2013-04-04 14:52:42 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_combat.c
# include "g_local.h"
//rww - pd
void BotDamageNotification ( gclient_t * bot , gentity_t * attacker ) ;
//end rww
extern int protectHitSound ;
void ThrowSaberToAttacker ( gentity_t * self , gentity_t * attacker ) ;
void ObjectDie ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int meansOfDeath )
{
if ( self - > target )
{
G_UseTargets ( self , attacker ) ;
}
//remove my script_targetname
G_FreeEntity ( self ) ;
}
/*
int G_GetHitLocFromSurfName ( gentity_t * ent , const char * surfName , vec3_t point )
{
if ( ! surfName | | ! surfName [ 0 ] )
{
return HL_NONE ;
}
if ( ! Q_strncmp ( " hips " , surfName , 4 ) )
{ //FIXME: test properly for legs
if ( Q_irand ( 0 , 1 ) )
{
return HL_WAIST ;
}
else if ( Q_irand ( 0 , 1 ) )
{
return HL_LEG_RT ;
}
else
{
return HL_LEG_LT ;
}
}
else if ( ! Q_strncmp ( " torso " , surfName , 5 ) )
{
if ( ! ent - > client )
{
return 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 ) ;
VectorSubtract ( point , ent - > client - > renderInfo . torsoPoint , dirToImpact ) ;
frontSide = DotProduct ( t_fwd , dirToImpact ) ;
rightSide = DotProduct ( t_rt , dirToImpact ) ;
upSide = DotProduct ( t_up , dirToImpact ) ;
if ( upSide < 0 )
{ //hit at waist
return HL_WAIST ;
}
else
{ //hit on upper torso
if ( rightSide > 10 )
{
return HL_ARM_RT ;
}
else if ( rightSide < - 10 )
{
return HL_ARM_LT ;
}
else if ( rightSide > 4 )
{
if ( frontSide > 0 )
{
return HL_CHEST_RT ;
}
else
{
return HL_BACK_RT ;
}
}
else if ( rightSide < - 4 )
{
if ( frontSide > 0 )
{
return HL_CHEST_LT ;
}
else
{
return HL_BACK_LT ;
}
}
else if ( upSide > 6 )
{
return HL_HEAD ;
}
else if ( frontSide > 0 )
{
return HL_CHEST ;
}
else
{
return HL_BACK ;
}
}
}
}
else if ( ! Q_strncmp ( " head " , surfName , 4 ) )
{
return HL_HEAD ;
}
else if ( ! Q_strncmp ( " r_arm " , surfName , 5 ) )
{
return HL_ARM_RT ;
}
else if ( ! Q_strncmp ( " l_arm " , surfName , 5 ) )
{
return HL_ARM_LT ;
}
else if ( ! Q_strncmp ( " r_leg " , surfName , 5 ) )
{
if ( ent - > client & & DistanceSquared ( ent - > client - > renderInfo . crotchPoint , point ) > 144 )
{ //not close enough to the pelvis to be a dismemberment hit and we don't dismember at the ankle or knee
return HL_FOOT_RT ;
}
return HL_LEG_RT ;
}
else if ( ! Q_strncmp ( " l_leg " , surfName , 5 ) )
{
if ( ent - > client & & DistanceSquared ( ent - > client - > renderInfo . crotchPoint , point ) > 144 )
{ //not close enough to the pelvis to be a dismemberment hit and we don't dismember at the ankle or knee
return HL_FOOT_LT ;
}
return HL_LEG_LT ;
}
else if ( ! Q_strncmp ( " r_hand " , surfName , 6 ) )
{
return HL_HAND_RT ;
}
else if ( ! Q_strncmp ( " l_hand " , surfName , 6 ) )
{
return HL_HAND_LT ;
}
return HL_NONE ;
}
*/
int G_GetHitLocation ( gentity_t * target , vec3_t ppoint )
{
vec3_t point , point_dir ;
vec3_t forward , right , up ;
vec3_t tangles , tcenter ;
float tradius ;
float udot , fdot , rdot ;
int Vertical , Forward , Lateral ;
int HitLoc ;
// Get target forward, right and up.
if ( target - > client )
{
// Ignore player's pitch and roll.
VectorSet ( tangles , 0 , target - > r . currentAngles [ YAW ] , 0 ) ;
}
AngleVectors ( tangles , forward , right , up ) ;
// Get center of target.
