT_TEAM ) {
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angle = 45;
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for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
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if ( self->client->ps.powerups[ i ] > level.time ) {
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item = BG_FindItemForPowerup( i );
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if ( !item ) {
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continue;
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}
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drop = Drop_Item( self, item, angle );
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// decide how many seconds it has left
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drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
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if ( drop->count < 1 ) {
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drop->count = 1;
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}
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angle += 45;
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}
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}
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}
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}
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#ifdef MISSIONPACK
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/*
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=================
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TossClientCubes
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=================
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*/
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extern gentity_t *neutralObelisk;
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void TossClientCubes( gentity_t *self ) {
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gitem_t *item;
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gentity_t *drop;
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vec3_t velocity;
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vec3_t angles;
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vec3_t origin;
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self->client->ps.generic1 = 0;
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// this should never happen but we should never
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// get the server to crash due to skull being spawned in
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if (!G_EntitiesFree()) {
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return;
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}
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if( self->client->sess.sessionTeam == TEAM_RED ) {
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item = BG_FindItem( "Red Cube" );
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}
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else {
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item = BG_FindItem( "Blue Cube" );
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}
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angles[YAW] = (float)(level.time % 360);
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angles[PITCH] = 0; // always forward
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angles[ROLL] = 0;
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AngleVectors( angles, velocity, NULL, NULL );
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VectorScale( velocity, 150, velocity );
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velocity[2] += 200 + crandom() * 50;
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if( neutralObelisk ) {
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VectorCopy( neutralObelisk->s.pos.trBase, origin );
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origin[2] += 44;
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} else {
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VectorClear( origin ) ;
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}
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drop = LaunchItem( item, origin, velocity );
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drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
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drop->think = G_FreeEntity;
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drop->spawnflags = self->client->sess.sessionTeam;
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}
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/*
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=================
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TossClientPersistantPowerups
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=================
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*/
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void TossClientPersistantPowerups( gentity_t *ent ) {
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gentity_t *powerup;
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if( !ent->client ) {
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return;
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}
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if( !ent->client->persistantPowerup ) {
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return;
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}
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powerup = ent->client->persistantPowerup;
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powerup->r.svFlags &= ~SVF_NOCLIENT;
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powerup->s.eFlags &= ~EF_NODRAW;
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powerup->r.contents = CONTENTS_TRIGGER;
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trap_LinkEntity( powerup );
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ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
