951 lines
22 KiB
C++
951 lines
22 KiB
C++
/*
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* $Header: /H3/game/HCode/damage.hc 153 10/07/97 12:59p Mgummelt $
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*/
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void() T_MissileTouch;
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void() info_player_start;
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void necromancer_sphere(entity ent);
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void crusader_sphere(entity ent);
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void() monster_death_use;
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void()player_pain;
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void()PlayerDie;
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void MonsterDropStuff(void);
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void Use_TeleportCoin(void);
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void UseInvincibility(void);
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void Use_TomeofPower(void);
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void use_super_healthboost();
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float ClassArmorProtection[16] =
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{
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// Paladin Armor Protection
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.05, // AMULET
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.10, // BRACERS
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.25, // BREASTPLATE
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.15, // HELMET
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// Crusader Armor Protection
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.15, // AMULET
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.05, // BRACER
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.10, // BREASTPLATE
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.25, // HELMET
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// Necromancer Armor Protection
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.25, // AMULET
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.15, // BRACER
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.05, // BREASTPLATE
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.10, // HELMET
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// Assassin Armor Protection
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.10, // AMULET
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.15, // BRACER
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.25, // BREASTPLATE
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.05 // HELMET
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};
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//============================================================================
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/*
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============
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CanDamage
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Returns true if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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============
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*/
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float(entity targ, entity inflictor) CanDamage =
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{
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// bmodels need special checking because their origin is 0,0,0
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vector inflictor_org,targ_org,ofs;
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float targ_rad,loop_cnt;
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if(inflictor.flags2&FL_ALIVE)
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inflictor_org = inflictor.origin+inflictor.proj_ofs;
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else
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inflictor_org = (inflictor.absmin+inflictor.absmax)*0.5;
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targ_org=(targ.absmin+targ.absmax)*0.5;
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// targ_rad=targ.maxs_x;
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targ_rad=15;
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if (targ.movetype == MOVETYPE_PUSH)
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{
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traceline(inflictor_org, targ_org, TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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if (trace_ent == targ)
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return TRUE;
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return FALSE;
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}
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ofs='0 0 0';
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loop_cnt=5;
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while(loop_cnt)
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{
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if(loop_cnt!=5)
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{
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if(loop_cnt<3)
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ofs_x=targ_rad*-1;
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else
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ofs_x=targ_rad;
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if(loop_cnt==3||loop_cnt==2)
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ofs_y=targ_rad*-1;
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else
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ofs_y=targ_rad;
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}
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traceline(inflictor_org, targ_org + ofs, TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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loop_cnt-=1;
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}
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// dprintv("Can't damage from %s",inflictor_org);
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// dprintv(" to %s\n",targ_org);
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return FALSE;
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};
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entity FindExpLeader()
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{
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entity lastent, leader;
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float top_exp;
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lastent=nextent(world);
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num_players=0;
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while(lastent)
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{
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if(lastent.classname=="player")
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{
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num_players+=1;
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if(lastent.experience>top_exp)
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{
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leader=lastent;
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top_exp=leader.experience;
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}
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}
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lastent=find(lastent,classname,"player");
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}
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return leader;
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}
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float Pal_DivineIntervention(void)
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{
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float chance;
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if (self.level < 6)
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return(FALSE);
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chance = self.level * .02;
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if (chance > .20)
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chance = .20;
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if (chance < random())
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return(FALSE);
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centerprint (self,"Your God has saved your mortal body!");
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self.health = self.max_health;
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self.cnt_teleport += 1;
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Use_TeleportCoin();
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self.cnt_invincibility += 1;
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UseInvincibility ();
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self.invincible_time = time + 5;
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self.cnt_tome += 1;
