3644 lines
84 KiB
C
3644 lines
84 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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//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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/*
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int G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, vec3_t point )
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{
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if ( !surfName || !surfName[0] )
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{
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return HL_NONE;
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}
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if ( !Q_strncmp( "hips", surfName, 4 ) )
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{//FIXME: test properly for legs
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if ( Q_irand( 0, 1 ) )
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{
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return HL_WAIST;
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}
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else if ( Q_irand( 0, 1 ) )
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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 ( !Q_strncmp( "torso", surfName, 5 ) )
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{
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if ( !ent->client )
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{
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return HL_CHEST;
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}
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else
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{
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vec3_t t_fwd, t_rt, t_up, dirToImpact;
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float frontSide, rightSide, upSide;
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AngleVectors( ent->client->renderInfo.torsoAngles, t_fwd, t_rt, t_up );
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VectorSubtract( point, ent->client->renderInfo.torsoPoint, dirToImpact );
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frontSide = DotProduct( t_fwd, dirToImpact );
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rightSide = DotProduct( t_rt, dirToImpact );
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upSide = DotProduct( t_up, dirToImpact );
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if ( upSide < 0 )
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{//hit at waist
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return HL_WAIST;
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}
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else
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{//hit on upper torso
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if ( rightSide > 10 )
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{
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return HL_ARM_RT;
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}
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else if ( rightSide < -10 )
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{
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return HL_ARM_LT;
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}
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else if ( rightSide > 4 )
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{
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if ( frontSide > 0 )
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{
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return HL_CHEST_RT;
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}
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else
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{
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return HL_BACK_RT;
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}
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}
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else if ( rightSide < -4 )
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{
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if ( frontSide > 0 )
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{
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return HL_CHEST_LT;
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}
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else
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{
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return HL_BACK_LT;
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}
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}
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else if ( upSide > 6 )
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{
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return HL_HEAD;
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}
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else if ( frontSide > 0 )
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{
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return HL_CHEST;
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}
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else
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{
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return HL_BACK;
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}
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}
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}
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}
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else if ( !Q_strncmp( "head", surfName, 4 ) )
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{
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return HL_HEAD;
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}
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else if ( !Q_strncmp( "r_arm", surfName, 5 ) )
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{
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return HL_ARM_RT;
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}
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else if ( !Q_strncmp( "l_arm", surfName, 5 ) )
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{
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return HL_ARM_LT;
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}
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else if ( !Q_strncmp( "r_leg", surfName, 5 ) )
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{
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if ( ent->client && DistanceSquared( ent->client->renderInfo.crotchPoint, point ) > 144 )
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{//not close enough to the pelvis to be a dismemberment hit and we don't dismember at the ankle or knee
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return HL_FOOT_RT;
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}
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return HL_LEG_RT;
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}
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else if ( !Q_strncmp( "l_leg", surfName, 5 ) )
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{
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if ( ent->client && DistanceSquared( ent->client->renderInfo.crotchPoint, point ) > 144 )
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{//not close enough to the pelvis to be a dismemberment hit and we don't dismember at the ankle or knee
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return HL_FOOT_LT;
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}
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return HL_LEG_LT;
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}
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else if ( !Q_strncmp( "r_hand", surfName, 6 ) )
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{
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return HL_HAND_RT;
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}
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else if ( !Q_strncmp( "l_hand", surfName, 6 ) )
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{
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return HL_HAND_LT;
