Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.

This commit is contained in:
Richard Allen 2002-03-30 17:37:49 +00:00
parent d157408a61
commit fca03c58bf
4 changed files with 265 additions and 445 deletions

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.53 2002/03/30 17:37:48 jbravo
// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
//
// Revision 1.52 2002/03/23 05:17:42 jbravo
// Major cleanup of game -> cgame communication with LCA vars.
//
@ -606,6 +609,7 @@ typedef enum {
PERS_CAPTURES // captures
*/
PERS_SAVEDTEAM, // JBravo: for TP
PERS_DAMAGE_DELT, // JBravo: Keeping track of damage.
PERS_WEAPONMODES // Blaze: Holds the different weapond modes for the different guns see below for the defines to use
} persEnum_t;
//RQ3 Weapon modes - If the bit is set, then the weapon is in the more restrictive mode, as in if it's set to 1 it's semi, 3rnd burst, etc

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.65 2002/03/30 17:37:48 jbravo
// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
//
// Revision 1.64 2002/03/30 02:54:24 jbravo
// MOre spec tweaks and a scoreboard fix
//
@ -568,9 +571,10 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
if(ucmd->upmove >=10 ) {
if (!(client->ps.pm_flags & PMF_JUMP_HELD)) {
client->ps.pm_flags |= PMF_JUMP_HELD;
if (client->sess.spectatorState == SPECTATOR_ZCAM)
CameraSwingCycle(ent, 1);
else
if (client->sess.spectatorState == SPECTATOR_ZCAM) {
if (client->camera->mode == CAMERA_MODE_SWING)
CameraSwingCycle(ent, 1);
} else
Cmd_FollowCycle_f(ent, 1);
}
}
@ -586,10 +590,20 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
if (client->sess.spectatorState == SPECTATOR_FREE && OKtoFollow(clientNum)) {
client->sess.spectatorState = SPECTATOR_ZCAM;
client->specMode = SPECTATOR_ZCAM;
client->camera->mode = CAMERA_MODE_SWING;
client->ps.stats[STAT_RQ3] |= RQ3_ZCAM;
client->ps.pm_flags &= ~PMF_FOLLOW;
CameraSwingCycle(ent, 1);
RQ3_SpectatorMode(ent);
} else if (client->sess.spectatorState == SPECTATOR_ZCAM && client->camera->mode == CAMERA_MODE_SWING
&& OKtoFollow(clientNum)) {
client->sess.spectatorState = SPECTATOR_ZCAM;
client->specMode = SPECTATOR_ZCAM;
client->camera->mode = CAMERA_MODE_FLIC;
client->ps.stats[STAT_RQ3] |= RQ3_ZCAM;
client->ps.pm_flags &= ~PMF_FOLLOW;
CameraFlicBegin (ent);
RQ3_SpectatorMode(ent);
} else if (client->sess.spectatorState == SPECTATOR_ZCAM && OKtoFollow(clientNum)) {
client->sess.spectatorState = SPECTATOR_FOLLOW;
client->specMode = SPECTATOR_FOLLOW;

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.54 2002/03/30 17:37:48 jbravo
// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
//
// Revision 1.53 2002/03/18 19:18:39 slicer
// Fixed bandage bugs ( i hope )
//
@ -117,7 +120,9 @@ void AddScore( gentity_t *ent, vec3_t origin, int score ) {
//}
// show score plum
ScorePlum(ent, origin, score);
// JBravo: not in TP
if (g_gametype.integer != GT_TEAMPLAY)
ScorePlum(ent, origin, score);
//
ent->client->ps.persistant[PERS_SCORE] += score;
if (g_gametype.integer == GT_TEAM)
@ -1357,27 +1362,12 @@ dflags these flags are used to control how T_Damage works
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;
vec3_t bulletAngle;
//Elder: added for M3 and Pistols
vec_t dist;
vec3_t line;
int clientHeight;
int clientFeetZ;
int clientRotation;
int bulletHeight;
int bulletRotation; // Degrees rotation around client.
int impactRotation;
int take, save, asave, knockback, max;
int bleeding = 0, instant_dam = 1;
vec3_t bulletPath, bulletAngle, line;
vec_t dist;
int clientHeight, clientFeetZ, clientRotation, bulletHeight;
int bulletRotation, impactRotation;
gentity_t *tent;
#ifdef MISSIONPACK
@ -1401,7 +1391,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
// the intermission has allready been qualified for, so don't
// allow any extra scoring
if ( level.intermissionQueued ) {
if (level.intermissionQueued) {
return;
}
@ -1418,125 +1408,81 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
// Elder: respawn protection -- only for gunfire though!
