reaction/reaction/game/g_combat.c

2245 lines
65 KiB
C
Raw Normal View History

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
2001-12-31 16:28:42 +00:00
// $Log$
// Revision 1.37 2002/01/31 01:53:30 jbravo
// FF/no-FF fixes. g_friendlyFire 0 = no FF, 1 = FF, 2 = no FF + knockback
//
// Revision 1.36 2002/01/12 20:02:16 hal9000
// Verify we have a valid client pointer before using its members
//
2002-01-11 20:20:58 +00:00
// Revision 1.35 2002/01/11 20:20:58 jbravo
// Adding TP to main branch
//
// Revision 1.34 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
2001-12-31 16:28:42 +00:00
// Revision 1.33 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
2001-05-06 20:50:27 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_combat.c
#include "g_local.h"
/*
============
ScorePlum
============
*/
void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
gentity_t *plum;
plum = G_TempEntity( origin, EV_SCOREPLUM );
// only send this temp entity to a single client
plum->r.svFlags |= SVF_SINGLECLIENT;
2001-12-17 15:08:34 +00:00
2001-05-06 20:50:27 +00:00
plum->r.singleClient = ent->s.number;
//
plum->s.otherEntityNum = ent->s.number;
plum->s.time = score;
}
/*
============
AddScore
Adds score to both the client and his team
============
*/
void AddScore( gentity_t *ent, vec3_t origin, int score ) {
if ( !ent->client ) {
return;
}
// no scoring during pre-match warmup
if ( level.warmupTime ) {
return;
}
// show score plum
ScorePlum(ent, origin, score);
//
ent->client->ps.persistant[PERS_SCORE] += score;
if (g_gametype.integer == GT_TEAM)
level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
CalculateRanks();
}
/*
=================
TossClientItems
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;
//Elder: added
int weaponInventory;
2001-05-06 20:50:27 +00:00
// 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.
//Blaze: No need to worry about the machinegun here so I removed weapon == WP_MACHINEGUN || or grappling hook so I removed this too
/*
if ( weapon == WP_GRAPPLING_HOOK ) {
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;
}
}
*/
//Blaze: dont need this check as we will be dropping everyhing, but just changed WP_MACHINEGUN to WP_PISTOL just in case, also removed grappling hook check
//Elder:
//don't drop akimbos (maybe drop another pistol), knives, or grenades
//and don't drop knife - that's handled later
//Maybe we should check the player's weapon inventory instead
/*
2001-11-25 23:04:08 +00:00
if ( weapon != WP_GRENADE && weapon != WP_AKIMBO &&
weapon != WP_KNIFE && weapon > WP_PISTOL && self->client->ps.ammo[ weapon ] ) {
2001-05-06 20:50:27 +00:00
// find the item type for this weapon
item = BG_FindItemForWeapon( weapon );
// spawn the item
Drop_Item( self, item, 0 );
}
*/
2001-11-25 23:04:08 +00:00
//Elder: run through player STAT_WEAPONS and drop any unique weapons
//That way, we can also account for servers with extra weapons
//BTW, that means no cheating to get all weapons or it'll spawn mad!!
weaponInventory = self->client->ps.stats[STAT_WEAPONS];
//Elder: throw items in a "circle" starting at a random angle
i = level.time;
angle = Q_random(&i) * 30;
//angle = 0;
//Elder: added hadUniqueWeapons check - returns to qfalse if died with the gun
//as opposed to dropping it, then died
2001-11-25 23:04:08 +00:00
if ( (weaponInventory & (1 << WP_M3) ) == (1 << WP_M3) ) {
while ( self->client->weaponCount[WP_M3] )
{
item = BG_FindItemForWeapon( WP_M3 );
Drop_Item( self, item, angle);
self->client->pers.hadUniqueWeapon[ WP_M3 ] = qfalse;
self->client->uniqueWeapons--;
angle += 30;
self->client->weaponCount[WP_M3]--;
}
}
2001-11-25 23:04:08 +00:00
if ( (weaponInventory & (1 << WP_M4) ) == (1 << WP_M4) ) {
while ( self->client->weaponCount[WP_M4] )
{
item = BG_FindItemForWeapon( WP_M4 );
Drop_Item( self, item, angle);
self->client->pers.hadUniqueWeapon[ WP_M4 ] = qfalse;
self->client->uniqueWeapons--;
angle += 30;
self->client->weaponCount[WP_M4]--;
}
}
2001-11-25 23:04:08 +00:00
if ( (weaponInventory & (1 << WP_MP5) ) == (1 << WP_MP5) ) {
while ( self->client->weaponCount[WP_MP5] )
{
item = BG_FindItemForWeapon( WP_MP5 );
Drop_Item( self, item, angle);
self->client->pers.hadUniqueWeapon[ WP_MP5 ] = qfalse;
self->client->uniqueWeapons--;
angle += 30;
self->client->weaponCount[WP_MP5]--;
}
}
2001-11-25 23:04:08 +00:00
if ( (weaponInventory & (1 << WP_HANDCANNON) ) == (1 << WP_HANDCANNON) ) {
while ( self->client->weaponCount[WP_HANDCANNON] )
{
item = BG_FindItemForWeapon( WP_HANDCANNON );
Drop_Item( self, item, angle);
self->client->pers.hadUniqueWeapon[ WP_HANDCANNON ] = qfalse;
self->client->uniqueWeapons--;
angle += 30;
self->client->weaponCount[WP_HANDCANNON]--;
}
}
2001-11-25 23:04:08 +00:00
if ( (weaponInventory & (1 << WP_SSG3000) ) == (1 << WP_SSG3000) ) {
while ( self->client->weaponCount[WP_SSG3000] )
{
item = BG_FindItemForWeapon( WP_SSG3000 );
Drop_Item( self, item, angle);
self->client->pers.hadUniqueWeapon[ WP_SSG3000 ] = qfalse;
self->client->uniqueWeapons--;
angle += 30;
self->client->weaponCount[WP_SSG3000]--;
}
}
2001-11-25 23:04:08 +00:00
//Elder: Always drop the pistol
item = BG_FindItemForWeapon( WP_PISTOL );
Drop_Item (self, item, angle);
angle += 30;
//Elder: drop a knife if player has at least one
if ( self->client->ps.ammo[ WP_KNIFE ] > 0) {
item = BG_FindItemForWeapon( WP_KNIFE );
Drop_Item (self, item, angle);
angle += 30;
}
if ( self->client->ps.stats[STAT_HOLDABLE_ITEM] )
{
Drop_Item(self, &bg_itemlist[self->client->ps.stats[STAT_HOLDABLE_ITEM]], angle);
angle += 30;
}
2001-05-06 20:50:27 +00:00
// 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;
}
}
}
}
#ifdef MISSIONPACK
/*
=================
TossClientCubes
=================
*/
extern gentity_t *neutralObelisk;
void TossClientCubes( gentity_t *self ) {
gitem_t *item;
gentity_t *drop;
vec3_t velocity;
vec3_t angles;
vec3_t origin;
self->client->ps.generic1 = 0;
// this should never happen but we should never
// get the server to crash due to skull being spawned in
if (!G_EntitiesFree()) {
return;
}
if( self->client->sess.sessionTeam == TEAM_RED ) {
item = BG_FindItem( "Red Cube" );
}
else {
item = BG_FindItem( "Blue Cube" );
}
angles[YAW] = (float)(level.time % 360);
angles[PITCH] = 0; // always forward
angles[ROLL] = 0;
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 150, velocity );
velocity[2] += 200 + crandom() * 50;
if( neutralObelisk ) {
VectorCopy( neutralObelisk->s.pos.trBase, origin );
origin[2] += 44;
} else {
VectorClear( origin ) ;
}
drop = LaunchItem( item, origin, velocity );
drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
drop->think = G_FreeEntity;
drop->spawnflags = self->client->sess.sessionTeam;
}
/*
=================
TossClientPersistantPowerups
=================
*/
void TossClientPersistantPowerups( gentity_t *ent ) {
gentity_t *powerup;
if( !ent->client ) {
return;
}
if( !ent->client->persistantPowerup ) {
return;
}
powerup = ent->client->persistantPowerup;
powerup->r.svFlags &= ~SVF_NOCLIENT;
powerup->s.eFlags &= ~EF_NODRAW;
powerup->r.contents = CONTENTS_TRIGGER;
trap_LinkEntity( powerup );
ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
ent->client->persistantPowerup = NULL;
}
#endif
/*
==================
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 );
2001-11-25 23:04:08 +00:00
angles[PITCH] = 0;
2001-05-06 20:50:27 +00:00
angles[ROLL] = 0;
}
/*
==================
GibEntity
==================
*/
void GibEntity( gentity_t *self, int killer ) {
gentity_t *ent;
int i;
//if this entity still has kamikaze
if (self->s.eFlags & EF_KAMIKAZE) {
// check if there is a kamikaze timer around for this owner
for (i = 0; i < MAX_GENTITIES; i++) {
ent = &g_entities[i];
if (!ent->inuse)
continue;
if (ent->activator != self)
continue;
if (strcmp(ent->classname, "kamikaze timer"))
continue;
G_FreeEntity(ent);
break;
}
}
G_AddEvent( self, EV_GIB_PLAYER, killer );
self->takedamage = qfalse;
self->s.eType = ET_INVISIBLE;
self->r.contents = 0;
}
/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
if ( self->health > GIB_HEALTH ) {
return;
}
if ( !g_blood.integer ) {
self->health = GIB_HEALTH+1;
return;
}
if (attacker->client)
attacker->client->pers.records[REC_GIBSHOTS]++;
2001-05-06 20:50:27 +00:00
GibEntity( self, 0 );
}
// these are just for logging, the client prints its own messages
char *modNames[] = {
"MOD_UNKNOWN",
"MOD_SHOTGUN",
"MOD_GAUNTLET",
"MOD_MACHINEGUN",
"MOD_GRENADE",
"MOD_GRENADE_SPLASH",
"MOD_ROCKET",
"MOD_ROCKET_SPLASH",
"MOD_PLASMA",
"MOD_PLASMA_SPLASH",
"MOD_RAILGUN",
"MOD_LIGHTNING",
"MOD_BFG",
"MOD_BFG_SPLASH",
"MOD_WATER",
"MOD_SLIME",
"MOD_LAVA",
"MOD_CRUSH",
"MOD_TELEFRAG",
"MOD_FALLING",
"MOD_SUICIDE",
"MOD_TARGET_LASER",
"MOD_TRIGGER_HURT",
#ifdef MISSIONPACK
"MOD_NAIL",
"MOD_CHAINGUN",
"MOD_PROXIMITY_MINE",
#endif
"MOD_GRAPPLE",
//Blaze: Reaction MOD's
"MOD_KNIFE",
"MOD_KNIFE_THROWN",
"MOD_PISTOL",
"MOD_M4",
"MOD_SNIPER",
"MOD_MP5",
"MOD_AKIMBO",
"MOD_M3",
"MOD_HANDCANNON",
"MOD_KICK",
"MOD_BLEEDING"
};
#ifdef MISSIONPACK
/*
==================
Kamikaze_DeathActivate
==================
*/
void Kamikaze_DeathActivate( gentity_t *ent ) {
G_StartKamikaze(ent);
G_FreeEntity(ent);
}
/*
==================
Kamikaze_DeathTimer
==================
*/
void Kamikaze_DeathTimer( gentity_t *self ) {
gentity_t *ent;
ent = G_Spawn();
ent->classname = "kamikaze timer";
VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
ent->r.svFlags |= SVF_NOCLIENT;
ent->think = Kamikaze_DeathActivate;
ent->nextthink = level.time + 5 * 1000;
ent->activator = self;
}
#endif
/*
==================
CheckAlmostCapture
==================
*/
void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
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 ) {
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;
}
}
}
}
}
/*
==================
CheckAlmostScored
==================
*/
void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
gentity_t *ent;
vec3_t dir;
char *classname;
// if the player was carrying cubes
if ( self->client->ps.generic1 ) {
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
classname = "team_redobelisk";
}
else {
classname = "team_blueobelisk";
}
ent = G_Find(NULL, FOFS(classname), classname);
// if we found the destination obelisk
if ( ent ) {
// 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;
}
}
}
}
}
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
gentity_t *ent;
2001-06-25 23:46:12 +00:00
gentity_t *DMReward;
2001-05-06 20:50:27 +00:00
int anim;
int contents;
int killer;
int i;
char *killerName, *obit;
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
//Blaze: Stop bleeding when dead
if ( self->client )
{
//Elder: drop the primed grenade
if (self->client->ps.weapon == WP_GRENADE &&
self->client->ps.weaponstate == WEAPON_COCKED) {
FireWeapon(self);
}
// Hawkins put spread back and zoom out
2001-11-25 23:04:08 +00:00
//Elder: remove zoom bits
Cmd_Unzoom(self);
2001-05-06 20:50:27 +00:00
self->client->bleeding = 0;
self->client->bleed_remain = 0;
//Elder: added;
self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
self->client->killStreak = 0;
//Elder: stop reload attempts
self->client->reloadAttempts = 0;
2001-05-06 20:50:27 +00:00
}
if ( self->client->ps.pm_type == PM_DEAD ) {
return;
}
if ( level.intermissiontime ) {
return;
}
2002-01-11 20:20:58 +00:00
// JBravo: lets not bother with those CTF functions in Teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
2001-05-06 20:50:27 +00:00
// check for an almost capture
CheckAlmostCapture( self, attacker );
// check for a player that almost brought in cubes
CheckAlmostScored( self, attacker );
2002-01-11 20:20:58 +00:00
}
2001-05-06 20:50:27 +00:00
//Blaze: No Hook
// if (self->client && self->client->hook)
// Weapon_HookFree(self->client->hook);
#ifdef MISSIONPACK
if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
self->client->ps.eFlags &= ~EF_TICKING;
self->activator->think = G_FreeEntity;
self->activator->nextthink = level.time;
}
#endif
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>";
// Elder: Statistics tracking
self->client->pers.records[REC_WORLDDEATHS]++;
2001-05-06 20:50:27 +00:00
}
if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
obit = "<bad obituary>";
} else {
obit = modNames[ meansOfDeath ];
}
2001-11-25 23:04:08 +00:00
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
killer, self->s.number, meansOfDeath, killerName,
2001-05-06 20:50:27 +00:00
self->client->pers.netname, obit );
// broadcast the death event to everyone
// Elder: use appropriate obit event and update statistics tracking
if ( (self->client->lasthurt_location & LOCATION_HEAD) == LOCATION_HEAD ||
(self->client->lasthurt_location & LOCATION_FACE) == LOCATION_FACE )
{
// head kill
self->client->pers.records[REC_HEADDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_HEADKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_HEAD );
}
else if ( (self->client->lasthurt_location & LOCATION_CHEST) == LOCATION_CHEST ||
(self->client->lasthurt_location & LOCATION_SHOULDER) == LOCATION_SHOULDER)
{
// chest kill