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Use_TomeofPower ();
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self.artifact_active(+)ARTFLAG_DIVINE_INTERVENTION;
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self.divine_time = time + HX_FRAME_TIME;
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sound (self, CHAN_BODY, "paladin/devine.wav", 1, ATTN_NORM);
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return(TRUE);
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}
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/*
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============
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Killed
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============
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*/
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void(entity targ, entity attacker, entity inflictor) Killed =
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{
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entity oself;
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float exp_bonus;
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oself = self;
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self = targ;
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if(!self.flags2&FL_ALIVE)
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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if(self.th_die)
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self.th_die();
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self=oself;
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return;
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}
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self.flags2(-)FL_ALIVE;
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self.touch = self.th_pain = SUB_Null;
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if (attacker.classname == "player")
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{
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if ((attacker.playerclass==CLASS_NECROMANCER) && (attacker.level >= 3))
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{
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if ((targ.flags & FL_MONSTER) || (targ.flags & FL_CLIENT))
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necromancer_sphere (attacker);
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}
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else if ((attacker.playerclass==CLASS_CRUSADER) && (attacker.level >= 3))
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{
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if ((targ.flags & FL_MONSTER) || (targ.flags & FL_CLIENT))
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crusader_sphere (attacker);
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}
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}
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//Check for decapitation death
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self.movedir='0 0 0';
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if(self.model!="models/sheep.mdl"&&self.deathtype!="teledeath"&&self.deathtype!="teledeath2"&&self.deathtype!="teledeath3"&&self.deathtype != "teledeath4")
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if
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(inflictor.classname=="ax_blade"||
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(inflictor.classname=="player"&&
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(
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(attacker.playerclass==CLASS_ASSASSIN&&attacker.weapon==IT_WEAPON1)||
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(attacker.playerclass==CLASS_PALADIN&&attacker.weapon!=IT_WEAPON4)||
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(attacker.playerclass==CLASS_NECROMANCER&&attacker.weapon==IT_WEAPON1)
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)
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)
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)
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if(random()<0.3||self.classname=="monster_medusa")
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self.decap=2;
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else
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self.decap=TRUE;
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else if(inflictor.classname!="player"&&vlen(inflictor.origin-self.origin+self.view_ofs)<=17&&self.health>=-40&&self.health<-10)
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if(random()<0.4)
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{
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self.movedir=normalize(self.origin+self.view_ofs-inflictor.origin);
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self.decap=2;
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}
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if(self.skin==GLOBAL_SKIN_STONE||self.frozen>0)
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{ //Frozen or stoned
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if(self.classname!="player")
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self.th_die=shatter;
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thinktime self : 0;
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self.attack_finished=time;
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self.pausetime=time;
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self.teleport_time=time;
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if(self.frozen>0)
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self.deathtype="ice shatter";
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else if(self.skin==GLOBAL_SKIN_STONE)
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self.deathtype="stone crumble";
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}
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if (self.classname == "player")
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ClientObituary(self, attacker, inflictor);
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if(attacker.deadflag<DEAD_DYING)
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{
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if(attacker.model=="models/sheep.mdl"&&attacker.flags&FL_CLIENT)
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{//3000 exp bonus for killing as sheep.
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sound (attacker, CHAN_BODY, "misc/comm.wav", 1, ATTN_NORM);
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centerprint(attacker,"Sheep kill BONUS!!!\n");
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exp_bonus=3000;
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}
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if(deathmatch)
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{
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entity lastleader;
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if(self.classname=="player")
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self.experience_value=(self.level*800 - 500)*exp_mult;//Exp gained is (level*800 - 500) * exp_mult
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if(attacker.flags&FL_CLIENT)
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{
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attacker.level_frags+=self.level;//Level frags
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lastleader=FindExpLeader();//Find King of the Hill
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if(lastleader==targ&&attacker!=targ)//Killed King
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{
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sound (world, CHAN_BODY, "misc/comm.wav", 1, ATTN_NONE);
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bprint(attacker.netname);
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bprint(" took out the King of the Hill (");
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bprint(targ.netname);
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bprint(")!!!\n");
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if(num_players>2)//Only give bonus if more than 2 players
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targ.experience_value+=500*num_players - 2; //Give an extra 500* num players,you beat others to the kill
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}
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if((self.classname=="player"&&attacker.classname=="player"&&teamplay&&attacker.team==self.team)||attacker==targ)
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drop_level(attacker,1);//Killed someone on your team, or killed self, lose a level, get no exp
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else
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{
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if(attacker.level<targ.level)
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drop_level(targ,1); //If killed by a lower level player, lose 1 level
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if(attacker!=self.controller)//No credit for killing your imp!