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ent->client->persistantPowerup = NULL;
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}
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#endif
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/*
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==================
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LookAtKiller
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==================
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*/
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void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
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vec3_t dir;
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if ( attacker && attacker != self ) {
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VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
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} else if ( inflictor && inflictor != self ) {
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VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
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} else {
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self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
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return;
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}
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self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
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}
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/*
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==================
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GibEntity
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==================
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*/
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void GibEntity( gentity_t *self, int killer ) {
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gentity_t *ent;
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int i;
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//if this entity still has kamikaze
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if (self->s.eFlags & EF_KAMIKAZE) {
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// check if there is a kamikaze timer around for this owner
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for (i = 0; i < level.num_entities; i++) {
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ent = &g_entities[i];
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if (!ent->inuse)
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continue;
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if (ent->activator != self)
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continue;
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if (strcmp(ent->classname, "kamikaze timer"))
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continue;
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G_FreeEntity(ent);
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break;
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}
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}
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G_AddEvent( self, EV_GIB_PLAYER, killer );
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self->takedamage = qfalse;
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self->s.eType = ET_INVISIBLE;
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self->r.contents = 0;
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// STONELANCE
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if ( self->frontBounds ){
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G_FreeEntity( self->frontBounds );
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self->frontBounds = NULL;
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}
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if ( self->rearBounds ){
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G_FreeEntity( self->rearBounds );
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self->rearBounds = NULL;
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}
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/*
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if ( self->client ){
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for (i = 0; i < 4; i++){
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if ( self->client->carPoints[i] != NULL ){
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Com_Printf("Freeing carPoints during gib\n");
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G_FreeEntity( self->client->carPoints[i] );
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self->client->carPoints[i] = NULL;
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}
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}
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}
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*/
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// END
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}
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/*
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==================
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body_die
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==================
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*/
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void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
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if ( self->health > GIB_HEALTH ) {
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return;
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}
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if ( !g_blood.integer ) {
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self->health = GIB_HEALTH+1;
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return;
