/* SERVER 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; }; void (entity targ, entity attacker) ClientObituary; 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; // bump the monster counter if (self.flags & FL_MONSTER) { killed_monsters = killed_monsters + 1; WriteByte (MSG_ALL, SVC_KILLEDMONSTER); } ClientObituary (self, attacker); self.takedamage = DAMAGE_NO; self.touch = SUB_Null; self.effects = 0; /* SERVER 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, take; local string attackerteam, targteam; local vector dir; 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 *= 8; else damage *= 4; // 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 &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3); } targ.armorvalue = targ.armorvalue - save; 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 += take; 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 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_army")) { if (self.enemy.classname == "player") self.oldenemy = self.enemy; self.enemy = attacker; FoundTarget (); } } } */ if (self.th_pain) self.th_pain (attacker, take); self = oldself; }; void (entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage = { local entity head; local float points; 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 *= 0.5; if (points > 0) { if (CanDamage (head, inflictor)) { head.deathtype = dtype; T_Damage (head, inflictor, attacker, points); } } } } head = head.chain; } }; void (entity attacker, float damage) T_BeamDamage = { local entity head; local float points; 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 *= 0.5; if (points > 0) { if (CanDamage (head, attacker)) T_Damage (head, attacker, attacker, points); } } head = head.chain; } };