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AwardExperience(attacker,self,self.experience_value+exp_bonus);
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}
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if(FindExpLeader()!=lastleader)
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{//Tell everyone if the king of the hill has changed
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sound (world, CHAN_BODY, "misc/comm.wav", 1, ATTN_NONE);
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bprint(attacker.netname);
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bprint(" is the NEW King of the Hill!\n");
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}
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}
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}
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else if(self.classname=="player"&&attacker.classname=="player"&&(coop||teamplay&&attacker.team==self.team))
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drop_level(attacker,1); //Killed friend in coop, lose a level
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else if(attacker.flags&FL_CLIENT&&attacker!=self.controller&&(self.monsterclass<CLASS_BOSS||self.classname=="obj_chaos_orb"))//Bosses award Exp themselves, to all players in coop
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AwardExperience(attacker,self,self.experience_value+exp_bonus);
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}
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self.enemy = attacker;
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// bump the monster counter
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if (self.flags & FL_MONSTER)
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{
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MonsterDropStuff();
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killed_monsters = killed_monsters + 1;
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WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
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monster_death_use();
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pitch_roll_for_slope('0 0 0');
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}
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else if(self.target)
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SUB_UseTargets();
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self.th_stand=self.th_walk=self.th_run=self.th_pain=self.oldthink=self.think=self.th_melee=self.th_missile=SUB_Null;
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if(pointcontents(self.origin+self.view_ofs)==CONTENT_WATER)
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DeathBubbles(20);
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if(attacker.classname=="rider_death")
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spawn_ghost(attacker);
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if(oself!=targ)
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{
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if(self.classname=="player")
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PlayerDie();
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else if (self.th_die)
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self.th_die ();
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self = oself;
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}
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else
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{
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if(self.classname=="player")
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self.think=PlayerDie;
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else if (self.th_die)
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self.think=self.th_die;
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thinktime self : 0;
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}
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if (self.health < -99)
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self.health = -99; // don't let sbar look bad if a player
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};
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void monster_pissed (entity attacker)
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{
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entity found;
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if(self.controller.classname=="player")
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{//Summoned/controlled monsters
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if(coop)
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if(found.classname=="player")
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return;
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if(deathmatch&&teamplay)
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if(found.team==self.controller.team)
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return;
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}
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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self.goalentity = self.enemy;