// No safety from falling!
// NiceAss: Or TELEFAGS!
if ( targ->client && inflictor &&
if (targ->client && inflictor &&
level.time - targ->client->respawnTime < g_RQ3_respawnProtectTime.integer * 1000 &&
mod != MOD_TELEFRAG)
return;
if ( !inflictor ) {
if (!inflictor) {
inflictor = &g_entities[ENTITYNUM_WORLD];
}
if ( !attacker ) {
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 ) {
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 ) {
//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) {
damage -= 2;
}
} else if (mod == MOD_PISTOL || mod == MOD_AKIMBO) {
VectorSubtract(targ->client->ps.origin, inflictor->client->ps.origin, line);
dist = VectorLength(line);
if (dist > 600.0 && dist < 1400.0) {
damage = (int)(damage * 2/3);
}
//Elder: added >= ... 1400.0 is a magic number for perfect shots if not in :)
else if (dist >= 1400.0) {
damage = (int)(damage * 1/2);
}
}
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 ) {
// 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);
}
}
}
}
//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;
G_BreakGlass( targ, point, mod );
if (targ->s.eType == ET_BREAKABLE) {
targ->health -= damage;
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
// NiceAss: This isn't needed
/*
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;
}
*/
client = targ->client;
if ( client ) {
if ( client->noclip ) {
if (client) {
if (client->noclip) {
return;
}
}
if ( !dir ) {
if (!dir) {
dflags |= DAMAGE_NO_KNOCKBACK;
} else {
VectorNormalize(dir);
}
//Elder: this is a simplifed knockback calc - Action has a radically different one.
//knockback = damage;
//if ( knockback > 200 ) {
//knockback = 200;
//}
//if ( mod == MOD_KICK )
//{
//knockback = 200;
//}
if ( targ->flags & FL_NO_KNOCKBACK ) {
if (targ->flags & FL_NO_KNOCKBACK) {
knockback = 0;
}
else if ( dflags & DAMAGE_NO_KNOCKBACK ) {
} else if (dflags & DAMAGE_NO_KNOCKBACK) {
knockback = 0;
}
else
{
} else {
//Elder: select knockback
switch (mod)
{
switch (mod) {
case MOD_HANDCANNON:
knockback = RQ3_HANDCANNON_KICK;
break;
@ -1573,7 +1519,6 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
knockback = 400;
break;
default:
//G_Printf("Unknown MOD\n");
G_Printf("G_Damage: Received unknown MOD - using default knockback\n");
knockback = 50;
break;
@ -1584,14 +1529,13 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
// 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 ) ) {
if ((dir != NULL) && (point != NULL) && G_HitPlayer (targ, dir, point)) {
// figure momentum add, even if the damage won't be taken
if ( knockback && targ->client ) {
if (knockback && targ->client) {
vec3_t kvel, flydir;
float mass;
if ( mod != MOD_FALLING )
{
if (mod != MOD_FALLING) {
VectorCopy(dir, flydir);
flydir[2] += 0.4f;
}
@ -1612,14 +1556,14 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
// set the timer so that the other client can't cancel
// out the movement immediately
if ( !targ->client->ps.pm_time ) {
int t;
if (!targ->client->ps.pm_time) {
int t;
t = knockback * 2;
if ( t < 50 ) {
if (t < 50) {
t = 50;
}
if ( t > 200 ) {
if (t > 200) {
t = 200;
}
targ->client->ps.pm_time = t;
@ -1629,11 +1573,9 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
// 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 ) ) {
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]++;
@ -1643,17 +1585,17 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
}
// check for completely getting out of the damage
if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
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) ) {
#else
if ( targ != attacker && OnSameTeam (targ, attacker) ) {
if (targ != attacker && OnSameTeam(targ, attacker)) {
#endif
// JBravo: more FF tweaks
if ( g_friendlyFire.integer == 2 && level.team_round_going ) {
if (g_friendlyFire.integer == 2 && level.team_round_going) {
return;
}
}
@ -1669,35 +1611,15 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
#endif
// check for godmode
if ( targ->flags & FL_GODMODE ) {
if (targ->flags & FL_GODMODE) {
return;
}
}
// hawkins: no battlesuit for reaction
/*
// 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;
}
*/
//Blaze: Add falling damage for limping
if ( mod == MOD_FALLING ) targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
if (mod == MOD_FALLING) targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
// always give half damage if hurting self
// calculated after knockback, so rocket jumping works
//Elder: no way >:)
//if ( targ == attacker) {
//damage *= 0.5;
//}
if ( damage < 1 ) {
if (damage < 1) {
damage = 1;
}
take = damage;
@ -1707,315 +1629,223 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
