5617 lines
144 KiB
C
5617 lines
144 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_combat.c
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//#include "g_local.h"
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#include "b_local.h"
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#include "bg_saga.h"
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extern int G_ShipSurfaceForSurfName( const char *surfaceName );
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extern qboolean G_FlyVehicleDestroySurface( gentity_t *veh, int surface );
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extern void G_VehicleSetDamageLocFlags( gentity_t *veh, int impactDir, int deathPoint );
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extern void G_VehUpdateShields( gentity_t *targ );
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extern void G_LetGoOfWall( gentity_t *ent );
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//rww - pd
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void BotDamageNotification(gclient_t *bot, gentity_t *attacker);
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//end rww
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void ThrowSaberToAttacker(gentity_t *self, gentity_t *attacker);
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void ObjectDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
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{
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if(self->target)
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{
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G_UseTargets(self, attacker);
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}
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//remove my script_targetname
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G_FreeEntity( self );
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}
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qboolean G_HeavyMelee( gentity_t *attacker )
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{
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if (g_gametype.integer == GT_SIEGE
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&& attacker
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&& attacker->client
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&& attacker->client->siegeClass != -1
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&& (bgSiegeClasses[attacker->client->siegeClass].classflags & (1<<CFL_HEAVYMELEE)) )
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{
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return qtrue;
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}
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return qfalse;
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}
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int G_GetHitLocation(gentity_t *target, vec3_t ppoint)
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{
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vec3_t point, point_dir;
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vec3_t forward, right, up;
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vec3_t tangles, tcenter;
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float tradius;
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float udot, fdot, rdot;
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int Vertical, Forward, Lateral;
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int HitLoc;
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// Get target forward, right and up.
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if(target->client)
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{
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// Ignore player's pitch and roll.
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VectorSet(tangles, 0, target->r.currentAngles[YAW], 0);
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}
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AngleVectors(tangles, forward, right, up);
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// Get center of target.
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VectorAdd(target->r.absmin, target->r.absmax, tcenter);
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VectorScale(tcenter, 0.5, tcenter);
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// Get radius width of target.
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tradius = (fabs(target->r.maxs[0]) + fabs(target->r.maxs[1]) + fabs(target->r.mins[0]) + fabs(target->r.mins[1]))/4;
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// Get impact point.
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if(ppoint && !VectorCompare(ppoint, vec3_origin))
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{
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VectorCopy(ppoint, point);
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}
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else
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{
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return HL_NONE;
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}
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/*
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//get impact dir
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if(pdir && !VectorCompare(pdir, vec3_origin))
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{
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VectorCopy(pdir, dir);
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}
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else
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{
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return;
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}
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//put point at controlled distance from center
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VectorSubtract(point, tcenter, tempvec);
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tempvec[2] = 0;
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hdist = VectorLength(tempvec);
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VectorMA(point, hdist - tradius, dir, point);
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//now a point on the surface of a cylinder with a radius of tradius
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*/
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VectorSubtract(point, tcenter, point_dir);
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VectorNormalize(point_dir);
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// Get bottom to top (vertical) position index
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udot = DotProduct(up, point_dir);
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if(udot>.800)
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{
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Vertical = 4;
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}
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else if(udot>.400)
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{
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Vertical = 3;
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}
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else if(udot>-.333)
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{
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Vertical = 2;
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}
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else if(udot>-.666)
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{
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Vertical = 1;
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}
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else
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{
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Vertical = 0;
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}
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// Get back to front (forward) position index.
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fdot = DotProduct(forward, point_dir);
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if(fdot>.666)
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{
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Forward = 4;
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}
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else if(fdot>.333)
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{
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Forward = 3;
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}
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else if(fdot>-.333)
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{
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Forward = 2;
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}
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else if(fdot>-.666)
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{
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Forward = 1;
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}
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else
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{
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Forward = 0;
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}
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// Get left to right (lateral) position index.
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rdot = DotProduct(right, point_dir);
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if(rdot>.666)
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{
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Lateral = 4;
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}
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else if(rdot>.333)
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{
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Lateral = 3;
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}
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else if(rdot>-.333)
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{
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Lateral = 2;
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}
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else if(rdot>-.666)
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{
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Lateral = 1;
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}
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else
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{
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Lateral = 0;
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}
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HitLoc = Vertical * 25 + Forward * 5 + Lateral;
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if(HitLoc <= 10)
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{
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// Feet.
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if ( rdot > 0 )
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{
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return HL_FOOT_RT;
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}
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else
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{
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return HL_FOOT_LT;
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}
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}
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else if(HitLoc <= 50)
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{
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// Legs.
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if ( rdot > 0 )
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{
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return HL_LEG_RT;
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}
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else
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{
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return HL_LEG_LT;
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}
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}
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else if(HitLoc == 56||HitLoc == 60||HitLoc == 61||HitLoc == 65||HitLoc == 66||HitLoc == 70)
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{
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// Hands.
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if ( rdot > 0 )
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{
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return HL_HAND_RT;
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}
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else
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{
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return HL_HAND_LT;
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}
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}
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else if(HitLoc == 83||HitLoc == 87||HitLoc == 88||HitLoc == 92||HitLoc == 93||HitLoc == 97)
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{
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// Arms.
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if ( rdot > 0 )
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{
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return HL_ARM_RT;
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}
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else
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{
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return HL_ARM_LT;
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}
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}
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else if((HitLoc >= 107 && HitLoc <= 109)||(HitLoc >= 112 && HitLoc <= 114)||(HitLoc >= 117 && HitLoc <= 119))
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{
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// Head.
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return HL_HEAD;
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}
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else
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{
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if(udot < 0.3)
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{
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return HL_WAIST;
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}
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else if(fdot < 0)
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{
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if(rdot > 0.4)
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{
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return HL_BACK_RT;
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}
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else if(rdot < -0.4)
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{
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return HL_BACK_LT;
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}
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else if(fdot < 0)
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{
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return HL_BACK;
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}
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}
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else
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{
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if(rdot > 0.3)
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{
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return HL_CHEST_RT;
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}
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else if(rdot < -0.3)
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{
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return HL_CHEST_LT;
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}
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else if(fdot < 0)
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{
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return HL_CHEST;
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}
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}
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}
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return HL_NONE;
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}
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/*
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int G_PickPainAnim( gentity_t *self, vec3_t point, int damage )
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{
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switch( G_GetHitLocation( self, point ) )
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{
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case HL_FOOT_RT:
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return BOTH_PAIN12;
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//PAIN12 = right foot
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break;
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case HL_FOOT_LT:
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return -1;
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break;
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case HL_LEG_RT:
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if ( !Q_irand( 0, 1 ) )
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{
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return BOTH_PAIN11;
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}
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else
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{
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return BOTH_PAIN13;
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}
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//PAIN11 = twitch right leg
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//PAIN13 = right knee
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break;
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case HL_LEG_LT:
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return BOTH_PAIN14;
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//PAIN14 = twitch left leg
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break;
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case HL_BACK_RT:
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return BOTH_PAIN7;
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//PAIN7 = med left shoulder
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break;
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case HL_BACK_LT:
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return Q_irand( BOTH_PAIN15, BOTH_PAIN16 );
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//PAIN15 = med right shoulder
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//PAIN16 = twitch right shoulder
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break;
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case HL_BACK:
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if ( !Q_irand( 0, 1 ) )
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{
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return BOTH_PAIN1;
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}
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else
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{
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return BOTH_PAIN5;
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}
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//PAIN1 = back
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//PAIN5 = same as 1
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break;
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case HL_CHEST_RT:
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return BOTH_PAIN3;
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//PAIN3 = long, right shoulder
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break;
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case HL_CHEST_LT:
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return BOTH_PAIN2;
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//PAIN2 = long, left shoulder
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break;
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case HL_WAIST:
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case HL_CHEST:
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if ( !Q_irand( 0, 3 ) )
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{
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return BOTH_PAIN6;
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}
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else if ( !Q_irand( 0, 2 ) )
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{
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return BOTH_PAIN8;
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}
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else if ( !Q_irand( 0, 1 ) )
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{
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return BOTH_PAIN17;
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}
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else
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{
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return BOTH_PAIN19;
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}
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//PAIN6 = gut
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//PAIN8 = chest
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//PAIN17 = twitch crotch
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//PAIN19 = med crotch
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break;
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case HL_ARM_RT:
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case HL_HAND_RT:
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return BOTH_PAIN9;
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//PAIN9 = twitch right arm
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break;
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case HL_ARM_LT:
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case HL_HAND_LT:
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return BOTH_PAIN10;
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//PAIN10 = twitch left arm
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break;
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case HL_HEAD:
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return BOTH_PAIN4;
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//PAIN4 = head
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break;
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default:
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return -1;
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break;
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}
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}
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*/
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void ExplodeDeath( gentity_t *self )
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{
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// gentity_t *tent;
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vec3_t forward;
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self->takedamage = qfalse;//stop chain reaction runaway loops
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self->s.loopSound = 0;
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self->s.loopIsSoundset = qfalse;
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VectorCopy( self->r.currentOrigin, self->s.pos.trBase );
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// tent = G_TempEntity( self->s.origin, EV_FX_EXPLOSION );
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AngleVectors(self->s.angles, forward, NULL, NULL);
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/*
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if ( self->fxID > 0 )
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{
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G_PlayEffect( self->fxID, self->r.currentOrigin, forward );
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}
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else
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*/
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{
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// CG_SurfaceExplosion( self->r.currentOrigin, forward, 20.0f, 12.0f, ((self->spawnflags&4)==qfalse) ); //FIXME: This needs to be consistent to all exploders!
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// G_Sound(self, self->sounds );
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}
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if(self->splashDamage > 0 && self->splashRadius > 0)
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{
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gentity_t *attacker = self;
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if ( self->parent )
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{
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attacker = self->parent;
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}
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G_RadiusDamage( self->r.currentOrigin, attacker, self->splashDamage, self->splashRadius,
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attacker, NULL, MOD_UNKNOWN );
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}
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ObjectDie( self, self, self, 20, 0 );
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}
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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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extern qboolean g_dontPenalizeTeam; //g_cmds.c
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void AddScore( gentity_t *ent, vec3_t origin, int score )
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{
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/*
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if (g_gametype.integer == GT_SIEGE)
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{ //no scoring in this gametype at all.
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return;
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}
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*/
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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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ent->client->ps.persistant[PERS_SCORE] += score;
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if ( g_gametype.integer == GT_TEAM && !g_dontPenalizeTeam )
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level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
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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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rww - Toss the weapon away from the player in the specified direction
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=================
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*/
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void TossClientWeapon(gentity_t *self, vec3_t direction, float speed)
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{
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vec3_t vel;
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gitem_t *item;
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gentity_t *launched;
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int weapon = self->s.weapon;
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int ammoSub;
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if (g_gametype.integer == GT_SIEGE)
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{ //no dropping weaps
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return;
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}
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if (weapon <= WP_BRYAR_PISTOL)
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{ //can't have this
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return;
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}
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if (weapon == WP_EMPLACED_GUN ||
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weapon == WP_TURRET)
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{
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return;
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}
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// find the item type for this weapon
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item = BG_FindItemForWeapon( weapon );
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ammoSub = (self->client->ps.ammo[weaponData[weapon].ammoIndex] - bg_itemlist[BG_GetItemIndexByTag(weapon, IT_WEAPON)].quantity);
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if (ammoSub < 0)
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{
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int ammoQuan = item->quantity;
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ammoQuan -= (-ammoSub);
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if (ammoQuan <= 0)
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{ //no ammo
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return;
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}
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}
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vel[0] = direction[0]*speed;
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vel[1] = direction[1]*speed;
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vel[2] = direction[2]*speed;
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launched = LaunchItem(item, self->client->ps.origin, vel);
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launched->s.generic1 = self->s.number;
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launched->s.powerups = level.time + 1500;
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launched->count = bg_itemlist[BG_GetItemIndexByTag(weapon, IT_WEAPON)].quantity;
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self->client->ps.ammo[weaponData[weapon].ammoIndex] -= bg_itemlist[BG_GetItemIndexByTag(weapon, IT_WEAPON)].quantity;
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if (self->client->ps.ammo[weaponData[weapon].ammoIndex] < 0)
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{
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launched->count -= (-self->client->ps.ammo[weaponData[weapon].ammoIndex]);
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self->client->ps.ammo[weaponData[weapon].ammoIndex] = 0;
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}
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if ((self->client->ps.ammo[weaponData[weapon].ammoIndex] < 1 && weapon != WP_DET_PACK) ||
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(weapon != WP_THERMAL && weapon != WP_DET_PACK && weapon != WP_TRIP_MINE))
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{
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int i = 0;
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int weap = -1;
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self->client->ps.stats[STAT_WEAPONS] &= ~(1 << weapon);
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while (i < WP_NUM_WEAPONS)
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{
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if ((self->client->ps.stats[STAT_WEAPONS] & (1 << i)) && i != WP_NONE)
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{ //this one's good
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weap = i;
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break;
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}
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i++;
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}
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if (weap != -1)
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{
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self->s.weapon = weap;
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self->client->ps.weapon = weap;
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}
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else
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{
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self->s.weapon = 0;
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self->client->ps.weapon = 0;
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}
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G_AddEvent(self, EV_NOAMMO, weapon);
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}
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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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if (g_gametype.integer == GT_SIEGE)
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{ //just don't drop anything then
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return;
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}
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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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|
if ( weapon == WP_BRYAR_PISTOL) {
|
|
if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
|
|
weapon = self->client->pers.cmd.weapon;
|
|
}
|
|
if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
|
|
weapon = WP_NONE;
|
|
}
|
|
}
|
|
|
|
self->s.bolt2 = weapon;
|
|
|
|
if ( weapon > WP_BRYAR_PISTOL &&
|
|
weapon != WP_EMPLACED_GUN &&
|
|
weapon != WP_TURRET &&
|
|
self->client->ps.ammo[ weaponData[weapon].ammoIndex ] ) {
|
|
gentity_t *te;
|
|
|
|
// find the item type for this weapon
|
|
item = BG_FindItemForWeapon( weapon );
|
|
|
|
// tell all clients to remove the weapon model on this guy until he respawns
|
|
te = G_TempEntity( vec3_origin, EV_DESTROY_WEAPON_MODEL );
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
te->s.eventParm = self->s.number;
|
|
|
|
// spawn the item
|
|
Drop_Item( self, item, 0 );
|
|
}
|
|
|
|
// drop all the powerups if not in teamplay
|
|
if ( g_gametype.integer != GT_TEAM && g_gametype.integer != GT_SIEGE ) {
|
|
angle = 45;
|
|
for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
|
|
if ( self->client->ps.powerups[ i ] > level.time ) {
|
|
item = BG_FindItemForPowerup( i );
|
|
if ( !item ) {
|
|
continue;
|
|
}
|
|
drop = Drop_Item( self, item, angle );
|
|
// decide how many seconds it has left
|
|
drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
|
|
if ( drop->count < 1 ) {
|
|
drop->count = 1;
|
|
}
|
|
angle += 45;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
LookAtKiller
|
|
==================
|
|
*/
|
|
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
|
|
vec3_t dir;
|
|
vec3_t angles;
|
|
|
|
if ( attacker && attacker != self ) {
|
|
VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
|
|
} else if ( inflictor && inflictor != self ) {
|
|
VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
|
|
} else {
|
|
self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
|
|
return;
|
|
}
|
|
|
|
self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
|
|
|
|
angles[YAW] = vectoyaw ( dir );
|
|
angles[PITCH] = 0;
|
|
angles[ROLL] = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
GibEntity
|
|
==================
|
|
*/
|
|
void GibEntity( gentity_t *self, int killer ) {
|
|
G_AddEvent( self, EV_GIB_PLAYER, killer );
|
|
self->takedamage = qfalse;
|
|
self->s.eType = ET_INVISIBLE;
|
|
self->r.contents = 0;
|
|
}
|
|
|
|
void BodyRid(gentity_t *ent)
|
|
{
|
|
trap_UnlinkEntity( ent );
|
|
ent->physicsObject = qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
body_die
|
|
==================
|
|
*/
|
|
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
|
|
// NOTENOTE No gibbing right now, this is star wars.
|
|
qboolean doDisint = qfalse;
|
|
|
|
if (self->s.eType == ET_NPC)
|
|
{ //well, just rem it then, so long as it's done with its death anim and it's not a standard weapon.