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}
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GibEntity( self, 0 );
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}
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// these are just for logging, the client prints its own messages
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char *modNames[] = {
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"MOD_UNKNOWN",
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"MOD_SHOTGUN",
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"MOD_GAUNTLET",
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"MOD_MACHINEGUN",
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"MOD_GRENADE",
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"MOD_GRENADE_SPLASH",
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"MOD_ROCKET",
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"MOD_ROCKET_SPLASH",
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"MOD_PLASMA",
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"MOD_PLASMA_SPLASH",
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// Q3Rally Code Start
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"MOD_FLAME_THROWER",
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// // Q3Rally Code End
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"MOD_RAILGUN",
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"MOD_LIGHTNING",
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"MOD_BFG",
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"MOD_BFG_SPLASH",
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"MOD_WATER",
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"MOD_SLIME",
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"MOD_LAVA",
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"MOD_CRUSH",
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"MOD_TELEFRAG",
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"MOD_FALLING",
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"MOD_SUICIDE",
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"MOD_TARGET_LASER",
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"MOD_TRIGGER_HURT",
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#ifdef MISSIONPACK
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"MOD_NAIL",
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"MOD_CHAINGUN",
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"MOD_PROXIMITY_MINE",
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"MOD_KAMIKAZE",
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"MOD_JUICED",
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#endif
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// Q3Rally Code Start
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"MOD_UPSIDEDOWN",
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"MOD_BO_SHOCKS",
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"MOD_CAR_COLLISION",
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"MOD_WORLD_COLLISION",
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"MOD_HIGH_FORCES",
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"MOD_MINE_SPLASH",
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"MOD_BIOHAZARD",
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"MOD_MINE",
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"MOD_POISON",
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"MOD_FIRE",
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"MOD_FLAME_THROWER",
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// Q3Rally Code END
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"MOD_GRAPPLE"
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};
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#ifdef MISSIONPACK
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/*
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==================
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Kamikaze_DeathActivate
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==================
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*/
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void Kamikaze_DeathActivate( gentity_t *ent ) {
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G_StartKamikaze(ent);
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G_FreeEntity(ent);
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}
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/*
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==================
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Kamikaze_DeathTimer
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==================
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*/
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void Kamikaze_DeathTimer( gentity_t *self ) {
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gentity_t *ent;
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ent = G_Spawn();
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ent->classname = "kamikaze timer";
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VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
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ent->r.svFlags |= SVF_NOCLIENT;
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ent->think = Kamikaze_DeathActivate;
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ent->nextthink = level.time + 5 * 1000;
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ent->activator = self;
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}
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#endif
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/*
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==================
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CheckAlmostCapture
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==================
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*/
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void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
