772 lines
20 KiB
C++
772 lines
20 KiB
C++
|
// g_combat.c
|
||
|
|
||
|
#include "g_local.h"
|
||
|
#include "q_sh_interface.h"
|
||
|
#include "p_body.h"
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
char *name;
|
||
|
} damageBoltName_t;
|
||
|
|
||
|
damageBoltName_t damageBoltList[] =
|
||
|
{
|
||
|
"ABOLT_SHOULDER_R",
|
||
|
"ABOLT_SHOULDER_L",
|
||
|
"GBOLT_GUT_F",
|
||
|
"GBOLT_GROIN",
|
||
|
"GBOLT_CAP_RCALF_RTHIGH",
|
||
|
"GBOLT_CAP_LCALF_LTHIGH",
|
||
|
"GBOLT_CAP_RFOREARM_RBICEP",
|
||
|
"GBOLT_CAP_LFOREARM_LBICEP",
|
||
|
"WBOLT_HAND_R",
|
||
|
"WBOLT_HAND_L",
|
||
|
};
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
BOLT_SHOULDER_R = 0,
|
||
|
BOLT_SHOULDER_L,
|
||
|
BOLT_GUT,
|
||
|
BOLT_GROIN,
|
||
|
BOLT_CAP_RCALF_RTHIGH,
|
||
|
BOLT_CAP_LCALF_LTHIGH,
|
||
|
BOLT_CAP_FOREARM_RBICEPT,
|
||
|
BOLT_CAP_FOREARM_LBICEPT,
|
||
|
BOLT_HAND_R,
|
||
|
BOLT_HAND_L,
|
||
|
MAX_BOLTS
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
CanDamage
|
||
|
|
||
|
Returns true if the inflictor can directly damage the target. Used for explosions
|
||
|
and melee attacks.
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
qboolean CanDamage (edict_t *targ, edict_t *inflictor)
|
||
|
{
|
||
|
vec3_t dest;
|
||
|
trace_t trace;
|
||
|
|
||
|
// bmodels need special checking because their origin is (0,0,0).
|
||
|
|
||
|
if (targ->solid == SOLID_BSP)
|
||
|
{
|
||
|
VectorAdd (targ->absmin, targ->absmax, dest);
|
||
|
VectorScale (dest, 0.5, dest);
|
||
|
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_OPAQUE, &trace);
|
||
|
if (trace.fraction == 1.0)
|
||
|
return true;
|
||
|
if (trace.ent == targ)
|
||
|
return true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_OPAQUE, &trace);
|
||
|
if (trace.fraction == 1.0)
|
||
|
return true;
|
||
|
|
||
|
VectorCopy (targ->s.origin, dest);
|
||
|
dest[0] += 15.0;
|
||
|
dest[1] += 15.0;
|
||
|
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_OPAQUE, &trace);
|
||
|
if (trace.fraction == 1.0)
|
||
|
return true;
|
||
|
|
||
|
VectorCopy (targ->s.origin, dest);
|
||
|
dest[0] += 15.0;
|
||
|
dest[1] -= 15.0;
|
||
|
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_OPAQUE, &trace);
|
||
|
if (trace.fraction == 1.0)
|
||
|
return true;
|
||
|
|
||
|
VectorCopy (targ->s.origin, dest);
|
||
|
dest[0] -= 15.0;
|
||
|
dest[1] += 15.0;
|
||
|
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_OPAQUE, &trace);
|
||
|
if (trace.fraction == 1.0)
|
||
|
return true;
|
||
|
|
||
|
VectorCopy (targ->s.origin, dest);
|
||
|
dest[0] -= 15.0;
|
||
|
dest[1] -= 15.0;
|
||
|
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_OPAQUE, &trace);
|
||
|
if (trace.fraction == 1.0)
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Killed--should NEVER be called for creatures--handled by their ai
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||
|
{
|
||
|
if (targ->health < -999)
|
||
|
targ->health = -999;
|
||
|
|
||
|
targ->enemy = attacker;
|
||
|
|
||
|
//this drops the weapon a player's holding
|
||
|
if (targ->client)
|
||
|
{
|
||
|
PB_Killed(targ);
|
||
|
}
|
||
|
|
||
|
// DOTHIS - add dollar value to player's dollarValue. should we do it directly or
|
||
|
|
||
|
|
||
|
// FIXME - is there something missing here? The IF code is the same as the fallthrough code
|
||
|
|
||
|
if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
|
||
|
{
|
||
|
// Doors, triggers, etc..