asave = CheckArmor (targ, take, dflags);
take -= asave;
if ( g_debugDamage.integer ) {
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 );
targ->health, take, asave);
}
// Elder: moved below location damage
// 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;
}
}
*/
// See if it's the player hurting the emeny flag carrier
#ifdef MISSIONPACK
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
#else
if( g_gametype.integer == GT_CTF) {
if (g_gametype.integer == GT_CTF) {
#endif
Team_CheckHurtCarrier(targ, attacker);
Team_CheckHurtCarrier(targ, attacker);
}
if (targ->client)
{
if (targ->client) {
// 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
// Begin Duffman
// Modify the damage for location damage
if ( point && targ && targ->health > 0 && attacker && take)
{
if (point && targ && targ->health > 0 && attacker && take) {
// First things first. If we're not damaging them, why are we here?
//Elder: removed M3, handcannon, and grenades from location damage code
// Elder: removed M3, handcannon, and grenades from location damage code
if (take &&
mod == MOD_M3 ||
if (take && mod == MOD_M3 ||
mod == MOD_HANDCANNON ||
mod == MOD_GRENADE ||
mod == MOD_GRENADE_SPLASH)
{
mod == MOD_GRENADE_SPLASH) {
bleeding = 1;
instant_dam = 0;
//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)
{
if (mod == MOD_HANDCANNON || mod == MOD_M3) {
//Elder: do shotgun report like AQ2
int playernum = targ - g_entities;
//playernum--;
if (playernum >= 0 && playernum < MAX_CLIENTS)
tookShellHit[playernum] = 1;
}
else {
} else {
// 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));
}
}
else if (take &&
mod == MOD_PISTOL ||
mod == MOD_M4 ||
mod == MOD_SNIPER ||
mod == MOD_MP5 ||
mod == MOD_AKIMBO ||
//mod == MOD_M3 ||
//mod == MOD_HANDCANNON ||
//mod == MOD_GRENADE ||
//mod == MOD_GRENADE_SPLASH ||
mod == MOD_KNIFE ||
mod == MOD_KNIFE_THROWN)
{
bleeding = 1;
instant_dam = 0;
} else if (take && mod == MOD_PISTOL || mod == MOD_M4 ||
mod == MOD_SNIPER || mod == MOD_MP5 || mod == MOD_AKIMBO ||
mod == MOD_KNIFE || mod == MOD_KNIFE_THROWN) {
bleeding = 1;
instant_dam = 0;
// Point[2] is the REAL world Z. We want Z relative to the clients feet
// Where the feet are at [real Z]
clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2];
// 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;
// Get a vector aiming from the client to the bullet hit
VectorSubtract(targ->r.currentOrigin, point, bulletPath);
// Convert it into PITCH, ROLL, YAW
vectoangles(bulletPath, bulletAngle);
clientRotation = targ->client->ps.viewangles[YAW];
bulletRotation = bulletAngle[YAW];
// Where the feet are at [real Z]
clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2];
// 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;
impactRotation = abs(clientRotation-bulletRotation);
// Get a vector aiming from the client to the bullet hit
VectorSubtract(targ->r.currentOrigin, point, bulletPath);
// Convert it into PITCH, ROLL, YAW
vectoangles(bulletPath, bulletAngle);
impactRotation += 45; // just to make it easier to work with
impactRotation = impactRotation % 360; // Keep it in the 0-359 range
clientRotation = targ->client->ps.viewangles[YAW];
bulletRotation = bulletAngle[YAW];
if (impactRotation < 90) {
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_BACKSHOTS]++;
targ->client->lasthurt_location = LOCATION_BACK;
} else if (impactRotation < 180) {
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_RIGHTSHOTS]++;
targ->client->lasthurt_location = LOCATION_RIGHT;
} else if (impactRotation < 270) {
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_FRONTSHOTS]++;
targ->client->lasthurt_location = LOCATION_FRONT;
} else if (impactRotation < 360) {
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_LEFTSHOTS]++;
targ->client->lasthurt_location = LOCATION_LEFT;
} else
targ->client->lasthurt_location = LOCATION_NONE;
impactRotation = abs(clientRotation-bulletRotation);
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 && level.team_round_going)
attacker->client->pers.records[REC_BACKSHOTS]++;
targ->client->lasthurt_location = LOCATION_BACK;
}
else if (impactRotation < 180)
{
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_RIGHTSHOTS]++;
targ->client->lasthurt_location = LOCATION_RIGHT;
}
else if (impactRotation < 270)
{
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_FRONTSHOTS]++;
targ->client->lasthurt_location = LOCATION_FRONT;
}
else if (impactRotation < 360)
{
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_LEFTSHOTS]++;
targ->client->lasthurt_location = LOCATION_LEFT;
}
else
targ->client->lasthurt_location = LOCATION_NONE;
// NiceAss: Added for better head hit-detection.