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if (self.th_walk)
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FoundTarget ();
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}
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float armor_inv(entity victim)
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{
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float armor_cnt;
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armor_cnt =0;
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if (victim.armor_amulet)
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armor_cnt += 1;
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if (victim.armor_bracer)
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armor_cnt += 1;
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if (victim.armor_breastplate)
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armor_cnt += 1;
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if (victim.armor_helmet)
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armor_cnt += 1;
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return(armor_cnt);
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}
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float armor_calc(entity targ,float damage)
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{
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float total_armor_protection;
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float armor_cnt;
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float armor_damage;
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float perpiece;
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float curr_damage,armor_damage;
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total_armor_protection = 0;
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if (targ.armor_amulet)
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total_armor_protection += ClassArmorProtection[targ.playerclass - 1];
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if (targ.armor_bracer)
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total_armor_protection += ClassArmorProtection[targ.playerclass - 1 + 1];
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if (targ.armor_breastplate)
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total_armor_protection += ClassArmorProtection[targ.playerclass - 1 + 2];
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if (targ.armor_helmet)
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total_armor_protection += ClassArmorProtection[targ.playerclass - 1 + 3];
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total_armor_protection += targ.level * .001;
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armor_cnt = armor_inv(targ);
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if (armor_cnt) // There is armor
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{
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armor_damage = total_armor_protection * damage;
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// Damage is greater than all the armor
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if (armor_damage > (targ.armor_amulet + targ.armor_bracer +
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targ.armor_breastplate + targ.armor_helmet))
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{
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targ.armor_amulet = 0;
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targ.armor_bracer = 0;
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targ.armor_breastplate = 0;
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targ.armor_helmet = 0;
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}
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else // Damage the armor
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{
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curr_damage = armor_damage;
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// FIXME: Commented out the loop for E3 because of a runaway loop message
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// while (curr_damage>0)
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// {
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armor_cnt = armor_inv(targ);
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perpiece = curr_damage / armor_cnt;
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if ((targ.armor_amulet) && (curr_damage))
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{
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targ.armor_amulet -= perpiece;
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curr_damage -= perpiece;
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if (targ.armor_amulet < 0)
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{
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curr_damage -= targ.armor_amulet;
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targ.armor_amulet = 0;
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}
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if (targ.armor_amulet < 1)
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targ.armor_amulet = 0;
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}