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gentity_t *ent;
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vec3_t dir;
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char *classname;
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// if this player was carrying a flag
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if ( self->client->ps.powerups[PW_REDFLAG] ||
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self->client->ps.powerups[PW_BLUEFLAG] ||
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self->client->ps.powerups[PW_NEUTRALFLAG] ) {
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// get the goal flag this player should have been going for
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if ( g_gametype.integer == GT_CTF ) {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_CTF_blueflag";
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}
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else {
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classname = "team_CTF_redflag";
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}
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}
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else {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_CTF_redflag";
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}
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else {
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classname = "team_CTF_blueflag";
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}
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}
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ent = NULL;
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do
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{
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ent = G_Find(ent, FOFS(classname), classname);
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} while (ent && (ent->flags & FL_DROPPED_ITEM));
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// if we found the destination flag and it's not picked up
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if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
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// if the player was *very* close
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VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
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if ( VectorLength(dir) < 200 ) {
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self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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if ( attacker->client ) {
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attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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}
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}
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}
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}
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}
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/*
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==================
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CheckAlmostScored
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==================
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*/
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void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
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gentity_t *ent;
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vec3_t dir;
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char *classname;
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// if the player was carrying cubes
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if ( self->client->ps.generic1 ) {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_redobelisk";
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}
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else {
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classname = "team_blueobelisk";
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}
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ent = G_Find(NULL, FOFS(classname), classname);
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// if we found the destination obelisk
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if ( ent ) {
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// if the player was *very* close
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VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
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if ( VectorLength(dir) < 200 ) {
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self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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if ( attacker->client ) {
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attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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}
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}
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}
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}
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}
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|
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/*
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==================
|
|
player_die
|
|
==================
|
|
*/
|
|
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
|
|
gentity_t *ent;
|
|
// STONELANCE
|
|
// int anim;
|
|
// END
|
|
int contents;
|
|
int killer;
|
|
int i;
|
|
char *killerName, *obit;
|
|
|
|
if ( self->client->ps.pm_type == PM_DEAD ) {
|
|
return;
|
|
}
|
|
|
|
if ( level.intermissiontime ) {
|
|
return;
|
|
}
|
|
|
|
// check for an almost capture
|
|
CheckAlmostCapture( self, attacker );
|
|
// check for a player that almost brought in cubes
|
|