|
||
|
|
||
|
if (targ->die)
|
||
|
targ->die (targ, inflictor, attacker, damage, point);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (targ->die)
|
||
|
targ->die (targ, inflictor, attacker, damage, point);
|
||
|
}
|
||
|
|
||
|
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
|
||
|
{
|
||
|
//FIXME make the next line real and uncomment this block
|
||
|
// if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
|
||
|
return(false);
|
||
|
}
|
||
|
|
||
|
|
||
|
void DamageKnockBack(edict_t *targ, int dflags, int knockback, vec3_t dir)
|
||
|
{
|
||
|
if (targ->flags & FL_NO_KNOCKBACK)
|
||
|
return;
|
||
|
|
||
|
if (dflags & DAMAGE_NO_KNOCKBACK)
|
||
|
return;
|
||
|
|
||
|
if (!knockback)
|
||
|
return;
|
||
|
|
||
|
if ((targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) &&
|
||
|
(targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
|
||
|
{
|
||
|
float mass;
|
||
|
vec3_t kvel, dir2;
|
||
|
|
||
|
if (targ->mass < 50)
|
||
|
mass = 50;
|
||
|
else
|
||
|
mass = targ->mass;
|
||
|
|
||
|
VectorCopy(dir, dir2); // Since we're messing with the dir, don't screw up the one we're passing by reference.
|
||
|
if (dflags & DAMAGE_ALL_KNOCKBACK)
|
||
|
{
|
||
|
dir2[2] *= 0.1; // The flying up in the air thing is a bit much. Tone down the vertical push significantly.
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
dir2[2] *= 0.25;
|
||
|
}
|
||
|
VectorNormalize(dir2);
|
||
|
VectorScale (dir2, 250.0 * (float)knockback / mass, kvel);
|
||
|
VectorAdd (targ->velocity, kvel, targ->velocity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void ClientDamageKnockBack(edict_t *player, edict_t *attacker, int dflags, float knockback, vec3_t dir)
|
||
|
{
|
||
|
if (player->flags & FL_NO_KNOCKBACK)
|
||
|
return;
|
||
|
|
||
|
if (dflags & DAMAGE_NO_KNOCKBACK)
|
||
|
return;
|
||
|
|
||
|
if (!knockback)
|
||
|
return;
|
||
|
|
||
|
vec3_t v;
|
||
|
float kbtime;
|
||
|
|
||
|
// If this is a player, then we might have to force things a bit, mainly for the concussion grenade.
|
||
|
if (dflags & DAMAGE_ALL_KNOCKBACK || attacker==NULL)
|
||
|
{ // Turn off his friction for a second.
|
||
|
vec3_t dir2;
|
||
|
|
||
|
VectorCopy(dir, dir2);
|
||
|
dir2[2] *= 0.10; // The flying up in the air thing is a bit much.
|
||
|
VectorNormalize(dir2);
|
||
|
|
||
|
VectorScale (dir2, 1000.0 * (float)knockback / player->mass, v);
|
||
|
VectorAdd (player->velocity, v, player->velocity);
|
||
|
|
||
|
// Safeguard to prevent rocket jumping.
|
||
|
if (player->velocity[2] > 200)
|
||
|
player->velocity[2] = 200;
|
||
|
|
||
|
kbtime = knockback / player->mass;
|
||
|
player->client->friction_time = level.time + 0.5 + kbtime*0.75;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorSubtract(attacker->s.origin, player->client->damage_from, v);
|
||
|
VectorNormalize(v);
|
||
|
VectorScale (v, 250.0 * (float)knockback / player->mass, v);
|
||
|
v[2] *= 0.25; // The flying up in the air thing is a bit much.
|
||
|
VectorSubtract(player->velocity, v, player->velocity);
|
||
|
VectorSubtract(player->intend_velocity, v, player->intend_velocity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
T_Damage
|
||
|
|
||
|
targ entity that is being damaged, e.g. monster.
|
||
|
inflictor entity that is causing the damage, e.g. rocket.
|
||
|
attacker entity that caused the inflictor to damage, e.g. player.
|
||
|
dir direction of the attack.
|
||
|
point point at which the damage is being inflicted.
|
||
|
damage amount of damage being inflicted.
|
||
|
knockback force to be applied against targ as a result of the damage.
|
||
|
dflags these flags are used to control how T_Damage works.
|
||
|
mod the means of death (should the target of the damage happen to die).