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if ((targ.armor_bracer) && (curr_damage))
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{
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targ.armor_bracer -= perpiece;
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curr_damage -= perpiece;
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if (targ.armor_bracer < 0)
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{
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curr_damage -= targ.armor_bracer;
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targ.armor_bracer = 0;
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}
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if (targ.armor_bracer < 1)
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targ.armor_bracer = 0;
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}
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if ((targ.armor_breastplate) && (curr_damage))
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{
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targ.armor_breastplate -= perpiece;
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curr_damage -= perpiece;
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if (targ.armor_breastplate < 0)
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{
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curr_damage -= targ.armor_breastplate;
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targ.armor_breastplate = 0;
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}
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if (targ.armor_breastplate < 1)
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targ.armor_breastplate = 0;
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}
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if ((targ.armor_helmet) && (curr_damage))
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{
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targ.armor_helmet -= perpiece;
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curr_damage -= perpiece;
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if (targ.armor_helmet < 0)
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{
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curr_damage -= targ.armor_helmet;
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targ.armor_helmet = 0;
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}
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if (targ.armor_helmet < 1)
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targ.armor_helmet = 0;
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}
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// }
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}
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}
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else
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armor_damage =0;
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return(armor_damage);
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}
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/*
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============
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T_Damage
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The damage is coming from inflictor, but get mad at attacker
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This should be the only function that ever reduces health.
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============
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*/
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
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{
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vector dir;
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entity oldself;
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float save;
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float total_damage,do_mod;
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float armor_damage;
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entity holdent;
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if (!targ.takedamage)
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return;
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if(targ.invincible_time>time)
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{
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sound(targ,CHAN_ITEM,"misc/pulse.wav",1,ATTN_NORM);
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return;
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}
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if(targ!=attacker)
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if (targ.deathtype != "teledeath"&&targ.deathtype != "teledeath2"&&targ.deathtype != "teledeath3"&&targ.deathtype != "teledeath4")
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{
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if(coop&&teamplay&&attacker.classname=="player"&&targ.classname=="player")
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return;
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|
|
if(teamplay)
|
|
if(attacker.classname=="player"&&targ.classname=="player")
|
|
if(attacker.team==targ.team)