CheckAlmostScored( self, attacker );
|
|
|
|
// STONELANCE - no more hook
|
|
/*
|
|
if (self->client && self->client->hook)
|
|
Weapon_HookFree(self->client->hook);
|
|
#ifdef MISSIONPACK
|
|
if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
|
|
self->client->ps.eFlags &= ~EF_TICKING;
|
|
self->activator->think = G_FreeEntity;
|
|
self->activator->nextthink = level.time;
|
|
}
|
|
#endif
|
|
*/
|
|
// END
|
|
|
|
self->client->ps.pm_type = PM_DEAD;
|
|
|
|
// STONELANCE
|
|
if (g_gametype.integer == GT_DERBY && level.startRaceTime){
|
|
self->client->finishRaceTime = level.time;
|
|
trap_SendServerCommand( -1, va("raceFinishTime %i %i", self->s.number, self->client->finishRaceTime) );
|
|
}
|
|
// END
|
|
|
|
if ( attacker ) {
|
|
killer = attacker->s.number;
|
|
if ( attacker->client ) {
|
|
killerName = attacker->client->pers.netname;
|
|
} else {
|
|
killerName = "<non-client>";
|
|
}
|
|
} else {
|
|
killer = ENTITYNUM_WORLD;
|
|
killerName = "<world>";
|
|
}
|
|
|
|
if ( killer < 0 || killer >= MAX_CLIENTS ) {
|
|
killer = ENTITYNUM_WORLD;
|
|
killerName = "<world>";
|
|
}
|
|
|
|
if ( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) ) {
|
|
obit = "<bad obituary>";
|
|
} else {
|
|
obit = modNames[meansOfDeath];
|
|
}
|
|
|
|
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
|
|
killer, self->s.number, meansOfDeath, killerName,
|
|
self->client->pers.netname, obit );
|
|
|
|
// broadcast the death event to everyone
|
|
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
|
|
ent->s.eventParm = meansOfDeath;
|
|
ent->s.otherEntityNum = self->s.number;
|
|
ent->s.otherEntityNum2 = killer;
|
|
ent->r.svFlags = SVF_BROADCAST; // send to everyone
|
|
|
|
self->enemy = attacker;
|
|
|
|
self->client->ps.persistant[PERS_KILLED]++;
|
|
|
|
if (attacker && attacker->client) {
|
|
attacker->client->lastkilled_client = self->s.number;
|
|
|
|
if ( attacker == self || OnSameTeam (self, attacker ) ) {
|
|
AddScore( attacker, self->r.currentOrigin, -1 );
|
|
} else {
|
|
AddScore( attacker, self->r.currentOrigin, 1 );
|
|
|
|
if( meansOfDeath == MOD_GAUNTLET ) {
|
|
|
|
// play humiliation on player
|
|
attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
|
|
|
|
// add the sprite over the player's head
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
|
|
// also play humiliation on target
|
|
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
|
|
}
|
|
|
|
// check for two kills in a short amount of time
|
|
// if this is close enough to the last kill, give a reward sound
|
|
if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
|
|
// play excellent on player
|
|
attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
|
|
|
|
// add the sprite over the player's head
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
}
|
|
attacker->client->lastKillTime = level.time;
|
|
|
|
}
|
|
} else {
|
|
AddScore( self, self->r.currentOrigin, -1 );
|
|
}
|
|
|
|
// Add team bonuses
|
|
Team_FragBonuses(self, inflictor, attacker);
|
|
|
|
// if I committed suicide, the flag does not fall, it returns.
|
|
if (meansOfDeath == MOD_SUICIDE) {
|
|
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
|
|
Team_ReturnFlag( TEAM_FREE );
|
|
self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
|
|
}
|
|
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
|
|
Team_ReturnFlag( TEAM_RED );
|
|
self->client->ps.powerups[PW_REDFLAG] = 0;
|
|
}
|
|
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
|
|
Team_ReturnFlag( TEAM_BLUE );
|
|
self->client->ps.powerups[PW_BLUEFLAG] = 0;
|
|
}
|
|
}
|
|
|
|
TossClientItems( self );
|
|
#ifdef MISSIONPACK
|
|
TossClientPersistantPowerups( self );
|
|
if( g_gametype.integer == GT_HARVESTER ) {
|
|
TossClientCubes( self );
|
|
}
|
|
#endif
|
|
|
|
Cmd_Score_f( self ); // show scores
|
|
// send updated scores to any clients that are following this one,
|
|
// or they would get stale scoreboards
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
gclient_t *client;
|
|
|
|
client = &level.clients[i];
|
|
if ( client->pers.connected != CON_CONNECTED ) {
|
|
continue;
|
|
}
|
|
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
continue;
|
|
}
|
|
if ( client->sess.spectatorClient == self->s.number ) {
|
|
Cmd_Score_f( g_entities + i );
|
|
}
|
|
}
|
|
|
|
self->takedamage = qtrue; // can still be gibbed
|
|
|
|
self->s.weapon = WP_NONE;
|
|
self->s.powerups = 0;
|
|
self->r.contents = CONTENTS_CORPSE;
|
|
|
|
// STONELANCE
|
|
/*
|
|
if ( self->client->frontBounds != NULL )
|
|
self->client->frontBounds->r.contents = CONTENTS_CORPSE;
|
|
if ( self->client->rearBounds != NULL )
|
|
self->client->frontBounds->r.contents = CONTENTS_CORPSE;
|
|
|
|
self->s.angles[0] = 0;
|
|
self->s.angles[2] = 0;
|
|
*/
|
|
// END
|
|
LookAtKiller (self, inflictor, attacker);
|
|
|
|
// STONELANCE
|
|
// VectorCopy( self->s.angles, self->client->ps.viewangles );
|
|
// END
|
|
|
|
self->s.loopSound = 0;
|
|
|
|
self->r.maxs[2] = -8;
|
|
|
|
// don't allow respawn until the death anim is done
|
|
// g_forcerespawn may force spawning at some later time
|
|
self->client->respawnTime = level.time + 1700;
|
|
|
|
// remove powerups
|
|
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
|
|
|
|
// never gib in a nodrop
|
|
contents = trap_PointContents( self->r.currentOrigin, -1 );
|
|
|
|
if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
|
|
// gib death
|
|
GibEntity( self, killer );
|
|
} else {
|
|
// STONELANCE
|
|
/*
|
|
// normal death
|
|
static int i;
|
|
|
|
switch ( i ) {
|
|
case 0:
|
|
anim = BOTH_DEATH1;
|
|
break;
|
|
case 1:
|
|
anim = BOTH_DEATH2;
|
|
break;
|
|
case 2:
|
|
default:
|
|
anim = BOTH_DEATH3;
|
|
break;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
// for the no-blood option, we need to prevent the health
|
|
// from going to gib level
|
|
if ( self->health <= GIB_HEALTH ) {
|
|
self->health = GIB_HEALTH+1;
|
|
}
|
|
|
|
// STONELANCE
|
|
/*
|
|
self->client->ps.legsAnim =
|
|
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
|
|
self->client->ps.torsoAnim =
|
|
( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
|
|
*/
|
|
// END
|
|
|
|
G_AddEvent( self, EV_DEATH1 + i, killer );
|
|
|
|
// the body can still be gibbed
|
|
self->die = body_die;
|
|
|
|
// STONELANCE
|
|
/*
|
|
// globally cycle through the different death animations
|
|
i = ( i + 1 ) % 3;
|
|
*/
|
|
// END
|
|
|
|
#ifdef MISSIONPACK
|
|
if (self->s.eFlags & EF_KAMIKAZE) {
|
|
Kamikaze_DeathTimer( self );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
trap_LinkEntity (self);
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CheckArmor
|
|
================
|
|
*/
|
|
int CheckArmor (gentity_t *ent, int damage, int dflags)
|
|
{
|
|
gclient_t *client;
|
|
int save;
|
|
int count;
|
|
|
|
if (!damage)
|
|
return 0;
|
|
|
|
client = ent->client;
|
|
|
|
if (!client)
|
|
return 0;
|
|
|
|
if (dflags & DAMAGE_NO_ARMOR)
|
|
return 0;
|
|
|
|
// armor
|
|
count = client->ps.stats[STAT_ARMOR];
|
|
save = ceil( damage * ARMOR_PROTECTION );
|
|
if (save >= count)
|
|
save = count;
|
|
|
|
if (!save)
|
|
return 0;
|
|
|
|
client->ps.stats[STAT_ARMOR] -= save;
|
|
|
|
return save;
|
|
}
|
|
|
|
/*
|
|
================
|
|
RaySphereIntersections
|
|
================
|
|
*/
|
|
int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
|
|
float b, c, d, t;
|
|
|
|
// | origin - (point + t * dir) | = radius
|
|
// a = dir[0]^2 + dir[1]^2 + dir[2]^2;
|
|
// b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
|
|
// c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
|
|
|
|
// normalize dir so a = 1
|
|
VectorNormalize(dir);
|
|
b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
|
|
c = (point[0] - origin[0]) * (point[0] - origin[0]) +
|
|
(point[1] - origin[1]) * (point[1] - origin[1]) +
|
|
(point[2] - origin[2]) * (point[2] - origin[2]) -
|
|
radius * radius;
|
|
|
|
d = b * b - 4 * c;
|
|
if (d > 0) {
|
|
t = (- b + sqrt(d)) / 2;
|
|
VectorMA(point, t, dir, intersections[0]);
|
|
t = (- b - sqrt(d)) / 2;
|
|
VectorMA(point, t, dir, intersections[1]);
|
|
return 2;
|
|
}
|
|
else if (d == 0) {
|
|
t = (- b ) / 2;
|
|
VectorMA(point, t, dir, intersections[0]);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
================
|
|
G_InvulnerabilityEffect
|
|
================
|
|
*/
|
|
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
|
|
gentity_t *impact;
|
|
vec3_t intersections[2], vec;
|
|
int n;
|
|
|
|
if ( !targ->client ) {
|
|
return qfalse;
|
|
}
|
|
VectorCopy(dir, vec);
|
|
VectorInverse(vec);
|
|
// sphere model radius = 42 units
|
|
n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
|
|
if (n > 0) {
|
|
impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
|
|
VectorSubtract(intersections[0], targ->client->ps.origin, vec);
|
|
vectoangles(vec, impact->s.angles);
|
|
impact->s.angles[0] += 90;
|
|
if (impact->s.angles[0] > 360)
|
|
impact->s.angles[0] -= 360;
|
|
if ( impactpoint ) {
|
|
VectorCopy( intersections[0], impactpoint );
|
|
}
|
|
if ( bouncedir ) {
|
|
VectorCopy( vec, bouncedir );
|
|
VectorNormalize( bouncedir );
|
|
}
|
|
return qtrue;
|
|
}
|
|
else {
|
|
return qfalse;
|
|
}
|
|
}
|
|
#endif
|
|
/*
|
|
============
|
|
G_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 for knockback
|
|
point point at which the damage is being inflicted, used for headshots
|
|
damage amount of damage being inflicted
|
|
knockback force to be applied against targ as a result of the damage
|
|
|
|
inflictor, attacker, dir, and point can be NULL for environmental effects
|
|
|
|
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_NO_KNOCKBACK do not affect velocity, just view angles
|
|
DAMAGE_NO_PROTECTION kills godmode, armor, everything
|
|
============
|
|
*/
|
|
|
|
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|
vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
|
|
gclient_t *client;
|
|
int take;
|
|
int asave;
|
|
int knockback;
|
|
int max;
|
|
#ifdef MISSIONPACK
|
|
vec3_t bouncedir, impactpoint;
|
|
#endif
|
|
|
|
if (!targ->takedamage) {
|
|
return;
|
|
}
|
|
|
|
// the intermission has already been qualified for, so don't
|
|
// allow any extra scoring
|
|
if ( level.intermissionQueued ) {
|
|
return;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if ( targ->client && mod != MOD_JUICED) {
|
|
if ( targ->client->invulnerabilityTime > level.time) {
|
|
if ( dir && point ) {
|
|
G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
if ( !inflictor ) {
|
|
inflictor = &g_entities[ENTITYNUM_WORLD];
|
|
}
|
|
if ( !attacker ) {
|
|
attacker = &g_entities[ENTITYNUM_WORLD];
|
|
}
|
|
|
|
// shootable doors / buttons don't actually have any health
|
|
if ( targ->s.eType == ET_MOVER ) {
|
|
if ( targ->use && (targ->moverState == MOVER_POS1
|
|
|| targ->moverState == ROTATOR_POS1) ) {
|
|
targ->use( targ, inflictor, attacker );
|
|
} else if ( targ->use == NULL ) { // entity is a func_breakable
|
|
targ->health -= damage;
|
|
if (targ->health <= 0)
|
|
Break_Breakable (targ, attacker);
|
|
}
|
|
return;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
|
|
return;
|
|
}
|
|
#endif
|
|
// reduce damage by the attacker's handicap value
|
|
// unless they are rocket jumping
|
|
if ( attacker->client && attacker != targ ) {
|
|
max = attacker->client->ps.stats[STAT_MAX_HEALTH];
|
|
#ifdef MISSIONPACK
|
|
if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
|
|
max /= 2;
|
|
}
|
|
#endif
|
|
damage = damage * max / 100;
|
|
}
|
|
|
|
client = targ->client;
|
|
|
|
if ( client ) {
|
|
if ( client->noclip ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !dir ) {
|
|
dflags |= DAMAGE_NO_KNOCKBACK;
|
|
} else {
|
|
VectorNormalize(dir);
|
|
}
|
|
|
|
knockback = damage;
|
|
if ( knockback > 200 ) {
|
|
knockback = 200;
|
|
}
|
|
if ( targ->flags & FL_NO_KNOCKBACK ) {
|
|
knockback = 0;
|
|
}
|
|
if ( dflags & DAMAGE_NO_KNOCKBACK ) {
|
|
knockback = 0;
|
|
}
|
|
|
|
// figure momentum add, even if the damage won't be taken
|
|
if ( knockback && targ->client ) {
|
|
// STONELANCE
|
|
/*
|
|
vec3_t kvel;
|
|
float mass;
|
|
|
|
mass = 200;
|
|
|
|
VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