VectorAdd ( target - > r . absmin , target - > r . absmax , tcenter ) ;
VectorScale ( tcenter , 0.5 , tcenter ) ;
// Get radius width of target.
tradius = ( fabs ( target - > r . maxs [ 0 ] ) + fabs ( target - > r . maxs [ 1 ] ) + fabs ( target - > r . mins [ 0 ] ) + fabs ( target - > r . mins [ 1 ] ) ) / 4 ;
// Get impact point.
if ( ppoint & & ! VectorCompare ( ppoint , vec3_origin ) )
{
VectorCopy ( ppoint , point ) ;
}
else
{
return HL_NONE ;
}
/*
//get impact dir
if ( pdir & & ! VectorCompare ( pdir , vec3_origin ) )
{
VectorCopy ( pdir , dir ) ;
}
else
{
return ;
}
//put point at controlled distance from center
VectorSubtract ( point , tcenter , tempvec ) ;
tempvec [ 2 ] = 0 ;
hdist = VectorLength ( tempvec ) ;
VectorMA ( point , hdist - tradius , dir , point ) ;
//now a point on the surface of a cylinder with a radius of tradius
*/
VectorSubtract ( point , tcenter , point_dir ) ;
VectorNormalize ( point_dir ) ;
// Get bottom to top (vertical) position index
udot = DotProduct ( up , point_dir ) ;
if ( udot > .800 )
{
Vertical = 4 ;
}
else if ( udot > .400 )
{
Vertical = 3 ;
}
else if ( udot > - .333 )
{
Vertical = 2 ;
}
else if ( udot > - .666 )
{
Vertical = 1 ;
}
else
{
Vertical = 0 ;
}
// Get back to front (forward) position index.
fdot = DotProduct ( forward , point_dir ) ;
if ( fdot > .666 )
{
Forward = 4 ;
}
else if ( fdot > .333 )
{
Forward = 3 ;
}
else if ( fdot > - .333 )
{
Forward = 2 ;
}
else if ( fdot > - .666 )
{
Forward = 1 ;
}
else
{
Forward = 0 ;
}
// Get left to right (lateral) position index.
rdot = DotProduct ( right , point_dir ) ;
if ( rdot > .666 )
{
Lateral = 4 ;
}
else if ( rdot > .333 )
{
Lateral = 3 ;
}
else if ( rdot > - .333 )
{
Lateral = 2 ;
}
else if ( rdot > - .666 )
{
Lateral = 1 ;
}
else
{
Lateral = 0 ;
}
HitLoc = Vertical * 25 + Forward * 5 + Lateral ;
if ( HitLoc < = 10 )
{
// Feet.
if ( rdot > 0 )
{
return HL_FOOT_RT ;
}
else
{
return HL_FOOT_LT ;
}
}
else if ( HitLoc < = 50 )
{
// Legs.
if ( rdot > 0 )
{
return HL_LEG_RT ;
}
else
{
return HL_LEG_LT ;
}
}
else if ( HitLoc = = 56 | | HitLoc = = 60 | | HitLoc = = 61 | | HitLoc = = 65 | | HitLoc = = 66 | | HitLoc = = 70 )
{
// Hands.
if ( rdot > 0 )
{
return HL_HAND_RT ;
}
else
{
return HL_HAND_LT ;
}
}
else if ( HitLoc = = 83 | | HitLoc = = 87 | | HitLoc = = 88 | | HitLoc = = 92 | | HitLoc = = 93 | | HitLoc = = 97 )
{
// Arms.
if ( rdot > 0 )
{
return HL_ARM_RT ;
}
else
{
return HL_ARM_LT ;
}
}
else if ( ( HitLoc > = 107 & & HitLoc < = 109 ) | | ( HitLoc > = 112 & & HitLoc < = 114 ) | | ( HitLoc > = 117 & & HitLoc < = 119 ) )
{
// Head.