|
|
if ( self->client && self->client->ps.torsoTimer <= 0 &&
|
|
(meansOfDeath == MOD_UNKNOWN ||
|
|
meansOfDeath == MOD_WATER ||
|
|
meansOfDeath == MOD_SLIME ||
|
|
meansOfDeath == MOD_LAVA ||
|
|
meansOfDeath == MOD_CRUSH ||
|
|
meansOfDeath == MOD_TELEFRAG ||
|
|
meansOfDeath == MOD_FALLING ||
|
|
meansOfDeath == MOD_SUICIDE ||
|
|
meansOfDeath == MOD_TARGET_LASER ||
|
|
meansOfDeath == MOD_TRIGGER_HURT) )
|
|
{
|
|
self->think = G_FreeEntity;
|
|
self->nextthink = level.time;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (self->health < (GIB_HEALTH+1))
|
|
{
|
|
self->health = GIB_HEALTH+1;
|
|
|
|
if (self->client && (level.time - self->client->respawnTime) < 2000)
|
|
{
|
|
doDisint = qfalse;
|
|
}
|
|
else
|
|
{
|
|
doDisint = qtrue;
|
|
}
|
|
}
|
|
|
|
if (self->client && (self->client->ps.eFlags & EF_DISINTEGRATION))
|
|
{
|
|
return;
|
|
}
|
|
else if (self->s.eFlags & EF_DISINTEGRATION)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (doDisint)
|
|
{
|
|
if (self->client)
|
|
{
|
|
self->client->ps.eFlags |= EF_DISINTEGRATION;
|
|
VectorCopy(self->client->ps.origin, self->client->ps.lastHitLoc);
|
|
}
|
|
else
|
|
{
|
|
self->s.eFlags |= EF_DISINTEGRATION;
|
|
VectorCopy(self->r.currentOrigin, self->s.origin2);
|
|
|
|
//since it's the corpse entity, tell it to "remove" itself
|
|
self->think = BodyRid;
|
|
self->nextthink = level.time + 1000;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
// these are just for logging, the client prints its own messages
|
|
char *modNames[MOD_MAX] = {
|
|
"MOD_UNKNOWN",
|
|
"MOD_STUN_BATON",
|
|
"MOD_MELEE",
|
|
"MOD_SABER",
|
|
"MOD_BRYAR_PISTOL",
|
|
"MOD_BRYAR_PISTOL_ALT",
|
|
"MOD_BLASTER",
|
|
"MOD_TURBLAST",
|
|
"MOD_DISRUPTOR",
|
|
"MOD_DISRUPTOR_SPLASH",
|
|
"MOD_DISRUPTOR_SNIPER",
|
|
"MOD_BOWCASTER",
|
|
"MOD_REPEATER",
|
|
"MOD_REPEATER_ALT",
|
|
"MOD_REPEATER_ALT_SPLASH",
|
|
"MOD_DEMP2",
|
|
"MOD_DEMP2_ALT",
|
|
"MOD_FLECHETTE",
|
|
"MOD_FLECHETTE_ALT_SPLASH",
|
|
"MOD_ROCKET",
|
|
"MOD_ROCKET_SPLASH",
|
|
"MOD_ROCKET_HOMING",
|
|
"MOD_ROCKET_HOMING_SPLASH",
|
|
"MOD_THERMAL",
|
|
"MOD_THERMAL_SPLASH",
|
|
"MOD_TRIP_MINE_SPLASH",
|
|
"MOD_TIMED_MINE_SPLASH",
|
|
"MOD_DET_PACK_SPLASH",
|
|
"MOD_VEHICLE",
|
|
"MOD_CONC",
|
|
"MOD_CONC_ALT",
|
|
"MOD_FORCE_DARK",
|
|
"MOD_SENTRY",
|
|
"MOD_WATER",
|
|
"MOD_SLIME",
|
|
"MOD_LAVA",
|
|
"MOD_CRUSH",
|
|
"MOD_TELEFRAG",
|
|
"MOD_FALLING",
|
|
"MOD_SUICIDE",
|
|
"MOD_TARGET_LASER",
|
|
"MOD_TRIGGER_HURT"
|
|
};
|
|
|
|
|
|
/*
|
|
==================
|
|
CheckAlmostCapture
|
|
==================
|
|
*/
|
|
void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
|
|
#if 0
|
|
gentity_t *ent;
|
|
vec3_t dir;
|
|
char *classname;
|
|
|
|
// if this player was carrying a flag
|
|
if ( self->client->ps.powerups[PW_REDFLAG] ||
|
|
self->client->ps.powerups[PW_BLUEFLAG] ||
|
|
self->client->ps.powerups[PW_NEUTRALFLAG] ) {
|
|
// get the goal flag this player should have been going for
|
|
if ( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY ) {
|
|
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
|
|
classname = "team_CTF_blueflag";
|
|
}
|
|
else {
|
|
classname = "team_CTF_redflag";
|
|
}
|
|
}
|
|
else {
|
|
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
|
|
classname = "team_CTF_redflag";
|
|
}
|
|
else {
|
|
classname = "team_CTF_blueflag";
|
|
}
|
|
}
|
|
ent = NULL;
|
|
do
|
|
{
|
|
ent = G_Find(ent, FOFS(classname), classname);
|
|
} while (ent && (ent->flags & FL_DROPPED_ITEM));
|
|
// if we found the destination flag and it's not picked up
|
|
if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
|
|
// if the player was *very* close
|
|
VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
|
|
if ( VectorLength(dir) < 200 ) {
|
|
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
|
|
if ( attacker->client ) {
|
|
attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
qboolean G_InKnockDown( playerState_t *ps )
|
|
{
|
|
switch ( (ps->legsAnim) )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
case BOTH_KNOCKDOWN2:
|
|
case BOTH_KNOCKDOWN3:
|
|
case BOTH_KNOCKDOWN4:
|
|
case BOTH_KNOCKDOWN5:
|
|
return qtrue;
|
|
break;
|
|
case BOTH_GETUP1:
|
|
case BOTH_GETUP2:
|
|
case BOTH_GETUP3:
|
|
case BOTH_GETUP4:
|
|
case BOTH_GETUP5:
|
|
case BOTH_FORCE_GETUP_F1:
|
|
case BOTH_FORCE_GETUP_F2:
|
|
case BOTH_FORCE_GETUP_B1:
|
|
case BOTH_FORCE_GETUP_B2:
|
|
case BOTH_FORCE_GETUP_B3:
|
|
case BOTH_FORCE_GETUP_B4:
|
|
case BOTH_FORCE_GETUP_B5:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
static int G_CheckSpecialDeathAnim( gentity_t *self, vec3_t point, int damage, int mod, int hitLoc )
|
|
{
|
|
int deathAnim = -1;
|
|
|
|
if ( BG_InRoll( &self->client->ps, self->client->ps.legsAnim ) )
|
|
{
|
|
deathAnim = BOTH_DEATH_ROLL; //# Death anim from a roll
|
|
}
|
|
else if ( BG_FlippingAnim( self->client->ps.legsAnim ) )
|
|
{
|
|
deathAnim = BOTH_DEATH_FLIP; //# Death anim from a flip
|
|
}
|
|
else if ( G_InKnockDown( &self->client->ps ) )
|
|
{//since these happen a lot, let's handle them case by case
|
|
int animLength = bgAllAnims[self->localAnimIndex].anims[self->client->ps.legsAnim].numFrames * fabs((float)(bgHumanoidAnimations[self->client->ps.legsAnim].frameLerp));
|
|
switch ( self->client->ps.legsAnim )
|
|
{
|
|
case BOTH_KNOCKDOWN1:
|
|
if ( animLength - self->client->ps.legsTimer > 100 )
|
|
{//on our way down
|
|
if ( self->client->ps.legsTimer > 600 )
|
|
{//still partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN2:
|
|
if ( animLength - self->client->ps.legsTimer > 700 )
|
|
{//on our way down
|
|
if ( self->client->ps.legsTimer > 600 )
|
|
{//still partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN3:
|
|
if ( animLength - self->client->ps.legsTimer > 100 )
|
|
{//on our way down
|
|
if ( self->client->ps.legsTimer > 1300 )
|
|
{//still partially up
|
|
deathAnim = BOTH_DEATH_FALLING_DN;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_DN;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN4:
|
|
if ( animLength - self->client->ps.legsTimer > 300 )
|
|
{//on our way down
|
|
if ( self->client->ps.legsTimer > 350 )
|
|
{//still partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
else
|
|
{//crouch death
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_KNOCKDOWN5:
|
|
if ( self->client->ps.legsTimer < 750 )
|
|
{//flat
|
|
deathAnim = BOTH_DEATH_LYING_DN;
|
|
}
|
|
break;
|
|
case BOTH_GETUP1:
|
|
if ( self->client->ps.legsTimer < 350 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 800 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 450 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_GETUP2:
|
|
if ( self->client->ps.legsTimer < 150 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 850 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 500 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_GETUP3:
|
|
if ( self->client->ps.legsTimer < 250 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 600 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 150 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_DN;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_DN;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_GETUP4:
|
|
if ( self->client->ps.legsTimer < 250 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 600 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 850 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_DN;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_GETUP5:
|
|
if ( self->client->ps.legsTimer > 850 )
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 1500 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_DN;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_DN;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_GETUP_CROUCH_B1:
|
|
if ( self->client->ps.legsTimer < 800 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 400 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_GETUP_CROUCH_F1:
|
|
if ( self->client->ps.legsTimer < 800 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 150 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_DN;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_DN;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_B1:
|
|
if ( self->client->ps.legsTimer < 325 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 725 )
|
|
{//spinning up
|
|
deathAnim = BOTH_DEATH_SPIN_180; //# Death anim when facing backwards
|
|
}
|
|
else if ( self->client->ps.legsTimer < 900 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 50 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_B2:
|
|
if ( self->client->ps.legsTimer < 575 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 875 )
|
|
{//spinning up
|
|
deathAnim = BOTH_DEATH_SPIN_180; //# Death anim when facing backwards
|
|
}
|
|
else if ( self->client->ps.legsTimer < 900 )
|
|
{//crouching
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else
|
|
{//lying down
|
|
//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_B3:
|
|
if ( self->client->ps.legsTimer < 150 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 775 )
|
|
{//flipping
|
|
deathAnim = BOTH_DEATHBACKWARD2; //backflip
|
|
}
|
|
else
|
|
{//lying down
|
|
//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_B4:
|
|
if ( self->client->ps.legsTimer < 325 )
|
|
{//standing up
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 150 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_B5:
|
|
if ( self->client->ps.legsTimer < 550 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 1025 )
|
|
{//kicking up
|
|
deathAnim = BOTH_DEATHBACKWARD2; //backflip
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 50 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_B6:
|
|
if ( self->client->ps.legsTimer < 225 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 425 )
|
|
{//crouching up
|
|
vec3_t fwd;
|
|
float thrown = 0;
|
|
|
|
AngleVectors( self->client->ps.viewangles, fwd, NULL, NULL );
|
|
thrown = DotProduct( fwd, self->client->ps.velocity );
|
|
|
|
if ( thrown < -150 )
|
|
{
|
|
deathAnim = BOTH_DEATHBACKWARD1; //# Death anim when crouched and thrown back
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH_CROUCHED; //# Death anim when crouched
|
|
}
|
|
}
|
|
else if ( self->client->ps.legsTimer < 825 )
|
|
{//flipping up
|
|
deathAnim = BOTH_DEATHFORWARD3; //backflip
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 225 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_UP;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_UP;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_F1:
|
|
if ( self->client->ps.legsTimer < 275 )
|
|
{//standing up
|
|
}
|
|
else if ( self->client->ps.legsTimer < 750 )
|
|
{//flipping
|
|
deathAnim = BOTH_DEATH14;
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 100 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_DN;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_DN;
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_FORCE_GETUP_F2:
|
|
if ( self->client->ps.legsTimer < 1200 )
|
|
{//standing
|
|
}
|
|
else
|
|
{//lying down
|
|
if ( animLength - self->client->ps.legsTimer > 225 )
|
|
{//partially up
|
|
deathAnim = BOTH_DEATH_FALLING_DN;
|
|
}
|
|
else
|
|
{//down
|
|
deathAnim = BOTH_DEATH_LYING_DN;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return deathAnim;
|
|
}
|
|
|
|
int G_PickDeathAnim( gentity_t *self, vec3_t point, int damage, int mod, int hitLoc )
|
|
{//FIXME: play dead flop anims on body if in an appropriate _DEAD anim when this func is called
|
|
int deathAnim = -1;
|
|
int max_health;
|
|
int legAnim = 0;
|
|
vec3_t objVelocity;
|
|
|
|
if (!self || !self->client)
|
|
{
|
|
if (!self || self->s.eType != ET_NPC)
|
|
{ //g2animent
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (self->client)
|
|
{
|
|
max_health = self->client->ps.stats[STAT_MAX_HEALTH];
|
|
|
|
if (self->client->inSpaceIndex && self->client->inSpaceIndex != ENTITYNUM_NONE)
|
|
{
|
|
return BOTH_CHOKE3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
max_health = 60;
|
|
}
|
|
|
|
if (self->client)
|
|
{
|
|
VectorCopy(self->client->ps.velocity, objVelocity);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(self->s.pos.trDelta, objVelocity);
|
|
}
|
|
|
|
if ( hitLoc == HL_NONE )
|
|
{
|
|
hitLoc = G_GetHitLocation( self, point );//self->hitLoc
|
|
}
|
|
|
|
if (self->client)
|
|
{
|
|
legAnim = self->client->ps.legsAnim;
|
|
}
|
|
else
|
|
{
|
|
legAnim = self->s.legsAnim;
|
|
}
|
|
|
|
if (gGAvoidDismember)
|
|
{
|
|
return BOTH_RIGHTHANDCHOPPEDOFF;
|
|
}
|
|
|
|
//dead flops
|
|
switch( legAnim )
|
|
{
|
|
case BOTH_DEATH1: //# First Death anim
|
|
case BOTH_DEAD1:
|
|
case BOTH_DEATH2: //# Second Death anim
|
|
case BOTH_DEAD2:
|
|
case BOTH_DEATH8: //#
|
|
case BOTH_DEAD8:
|
|
case BOTH_DEATH13: //#
|
|
case BOTH_DEAD13:
|
|
case BOTH_DEATH14: //#
|
|
case BOTH_DEAD14:
|
|
case BOTH_DEATH16: //#
|
|
case BOTH_DEAD16:
|
|
case BOTH_DEADBACKWARD1: //# First thrown backward death finished pose
|
|
case BOTH_DEADBACKWARD2: //# Second thrown backward death finished pose
|
|
deathAnim = -2;
|
|
/*
|
|
if ( PM_FinishedCurrentLegsAnim( self ) )
|
|
{//done with the anim
|
|
deathAnim = BOTH_DEADFLOP2;
|
|
}
|
|
else
|
|
{
|
|
deathAnim = -2;
|
|
}
|
|
break;
|
|
case BOTH_DEADFLOP2:
|
|
deathAnim = BOTH_DEADFLOP2;
|
|
break;
|
|
*/
|
|
case BOTH_DEATH10: //#
|
|
case BOTH_DEAD10:
|
|
case BOTH_DEATH15: //#
|
|
case BOTH_DEAD15:
|
|
case BOTH_DEADFORWARD1: //# First thrown forward death finished pose
|
|
case BOTH_DEADFORWARD2: //# Second thrown forward death finished pose
|
|
deathAnim = -2;
|
|
/*
|
|
if ( PM_FinishedCurrentLegsAnim( self ) )
|
|
{//done with the anim
|
|
deathAnim = BOTH_DEADFLOP1;
|
|
}
|
|
else
|
|
{
|
|
deathAnim = -2;
|
|
}
|
|
break;
|
|
*/
|
|
case BOTH_DEADFLOP1:
|
|
deathAnim = -2;
|
|
//deathAnim = BOTH_DEADFLOP1;
|
|
break;
|
|
case BOTH_DEAD3: //# Third Death finished pose
|
|
case BOTH_DEAD4: //# Fourth Death finished pose
|
|
case BOTH_DEAD5: //# Fifth Death finished pose
|
|
case BOTH_DEAD6: //# Sixth Death finished pose
|
|
case BOTH_DEAD7: //# Seventh Death finished pose
|
|
case BOTH_DEAD9: //#
|
|
case BOTH_DEAD11: //#
|
|
case BOTH_DEAD12: //#
|
|
case BOTH_DEAD17: //#
|
|
case BOTH_DEAD18: //#
|
|
case BOTH_DEAD19: //#
|
|
case BOTH_LYINGDEAD1: //# Killed lying down death finished pose
|
|
case BOTH_STUMBLEDEAD1: //# Stumble forward death finished pose
|
|
case BOTH_FALLDEAD1LAND: //# Fall forward and splat death finished pose
|
|
case BOTH_DEATH3: //# Third Death anim
|
|
case BOTH_DEATH4: //# Fourth Death anim
|
|
case BOTH_DEATH5: //# Fifth Death anim
|
|
case BOTH_DEATH6: //# Sixth Death anim
|
|
case BOTH_DEATH7: //# Seventh Death anim
|
|
case BOTH_DEATH9: //#
|
|
case BOTH_DEATH11: //#
|
|
case BOTH_DEATH12: //#
|
|
case BOTH_DEATH17: //#
|
|
case BOTH_DEATH18: //#
|
|
case BOTH_DEATH19: //#
|
|
case BOTH_DEATHFORWARD1: //# First Death in which they get thrown forward
|
|
case BOTH_DEATHFORWARD2: //# Second Death in which they get thrown forward
|
|
case BOTH_DEATHBACKWARD1: //# First Death in which they get thrown backward
|
|
case BOTH_DEATHBACKWARD2: //# Second Death in which they get thrown backward
|
|
case BOTH_DEATH1IDLE: //# Idle while close to death
|
|
case BOTH_LYINGDEATH1: //# Death to play when killed lying down
|
|
case BOTH_STUMBLEDEATH1: //# Stumble forward and fall face first death
|
|
case BOTH_FALLDEATH1: //# Fall forward off a high cliff and splat death - start
|
|
case BOTH_FALLDEATH1INAIR: //# Fall forward off a high cliff and splat death - loop
|
|
case BOTH_FALLDEATH1LAND: //# Fall forward off a high cliff and splat death - hit bottom
|
|
deathAnim = -2;
|
|
break;
|
|
}
|
|
if ( deathAnim == -1 )
|
|
{
|
|
if (self->client)
|
|
{
|
|
deathAnim = G_CheckSpecialDeathAnim( self, point, damage, mod, hitLoc );
|
|
}
|
|
|
|
if (deathAnim == -1)
|
|
{
|
|
//death anims
|
|
switch( hitLoc )
|
|
{
|
|
case HL_FOOT_RT:
|
|
case HL_FOOT_LT:
|
|
if ( mod == MOD_SABER && !Q_irand( 0, 2 ) )
|
|
{
|
|
return BOTH_DEATH10;//chest: back flip
|
|
}
|
|
else if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH4;//back: forward
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH5;//same as 4
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH15;//back: forward
|
|
}
|
|
break;
|
|
case HL_LEG_RT:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH4;//back: forward
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH5;//same as 4
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH15;//back: forward
|
|
}
|
|
break;
|
|
case HL_LEG_LT:
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH4;//back: forward
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH5;//same as 4
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH15;//back: forward
|
|
}
|
|
break;
|
|
case HL_BACK:
|
|
if ( !VectorLengthSquared( objVelocity ) )
|
|
{
|
|
deathAnim = BOTH_DEATH17;//head/back: croak
|
|
}
|
|
else
|
|
{
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH4;//back: forward
|
|
}
|
|
else if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH5;//same as 4
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH15;//back: forward
|
|
}
|
|
}
|
|
break;
|
|
case HL_CHEST_RT:
|
|
case HL_ARM_RT:
|
|
case HL_HAND_RT:
|
|
case HL_BACK_RT:
|
|
if ( damage <= max_health*0.25 )
|
|
{
|
|
deathAnim = BOTH_DEATH9;//chest right: snap, fall forward
|
|
}
|
|
else if ( damage <= max_health*0.5 )
|
|
{
|
|
deathAnim = BOTH_DEATH3;//chest right: back
|
|
}
|
|
else if ( damage <= max_health*0.75 )
|
|
{
|
|
deathAnim = BOTH_DEATH6;//chest right: spin
|
|
}
|
|
else
|
|
{
|
|
//TEMP HACK: play spinny deaths less often
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH8;//chest right: spin high
|
|
}
|
|
else
|
|
{
|
|
switch ( Q_irand( 0, 2 ) )
|
|
{
|
|
default:
|
|
case 0:
|
|
deathAnim = BOTH_DEATH9;//chest right: snap, fall forward
|
|
break;
|
|
case 1:
|
|
deathAnim = BOTH_DEATH3;//chest right: back
|
|
break;
|
|
case 2:
|
|
deathAnim = BOTH_DEATH6;//chest right: spin
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case HL_CHEST_LT:
|
|
case HL_ARM_LT:
|
|
case HL_HAND_LT:
|
|
case HL_BACK_LT:
|
|
if ( damage <= max_health*0.25 )
|
|
{
|
|
deathAnim = BOTH_DEATH11;//chest left: snap, fall forward
|
|
}
|
|
else if ( damage <= max_health*0.5 )
|
|
{
|
|
deathAnim = BOTH_DEATH7;//chest left: back
|
|
}
|
|
else if ( damage <= max_health*0.75 )
|
|
{
|
|
deathAnim = BOTH_DEATH12;//chest left: spin
|
|
}
|
|
else
|
|
{
|
|
//TEMP HACK: play spinny deaths less often
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH14;//chest left: spin high
|
|
}
|
|
else
|
|
{
|
|
switch ( Q_irand( 0, 2 ) )
|
|
{
|
|
default:
|
|
case 0:
|
|
deathAnim = BOTH_DEATH11;//chest left: snap, fall forward
|
|
break;
|
|
case 1:
|
|
deathAnim = BOTH_DEATH7;//chest left: back
|
|
break;
|
|
case 2:
|
|
deathAnim = BOTH_DEATH12;//chest left: spin
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case HL_CHEST:
|
|
case HL_WAIST:
|
|
if ( damage <= max_health*0.25 || !VectorLengthSquared( objVelocity ) )
|
|
{
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH18;//gut: fall right
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH19;//gut: fall left
|
|
}
|
|
}
|
|
else if ( damage <= max_health*0.5 )
|
|
{
|
|
deathAnim = BOTH_DEATH2;//chest: backward short
|
|
}
|
|
else if ( damage <= max_health*0.75 )
|
|
{
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
deathAnim = BOTH_DEATH1;//chest: backward med
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH16;//same as 1
|
|
}
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH10;//chest: back flip
|
|
}
|
|
break;
|
|
case HL_HEAD:
|
|
if ( damage <= max_health*0.5 )
|
|
{
|
|
deathAnim = BOTH_DEATH17;//head/back: croak
|
|
}
|
|
else
|
|
{
|
|
deathAnim = BOTH_DEATH13;//head: stumble, fall back
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Validate.....
|
|
if ( deathAnim == -1 || !BG_HasAnimation( self->localAnimIndex, deathAnim ))
|
|
{
|
|
// I guess we'll take what we can get.....
|
|
deathAnim = BG_PickAnim( self->localAnimIndex, BOTH_DEATH1, BOTH_DEATH25 );
|
|
}
|
|
|
|
return deathAnim;
|
|
}
|
|
|
|
gentity_t *G_GetJediMaster(void)
|
|
{
|
|
int i = 0;
|
|
gentity_t *ent;
|
|
|
|
while (i < MAX_CLIENTS)
|
|
{
|
|
ent = &g_entities[i];
|
|
|
|
if (ent && ent->inuse && ent->client && ent->client->ps.isJediMaster)
|
|
{
|
|
return ent;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
G_AlertTeam
|
|
-------------------------
|
|
*/
|
|
|
|
void G_AlertTeam( gentity_t *victim, gentity_t *attacker, float radius, float soundDist )
|
|
{
|
|
int radiusEnts[ 128 ];
|
|
gentity_t *check;
|
|
vec3_t mins, maxs;
|
|
int numEnts;
|
|
int i;
|
|
float distSq, sndDistSq = (soundDist*soundDist);
|
|
|
|
if ( attacker == NULL || attacker->client == NULL )
|
|
return;
|
|
|
|
//Setup the bbox to search in
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
mins[i] = victim->r.currentOrigin[i] - radius;
|
|
maxs[i] = victim->r.currentOrigin[i] + radius;
|
|
}
|
|
|
|
//Get the number of entities in a given space
|
|
numEnts = trap_EntitiesInBox( mins, maxs, radiusEnts, 128 );
|
|
|
|
//Cull this list
|
|
for ( i = 0; i < numEnts; i++ )
|
|
{
|
|
check = &g_entities[radiusEnts[i]];
|
|
|
|
//Validate clients
|
|
if ( check->client == NULL )
|
|
continue;
|
|
|
|
//only want NPCs
|
|
if ( check->NPC == NULL )
|
|
continue;
|
|
|
|
//Don't bother if they're ignoring enemies
|
|
// if ( check->svFlags & SVF_IGNORE_ENEMIES )
|
|
// continue;
|
|
|
|
//This NPC specifically flagged to ignore alerts
|
|
if ( check->NPC->scriptFlags & SCF_IGNORE_ALERTS )
|
|
continue;
|
|
|
|
//This NPC specifically flagged to ignore alerts
|
|
if ( !(check->NPC->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
|
|
continue;
|
|
|
|
//this ent does not participate in group AI
|
|
if ( (check->NPC->scriptFlags&SCF_NO_GROUPS) )
|
|
continue;
|
|
|
|
//Skip the requested avoid check if present
|
|
if ( check == victim )
|
|
continue;
|
|
|
|
//Skip the attacker
|
|
if ( check == attacker )
|
|
continue;
|
|
|
|
//Must be on the same team
|
|
if ( check->client->playerTeam != victim->client->playerTeam )
|
|
continue;
|
|
|
|
//Must be alive
|
|
if ( check->health <= 0 )
|
|
continue;
|
|
|
|
if ( check->enemy == NULL )
|
|
{//only do this if they're not already mad at someone
|
|
distSq = DistanceSquared( check->r.currentOrigin, victim->r.currentOrigin );
|
|
if ( distSq > 16384 /*128 squared*/ && !trap_InPVS( victim->r.currentOrigin, check->r.currentOrigin ) )
|
|
{//not even potentially visible/hearable
|
|
continue;
|
|
}
|
|
//NOTE: this allows sound alerts to still go through doors/PVS if the teammate is within 128 of the victim...