self->client->pers.records[REC_CHESTDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_CHESTKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_CHEST );
}
else if ( (self->client->lasthurt_location & LOCATION_STOMACH) == LOCATION_STOMACH ||
(self->client->lasthurt_location & LOCATION_GROIN) == LOCATION_GROIN)
{
// stomach kill
self->client->pers.records[REC_STOMACHDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_STOMACHKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_STOMACH );
}
else if ( (self->client->lasthurt_location & LOCATION_LEG) == LOCATION_LEG ||
(self->client->lasthurt_location & LOCATION_FOOT) == LOCATION_FOOT)
{
// leg kill
self->client->pers.records[REC_LEGDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_LEGKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_LEGS );
}
else
{
// non-location/world kill
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
}
// Elder: Statistics tracking
switch ( meansOfDeath )
{
case MOD_KNIFE:
if (attacker && attacker->client)
attacker->client->pers.records[REC_KNIFESLASHKILLS]++;
self->client->pers.records[REC_KNIFESLASHDEATHS]++;
break;
case MOD_KNIFE_THROWN:
if (attacker && attacker->client)
attacker->client->pers.records[REC_KNIFETHROWKILLS]++;
self->client->pers.records[REC_KNIFETHROWDEATHS]++;
break;
case MOD_PISTOL:
if (attacker && attacker->client)
attacker->client->pers.records[REC_MK23KILLS]++;
self->client->pers.records[REC_MK23DEATHS]++;
break;
case MOD_M3:
if (attacker && attacker->client)
attacker->client->pers.records[REC_M3KILLS]++;
self->client->pers.records[REC_M3DEATHS]++;
break;
case MOD_M4:
if (attacker && attacker->client)
attacker->client->pers.records[REC_M4KILLS]++;
self->client->pers.records[REC_M4DEATHS]++;
break;
case MOD_MP5:
if (attacker && attacker->client)
attacker->client->pers.records[REC_MP5KILLS]++;
self->client->pers.records[REC_MP5DEATHS]++;
break;
case MOD_SNIPER:
if (attacker && attacker->client)
attacker->client->pers.records[REC_SSG3000KILLS]++;
self->client->pers.records[REC_SSG3000DEATHS]++;
break;
case MOD_HANDCANNON:
if (attacker && attacker->client)
attacker->client->pers.records[REC_HANDCANNONKILLS]++;
self->client->pers.records[REC_HANDCANNONDEATHS]++;
break;
case MOD_AKIMBO:
if (attacker && attacker->client)
attacker->client->pers.records[REC_AKIMBOKILLS]++;
self->client->pers.records[REC_AKIMBODEATHS]++;
break;
case MOD_GRENADE:
case MOD_GRENADE_SPLASH:
if (attacker && attacker->client)
attacker->client->pers.records[REC_GRENADEKILLS]++;
self->client->pers.records[REC_GRENADEDEATHS]++;
break;
case MOD_KICK:
if (attacker && attacker->client)
attacker->client->pers.records[REC_KICKKILLS]++;
self->client->pers.records[REC_KICKDEATHS]++;
break;
}
2001-05-06 20:50:27 +00:00
ent->s.eventParm = meansOfDeath;
ent->s.otherEntityNum = self->s.number;
ent->s.otherEntityNum2 = killer;
ent->r.svFlags = SVF_BROADCAST; // send to everyone
self->enemy = attacker;
self->client->ps.persistant[PERS_KILLED]++;
if (attacker && attacker->client) {
attacker->client->lastkilled_client = self->s.number;
if ( attacker == self || OnSameTeam (self, attacker ) ) {
AddScore( attacker, self->r.currentOrigin, -1 );
} else {
2001-06-26 00:07:55 +00:00
// Increase number of kills this life for attacker
2002-01-11 20:20:58 +00:00
// JBravo: unless we are in teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
attacker->client->killStreak++;
2002-01-11 20:20:58 +00:00
}
2001-06-26 00:07:55 +00:00
// DM reward scoring, should add an if statement to get around this when
// we add teamplay.
2002-01-11 20:20:58 +00:00
// Done ;)
2001-11-25 23:04:08 +00:00
if (attacker->client->killStreak < 4)
AddScore( attacker, self->r.currentOrigin, 1 );
else if (attacker->client->killStreak < 8)
2001-06-25 23:46:12 +00:00
{ AddScore( attacker, self->r.currentOrigin, 2 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
2001-06-25 23:46:12 +00:00
DMReward->r.svFlags = SVF_BROADCAST;
}
2001-11-25 23:04:08 +00:00
else if (attacker->client->killStreak < 16)
2001-06-25 23:46:12 +00:00
{ AddScore( attacker, self->r.currentOrigin, 4 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
2001-06-25 23:46:12 +00:00
DMReward->r.svFlags = SVF_BROADCAST;
}
2001-11-25 23:04:08 +00:00
else if (attacker->client->killStreak < 32)
2001-06-25 23:46:12 +00:00
{ AddScore( attacker, self->r.currentOrigin, 8 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
2001-06-25 23:46:12 +00:00
DMReward->r.svFlags = SVF_BROADCAST;
}
else
{ AddScore( attacker, self->r.currentOrigin, 16 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
2001-06-25 23:46:12 +00:00
DMReward->r.svFlags = SVF_BROADCAST;
}
2001-05-06 20:50:27 +00:00
//if( meansOfDeath == MOD_GAUNTLET ) {
//Elder: changed to knife slash heh
if( meansOfDeath == MOD_KNIFE ) {
2001-05-06 20:50:27 +00:00
// play humiliation on player
2001-06-11 06:12:32 +00:00
//Blaze: Removed because it uses the persistant stats stuff
//attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
2001-05-06 20:50:27 +00:00
// 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
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
}
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
// 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
2001-06-11 06:12:32 +00:00
//Blaze: Removed because it uses the persistant stats stuff
//attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
2001-05-06 20:50:27 +00:00
// 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 {
AddScore( self, self->r.currentOrigin, -1 );
}
// Add team bonuses
2002-01-11 20:20:58 +00:00
// JBravo: unless we are in teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
2001-05-06 20:50:27 +00:00
Team_FragBonuses(self, inflictor, attacker);
2002-01-11 20:20:58 +00:00
}
2001-05-06 20:50:27 +00:00
// if I committed suicide, the flag does not fall, it returns.
2002-01-11 20:20:58 +00:00
// Unless we are in teamplay
2001-05-06 20:50:27 +00:00
if (meansOfDeath == MOD_SUICIDE) {
// Elder: Statistics tracking
self->client->pers.records[REC_SUICIDES]++;
2002-01-11 20:20:58 +00:00
if (g_gametype.integer != GT_TEAMPLAY) {
2001-05-06 20:50:27 +00:00
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;
}
}
2002-01-11 20:20:58 +00:00
}
2001-05-06 20:50:27 +00:00
// 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 ) ) {
TossClientItems( self );
}
else {
2002-01-11 20:20:58 +00:00
if (g_gametype.integer != GT_TEAMPLAY) {
2001-05-06 20:50:27 +00:00
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);
}
2002-01-11 20:20:58 +00:00
}
2001-08-18 19:59:25 +00:00
// Elder: include immediate item and weapon return here -- but handled in G_RunItem?