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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_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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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, 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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void AddScore( gentity_t *ent, vec3_t origin, int score ) {
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if ( !ent->client ) {
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return;
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}
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// no scoring during pre-match warmup
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if ( level.warmupTime ) {
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return;
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}
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// show score plum
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//ScorePlum(ent, origin, score);
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//
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ent->client->ps.persistant[PERS_SCORE] += score;
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if ( g_gametype.integer == GT_TEAM )
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level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
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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 (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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}
|
|
|
|
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;
|
|
}
|
|
|
|
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->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_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
|
|
}
|
|
|
|
qboolean G_InKnockDown( playerState_t *ps )
|
|
{
|
|
switch ( (ps->legsAnim&~ANIM_TOGGLEBIT) )
|
|
{
|
|
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 = bgGlobalAnimations[self->client->ps.legsAnim&~ANIM_TOGGLEBIT].numFrames * fabs(bgGlobalAnimations[self->client->ps.legsAnim&~ANIM_TOGGLEBIT].frameLerp);
|
|
switch ( self->client->ps.legsAnim&~ANIM_TOGGLEBIT )
|
|
{
|
|
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_GRAPPLE)
|
|
{ //g2animent
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (self->client)
|
|
{
|
|
max_health = self->client->ps.stats[STAT_MAX_HEALTH];
|
|
}
|
|
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&~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 )
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
player_die
|
|
==================
|
|
*/
|
|
extern stringID_table_t animTable[MAX_ANIMATIONS+1];
|
|
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;
|
|
|
|
if ( self->client->ps.pm_type == PM_DEAD ) {
|
|
return;
|
|
}
|
|
|
|
if ( level.intermissiontime ) {
|
|
return;
|
|
}
|
|
|
|
if (g_slowmoDuelEnd.integer && g_gametype.integer == GT_TOURNAMENT && attacker && attacker->inuse && attacker->client)
|
|
{
|
|
if (!gDoSlowMoDuel)
|
|
{
|
|
gDoSlowMoDuel = qtrue;
|
|
gSlowMoDuelTime = level.time;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
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_TOURNAMENT
|
|
&& 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&~ANIM_TOGGLEBIT)].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
|
|
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;
|
|
|
|
if ( attacker == self || OnSameTeam (self, attacker ) ) {
|
|
if (g_gametype.integer == GT_TOURNAMENT)
|
|
{ //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]++;
|
|
|
|
// 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;
|
|
}
|
|
|
|
if (g_gametype.integer == GT_TOURNAMENT)
|
|
{ //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) {
|
|
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);
|
|
|
|
//G_AddEvent( self, EV_DEATH1 + i, killer );
|
|
if (wasJediMaster)
|
|
{
|
|
G_AddEvent( self, EV_DEATH1 + i, 1 );
|
|
}
|
|
else
|
|
{
|
|
G_AddEvent( self, EV_DEATH1 + i, 0 );
|
|
}
|
|
|
|
// the body can still be gibbed
|
|
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;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
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_G2PlayerAngles( gentity_t *ent, vec3_t legs[3], vec3_t legsAngles);
|
|
|
|
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->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_RHAND:
|
|
useBolt = trap_G2API_AddBolt(self->client->ghoul2, 0, "rhand");
|
|
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];
|
|
|
|
trap_G2API_GetBoltMatrix(self->client->ghoul2, 1, 0, &boltMatrix, properAngles, properOrigin, level.time, NULL, vec3_origin);
|
|
|
|
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 );
|
|
|
|
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 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, -6.0f, -6.0f, -9.0f );
|
|
VectorSet( limb->r.maxs, 6.0f, 6.0f, 6.0f );
|
|
// 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 );
|
|
if (ent->client)
|
|
{
|
|
VectorCopy(ent->client->ps.velocity, vel);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(ent->s.pos.trDelta, vel);
|
|
}
|
|
VectorMA( vel, 100, dir, limb->s.pos.trDelta );
|
|
|
|
//add some vertical velocity
|
|
if (limbType == G2_MODELPART_HEAD ||
|
|
limbType == G2_MODELPART_WAIST)
|
|
{
|
|
limb->s.pos.trDelta[2] += 100;
|
|
}
|
|
|
|
//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;
|
|
*/
|
|
if (ent->client)
|
|
{
|
|
limb->s.apos.trBase[1] = ent->client->ps.viewangles[1];
|
|
}
|
|
else
|
|
{
|
|
limb->s.apos.trBase[1] = ent->r.currentAngles[1];
|
|
}
|
|
|
|
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 );
|
|
}
|
|
*/
|
|
VectorClear(limb->s.apos.trDelta);
|
|
|
|
limb->s.apos.trTime = level.time;
|
|
limb->s.apos.trType = TR_LINEAR;
|
|
|
|
limb->s.modelGhoul2 = limbType;
|
|
limb->s.g2radius = 200;
|
|
if (ent->client)
|
|
{
|
|
limb->s.modelindex = ent->s.number;
|
|
limb->s.modelindex2 = deathAnim;
|
|
}
|
|
else
|
|
{
|
|
limb->s.modelindex = -1;
|
|
limb->s.otherEntityNum2 = ent->s.number;
|
|
}
|
|
|
|
trap_LinkEntity( limb );
|
|
}
|
|
|
|
void DismembermentTest(gentity_t *self)
|
|
{
|
|
int sect = G2_MODELPART_HEAD;
|
|
vec3_t boltPoint;
|
|
G_GetDismemberBolt(self, boltPoint, sect);
|
|
G_Dismember( self, boltPoint, sect, 90, 0, BOTH_DEATH1 );
|
|
}
|
|
|
|
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, boltPoint, sect, 90, 0, BOTH_DEATH1 );
|
|
}
|
|
|
|
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;
|
|
|
|
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 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 (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 < 20)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (gGAvoidDismember == 2)
|
|
{
|
|
hitLoc = HL_HAND_RT;
|
|
}
|
|
else
|
|
{
|
|
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_TOURNAMENT )
|
|
{
|
|
G_LogPrintf( "Duel Dismemberment: %s dismembered at %s\n", ent->client->pers.netname, hitLocName[hitLoc] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_GetDismemberLoc(ent, boltPoint, hitLocUse);
|
|
}
|
|
G_Dismember(ent, boltPoint, hitLocUse, 90, 0, deathAnim);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/*
|
|
============
|
|
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;
|
|
}
|
|
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 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;
|
|
|
|
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)
|
|
{
|
|
targ->client->ps.otherKiller = attacker->s.number;
|
|
targ->client->ps.otherKillerTime = level.time + 5000;
|
|
targ->client->ps.otherKillerDebounceTime = level.time + 100;
|
|
}
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
|
|
if ( g_trueJedi.integer && client )
|
|
{//less explosive damage for jedi, more saber damage for non-jedi
|
|
if ( client->ps.trueJedi )
|
|
{//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 && 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
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->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 ) {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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->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)
|
|
{
|
|
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))
|
|
{
|
|
take /= (targ->client->ps.fd.forcePowerLevel[FP_RAGE]+1);
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
else if (targ->s.eType == ET_GRAPPLE)
|
|
{ //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 );
|
|
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;
|
|
}
|