|
|
if ( soundDist <= 0 || distSq > sndDistSq )
|
|
{//out of sound range
|
|
if ( !InFOV( victim, check, check->NPC->stats.hfov, check->NPC->stats.vfov )
|
|
|| !NPC_ClearLOS2( check, victim->r.currentOrigin ) )
|
|
{//out of FOV or no LOS
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//FIXME: This can have a nasty cascading effect if setup wrong...
|
|
G_SetEnemy( check, attacker );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
G_DeathAlert
|
|
-------------------------
|
|
*/
|
|
|
|
#define DEATH_ALERT_RADIUS 512
|
|
#define DEATH_ALERT_SOUND_RADIUS 512
|
|
|
|
void G_DeathAlert( gentity_t *victim, gentity_t *attacker )
|
|
{//FIXME: with all the other alert stuff, do we really need this?
|
|
G_AlertTeam( victim, attacker, DEATH_ALERT_RADIUS, DEATH_ALERT_SOUND_RADIUS );
|
|
}
|
|
|
|
/*
|
|
----------------------------------------
|
|
DeathFX
|
|
|
|
Applies appropriate special effects that occur while the entity is dying
|
|
Not to be confused with NPC_RemoveBodyEffects (NPC.cpp), which only applies effect when removing the body
|
|
----------------------------------------
|
|
*/
|
|
|
|
void DeathFX( gentity_t *ent )
|
|
{
|
|
vec3_t effectPos, right;
|
|
vec3_t defaultDir;
|
|
|
|
if ( !ent || !ent->client )
|
|
return;
|
|
|
|
VectorSet(defaultDir, 0, 0, 1);
|
|
|
|
// team no longer indicates species/race. NPC_class should be used to identify certain npc types
|
|
switch(ent->client->NPC_class)
|
|
{
|
|
case CLASS_MOUSE:
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
effectPos[2] -= 20;
|
|
G_PlayEffectID( G_EffectIndex("env/small_explode"), effectPos, defaultDir );
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex("sound/chars/mouse/misc/death1") );
|
|
break;
|
|
|
|
case CLASS_PROBE:
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
effectPos[2] += 50;
|
|
G_PlayEffectID( G_EffectIndex("explosions/probeexplosion1"), effectPos, defaultDir );
|
|
break;
|
|
|
|
case CLASS_ATST:
|
|
AngleVectors( ent->r.currentAngles, NULL, right, NULL );
|
|
VectorMA( ent->r.currentOrigin, 20, right, effectPos );
|
|
effectPos[2] += 180;
|
|
G_PlayEffectID( G_EffectIndex("explosions/droidexplosion1"), effectPos, defaultDir );
|
|
VectorMA( effectPos, -40, right, effectPos );
|
|
G_PlayEffectID( G_EffectIndex("explosions/droidexplosion1"), effectPos, defaultDir );
|
|
break;
|
|
|
|
case CLASS_SEEKER:
|
|
case CLASS_REMOTE:
|
|
G_PlayEffectID( G_EffectIndex("env/small_explode"), ent->r.currentOrigin, defaultDir );
|
|
break;
|
|
|
|
case CLASS_GONK:
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
effectPos[2] -= 5;
|
|
// statusTextIndex = Q_irand( IGT_RESISTANCEISFUTILE, IGT_NAMEIS8OF12 );
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex(va("sound/chars/gonk/misc/death%d.wav",Q_irand( 1, 3 ))) );
|
|
G_PlayEffectID( G_EffectIndex("env/med_explode"), effectPos, defaultDir );
|
|
break;
|
|
|
|
// should list all remaining droids here, hope I didn't miss any
|
|
case CLASS_R2D2:
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
effectPos[2] -= 10;
|
|
G_PlayEffectID( G_EffectIndex("env/med_explode"), effectPos, defaultDir );
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex("sound/chars/mark2/misc/mark2_explo") );
|
|
break;
|
|
|
|
case CLASS_PROTOCOL: //c3p0
|
|
case CLASS_R5D2:
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
effectPos[2] -= 10;
|
|
G_PlayEffectID( G_EffectIndex("env/med_explode"), effectPos, defaultDir );
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex("sound/chars/mark2/misc/mark2_explo") );
|
|
break;
|
|
|
|
case CLASS_MARK2:
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
effectPos[2] -= 15;
|
|
G_PlayEffectID( G_EffectIndex("explosions/droidexplosion1"), effectPos, defaultDir );
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex("sound/chars/mark2/misc/mark2_explo") );
|
|
break;
|
|
|
|
case CLASS_INTERROGATOR:
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
effectPos[2] -= 15;
|
|
G_PlayEffectID( G_EffectIndex("explosions/droidexplosion1"), effectPos, defaultDir );
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex("sound/chars/interrogator/misc/int_droid_explo") );
|
|
break;
|
|
|
|
case CLASS_MARK1:
|
|
AngleVectors( ent->r.currentAngles, NULL, right, NULL );
|
|
VectorMA( ent->r.currentOrigin, 10, right, effectPos );
|
|
effectPos[2] -= 15;
|
|
G_PlayEffectID( G_EffectIndex("explosions/droidexplosion1"), effectPos, defaultDir );
|
|
VectorMA( effectPos, -20, right, effectPos );
|
|
G_PlayEffectID( G_EffectIndex("explosions/droidexplosion1"), effectPos, defaultDir );
|
|
VectorMA( effectPos, -20, right, effectPos );
|
|
G_PlayEffectID( G_EffectIndex("explosions/droidexplosion1"), effectPos, defaultDir );
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex("sound/chars/mark1/misc/mark1_explo") );
|
|
break;
|
|
|
|
case CLASS_SENTRY:
|
|
G_Sound( ent, CHAN_AUTO, G_SoundIndex("sound/chars/sentry/misc/sentry_explo") );
|
|
VectorCopy( ent->r.currentOrigin, effectPos );
|
|
G_PlayEffectID( G_EffectIndex("env/med_explode"), effectPos, defaultDir );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void G_CheckVictoryScript(gentity_t *self)
|
|
{
|
|
if ( !G_ActivateBehavior( self, BSET_VICTORY ) )
|
|
{
|
|
if ( self->NPC && self->s.weapon == WP_SABER )
|
|
{//Jedi taunt from within their AI
|
|
self->NPC->blockedSpeechDebounceTime = 0;//get them ready to taunt
|
|
return;
|
|
}
|
|
if ( self->client && self->client->NPC_class == CLASS_GALAKMECH )
|
|
{
|
|
self->wait = 1;
|
|
TIMER_Set( self, "gloatTime", Q_irand( 5000, 8000 ) );
|
|
self->NPC->blockedSpeechDebounceTime = 0;//get him ready to taunt
|
|
return;
|
|
}
|
|
//FIXME: any way to not say this *right away*? Wait for victim's death anim/scream to finish?
|
|
if ( self->NPC && self->NPC->group && self->NPC->group->commander && self->NPC->group->commander->NPC && self->NPC->group->commander->NPC->rank > self->NPC->rank && !Q_irand( 0, 2 ) )
|
|
{//sometimes have the group commander speak instead
|
|
self->NPC->group->commander->NPC->greetingDebounceTime = level.time + Q_irand( 2000, 5000 );
|
|
//G_AddVoiceEvent( self->NPC->group->commander, Q_irand(EV_VICTORY1, EV_VICTORY3), 2000 );
|
|
}
|
|
else if ( self->NPC )
|
|
{
|
|
self->NPC->greetingDebounceTime = level.time + Q_irand( 2000, 5000 );
|
|
//G_AddVoiceEvent( self, Q_irand(EV_VICTORY1, EV_VICTORY3), 2000 );
|
|
}
|
|
}
|
|
}
|
|
|
|
void G_AddPowerDuelScore(int team, int score)
|
|
{
|
|
int i = 0;
|
|
gentity_t *check;
|
|
|
|
while (i < MAX_CLIENTS)
|
|
{
|
|
check = &g_entities[i];
|
|
if (check->inuse && check->client &&
|
|
check->client->pers.connected == CON_CONNECTED && !check->client->iAmALoser &&
|
|
check->client->ps.stats[STAT_HEALTH] > 0 &&
|
|
check->client->sess.sessionTeam != TEAM_SPECTATOR &&
|
|
check->client->sess.duelTeam == team)
|
|
{ //found a living client on the specified team
|
|
check->client->sess.wins += score;
|
|
ClientUserinfoChanged(check->s.number);
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
void G_AddPowerDuelLoserScore(int team, int score)
|
|
{
|
|
int i = 0;
|
|
gentity_t *check;
|
|
|
|
while (i < MAX_CLIENTS)
|
|
{
|
|
check = &g_entities[i];
|
|
if (check->inuse && check->client &&
|
|
check->client->pers.connected == CON_CONNECTED &&
|
|
(check->client->iAmALoser || (check->client->ps.stats[STAT_HEALTH] <= 0 && check->client->sess.sessionTeam != TEAM_SPECTATOR)) &&
|
|
check->client->sess.duelTeam == team)
|
|
{ //found a living client on the specified team
|
|
check->client->sess.losses += score;
|
|
ClientUserinfoChanged(check->s.number);
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
player_die
|
|
==================
|
|
*/
|
|
extern stringID_table_t animTable[MAX_ANIMATIONS+1];
|
|
|
|
extern void AI_DeleteSelfFromGroup( gentity_t *self );
|
|
extern void AI_GroupMemberKilled( gentity_t *self );
|
|
extern void Boba_FlyStop( gentity_t *self );
|
|
extern qboolean Jedi_WaitingAmbush( gentity_t *self );
|
|
void CheckExitRules( void );
|
|
extern void Rancor_DropVictim( gentity_t *self );
|
|
|
|
extern qboolean g_dontFrickinCheck;
|
|
extern qboolean g_endPDuel;
|
|
extern qboolean g_noPDuelCheck;
|
|
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
|
|
gentity_t *ent;
|
|
int anim;
|
|
int contents;
|
|
int killer;
|
|
int i;
|
|
char *killerName, *obit;
|
|
qboolean wasJediMaster = qfalse;
|
|
int sPMType = 0;
|
|
|
|
if ( self->client->ps.pm_type == PM_DEAD ) {
|
|
return;
|
|
}
|
|
|
|
if ( level.intermissiontime ) {
|
|
return;
|
|
}
|
|
|
|
//check player stuff
|
|
g_dontFrickinCheck = qfalse;
|
|
|
|
if (g_gametype.integer == GT_POWERDUEL)
|
|
{ //don't want to wait til later in the frame if this is the case
|
|
CheckExitRules();
|
|
|
|
if ( level.intermissiontime )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self->s.eType == ET_NPC &&
|
|
self->s.NPC_class == CLASS_VEHICLE &&
|
|
self->m_pVehicle &&
|
|
!self->m_pVehicle->m_pVehicleInfo->explosionDelay &&
|
|
(self->m_pVehicle->m_pPilot || self->m_pVehicle->m_iNumPassengers > 0 || self->m_pVehicle->m_pDroidUnit))
|
|
{ //kill everyone on board in the name of the attacker... if the vehicle has no death delay
|
|
gentity_t *murderer = NULL;
|
|
gentity_t *killEnt;
|
|
int i = 0;
|
|
|
|
if (self->client->ps.otherKillerTime >= level.time)
|
|
{ //use the last attacker
|
|
murderer = &g_entities[self->client->ps.otherKiller];
|
|
if (!murderer->inuse || !murderer->client)
|
|
{
|
|
murderer = NULL;
|
|
}
|
|
else
|
|
{
|
|
if (murderer->s.number >= MAX_CLIENTS &&
|
|
murderer->s.eType == ET_NPC &&
|
|
murderer->s.NPC_class == CLASS_VEHICLE &&
|
|
murderer->m_pVehicle &&
|
|
murderer->m_pVehicle->m_pPilot)
|
|
{
|
|
gentity_t *murderPilot = &g_entities[murderer->m_pVehicle->m_pPilot->s.number];
|
|
if (murderPilot->inuse && murderPilot->client)
|
|
{ //give the pilot of the offending vehicle credit for the kill
|
|
murderer = murderPilot;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (attacker && attacker->inuse && attacker->client)
|
|
{
|
|
if (attacker->s.number >= MAX_CLIENTS &&
|
|
attacker->s.eType == ET_NPC &&
|
|
attacker->s.NPC_class == CLASS_VEHICLE &&
|
|
attacker->m_pVehicle &&
|
|
attacker->m_pVehicle->m_pPilot)
|
|
{ //set vehicles pilot's killer as murderer
|
|
murderer = &g_entities[attacker->m_pVehicle->m_pPilot->s.number];
|
|
if (murderer->inuse && murderer->client &&murderer->client->ps.otherKillerTime >= level.time)
|
|
{
|
|
murderer = &g_entities[murderer->client->ps.otherKiller];
|
|
if (!murderer->inuse || !murderer->client)
|
|
{
|
|
murderer = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
murderer = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
murderer = &g_entities[attacker->s.number];
|
|
}
|
|
}
|
|
else if (self->m_pVehicle->m_pPilot)
|
|
{
|
|
murderer = (gentity_t *)self->m_pVehicle->m_pPilot;
|
|
if (!murderer->inuse || !murderer->client)
|
|
{
|
|
murderer = NULL;
|
|
}
|
|
}
|
|
|
|
//no valid murderer.. just use self I guess
|
|
if (!murderer)
|
|
{
|
|
murderer = self;
|
|
}
|
|
|
|
if ( self->m_pVehicle->m_pVehicleInfo->hideRider )
|
|
{//pilot is *inside* me, so kill him, too
|
|
killEnt = (gentity_t *)self->m_pVehicle->m_pPilot;
|
|
if (killEnt && killEnt->inuse && killEnt->client)
|
|
{
|
|
G_Damage(killEnt, murderer, murderer, NULL, killEnt->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_BLASTER);
|
|
}
|
|
if ( self->m_pVehicle->m_pVehicleInfo )
|
|
{//FIXME: this wile got stuck in an endless loop, that's BAD!! This method SUCKS (not initting "i", not incrementing it or using it directly, all sorts of badness), so I'm rewriting it
|
|
//while (i < self->m_pVehicle->m_iNumPassengers)
|
|
int numPass = self->m_pVehicle->m_iNumPassengers;
|
|
for ( i = 0; i < numPass && self->m_pVehicle->m_iNumPassengers; i++ )
|
|
{//go through and eject the last passenger
|
|
killEnt = (gentity_t *)self->m_pVehicle->m_ppPassengers[self->m_pVehicle->m_iNumPassengers-1];
|
|
if ( killEnt )
|
|
{
|
|
self->m_pVehicle->m_pVehicleInfo->Eject(self->m_pVehicle, (bgEntity_t *)killEnt, qtrue);
|
|
if ( killEnt->inuse && killEnt->client )
|
|
{
|
|
G_Damage(killEnt, murderer, murderer, NULL, killEnt->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_BLASTER);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
killEnt = (gentity_t *)self->m_pVehicle->m_pDroidUnit;
|
|
if (killEnt && killEnt->inuse && killEnt->client)
|
|
{
|
|
killEnt->flags &= ~FL_UNDYING;
|
|
G_Damage(killEnt, murderer, murderer, NULL, killEnt->client->ps.origin, 99999, DAMAGE_NO_PROTECTION, MOD_BLASTER);
|
|
}
|
|
}
|
|
|
|
self->client->ps.emplacedIndex = 0;
|
|
|
|
G_BreakArm(self, 0); //unbreak anything we have broken
|
|
self->client->ps.saberEntityNum = self->client->saberStoredIndex; //in case we died while our saber was knocked away.
|
|
|
|
self->client->bodyGrabIndex = ENTITYNUM_NONE;
|
|
self->client->bodyGrabTime = 0;
|
|
|
|
if (self->client->holdingObjectiveItem > 0)
|
|
{ //carrying a siege objective item - make sure it updates and removes itself from us now in case this is an instant death-respawn situation
|
|
gentity_t *objectiveItem = &g_entities[self->client->holdingObjectiveItem];
|
|
|
|
if (objectiveItem->inuse && objectiveItem->think)
|
|
{
|
|
objectiveItem->think(objectiveItem);
|
|
}
|
|
}
|
|
|
|
if ( (self->client->inSpaceIndex && self->client->inSpaceIndex != ENTITYNUM_NONE) ||
|
|
(self->client->ps.eFlags2 & EF2_SHIP_DEATH) )
|
|
{
|
|
self->client->noCorpse = qtrue;
|
|
}
|
|
|
|
if ( self->client->NPC_class != CLASS_VEHICLE
|
|
&& self->client->ps.m_iVehicleNum )
|
|
{ //I'm riding a vehicle
|
|
//tell it I'm getting off
|
|
gentity_t *veh = &g_entities[self->client->ps.m_iVehicleNum];
|
|
|
|
if (veh->inuse && veh->client && veh->m_pVehicle)
|
|
{
|
|
veh->m_pVehicle->m_pVehicleInfo->Eject(veh->m_pVehicle, (bgEntity_t *)self, qtrue);
|
|
|
|
if (veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER)
|
|
{ //go into "die in ship" mode with flag
|
|
self->client->ps.eFlags2 |= EF2_SHIP_DEATH;
|
|
|
|
//put me over where my vehicle exploded
|
|
G_SetOrigin(self, veh->client->ps.origin);
|
|
VectorCopy(veh->client->ps.origin, self->client->ps.origin);
|
|
}
|
|
}
|
|
//droids throw heads if they haven't yet
|
|
switch(self->client->NPC_class)
|
|
{
|
|
case CLASS_R2D2:
|
|
if ( !trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" ) )
|
|
{
|
|
vec3_t up;
|
|
AngleVectors( self->r.currentAngles, NULL, NULL, up );
|
|
G_PlayEffectID( G_EffectIndex("chunks/r2d2head_veh"), self->r.currentOrigin, up );
|
|
}
|
|
break;
|
|
|
|
case CLASS_R5D2:
|
|
if ( !trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" ) )
|
|
{
|
|
vec3_t up;
|
|
AngleVectors( self->r.currentAngles, NULL, NULL, up );
|
|
G_PlayEffectID( G_EffectIndex("chunks/r5d2head_veh"), self->r.currentOrigin, up );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( self->NPC )
|
|
{
|
|
if ( self->client && Jedi_WaitingAmbush( self ) )
|
|
{//ambushing trooper
|
|
self->client->noclip = qfalse;
|
|
}
|
|
NPC_FreeCombatPoint( self->NPC->combatPoint, qfalse );
|
|
if ( self->NPC->group )
|
|
{
|
|
//lastInGroup = (self->NPC->group->numGroup < 2);
|
|
AI_GroupMemberKilled( self );
|
|
AI_DeleteSelfFromGroup( self );
|
|
}
|
|
|
|
if ( self->NPC->tempGoal )
|
|
{
|
|
G_FreeEntity( self->NPC->tempGoal );
|
|
self->NPC->tempGoal = NULL;
|
|
}
|
|
/*
|
|
if ( self->s.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
// dumb, just get the NPC out of the chair
|
|
extern void RunEmplacedWeapon( gentity_t *ent, usercmd_t **ucmd );
|
|
|
|
usercmd_t cmd, *ad_cmd;
|
|
|
|
memset( &cmd, 0, sizeof( usercmd_t ));
|
|
|
|
//gentity_t *old = self->owner;
|
|
|
|
if ( self->owner )
|
|
{
|
|
self->owner->s.frame = self->owner->startFrame = self->owner->endFrame = 0;
|
|
self->owner->svFlags &= ~SVF_ANIMATING;
|
|
}
|
|
|
|
cmd.buttons |= BUTTON_USE;
|
|
ad_cmd = &cmd;
|
|
RunEmplacedWeapon( self, &ad_cmd );
|
|
//self->owner = old;
|
|
}
|
|
*/
|
|
//if ( self->client->NPC_class == CLASS_BOBAFETT && self->client->moveType == MT_FLYSWIM )
|
|
if (0)
|
|
{
|
|
Boba_FlyStop( self );
|
|
}
|
|
if ( self->s.NPC_class == CLASS_RANCOR )
|
|
{
|
|
Rancor_DropVictim( self );
|
|
}
|
|
}
|
|
if ( attacker && attacker->NPC && attacker->NPC->group && attacker->NPC->group->enemy == self )
|
|
{
|
|
attacker->NPC->group->enemy = NULL;
|
|
}
|
|
|
|
//Cheap method until/if I decide to put fancier stuff in (e.g. sabers falling out of hand and slowly
|
|
//holstering on death like sp)
|
|
if (self->client->ps.weapon == WP_SABER &&
|
|
!self->client->ps.saberHolstered &&
|
|
self->client->ps.saberEntityNum)
|
|
{
|
|
if (!self->client->ps.saberInFlight &&
|
|
self->client->saber[0].soundOff)
|
|
{
|
|
G_Sound(self, CHAN_AUTO, self->client->saber[0].soundOff);
|
|
}
|
|
if (self->client->saber[1].soundOff &&
|
|
self->client->saber[1].model[0])
|
|
{
|
|
G_Sound(self, CHAN_AUTO, self->client->saber[1].soundOff);
|
|
}
|
|
}
|
|
|
|
//Use any target we had
|
|
G_UseTargets( self, self );
|
|
|
|
if (g_slowmoDuelEnd.integer && (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) && attacker && attacker->inuse && attacker->client)
|
|
{
|
|
if (!gDoSlowMoDuel)
|
|
{
|
|
gDoSlowMoDuel = qtrue;
|
|
gSlowMoDuelTime = level.time;
|
|
}
|
|
}
|
|
/*
|
|
else if (self->NPC && attacker && attacker->client && attacker->s.number < MAX_CLIENTS && !gDoSlowMoDuel)
|
|
{
|
|
gDoSlowMoDuel = qtrue;
|
|
gSlowMoDuelTime = level.time;
|
|
}
|
|
*/
|
|
|
|
//Make sure the jetpack is turned off.