//if ( self->client->ps.stats[STAT_HOLDABLE_ITEM] )
//{
//RQ3_ResetItem(bg_itemlist[self->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag);
//self->client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
//}
2001-05-06 20:50:27 +00:00
}
#ifdef MISSIONPACK
TossClientPersistantPowerups( self );
if( g_gametype.integer == GT_HARVESTER ) {
TossClientCubes( self );
}
#endif
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;
2001-11-25 23:04:08 +00:00
// Elder: HC smoke
//G_Printf("player_die: damage_knockback: %i\n", self->client->damage_knockback);
if (meansOfDeath == MOD_HANDCANNON && self->client->damage_knockback > RQ3_HANDCANNON_KICK * 4) //self->client->ps.stats[STAT_HEALTH] < -50)
{
//G_Printf("Smoked\n");
self->client->ps.eFlags |= EF_HANDCANNON_SMOKED;
}
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
self->r.contents = CONTENTS_CORPSE;
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
2002-01-11 20:20:58 +00:00
// JBravo: we dont want automatic respawning of players in teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
2001-05-06 20:50:27 +00:00
self->client->respawnTime = level.time + 1700;
2002-01-11 20:20:58 +00:00
}
2001-05-06 20:50:27 +00:00
// remove powerups
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
// 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;
}
// 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;
}
2001-11-25 23:04:08 +00:00
self->client->ps.legsAnim =
2001-05-06 20:50:27 +00:00
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
2001-11-25 23:04:08 +00:00
self->client->ps.torsoAnim =
2001-05-06 20:50:27 +00:00
( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
// Elder: only do death sounds if not hit in the head
//G_Printf("Shot Diff: %i\n", level.time - self->client->headShotTime);
//if ((self->client->lasthurt_location & LOCATION_HEAD) != LOCATION_HEAD &&
//(self->client->lasthurt_location & LOCATION_FACE) != LOCATION_FACE &&
if (level.time - self->client->headShotTime > 400)
G_AddEvent( self, EV_DEATH1 + i, killer );
2001-05-06 20:50:27 +00:00
// the body can still be gibbed
self->die = body_die;
// globally cycle through the different death animations
i = ( i + 1 ) % 3;
#ifdef MISSIONPACK
if (self->s.eFlags & EF_KAMIKAZE) {
Kamikaze_DeathTimer( self );
}
#endif
}
trap_LinkEntity (self);
2002-01-11 20:20:58 +00:00
// JBravo: Save the dead players team status, and respawn his as a spectator.
if( g_gametype.integer == GT_TEAMPLAY ) {
CopyToBodyQue (self);
self->client->weaponCount[self->client->ps.weapon] = 0;
self->client->ps.stats[STAT_WEAPONS] = 0;
self->client->sess.savedTeam = self->client->sess.sessionTeam;
self->client->sess.sessionTeam = TEAM_SPECTATOR;
ClientSpawn( self );
}
2001-05-06 20:50:27 +00:00
}
/*
================
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];
save = ceil( damage * ARMOR_PROTECTION );
if (save >= count)
save = count;
if (!save)
return 0;
client->ps.stats[STAT_ARMOR] -= save;
return save;
}
2001-11-25 23:04:08 +00:00
/*
2001-05-06 20:50:27 +00:00
============
G_LocationDamage
Added by Duffman
============
*/
/*Blaze: incorporated into the G_Damage function
int G_LocationDamage(vec3_t point, gentity_t* targ, gentity_t* attacker, int take) {
vec3_t bulletPath;
vec3_t bulletAngle;
int clientHeight;
int clientFeetZ;
int clientRotation;
int bulletHeight;
int bulletRotation; // Degrees rotation around client.
// used to check Back of head vs. Face
int impactRotation;
2001-11-25 23:04:08 +00:00
// First things first. If we're not damaging them, why are we here?
2001-05-06 20:50:27 +00:00
2001-11-25 23:04:08 +00:00
if (!take)
2001-05-06 20:50:27 +00:00
return 0;
// Point[2] is the REAL world Z. We want Z relative to the clients feet
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
// Where the feet are at [real Z]
2001-11-25 23:04:08 +00:00
clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2];
2001-05-06 20:50:27 +00:00
// How tall the client is [Relative Z]
clientHeight = targ->r.maxs[2] - targ->r.mins[2];
// Where the bullet struck [Relative Z]
bulletHeight = point[2] - clientFeetZ;
2001-11-25 23:04:08 +00:00
// Get a vector aiming from the client to the bullet hit
VectorSubtract(targ->r.currentOrigin, point, bulletPath);
2001-05-06 20:50:27 +00:00
// Convert it into PITCH, ROLL, YAW
vectoangles(bulletPath, bulletAngle);
clientRotation = targ->client->ps.viewangles[YAW];
bulletRotation = bulletAngle[YAW];
impactRotation = abs(clientRotation-bulletRotation);
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
impactRotation += 45; // just to make it easier to work with
impactRotation = impactRotation % 360; // Keep it in the 0-359 range
if (impactRotation < 90)
targ->client->lasthurt_location = LOCATION_BACK;
else if (impactRotation < 180)
targ->client->lasthurt_location = LOCATION_RIGHT;
else if (impactRotation < 270)
targ->client->lasthurt_location = LOCATION_FRONT;
else if (impactRotation < 360)
targ->client->lasthurt_location = LOCATION_LEFT;
else
targ->client->lasthurt_location = LOCATION_NONE;
// The upper body never changes height, just distance from the feet
if (bulletHeight > clientHeight - 2)
targ->client->lasthurt_location |= LOCATION_HEAD;
else if (bulletHeight > clientHeight - 8)
targ->client->lasthurt_location |= LOCATION_FACE;
else if (bulletHeight > clientHeight - 10)
targ->client->lasthurt_location |= LOCATION_SHOULDER;
else if (bulletHeight > clientHeight - 16)
targ->client->lasthurt_location |= LOCATION_CHEST;
else if (bulletHeight > clientHeight - 26)
targ->client->lasthurt_location |= LOCATION_STOMACH;
else if (bulletHeight > clientHeight - 29)
targ->client->lasthurt_location |= LOCATION_GROIN;
//else if (bulletHeight < 4)
// targ->client->lasthurt_location |= LOCATION_FOOT;
else
// The leg is the only thing that changes size when you duck,
// so we check for every other parts RELATIVE location, and
2001-11-25 23:04:08 +00:00
// whats left over must be the leg.