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
#define MAX_BODY_DAMAGE 10
|
||
|
|
||
|
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t origin, int damage, int knockback, int dflags, int mod, float penetrate, float absorb)
|
||
|
{
|
||
|
gclient_t *client;
|
||
|
int take;
|
||
|
// int bodydmg;
|
||
|
Matrix4 ZoneMatrix;
|
||
|
vec3_t vec_to_other;
|
||
|
float dirToFace,holdDir;
|
||
|
vec3_t myfacing;
|
||
|
int armorStop = 0;
|
||
|
bool bInCameraMode = (g_edicts[1].client && (REMOTE_TYPE_CAMERA == g_edicts[1].client->RemoteCameraType) );
|
||
|
|
||
|
// vec3_t boltPos[MAX_BOLTS];
|
||
|
// int i;
|
||
|
|
||
|
if ( (targ->takedamage == DAMAGE_NO) ||
|
||
|
((targ->takedamage == DAMAGE_YES_BUT_NOT_IN_CAMERA) && bInCameraMode) )
|
||
|
{
|
||
|
// kef -- DAMAGE_YES_BUT_NOT_IN_CAMERA is here so that you can't destroy a breakable brush
|
||
|
//while viewing through a camera
|
||
|
return;
|
||
|
}
|
||
|
// if(!dm->canDamage(edict_t *targ, edict_t *inflictor, edict_t *attacker))
|
||
|
// return;
|
||
|
|
||
|
// Adjust damage so monsters don't hurt players too much, but let 'em hurt
|
||
|
// each other plenty.
|
||
|
|
||
|
if (attacker && attacker->ai && targ->client)
|
||
|
{
|
||
|
if(nodamage->value==1)
|
||
|
{
|
||
|
damage = 1+(1.0/game.playerSkills.getPlayerDamageMod());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
damage = (int)((float)damage*0.5);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Extra meaning to nodamage to let monsters last longer against each other.
|
||
|
// If attacker is monster, and target is either monster or human, reduce damage.
|
||
|
|
||
|
if (nodamage->value==2&&((attacker && attacker->ai) && (targ->client || targ->ai)))
|
||
|
{
|
||
|
damage = 0;
|
||
|
}
|
||
|
|
||
|
if (targ->ai)
|
||
|
{
|
||
|
// kef -- I'm sorry to have to do this, but Sabre needs to be invincible if his count isn't 100
|
||
|
// dpk -- woo hoo, Dekker too!
|
||
|
bool bSabre = targ->classname && (0 == strcmp("m_x_mskinboss", targ->classname));
|
||
|
bool bDekker = targ->classname && ((0 == strcmp("m_x_mraiderboss1", targ->classname)));
|
||
|
|
||
|
if ((!bSabre && !bDekker) || (targ->count == 100))
|
||
|
{
|
||
|
int prehealth = targ->health;
|
||
|
|
||
|
targ->ai->Damage(*targ,inflictor,attacker,dir,point,origin,damage,knockback,dflags,mod, penetrate, absorb);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(targ->flags & FL_LEAN_PLAYER)
|
||
|
{
|
||
|
if(!(targ = targ->owner))
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// ACHTUNG!!!! Assuming everything that gets past here is not a monster
|
||
|
// (they should ALL have ais)!!!
|
||
|
|
||
|
// Friendly fire avoidance... if enabled you can't hurt teammates (but you
|
||
|
// can hurt yourself). Knockback still occurs.
|
||
|
|
||
|
if ((targ != attacker) && dm->isDM() && dm->dmRule_TEAMPLAY())
|
||
|
{
|
||
|
if (OnSameTeam (targ, attacker))
|
||
|
{
|
||
|
if(dm->dmRule_NO_FRIENDLY_FIRE())
|
||
|
{
|
||
|
// No actual damage or damage effects like blood... we only want
|
||
|
// the knockback effect.