return HL_HEAD ;
}
else
{
if ( udot < 0.3 )
{
return HL_WAIST ;
}
else if ( fdot < 0 )
{
if ( rdot > 0.4 )
{
return HL_BACK_RT ;
}
else if ( rdot < - 0.4 )
{
return HL_BACK_LT ;
}
else if ( fdot < 0 )
{
return HL_BACK ;
}
}
else
{
if ( rdot > 0.3 )
{
return HL_CHEST_RT ;
}
else if ( rdot < - 0.3 )
{
return HL_CHEST_LT ;
}
else if ( fdot < 0 )
{
return HL_CHEST ;
}
}
}
return HL_NONE ;
}
/*
int G_PickPainAnim ( gentity_t * self , vec3_t point , int damage )
{
switch ( G_GetHitLocation ( self , point ) )
{
case HL_FOOT_RT :
return BOTH_PAIN12 ;
//PAIN12 = right foot
break ;
case HL_FOOT_LT :
return - 1 ;
break ;
case HL_LEG_RT :
if ( ! Q_irand ( 0 , 1 ) )
{
return BOTH_PAIN11 ;
}
else
{
return BOTH_PAIN13 ;
}
//PAIN11 = twitch right leg
//PAIN13 = right knee
break ;
case HL_LEG_LT :
return BOTH_PAIN14 ;
//PAIN14 = twitch left leg
break ;
case HL_BACK_RT :
return BOTH_PAIN7 ;
//PAIN7 = med left shoulder
break ;
case HL_BACK_LT :
return Q_irand ( BOTH_PAIN15 , BOTH_PAIN16 ) ;
//PAIN15 = med right shoulder
//PAIN16 = twitch right shoulder
break ;
case HL_BACK :
if ( ! Q_irand ( 0 , 1 ) )
{
return BOTH_PAIN1 ;
}
else
{
return BOTH_PAIN5 ;
}
//PAIN1 = back
//PAIN5 = same as 1
break ;
case HL_CHEST_RT :
return BOTH_PAIN3 ;
//PAIN3 = long, right shoulder
break ;
case HL_CHEST_LT :
return BOTH_PAIN2 ;
//PAIN2 = long, left shoulder
break ;
case HL_WAIST :
case HL_CHEST :
if ( ! Q_irand ( 0 , 3 ) )
{
return BOTH_PAIN6 ;
}
else if ( ! Q_irand ( 0 , 2 ) )
{
return BOTH_PAIN8 ;
}
else if ( ! Q_irand ( 0 , 1 ) )
{
return BOTH_PAIN17 ;
}
else
{
return BOTH_PAIN19 ;
}
//PAIN6 = gut
//PAIN8 = chest
//PAIN17 = twitch crotch
//PAIN19 = med crotch
break ;
case HL_ARM_RT :
case HL_HAND_RT :
return BOTH_PAIN9 ;
//PAIN9 = twitch right arm
break ;
case HL_ARM_LT :
case HL_HAND_LT :
return BOTH_PAIN10 ;
//PAIN10 = twitch left arm
break ;
case HL_HEAD :
return BOTH_PAIN4 ;
//PAIN4 = head
break ;
default :
return - 1 ;
break ;
}
}
*/
void ExplodeDeath ( gentity_t * self )
{
// gentity_t *tent;
vec3_t forward ;
self - > takedamage = qfalse ; //stop chain reaction runaway loops
self - > s . loopSound = 0 ;
VectorCopy ( self - > r . currentOrigin , self - > s . pos . trBase ) ;
// tent = G_TempEntity( self->s.origin, EV_FX_EXPLOSION );
AngleVectors ( self - > s . angles , forward , NULL , NULL ) ;
/*
if ( self - > fxID > 0 )
{
G_PlayEffect ( self - > fxID , self - > r . currentOrigin , forward ) ;
}
else
*/
{
// CG_SurfaceExplosion( self->r.currentOrigin, forward, 20.0f, 12.0f, ((self->spawnflags&4)==qfalse) ); //FIXME: This needs to be consistent to all exploders!
// G_Sound(self, self->sounds );
}
if ( self - > splashDamage > 0 & & self - > splashRadius > 0 )
{
gentity_t * attacker = self ;
if ( self - > parent )
{
attacker = self - > parent ;
}
G_RadiusDamage ( self - > r . currentOrigin , attacker , self - > splashDamage , self - > splashRadius ,
attacker , MOD_UNKNOWN ) ;
}
ObjectDie ( self , self , self , 20 , 0 ) ;
}
/*
= = = = = = = = = = = =
ScorePlum
= = = = = = = = = = = =
*/
void ScorePlum ( gentity_t * ent , vec3_t origin , int score ) {
gentity_t * plum ;
plum = G_TempEntity ( origin , EV_SCOREPLUM ) ;
// only send this temp entity to a single client
plum - > r . svFlags | = SVF_SINGLECLIENT ;
plum - > r . singleClient = ent - > s . number ;
//
plum - > s . otherEntityNum = ent - > s . number ;
plum - > s . time = score ;
}
/*
= = = = = = = = = = = =
AddScore
Adds score to both the client and his team
= = = = = = = = = = = =
*/
void AddScore ( gentity_t * ent , vec3_t origin , int score ) {
if ( ! ent - > client ) {
return ;
}
// no scoring during pre-match warmup
if ( level . warmupTime ) {
return ;
}
// show score plum
//ScorePlum(ent, origin, score);
//
ent - > client - > ps . persistant [ PERS_SCORE ] + = score ;
if ( g_gametype . integer = = GT_TEAM )
level . teamScores [ ent - > client - > ps . persistant [ PERS_TEAM ] ] + = score ;
CalculateRanks ( ) ;
}
/*
= = = = = = = = = = = = = = = = =
TossClientItems
rww - Toss the weapon away from the player in the specified direction
= = = = = = = = = = = = = = = = =
*/
void TossClientWeapon ( gentity_t * self , vec3_t direction , float speed )
{
vec3_t vel ;
gitem_t * item ;