targ->client->lasthurt_location |= LOCATION_LEG;
2001-05-06 20:50:27 +00:00
G_Printf("In loc damage: %d incomming\n",take);
// Check the location ignoring the rotation info
2001-11-25 23:04:08 +00:00
switch ( targ->client->lasthurt_location &
2001-05-06 20:50:27 +00:00
~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) )
{
2001-11-25 23:04:08 +00:00
case (LOCATION_HEAD):
2001-05-06 20:50:27 +00:00
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the head.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Head Damage.\n\""));
take *= 1.8; //+ 1;
break;
2001-11-25 23:04:08 +00:00
}
2001-05-06 20:50:27 +00:00
case (LOCATION_FACE):
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the head.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Head Damage.\n\""));
take *= 1.8; //+ 1;
break;
}
2001-11-25 23:04:08 +00:00
case (LOCATION_SHOULDER):
2001-05-06 20:50:27 +00:00
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the chest.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Chest Damage.\n\""));
take *= 0.65;
break;
}
case (LOCATION_CHEST):
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the chest.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Chest Damage.\n\""));
take *= 0.65;
break;
}
case (LOCATION_STOMACH):
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the stomac.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Stomach Damage.\n\""));
take *= 0.4;
break;
2001-11-25 23:04:08 +00:00
}
2001-05-06 20:50:27 +00:00
case (LOCATION_GROIN):
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the stomac.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Stomach Damage.\n\""));
take *= 0.4;
break;
}
case (LOCATION_LEG):
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the leg.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Leg Damage.\n\""));
take *= 0.25;
break;
}
2001-11-25 23:04:08 +00:00
case (LOCATION_FOOT):
2001-05-06 20:50:27 +00:00
{ trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^0 in the leg.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Leg Damage.\n\""));
take *= 0.25;
break;
}
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
}
G_Printf("In loc damage: %d outgoing\n",take);
return take;
}
*/
// End Duffman
/*
================
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;
}
#ifdef MISSIONPACK
/*
================
G_InvulnerabilityEffect
================
*/
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
gentity_t *impact;
vec3_t intersections[2], vec;
int n;
if ( !targ->client ) {
return qfalse;
}
VectorCopy(dir, vec);
VectorInverse(vec);
// sphere model radius = 42 units
n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
if (n > 0) {
impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
VectorSubtract(intersections[0], targ->client->ps.origin, vec);
vectoangles(vec, impact->s.angles);
impact->s.angles[0] += 90;
if (impact->s.angles[0] > 360)
impact->s.angles[0] -= 360;
if ( impactpoint ) {
VectorCopy( intersections[0], impactpoint );
}
if ( bouncedir ) {
VectorCopy( vec, bouncedir );
VectorNormalize( bouncedir );
}
return qtrue;
}
else {
return qfalse;
}
}
#endif
/*
============
G_Damage
2001-05-06 20:50:27 +00:00
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
============
*/
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 bleeding = 0; // damage causes bleeding
int instant_dam = 1;
vec3_t bulletPath;
2001-05-06 20:50:27 +00:00
vec3_t bulletAngle;
//Elder: added for M3 and Pistols
vec_t dist;
vec3_t line;
2001-05-06 20:50:27 +00:00
int clientHeight;
int clientFeetZ;
int clientRotation;
int bulletHeight;
int bulletRotation; // Degrees rotation around client.
int impactRotation;
gentity_t *tent;
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
#ifdef MISSIONPACK
vec3_t bouncedir, impactpoint;
#endif
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
if (!targ->takedamage) {
return;
}
2002-01-11 20:20:58 +00:00
if (g_gametype.integer == GT_TEAMPLAY && level.lights_camera_action) {
return; // JBravo: No dmg during LCA
}
// JBravo: FF control
if (targ != attacker && targ->client && attacker->client &&
targ->client->sess.sessionTeam == attacker->client->sess.sessionTeam &&
!g_friendlyFire.integer)
return;
2001-05-06 20:50:27 +00:00
// the intermission has allready been qualified for, so don't
// allow any extra scoring
if ( level.intermissionQueued ) {
return;
}
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
#ifdef MISSIONPACK
if ( targ->client && mod != MOD_JUICED) {
if ( targ->client->invulnerabilityTime > level.time) {
if ( dir && point ) {
G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
}
return;
}
}
#endif
// Elder: respawn protection -- only for gunfire though!
// No safety from falling!
2001-11-25 23:04:08 +00:00
// NiceAss: Or TELEFAGS!
if ( targ->client && inflictor &&
2001-11-25 23:04:08 +00:00
level.time - targ->client->respawnTime < g_RQ3_respawnProtectTime.integer * 1000 &&
mod != MOD_TELEFRAG)
return;
2001-05-06 20:50:27 +00:00
if ( !inflictor ) {
inflictor = &g_entities[ENTITYNUM_WORLD];
}
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
if ( !attacker ) {
attacker = &g_entities[ENTITYNUM_WORLD];
}
// shootable doors / buttons don't actually have any health
//Blaze: Dont want to be able to shoot doors open
/*
if ( targ->s.eType == ET_MOVER ) {
if ( targ->use && (targ->moverState == MOVER_POS1
|| targ->moverState == ROTATOR_POS1) ) {
targ->use( targ, inflictor, attacker );
}
return;
}
*/
if ( targ->s.eType == ET_MOVER && targ->health <= 0 ) {
return;
}
//Elder: from action source
// damage reduction for shotgun and mk23/akimbo
// if far away, reduce it to original action levels
//Note: doesn't handle shots on non-clients (e.g. breakables)
if (targ->client && inflictor->client) {
if ( mod == MOD_M3) {
VectorSubtract(targ->client->ps.origin, inflictor->client->ps.origin, line );
dist = VectorLength( line );
if ( dist > 450.0 ) {
2001-11-25 23:04:08 +00:00
damage -= 2;
}
}
else if ( mod == MOD_PISTOL || mod == MOD_AKIMBO ) {
VectorSubtract(targ->client->ps.origin, inflictor->client->ps.origin, line );
dist = VectorLength( line );
// G_Printf("Distance from target: %f\n", dist);
if ( dist > 600.0 && dist < 1400.0 ) {
2001-11-25 23:04:08 +00:00
// G_Printf("Damage reduced to 2/3\n");
damage = (int)(damage * 2/3);
}
//Elder: added >= ... 1400.0 is a magic number for perfect shots if not in :)
else if ( dist >= 1400.0 ) {
// G_Printf("Damage reduced to 1/2\n");
damage = (int)(damage * 1/2);
}
}
}
2001-05-06 20:50:27 +00:00
//Blaze: If we shot a breakable item subtract the damage from its health and try to break it
if ( targ->s.eType == ET_BREAKABLE ) {
targ->health -= damage;
2001-05-06 20:50:27 +00:00
G_BreakGlass( targ, point, mod );
return;
}
#ifdef MISSIONPACK
if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
return;
}
#endif
// reduce damage by the attacker's handicap value
// unless they are rocket jumping
2001-11-25 23:04:08 +00:00
// NiceAss: This isn't needed
/*
2001-05-06 20:50:27 +00:00
if ( attacker->client && attacker != targ ) {
max = 100;//100 is the max health, no handicap attacker->client->ps.stats[STAT_MAX_HEALTH];
#ifdef MISSIONPACK
if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
max /= 2;
}
#endif
damage = damage * max / 100;
}
2001-11-25 23:04:08 +00:00
*/
2001-05-06 20:50:27 +00:00
client = targ->client;
if ( client ) {
if ( client->noclip ) {
return;
}
}
if ( !dir ) {
dflags |= DAMAGE_NO_KNOCKBACK;
} else {
VectorNormalize(dir);
}
//Elder: this is a simplifed knockback calc - Action has a radically different one.