|
|
VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
|
|
|
|
// set the timer so that the other client can't cancel
|
|
// out the movement immediately
|
|
if ( !targ->client->ps.pm_time ) {
|
|
int t;
|
|
|
|
t = knockback * 2;
|
|
if ( t < 50 ) {
|
|
t = 50;
|
|
}
|
|
if ( t > 200 ) {
|
|
t = 200;
|
|
}
|
|
targ->client->ps.pm_time = t;
|
|
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
}
|
|
*/
|
|
vec3_t force;
|
|
// vec3_t delta;
|
|
|
|
VectorScale (dir, g_knockback.value * (float)knockback * 160, force);
|
|
|
|
if (!point || !VectorLength(point)){
|
|
// VectorSubtract(inflictor->r.currentOrigin, targ->client->car.sBody.r, delta);
|
|
PM_ApplyForce(&targ->client->car.sBody, force, inflictor->r.currentOrigin);
|
|
// Com_Printf("No Point, Applying %s of force to the car at %s\n", vtos(force), vtos(delta));
|
|
}
|
|
else {
|
|
// VectorSubtract(point, targ->client->car.sBody.r, delta);
|
|
PM_ApplyForce(&targ->client->car.sBody, force, point);
|
|
// Com_Printf("Point, Applying %s of force to the car at %s\n", vtos(force), vtos(delta));
|
|
}
|
|
// END
|
|
}
|
|
|
|
// check for completely getting out of the damage
|
|
if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
|
|
|
|
// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
|
|
// if the attacker was on the same team
|
|
#ifdef MISSIONPACK
|
|
if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker) ) {
|
|
#else
|
|
if ( targ != attacker && OnSameTeam (targ, attacker) ) {
|
|
#endif
|
|
if ( !g_friendlyFire.integer ) {
|
|
return;
|
|
}
|
|
}
|
|
#ifdef MISSIONPACK
|
|
if (mod == MOD_PROXIMITY_MINE) {
|
|
if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
|
|
return;
|
|
}
|
|
if (targ == attacker) {
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// check for godmode
|
|
if ( targ->flags & FL_GODMODE ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// battlesuit protects from all non-splash radius damage (but takes knockback)
|
|
if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
|
|
// STONELANCE
|
|
// G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
|
|
// if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
|
|
if ( !(dflags & DAMAGE_WEAPON) || ( mod == MOD_FALLING ) ) {
|
|
G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
|
|
// END
|
|
return;
|
|
}
|
|
// STONELANCE
|
|
// damage *= 0.5;
|
|
// END
|
|
}
|
|
|
|
// STONELANCE
|
|
if ( client && client->ps.powerups[PW_SHIELD] ) {
|
|
if ( ( dflags & DAMAGE_WEAPON ) ) {
|
|
G_AddEvent( targ, EV_POWERUP_SHIELD, 0 );
|
|
damage *= 0.5;
|
|
}
|
|
}
|
|
// END
|
|
|
|
// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
|
|
if ( attacker->client && client
|
|
&& targ != attacker && targ->health > 0
|
|
&& targ->s.eType != ET_MISSILE
|
|
&& targ->s.eType != ET_GENERAL) {
|
|
if ( OnSameTeam( targ, attacker ) ) {
|
|
attacker->client->ps.persistant[PERS_HITS]--;
|
|
} else {
|
|
attacker->client->ps.persistant[PERS_HITS]++;
|
|
}
|
|
attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]);
|
|
}
|
|
|
|
// always give half damage if hurting self
|
|
// calculated after knockback, so rocket jumping works
|
|
if ( targ == attacker) {
|
|
damage *= 0.5;
|
|
}
|
|
|
|
if ( damage < 1 ) {
|
|
damage = 1;
|
|
}
|
|
take = damage;
|
|
|
|
// save some from armor
|
|
asave = CheckArmor (targ, take, dflags);
|
|
take -= asave;
|
|
|
|
if ( g_debugDamage.integer ) {
|
|
G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
|
|
targ->health, take, asave );
|
|
}
|
|
|
|
// 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 ) {
|
|
if ( attacker ) {
|
|
client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
|
|
} else {
|
|
client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
|
|
}
|
|
client->damage_armor += asave;
|
|
client->damage_blood += take;
|
|
client->damage_knockback += knockback;
|
|
if ( dir ) {
|
|
VectorCopy ( dir, client->damage_from );
|
|
client->damage_fromWorld = qfalse;
|
|
} else {
|
|
VectorCopy ( targ->r.currentOrigin, client->damage_from );
|
|
client->damage_fromWorld = qtrue;
|
|
}
|
|
}
|
|
|
|
// See if it's the player hurting the emeny flag carrier
|
|
#ifdef MISSIONPACK
|
|
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
|
|
#else
|
|
if( g_gametype.integer == GT_CTF) {
|
|
#endif
|
|
Team_CheckHurtCarrier(targ, attacker);
|
|
}
|
|
|
|
if (targ->client) {
|
|
// set the last client who damaged the target
|
|
targ->client->lasthurt_client = attacker->s.number;
|
|
targ->client->lasthurt_mod = mod;
|
|
}
|
|
|
|
// do the damage
|
|
if (take) {
|
|
targ->health = targ->health - take;
|
|
if ( targ->client ) {
|
|
targ->client->ps.stats[STAT_HEALTH] = targ->health;
|
|
}
|
|
|
|
if ( targ->health <= 0 ) {
|
|
// STONELANCE
|
|
// if ( client )
|
|
if ( client ){
|
|
// END
|
|
targ->flags |= FL_NO_KNOCKBACK;
|
|
// STONELANCE
|
|
if (attacker->client && (targ->health + take) >= 0){
|
|
// only add damage done to kill client
|
|
targ->client->ps.stats[STAT_DAMAGE_TAKEN] += (targ->health + take);
|
|
attacker->client->ps.stats[STAT_DAMAGE_DEALT] += (targ->health + take);
|
|
}
|
|
}
|
|
// END
|
|
|
|
if (targ->health < -999)
|
|
targ->health = -999;
|
|
|
|
targ->enemy = attacker;
|
|
targ->die (targ, inflictor, attacker, take, mod);
|
|
return;
|
|
// STONELANCE
|
|
/*
|
|
} else if ( targ->pain ) {
|
|
targ->pain (targ, attacker, take);
|
|
}
|
|
*/
|
|
}
|
|
else {
|
|
if (targ->client && attacker->client){
|
|
targ->client->ps.stats[STAT_DAMAGE_TAKEN] += take;
|
|
attacker->client->ps.stats[STAT_DAMAGE_DEALT] += take;
|
|
}
|
|
if ( targ->pain )
|
|
targ->pain (targ, attacker, take);
|
|
}
|
|
// END
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
CanDamage
|
|
|
|
Returns qtrue if the inflictor can directly damage the target. Used for
|
|
explosions and melee attacks.
|
|
============
|
|
*/
|
|
qboolean CanDamage (gentity_t *targ, vec3_t origin) {
|
|
vec3_t dest;
|
|
trace_t tr;
|
|
vec3_t midpoint;
|
|
vec3_t offsetmins = {-15, -15, -15};
|
|
vec3_t offsetmaxs = {15, 15, 15};
|
|
|
|
