mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-13 00:24:29 +00:00
2506 lines
78 KiB
C
2506 lines
78 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.142 2007/02/03 15:02:21 jbravo
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// Renamed RQ3 to Reaction, Dropped loading of various baseq3 media, disabled the follow command, fixed grenades killing teammates and some cleanups
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//
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// Revision 1.141 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.140 2003/04/26 22:33:06 jbravo
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// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
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//
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// Revision 1.139 2003/04/26 02:03:51 jbravo
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// Helmet fixes
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//
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// Revision 1.138 2003/04/23 20:32:28 slicer
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// With allWeapon/allItems enable it won't toss weapons/items when you die
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//
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// Revision 1.137 2003/04/19 15:27:30 jbravo
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// Backing out of most of unlagged. Only optimized prediction and smooth clients
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// remains.
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//
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// Revision 1.136 2003/04/07 12:29:33 jbravo
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// Minor FF system fix
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//
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// Revision 1.135 2003/03/28 10:36:02 jbravo
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// Tweaking the replacement system a bit. Reactionmale now the default model
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//
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// Revision 1.134 2003/03/22 20:29:26 jbravo
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// wrapping linkent and unlinkent calls
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//
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// Revision 1.133 2003/03/09 21:30:38 jbravo
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// Adding unlagged. Still needs work.
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//
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// Revision 1.132 2003/02/27 03:58:35 jbravo
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// Fixed the FF system after adding TDM broke it. Added color to error messages
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//
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// Revision 1.131 2002/10/30 20:04:34 jbravo
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// Adding helmet
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//
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// Revision 1.130 2002/10/26 22:03:43 jbravo
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// Made TeamDM work RQ3 style.
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//
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// Revision 1.129 2002/10/26 00:37:18 jbravo
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// New multiple item code and added PB support to the UI
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//
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// Revision 1.128 2002/10/04 20:52:39 jbravo
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// Think I finally have the mp5 damage right
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//
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// Revision 1.127 2002/09/29 16:06:44 jbravo
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// Work done at the HPWorld expo
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//
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// Revision 1.126 2002/09/24 05:06:17 blaze
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// fixed spectating so ref\'s can now use all the chasecam modes.
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//
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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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//
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// Revision 1.123 2002/08/27 11:28:43 jbravo
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// Kevlar hits didnt tell the target who was shooting or of the kevlar got hit
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//
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// Revision 1.122 2002/08/27 07:50:55 jbravo
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// Players can now use the kill cmd, plummet and kill teammates after rounds in
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// tp without loosing frags.
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//
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// Revision 1.121 2002/08/27 01:25:22 jbravo
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// Fixed scoring in TOURNAMENT mode and made it a legit gametype.
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//
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// Revision 1.120 2002/08/23 23:07:01 blaze
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// Should have fixed the unkickable thing breaking explosive breakables.
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//
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// Revision 1.119 2002/08/22 05:00:01 blaze
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// Allow func_buttons to be unkickable too (set spawnflags to 8)
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//
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// Revision 1.118 2002/08/21 03:35:16 niceass
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// only get damage points if attacking a client
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//
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// Revision 1.117 2002/08/21 02:56:08 blaze
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// added spawnflags 8 for breakables, lets mappers turn off kicking
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//
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// Revision 1.116 2002/08/18 20:26:35 jbravo
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// New hitboxes. Fixed CTB awards (flags)
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//
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// Revision 1.115 2002/08/07 16:13:33 jbravo
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// Case carrier glowing removed. Ignorenum bug fixed
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//
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// Revision 1.114 2002/08/03 06:52:35 jbravo
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// Fixed the plost3 sound in all radiopaks and now damage is only tracked for
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// players you hit that are not on your team
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//
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// Revision 1.113 2002/07/31 19:56:32 makro
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// Fixed the code for doors with health and the wait key set to a negative value
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//
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// Revision 1.112 2002/07/24 02:17:38 jbravo
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// Added a respawn delay for CTB
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//
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// Revision 1.111 2002/07/20 18:26:25 jbravo
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// FF 2 fix for CTB
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//
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// Revision 1.110 2002/07/20 02:25:53 jbravo
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// Added the AQDT CTB sounds to the base radio paks
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//
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// Revision 1.109 2002/07/07 18:36:13 jbravo
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// Added an AntiIdle system. Can play insane sounds for idle players, drop them
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// from teams or kick them. Upped version to Beta 2.1
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//
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// Revision 1.108 2002/07/04 04:20:41 jbravo
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// Fixed my weaponchange cancel in the Use cmd, and fixed the bug where players
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// that where in eye spectating someone moved on to another player instantly on death.