//knockback = damage;
2001-05-06 20:50:27 +00:00
//if ( knockback > 200 ) {
//knockback = 200;
//}
//if ( mod == MOD_KICK )
//{
//knockback = 200;
//}
2001-05-06 20:50:27 +00:00
if ( targ->flags & FL_NO_KNOCKBACK ) {
knockback = 0;
}
else if ( dflags & DAMAGE_NO_KNOCKBACK ) {
2001-05-06 20:50:27 +00:00
knockback = 0;
}
else
{
//Elder: select knockback
switch (mod)
{
case MOD_HANDCANNON:
knockback = RQ3_HANDCANNON_KICK;
break;
case MOD_M3:
knockback = RQ3_M3_KICK;
break;
case MOD_M4:
knockback = RQ3_M4_KICK;
break;
case MOD_MP5:
knockback = RQ3_MP5_KICK;
break;
case MOD_SNIPER:
knockback = RQ3_SNIPER_KICK;
break;
case MOD_PISTOL:
knockback = RQ3_PISTOL_KICK;
break;
case MOD_AKIMBO:
knockback = RQ3_AKIMBO_KICK;
break;
case MOD_GRENADE_SPLASH:
case MOD_GRENADE:
knockback = (int)(0.75 * damage);
break;
case MOD_KNIFE:
knockback = RQ3_KNIFE_KICK;
break;
case MOD_KNIFE_THROWN:
knockback = RQ3_THROW_KICK;
break;
case MOD_KICK:
//Elder: do some calculation here?
knockback = 400;
break;
default:
//G_Printf("Unknown MOD\n");
G_Printf("G_Damage: Received unknown MOD - using default knockback\n");
knockback = 50;
break;
}
}
2001-05-06 20:50:27 +00:00
2001-12-17 15:08:34 +00:00
// NiceAss: Make sure it hit the player before doing this stuff.
// This was added when the possibility of missing was added from spherical head detection.
// We don't want someone flying back from a sniper to the head when it actually missed!
// Hal: Make sure we have valid pointers before accessing them
if ( (dir != NULL) && (point != NULL) && G_HitPlayer ( targ, dir, point ) ) {
2001-12-17 15:08:34 +00:00
// figure momentum add, even if the damage won't be taken
if ( knockback && targ->client ) {
vec3_t kvel, flydir;
float mass;
if ( mod != MOD_FALLING )
{
VectorCopy(dir, flydir);
flydir[2] += 0.4f;
}
mass = 200;
//Elder: Q2 uses a hardcoded value of 500 for non-rocket jumps
//Q3 uses g_knockback.value ... default 1000
//AQ2:
//VectorScale (flydir, 500.0 * (float)knockback / mass, kvel);
//RQ3:
//VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
if (targ->client && attacker == targ)
VectorScale (flydir, 1600.0 * (float)knockback / mass, kvel);
else
VectorScale (flydir, 500.0 * (float)knockback / mass, kvel);
VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
// set the timer so that the other client can't cancel
// out the movement immediately
if ( !targ->client->ps.pm_time ) {
int t;
t = knockback * 2;
if ( t < 50 ) {
t = 50;
}
if ( t > 200 ) {
t = 200;
}
targ->client->ps.pm_time = t;
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
}
}
// NiceAss: This was moved too
// 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)
{
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]);
}
}
2001-05-06 20:50:27 +00:00
// 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
#ifdef MISSIONPACK
if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker) ) {
2001-11-25 23:04:08 +00:00
#else
2001-05-06 20:50:27 +00:00
if ( targ != attacker && OnSameTeam (targ, attacker) ) {
#endif
// JBravo: more FF tweaks
if ( g_friendlyFire.integer == 2 ) {
2001-05-06 20:50:27 +00:00
return;
}
}
#ifdef MISSIONPACK
if (mod == MOD_PROXIMITY_MINE) {
if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
return;
}
if (targ == attacker) {
return;
}
}
#endif
// check for godmode
if ( targ->flags & FL_GODMODE ) {
return;
}
}
// hawkins: no battlesuit for reaction
2001-11-25 23:04:08 +00:00
/*
2001-05-06 20:50:27 +00:00
// 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;
}
*/
2001-06-11 06:12:32 +00:00
//Blaze: Add falling damage for limping
if ( mod == MOD_FALLING ) targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
// always give half damage if hurting self
// calculated after knockback, so rocket jumping works
//Elder: no way >:)
//if ( targ == attacker) {
//damage *= 0.5;
//}
2001-05-06 20:50:27 +00:00
if ( damage < 1 ) {
damage = 1;
}
take = damage;
save = 0;
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
// save some from armor
asave = CheckArmor (targ, take, dflags);
take -= asave;
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 );
}
// Elder: moved below location damage
2001-05-06 20:50:27 +00:00
// 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
/*
2001-05-06 20:50:27 +00:00
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;
}
}
*/
2001-05-06 20:50:27 +00:00
// See if it's the player hurting the emeny flag carrier
#ifdef MISSIONPACK
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
2001-11-25 23:04:08 +00:00
#else
2001-05-06 20:50:27 +00:00
if( g_gametype.integer == GT_CTF) {
#endif
Team_CheckHurtCarrier(targ, attacker);
}
2001-11-25 23:04:08 +00:00
if (targ->client)
2001-05-06 20:50:27 +00:00
{
// set the last client who damaged the target
targ->client->lasthurt_client = attacker->s.number;
targ->client->lasthurt_mod = mod;
//if(targ->client->bleeding == 0)//Do bleeding damage first so that you dont do faster more bleeding with different guns
// targ->client->bleeding = take*BLEED_TIME;
// Begin Duffman
// Modify the damage for location damage
if ( point && targ && targ->health > 0 && attacker && take)
{
2001-11-25 23:04:08 +00:00
// First things first. If we're not damaging them, why are we here?
//Elder: removed M3, handcannon, and grenades from location damage code
2001-11-25 23:04:08 +00:00
if (take &&
mod == MOD_M3 ||
mod == MOD_HANDCANNON ||
mod == MOD_GRENADE ||
mod == MOD_GRENADE_SPLASH)
{
bleeding = 1;
instant_dam = 0;
2001-11-25 23:04:08 +00:00
//No location damage
//targ->client->lasthurt_location = LOCATION_STOMACH|LOCATION_FRONT;
targ->client->lasthurt_location = LOCATION_NONE|LOCATION_FRONT;
//Elder: we'll use the shotgun damage report model from AQ2
if (mod == MOD_HANDCANNON || mod == MOD_M3)
{
//Elder: do shotgun report like AQ2
int playernum = targ - g_entities;
2001-11-25 23:04:08 +00:00
//playernum--;
if (playernum >= 0 && playernum < MAX_CLIENTS)
tookShellHit[playernum] = 1;
}
else {
2001-08-18 19:59:25 +00:00
// Grenade stuff - don't print if you hurt yourself
// We could re-use the shotgun report for grenades
if (targ != attacker)
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7\n\"", targ->client->pers.netname));
}
}
2001-11-25 23:04:08 +00:00
else if (take &&
mod == MOD_PISTOL ||
mod == MOD_M4 ||
mod == MOD_SNIPER ||
mod == MOD_MP5 ||
mod == MOD_AKIMBO ||
//mod == MOD_M3 ||
2001-11-25 23:04:08 +00:00
//mod == MOD_HANDCANNON ||
//mod == MOD_GRENADE ||
//mod == MOD_GRENADE_SPLASH ||
mod == MOD_KNIFE ||
mod == MOD_KNIFE_THROWN)
{
2001-11-25 23:04:08 +00:00
bleeding = 1;
instant_dam = 0;
2001-05-06 20:50:27 +00:00
// Point[2] is the REAL world Z. We want Z relative to the clients feet
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
// Where the feet are at [real Z]
2001-11-25 23:04:08 +00:00
clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2];
2001-05-06 20:50:27 +00:00
// How tall the client is [Relative Z]
clientHeight = targ->r.maxs[2] - targ->r.mins[2];
// Where the bullet struck [Relative Z]
bulletHeight = point[2] - clientFeetZ;
2001-11-25 23:04:08 +00:00
// Get a vector aiming from the client to the bullet hit
VectorSubtract(targ->r.currentOrigin, point, bulletPath);
2001-05-06 20:50:27 +00:00
// Convert it into PITCH, ROLL, YAW
vectoangles(bulletPath, bulletAngle);
clientRotation = targ->client->ps.viewangles[YAW];
bulletRotation = bulletAngle[YAW];
impactRotation = abs(clientRotation-bulletRotation);
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
impactRotation += 45; // just to make it easier to work with
impactRotation = impactRotation % 360; // Keep it in the 0-359 range
if (impactRotation < 90)
{
if (attacker->client)
attacker->client->pers.records[REC_BACKSHOTS]++;
2001-05-06 20:50:27 +00:00
targ->client->lasthurt_location = LOCATION_BACK;
}
2001-05-06 20:50:27 +00:00
else if (impactRotation < 180)
{
if (attacker->client)
attacker->client->pers.records[REC_RIGHTSHOTS]++;
2001-05-06 20:50:27 +00:00
targ->client->lasthurt_location = LOCATION_RIGHT;
}
2001-05-06 20:50:27 +00:00
else if (impactRotation < 270)
{
if (attacker->client)
attacker->client->pers.records[REC_FRONTSHOTS]++;
2001-05-06 20:50:27 +00:00
targ->client->lasthurt_location = LOCATION_FRONT;
}
2001-05-06 20:50:27 +00:00
else if (impactRotation < 360)
{
if (attacker->client)
attacker->client->pers.records[REC_LEFTSHOTS]++;
2001-05-06 20:50:27 +00:00
targ->client->lasthurt_location = LOCATION_LEFT;
}
2001-05-06 20:50:27 +00:00
else
targ->client->lasthurt_location = LOCATION_NONE;
2001-11-25 23:04:08 +00:00
// NiceAss: Added for better head hit-detection.