|
|
Jetpack_Off(self);
|
|
|
|
self->client->ps.heldByClient = 0;
|
|
self->client->beingThrown = 0;
|
|
self->client->doingThrow = 0;
|
|
|
|
if (inflictor && inflictor->activator && !inflictor->client && !attacker->client &&
|
|
inflictor->activator->client && inflictor->activator->inuse &&
|
|
inflictor->s.weapon == WP_TURRET)
|
|
{
|
|
attacker = inflictor->activator;
|
|
}
|
|
|
|
if (self->client && self->client->ps.isJediMaster)
|
|
{
|
|
wasJediMaster = qtrue;
|
|
}
|
|
|
|
//if he was charging or anything else, kill the sound
|
|
G_MuteSound(self->s.number, CHAN_WEAPON);
|
|
|
|
BlowDetpacks(self); //blow detpacks if they're planted
|
|
|
|
self->client->ps.fd.forceDeactivateAll = 1;
|
|
|
|
if ((self == attacker || !attacker->client) &&
|
|
(meansOfDeath == MOD_CRUSH || meansOfDeath == MOD_FALLING || meansOfDeath == MOD_TRIGGER_HURT || meansOfDeath == MOD_UNKNOWN) &&
|
|
self->client->ps.otherKillerTime > level.time)
|
|
{
|
|
attacker = &g_entities[self->client->ps.otherKiller];
|
|
}
|
|
|
|
// check for an almost capture
|
|
CheckAlmostCapture( self, attacker );
|
|
|
|
self->client->ps.pm_type = PM_DEAD;
|
|
self->client->ps.pm_flags &= ~PMF_STUCK_TO_WALL;
|
|
|
|
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 >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
|
|
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 );
|
|
|
|
if ( g_austrian.integer
|
|
&& (g_gametype.integer == GT_DUEL)
|
|
&& level.numPlayingClients >= 2 )
|
|
{
|
|
int spawnTime = (level.clients[level.sortedClients[0]].respawnTime > level.clients[level.sortedClients[1]].respawnTime) ? level.clients[level.sortedClients[0]].respawnTime : level.clients[level.sortedClients[1]].respawnTime;
|
|
G_LogPrintf("Duel Kill Details:\n");
|
|
G_LogPrintf("Kill Time: %d\n", level.time-spawnTime );
|
|
G_LogPrintf("victim: %s, hits on enemy %d\n", self->client->pers.netname, self->client->ps.persistant[PERS_HITS] );
|
|
if ( attacker && attacker->client )
|
|
{
|
|
G_LogPrintf("killer: %s, hits on enemy %d, health: %d\n", attacker->client->pers.netname, attacker->client->ps.persistant[PERS_HITS], attacker->health );
|
|
//also - if MOD_SABER, list the animation and saber style
|
|
if ( meansOfDeath == MOD_SABER )
|
|
{
|
|
G_LogPrintf("killer saber style: %d, killer saber anim %s\n", attacker->client->ps.fd.saberAnimLevel, animTable[(attacker->client->ps.torsoAnim)].name );
|
|
}
|
|
}
|
|
}
|
|
|
|
G_LogWeaponKill(killer, meansOfDeath);
|
|
G_LogWeaponDeath(self->s.number, self->s.weapon);
|
|
if (attacker && attacker->client && attacker->inuse)
|
|
{
|
|
G_LogWeaponFrag(killer, self->s.number);
|
|
}
|
|
|
|
// broadcast the death event to everyone
|
|
if (self->s.eType != ET_NPC && !g_noPDuelCheck)
|
|
{
|
|
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
|
|
ent->s.isJediMaster = wasJediMaster;
|
|
}
|
|
|
|
self->enemy = attacker;
|
|
|
|
self->client->ps.persistant[PERS_KILLED]++;
|
|
|
|
if (self == attacker)
|
|
{
|
|
self->client->ps.fd.suicides++;
|
|
}
|
|
|
|
if (attacker && attacker->client) {
|
|
attacker->client->lastkilled_client = self->s.number;
|
|
|
|
G_CheckVictoryScript(attacker);
|
|
|
|
if ( attacker == self || OnSameTeam (self, attacker ) ) {
|
|
if (g_gametype.integer == GT_DUEL)
|
|
{ //in duel, if you kill yourself, the person you are dueling against gets a kill for it
|
|
int otherClNum = -1;
|
|
if (level.sortedClients[0] == self->s.number)
|
|
{
|
|
otherClNum = level.sortedClients[1];
|
|
}
|
|
else if (level.sortedClients[1] == self->s.number)
|
|
{
|
|
otherClNum = level.sortedClients[0];
|
|
}
|
|
|
|
if (otherClNum >= 0 && otherClNum < MAX_CLIENTS &&
|
|
g_entities[otherClNum].inuse && g_entities[otherClNum].client &&
|
|
otherClNum != attacker->s.number)
|
|
{
|
|
AddScore( &g_entities[otherClNum], self->r.currentOrigin, 1 );
|
|
}
|
|
else
|
|
{
|
|
AddScore( attacker, self->r.currentOrigin, -1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddScore( attacker, self->r.currentOrigin, -1 );
|
|
}
|
|
if (g_gametype.integer == GT_JEDIMASTER)
|
|
{
|
|
if (self->client && self->client->ps.isJediMaster)
|
|
{ //killed ourself so return the saber to the original position
|
|
//(to avoid people jumping off ledges and making the saber
|
|
//unreachable for 60 seconds)
|
|
ThrowSaberToAttacker(self, NULL);
|
|
self->client->ps.isJediMaster = qfalse;
|
|
}
|
|
}
|
|
} else {
|
|
if (g_gametype.integer == GT_JEDIMASTER)
|
|
{
|
|
if ((attacker->client && attacker->client->ps.isJediMaster) ||
|
|
(self->client && self->client->ps.isJediMaster))
|
|
{
|
|
AddScore( attacker, self->r.currentOrigin, 1 );
|
|
|
|
if (self->client && self->client->ps.isJediMaster)
|
|
{
|
|
ThrowSaberToAttacker(self, attacker);
|
|
self->client->ps.isJediMaster = qfalse;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gentity_t *jmEnt = G_GetJediMaster();
|
|
|
|
if (jmEnt && jmEnt->client)
|
|
{
|
|
AddScore( jmEnt, self->r.currentOrigin, 1 );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddScore( attacker, self->r.currentOrigin, 1 );
|
|
}
|
|
|
|
if( meansOfDeath == MOD_STUN_BATON ) {
|
|
|
|
// play humiliation on player
|
|
attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
|
|
|
|
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]++;
|
|
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
}
|
|
attacker->client->lastKillTime = level.time;
|
|
|
|
}
|
|
} else {
|
|
if (self->client && self->client->ps.isJediMaster)
|
|
{ //killed ourself so return the saber to the original position
|
|
//(to avoid people jumping off ledges and making the saber
|
|
//unreachable for 60 seconds)
|
|
ThrowSaberToAttacker(self, NULL);
|
|
self->client->ps.isJediMaster = qfalse;
|
|
}
|
|
|
|
if (g_gametype.integer == GT_DUEL)
|
|
{ //in duel, if you kill yourself, the person you are dueling against gets a kill for it
|
|
int otherClNum = -1;
|
|
if (level.sortedClients[0] == self->s.number)
|
|
{
|
|
otherClNum = level.sortedClients[1];
|
|
}
|
|
else if (level.sortedClients[1] == self->s.number)
|
|
{
|
|
otherClNum = level.sortedClients[0];
|
|
}
|
|
|
|
if (otherClNum >= 0 && otherClNum < MAX_CLIENTS &&
|
|
g_entities[otherClNum].inuse && g_entities[otherClNum].client &&
|
|
otherClNum != self->s.number)
|
|
{
|
|
AddScore( &g_entities[otherClNum], self->r.currentOrigin, 1 );
|
|
}
|
|
else
|
|
{
|
|
AddScore( self, self->r.currentOrigin, -1 );
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
// if client is in a nodrop area, don't drop anything (but return CTF flags!)
|
|
contents = trap_PointContents( self->r.currentOrigin, -1 );
|
|
if ( !( contents & CONTENTS_NODROP ) && !self->client->ps.fallingToDeath) {
|
|
if (self->s.eType != ET_NPC)
|
|
{
|
|
TossClientItems( self );
|
|
}
|
|
}
|
|
else {
|
|
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
|
|
Team_ReturnFlag( TEAM_FREE );
|
|
}
|
|
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
|
|
Team_ReturnFlag( TEAM_RED );
|
|
}
|
|
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
|
|
Team_ReturnFlag( TEAM_BLUE );
|
|
}
|
|
}
|
|
|
|
if ( MOD_TEAM_CHANGE == meansOfDeath )
|
|
{
|
|
// Give them back a point since they didn't really die.
|
|
AddScore( self, self->r.currentOrigin, 1 );
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
if (self->s.eType != ET_NPC)
|
|
{ //handled differently for NPCs
|
|
self->r.contents = CONTENTS_CORPSE;
|
|
}
|
|
self->client->ps.zoomMode = 0; // Turn off zooming when we die
|
|
|
|
//rww - 07/19/02 - I removed this because it isn't working and it's ugly (for people on the outside)
|
|
/*
|
|
self->s.angles[0] = 0;
|
|
self->s.angles[2] = 0;
|
|
LookAtKiller (self, inflictor, attacker);
|
|
|
|
VectorCopy( self->s.angles, self->client->ps.viewangles );
|
|
*/
|
|
|
|
self->s.loopSound = 0;
|
|
self->s.loopIsSoundset = qfalse;
|
|
|
|
if (self->s.eType != ET_NPC)
|
|
{ //handled differently for NPCs
|
|
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) );
|
|
|
|
// NOTENOTE No gib deaths right now, this is star wars.
|
|
/*
|
|
// never gib in a nodrop
|
|
if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE)
|
|
{
|
|
// gib death
|
|
GibEntity( self, killer );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
// normal death
|
|
|
|
static int i;
|
|
|
|
anim = G_PickDeathAnim(self, self->pos1, damage, meansOfDeath, HL_NONE);
|
|
|
|
if (anim >= 1)
|
|
{ //Some droids don't have death anims
|
|
// 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;
|
|
}
|
|
|
|
self->client->respawnTime = level.time + 1000;//((self->client->animations[anim].numFrames*40)/(50.0f / self->client->animations[anim].frameLerp))+300;
|
|
|
|
sPMType = self->client->ps.pm_type;
|
|
self->client->ps.pm_type = PM_NORMAL; //don't want pm type interfering with our setanim calls.
|
|
|
|
if (self->inuse)
|
|
{ //not disconnecting
|
|
G_SetAnim(self, NULL, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART, 0);
|
|
}
|
|
|
|
self->client->ps.pm_type = sPMType;
|
|
|
|
if (meansOfDeath == MOD_SABER || (meansOfDeath == MOD_MELEE && G_HeavyMelee( attacker )) )//saber or heavy melee (claws)
|
|
{ //update the anim on the actual skeleton (so bolt point will reflect the correct position) and then check for dismem
|
|
G_UpdateClientAnims(self, 1.0f);
|
|
G_CheckForDismemberment(self, attacker, self->pos1, damage, anim, qfalse);
|
|
}
|
|
}
|
|
else if (self->NPC && self->client && self->client->NPC_class != CLASS_MARK1 &&
|
|
self->client->NPC_class != CLASS_VEHICLE)
|
|
{ //in this case if we're an NPC it's my guess that we want to get removed straight away.
|
|
self->think = G_FreeEntity;
|
|
self->nextthink = level.time;
|
|
}
|
|
|
|
//self->client->ps.legsAnim = anim;
|
|
//self->client->ps.torsoAnim = anim;
|
|
// self->client->ps.pm_flags |= PMF_UPDATE_ANIM; // Make sure the pmove sets up the GHOUL2 anims.
|
|
|
|
//rww - do this on respawn, not death
|
|
//CopyToBodyQue (self);
|
|
|
|
//G_AddEvent( self, EV_DEATH1 + i, killer );
|
|
if (wasJediMaster)
|
|
{
|
|
G_AddEvent( self, EV_DEATH1 + i, 1 );
|
|
}
|
|
else
|
|
{
|
|
G_AddEvent( self, EV_DEATH1 + i, 0 );
|
|
}
|
|
|
|
if (self != attacker)
|
|
{ //don't make NPCs want to murder you on respawn for killing yourself!
|
|
G_DeathAlert( self, attacker );
|
|
}
|
|
|
|
// the body can still be gibbed
|
|
if (!self->NPC)
|
|
{ //don't remove NPCs like this!
|
|
self->die = body_die;
|
|
}
|
|
|
|
//It won't gib, it will disintegrate (because this is Star Wars).
|
|
self->takedamage = qtrue;
|
|
|
|
// globally cycle through the different death animations
|
|
i = ( i + 1 ) % 3;
|
|
}
|
|
|
|
if ( self->NPC )
|
|
{//If an NPC, make sure we start running our scripts again- this gets set to infinite while we fall to our deaths
|
|
self->NPC->nextBStateThink = level.time;
|
|
}
|
|
|
|
if ( G_ActivateBehavior( self, BSET_DEATH ) )
|
|
{
|
|
//deathScript = qtrue;
|
|
}
|
|
|
|
if ( self->NPC && (self->NPC->scriptFlags&SCF_FFDEATH) )
|
|
{
|
|
if ( G_ActivateBehavior( self, BSET_FFDEATH ) )
|
|
{//FIXME: should running this preclude running the normal deathscript?
|
|
//deathScript = qtrue;
|
|
}
|
|
G_UseTargets2( self, self, self->target4 );
|
|
}
|
|
|
|
/*
|
|
if ( !deathScript && !(self->svFlags&SVF_KILLED_SELF) )
|
|
{
|
|
//Should no longer run scripts
|
|
//WARNING!!! DO NOT DO THIS WHILE RUNNING A SCRIPT, ICARUS WILL CRASH!!!
|
|
//FIXME: shouldn't ICARUS handle this internally?
|
|
ICARUS_FreeEnt(self);
|
|
}
|
|
*/
|
|
//rwwFIXMEFIXME: Do this too?
|
|
|
|
// Free up any timers we may have on us.
|
|
TIMER_Clear2( self );
|
|
|
|
trap_LinkEntity (self);
|
|
|
|
if ( self->NPC )
|
|
{
|
|
self->NPC->timeOfDeath = level.time;//this will change - used for debouncing post-death events
|
|
}
|
|
|
|
// Start any necessary death fx for this entity
|
|
DeathFX( self );
|
|
|
|
|
|
if (g_gametype.integer == GT_POWERDUEL && !g_noPDuelCheck)
|
|
{ //powerduel checks
|
|
if (self->client->sess.duelTeam == DUELTEAM_LONE)
|
|
{ //automatically means a win as there is only one
|
|
G_AddPowerDuelScore(DUELTEAM_DOUBLE, 1);
|
|
G_AddPowerDuelLoserScore(DUELTEAM_LONE, 1);
|
|
g_endPDuel = qtrue;
|
|
}
|
|
else if (self->client->sess.duelTeam == DUELTEAM_DOUBLE)
|
|
{
|
|
int i = 0;
|
|
gentity_t *check;
|
|
qboolean heLives = qfalse;
|
|
|
|
while (i < MAX_CLIENTS)
|
|
{
|
|
check = &g_entities[i];
|
|
if (check->inuse && check->client && check->s.number != self->s.number &&
|
|
check->client->pers.connected == CON_CONNECTED && !check->client->iAmALoser &&
|
|
check->client->ps.stats[STAT_HEALTH] > 0 &&
|
|
check->client->sess.sessionTeam != TEAM_SPECTATOR &&
|
|
check->client->sess.duelTeam == DUELTEAM_DOUBLE)
|
|
{ //still an active living paired duelist so it's not over yet.
|
|
heLives = qtrue;
|
|
break;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
if (!heLives)
|
|
{ //they're all dead, give the lone duelist the win.
|
|
G_AddPowerDuelScore(DUELTEAM_LONE, 1);
|
|
G_AddPowerDuelLoserScore(DUELTEAM_DOUBLE, 1);
|
|
g_endPDuel = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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;
|
|
|
|
if ( client->NPC_class == CLASS_VEHICLE
|
|
&& ent->m_pVehicle
|
|
&& ent->client->ps.electrifyTime > level.time )
|
|
{//ion-cannon has disabled this ship's shields, take damage on hull!
|
|
return 0;
|
|
}
|
|
// armor
|
|
count = client->ps.stats[STAT_ARMOR];
|
|
|
|
if (dflags & DAMAGE_HALF_ABSORB)
|
|
{ // Half the damage gets absorbed by the shields, rather than 100%
|
|
save = ceil( damage * ARMOR_PROTECTION );
|
|
}
|
|
else
|
|
{ // All the damage gets absorbed by the shields.
|
|
save = damage;
|
|
}
|
|
|
|
// save is the most damage that the armor is elibigle to protect, of course, but it's limited by the total armor.
|
|
if (save >= count)
|
|
save = count;
|
|
|
|
if (!save)
|
|
return 0;
|
|
|
|
if (dflags & DAMAGE_HALF_ARMOR_REDUCTION) // Armor isn't whittled so easily by sniper shots.
|
|
{
|
|
client->ps.stats[STAT_ARMOR] -= (int)(save*ARMOR_REDUCTION_FACTOR);
|
|
}
|
|
else
|
|
{
|
|
client->ps.stats[STAT_ARMOR] -= save;
|
|
}
|
|
|
|
return save;
|
|
}
|
|
|
|
|
|
void G_ApplyKnockback( gentity_t *targ, vec3_t newDir, float knockback )
|
|
{
|
|
vec3_t kvel;
|
|
float mass;
|
|
|
|
if ( targ->physicsBounce > 0 ) //overide the mass
|
|
mass = targ->physicsBounce;
|
|
else
|
|
mass = 200;
|
|
|
|
if ( g_gravity.value > 0 )
|
|
{
|
|
VectorScale( newDir, g_knockback.value * (float)knockback / mass * 0.8, kvel );
|
|
kvel[2] = newDir[2] * g_knockback.value * (float)knockback / mass * 1.5;
|
|
}
|
|
else
|
|
{
|
|
VectorScale( newDir, g_knockback.value * (float)knockback / mass, kvel );
|
|
}
|
|
|
|
if ( targ->client )
|
|
{
|
|
VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
|
|
}
|
|
else if ( targ->s.pos.trType != TR_STATIONARY && targ->s.pos.trType != TR_LINEAR_STOP && targ->s.pos.trType != TR_NONLINEAR_STOP )
|
|
{
|
|
VectorAdd( targ->s.pos.trDelta, kvel, targ->s.pos.trDelta );
|
|
VectorCopy( targ->r.currentOrigin, targ->s.pos.trBase );
|
|
targ->s.pos.trTime = level.time;
|
|
}
|
|
|
|
// set the timer so that the other client can't cancel
|
|
// out the movement immediately
|
|
if ( targ->client && !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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
}
|
|
|
|
/*
|
|
===================================
|
|
rww - beginning of the majority of the dismemberment and location based damage code.