|
||
|
|
||
|
damage = 0;
|
||
|
dflags|=DAMAGE_NO_TEAMDAMAGE;
|
||
|
}
|
||
|
else
|
||
|
mod |= MOD_FRIENDLY_FIRE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
meansOfDeath = mod;
|
||
|
|
||
|
client = targ->client;
|
||
|
|
||
|
// 12/30/99 kef -- it seemed wholly unreasonable to be checking the skill level of the game in deathmatch
|
||
|
if(client && !dm->isDM())
|
||
|
{
|
||
|
int newDmg = (int)((float)damage * (float)game.playerSkills.getPlayerDamageMod());
|
||
|
|
||
|
if ((damage > 0) && (newDmg < 1))
|
||
|
{
|
||
|
damage = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
damage = newDmg;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
VectorNormalize(dir);
|
||
|
|
||
|
// Player knockback will be handled when player damage is handled in P_DamageFeedback(),
|
||
|
// so just deal with knockback for non-player entities.
|
||
|
|
||
|
if (!client)
|
||
|
{
|
||
|
DamageKnockBack(targ, dflags, knockback, dir);
|
||
|
}
|
||
|
|
||
|
// Check for godmode...
|
||
|
|
||
|
if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
|
||
|
{
|
||
|
// ...and we are in godmode, so set the damage to zero.
|
||
|
|
||
|
take = 0;
|
||
|
}
|
||
|
else if (client)
|
||
|
{
|
||
|
// Teamplay and temporary invulnerability (on respawn) can prevent damage
|
||
|
// being applied, but DAMAGE_NO_PROTECTION (e.g. as in telefragging, will
|
||
|
// always inflict damage).
|
||
|
|
||
|
if(((!(dflags&DAMAGE_NO_TEAMDAMAGE)||(!OnSameTeam(targ,attacker))) && (client->respawn_invuln_time<level.time)) ||
|
||
|
(dflags&DAMAGE_NO_PROTECTION))
|
||
|
{
|
||
|
//eek! fixme! this expects no changes in damage amt taken after this point!
|
||
|
armorStop = damage;
|
||
|
take = PB_Damage(targ, inflictor, attacker, dir, point, origin, damage, knockback, dflags, mod, penetrate, absorb);
|
||
|
armorStop -= take;
|
||
|
}
|
||
|
else
|
||
|
take=0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
take = damage;
|
||
|
}
|
||
|
|
||
|
// Team damage avoidance.
|
||
|
|
||
|
if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
|
||
|
return;
|
||
|
|
||
|
// Handle damage effects like knockback etc.
|
||
|
|
||
|
if (client)
|
||
|
{
|
||
|
if(take > 0)
|
||
|
{
|
||
|
client->damage_blood += take;
|
||
|
client->damage_knockback += knockback;
|
||
|
|
||
|
// Spray some blood.
|
||
|
|
||
|
vec3_t newDir;
|
||
|
|
||
|
VectorScale(dir, -1.0, newDir);
|
||
|
if (mod != MOD_FIRE)
|
||
|
{
|
||
|
FX_MakeBloodSpray(point, dir, 200, (!(rand()%6)) ? 1:0, targ);
|
||
|
}
|
||
|
|
||
|
// Add knockback effect.
|
||
|
|
||
|
VectorCopy (point, client->damage_from);
|
||
|
ClientDamageKnockBack(targ,attacker,dflags,knockback,dir);
|
||
|
}
|
||
|
else if (!(targ->flags & FL_GODMODE))
|
||
|
{ // If no damage taken, still knock back.
|
||
|
client->damage_knockback += knockback;
|
||
|
|
||
|
// Add knockback effect.
|
||
|
|
||
|
VectorCopy (point, client->damage_from);
|
||
|
ClientDamageKnockBack(targ,attacker,dflags,knockback,dir);
|
||
|
}
|
||
|
|
||
|
|
||
|
client->damage_armor += armorStop;
|
||
|
}
|
||
|
|
||
|
// Actually do the damage.