if (!G_HitPlayer(targ, dir, point)) {
// NiceAss: It didn't intersect the sphere (head) and it's above the shoulders so it hit the air.
return;
}
2001-05-06 20:50:27 +00:00
// The upper body never changes height, just distance from the feet
if (bulletHeight > clientHeight - 2)
targ->client->lasthurt_location |= LOCATION_HEAD;
else if (bulletHeight > clientHeight - 8)
targ->client->lasthurt_location |= LOCATION_FACE;
else if (bulletHeight > clientHeight - 10)
targ->client->lasthurt_location |= LOCATION_SHOULDER;
else if (bulletHeight > clientHeight - 16)
targ->client->lasthurt_location |= LOCATION_CHEST;
else if (bulletHeight > clientHeight - 26)
targ->client->lasthurt_location |= LOCATION_STOMACH;
else if (bulletHeight > clientHeight - 29)
targ->client->lasthurt_location |= LOCATION_GROIN;
//else if (bulletHeight < 4)
// targ->client->lasthurt_location |= LOCATION_FOOT;
else
// The leg is the only thing that changes size when you duck,
// so we check for every other parts RELATIVE location, and
2001-11-25 23:04:08 +00:00
// whats left over must be the leg.
targ->client->lasthurt_location |= LOCATION_LEG;
2001-05-06 20:50:27 +00:00
//G_Printf("In loc damage: %d incomming\n",take);
// Check the location ignoring the rotation info
//Elder: moved up
/*
if (mod == MOD_HANDCANNON || mod == MOD_M3)
{
//trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7\n\"", targ->client->pers.netname));
//Elder: do shotgun report like AQ2
int playernum = targ - g_entities;
2001-11-25 23:04:08 +00:00
playernum--;
if (playernum >= 0 && playernum <= MAX_CLIENTS - 1)
tookShellHit[playernum] = 1;
//bleeding = 1;
//instant_dam = 0;
}
else if (mod == MOD_GRENADE || mod == MOD_GRENADE_SPLASH )
2001-05-06 20:50:27 +00:00
{
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7\n\"", targ->client->pers.netname));
}
else */
if (1)
2001-05-06 20:50:27 +00:00
{
2001-11-25 23:04:08 +00:00
switch ( targ->client->lasthurt_location &
2001-05-06 20:50:27 +00:00
~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) )
{
2001-11-25 23:04:08 +00:00
case LOCATION_HEAD:
case LOCATION_FACE:
if (attacker->client)
attacker->client->pers.records[REC_HEADSHOTS]++;
//save headshot time for player_die
targ->client->headShotTime = level.time;
//Elder: reusing line so we don't have to declare more variables
line[0] = 0;
line[1] = 0;
line[2] = 20;
2001-05-06 20:50:27 +00:00
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the head.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Head Damage.\n\""));
2001-11-25 23:04:08 +00:00
//Setup headshot spray and sound
//Only do if not knife or SSG -- SSG has its own trail of blood
2001-08-01 19:52:17 +00:00
if (mod != MOD_SNIPER && mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN)
{
VectorAdd(targ->s.pos.trBase, line, line);
tent = G_TempEntity(line, EV_HEADSHOT);
tent->s.eventParm = DirToByte(dir);
tent->s.otherEntityNum = targ->s.clientNum;
}
2001-05-06 20:50:27 +00:00
take *= 1.8; //+ 1;
break;
2001-11-25 23:04:08 +00:00
case LOCATION_SHOULDER:
case LOCATION_CHEST:
if (attacker->client)
attacker->client->pers.records[REC_CHESTSHOTS]++;
//Vest stuff - is the knife supposed to be affected?