gentity_t * launched ;
int weapon = self - > s . weapon ;
int ammoSub ;
if ( weapon < = WP_BRYAR_PISTOL )
{ //can't have this
return ;
}
if ( weapon = = WP_EMPLACED_GUN | |
weapon = = WP_TURRET )
{
return ;
}
// find the item type for this weapon
item = BG_FindItemForWeapon ( weapon ) ;
ammoSub = ( self - > client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] - bg_itemlist [ BG_GetItemIndexByTag ( weapon , IT_WEAPON ) ] . quantity ) ;
if ( ammoSub < 0 )
{
int ammoQuan = item - > quantity ;
ammoQuan - = ( - ammoSub ) ;
if ( ammoQuan < = 0 )
{ //no ammo
return ;
}
}
vel [ 0 ] = direction [ 0 ] * speed ;
vel [ 1 ] = direction [ 1 ] * speed ;
vel [ 2 ] = direction [ 2 ] * speed ;
launched = LaunchItem ( item , self - > client - > ps . origin , vel ) ;
launched - > s . generic1 = self - > s . number ;
launched - > s . powerups = level . time + 1500 ;
launched - > count = bg_itemlist [ BG_GetItemIndexByTag ( weapon , IT_WEAPON ) ] . quantity ;
self - > client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] - = bg_itemlist [ BG_GetItemIndexByTag ( weapon , IT_WEAPON ) ] . quantity ;
if ( self - > client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] < 0 )
{
launched - > count - = ( - self - > client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] ) ;
self - > client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] = 0 ;
}
if ( ( self - > client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] < 1 & & weapon ! = WP_DET_PACK ) | |
( weapon ! = WP_THERMAL & & weapon ! = WP_DET_PACK & & weapon ! = WP_TRIP_MINE ) )
{
self - > client - > ps . stats [ STAT_WEAPONS ] & = ~ ( 1 < < weapon ) ;
self - > s . weapon = 0 ;
self - > client - > ps . weapon = 0 ;
G_AddEvent ( self , EV_NOAMMO , weapon ) ;
}
}
/*
= = = = = = = = = = = = = = = = =
TossClientItems
Toss the weapon and powerups for the killed player
= = = = = = = = = = = = = = = = =
*/
void TossClientItems ( gentity_t * self ) {
gitem_t * item ;
int weapon ;
float angle ;
int i ;
gentity_t * drop ;
// drop the weapon if not a gauntlet or machinegun
weapon = self - > s . weapon ;
// make a special check to see if they are changing to a new
// weapon that isn't the mg or gauntlet. Without this, a client
// can pick up a weapon, be killed, and not drop the weapon because
// their weapon change hasn't completed yet and they are still holding the MG.
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 ) {
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 ;
}
/*
= = = = = = = = = = = = = = = = = =
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.
if ( 1 ) // if ( self->health > GIB_HEALTH )
{
return ;
}
if ( ! g_blood . integer ) {
self - > health = GIB_HEALTH + 1 ;
return ;
}
GibEntity ( self , 0 ) ;
}
// these are just for logging, the client prints its own messages
char * modNames [ ] = {
" MOD_UNKNOWN " ,
" MOD_STUN_BATON " ,
" MOD_MELEE " ,
" MOD_SABER " ,
" MOD_BRYAR_PISTOL " ,
" MOD_BRYAR_PISTOL_ALT " ,
" MOD_BLASTER " ,
" 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_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
}
static 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 ;
if ( ! self | | ! self - > client )
{
return 0 ;
}
max_health = self - > client - > ps . stats [ STAT_MAX_HEALTH ] ;
if ( hitLoc = = HL_NONE )
{
hitLoc = G_GetHitLocation ( self , point ) ; //self->hitLoc
}
//dead flops
switch ( self - > client - > ps . legsAnim & ~ ANIM_TOGGLEBIT )
{
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 )
{
//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 ( self - > client - > ps . velocity ) )
{
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 ( self - > client - > ps . velocity ) )
{
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 ;
}
}
return deathAnim ;
}
void G_CheckForDismemberment ( gentity_t * ent , vec3_t point , int damage , int deathAnim ) ;
/*
= = = = = = = = = = = = = = = = = =
player_die
= = = = = = = = = = = = = = = = = =
*/
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 ;
2013-04-04 18:01:17 +00:00
qboolean wasJediMaster = qfalse ;
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if ( self - > client - > ps . pm_type = = PM_DEAD ) {
return ;
}
if ( level . intermissiontime ) {