|
||
|
|
||
|
if (take)
|
||
|
{
|
||
|
targ->health -= take;
|
||
|
|
||
|
// clever stuff for force feedback
|
||
|
if (client)
|
||
|
{
|
||
|
if (mod & (MOD_KNIFE_SLASH|MOD_KNIFE_THROWN))
|
||
|
{
|
||
|
fxRunner.exec("lighthit",targ);
|
||
|
}
|
||
|
else
|
||
|
if (mod & (MOD_PISTOL1|MOD_PISTOL2|MOD_MPISTOL|MOD_ASSAULTRIFLE|MOD_SNIPERRIFLE|MOD_AUTOSHOTGUN|MOD_SHOTGUN|MOD_MACHINEGUN|MOD_MPG|MOD_FLAMEGUN))
|
||
|
{
|
||
|
fxRunner.exec("gotshot",targ);
|
||
|
}
|
||
|
else
|
||
|
if ((mod & (MOD_C4|MOD_EXPLOSIVE|MOD_ROCKET|MOD_ROCKET_SPLASH|MOD_PHOS_GRENADE|MOD_GRENADE|MOD_CONC_GRENADE))
|
||
|
&& (take > 5))
|
||
|
{
|
||
|
// try mixing effects
|
||
|
fxRunner.exec("exphit",targ);
|
||
|
fxRunner.exec("land",targ);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (targ->health <= 0)
|
||
|
{
|
||
|
if (client)
|
||
|
targ->flags |= FL_NO_KNOCKBACK;
|
||
|
|
||
|
if(targ->respawnFunc)
|
||
|
{
|
||
|
InitiateRespawn(targ);
|
||
|
}
|
||
|
|
||
|
Killed (targ, inflictor, attacker, take, point);
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(!client)
|
||
|
{
|
||
|
if (targ->pain)
|
||
|
targ->pain (targ, attacker, knockback, take, point);
|
||
|
}
|
||
|
|
||
|
// 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.
|
||
|
|
||
|
|
||
|
// FIXME: some T_Damage calls get 0,0,0 passed to them as damage location...
|
||
|
// should address this!!!
|
||
|
|
||
|
// Hit damage location.
|
||
|
|
||
|
if (client)
|
||
|
{
|
||
|
vec3_t bodyloc;
|
||
|
|
||
|
if (!point[0] && !point[1] && !point[2])
|
||
|
{
|
||
|
Com_Printf("Error: T_Damage - NULL location passed\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Something from all over?
|
||
|
|
||
|
if ((dflags & DT_WATER) || (dflags & DT_FIRE) || (dflags & DT_FALL))
|
||
|
{
|
||
|
if (dflags & DT_FALL)
|
||
|
client->ps.damageDir = CLDAM_B_BRACKET;
|
||
|
else
|
||
|
client->ps.damageDir = CLDAM_ALL_BRACKET;
|
||
|
|
||
|
// All damaged.
|
||
|
// client->ps.damageLoc = CLDAM_HEAD | CLDAM_L_ARM | CLDAM_L_LEG | CLDAM_R_ARM | CLDAM_R_LEG | CLDAM_TORSO;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorSubtract(point, targ->s.origin, bodyloc);
|
||
|
|
||
|
/* for (i=0;i<MAX_BOLTS;++i)
|
||
|
{
|
||
|
targ->ghoulInst->GetBoltMatrix(level.time,ZoneMatrix,targ->ghoulInst->GetGhoulObject()->FindPart(damageBoltList[i].name),IGhoulInst::MatrixType::Entity);
|
||
|
ZoneMatrix.GetRow(3,*(Vect3*)boltPos[i]);
|
||
|
}
|
||
|
|
||
|
// This needs to be expanded to look at all bolts.
|
||
|
if (point[2] > boltPos[BOLT_SHOULDER_R][2]) // Head shot
|
||
|
{
|
||
|
client->ps.damageLoc = CLDAM_HEAD;
|
||
|
}
|
||
|
else
|
||
|
client->ps.damageLoc = CLDAM_TORSO;
|
||
|
*/
|
||
|
if (attacker)
|
||
|
{
|
||
|
VectorSubtract(attacker->s.origin,targ->s.origin,vec_to_other);
|
||
|
vectoangles(vec_to_other,myfacing);
|
||
|
dirToFace = anglemod(myfacing[YAW]);
|
||
|
holdDir = dirToFace - targ->s.angles[YAW];
|
||
|
holdDir = anglemod(holdDir);
|
||
|
|
||
|
if ((holdDir < 30) || (holdDir > 340))
|
||
|
{
|
||
|
// In front.