|
|
===================================
|
|
*/
|
|
char *hitLocName[HL_MAX] =
|
|
{
|
|
"none", //HL_NONE = 0,
|
|
"right foot", //HL_FOOT_RT,
|
|
"left foot", //HL_FOOT_LT,
|
|
"right leg", //HL_LEG_RT,
|
|
"left leg", //HL_LEG_LT,
|
|
"waist", //HL_WAIST,
|
|
"back right shoulder", //HL_BACK_RT,
|
|
"back left shoulder", //HL_BACK_LT,
|
|
"back", //HL_BACK,
|
|
"front right shouler", //HL_CHEST_RT,
|
|
"front left shoulder", //HL_CHEST_LT,
|
|
"chest", //HL_CHEST,
|
|
"right arm", //HL_ARM_RT,
|
|
"left arm", //HL_ARM_LT,
|
|
"right hand", //HL_HAND_RT,
|
|
"left hand", //HL_HAND_LT,
|
|
"head", //HL_HEAD
|
|
"generic1", //HL_GENERIC1,
|
|
"generic2", //HL_GENERIC2,
|
|
"generic3", //HL_GENERIC3,
|
|
"generic4", //HL_GENERIC4,
|
|
"generic5", //HL_GENERIC5,
|
|
"generic6" //HL_GENERIC6
|
|
};
|
|
|
|
void G_GetDismemberLoc(gentity_t *self, vec3_t boltPoint, int limbType)
|
|
{ //Just get the general area without using server-side ghoul2
|
|
vec3_t fwd, right, up;
|
|
|
|
AngleVectors(self->r.currentAngles, fwd, right, up);
|
|
|
|
VectorCopy(self->r.currentOrigin, boltPoint);
|
|
|
|
switch (limbType)
|
|
{
|
|
case G2_MODELPART_HEAD:
|
|
boltPoint[0] += up[0]*24;
|
|
boltPoint[1] += up[1]*24;
|
|
boltPoint[2] += up[2]*24;
|
|
break;
|
|
case G2_MODELPART_WAIST:
|
|
boltPoint[0] += up[0]*4;
|
|
boltPoint[1] += up[1]*4;
|
|
boltPoint[2] += up[2]*4;
|
|
break;
|
|
case G2_MODELPART_LARM:
|
|
boltPoint[0] += up[0]*18;
|
|
boltPoint[1] += up[1]*18;
|
|
boltPoint[2] += up[2]*18;
|
|
|
|
boltPoint[0] -= right[0]*10;
|
|
boltPoint[1] -= right[1]*10;
|
|
boltPoint[2] -= right[2]*10;
|
|
break;
|
|
case G2_MODELPART_RARM:
|
|
boltPoint[0] += up[0]*18;
|
|
boltPoint[1] += up[1]*18;
|
|
boltPoint[2] += up[2]*18;
|
|
|
|
boltPoint[0] += right[0]*10;
|
|
boltPoint[1] += right[1]*10;
|
|
boltPoint[2] += right[2]*10;
|
|
break;
|
|
case G2_MODELPART_RHAND:
|
|
boltPoint[0] += up[0]*8;
|
|
boltPoint[1] += up[1]*8;
|
|
boltPoint[2] += up[2]*8;
|
|
|
|
boltPoint[0] += right[0]*10;
|
|
boltPoint[1] += right[1]*10;
|
|
boltPoint[2] += right[2]*10;
|
|
break;
|
|
case G2_MODELPART_LLEG:
|
|
boltPoint[0] -= up[0]*4;
|
|
boltPoint[1] -= up[1]*4;
|
|
boltPoint[2] -= up[2]*4;
|
|
|
|
boltPoint[0] -= right[0]*10;
|
|
boltPoint[1] -= right[1]*10;
|
|
boltPoint[2] -= right[2]*10;
|
|
break;
|
|
case G2_MODELPART_RLEG:
|
|
boltPoint[0] -= up[0]*4;
|
|
boltPoint[1] -= up[1]*4;
|
|
boltPoint[2] -= up[2]*4;
|
|
|
|
boltPoint[0] += right[0]*10;
|
|
boltPoint[1] += right[1]*10;
|
|
boltPoint[2] += right[2]*10;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void G_GetDismemberBolt(gentity_t *self, vec3_t boltPoint, int limbType)
|
|
{
|
|
int useBolt = self->genericValue5;
|
|
vec3_t properOrigin, properAngles, addVel;
|
|
//vec3_t legAxis[3];
|
|
mdxaBone_t boltMatrix;
|
|
float fVSpeed = 0;
|
|
char *rotateBone = NULL;
|
|
|
|
switch (limbType)
|
|
{
|
|
case G2_MODELPART_HEAD:
|
|
rotateBone = "cranium";
|
|
break;
|
|
case G2_MODELPART_WAIST:
|
|
if (self->localAnimIndex <= 1)
|
|
{ //humanoid
|
|
rotateBone = "thoracic";
|
|
}
|
|
else
|
|
{
|
|
rotateBone = "pelvis";
|
|
}
|
|
break;
|
|
case G2_MODELPART_LARM:
|
|
rotateBone = "lradius";
|
|
break;
|
|
case G2_MODELPART_RARM:
|
|
rotateBone = "rradius";
|
|
break;
|
|
case G2_MODELPART_RHAND:
|
|
rotateBone = "rhand";
|
|
break;
|
|
case G2_MODELPART_LLEG:
|
|
rotateBone = "ltibia";
|
|
break;
|
|
case G2_MODELPART_RLEG:
|
|
rotateBone = "rtibia";
|
|
break;
|
|
default:
|
|
rotateBone = "rtibia";
|
|
break;
|
|
}
|
|
|
|
useBolt = trap_G2API_AddBolt(self->ghoul2, 0, rotateBone);
|
|
|
|
VectorCopy(self->client->ps.origin, properOrigin);
|
|
VectorCopy(self->client->ps.viewangles, properAngles);
|
|
|
|
//try to predict the origin based on velocity so it's more like what the client is seeing
|
|
VectorCopy(self->client->ps.velocity, addVel);
|
|
VectorNormalize(addVel);
|
|
|
|
if (self->client->ps.velocity[0] < 0)
|
|
{
|
|
fVSpeed += (-self->client->ps.velocity[0]);
|
|
}
|
|
else
|
|
{
|
|
fVSpeed += self->client->ps.velocity[0];
|
|
}
|
|
if (self->client->ps.velocity[1] < 0)
|
|
{
|
|
fVSpeed += (-self->client->ps.velocity[1]);
|
|
}
|
|
else
|
|
{
|
|
fVSpeed += self->client->ps.velocity[1];
|
|
}
|
|
if (self->client->ps.velocity[2] < 0)
|
|
{
|
|
fVSpeed += (-self->client->ps.velocity[2]);
|
|
}
|
|
else
|
|
{
|
|
fVSpeed += self->client->ps.velocity[2];
|
|
}
|
|
|
|
fVSpeed *= 0.08;
|
|
|
|
properOrigin[0] += addVel[0]*fVSpeed;
|
|
properOrigin[1] += addVel[1]*fVSpeed;
|
|
properOrigin[2] += addVel[2]*fVSpeed;
|
|
|
|
properAngles[0] = 0;
|
|
properAngles[1] = self->client->ps.viewangles[YAW];
|
|
properAngles[2] = 0;
|
|
|
|
trap_G2API_GetBoltMatrix(self->ghoul2, 0, useBolt, &boltMatrix, properAngles, properOrigin, level.time, NULL, self->modelScale);
|
|
|
|
boltPoint[0] = boltMatrix.matrix[0][3];
|
|
boltPoint[1] = boltMatrix.matrix[1][3];
|
|
boltPoint[2] = boltMatrix.matrix[2][3];
|
|
|
|
trap_G2API_GetBoltMatrix(self->ghoul2, 1, 0, &boltMatrix, properAngles, properOrigin, level.time, NULL, self->modelScale);
|
|
|
|
if (self->client && limbType == G2_MODELPART_RHAND)
|
|
{ //Make some saber hit sparks over the severed wrist area
|
|
vec3_t boltAngles;
|
|
gentity_t *te;
|
|
|
|
boltAngles[0] = -boltMatrix.matrix[0][1];
|
|
boltAngles[1] = -boltMatrix.matrix[1][1];
|
|
boltAngles[2] = -boltMatrix.matrix[2][1];
|
|
|
|
te = G_TempEntity( boltPoint, EV_SABER_HIT );
|
|
te->s.otherEntityNum = ENTITYNUM_NONE;
|
|
te->s.otherEntityNum2 = self->s.number;
|
|
|
|
VectorCopy(boltPoint, te->s.origin);
|
|
VectorCopy(boltAngles, te->s.angles);
|
|
|
|
if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
|
|
{ //don't let it play with no direction
|
|
te->s.angles[1] = 1;
|
|
}
|
|
|
|
te->s.eventParm = 16; //lots of sparks
|
|
}
|
|
}
|
|
|
|
void LimbTouch( gentity_t *self, gentity_t *other, trace_t *trace )
|
|
{
|
|
}
|
|
|
|
void LimbThink( gentity_t *ent )
|
|
{
|
|
float gravity = 3.0f;
|
|
float mass = 0.09f;
|
|
float bounce = 1.3f;
|
|
|
|
switch (ent->s.modelGhoul2)
|
|
{
|
|
case G2_MODELPART_HEAD:
|
|
mass = 0.08f;
|
|
bounce = 1.4f;
|
|
break;
|
|
case G2_MODELPART_WAIST:
|
|
mass = 0.1f;
|
|
bounce = 1.2f;
|
|
break;
|
|
case G2_MODELPART_LARM:
|
|
case G2_MODELPART_RARM:
|
|
case G2_MODELPART_RHAND:
|
|
case G2_MODELPART_LLEG:
|
|
case G2_MODELPART_RLEG:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (ent->speed < level.time)
|
|
{
|
|
ent->think = G_FreeEntity;
|
|
ent->nextthink = level.time;
|
|
return;
|
|
}
|
|
|
|
if (ent->genericValue5 <= level.time)
|
|
{ //this will be every frame by standard, but we want to compensate in case sv_fps is not 20.
|
|
G_RunExPhys(ent, gravity, mass, bounce, qtrue, NULL, 0);
|
|
ent->genericValue5 = level.time + 50;
|
|
}
|
|
|
|
ent->nextthink = level.time;
|
|
}
|
|
|
|
#include "../namespace_begin.h"
|
|
extern qboolean BG_GetRootSurfNameWithVariant( void *ghoul2, const char *rootSurfName, char *returnSurfName, int returnSize );
|
|
#include "../namespace_end.h"
|
|
|
|
void G_Dismember( gentity_t *ent, gentity_t *enemy, vec3_t point, int limbType, float limbRollBase, float limbPitchBase, int deathAnim, qboolean postDeath )
|
|
{
|
|
vec3_t newPoint, dir, vel;
|
|
gentity_t *limb;
|
|
char limbName[MAX_QPATH];
|
|
char stubName[MAX_QPATH];
|
|
char stubCapName[MAX_QPATH];
|
|
|
|
if (limbType == G2_MODELPART_HEAD)
|
|
{
|
|
Q_strncpyz( limbName , "head", sizeof( limbName ) );
|
|
Q_strncpyz( stubCapName, "torso_cap_head", sizeof( stubCapName ) );
|
|
}
|
|
else if (limbType == G2_MODELPART_WAIST)
|
|
{
|
|
Q_strncpyz( limbName, "torso", sizeof( limbName ) );
|
|
Q_strncpyz( stubCapName, "hips_cap_torso", sizeof( stubCapName ) );
|
|
}
|
|
else if (limbType == G2_MODELPART_LARM)
|
|
{
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "l_arm", limbName, sizeof(limbName) );
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "torso", stubName, sizeof(stubName) );
|
|
Com_sprintf( stubCapName, sizeof( stubCapName), "%s_cap_l_arm", stubName );
|
|
}
|
|
else if (limbType == G2_MODELPART_RARM)
|
|
{
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "r_arm", limbName, sizeof(limbName) );
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "torso", stubName, sizeof(stubName) );
|
|
Com_sprintf( stubCapName, sizeof( stubCapName), "%s_cap_r_arm", stubName );
|
|
}
|
|
else if (limbType == G2_MODELPART_RHAND)
|
|
{
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "r_hand", limbName, sizeof(limbName) );
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "r_arm", stubName, sizeof(stubName) );
|
|
Com_sprintf( stubCapName, sizeof( stubCapName), "%s_cap_r_hand", stubName );
|
|
}
|
|
else if (limbType == G2_MODELPART_LLEG)
|
|
{
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "l_leg", limbName, sizeof(limbName) );
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "hips", stubName, sizeof(stubName) );
|
|
Com_sprintf( stubCapName, sizeof( stubCapName), "%s_cap_l_leg", stubName );
|
|
}
|
|
else if (limbType == G2_MODELPART_RLEG)
|
|
{
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "r_leg", limbName, sizeof(limbName) );
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "hips", stubName, sizeof(stubName) );
|
|
Com_sprintf( stubCapName, sizeof( stubCapName), "%s_cap_r_leg", stubName );
|
|
}
|
|
else
|
|
{//umm... just default to the right leg, I guess (same as on client)
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "r_leg", limbName, sizeof(limbName) );
|
|
BG_GetRootSurfNameWithVariant( ent->ghoul2, "hips", stubName, sizeof(stubName) );
|
|
Com_sprintf( stubCapName, sizeof( stubCapName), "%s_cap_r_leg", stubName );
|
|
}
|
|
|
|
if (ent->ghoul2 && limbName && trap_G2API_GetSurfaceRenderStatus(ent->ghoul2, 0, limbName))
|
|
{ //is it already off? If so there's no reason to be doing it again, so get out of here.
|
|
return;
|
|
}
|
|
|
|
VectorCopy( point, newPoint );
|
|
limb = G_Spawn();
|
|
limb->classname = "playerlimb";
|
|
|
|
/*
|
|
if (limbType == G2_MODELPART_WAIST)
|
|
{ //slight hack
|
|
newPoint[2] += 1;
|
|
}
|
|
*/
|
|
|
|
G_SetOrigin( limb, newPoint );
|
|
VectorCopy( newPoint, limb->s.pos.trBase );
|
|
limb->think = LimbThink;
|
|
limb->touch = LimbTouch;
|
|
limb->speed = level.time + Q_irand(8000, 16000);
|
|
limb->nextthink = level.time + FRAMETIME;
|
|
|
|
limb->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
limb->clipmask = MASK_SOLID;
|
|
limb->r.contents = CONTENTS_TRIGGER;
|
|
limb->physicsObject = qtrue;
|
|
VectorSet( limb->r.mins, -6.0f, -6.0f, -3.0f );
|
|
VectorSet( limb->r.maxs, 6.0f, 6.0f, 6.0f );
|
|
|
|
limb->s.g2radius = 200;
|
|
|
|
limb->s.eType = ET_GENERAL;
|
|
limb->s.weapon = G2_MODEL_PART;
|
|
limb->s.modelGhoul2 = limbType;
|
|
limb->s.modelindex = ent->s.number;
|
|
if (!ent->client)
|
|
{
|
|
limb->s.modelindex = -1;
|
|
limb->s.otherEntityNum2 = ent->s.number;
|
|
}
|
|
|
|
VectorClear(limb->s.apos.trDelta);
|
|
|
|
if (ent->client)
|
|
{
|
|
VectorCopy(ent->client->ps.viewangles, limb->r.currentAngles);
|
|
VectorCopy(ent->client->ps.viewangles, limb->s.apos.trBase);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(ent->r.currentAngles, limb->r.currentAngles);
|
|
VectorCopy(ent->r.currentAngles, limb->s.apos.trBase);
|
|
}
|
|
|
|
//Set up the ExPhys values for the entity.
|
|
limb->epGravFactor = 0;
|
|
VectorClear(limb->epVelocity);
|
|
VectorSubtract( point, ent->r.currentOrigin, dir );
|
|
VectorNormalize( dir );
|
|
if (ent->client)
|
|
{
|
|
VectorCopy(ent->client->ps.velocity, vel);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(ent->s.pos.trDelta, vel);
|
|
}
|
|
VectorMA( vel, 80, dir, limb->epVelocity );
|
|
|
|
//add some vertical velocity
|
|
if (limbType == G2_MODELPART_HEAD ||
|
|
limbType == G2_MODELPART_WAIST)
|
|
{
|
|
limb->epVelocity[2] += 10;
|
|
}
|
|
|
|
if (enemy && enemy->client && ent && ent != enemy && ent->s.number != enemy->s.number &&
|
|
enemy->client->ps.weapon == WP_SABER && enemy->client->olderIsValid &&
|
|
(level.time - enemy->client->lastSaberStorageTime) < 200)
|
|
{ //The enemy has valid saber positions between this and last frame. Use them to factor in direction of the limb.
|
|
vec3_t dif;
|
|
float totalDistance;
|
|
const float distScale = 1.2f;
|
|
|
|
//scale down the initial velocity first, which is based on the speed of the limb owner.
|
|
//ExPhys object velocity operates on a slightly different scale than Q3-based physics velocity.
|
|
VectorScale(limb->epVelocity, 0.4f, limb->epVelocity);
|
|
|
|
VectorSubtract(enemy->client->lastSaberBase_Always, enemy->client->olderSaberBase, dif);
|
|
totalDistance = VectorNormalize(dif);
|
|
|
|
VectorScale(dif, totalDistance*distScale, dif);
|
|
VectorAdd(limb->epVelocity, dif, limb->epVelocity);
|
|
|
|
if (ent->client && (ent->client->ps.torsoTimer > 0 || !BG_InDeathAnim(ent->client->ps.torsoAnim)))
|
|
{ //if he's done with his death anim we don't actually want the limbs going far
|
|
vec3_t preVel;
|
|
|
|
VectorCopy(limb->epVelocity, preVel);
|
|
preVel[2] = 0;
|
|
totalDistance = VectorNormalize(preVel);
|
|
|
|
if (totalDistance < 40.0f)
|
|
{
|
|
float mAmt = 40.0f;//60.0f/totalDistance;
|
|
|
|
limb->epVelocity[0] = preVel[0]*mAmt;
|
|
limb->epVelocity[1] = preVel[1]*mAmt;
|
|
}
|
|
}
|
|
else if (ent->client)
|
|
{
|
|
VectorScale(limb->epVelocity, 0.3f, limb->epVelocity);
|
|
}
|
|
}
|
|
|
|
if (ent->s.eType == ET_NPC && ent->ghoul2 && limbName && stubCapName)
|
|
{ //if it's an npc remove these surfs on the server too. For players we don't even care cause there's no further dismemberment after death.
|
|
trap_G2API_SetSurfaceOnOff(ent->ghoul2, limbName, 0x00000100);
|
|
trap_G2API_SetSurfaceOnOff(ent->ghoul2, stubCapName, 0);
|
|
}
|
|
|
|
limb->s.customRGBA[0] = ent->s.customRGBA[0];
|
|
limb->s.customRGBA[1] = ent->s.customRGBA[1];
|
|
limb->s.customRGBA[2] = ent->s.customRGBA[2];
|
|
limb->s.customRGBA[3] = ent->s.customRGBA[3];
|
|
|
|
trap_LinkEntity( limb );
|
|
}
|
|
|
|
void DismembermentTest(gentity_t *self)
|
|
{
|
|
int sect = G2_MODELPART_HEAD;
|
|
vec3_t boltPoint;
|
|
|
|
while (sect <= G2_MODELPART_RLEG)
|
|
{
|
|
G_GetDismemberBolt(self, boltPoint, sect);
|
|
G_Dismember( self, self, boltPoint, sect, 90, 0, BOTH_DEATH1, qfalse );
|
|
sect++;
|
|
}
|
|
}
|
|
|
|
void DismembermentByNum(gentity_t *self, int num)
|
|
{
|
|
int sect = G2_MODELPART_HEAD;
|
|
vec3_t boltPoint;
|
|
|
|
switch (num)
|
|
{
|
|
case 0:
|
|
sect = G2_MODELPART_HEAD;
|
|
break;
|
|
case 1:
|
|
sect = G2_MODELPART_WAIST;
|
|
break;
|
|
case 2:
|
|
sect = G2_MODELPART_LARM;
|
|
break;
|
|
case 3:
|
|
sect = G2_MODELPART_RARM;
|
|
break;
|
|
case 4:
|
|
sect = G2_MODELPART_RHAND;
|
|
break;
|
|
case 5:
|
|
sect = G2_MODELPART_LLEG;
|
|
break;
|
|
case 6:
|
|
sect = G2_MODELPART_RLEG;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
G_GetDismemberBolt(self, boltPoint, sect);
|
|
G_Dismember( self, self, boltPoint, sect, 90, 0, BOTH_DEATH1, qfalse );
|
|
}
|
|
|
|
int G_GetHitQuad( gentity_t *self, vec3_t hitloc )
|
|
{
|
|
vec3_t diff, fwdangles={0,0,0}, right;
|
|
vec3_t clEye;
|
|
float rightdot;
|
|
float zdiff;
|
|
int hitLoc = gPainHitLoc;
|
|
|
|
if (self->client)
|
|
{
|
|
VectorCopy(self->client->ps.origin, clEye);
|
|
clEye[2] += self->client->ps.viewheight;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(self->s.pos.trBase, clEye);
|
|
clEye[2] += 16;
|
|
}
|
|
|
|
VectorSubtract( hitloc, clEye, diff );
|
|
diff[2] = 0;
|
|
VectorNormalize( diff );
|
|
|
|
if (self->client)
|
|
{
|
|
fwdangles[1] = self->client->ps.viewangles[1];
|
|
}
|
|
else
|
|
{
|
|
fwdangles[1] = self->s.apos.trBase[1];
|
|
}
|
|
// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
|
|
AngleVectors( fwdangles, NULL, right, NULL );
|
|
|
|
rightdot = DotProduct(right, diff);
|
|
zdiff = hitloc[2] - clEye[2];
|
|
|
|
if ( zdiff > 0 )
|
|
{
|
|
if ( rightdot > 0.3 )
|
|
{
|
|
hitLoc = G2_MODELPART_RARM;
|
|
}
|
|
else if ( rightdot < -0.3 )
|
|
{
|
|
hitLoc = G2_MODELPART_LARM;
|
|
}
|
|
else
|
|
{
|
|
hitLoc = G2_MODELPART_HEAD;
|
|
}
|
|
}
|
|
else if ( zdiff > -20 )
|
|
{
|
|
if ( rightdot > 0.1 )
|
|
{
|
|
hitLoc = G2_MODELPART_RARM;
|
|
}
|
|
else if ( rightdot < -0.1 )
|
|
{
|
|
hitLoc = G2_MODELPART_LARM;
|
|
}
|
|
else
|
|
{
|
|
hitLoc = G2_MODELPART_HEAD;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( rightdot >= 0 )
|
|
{
|
|
hitLoc = G2_MODELPART_RLEG;
|
|
}
|
|
else
|
|
{
|
|
hitLoc = G2_MODELPART_LLEG;
|
|
}
|
|
}
|
|
|
|
return hitLoc;
|
|
}
|
|
|
|
int gGAvoidDismember = 0;
|
|
|
|
void UpdateClientRenderBolts(gentity_t *self, vec3_t renderOrigin, vec3_t renderAngles);
|
|
|
|
qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod )
|
|
{
|
|
qboolean dismember = qfalse;
|
|
int actualTime;
|
|
int kneeLBolt = -1;
|
|
int kneeRBolt = -1;
|
|
int handRBolt = -1;
|
|
int handLBolt = -1;
|
|
int footRBolt = -1;
|
|
int footLBolt = -1;
|
|
|
|
*hitLoc = HL_NONE;
|
|
|
|
if ( !surfName || !surfName[0] )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if( !ent->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (!point)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( ent->client
|
|
&& ( ent->client->NPC_class == CLASS_R2D2
|
|
|| ent->client->NPC_class == CLASS_R2D2
|
|
|| ent->client->NPC_class == CLASS_GONK
|
|
|| ent->client->NPC_class == CLASS_MOUSE
|
|
|| ent->client->NPC_class == CLASS_SENTRY
|
|
|| ent->client->NPC_class == CLASS_INTERROGATOR
|
|
|| ent->client->NPC_class == CLASS_SENTRY
|
|
|| ent->client->NPC_class == CLASS_PROBE ) )
|
|
{//we don't care about per-surface hit-locations or dismemberment for these guys
|
|
return qfalse;
|
|
}
|
|
|
|
if (ent->localAnimIndex <= 1)
|
|
{ //humanoid
|
|
handLBolt = trap_G2API_AddBolt(ent->ghoul2, 0, "*l_hand");
|
|
handRBolt = trap_G2API_AddBolt(ent->ghoul2, 0, "*r_hand");
|
|
kneeLBolt = trap_G2API_AddBolt(ent->ghoul2, 0, "*hips_l_knee");
|
|
kneeRBolt = trap_G2API_AddBolt(ent->ghoul2, 0, "*hips_r_knee");
|
|
footLBolt = trap_G2API_AddBolt(ent->ghoul2, 0, "*l_leg_foot");
|
|
footRBolt = trap_G2API_AddBolt(ent->ghoul2, 0, "*r_leg_foot");
|
|
}
|
|
|
|
if ( ent->client && (ent->client->NPC_class == CLASS_ATST) )
|
|
{
|
|
//FIXME: almost impossible to hit these... perhaps we should
|
|
// check for splashDamage and do radius damage to these parts?