return ;
}
if ( inflictor & & inflictor - > activator & & ! inflictor - > client & & ! attacker - > client & &
inflictor - > activator - > client & & inflictor - > activator - > inuse & &
inflictor - > s . weapon = = WP_TURRET )
{
attacker = inflictor - > activator ;
}
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if ( self - > client & & self - > client - > ps . isJediMaster )
{
wasJediMaster = qtrue ;
}
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//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 ;
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 ) ;
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
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
2013-04-04 18:01:17 +00:00
ent - > s . isJediMaster = wasJediMaster ;
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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 ;
if ( attacker = = self | | OnSameTeam ( self , attacker ) ) {
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
{
AddScore ( attacker , self - > r . currentOrigin , 1 ) ;
}
if ( meansOfDeath = = MOD_STUN_BATON ) {
// play humiliation on player
attacker - > client - > ps . persistant [ PERS_GAUNTLET_FRAG_COUNT ] + + ;
// add the sprite over the player's head
attacker - > client - > ps . eFlags & = ~ ( EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ) ;
attacker - > client - > ps . eFlags | = EF_AWARD_GAUNTLET ;
attacker - > client - > rewardTime = level . time + REWARD_SPRITE_TIME ;
// also play humiliation on target
self - > client - > ps . persistant [ PERS_PLAYEREVENTS ] ^ = PLAYEREVENT_GAUNTLETREWARD ;
}
// check for two kills in a short amount of time
// if this is close enough to the last kill, give a reward sound
if ( level . time - attacker - > client - > lastKillTime < CARNAGE_REWARD_TIME ) {
// play excellent on player
attacker - > client - > ps . persistant [ PERS_EXCELLENT_COUNT ] + + ;
// add the sprite over the player's head
attacker - > client - > ps . eFlags & = ~ ( EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ) ;
attacker - > client - > ps . eFlags | = EF_AWARD_EXCELLENT ;
attacker - > client - > rewardTime = level . time + REWARD_SPRITE_TIME ;
}
attacker - > client - > lastKillTime = level . time ;
}
} else {
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 ;
}
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 ) {
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 ) ;
}
}
Cmd_Score_f ( self ) ; // show scores
// send updated scores to any clients that are following this one,
// or they would get stale scoreboards
for ( i = 0 ; i < level . maxclients ; i + + ) {
gclient_t * client ;
client = & level . clients [ i ] ;
if ( client - > pers . connected ! = CON_CONNECTED ) {
continue ;
}
if ( client - > sess . sessionTeam ! = TEAM_SPECTATOR ) {
continue ;
}
if ( client - > sess . spectatorClient = = self - > s . number ) {
Cmd_Score_f ( g_entities + i ) ;
}
}
self - > takedamage = qtrue ; // can still be gibbed
self - > s . weapon = WP_NONE ;
self - > s . powerups = 0 ;
self - > r . contents = CONTENTS_CORPSE ;
self - > client - > ps . zoomMode = 0 ; // Turn off zooming when we die
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 - > 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 ;
switch ( i ) {
case 0 :
anim = BOTH_DEATH1 ;
break ;
case 1 :
anim = BOTH_DEATH2 ;
break ;
case 2 :
default :
anim = BOTH_DEATH3 ;
break ;
}
anim = G_PickDeathAnim ( self , self - > pos1 , damage , meansOfDeath , HL_NONE ) ;
if ( anim < 1 )
{
anim = BOTH_DEATH1 ;
}
if ( meansOfDeath = = MOD_SABER )
{
G_CheckForDismemberment ( self , self - > pos1 , damage , anim ) ;
}
// 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;
self - > client - > ps . legsAnim =
( ( self - > client - > ps . legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim ;
self - > client - > ps . torsoAnim =
( ( self - > client - > ps . torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim ;
// 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);
2013-04-04 18:01:17 +00:00
//G_AddEvent( self, EV_DEATH1 + i, killer );
if ( wasJediMaster )
{
G_AddEvent ( self , EV_DEATH1 + i , 1 ) ;
}
else
{
G_AddEvent ( self , EV_DEATH1 + i , 0 ) ;
}