2001-11-25 23:04:08 +00:00
// NiceAss: Added mod != MOD_KNIFE_THROWN so kevlar doesn't help against thrown knives
if (bg_itemlist[targ->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_KEVLAR
&& mod != MOD_KNIFE_THROWN)
2001-07-27 00:21:23 +00:00
{
targ->client->kevlarHit = qtrue;
//if ((attacker->client->ps.stats[STAT_WEAPONS] & (1 << WP_SSG3000)) == (1 << WP_SSG3000))
if (attacker->client->ps.weapon == WP_SSG3000)
{
2001-08-18 19:59:25 +00:00
trap_SendServerCommand(attacker-g_entities, va("print \"%s ^7has a Kevlar Vest, too bad you have AP rounds...\n\"",targ->client->pers.netname));
trap_SendServerCommand(targ-g_entities, va("print \"Kevlar Vest absorbed some of %s^7's AP sniper round\n\"",attacker->client->pers.netname));
take = take * 0.325;
2001-07-27 00:21:23 +00:00
}
else
{
2001-11-25 23:04:08 +00:00
if (mod != MOD_KNIFE)// && mod != MOD_KNIFE_THROWN)
trap_SendServerCommand( attacker-g_entities, va("print \"%s^7 has a Kevlar Vest - AIM FOR THE HEAD!\n\"", targ->client->pers.netname));
2001-08-18 19:59:25 +00:00
else
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the chest.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Kevlar Vest absorbed most of %s ^7shot\n\"", attacker->client->pers.netname ));
2001-07-27 00:21:23 +00:00
take = take/10;
instant_dam = 1;
2001-07-27 00:21:23 +00:00
bleeding = 0;
}
//Kevlar sound
2001-08-18 19:59:25 +00:00
if (mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN)
{
tent = G_TempEntity(targ->s.pos.trBase, EV_BULLET_HIT_KEVLAR);
tent->s.eventParm = DirToByte(dir);
//tent = G_TempEntity2(targ->s.pos.trBase, EV_RQ3_SOUND, RQ3_SOUND_KEVLARHIT);
}
2001-07-27 00:21:23 +00:00
}
else
{
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the chest.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Chest Damage.\n\""));
take *= 0.65;
}
break;
case LOCATION_STOMACH:
case LOCATION_GROIN:
if (attacker->client)
attacker->client->pers.records[REC_STOMACHSHOTS]++;
2001-05-06 20:50:27 +00:00
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the stomach.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Stomach Damage.\n\""));
take *= 0.4;
break;
case LOCATION_LEG:
2001-11-25 23:04:08 +00:00
case LOCATION_FOOT:
if (attacker->client)
attacker->client->pers.records[REC_LEGSHOTS]++;
2001-05-06 20:50:27 +00:00
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the leg.\n\"", targ->client->pers.netname));
trap_SendServerCommand( targ-g_entities, va("print \"Leg Damage.\n\""));
2001-06-11 06:12:32 +00:00
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
2001-05-06 20:50:27 +00:00
take *= 0.25;
2001-11-25 23:04:08 +00:00
break;
2001-05-06 20:50:27 +00:00
}
}
// G_Printf("In loc damage: %d outgoing\n",take);
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
}
// take = G_LocationDamage(point, targ, attacker, take);
}
else
targ->client->lasthurt_location = LOCATION_NONE;
// End Duffman
}
// 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;
}
}
2001-05-06 20:50:27 +00:00
// do the damage
if (take) {
// G_Printf("(%d) taken as damage\n",take);
2001-11-25 23:04:08 +00:00
if (instant_dam)
2001-05-06 20:50:27 +00:00
{
2001-12-17 15:08:34 +00:00
// G_Printf("(%d) instant damage\n",take);
2001-05-06 20:50:27 +00:00
targ->health = targ->health - take;
}
if ( targ->client ) {
targ->client->ps.stats[STAT_HEALTH] = targ->health;
}
2001-11-25 23:04:08 +00:00
2001-05-06 20:50:27 +00:00
if ( targ->health <= 0 ) {
//Elder: removed so we can play with bodies :)
//if ( client ) {
//targ->flags |= FL_NO_KNOCKBACK;
//}
if (targ->health < -999) {
2001-05-06 20:50:27 +00:00
targ->health = -999;
}
2001-05-06 20:50:27 +00:00
targ->enemy = attacker;
targ->die (targ, inflictor, attacker, take, mod);
return;
// Elder: why was this commented out?
} else if ( targ->pain ) {
targ->pain (targ, attacker, take);
}
2001-05-06 20:50:27 +00:00
}
/*
// Elder: crash code because conditional was missing
2001-11-25 23:04:08 +00:00
if (client)
2001-05-06 20:50:27 +00:00
{
if (!(targ->flags & FL_GODMODE) && (take))
{
// this one was missing
if (targ->pain)
targ->pain (targ, attacker, take);
}
2001-05-06 20:50:27 +00:00
}
2001-11-25 23:04:08 +00:00
// Elder: this is commented out because of redundancy
2001-05-06 20:50:27 +00:00
if (take)
{
if (targ->pain) targ->pain (targ, attacker, take);
}
*/
2001-05-06 20:50:27 +00:00
if (client)
{
if (client->lasthurt_location && bleeding)
{
// Elder: use the server FPS
int realBleedTime;
2001-11-25 23:04:08 +00:00
realBleedTime = trap_Cvar_VariableIntegerValue("sv_fps");
if (realBleedTime <= 0)
realBleedTime = BLEED_TIME;
client->bleeding += take * realBleedTime;
// Elder: Splash damage bleeding happens from the origin
if (dflags == DAMAGE_RADIUS)
VectorClear(targ->client->bleedloc_offset);
else
VectorSubtract (point, targ->r.currentOrigin, targ->client->bleedloc_offset);
2001-05-06 20:50:27 +00:00
//G_Printf("(%d) = damage",damage);
//G_Printf("(%d) = bleeding",client->bleeding);
}
//if (bleeding)
//{
// client->bleeding += damage * BLEED_TIME;
// G_Printf("(%d) = damage",damage);
// G_Printf("(%d) = bleeding",client->bleeding);
//}
}
2001-11-25 23:04:08 +00:00
}
2001-05-06 20:50:27 +00:00
2001-11-25 23:04:08 +00:00
/*
===========
HitPlayer - By NiceAss
Will return qtrue or qfalse based on whether the shot will hit a player.
Created when spherical headshots were added which confused a lot of other
stuff. This function will assume a trace already hit a player.
===========
*/
qboolean G_HitPlayer ( gentity_t *targ, vec3_t dir, vec3_t point )
{
vec3_t s_origin, s_forward, s_right, s_up, s_intersections[2];
float clientHeight, bulletHeight, clientFeetZ;
clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2];
clientHeight = targ->r.maxs[2] - targ->r.mins[2];
bulletHeight = point[2] - clientFeetZ;
// Hal: targ->client isn't necessarily valid
if ( targ->client )
{
// NiceAss: Added for better head hit-detection. Numbers derived by testing with Mr. T
VectorCopy(targ->r.currentOrigin, s_origin);
s_origin[2] = targ->r.currentOrigin[2] + targ->r.maxs[2] - 4; // Center in the face.
AngleVectors(targ->client->ps.viewangles, s_forward, s_right, s_up);
VectorMA(s_origin, 3.2, s_forward, s_origin); // Move origin of sphere foreward a little (better centerage of the head)
}
2001-11-25 23:04:08 +00:00
if ( !RaySphereIntersections(s_origin, 6, point, dir, s_intersections ) && bulletHeight > clientHeight - 8) {
// NiceAss: It didn't intersect the sphere and it's above the shoulders so it hit the air.
return qfalse;
}
// It must have hit...
return qtrue;
2001-05-06 20:50:27 +00:00
}
/*
============
CanDamage
Returns qtrue if the inflictor can directly damage the target. Used for
explosions and melee attacks.
2001-12-17 15:08:34 +00:00
NICEASS TODO: Impliment G_HitPlayer in this func for clients.
2001-05-06 20:50:27 +00:00
============
*/
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);
2001-12-17 15:08:34 +00:00
2001-05-06 20:50:27 +00:00
if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
return qtrue;
2001-11-25 23:04:08 +00:00
// this should probably check in the plane of projection,
2001-05-06 20:50:27 +00:00
// 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
Elder: this sucker needed a lot of minor tweaks to behave like AQ2
2001-05-06 20:50:27 +00:00
============
*/
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 ) {
if ( dist > radius ) {
2001-05-06 20:50:27 +00:00
continue;
}
// Q2 radius damage
points = damage - 0.5f * dist;
// Q3 radius damage
//points = damage * ( 1.0 - dist / radius );
2001-05-06 20:50:27 +00:00
//Elder: reduce grenade damage if crouching
if (ent->r.maxs[2] < 20)
{
points = points * 0.5f; // hefty reduction in damage
}
2001-05-06 20:50:27 +00:00
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;
2001-11-25 23:04:08 +00:00
G_Damage (ent, NULL, attacker, dir, origin, (int)(points * 0.75f), DAMAGE_RADIUS, mod);
2001-05-06 20:50:27 +00:00
}
}
return hitClient;
}