|
|
// Or, if we ever get bbox G2 traces, that may fix it, too
|
|
if (!Q_stricmp("head_light_blaster_cann",surfName))
|
|
{
|
|
*hitLoc = HL_ARM_LT;
|
|
}
|
|
else if (!Q_stricmp("head_concussion_charger",surfName))
|
|
{
|
|
*hitLoc = HL_ARM_RT;
|
|
}
|
|
return(qfalse);
|
|
}
|
|
else if ( ent->client && (ent->client->NPC_class == CLASS_MARK1) )
|
|
{
|
|
if (!Q_stricmp("l_arm",surfName))
|
|
{
|
|
*hitLoc = HL_ARM_LT;
|
|
}
|
|
else if (!Q_stricmp("r_arm",surfName))
|
|
{
|
|
*hitLoc = HL_ARM_RT;
|
|
}
|
|
else if (!Q_stricmp("torso_front",surfName))
|
|
{
|
|
*hitLoc = HL_CHEST;
|
|
}
|
|
else if (!Q_stricmp("torso_tube1",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC1;
|
|
}
|
|
else if (!Q_stricmp("torso_tube2",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC2;
|
|
}
|
|
else if (!Q_stricmp("torso_tube3",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC3;
|
|
}
|
|
else if (!Q_stricmp("torso_tube4",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC4;
|
|
}
|
|
else if (!Q_stricmp("torso_tube5",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC5;
|
|
}
|
|
else if (!Q_stricmp("torso_tube6",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC6;
|
|
}
|
|
return(qfalse);
|
|
}
|
|
else if ( ent->client && (ent->client->NPC_class == CLASS_MARK2) )
|
|
{
|
|
if (!Q_stricmp("torso_canister1",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC1;
|
|
}
|
|
else if (!Q_stricmp("torso_canister2",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC2;
|
|
}
|
|
else if (!Q_stricmp("torso_canister3",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC3;
|
|
}
|
|
return(qfalse);
|
|
}
|
|
else if ( ent->client && (ent->client->NPC_class == CLASS_GALAKMECH) )
|
|
{
|
|
if (!Q_stricmp("torso_antenna",surfName)||!Q_stricmp("torso_antenna_base",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC1;
|
|
}
|
|
else if (!Q_stricmp("torso_shield",surfName))
|
|
{
|
|
*hitLoc = HL_GENERIC2;
|
|
}
|
|
else
|
|
{
|
|
*hitLoc = HL_CHEST;
|
|
}
|
|
return(qfalse);
|
|
}
|
|
|
|
//FIXME: check the hitLoc and hitDir against the cap tag for the place
|
|
//where the split will be- if the hit dir is roughly perpendicular to
|
|
//the direction of the cap, then the split is allowed, otherwise we
|
|
//hit it at the wrong angle and should not dismember...
|
|
actualTime = level.time;
|
|
if ( !Q_strncmp( "hips", surfName, 4 ) )
|
|
{//FIXME: test properly for legs
|
|
*hitLoc = HL_WAIST;
|
|
if ( ent->client != NULL && ent->ghoul2 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tagOrg, angles;
|
|
|
|
VectorSet( angles, 0, ent->r.currentAngles[YAW], 0 );
|
|
if (kneeLBolt>=0)
|
|
{
|
|
trap_G2API_GetBoltMatrix( ent->ghoul2, 0, kneeLBolt,
|
|
&boltMatrix, angles, ent->r.currentOrigin,
|
|
actualTime, NULL, ent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, tagOrg );
|
|
if ( DistanceSquared( point, tagOrg ) < 100 )
|
|
{//actually hit the knee
|
|
*hitLoc = HL_LEG_LT;
|
|
}
|
|
}
|
|
if (*hitLoc == HL_WAIST)
|
|
{
|
|
if (kneeRBolt>=0)
|
|
{
|
|
trap_G2API_GetBoltMatrix( ent->ghoul2, 0, kneeRBolt,
|
|
&boltMatrix, angles, ent->r.currentOrigin,
|
|
actualTime, NULL, ent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, tagOrg );
|
|
if ( DistanceSquared( point, tagOrg ) < 100 )
|
|
{//actually hit the knee
|
|
*hitLoc = HL_LEG_RT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_strncmp( "torso", surfName, 5 ) )
|
|
{
|
|
if ( !ent->client )
|
|
{
|
|
*hitLoc = HL_CHEST;
|
|
}
|
|
else
|
|
{
|
|
vec3_t t_fwd, t_rt, t_up, dirToImpact;
|
|
float frontSide, rightSide, upSide;
|
|
AngleVectors( ent->client->renderInfo.torsoAngles, t_fwd, t_rt, t_up );
|
|
|
|
if (ent->client->renderInfo.boltValidityTime != level.time)
|
|
{
|
|
vec3_t renderAng;
|
|
|
|
renderAng[0] = 0;
|
|
renderAng[1] = ent->client->ps.viewangles[YAW];
|
|
renderAng[2] = 0;
|
|
|
|
UpdateClientRenderBolts(ent, ent->client->ps.origin, renderAng);
|
|
}
|
|
|
|
VectorSubtract( point, ent->client->renderInfo.torsoPoint, dirToImpact );
|
|
frontSide = DotProduct( t_fwd, dirToImpact );
|
|
rightSide = DotProduct( t_rt, dirToImpact );
|
|
upSide = DotProduct( t_up, dirToImpact );
|
|
if ( upSide < -10 )
|
|
{//hit at waist
|
|
*hitLoc = HL_WAIST;
|
|
}
|
|
else
|
|
{//hit on upper torso
|
|
if ( rightSide > 4 )
|
|
{
|
|
*hitLoc = HL_ARM_RT;
|
|
}
|
|
else if ( rightSide < -4 )
|
|
{
|
|
*hitLoc = HL_ARM_LT;
|
|
}
|
|
else if ( rightSide > 2 )
|
|
{
|
|
if ( frontSide > 0 )
|
|
{
|
|
*hitLoc = HL_CHEST_RT;
|
|
}
|
|
else
|
|
{
|
|
*hitLoc = HL_BACK_RT;
|
|
}
|
|
}
|
|
else if ( rightSide < -2 )
|
|
{
|
|
if ( frontSide > 0 )
|
|
{
|
|
*hitLoc = HL_CHEST_LT;
|
|
}
|
|
else
|
|
{
|
|
*hitLoc = HL_BACK_LT;
|
|
}
|
|
}
|
|
else if ( upSide > -3 && mod == MOD_SABER )
|
|
{
|
|
*hitLoc = HL_HEAD;
|
|
}
|
|
else if ( frontSide > 0 )
|
|
{
|
|
*hitLoc = HL_CHEST;
|
|
}
|
|
else
|
|
{
|
|
*hitLoc = HL_BACK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_strncmp( "head", surfName, 4 ) )
|
|
{
|
|
*hitLoc = HL_HEAD;
|
|
}
|
|
else if ( !Q_strncmp( "r_arm", surfName, 5 ) )
|
|
{
|
|
*hitLoc = HL_ARM_RT;
|
|
if ( ent->client != NULL && ent->ghoul2 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tagOrg, angles;
|
|
|
|
VectorSet( angles, 0, ent->r.currentAngles[YAW], 0 );
|
|
if (handRBolt>=0)
|
|
{
|
|
trap_G2API_GetBoltMatrix( ent->ghoul2, 0, handRBolt,
|
|
&boltMatrix, angles, ent->r.currentOrigin,
|
|
actualTime, NULL, ent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, tagOrg );
|
|
if ( DistanceSquared( point, tagOrg ) < 256 )
|
|
{//actually hit the hand
|
|
*hitLoc = HL_HAND_RT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_strncmp( "l_arm", surfName, 5 ) )
|
|
{
|
|
*hitLoc = HL_ARM_LT;
|
|
if ( ent->client != NULL && ent->ghoul2 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tagOrg, angles;
|
|
|
|
VectorSet( angles, 0, ent->r.currentAngles[YAW], 0 );
|
|
if (handLBolt>=0)
|
|
{
|
|
trap_G2API_GetBoltMatrix( ent->ghoul2, 0, handLBolt,
|
|
&boltMatrix, angles, ent->r.currentOrigin,
|
|
actualTime, NULL, ent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, tagOrg );
|
|
if ( DistanceSquared( point, tagOrg ) < 256 )
|
|
{//actually hit the hand
|
|
*hitLoc = HL_HAND_LT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_strncmp( "r_leg", surfName, 5 ) )
|
|
{
|
|
*hitLoc = HL_LEG_RT;
|
|
if ( ent->client != NULL && ent->ghoul2 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tagOrg, angles;
|
|
|
|
VectorSet( angles, 0, ent->r.currentAngles[YAW], 0 );
|
|
if (footRBolt>=0)
|
|
{
|
|
trap_G2API_GetBoltMatrix( ent->ghoul2, 0, footRBolt,
|
|
&boltMatrix, angles, ent->r.currentOrigin,
|
|
actualTime, NULL, ent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, tagOrg );
|
|
if ( DistanceSquared( point, tagOrg ) < 100 )
|
|
{//actually hit the foot
|
|
*hitLoc = HL_FOOT_RT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_strncmp( "l_leg", surfName, 5 ) )
|
|
{
|
|
*hitLoc = HL_LEG_LT;
|
|
if ( ent->client != NULL && ent->ghoul2 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tagOrg, angles;
|
|
|
|
VectorSet( angles, 0, ent->r.currentAngles[YAW], 0 );
|
|
if (footLBolt>=0)
|
|
{
|
|
trap_G2API_GetBoltMatrix( ent->ghoul2, 0, footLBolt,
|
|
&boltMatrix, angles, ent->r.currentOrigin,
|
|
actualTime, NULL, ent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, tagOrg );
|
|
if ( DistanceSquared( point, tagOrg ) < 100 )
|
|
{//actually hit the foot
|
|
*hitLoc = HL_FOOT_LT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_strncmp( "r_hand", surfName, 6 ) || !Q_strncmp( "w_", surfName, 2 ) )
|
|
{//right hand or weapon
|
|
*hitLoc = HL_HAND_RT;
|
|
}
|
|
else if ( !Q_strncmp( "l_hand", surfName, 6 ) )
|
|
{
|
|
*hitLoc = HL_HAND_LT;
|
|
}
|
|
/*
|
|
#ifdef _DEBUG
|
|
else
|
|
{
|
|
Com_Printf( "ERROR: surface %s does not belong to any hitLocation!!!\n", surfName );
|
|
}
|
|
#endif //_DEBUG
|
|
*/
|
|
|
|
//if ( g_dismemberment->integer >= 11381138 || !ent->client->dismembered )
|
|
if (g_dismember.integer == 100)
|
|
{ //full probability...
|
|
if ( ent->client && ent->client->NPC_class == CLASS_PROTOCOL )
|
|
{
|
|
dismember = qtrue;
|
|
}
|
|
else if ( dir && (dir[0] || dir[1] || dir[2]) &&
|
|
bladeDir && (bladeDir[0] || bladeDir[1] || bladeDir[2]) )
|
|
{//we care about direction (presumably for dismemberment)
|
|
//if ( g_dismemberProbabilities->value<=0.0f||G_Dismemberable( ent, *hitLoc ) )
|
|
if (1) //Fix me?
|
|
{//either we don't care about probabilties or the probability let us continue
|
|
char *tagName = NULL;
|
|
float aoa = 0.5f;
|
|
//dir must be roughly perpendicular to the hitLoc's cap bolt
|
|
switch ( *hitLoc )
|
|
{
|
|
case HL_LEG_RT:
|
|
tagName = "*hips_cap_r_leg";
|
|
break;
|
|
case HL_LEG_LT:
|
|
tagName = "*hips_cap_l_leg";
|
|
break;
|
|
case HL_WAIST:
|
|
tagName = "*hips_cap_torso";
|
|
aoa = 0.25f;
|
|
break;
|
|
case HL_CHEST_RT:
|
|
case HL_ARM_RT:
|
|
case HL_BACK_LT:
|
|
tagName = "*torso_cap_r_arm";
|
|
break;
|
|
case HL_CHEST_LT:
|
|
case HL_ARM_LT:
|
|
case HL_BACK_RT:
|
|
tagName = "*torso_cap_l_arm";
|
|
break;
|
|
case HL_HAND_RT:
|
|
tagName = "*r_arm_cap_r_hand";
|
|
break;
|
|
case HL_HAND_LT:
|
|
tagName = "*l_arm_cap_l_hand";
|
|
break;
|
|
case HL_HEAD:
|
|
tagName = "*torso_cap_head";
|
|
aoa = 0.25f;
|
|
break;
|
|
case HL_CHEST:
|
|
case HL_BACK:
|
|
case HL_FOOT_RT:
|
|
case HL_FOOT_LT:
|
|
default:
|
|
//no dismemberment possible with these, so no checks needed
|
|
break;
|
|
}
|
|
if ( tagName )
|
|
{
|
|
int tagBolt = trap_G2API_AddBolt( ent->ghoul2, 0, tagName );
|
|
if ( tagBolt != -1 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tagOrg, tagDir, angles;
|
|
|
|
VectorSet( angles, 0, ent->r.currentAngles[YAW], 0 );
|
|
trap_G2API_GetBoltMatrix( ent->ghoul2, 0, tagBolt,
|
|
&boltMatrix, angles, ent->r.currentOrigin,
|
|
actualTime, NULL, ent->modelScale );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, tagOrg );
|
|
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, tagDir );
|
|
if ( DistanceSquared( point, tagOrg ) < 256 )
|
|
{//hit close
|
|
float dot = DotProduct( dir, tagDir );
|
|
if ( dot < aoa && dot > -aoa )
|
|
{//hit roughly perpendicular
|
|
dot = DotProduct( bladeDir, tagDir );
|
|
if ( dot < aoa && dot > -aoa )
|
|
{//blade was roughly perpendicular
|
|
dismember = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ //hmm, no direction supplied.
|
|
dismember = qtrue;
|
|
}
|
|
}
|
|
return dismember;
|
|
}
|
|
|
|
void G_CheckForDismemberment(gentity_t *ent, gentity_t *enemy, vec3_t point, int damage, int deathAnim, qboolean postDeath)
|
|
{
|
|
int hitLoc = -1, hitLocUse = -1;
|
|
vec3_t boltPoint;
|
|
int dismember = g_dismember.integer;
|
|
|
|
if (ent->localAnimIndex > 1)
|
|
{
|
|
if (!ent->NPC)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->client->NPC_class != CLASS_PROTOCOL)
|
|
{ //this is the only non-humanoid allowed to do dismemberment.
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!dismember)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (gGAvoidDismember == 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (gGAvoidDismember != 2)
|
|
{ //this means do the dismemberment regardless of randomness and damage
|
|
if (Q_irand(0, 100) > dismember)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (damage < 5)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (gGAvoidDismember == 2)
|
|
{
|
|
hitLoc = HL_HAND_RT;
|
|
}
|
|
else
|
|
{
|
|
if (d_saberGhoul2Collision.integer && ent->client && ent->client->g2LastSurfaceTime == level.time)
|
|
{
|
|
char hitSurface[MAX_QPATH];
|
|
|
|
trap_G2API_GetSurfaceName(ent->ghoul2, ent->client->g2LastSurfaceHit, 0, hitSurface);
|
|
|
|
if (hitSurface[0])
|
|
{
|
|
G_GetHitLocFromSurfName(ent, hitSurface, &hitLoc, point, vec3_origin, vec3_origin, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
|
|
if (hitLoc == -1)
|
|
{
|
|
hitLoc = G_GetHitLocation( ent, point );
|
|
}
|
|
}
|
|
|
|
switch(hitLoc)
|
|
{
|
|
case HL_FOOT_RT:
|
|
case HL_LEG_RT:
|
|
hitLocUse = G2_MODELPART_RLEG;
|
|
break;
|
|
case HL_FOOT_LT:
|
|
case HL_LEG_LT:
|
|
hitLocUse = G2_MODELPART_LLEG;
|
|
break;
|
|
|
|
case HL_WAIST:
|
|
hitLocUse = G2_MODELPART_WAIST;
|
|
break;
|
|
/*
|
|
case HL_BACK_RT:
|
|
case HL_BACK_LT:
|
|
case HL_BACK:
|
|
case HL_CHEST_RT:
|
|
case HL_CHEST_LT:
|
|
case HL_CHEST:
|
|
break;
|
|
*/
|
|
case HL_ARM_RT:
|
|
hitLocUse = G2_MODELPART_RARM;
|
|
break;
|
|
case HL_HAND_RT:
|
|
hitLocUse = G2_MODELPART_RHAND;
|
|
break;
|
|
case HL_ARM_LT:
|
|
case HL_HAND_LT:
|
|
hitLocUse = G2_MODELPART_LARM;
|
|
break;
|
|
case HL_HEAD:
|
|
hitLocUse = G2_MODELPART_HEAD;
|
|
break;
|
|
default:
|
|
hitLocUse = G_GetHitQuad(ent, point);
|
|
break;
|
|
}
|
|
|
|
if (hitLocUse == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->client)
|
|
{
|
|
G_GetDismemberBolt(ent, boltPoint, hitLocUse);
|
|
if ( g_austrian.integer
|
|
&& (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) )
|
|
{
|
|
G_LogPrintf( "Duel Dismemberment: %s dismembered at %s\n", ent->client->pers.netname, hitLocName[hitLoc] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_GetDismemberLoc(ent, boltPoint, hitLocUse);
|
|
}
|
|
G_Dismember(ent, enemy, boltPoint, hitLocUse, 90, 0, deathAnim, postDeath);
|
|
}
|
|
|
|
void G_LocationBasedDamageModifier(gentity_t *ent, vec3_t point, int mod, int dflags, int *damage)
|
|
{
|
|
int hitLoc = -1;
|
|
|
|
if (!g_locationBasedDamage.integer)
|
|
{ //then leave it alone
|
|
return;
|
|
}
|
|
|
|
if ( (dflags&DAMAGE_NO_HIT_LOC) )
|
|
{ //then leave it alone
|
|
return;
|
|
}
|
|
|
|
if (mod == MOD_SABER && *damage <= 1)
|
|
{ //don't bother for idle damage
|
|
return;
|
|
}
|
|
|
|
if (!point)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((d_saberGhoul2Collision.integer && ent->client && ent->client->g2LastSurfaceTime == level.time && mod == MOD_SABER) || //using ghoul2 collision? Then if the mod is a saber we should have surface data from the last hit (unless thrown).