|
|
return;
|
|
}
|
|
|
|
if (targ.flags & FL_GODMODE)
|
|
return;
|
|
|
|
if(targ.classname=="monster_mezzoman")
|
|
{
|
|
if(inflictor.flags2&FL_NODAMAGE)
|
|
{
|
|
inflictor.flags2(-)FL_NODAMAGE;
|
|
if(random()<0.3)
|
|
CreateSpark (inflictor.origin);
|
|
return;
|
|
}
|
|
|
|
if(targ.movechain.classname=="mezzo reflect")
|
|
if(infront_of_ent(inflictor,targ))
|
|
{
|
|
sound(targ,CHAN_AUTO,"mezzo/slam.wav",1,ATTN_NORM);
|
|
makevectors(targ.angles);
|
|
if(random()<0.1)
|
|
CreateSpark(targ.origin+targ.view_ofs+v_forward*12);
|
|
else if(random()<0.7)
|
|
particle4(targ.origin+targ.view_ofs+v_forward*12,random(5,15),256 + (8 * 15),PARTICLETYPE_FASTGRAV,2 * damage);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Nothing but melee weapons hurt the snake
|
|
// if ((targ.classname == "monster_snake") &&
|
|
// ((!inflictor.classname == "player") || (!attacker.classname == "player")))
|
|
// return;
|
|
|
|
if(targ.health<=0)
|
|
{
|
|
targ.health=targ.health-damage;//Keep taking damage while dying, if enough, may gib in mid-death
|
|
return;
|
|
}
|
|
|
|
//Damage modifiers
|
|
// used by buttons and triggers to set activator for target firing
|
|
damage_attacker = attacker;
|
|
|
|
if(attacker.flags&FL_CLIENT&&attacker==inflictor)
|
|
{//Damage mod for strength using melee weaps
|
|
if(attacker.weapon==IT_WEAPON1)
|
|
{
|
|
if(attacker.playerclass==CLASS_CRUSADER)
|
|
{
|
|
if(!attacker.artifact_active&ART_TOMEOFPOWER)
|
|
do_mod=TRUE;
|
|
}
|
|
else
|
|
do_mod=TRUE;
|
|
}
|
|
else if(attacker.playerclass==CLASS_PALADIN)
|
|
if(attacker.weapon==IT_WEAPON2&&!attacker.artifact_active&ART_TOMEOFPOWER)
|
|
do_mod=TRUE;
|
|
if(do_mod)
|
|
{
|
|
do_mod = attacker.strength - 11;
|
|
damage+=damage*do_mod/30;//from .84 - 1.23
|
|
}
|
|
}
|
|
|
|
if(targ.flags&FL_MONSTER&&inflictor.flags2&FL2_ADJUST_MON_DAM)
|
|
damage*=2;//Special- more damage against monsters
|
|
|
|
if (attacker.super_damage)
|
|
damage += attacker.super_damage * damage;
|
|
|
|
// Calculating Damage to a player
|
|
if (targ.classname == "player")
|
|
{ // How much armor does he have
|
|
armor_damage = armor_calc(targ,damage);
|
|
|
|
// What hits player
|
|
total_damage = damage - armor_damage;
|
|
}
|
|
else
|
|
total_damage = damage;
|
|
|
|
// 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 = targ.dmg_take + total_damage;
|
|
targ.dmg_save = targ.dmg_save + save;
|
|
targ.dmg_inflictor = inflictor;
|
|
}
|
|
|
|
// figure momentum add
|
|
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
|
|
{
|
|
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
|
|
dir = normalize(dir);
|
|
targ.velocity = targ.velocity + dir*damage*8;
|
|
}
|
|
|
|
// check for godmode or invincibility
|
|
// do the damage
|
|
targ.health = targ.health - total_damage;
|
|
|
|
if(targ.health>=0&&targ.health<1.0000)//No more Zombie mode!!! (Sorry!)
|
|
targ.health=-0.1;
|
|
|
|
if (targ.health <=0 && targ.classname == "player" && targ.cnt_sh_boost)
|
|
{
|
|
if (deathmatch || skill == 0) // Only in deatmatch or easy mode
|
|
{
|
|
holdent = self;
|
|
self = targ;
|
|
use_super_healthboost();
|
|
centerprint(self,"Saved by the Mystic Urn!\n");
|
|
stuffcmd(self,"bf\n");
|
|
sound (self, CHAN_AUTO, "misc/comm.wav", 1, ATTN_NORM);
|
|
self.deathtype="";
|
|
self = holdent;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Check to see if divine intervention took place
|
|
if ((targ.health <= 0) && (targ.classname == "player") && (targ.playerclass == CLASS_PALADIN))
|
|
{
|
|
holdent = self;
|
|
self = targ;
|
|
if (Pal_DivineIntervention())
|
|
{
|
|
self.deathtype="";
|
|
self = holdent;
|
|
return;
|
|
}
|
|
self = holdent;
|
|
}
|
|
|
|
|
|
if (targ.health <= 0)
|
|
{
|
|
if(attacker.controller.classname=="player")
|
|
{//Proper frag credit to controller of summoned stuff
|
|
inflictor=attacker;
|
|
attacker=attacker.controller;
|
|
}
|
|
targ.th_pain=SUB_Null; //Should prevents interruption of death sequence
|
|
Killed (targ, attacker,inflictor);
|
|
return;
|
|
}
|
|
|
|
// react to the damage
|
|
oldself = self;
|
|
self = targ;
|
|
|
|
// barrels need sliding information
|
|
if (self.classname == "barrel")
|
|
{
|
|
self.enemy = inflictor;
|
|
self.count = damage;
|
|
}
|
|
else if (self.classname == "catapult")
|
|
self.enemy = inflictor;
|
|
else if(self.classname=="player")
|
|
self.enemy = attacker;
|
|
|
|
if ( (self.flags & FL_MONSTER) && attacker != world && !(attacker.flags & FL_NOTARGET)&&attacker!=self.controller&&(attacker.controller!=self.controller||attacker.controller==world))
|
|
{ // Monster's shouldn't attack each other (kin don't shoot kin)
|
|
if (self != attacker && attacker != self.enemy&&(self.enemy.classname!="player"||attacker.classname=="player"||attacker.controller.classname=="player"))// && attacker.flags & FL_CLIENT)
|
|
{
|
|
if (self.classname != attacker.classname||random(100)<=5) //5% chance they'll turn on selves
|
|
{
|
|
if((self.model=="models/spider.mdl"||self.model=="models/scorpion.mdl")&&attacker.model==self.model)
|
|
{
|
|
if(random()<0.3)
|
|
monster_pissed(attacker);
|
|
}
|
|
else
|
|
monster_pissed(attacker);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (self.th_pain)
|
|
{
|
|
if(self.classname=="player"&&self.model!="models/sheep.mdl")
|
|
player_pain();
|
|
else
|
|