2013-04-04 14:52:42 +00:00
// the body can still be gibbed
self - > die = body_die ;
//rww - even though we have no gibbing, if you shoot the body it will disappear unless it doesn't take damage
self - > takedamage = qfalse ;
// globally cycle through the different death animations
i = ( i + 1 ) % 3 ;
}
trap_LinkEntity ( self ) ;
}
/*
= = = = = = = = = = = = = = = =
CheckArmor
= = = = = = = = = = = = = = = =
*/
int CheckArmor ( gentity_t * ent , int damage , int dflags )
{
gclient_t * client ;
int save ;
int count ;
if ( ! damage )
return 0 ;
client = ent - > client ;
if ( ! client )
return 0 ;
if ( dflags & DAMAGE_NO_ARMOR )
return 0 ;
// armor
count = client - > ps . stats [ STAT_ARMOR ] ;
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 & & targ - > client & & targ - > client - > ps . usingATST )
{
return ;
}
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 )
{
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 ;
}
void LimbTouch ( gentity_t * self , gentity_t * other , trace_t * trace )
{
}
void LimbThink ( gentity_t * ent )
{
if ( ent - > speed < level . time )
{
ent - > think = G_FreeEntity ;
ent - > nextthink = level . time ;
return ;
}
if ( ent - > s . pos . trType ! = TR_GRAVITY )
{
int addamt = ( ent - > speed - level . time ) ;
if ( addamt > 5000 )
{
addamt = 5000 ;
}
if ( addamt < 0 )
{
addamt = 0 ;
}
VectorClear ( ent - > s . pos . trDelta ) ;
ent - > think = G_FreeEntity ;
ent - > nextthink = level . time + addamt ;
return ;
}
G_RunMissile ( ent ) ;
G_RunObject ( ent ) ;
}
void G_G2PlayerAngles ( gentity_t * ent , vec3_t legs [ 3 ] , vec3_t legsAngles ) ;
void G_GetDismemberBolt ( gentity_t * self , vec3_t boltPoint , int limbType )
{
int useBolt = self - > bolt_Head ;
vec3_t properOrigin , properAngles , addVel ;
vec3_t legAxis [ 3 ] ;
mdxaBone_t boltMatrix ;
float fVSpeed = 0 ;
switch ( limbType )
{
case G2_MODELPART_HEAD :
useBolt = self - > bolt_Head ;
break ;
case G2_MODELPART_WAIST :
useBolt = self - > bolt_Waist ;
break ;
case G2_MODELPART_LARM :
useBolt = self - > bolt_LArm ;
break ;
case G2_MODELPART_RARM :
useBolt = self - > bolt_RArm ;
break ;
case G2_MODELPART_LLEG :
useBolt = self - > bolt_LLeg ;
break ;
case G2_MODELPART_RLEG :
useBolt = self - > bolt_RLeg ;
break ;
default :
useBolt = self - > bolt_Head ;
break ;
}
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 ;
AnglesToAxis ( properAngles , legAxis ) ;
G_G2PlayerAngles ( self , legAxis , properAngles ) ;
trap_G2API_GetBoltMatrix ( self - > client - > ghoul2 , 0 , useBolt , & boltMatrix , properAngles , properOrigin , level . time , NULL , vec3_origin ) ;
boltPoint [ 0 ] = boltMatrix . matrix [ 0 ] [ 3 ] ;
boltPoint [ 1 ] = boltMatrix . matrix [ 1 ] [ 3 ] ;
boltPoint [ 2 ] = boltMatrix . matrix [ 2 ] [ 3 ] ;
}
void G_Dismember ( gentity_t * ent , vec3_t point , int limbType , float limbRollBase , float limbPitchBase , int deathAnim )
{
vec3_t dir , newPoint , vel ;
gentity_t * limb ;
VectorCopy ( point , newPoint ) ;
limb = G_Spawn ( ) ;
limb - > classname = " playerlimb " ;
G_SetOrigin ( limb , newPoint ) ;
VectorCopy ( newPoint , limb - > s . pos . trBase ) ;
limb - > think = LimbThink ;
limb - > touch = LimbTouch ;
limb - > speed = level . time + Q_irand ( 4000 , 8000 ) ;
limb - > nextthink = level . time + FRAMETIME ;
//need size, contents, clipmask
limb - > r . svFlags = SVF_USE_CURRENT_ORIGIN ;
limb - > clipmask = MASK_SOLID ;
limb - > r . contents = CONTENTS_TRIGGER ;
VectorSet ( limb - > r . mins , - 3.0f , - 3.0f , - 3.0f ) ;
VectorSet ( limb - > r . maxs , 3.0f , 3.0f , 3.0f ) ;
// VectorClear(limb->r.mins);
// VectorClear(limb->r.maxs);
//move it
limb - > s . eType = ET_GENERAL ;
limb - > s . weapon = G2_MODEL_PART ;
if ( limbType = = G2_MODELPART_HEAD )
{
limb - > bounceCount = 2 ;
}
else
{
limb - > bounceCount = 1 ;
}
limb - > s . pos . trType = TR_GRAVITY ;
limb - > s . pos . trTime = level . time ; // move a bit on the very first frame
VectorSubtract ( point , ent - > r . currentOrigin , dir ) ;
VectorNormalize ( dir ) ;
VectorCopy ( ent - > client - > ps . velocity , vel ) ;
VectorMA ( vel , 100 , dir , limb - > s . pos . trDelta ) ;
//make it bounce some
limb - > s . eFlags | = EF_BOUNCE_HALF ;
//no trDuration?