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//
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// Revision 1.107 2002/07/02 03:41:59 jbravo
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// Fixed a 2 frags pr kill bug, the use cmd now cancels weaponchanges in progress
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// and fixed the captain status lingering on people after switching from MM
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//
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// Revision 1.106 2002/06/30 17:33:01 jbravo
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// New radio sounds and the 0wned sound was added.
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//
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// Revision 1.105 2002/06/29 20:57:25 niceass
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// small change to kevlar detection
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//
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// Revision 1.104 2002/06/24 05:51:51 jbravo
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// CTF mode is now semi working
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//
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// Revision 1.103 2002/06/23 18:29:21 jbravo
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// Suicides now always gib.
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//
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// Revision 1.102 2002/06/22 00:12:53 jbravo
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// Cleanup
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//
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// Revision 1.101 2002/06/21 16:54:15 makro
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// Crash bug fix
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//
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// Revision 1.100 2002/06/21 15:04:55 makro
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// Health functionality for movers should be complete now
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//
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// Revision 1.99 2002/06/20 22:32:43 jbravo
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// Added last damaged player and fixed a test2 model problem (atrimum my ass :)
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// Changed g_RQ3_printOwnObits to g_RQ3_showOwnKills and it also controls $K
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//
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// Revision 1.98 2002/06/16 20:09:42 niceass
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// knockback fix
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//
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// Revision 1.97 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.96 2002/06/16 17:38:00 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.95 2002/06/13 21:03:31 jbravo
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// MOre gibfixes
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//
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// Revision 1.94 2002/06/13 19:38:43 jbravo
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// Small gib fix
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//
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// Revision 1.93 2002/06/11 23:40:18 jbravo
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// Made the head sphere larger
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//
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// Revision 1.92 2002/06/05 21:54:38 jbravo
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// Never say 100% done again ;)
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//
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// Revision 1.91 2002/06/05 20:52:47 jbravo
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// Fixed sniper explode gib and sniper stomach gib. Gibs are now 100% :)
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//
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// Revision 1.90 2002/06/05 19:53:10 niceass
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// gib fix
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//
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// Revision 1.89 2002/06/05 15:17:51 jbravo
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// Gibbed players now vanish (gibs with them tho :() and suicide is no
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// longer -2 frags. Added Obit handling for telefrags and better handling
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// for unhandled mod's
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//
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// Revision 1.88 2002/06/03 05:31:31 niceass
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// kill message fixed
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//
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// Revision 1.87 2002/06/03 00:40:25 blaze
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// some more breakables fixes(ssg chips)
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//
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// Revision 1.86 2002/05/31 17:32:11 jbravo
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// HC gibs almost working :)
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//
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// Revision 1.85 2002/05/30 18:22:20 jbravo
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// Misc fixes
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//
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// Revision 1.84 2002/05/28 01:46:58 jbravo
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// Added stomach gibbing
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//
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// Revision 1.83 2002/05/28 01:17:01 jbravo
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// More gib fixes. g_RQ3_gib added
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//
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// Revision 1.82 2002/05/27 06:50:37 niceass
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// headless code
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//
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// Revision 1.81 2002/05/21 17:55:26 jbravo
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// Telefrags gave attacker 100000 dmg.
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//
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// Revision 1.80 2002/05/20 04:59:33 jbravo
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// Lots of small fixes.