// 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;
// NiceAss: It didn't intersect the sphere (head) and it's above the shoulders so it hit the air.
return;
}
// 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
// whats left over must be the leg.
targ->client->lasthurt_location |= LOCATION_LEG;
// 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
// The leg is the only thing that changes size when you duck,
// so we check for every other parts RELATIVE location, and
// whats left over must be the leg.
targ->client->lasthurt_location |= LOCATION_LEG;
switch (targ->client->lasthurt_location &
~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT)) {
case LOCATION_HEAD:
case LOCATION_FACE:
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_HEADSHOTS]++;
//save headshot time for player_die
targ->client->headShotTime = level.time;
//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;
//Elder: reusing line so we don't have to declare more variables
line[0] = line[1] = 0;
line[2] = 20;
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\""));
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 )
{
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7\n\"", targ->client->pers.netname));
}
else */
if (1)
{
switch ( targ->client->lasthurt_location &
~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) )
{
case LOCATION_HEAD:
case LOCATION_FACE:
if (attacker->client && level.team_round_going)
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;
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\""));
//Setup headshot spray and sound
//Only do if not knife or SSG -- SSG has its own trail of blood
if (mod != MOD_SNIPER && mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN)
{
VectorAdd(targ->s.pos.trBase, line, line);
tent = G_TempEntity(line, EV_HEADSHOT);
//Setup headshot spray and sound
//Only do if not knife or SSG -- SSG has its own trail of blood
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;
}
take *= 1.8; //+ 1;
break;
case LOCATION_SHOULDER:
case LOCATION_CHEST:
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_CHESTSHOTS]++;
// Vest stuff - is the knife supposed to be affected?
// 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) {
targ->client->kevlarHit = qtrue;
if (attacker->client->ps.weapon == WP_SSG3000) {
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;
} else {
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));
} 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 ));
}
take = take/10;
instant_dam = 1;
bleeding = 0;
}
//Kevlar sound
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->s.otherEntityNum = targ->s.clientNum;
//tent = G_TempEntity2(targ->s.pos.trBase, EV_RQ3_SOUND, RQ3_SOUND_KEVLARHIT);
}
take *= 1.8; //+ 1;
break;
case LOCATION_SHOULDER:
case LOCATION_CHEST:
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_CHESTSHOTS]++;
//Vest stuff - is the knife supposed to be affected?