self.th_pain (attacker, total_damage);
|
|
// nightmare mode monsters don't go into pain frames often
|
|
if (skill == 3)
|
|
self.pain_finished = time + 5;
|
|
}
|
|
|
|
self = oldself;
|
|
};
|
|
|
|
/*
|
|
============
|
|
T_RadiusDamage
|
|
============
|
|
*/
|
|
//void(entity loser)SpawnFlameOn;
|
|
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
|
|
{
|
|
float points,inertia,radius;
|
|
entity head;
|
|
vector inflictor_org, org;
|
|
|
|
//FIXME: If too many radius damage effects go off at the same time, it crashes in a loop
|
|
// This usually occurs when object whose death is radius damage destoy
|
|
// other objects with a radius damage death (namely: exploding barrels)
|
|
|
|
inflictor_org = (inflictor.absmin+inflictor.absmax)*0.5;
|
|
if(inflictor.classname=="circfire")
|
|
radius=150;
|
|
else
|
|
radius=damage+40;
|
|
head = findradius(inflictor_org, radius);
|
|
|
|
if(inflictor.classname=="fireballblast")
|
|
damage+=attacker.level*33;
|
|
|
|
while (head)
|
|
{
|
|
if (head != ignore&&head!=inflictor)// && head!=inflictor.owner)
|
|
{
|
|
if (head.takedamage)
|
|
{
|
|
org = (head.absmax + head.absmin)*0.5;
|
|
points = 0.5*vlen (inflictor_org - org);
|
|
if (points < 0)
|
|
points = 0;
|
|
points = damage - points;
|
|
if (head == attacker)
|
|
if(attacker.classname=="monster_eidolon"||attacker.playerclass==CLASS_NECROMANCER)//Necromancer takes no radius damage from his own magic
|
|
points = 0;
|
|
else if(inflictor.model=="models/assgren.mdl")//Some more resistance to the Assassin's own Big One
|
|
points*=0.25;
|
|
else
|
|
points*=0.5;
|
|
|
|
//following stops multiple grenades from blowing each other up
|
|
if(head.owner==inflictor.owner&&
|
|
head.classname==inflictor.classname&&
|
|
(head.classname=="stickmine"||head.classname=="tripwire"))
|
|
points=0;
|
|
if((inflictor.classname=="snowball"||inflictor.classname=="blizzard")&&head.frozen>0)
|
|
points=0;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (head, inflictor))
|
|
{
|
|
if(other.movetype!=MOVETYPE_PUSH)
|
|
{
|
|
if (head.mass<=10)
|
|
inertia = 1;
|
|
else if(head.mass<=100)
|
|
inertia = head.mass/10;
|
|
else
|
|
inertia = head.mass;
|
|
head.velocity=head.velocity+normalize(org-inflictor_org)*(points*10/inertia);
|
|
head.flags(-)FL_ONGROUND;
|
|
}
|
|
if(inflictor.classname=="fireballblast")
|
|
{
|
|
if(points>10||points<5)
|
|
points=random(5,10);
|
|
|
|
if(head.flags&FL_FIREHEAL)
|
|
{
|
|
if(head.health+points<=head.max_health)
|
|
head.health=head.health+points;
|
|
else
|
|
head.health=head.max_health;
|
|
}
|
|
else if(!head.flags&FL_FIRERESIST)
|
|
{
|
|
if(head.health<=points)
|
|
points=1000;
|
|
T_Damage (head, inflictor, attacker, points);
|
|
}
|
|
}
|
|
else
|
|
T_Damage (head, inflictor, attacker, points);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
T_RadiusDamageWater
|
|
============
|
|
*/
|
|
|
|
void(entity inflictor, entity attacker, float dam, entity ignore) T_RadiusDamageWater =
|
|
{
|
|
local float points;
|
|
local entity head;
|
|
local vector org;
|
|
|
|
head = findradius(inflictor.origin, dam);
|
|
|
|
while (head)
|
|
{
|
|
if (head != ignore)
|
|
{
|
|
if (head.takedamage)
|
|
{
|
|
if (pointcontents(head.origin) == CONTENT_WATER || pointcontents(head.origin) == CONTENT_SLIME) // visible(inflictor)?
|
|
{
|
|
if (head.classname == "player" && head != attacker)
|
|
head.enemy = attacker;
|
|
org = head.origin + (head.mins + head.maxs)*0.5;
|
|
points = 0.25 * vlen (inflictor.origin - org);
|
|
if (points <= 64)
|
|
points = 1;
|
|
points = dam/points;
|
|
if (points < 1||(self.classname=="mjolnir"&&head==self.controller)||head.classname=="monster_hydra")
|
|
points = 0;
|
|
if (points > 0)
|
|
{
|
|
head.deathtype="zap";
|
|
spawnshockball((head.absmax+head.absmin)*0.5);
|
|
T_Damage (head, inflictor, attacker, points);
|
|
//Bubbles if dead?
|
|
}
|
|
}
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
T_BeamDamage
|
|
============
|
|
*/
|
|
/*
|
|
void(entity attacker, float damage) T_BeamDamage =
|
|
{
|
|
local float points;
|
|
local entity head;
|
|
|
|
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 = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (head, attacker))
|
|
T_Damage (head, attacker, attacker, points);
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
};
|
|
*/
|
|
/*
|
|
============
|
|
T_RadiusManaDamage
|
|
============
|
|
*/
|
|
/*
|
|
void(entity inflictor, entity attacker, float manadamage, entity ignore) T_RadiusManaDamage =
|
|
{
|
|
local float points;
|
|
local entity head;
|
|
local vector org;
|
|
|
|
head = findradius(inflictor.origin, manadamage);
|
|
|
|
while (head)
|
|
{
|
|
if (head != ignore)
|
|
{
|
|
if ((head.takedamage) && (head.classname=="player"))
|
|
{
|
|
org = head.origin + (head.mins + head.maxs)*0.5;
|
|
points = 0.5 * vlen (inflictor.origin - org);
|
|
if (points < 0)
|
|
points = 0;
|
|
points = manadamage - points;
|
|
if (head == attacker)
|
|
points = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (head, inflictor))
|
|
{
|
|
head.bluemana = head.bluemana - points;
|
|
if (head.bluemana<0)
|
|
head.bluemana=0;
|
|
head.greenmana = head.greenmana - points;
|
|
if (head.greenmana<0)
|
|
head.greenmana=0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
};
|
|
*/
|
|
|