|
||
|
|
||
|
client->ps.damageDir = CLDAM_ALL_BRACKET;
|
||
|
}
|
||
|
else if ((holdDir > 150) && (holdDir < 210))
|
||
|
{
|
||
|
// Behind you.
|
||
|
|
||
|
client->ps.damageDir = CLDAM_ALL_BRACKET;
|
||
|
}
|
||
|
else if (holdDir < 180)
|
||
|
{
|
||
|
// To left.
|
||
|
|
||
|
client->ps.damageDir = CLDAM_L_BRACKET;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// To right.
|
||
|
|
||
|
client->ps.damageDir = CLDAM_R_BRACKET;
|
||
|
}
|
||
|
|
||
|
// I'm assuming this is the best place to put this - I want to do this DMrule if we have just been hit
|
||
|
// but not killed by someone else.
|
||
|
if (dm->isDM())
|
||
|
dm->HitByAttacker(targ, attacker);
|
||
|
|
||
|
}
|
||
|
|
||
|
VectorSubtract(point, targ->s.origin, bodyloc);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (client)
|
||
|
{
|
||
|
if((take > 10) || (targ->health < 25))
|
||
|
SetActionMusic(*targ);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
T_RadiusDamage
|
||
|
|
||
|
T_RadiusDamage does (damage) points of damage at inflictor_origin distance and falls off
|
||
|
linearly until (radius) distance from this point.
|
||
|
============
|
||
|
*/
|
||
|
int hackGlobalGibCalls;
|
||
|
|
||
|
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod, int dflags)
|
||
|
{
|
||
|
float points;
|
||
|
edict_t *ent = NULL;
|
||
|
vec3_t v;
|
||
|
vec3_t dir;
|
||
|
vec3_t inflictor_origin;
|
||
|
vec3_t hitOrg;
|
||
|
float len;
|
||
|
trace_t tr;
|
||
|
|
||
|
// This computes a pseudo origin for bmodels, such as func_breakable_brush, which
|
||
|
// don't have an origin.
|
||
|
FindCorrectOrigin(inflictor, inflictor_origin);
|
||
|
|
||
|
// look for targets within (radius) from inflictor_origin
|
||
|
|
||
|
CRadiusContent rad(inflictor_origin, radius);
|
||
|
|
||
|
hackGlobalGibCalls = 0;
|
||
|
|
||
|
for(int i = 0; i < rad.getNumFound(); i++)
|
||
|
{
|
||
|
ent = rad.foundEdict(i);
|
||
|
|
||
|
if (ent == ignore)continue;
|
||
|
if (!ent->takedamage || ent->gibbed)continue;
|
||
|
if(ent == world)continue;
|
||
|
if(ent->svflags & SVF_BUDDY)continue;//these are only affected by direct damage
|
||
|
|
||
|
FindCorrectOrigin(ent, hitOrg);
|
||
|
|
||
|
VectorSubtract (inflictor_origin, hitOrg, v);
|
||
|
|
||
|
len = VectorLength(v);
|
||
|
|
||
|
if(len > radius)continue;
|
||
|
|
||
|
// This is a strange thing, but basically if you're already on fire, you shouldn't get burned by other guys.
|
||
|
if (mod == MOD_FIRE && ent->burntime > level.time)
|
||
|
continue;
|
||
|
|
||
|
points = damage * (1.0 - (len / radius));
|
||
|
if (CanDamage (ent, inflictor))
|
||
|
{
|
||
|
gi.trace (inflictor_origin, NULL, NULL, hitOrg, inflictor, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER, &tr);
|
||
|
VectorSubtract (tr.endpos , inflictor_origin, dir);
|
||
|
if (dflags & DAMAGE_ALL_KNOCKBACK)
|
||
|
{
|
||
|
T_Damage (ent, inflictor, attacker, dir, tr.endpos, inflictor_origin, (int)points*0.05, (int)points, DAMAGE_RADIUS|dflags, mod);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
T_Damage (ent, inflictor, attacker, dir, tr.endpos, inflictor_origin, (int)points, (int)points, DAMAGE_RADIUS|dflags, mod);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
T_RadiusDamage2
|
||
|
|
||
|
T_RadiusDamage2 does (maxdamage) points of damage to anything that overlaps the (damagepoint),
|
||
|
scaled down to (mindamage) at (damageradius) distance from the center.