//spin it
VectorClear ( limb - > s . apos . trBase ) ;
limb - > s . apos . trBase [ 0 ] = limbPitchBase ;
limb - > s . apos . trBase [ 1 ] = ent - > client - > ps . viewangles [ 1 ] ;
limb - > s . apos . trBase [ 2 ] = limbRollBase ;
VectorClear ( limb - > s . apos . trDelta ) ;
limb - > s . apos . trDelta [ 0 ] = Q_irand ( - 300 , 300 ) ;
limb - > s . apos . trDelta [ 2 ] = Q_irand ( - 300 , 300 ) ;
limb - > s . apos . trDelta [ 1 ] = Q_irand ( - 300 , 300 ) ;
if ( limbType = = G2_MODELPART_WAIST )
{
limb - > s . apos . trDelta [ 0 ] = Q_irand ( - 60 , 60 ) ;
limb - > s . apos . trDelta [ 2 ] = Q_irand ( - 60 , 60 ) ;
limb - > s . apos . trDelta [ 1 ] = Q_irand ( - 60 , 60 ) ;
}
limb - > s . apos . trTime = level . time ;
limb - > s . apos . trType = TR_LINEAR ;
limb - > s . modelGhoul2 = limbType ;
limb - > s . g2radius = 200 ;
limb - > s . modelindex = ent - > s . number ;
limb - > s . modelindex2 = deathAnim ;
trap_LinkEntity ( limb ) ;
}
/*
void DismembermentTest ( gentity_t * self )
{
int sect = G2_MODELPART_HEAD ;
vec3_t boltPoint ;
char * sectc = ConcatArgs ( 1 ) ;
if ( sectc & & sectc [ 0 ] )
{
sect = atoi ( sectc ) + G2_MODELPART_HEAD ;
}
G_GetDismemberBolt ( self , boltPoint , sect ) ;
G_Dismember ( self , boltPoint , sect , 90 , 0 ) ;
}
*/
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 = - 1 ;
VectorCopy ( self - > client - > ps . origin , clEye ) ;
clEye [ 2 ] + = self - > client - > ps . viewheight ;
VectorSubtract ( hitloc , clEye , diff ) ;
diff [ 2 ] = 0 ;
VectorNormalize ( diff ) ;
fwdangles [ 1 ] = self - > client - > ps . viewangles [ 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 ;
}
void G_CheckForDismemberment ( gentity_t * ent , vec3_t point , int damage , int deathAnim )
{
int hitLoc , hitLocUse = - 1 ;
vec3_t boltPoint ;
int dismember = g_dismember . integer ;
if ( ! dismember )
{
return ;
}
if ( Q_irand ( 0 , 100 ) > dismember )
{
return ;
}
if ( damage < 20 )
{
return ;
}
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 ;
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 :
case HL_HAND_RT :
hitLocUse = G2_MODELPART_RARM ;
break ;
case HL_ARM_LT :
case HL_HAND_LT :
hitLocUse = G2_MODELPART_LARM ;
break ;
case HL_HEAD :
hitLocUse = G2_MODELPART_HEAD ;
default :
hitLocUse = G_GetHitQuad ( ent , point ) ;
break ;
}
if ( hitLocUse = = - 1 )
{
return ;
}
G_GetDismemberBolt ( ent , boltPoint , hitLocUse ) ;
G_Dismember ( ent , boltPoint , hitLocUse , 90 , 0 , deathAnim ) ;
}
/*
= = = = = = = = = = = =
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
= = = = = = = = = = = =
*/
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 ( ! targ - > takedamage ) {
return ;
}
if ( targ & & targ - > client & & targ - > client - > ps . duelInProgress )
{
if ( attacker & & attacker - > client & & attacker - > s . number ! = targ - > client - > ps . duelIndex )
{
return ;
}
}
if ( attacker & & attacker - > client & & attacker - > client - > ps . duelInProgress )
{
if ( targ & & targ - > client & & targ - > s . number ! = attacker - > client - > ps . duelIndex )
{
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 boltpoint4 == 1 then it's glass or a breakable and those do have health
if ( targ - > s . eType = = ET_MOVER & & targ - > boltpoint4 ! = 1 ) {
if ( targ - > use & & targ - > moverState = = MOVER_POS1 ) {
targ - > use ( targ , inflictor , attacker ) ;
}
return ;
}
// reduce damage by the attacker's handicap value
// unless they are rocket jumping
if ( attacker - > client & & attacker ! = targ ) {
max = attacker - > client - > ps . stats [ STAT_MAX_HEALTH ] ;
damage = damage * max / 100 ;
}
client = targ - > client ;
if ( client ) {
if ( client - > noclip ) {
return ;
}
}
if ( ! dir ) {
dflags | = DAMAGE_NO_KNOCKBACK ;
} else {
VectorNormalize ( dir ) ;
}
knockback = damage ;
if ( knockback > 200 ) {
knockback = 200 ;
}
if ( targ - > flags & FL_NO_KNOCKBACK ) {
knockback = 0 ;
}
if ( dflags & DAMAGE_NO_KNOCKBACK ) {
knockback = 0 ;
}
if ( targ & & targ - > client & & targ - > client - > ps . usingATST )
{
knockback = 0 ;
}
// figure momentum add, even if the damage won't be taken
if ( knockback & & targ - > client ) {
vec3_t kvel ;
float mass ;
mass = 200 ;