// 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)
{
targ->client->kevlarHit = qtrue;
//if ((attacker->client->ps.stats[STAT_WEAPONS] & (1 << WP_SSG3000)) == (1 << WP_SSG3000))
if (attacker->client->ps.weapon == WP_SSG3000)
{
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;
}
else
{
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));
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 ));
take = take/10;
instant_dam = 1;
bleeding = 0;
}
//Kevlar sound
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);
}
}
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 && level.team_round_going)
attacker->client->pers.records[REC_STOMACHSHOTS]++;
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:
case LOCATION_FOOT:
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_LEGSHOTS]++;
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\""));
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
take *= 0.25;
break;
}
} 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 && level.team_round_going)
attacker->client->pers.records[REC_STOMACHSHOTS]++;
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:
case LOCATION_FOOT:
if (attacker->client && level.team_round_going)
attacker->client->pers.records[REC_LEGSHOTS]++;
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\""));
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
take *= 0.25;
break;
}
// G_Printf("In loc damage: %d outgoing\n",take);
// G_Printf("In loc damage: %d outgoing\n",take);
}
// take = G_LocationDamage(point, targ, attacker, take);
}
else
targ->client->lasthurt_location = LOCATION_NONE;
// 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 ) {
if (client) {
if (attacker) {
client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
} else {
client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
@ -2023,11 +1853,11 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
client->damage_armor += asave;
client->damage_blood += take;
client->damage_knockback += knockback;
if ( dir ) {
VectorCopy ( dir, client->damage_from );
if (dir) {
VectorCopy (dir, client->damage_from);
client->damage_fromWorld = qfalse;
} else {
VectorCopy ( targ->r.currentOrigin, client->damage_from );
VectorCopy (targ->r.currentOrigin, client->damage_from);
client->damage_fromWorld = qtrue;
}
}
@ -2036,57 +1866,32 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
// do the damage
if (take) {
// G_Printf("(%d) taken as damage\n",take);
if (instant_dam)
{
// JBravo: for Damage delt tracking
attacker->client->ps.persistant[PERS_DAMAGE_DELT] += take;
if (instant_dam) {
// G_Printf("(%d) instant damage\n",take);
targ->health = targ->health - take;
}
if ( targ->client ) {
if (targ->client) {
targ->client->ps.stats[STAT_HEALTH] = targ->health;
}
if ( targ->health <= 0 ) {
//Elder: removed so we can play with bodies :)
//if ( client ) {
//targ->flags |= FL_NO_KNOCKBACK;
//}
if (targ->health <= 0) {
if (targ->health < -999) {
targ->health = -999;
}
targ->enemy = attacker;
targ->die (targ, inflictor, attacker, take, mod);
return;
// Elder: why was this commented out?
} else if ( targ->pain ) {
} else if (targ->pain) {
targ->pain (targ, attacker, take);
}
}
/*
// Elder: crash code because conditional was missing
if (client)
{
if (!(targ->flags & FL_GODMODE) && (take))
{
// this one was missing
if (targ->pain)
targ->pain (targ, attacker, take);
}
}
// Elder: this is commented out because of redundancy
if (take)
{
if (targ->pain) targ->pain (targ, attacker, take);
}
*/
if (client)
{
if (client->lasthurt_location && bleeding)
{
if (client) {
if (client->lasthurt_location && bleeding) {
// Elder: use the server FPS
int realBleedTime;
int realBleedTime;
realBleedTime = trap_Cvar_VariableIntegerValue("sv_fps");
if (realBleedTime <= 0)
@ -2098,16 +1903,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
VectorClear(targ->client->bleedloc_offset);
else
VectorSubtract (point, targ->r.currentOrigin, targ->client->bleedloc_offset);
//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);
//}
}
}

View File

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.48 2002/03/30 17:37:49 jbravo
// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
//
// Revision 1.47 2002/03/30 02:29:43 jbravo
// Lots of spectator code updates. Removed debugshit, added some color.
//
@ -163,6 +166,8 @@
//-----------------------------------------------------------------------------
#include "g_local.h"
#include "zcam.h"
gitem_t *BG_FindItemForHoldable( holdable_t pw );
char *ConcatArgs( int start );
int touch[MAX_GENTITIES];
@ -1346,7 +1351,8 @@ void RQ3_SpectatorMode(gentity_t *ent)
{
if (ent->client->sess.spectatorState == SPECTATOR_ZCAM)
trap_SendServerCommand(ent->client->ps.clientNum,
va("print \"\n" S_COLOR_MAGENTA "Spectator Mode-" S_COLOR_YELLOW"ZCAM\n"));
va("print \"\n" S_COLOR_MAGENTA "Spectator Mode-" S_COLOR_YELLOW"ZCAM-%s\n",
(ent->client->camera->mode == CAMERA_MODE_SWING)? "SWING":"FLIC"));
else
trap_SendServerCommand(ent->client->ps.clientNum,
va("print \"\n" S_COLOR_MAGENTA "Spectator Mode-" S_COLOR_YELLOW"%s\n",