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removed spherical head detection
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2 changed files with 6 additions and 72 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.125 2002/09/02 02:21:13 niceass
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// removed spherical head detection
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//
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// Revision 1.124 2002/08/28 23:10:06 jbravo
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// Added cg_RQ3_SuicideLikeARealMan, timestamping to server logs and
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// fixed stats for non-TP modes.
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@ -2332,83 +2335,12 @@ void G_Damage(gentity_t * targ, gentity_t * inflictor, gentity_t * attacker,
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}
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}
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/*
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===========
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HitPlayer - By NiceAss
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Will return qtrue or qfalse based on whether the shot will hit a player.
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Created when spherical headshots were added which confused a lot of other
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stuff. This function will assume a trace already hit a player.
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===========
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*/
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qboolean G_HitPlayer(gentity_t * targ, vec3_t dir, vec3_t point)
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{
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vec3_t s_origin, s_forward, s_right, s_up, s_intersections[2];
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float clientHeight, bulletHeight, clientFeetZ;
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clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2];
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clientHeight = targ->r.maxs[2] - targ->r.mins[2];
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bulletHeight = point[2] - clientFeetZ;
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/* // NiceAss: Failed attempt to mimick AQ2's head hit detection. Anyone care to try and fixed?
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// Comment the stuff below this if you do.
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if ( bulletHeight > clientHeight - 8 && targ->client ) {
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vec3_t new_point, normdir;
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G_Printf("HEADSHOT\n");
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VectorNormalize2(dir, normdir);
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VectorMA(point, 12, normdir, new_point);
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VectorSubtract( new_point, targ->r.currentOrigin, new_point );
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G_Printf("Location: %d %d %d\n", (targ->r.maxs[2] - new_point[2]) < 8,
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abs(new_point[1]),
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abs(new_point[0]));
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if ( (targ->r.maxs[2] - new_point[2]) < 8
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&& (abs(new_point[1])) < 8*.8
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&& (abs(new_point[0])) < 8*.8 )
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{
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G_Printf("HEADSHOT2\n");
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// Above should and hit something.
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return qtrue;
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}
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// Above shoulders and hit nothing.
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return qfalse;
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}
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// Not above shoulders or not client. It's all good.
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return qtrue;
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*/
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// Hal: targ->client isn't necessarily valid
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if (!targ->client)
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return qtrue;
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// NiceAss: Added for better head hit-detection. Numbers derived by testing with Mr. T
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VectorCopy(targ->r.currentOrigin, s_origin);
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s_origin[2] = targ->r.currentOrigin[2] + targ->r.maxs[2] - 4; // Center in the face.
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AngleVectors(targ->client->ps.viewangles, s_forward, s_right, s_up);
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VectorMA(s_origin, 3.2, s_forward, s_origin); // Move origin of sphere foreward a little (better centerage of the head)
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// JBravo: changed the head radius to 10. was 6
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if (!RaySphereIntersections(s_origin, 8, point, dir, s_intersections) && bulletHeight > clientHeight - 8) {
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// NiceAss: It didn't intersect the sphere and it's above the shoulders so it hit the air.
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return qfalse;
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}
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// It must have hit...
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return qtrue;
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}
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/*
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============
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CanDamage
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Returns qtrue if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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NICEASS TODO: Impliment G_HitPlayer in this func for clients. Not a big deal though.
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============
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*/
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qboolean CanDamage(gentity_t * targ, vec3_t origin)
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.122 2002/09/02 02:21:41 niceass
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// removed spherical head detection
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//
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// Revision 1.121 2002/08/30 00:00:16 makro
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// Sky portals
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//
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@ -993,7 +996,6 @@ const char *BuildShaderStateConfig();
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//
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// g_combat.c
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//
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qboolean G_HitPlayer(gentity_t * targ, vec3_t dir, vec3_t point); // Added by NiceAss for new head hit-detection
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qboolean CanDamage(gentity_t * targ, vec3_t origin);
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void G_Damage(gentity_t * targ, gentity_t * inflictor, gentity_t * attacker, vec3_t dir, vec3_t point, int damage,
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int dflags, int mod);
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