|
||
|
============
|
||
|
*/
|
||
|
#define MAX_TARGET_RADIUS 16
|
||
|
void T_RadiusDamage2 (edict_t *inflictor, edict_t *attacker, vec3_t damagepoint, float maxdamage, float mindamage,
|
||
|
float damageradius, edict_t *ignore, int mod, int dflags)
|
||
|
{
|
||
|
float points;
|
||
|
edict_t *ent = NULL;
|
||
|
vec3_t v;
|
||
|
vec3_t dir;
|
||
|
vec3_t hitOrg;
|
||
|
float len;
|
||
|
trace_t tr;
|
||
|
|
||
|
CRadiusContent rad(damagepoint, damageradius);
|
||
|
|
||
|
hackGlobalGibCalls = 0;
|
||
|
|
||
|
for(int i = 0; i < rad.getNumFound(); i++)
|
||
|
{
|
||
|
ent = rad.foundEdict(i);
|
||
|
|
||
|
if (ent == ignore)continue;
|
||
|
if (!ent->takedamage || ent->gibbed)continue;
|
||
|
if(ent == world)continue;
|
||
|
if(ent->svflags & SVF_BUDDY)continue;//these are only affected by direct damage
|
||
|
|
||
|
FindCorrectOrigin(ent, hitOrg);
|
||
|
|
||
|
VectorSubtract (damagepoint, hitOrg, v);
|
||
|
|
||
|
len = VectorLength(v);
|
||
|
|
||
|
points = mindamage + (maxdamage-mindamage) * (1.0 - (len / damageradius));
|
||
|
|
||
|
if (CanDamage (ent, inflictor))
|
||
|
{
|
||
|
gi.trace (damagepoint, NULL, NULL, hitOrg, inflictor, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER, &tr);
|
||
|
VectorSubtract (tr.endpos , damagepoint, dir);
|
||
|
if (dflags & DAMAGE_ALL_KNOCKBACK)
|
||
|
{
|
||
|
T_Damage (ent, inflictor, attacker, dir, tr.endpos, damagepoint, (int)points*0.05, (int)points, DAMAGE_RADIUS|dflags, mod);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
T_Damage (ent, inflictor, attacker, dir, tr.endpos, damagepoint, (int)points, (int)points, DAMAGE_RADIUS|dflags, mod);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
T_ConeDamage
|
||
|
|
||
|
Range should be the minimum allowed dotproduct - it defines the cone...
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
void T_ConeDamage(edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod, vec3_t coneDir, float range)
|
||
|
{
|
||
|
float points;
|
||
|
edict_t *ent = NULL;
|
||
|
vec3_t v;
|
||
|
vec3_t inflictOrg, hitOrg;
|
||
|
vec3_t dir;
|
||
|
float len;
|
||
|
float dotVal;
|
||
|
|
||
|
FindCorrectOrigin(inflictor, inflictOrg);
|
||
|
|
||
|
// look for targets within (radius) from inflictor_origin
|
||
|
CRadiusContent rad(inflictOrg, radius);
|
||
|
|
||
|
for(int i = 0; i < rad.getNumFound(); i++)
|
||
|
{
|
||
|
ent = rad.foundEdict(i);
|
||
|
|
||
|
if (ent == ignore)continue;
|
||
|
if (!ent->takedamage)continue;
|
||
|
if (ent == world)continue;
|
||
|
|
||
|
FindCorrectOrigin(ent, hitOrg);
|
||
|
VectorSubtract (hitOrg, inflictOrg, v);
|
||
|
len = VectorNormalize(v);
|
||
|
|
||
|
if(len > radius)continue;
|
||
|
|
||
|
VectorCopy(coneDir, dir);
|
||
|
VectorNormalize(dir);
|
||
|
dotVal = DotProduct(v, dir);
|
||
|
|
||
|
if(dotVal < range)continue;
|
||
|
|
||
|
points = damage * (1.0 - (len / radius));//position in cone should dictate damage too...
|
||
|
points *= (dotVal - range)/(1.0 - range);
|
||
|
if (CanDamage (ent, inflictor))
|
||
|
{
|
||
|
VectorSubtract (ent->s.origin, inflictOrg, dir);
|
||
|
T_Damage (ent, inflictor, attacker, dir, inflictOrg, inflictOrg, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
||
|
}
|
||
|
}
|
||
|
}
|