|
|
(d_projectileGhoul2Collision.integer && ent->client && ent->client->g2LastSurfaceTime == level.time)) //It's safe to assume we died from the projectile that just set our surface index. So, go ahead and use that as the surf I guess.
|
|
{
|
|
char hitSurface[MAX_QPATH];
|
|
|
|
trap_G2API_GetSurfaceName(ent->ghoul2, ent->client->g2LastSurfaceHit, 0, hitSurface);
|
|
|
|
if (hitSurface[0])
|
|
{
|
|
G_GetHitLocFromSurfName(ent, hitSurface, &hitLoc, point, vec3_origin, vec3_origin, MOD_UNKNOWN);
|
|
}
|
|
}
|
|
|
|
if (hitLoc == -1)
|
|
{
|
|
hitLoc = G_GetHitLocation( ent, point );
|
|
}
|
|
|
|
switch (hitLoc)
|
|
{
|
|
case HL_FOOT_RT:
|
|
case HL_FOOT_LT:
|
|
*damage *= 0.5;
|
|
break;
|
|
case HL_LEG_RT:
|
|
case HL_LEG_LT:
|
|
*damage *= 0.7;
|
|
break;
|
|
case HL_WAIST:
|
|
case HL_BACK_RT:
|
|
case HL_BACK_LT:
|
|
case HL_BACK:
|
|
case HL_CHEST_RT:
|
|
case HL_CHEST_LT:
|
|
case HL_CHEST:
|
|
break; //normal damage
|
|
case HL_ARM_RT:
|
|
case HL_ARM_LT:
|
|
*damage *= 0.85;
|
|
break;
|
|
case HL_HAND_RT:
|
|
case HL_HAND_LT:
|
|
*damage *= 0.6;
|
|
break;
|
|
case HL_HEAD:
|
|
*damage *= 1.3;
|
|
break;
|
|
default:
|
|
break; //do nothing then
|
|
}
|
|
}
|
|
/*
|
|
===================================
|
|
rww - end dismemberment/lbd
|
|
===================================
|
|
*/
|
|
|
|
qboolean G_ThereIsAMaster(void)
|
|
{
|
|
int i = 0;
|
|
gentity_t *ent;
|
|
|
|
while (i < MAX_CLIENTS)
|
|
{
|
|
ent = &g_entities[i];
|
|
|
|
if (ent && ent->client && ent->client->ps.isJediMaster)
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
void G_Knockdown( gentity_t *victim )
|
|
{
|
|
if ( victim && victim->client && BG_KnockDownable(&victim->client->ps) )
|
|
{
|
|
victim->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
|
|
victim->client->ps.forceDodgeAnim = 0;
|
|
victim->client->ps.forceHandExtendTime = level.time + 1100;
|
|
victim->client->ps.quickerGetup = qfalse;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
T_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
|
|
DAMAGE_HALF_ABSORB half shields, half health
|
|
DAMAGE_HALF_ARMOR_REDUCTION Any damage that shields incur is halved
|
|
============
|
|
*/
|
|
extern qboolean gSiegeRoundBegun;
|
|
|
|
int gPainMOD = 0;
|
|
int gPainHitLoc = -1;
|
|
vec3_t gPainPoint;
|
|
|
|
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 save;
|
|
int asave;
|
|
int knockback;
|
|
int max;
|
|
int subamt = 0;
|
|
float famt = 0;
|
|
float hamt = 0;
|
|
float shieldAbsorbed = 0;
|
|
|
|
if (targ && targ->damageRedirect)
|
|
{
|
|
G_Damage(&g_entities[targ->damageRedirectTo], inflictor, attacker, dir, point, damage, dflags, mod);
|
|
return;
|
|
}
|
|
|
|
if (mod == MOD_DEMP2 && targ && targ->inuse && targ->client)
|
|
{
|
|
if ( targ->client->ps.electrifyTime < level.time )
|
|
{//electrocution effect
|
|
if (targ->s.eType == ET_NPC && targ->s.NPC_class == CLASS_VEHICLE &&
|
|
targ->m_pVehicle && (targ->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER || targ->m_pVehicle->m_pVehicleInfo->type == VH_WALKER))
|
|
{ //do some extra stuff to speeders/walkers
|
|
targ->client->ps.electrifyTime = level.time + Q_irand( 3000, 4000 );
|
|
}
|
|
else if ( targ->s.NPC_class != CLASS_VEHICLE
|
|
|| (targ->m_pVehicle && targ->m_pVehicle->m_pVehicleInfo->type != VH_FIGHTER) )
|
|
{//don't do this to fighters
|
|
targ->client->ps.electrifyTime = level.time + Q_irand( 300, 800 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if (g_gametype.integer == GT_SIEGE &&
|
|
!gSiegeRoundBegun)
|
|
{ //nothing can be damaged til the round starts.
|
|
return;
|
|
}
|
|
|
|
if (!targ->takedamage) {
|
|
return;
|
|
}
|
|
|
|
if ( (targ->flags&FL_SHIELDED) && mod != MOD_SABER && !targ->client)
|
|
{//magnetically protected, this thing can only be damaged by lightsabers
|
|
return;
|
|
}
|
|
|
|
if ((targ->flags & FL_DMG_BY_SABER_ONLY) && mod != MOD_SABER)
|
|
{ //saber-only damage
|
|
return;
|
|
}
|
|
|
|
if ( targ->client )
|
|
{//don't take damage when in a walker, or fighter
|
|
//unless the walker/fighter is dead!!! -rww
|
|
if ( targ->client->ps.clientNum < MAX_CLIENTS && targ->client->ps.m_iVehicleNum )
|
|
{
|
|
gentity_t *veh = &g_entities[targ->client->ps.m_iVehicleNum];
|
|
if ( veh->m_pVehicle && veh->health > 0 )
|
|
{
|
|
if ( veh->m_pVehicle->m_pVehicleInfo->type == VH_WALKER ||
|
|
veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER)
|
|
{
|
|
if (!(dflags & DAMAGE_NO_PROTECTION))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((targ->flags & FL_DMG_BY_HEAVY_WEAP_ONLY))
|
|
{ //only take damage from explosives and such
|
|
if (mod != MOD_REPEATER_ALT &&
|
|
mod != MOD_ROCKET &&
|
|
mod != MOD_FLECHETTE_ALT_SPLASH &&
|
|
mod != MOD_ROCKET_HOMING &&
|
|
mod != MOD_THERMAL &&
|
|
mod != MOD_THERMAL_SPLASH &&
|
|
mod != MOD_TRIP_MINE_SPLASH &&
|
|
mod != MOD_TIMED_MINE_SPLASH &&
|
|
mod != MOD_DET_PACK_SPLASH &&
|
|
mod != MOD_VEHICLE &&
|
|
mod != MOD_CONC &&
|
|
mod != MOD_CONC_ALT &&
|
|
mod != MOD_SABER &&
|
|
mod != MOD_TURBLAST &&
|
|
mod != MOD_SUICIDE &&
|
|
mod != MOD_FALLING &&
|
|
mod != MOD_CRUSH &&
|
|
mod != MOD_TELEFRAG &&
|
|
mod != MOD_TRIGGER_HURT)
|
|
{
|
|
if ( mod != MOD_MELEE || !G_HeavyMelee( attacker ) )
|
|
{ //let classes with heavy melee ability damage heavy wpn dmg doors with fists
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (targ->flags & FL_BBRUSH)
|
|
{
|
|
if (mod == MOD_DEMP2 ||
|
|
mod == MOD_DEMP2_ALT ||
|
|
mod == MOD_BRYAR_PISTOL ||
|
|
mod == MOD_BRYAR_PISTOL_ALT ||
|
|
mod == MOD_MELEE)
|
|
{ //these don't damage bbrushes.. ever
|
|
if ( mod != MOD_MELEE || !G_HeavyMelee( attacker ) )
|
|
{ //let classes with heavy melee ability damage breakable brushes with fists
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (targ && targ->client && targ->client->ps.duelInProgress)
|
|
{
|
|
if (attacker && attacker->client && attacker->s.number != targ->client->ps.duelIndex)
|
|
{
|
|
return;
|
|
}
|
|
else if (attacker && attacker->client && mod != MOD_SABER)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
if (attacker && attacker->client && attacker->client->ps.duelInProgress)
|
|
{
|
|
if (targ && targ->client && targ->s.number != attacker->client->ps.duelIndex)
|
|
{
|
|
return;
|
|
}
|
|
else if (targ && targ->client && mod != MOD_SABER)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (targ && targ->client && (targ->client->ps.fd.forcePowersActive & (1 << FP_RAGE)))
|
|
{
|
|
damage *= 0.5;
|
|
}
|
|
|
|
// the intermission has allready been qualified for, so don't
|
|
// allow any extra scoring
|
|
if ( level.intermissionQueued ) {
|
|
return;
|
|
}
|
|
if ( !inflictor ) {
|
|
inflictor = &g_entities[ENTITYNUM_WORLD];
|
|
}
|
|
if ( !attacker ) {
|
|
attacker = &g_entities[ENTITYNUM_WORLD];
|
|
}
|
|
|
|
// shootable doors / buttons don't actually have any health
|
|
|
|
//if genericValue4 == 1 then it's glass or a breakable and those do have health
|
|
if ( targ->s.eType == ET_MOVER && targ->genericValue4 != 1 ) {
|
|
if ( targ->use && targ->moverState == MOVER_POS1 ) {
|
|
GlobalUse( targ, inflictor, attacker );
|
|
}
|
|
return;
|
|
}
|
|
// reduce damage by the attacker's handicap value
|
|
// unless they are rocket jumping
|
|
if ( attacker->client && attacker != targ && attacker->s.eType == ET_PLAYER ) {
|
|
max = attacker->client->ps.stats[STAT_MAX_HEALTH];
|
|
damage = damage * max / 100;
|
|
}
|
|
|
|
if ( !(dflags&DAMAGE_NO_HIT_LOC) )
|
|
{//see if we should modify it by damage location
|
|
if (targ->inuse && (targ->client || targ->s.eType == ET_NPC) &&
|
|
attacker->inuse && (attacker->client || attacker->s.eType == ET_NPC))
|
|
{ //check for location based damage stuff.
|
|
G_LocationBasedDamageModifier(targ, point, mod, dflags, &damage);
|
|
}
|
|
}
|
|
|
|
if ( targ->client
|
|
&& targ->client->NPC_class == CLASS_RANCOR
|
|
&& (!attacker||!attacker->client||attacker->client->NPC_class!=CLASS_RANCOR) )
|
|
{
|
|
// I guess always do 10 points of damage...feel free to tweak as needed
|
|
if ( damage < 10 )
|
|
{//ignore piddly little damage
|
|
damage = 0;
|
|
}
|
|
else if ( damage >= 10 )
|
|
{
|
|
damage = 10;
|
|
}
|
|
}
|
|
|
|
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 ) {
|
|
vec3_t kvel;
|
|
float mass;
|
|
|
|
mass = 200;
|
|
|
|
if (mod == MOD_SABER)
|
|
{
|
|
VectorScale (dir, (g_knockback.value * (float)knockback / mass)*g_saberDmgVelocityScale.integer, kvel);
|
|
}
|
|
else
|
|
{
|
|
VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
|
|
}
|
|
VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
|
|
|
|
if (attacker && attacker->client && attacker != targ)
|
|
{
|
|
float dur = 5000;
|
|
float dur2 = 100;
|
|
if (targ->client && targ->s.eType == ET_NPC && targ->s.NPC_class == CLASS_VEHICLE)
|
|
{
|
|
dur = 25000;
|
|
dur2 = 25000;
|
|
}
|
|
targ->client->ps.otherKiller = attacker->s.number;
|
|
targ->client->ps.otherKillerTime = level.time + dur;
|
|
targ->client->ps.otherKillerDebounceTime = level.time + dur2;
|
|
}
|
|
// set the timer so that the other client can't cancel
|
|
// out the movement immediately
|
|
if ( !targ->client->ps.pm_time && (g_saberDmgVelocityScale.integer || mod != MOD_SABER) ) {
|
|
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;
|
|
}
|
|
}
|
|
else if (targ->client && targ->s.eType == ET_NPC && targ->s.NPC_class == CLASS_VEHICLE && attacker != targ)
|
|
{
|
|
targ->client->ps.otherKiller = attacker->s.number;
|
|
targ->client->ps.otherKillerTime = level.time + 25000;
|
|
targ->client->ps.otherKillerDebounceTime = level.time + 25000;
|
|
}
|
|
|
|
|
|
if ( (g_trueJedi.integer || g_gametype.integer == GT_SIEGE)
|
|
&& client )
|
|
{//less explosive damage for jedi, more saber damage for non-jedi
|
|
if ( client->ps.trueJedi
|
|
|| (g_gametype.integer == GT_SIEGE&&client->ps.weapon == WP_SABER))
|
|
{//if the target is a trueJedi, reduce splash and explosive damage to 1/2
|
|
switch ( mod )
|
|
{
|
|
case MOD_REPEATER_ALT:
|
|
case MOD_REPEATER_ALT_SPLASH:
|
|
case MOD_DEMP2_ALT:
|
|
case MOD_FLECHETTE_ALT_SPLASH:
|
|
case MOD_ROCKET:
|
|
case MOD_ROCKET_SPLASH:
|
|
case MOD_ROCKET_HOMING:
|
|
case MOD_ROCKET_HOMING_SPLASH:
|
|
case MOD_THERMAL:
|
|
case MOD_THERMAL_SPLASH:
|
|
case MOD_TRIP_MINE_SPLASH:
|
|
case MOD_TIMED_MINE_SPLASH:
|
|
case MOD_DET_PACK_SPLASH:
|
|
damage *= 0.75;
|
|
break;
|
|
}
|
|
}
|
|
else if ( (client->ps.trueNonJedi || (g_gametype.integer == GT_SIEGE&&client->ps.weapon != WP_SABER))
|
|
&& mod == MOD_SABER )
|
|
{//if the target is a trueNonJedi, take more saber damage... combined with the 1.5 in the w_saber stuff, this is 6 times damage!
|
|
if ( damage < 100 )
|
|
{
|
|
damage *= 4;
|
|
if ( damage > 100 )
|
|
{
|
|
damage = 100;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (attacker->client && targ->client && g_gametype.integer == GT_SIEGE &&
|
|
targ->client->siegeClass != -1 && (bgSiegeClasses[targ->client->siegeClass].classflags & (1<<CFL_STRONGAGAINSTPHYSICAL)))
|
|
{ //this class is flagged to take less damage from physical attacks.
|
|
//For now I'm just decreasing against any client-based attack, this can be changed later I guess.
|
|
damage *= 0.5;
|
|
}
|
|
|
|
// 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
|
|
if ( targ != attacker)
|
|
{
|
|
if (OnSameTeam (targ, attacker))
|
|
{
|
|
if ( !g_friendlyFire.integer )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else if (attacker && attacker->inuse &&
|
|
!attacker->client && attacker->activator &&
|
|
targ != attacker->activator &&
|
|
attacker->activator->inuse && attacker->activator->client)
|
|
{ //emplaced guns don't hurt teammates of user
|
|
if (OnSameTeam (targ, attacker->activator))
|
|
{
|
|
if ( !g_friendlyFire.integer )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if (targ->inuse && targ->client &&
|
|
g_gametype.integer >= GT_TEAM &&
|
|
attacker->s.number >= MAX_CLIENTS &&
|
|
attacker->alliedTeam &&
|
|
targ->client->sess.sessionTeam == attacker->alliedTeam &&
|
|
!g_friendlyFire.integer)
|
|
{ //things allied with my team should't hurt me.. I guess
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (g_gametype.integer == GT_JEDIMASTER && !g_friendlyFire.integer &&
|
|
targ && targ->client && attacker && attacker->client &&
|
|
targ != attacker && !targ->client->ps.isJediMaster && !attacker->client->ps.isJediMaster &&
|
|
G_ThereIsAMaster())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (targ->s.number >= MAX_CLIENTS && targ->client
|
|
&& targ->s.shouldtarget && targ->s.teamowner &&
|
|
attacker && attacker->inuse && attacker->client && targ->s.owner >= 0 && targ->s.owner < MAX_CLIENTS)
|
|
{
|
|
gentity_t *targown = &g_entities[targ->s.owner];
|
|
|
|
if (targown && targown->inuse && targown->client && OnSameTeam(targown, attacker))
|
|
{
|
|
if (!g_friendlyFire.integer)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check for godmode
|
|
if ( (targ->flags & FL_GODMODE) && targ->s.eType != ET_NPC ) {
|
|
return;
|
|
}
|
|
|
|
if (targ && targ->client && (targ->client->ps.eFlags & EF_INVULNERABLE) &&
|
|
attacker && attacker->client && targ != attacker)
|
|
{
|
|
if (targ->client->invulnerableTimer <= level.time)
|
|
{
|
|
targ->client->ps.eFlags &= ~EF_INVULNERABLE;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//check for teamnodmg
|
|
//NOTE: non-client objects hitting clients (and clients hitting clients) purposely doesn't obey this teamnodmg (for emplaced guns)
|
|
if ( attacker && !targ->client )
|
|
{//attacker hit a non-client
|
|
if ( g_gametype.integer == GT_SIEGE &&
|
|
!g_ff_objectives.integer )
|
|
{//in siege mode (and...?)
|
|
if ( targ->teamnodmg )
|
|
{//targ shouldn't take damage from a certain team
|
|
if ( attacker->client )
|
|
{//a client hit a non-client object
|
|
if ( targ->teamnodmg == attacker->client->sess.sessionTeam )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else if ( attacker->teamnodmg )
|
|
{//a non-client hit a non-client object
|
|
//FIXME: maybe check alliedTeam instead?
|
|
if ( targ->teamnodmg == attacker->teamnodmg )
|
|
{
|
|
if (attacker->activator &&
|
|
attacker->activator->inuse &&
|
|
attacker->activator->s.number < MAX_CLIENTS &&
|
|
attacker->activator->client &&
|
|
attacker->activator->client->sess.sessionTeam != targ->teamnodmg)
|
|
{ //uh, let them damage it I guess.