VectorScale ( dir , g_knockback . value * ( float ) knockback / mass , kvel ) ;
VectorAdd ( targ - > client - > ps . velocity , kvel , targ - > client - > ps . velocity ) ;
// set the timer so that the other client can't cancel
// out the movement immediately
if ( ! targ - > client - > ps . pm_time ) {
int t ;
t = knockback * 2 ;
if ( t < 50 ) {
t = 50 ;
}
if ( t > 200 ) {
t = 200 ;
}
targ - > client - > ps . pm_time = t ;
targ - > client - > ps . pm_flags | = PMF_TIME_KNOCKBACK ;
}
}
// 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 & & OnSameTeam ( targ , attacker ) ) {
if ( ! g_friendlyFire . integer ) {
return ;
}
}
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if ( 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 ;
}
}
}
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// check for godmode
if ( targ - > flags & FL_GODMODE ) {
return ;
}
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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 ;
}
}
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}
if ( attacker & & attacker - > client )
{
if ( targ - > teamnodmg & &
targ - > teamnodmg = = attacker - > client - > sess . sessionTeam & &
! g_ff_objectives . integer )
{
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
// calculated after knockback, so rocket jumping works
if ( targ = = attacker ) {
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 ( mod = = MOD_DEMP2 | | mod = = MOD_DEMP2_ALT )
{ //demp2 does full damage to shields, but only 1/3 normal damage to health
if ( take > 0 )
{
take / = 3 ;
if ( take < 1 )
{
take = 1 ;
}
}
}
if ( g_debugDamage . integer ) {
G_Printf ( " %i: client:%i health:%i damage:%i armor:%i \n " , level . time , targ - > s . number ,
targ - > health , take , asave ) ;
}
// add to the damage inflicted on a player this frame
// the total will be turned into screen blends and view angle kicks
// at the end of the frame
if ( client ) {
if ( attacker ) {
client - > ps . persistant [ PERS_ATTACKER ] = attacker - > s . number ;
} else {
client - > ps . persistant [ PERS_ATTACKER ] = ENTITYNUM_WORLD ;
}
client - > damage_armor + = asave ;
client - > damage_blood + = take ;
client - > damage_knockback + = knockback ;
if ( dir ) {
VectorCopy ( dir , client - > damage_from ) ;
client - > damage_fromWorld = qfalse ;
} else {
VectorCopy ( targ - > r . currentOrigin , client - > damage_from ) ;
client - > damage_fromWorld = qtrue ;
}
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 - > ps . fd . forcePowerLevel [ FP_PROTECT ] = = FORCE_LEVEL_1 )
{
famt = 1 ;
hamt = 0.5 ;
if ( maxtake > 100 )
{
maxtake = 100 ;
}
}
else if ( targ - > client - > ps . fd . forcePowerLevel [ FP_PROTECT ] = = FORCE_LEVEL_2 )
{
famt = 0.5 ;
hamt = 0.75 ;
if ( maxtake > 200 )
{
maxtake = 200 ;
}
}
else if ( targ - > client - > ps . fd . forcePowerLevel [ FP_PROTECT ] = = FORCE_LEVEL_3 )
{
famt = 0.25 ;
hamt = 1 ;
if ( maxtake > 400 )
{
maxtake = 400 ;
}
}
if ( ! targ - > client - > ps . powerups [ PW_FORCE_BOON ] )
{
targ - > client - > ps . fd . forcePower - = maxtake * famt ;
}
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 )
{
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 ) ;
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 - > client - > ps . fd . forcePowersActive & ( 1 < < FP_RAGE ) ) & & ( inflictor - > client | | attacker - > client ) )
{
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take / = ( targ - > client - > ps . fd . forcePowerLevel [ FP_RAGE ] ) ;
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}
targ - > health = targ - > health - take ;
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 ;
}
}
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 ) ;
}
}
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 ) ;
VectorCopy ( dir , targ - > pos2 ) ;
}
targ - > enemy = attacker ;
targ - > die ( targ , inflictor , attacker , take , mod ) ;
return ;
} else if ( targ - > pain ) {
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 , 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 ;
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 ;
G_Damage ( ent , NULL , attacker , dir , origin , ( int ) points , DAMAGE_RADIUS , mod ) ;
}
}
return hitClient ;
}