// use the midpoint of the bounds instead of the origin, because
|
|
// bmodels may have their origin is 0,0,0
|
|
VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
|
|
VectorScale (midpoint, 0.5, midpoint);
|
|
|
|
VectorCopy(midpoint, dest);
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
|
|
return qtrue;
|
|
|
|
// this should probably check in the plane of projection,
|
|
// rather than in world coordinate
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmins[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmins[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmins[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmins[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
G_RadiusDamage
|
|
============
|
|
*/
|
|
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
|
|
gentity_t *ignore, int mod) {
|
|
float points, dist;
|
|
gentity_t *ent;
|
|
int entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
int i, e;
|
|
qboolean hitClient = qfalse;
|
|
// STONELANCE
|
|
vec3_t o;
|
|
float minDist;
|
|
// END
|
|
|
|
if ( radius < 1 ) {
|
|
radius = 1;
|
|
}
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
mins[i] = origin[i] - radius;
|
|
maxs[i] = origin[i] + radius;
|
|
}
|
|
|
|
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ ) {
|
|
ent = &g_entities[entityList[ e ]];
|
|
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->r.absmin[i] ) {
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
} else if ( origin[i] > ent->r.absmax[i] ) {
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
} else {
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
// STONELANCE
|
|
if (ent->client){
|
|
minDist = VectorLength( v );
|
|
|
|
if (ent->frontBounds){
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->frontBounds->r.absmin[i] )
|
|
o[i] = ent->frontBounds->r.absmin[i] - origin[i];
|
|
else if ( origin[i] > ent->frontBounds->r.absmax[i] )
|
|
o[i] = origin[i] - ent->frontBounds->r.absmax[i];
|
|
else
|
|
o[i] = 0;
|
|
}
|
|
}
|
|
|
|
dist = VectorLength( o );
|
|
if ( (minDist = min(dist, minDist)) == dist )
|
|
VectorCopy(o, v);
|
|
|
|
if (ent->rearBounds){
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->rearBounds->r.absmin[i] )
|
|
o[i] = ent->rearBounds->r.absmin[i] - origin[i];
|
|
else if ( origin[i] > ent->rearBounds->r.absmax[i] )
|
|
o[i] = origin[i] - ent->rearBounds->r.absmax[i];
|
|
else
|
|
o[i] = 0;
|
|
}
|
|
}
|
|
|
|
dist = VectorLength( o );
|
|
if ( (minDist = min(dist, minDist)) == dist )
|
|
VectorCopy(o, v);
|
|
}
|
|
// END
|
|
|
|
dist = VectorLength( v );
|
|
if ( dist >= radius ) {
|
|
continue;
|
|
}
|
|
|
|
points = damage * ( 1.0 - dist / radius );
|
|
|
|
if( CanDamage (ent, origin) ) {
|
|
if( LogAccuracyHit( ent, attacker ) ) {
|
|
hitClient = qtrue;
|
|
}
|
|
VectorSubtract (ent->r.currentOrigin, origin, dir);
|
|
// push the center of mass higher than the origin so players
|
|
// get knocked into the air more
|
|
// STONELANCE
|
|
VectorAdd(origin, v, o);
|
|
|
|
// VectorCopy(v, dir);
|
|
dir[2] += 16;
|
|
// Com_Printf("v %s, dir %s\n", vtos(v), vtos(dir));
|
|
// dir[2] += 24;
|
|
// G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
|
|
G_Damage (ent, NULL, attacker, dir, o, (int)points, DAMAGE_RADIUS | DAMAGE_WEAPON, mod);
|
|
// END
|
|
}
|
|
}
|
|
|
|
return hitClient;
|
|
}
|
|
|
|
|
|
// STONELANCE
|
|
/*
|
|
============
|
|
G_RadiusDamage_NoKnockBack
|
|
============
|
|
*/
|
|
qboolean G_RadiusDamage_NoKnockBack ( vec3_t origin, gentity_t *attacker, float damage, float radius,
|
|
gentity_t *ignore, int mod) {
|
|
float points, dist;
|
|
gentity_t *ent;
|
|
int entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
// vec3_t v;
|
|
// vec3_t dir;
|
|
int i, e;
|
|
qboolean hitClient = qfalse;
|
|
// vec3_t o;
|
|
// float minDist;
|
|
|
|
if ( radius < 1 ) {
|
|
radius = 1;
|
|
}
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
mins[i] = origin[i] - radius;
|
|
maxs[i] = origin[i] + radius;
|
|
}
|
|
|
|
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ ) {
|
|
ent = &g_entities[entityList[ e ]];
|
|
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
// if (ent->objectType == OT_BARREL)
|
|
// continue;
|
|
|
|
// find the distance from the edge of the bounding box
|
|
/*
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->r.absmin[i] ) {
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
} else if ( origin[i] > ent->r.absmax[i] ) {
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
} else {
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
if (ent->client){
|
|
minDist = VectorLength( v );
|
|
|
|
if (ent->frontBounds){
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->frontBounds->r.absmin[i] )
|
|
o[i] = ent->frontBounds->r.absmin[i] - origin[i];
|
|
else if ( origin[i] > ent->frontBounds->r.absmax[i] )
|
|
o[i] = origin[i] - ent->frontBounds->r.absmax[i];
|
|
else
|
|
o[i] = 0;
|
|
}
|
|
}
|
|
|
|
dist = VectorLength( o );
|
|
if ( (minDist = min(dist, minDist)) == dist )
|
|
VectorCopy(o, v);
|
|
|
|
if (ent->rearBounds){
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
if ( origin[i] < ent->rearBounds->r.absmin[i] )
|
|
o[i] = ent->rearBounds->r.absmin[i] - origin[i];
|
|
else if ( origin[i] > ent->rearBounds->r.absmax[i] )
|
|
o[i] = origin[i] - ent->rearBounds->r.absmax[i];
|
|
else
|
|
o[i] = 0;
|
|
}
|
|
}
|
|
|
|
dist = VectorLength( o );
|
|
if ( (minDist = min(dist, minDist)) == dist )
|
|
VectorCopy(o, v);
|
|
}
|
|
*/
|
|
|
|
// dist = VectorLength( v );
|
|
if (ent->client){
|
|
dist = Distance( ent->r.currentOrigin, origin ) - 0.707f * ( CAR_WIDTH + CAR_LENGTH ) / 2.0f;
|
|
}
|
|
else
|
|
{
|
|
dist = Distance( ent->r.currentOrigin, origin ) - 0.707f * ( ent->r.mins[0] + ent->r.mins[1] );
|
|
}
|
|
|
|
if ( dist >= radius ) {
|
|
continue;
|
|
}
|
|
|
|
points = damage * ( 1.0 - dist / radius );
|
|
|
|
if( CanDamage (ent, origin) ) {
|
|
G_Damage (ent, attacker, attacker->parent, NULL, origin, (int)points, DAMAGE_NO_KNOCKBACK | DAMAGE_RADIUS, mod);
|
|
}
|
|
}
|
|
|
|
return hitClient;
|
|
}
|
|
// END
|