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// battlesuit protects from all radius damage (but takes knockback)
|
|
// and protects 50% against all damage
|
|
if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
|
|
G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
|
|
if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
|
|
return;
|
|
}
|
|
damage *= 0.5;
|
|
}
|
|
|
|
// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
|
|
if ( attacker->client && targ != attacker && targ->health > 0
|
|
&& targ->s.eType != ET_MISSILE
|
|
&& targ->s.eType != ET_GENERAL
|
|
&& client) {
|
|
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... but not in siege. Heavy weapons need a counter.
|
|
// calculated after knockback, so rocket jumping works
|
|
if ( targ == attacker && !(dflags & DAMAGE_NO_SELF_PROTECTION)) {
|
|
if ( g_gametype.integer == GT_SIEGE )
|
|
{
|
|
damage *= 1.5;
|
|
}
|
|
else
|
|
{
|
|
damage *= 0.5;
|
|
}
|
|
}
|
|
|
|
if ( damage < 1 ) {
|
|
damage = 1;
|
|
}
|
|
take = damage;
|
|
save = 0;
|
|
|
|
// save some from armor
|
|
asave = CheckArmor (targ, take, dflags);
|
|
|
|
if (asave)
|
|
{
|
|
shieldAbsorbed = asave;
|
|
}
|
|
|
|
take -= asave;
|
|
if ( targ->client )
|
|
{//update vehicle shields and armor, check for explode
|
|
if ( targ->client->NPC_class == CLASS_VEHICLE &&
|
|
targ->m_pVehicle )
|
|
{//FIXME: should be in its own function in g_vehicles.c now, too big to be here
|
|
int surface = -1;
|
|
if ( attacker )
|
|
{//so we know the last guy who shot at us
|
|
targ->enemy = attacker;
|
|
}
|
|
|
|
if ( ( targ->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL ) )
|
|
{
|
|
//((CVehicleNPC *)targ->NPC)->m_ulFlags |= CVehicleNPC::VEH_BUCKING;
|
|
}
|
|
|
|
targ->m_pVehicle->m_iShields = targ->client->ps.stats[STAT_ARMOR];
|
|
G_VehUpdateShields( targ );
|
|
targ->m_pVehicle->m_iArmor -= take;
|
|
if ( targ->m_pVehicle->m_iArmor <= 0 )
|
|
{
|
|
targ->s.eFlags |= EF_DEAD;
|
|
targ->client->ps.eFlags |= EF_DEAD;
|
|
targ->m_pVehicle->m_iArmor = 0;
|
|
}
|
|
if ( targ->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{//get the last surf that was hit
|
|
if ( targ->client && targ->client->g2LastSurfaceTime == level.time)
|
|
{
|
|
char hitSurface[MAX_QPATH];
|
|
|
|
trap_G2API_GetSurfaceName(targ->ghoul2, targ->client->g2LastSurfaceHit, 0, hitSurface);
|
|
|
|
if (hitSurface[0])
|
|
{
|
|
surface = G_ShipSurfaceForSurfName( &hitSurface[0] );
|
|
|
|
if ( take && surface > 0 )
|
|
{//hit a certain part of the ship
|
|
int deathPoint = 0;
|
|
|
|
targ->locationDamage[surface] += take;
|
|
|
|
switch(surface)
|
|
{
|
|
case SHIPSURF_FRONT:
|
|
deathPoint = targ->m_pVehicle->m_pVehicleInfo->health_front;
|
|
break;
|
|
case SHIPSURF_BACK:
|
|
deathPoint = targ->m_pVehicle->m_pVehicleInfo->health_back;
|
|
break;
|
|
case SHIPSURF_RIGHT:
|
|
deathPoint = targ->m_pVehicle->m_pVehicleInfo->health_right;
|
|
break;
|
|
case SHIPSURF_LEFT:
|
|
deathPoint = targ->m_pVehicle->m_pVehicleInfo->health_left;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
//presume 0 means it wasn't set and so it should never die.
|
|
if ( deathPoint )
|
|
{
|
|
if ( targ->locationDamage[surface] >= deathPoint)
|
|
{ //this area of the ship is now dead
|
|
if ( G_FlyVehicleDestroySurface( targ, surface ) )
|
|
{//actually took off a surface
|
|
G_VehicleSetDamageLocFlags( targ, surface, deathPoint );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_VehicleSetDamageLocFlags( targ, surface, deathPoint );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( targ->m_pVehicle->m_pVehicleInfo->type != VH_ANIMAL )
|
|
{
|
|
/*
|
|
if ( targ->m_pVehicle->m_iArmor <= 0 )
|
|
{//vehicle all out of armor
|
|
Vehicle_t *pVeh = targ->m_pVehicle;
|
|
if ( pVeh->m_iDieTime == 0 )
|
|
{//just start the flaming effect and explosion delay, if it's not going already...
|
|
pVeh->m_pVehicleInfo->StartDeathDelay( pVeh, 0 );
|
|
}
|
|
}
|
|
else*/
|
|
if ( attacker
|
|
//&& attacker->client
|
|
&& targ != attacker
|
|
&& point
|
|
&& !VectorCompare( targ->client->ps.origin, point )
|
|
&& targ->m_pVehicle->m_LandTrace.fraction >= 1.0f)
|
|
{//just took a hit, knock us around
|
|
vec3_t vUp, impactDir;
|
|
float impactStrength = (damage/200.0f)*10.0f;
|
|
float dot = 0.0f;
|
|
if ( impactStrength > 10.0f )
|
|
{
|
|
impactStrength = 10.0f;
|
|
}
|
|
//pitch or roll us based on where we were hit
|
|
AngleVectors( targ->m_pVehicle->m_vOrientation, NULL, NULL, vUp );
|
|
VectorSubtract( point, targ->r.currentOrigin, impactDir );
|
|
VectorNormalize( impactDir );
|
|
if ( surface <= 0 )
|
|
{//no surf guess where we were hit, then
|
|
vec3_t vFwd, vRight;
|
|
AngleVectors( targ->m_pVehicle->m_vOrientation, vFwd, vRight, vUp );
|
|
dot = DotProduct( vRight, impactDir );
|
|
if ( dot > 0.4f )
|
|
{
|
|
surface = SHIPSURF_RIGHT;
|
|
}
|
|
else if ( dot < -0.4f )
|
|
{
|
|
surface = SHIPSURF_LEFT;
|
|
}
|
|
else
|
|
{
|
|
dot = DotProduct( vFwd, impactDir );
|
|
if ( dot > 0.0f )
|
|
{
|
|
surface = SHIPSURF_FRONT;
|
|
}
|
|
else
|
|
{
|
|
surface = SHIPSURF_BACK;
|
|
}
|
|
}
|
|
}
|
|
switch ( surface )
|
|
{
|
|
case SHIPSURF_FRONT:
|
|
dot = DotProduct( vUp, impactDir );
|
|
if ( dot > 0 )
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[PITCH] += impactStrength;
|
|
}
|
|
else
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[PITCH] -= impactStrength;
|
|
}
|
|
break;
|
|
case SHIPSURF_BACK:
|
|
dot = DotProduct( vUp, impactDir );
|
|
if ( dot > 0 )
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[PITCH] -= impactStrength;
|
|
}
|
|
else
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[PITCH] += impactStrength;
|
|
}
|
|
break;
|
|
case SHIPSURF_RIGHT:
|
|
dot = DotProduct( vUp, impactDir );
|
|
if ( dot > 0 )
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[ROLL] -= impactStrength;
|
|
}
|
|
else
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[ROLL] += impactStrength;
|
|
}
|
|
break;
|
|
case SHIPSURF_LEFT:
|
|
dot = DotProduct( vUp, impactDir );
|
|
if ( dot > 0 )
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[ROLL] += impactStrength;
|
|
}
|
|
else
|
|
{
|
|
targ->m_pVehicle->m_vOrientation[ROLL] -= impactStrength;
|
|
}
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
|
|
{//FIXME: screw with non-animal vehicles, too?
|
|
if ( client )
|
|
{
|
|
if ( client->NPC_class == CLASS_VEHICLE
|
|
&& targ->m_pVehicle
|
|
&& targ->m_pVehicle->m_pVehicleInfo
|
|
&& targ->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
|
|
{//all damage goes into the disruption of shields and systems
|
|
take = 0;
|
|
}
|
|
else
|
|
{
|
|
|
|
if (client->jetPackOn)
|
|
{ //disable jetpack temporarily
|
|
Jetpack_Off(targ);
|
|
client->jetPackToggleTime = level.time + Q_irand(3000, 10000);
|
|
}
|
|
|
|
if ( client->NPC_class == CLASS_PROTOCOL || client->NPC_class == CLASS_SEEKER ||
|
|
client->NPC_class == CLASS_R2D2 || client->NPC_class == CLASS_R5D2 ||
|
|
client->NPC_class == CLASS_MOUSE || client->NPC_class == CLASS_GONK )
|
|
{
|
|
// DEMP2 does more damage to these guys.
|
|
take *= 2;
|
|
}
|
|
else if ( client->NPC_class == CLASS_PROBE || client->NPC_class == CLASS_INTERROGATOR ||
|
|
client->NPC_class == CLASS_MARK1 || client->NPC_class == CLASS_MARK2 || client->NPC_class == CLASS_SENTRY ||
|
|
client->NPC_class == CLASS_ATST )
|
|
{
|
|
// DEMP2 does way more damage to these guys.
|
|
take *= 5;
|
|
}
|
|
else
|
|
{
|
|
if (take > 0)
|
|
{
|
|
take /= 3;
|
|
if (take < 1)
|
|
{
|
|
take = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifndef FINAL_BUILD
|
|
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 );
|
|
}
|
|
#endif
|
|
|
|
// 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;
|
|
}
|
|
|
|
if (attacker && attacker->client)
|
|
{
|
|
BotDamageNotification(client, attacker);
|
|
}
|
|
else if (inflictor && inflictor->client)
|
|
{
|
|
BotDamageNotification(client, inflictor);
|
|
}
|
|
}
|
|
|
|
// See if it's the player hurting the emeny flag carrier
|
|
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) {
|
|
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;
|
|
}
|
|
|
|
if (take && targ->client && (targ->client->ps.fd.forcePowersActive & (1 << FP_PROTECT)))
|
|
{
|
|
if (targ->client->ps.fd.forcePower)
|
|
{
|
|
int maxtake = take;
|
|
|
|
//G_Sound(targ, CHAN_AUTO, protectHitSound);
|
|
if (targ->client->forcePowerSoundDebounce < level.time)
|
|
{
|
|
G_PreDefSound(targ->client->ps.origin, PDSOUND_PROTECTHIT);
|
|
targ->client->forcePowerSoundDebounce = level.time + 400;
|
|
}
|
|
|
|
if (targ->client->ps.fd.forcePowerLevel[FP_PROTECT] == FORCE_LEVEL_1)
|
|
{
|
|
famt = 1;
|
|
hamt = 0.40;
|
|
|
|
if (maxtake > 100)
|
|
{
|
|
maxtake = 100;
|
|
}
|
|
}
|
|
else if (targ->client->ps.fd.forcePowerLevel[FP_PROTECT] == FORCE_LEVEL_2)
|
|
{
|
|
famt = 0.5;
|
|
hamt = 0.60;
|
|
|
|
if (maxtake > 200)
|
|
{
|
|
maxtake = 200;
|
|
}
|
|
}
|
|
else if (targ->client->ps.fd.forcePowerLevel[FP_PROTECT] == FORCE_LEVEL_3)
|
|
{
|
|
famt = 0.25;
|
|
hamt = 0.80;
|
|
|
|
if (maxtake > 400)
|
|
{
|
|
maxtake = 400;
|
|
}
|
|
}
|
|
|
|
if (!targ->client->ps.powerups[PW_FORCE_BOON])
|
|
{
|
|
targ->client->ps.fd.forcePower -= maxtake*famt;
|
|
}
|
|
else
|
|
{
|
|
targ->client->ps.fd.forcePower -= (maxtake*famt)/2;
|
|
}
|
|
subamt = (maxtake*hamt)+(take-maxtake);
|
|
if (targ->client->ps.fd.forcePower < 0)
|
|
{
|
|
subamt += targ->client->ps.fd.forcePower;
|
|
targ->client->ps.fd.forcePower = 0;
|
|
}
|
|
if (subamt)
|
|
{
|
|
take -= subamt;
|
|
|
|
if (take < 0)
|
|
{
|
|
take = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (shieldAbsorbed)
|
|
{
|
|
/*
|
|
if ( targ->client->NPC_class == CLASS_VEHICLE )
|
|
{
|
|
targ->client->ps.electrifyTime = level.time + Q_irand( 500, 1000 );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
gentity_t *evEnt;
|
|
|
|
// Send off an event to show a shield shell on the player, pointing in the right direction.
|
|
//evEnt = G_TempEntity(vec3_origin, EV_SHIELD_HIT);
|
|
//rww - er.. what the? This isn't broadcast, why is it being set on vec3_origin?!
|
|
evEnt = G_TempEntity(targ->r.currentOrigin, EV_SHIELD_HIT);
|
|
evEnt->s.otherEntityNum = targ->s.number;
|
|
evEnt->s.eventParm = DirToByte(dir);
|
|
evEnt->s.time2=shieldAbsorbed;
|
|
/*
|
|
shieldAbsorbed *= 20;
|
|
|
|
if (shieldAbsorbed > 1500)
|
|
{
|
|
shieldAbsorbed = 1500;
|
|
}
|
|
if (shieldAbsorbed < 200)
|
|
{
|
|
shieldAbsorbed = 200;
|
|
}
|
|
|
|
if (targ->client->ps.powerups[PW_SHIELDHIT] < (level.time + shieldAbsorbed))
|
|
{
|
|
targ->client->ps.powerups[PW_SHIELDHIT] = level.time + shieldAbsorbed;
|
|
}
|
|
//flicker for as many ms as damage was absorbed (*20)
|
|
//therefore 10 damage causes 1/5 of a seond of flickering, whereas
|
|
//a full 100 causes 2 seconds (but is reduced to 1.5 seconds due to the max)
|
|
|
|
*/
|
|
}
|
|
}
|
|
|
|
// do the damage
|
|
if (take)
|
|
{
|
|
if (targ->client && targ->s.number < MAX_CLIENTS &&
|
|
(mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT))
|
|
{ //uh.. shock them or something. what the hell, I don't know.
|
|
if (targ->client->ps.weaponTime <= 0)
|
|
{ //yeah, we were supposed to be beta a week ago, I don't feel like
|
|
//breaking the game so I'm gonna be safe and only do this only
|
|
//if your weapon is not busy
|
|
targ->client->ps.weaponTime = 2000;
|
|
targ->client->ps.electrifyTime = level.time + 2000;
|
|
if (targ->client->ps.weaponstate == WEAPON_CHARGING ||
|
|
targ->client->ps.weaponstate == WEAPON_CHARGING_ALT)
|
|
{
|
|
targ->client->ps.weaponstate = WEAPON_READY;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (targ->client && (targ->client->ps.fd.forcePowersActive & (1 << FP_RAGE)) && (inflictor->client || attacker->client))
|
|
{
|
|
take /= (targ->client->ps.fd.forcePowerLevel[FP_RAGE]+1);
|
|
}
|
|
targ->health = targ->health - take;
|
|
|
|
if ( (targ->flags&FL_UNDYING) )
|
|
{//take damage down to 1, but never die
|
|
if ( targ->health < 1 )
|
|
{
|
|
targ->health = 1;
|
|
}
|
|
}
|
|
|
|
if ( targ->client ) {
|
|
targ->client->ps.stats[STAT_HEALTH] = targ->health;
|
|
}
|
|
|
|
if (targ->client && (targ->client->ps.fd.forcePowersActive & (1 << FP_RAGE)) && (inflictor->client || attacker->client))
|
|
{
|
|
if (targ->health <= 0)
|
|
{
|
|
targ->health = 1;
|
|
}
|
|
if (targ->client->ps.stats[STAT_HEALTH] <= 0)
|
|
{
|
|
targ->client->ps.stats[STAT_HEALTH] = 1;
|
|
}
|
|
}
|
|
|
|
//We want to go ahead and set gPainHitLoc regardless of if we have a pain func,
|
|
//so we can adjust the location damage too.
|
|
if (targ->client && targ->ghoul2 && targ->client->g2LastSurfaceTime == level.time)
|
|
{ //We updated the hit surface this frame, so it's valid.
|
|
char hitSurface[MAX_QPATH];
|
|
|
|
trap_G2API_GetSurfaceName(targ->ghoul2, targ->client->g2LastSurfaceHit, 0, hitSurface);
|
|
|
|
if (hitSurface[0])
|
|
{
|
|
G_GetHitLocFromSurfName(targ, hitSurface, &gPainHitLoc, point, dir, vec3_origin, mod);
|
|
}
|
|
else
|
|
{
|
|
gPainHitLoc = -1;
|
|
}
|
|
|
|
if (gPainHitLoc < HL_MAX && gPainHitLoc >= 0 && targ->locationDamage[gPainHitLoc] < Q3_INFINITE &&
|
|
(targ->s.eType == ET_PLAYER || targ->s.NPC_class != CLASS_VEHICLE))
|
|
{
|
|
targ->locationDamage[gPainHitLoc] += take;
|
|
|
|
if (g_armBreakage.integer && !targ->client->ps.brokenLimbs &&
|
|
targ->client->ps.stats[STAT_HEALTH] > 0 && targ->health > 0 &&
|
|
!(targ->s.eFlags & EF_DEAD))
|
|
{ //check for breakage
|
|
if (targ->locationDamage[HL_ARM_RT]+targ->locationDamage[HL_HAND_RT] >= 80)
|
|
{
|
|
G_BreakArm(targ, BROKENLIMB_RARM);
|
|
}
|
|
else if (targ->locationDamage[HL_ARM_LT]+targ->locationDamage[HL_HAND_LT] >= 80)
|
|
{
|
|
G_BreakArm(targ, BROKENLIMB_LARM);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gPainHitLoc = -1;
|
|
}
|
|
|
|
if (targ->maxHealth)
|
|
{ //if this is non-zero this guy should be updated his s.health to send to the client
|
|
G_ScaleNetHealth(targ);
|
|
}
|
|
|
|
if ( targ->health <= 0 ) {
|
|
if ( client )
|
|
{
|
|
targ->flags |= FL_NO_KNOCKBACK;
|
|
|
|
if (point)
|
|
{
|
|
VectorCopy( point, targ->pos1 );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(targ->client->ps.origin, targ->pos1);
|
|
}
|
|
}
|
|
else if (targ->s.eType == ET_NPC)
|
|
{ //g2animent
|
|
VectorCopy(point, targ->pos1);
|
|
}
|
|
|
|
if (targ->health < -999)
|
|
targ->health = -999;
|
|
|
|
// If we are a breaking glass brush, store the damage point so we can do cool things with it.
|
|
if ( targ->r.svFlags & SVF_GLASS_BRUSH )
|
|
{
|
|
VectorCopy( point, targ->pos1 );
|
|
if (dir)
|
|
{
|
|
VectorCopy( dir, targ->pos2 );
|
|
}
|
|
else
|
|
{
|
|
VectorClear(targ->pos2);
|
|
}
|
|
}
|
|
|
|
if (targ->s.eType == ET_NPC &&
|
|
targ->client &&
|
|
(targ->s.eFlags & EF_DEAD))
|
|
{ //an NPC that's already dead. Maybe we can cut some more limbs off!
|
|
if ( (mod == MOD_SABER || (mod == MOD_MELEE && G_HeavyMelee( attacker )) )//saber or heavy melee (claws)
|
|
&& take > 2)
|
|
{
|
|
G_CheckForDismemberment(targ, attacker, targ->pos1, take, targ->client->ps.torsoAnim, qtrue);
|
|
}
|
|
}
|
|
|
|
targ->enemy = attacker;
|
|
targ->die (targ, inflictor, attacker, take, mod);
|
|
G_ActivateBehavior( targ, BSET_DEATH );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( g_debugMelee.integer )
|
|
{//getting hurt makes you let go of the wall
|
|
if ( targ->client && (targ->client->ps.pm_flags&PMF_STUCK_TO_WALL) )
|
|
{
|
|
G_LetGoOfWall( targ );
|
|
}
|
|
}
|
|
if ( targ->pain )
|
|
{
|
|
if (targ->s.eType != ET_NPC || mod != MOD_SABER || take > 1)
|
|
{ //don't even notify NPCs of pain if it's just idle saber damage
|
|
gPainMOD = mod;
|
|
if (point)
|
|
{
|
|
VectorCopy(point, gPainPoint);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(targ->r.currentOrigin, gPainPoint);
|
|
}
|
|
targ->pain (targ, attacker, take);
|
|
}
|
|
}
|
|
}
|
|
|
|
G_LogWeaponDamage(attacker->s.number, mod, take);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
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;
|
|
|
|
// 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, and also include Z
|
|
VectorCopy (midpoint, dest);
|
|
dest[0] += 15.0;
|
|
dest[1] += 15.0;
|
|
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] += 15.0;
|
|
dest[1] -= 15.0;
|
|
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] -= 15.0;
|
|
dest[1] += 15.0;
|
|
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] -= 15.0;
|
|
dest[1] -= 15.0;
|
|
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, gentity_t *missile, 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;
|
|
qboolean roastPeople = qfalse;
|
|
|
|
/*
|
|
if (missile && !missile->client && missile->s.weapon > WP_NONE &&
|
|
missile->s.weapon < WP_NUM_WEAPONS && missile->r.ownerNum >= 0 &&
|
|
(missile->r.ownerNum < MAX_CLIENTS || g_entities[missile->r.ownerNum].s.eType == ET_NPC))
|
|
{ //sounds like it's a valid weapon projectile.. is it a valid explosive to create marks from?
|
|
switch(missile->s.weapon)
|
|
{
|
|
case WP_FLECHETTE: //flechette issuing this will be alt-fire
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_THERMAL:
|
|
case WP_TRIP_MINE:
|
|
case WP_DET_PACK:
|
|
roastPeople = qtrue; //Then create explosive marks
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
//oh well.. maybe sometime? I am trying to cut down on tempent use.
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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
|
|
dir[2] += 24;
|
|
if (attacker && attacker->inuse && attacker->client &&
|
|
attacker->s.eType == ET_NPC && attacker->s.NPC_class == CLASS_VEHICLE &&
|
|
attacker->m_pVehicle && attacker->m_pVehicle->m_pPilot)
|
|
{ //say my pilot did it.
|
|
G_Damage (ent, NULL, (gentity_t *)attacker->m_pVehicle->m_pPilot, dir, origin, (int)points, DAMAGE_RADIUS, mod);
|
|
}
|
|
else
|
|
{
|
|
G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
|
|
}
|
|
|
|
if (ent && ent->client && roastPeople && missile &&
|
|
!VectorCompare(ent->r.currentOrigin, missile->r.currentOrigin))
|
|
{ //the thing calling this function can create burn marks on people, so create an event to do so
|
|
gentity_t *evEnt = G_TempEntity(ent->r.currentOrigin, EV_GHOUL2_MARK);
|
|
|
|
evEnt->s.otherEntityNum = ent->s.number; //the entity the mark should be placed on
|
|
evEnt->s.weapon = WP_ROCKET_LAUNCHER; //always say it's rocket so we make the right mark
|
|
|
|
//Try to place the decal by going from the missile location to the location of the person that was hit
|
|
VectorCopy(missile->r.currentOrigin, evEnt->s.origin);
|
|
VectorCopy(ent->r.currentOrigin, evEnt->s.origin2);
|
|
|
|
//it's hacky, but we want to move it up so it's more likely to hit
|
|
//the torso.
|
|
if (missile->r.currentOrigin[2] < ent->r.currentOrigin[2])
|
|
{ //move it up less so the decal is placed lower on the model then
|
|
evEnt->s.origin2[2] += 8;
|
|
}
|
|
else
|
|
{
|
|
evEnt->s.origin2[2] += 24;
|
|
}
|
|
|
|
//Special col check
|
|
evEnt->s.eventParm = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return hitClient;
|
|
}
|