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//
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// Revision 1.79 2002/05/19 21:04:37 jbravo
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// Tkok popup system
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//
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// Revision 1.78 2002/05/19 04:48:50 jbravo
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// Added sniper headshot and hc really hard hit gibbing. HC event gets lost
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// between game and cgame
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//
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// Revision 1.77 2002/05/18 14:52:16 makro
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// Bot stuff. Other stuff. Just... stuff :p
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//
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// Revision 1.76 2002/05/16 06:57:54 makro
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// Doors with health (again !), bot-only trigger_pushes
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//
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// Revision 1.75 2002/05/15 17:13:22 makro
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// Restored Q3A code for movers with health
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//
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// Revision 1.74 2002/05/15 13:58:35 makro
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// Health for movers
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//
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// Revision 1.73 2002/05/15 05:38:36 niceass
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// Knife fix and disabled new headshot code
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//
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// Revision 1.72 2002/05/12 18:07:08 jbravo
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// Yet another obit fix
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//
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// Revision 1.71 2002/05/11 15:00:04 jbravo
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// Fix for autojoin and a very minir for for Obits
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//
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// Revision 1.70 2002/05/10 08:10:18 jbravo
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// Fixed a bug in the Obit system and a give (weapons or all) bug
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//
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// Revision 1.69 2002/05/10 07:47:23 jbravo
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// Forgot grenade obits
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//
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// Revision 1.68 2002/05/10 04:06:27 jbravo
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// Added Ignore
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//
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// Revision 1.67 2002/05/09 20:58:30 jbravo
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// New Obit system and a warning cleanup in zcam
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//
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// Revision 1.66 2002/05/06 00:35:49 jbravo
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// Small fixes to misc stuff
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//
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// Revision 1.65 2002/05/04 16:13:04 makro
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// Bots
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//
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// Revision 1.64 2002/04/26 04:09:11 jbravo
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// Got rid of the grey excelent icon over players heads.
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//
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// Revision 1.63 2002/04/26 03:39:34 jbravo
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// added tkok, fixed players always leaving zcam modes when player thats
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// beeing tracked dies
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//
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// Revision 1.62 2002/04/24 04:25:14 jbravo
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// No rewards (humiliation on dead player or Icon on attacker) for knife kills
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//
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// Revision 1.61 2002/04/22 16:43:34 blaze
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// Hey look, breakables explode now! :)
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//
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// Revision 1.60 2002/04/20 23:54:55 blaze
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// opps, breabable fix
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//
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// Revision 1.59 2002/04/07 03:22:48 jbravo
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// Tweaks and crashbug fixes
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//
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// Revision 1.58 2002/04/06 20:47:24 niceass
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// fall damage bug fix
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//
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// Revision 1.57 2002/04/03 09:26:47 jbravo
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// New FF system. Warns and then finally kickbans teamwounders and
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// teamkillers
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//
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// Revision 1.56 2002/04/03 03:13:16 blaze
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// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
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//
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// Revision 1.55 2002/03/31 03:31:24 jbravo
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// Compiler warning cleanups
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//
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// Revision 1.54 2002/03/30 17:37:48 jbravo
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// Added damage tracking to the server. Added zcam flic mode. cleaned up g_damage.
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//
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// Revision 1.53 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.52 2002/03/18 12:25:10 jbravo
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// Live players dont get fraglines, except their own. Cleanups and some
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// hacks to get bots to stop using knives only.
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//
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// Revision 1.51 2002/03/17 03:35:29 jbravo
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// More radio tewaks and cleanups.
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//
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// Revision 1.50 2002/03/14 23:54:12 jbravo
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// Added a variable system from AQ. Works the same except it uses $ for %
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//
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// Revision 1.49 2002/03/12 04:55:31 blaze
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// stats should only be recored when the round is in progress
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//
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// Revision 1.48 2002/03/04 21:28:57 jbravo
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// Make spectators that are following someone who dies stop at the time of
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// death and not respawn somewhere else.
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//
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// Revision 1.47 2002/03/03 21:46:26 blaze
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// weapon stats, done, beta test for bugs
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//
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// Revision 1.46 2002/03/01 18:21:26 jbravo
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// Cleanups and removal of g_RQ3_sniperup
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//
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// Revision 1.45 2002/02/25 19:41:53 jbravo
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// Fixed the use ESC and join menu to join teams when dead players are
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// spectating in TP mode.
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// Tuned the autorespawn system a bit. Now dead ppl. are dead for a very
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// small time before they are made into spectators.
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//
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// Revision 1.44 2002/02/24 18:49:21 jbravo
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// Make it OK to frag teammates after rounds are over (no -1)
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//
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// Revision 1.43 2002/02/22 02:13:13 jbravo
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// Fixed a few bugs and did some cleanups
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//
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// Revision 1.42 2002/02/10 21:21:23 slicer
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// Saving persistant and other data on some events..
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//
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// Revision 1.41 2002/02/07 23:31:22 niceass
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// fixed a bug in G_Combat that assumed pointers waren't NULL (only in DLLs was it a problem)
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//
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// Revision 1.40 2002/02/07 21:01:48 niceass
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// AddScore bug fixed. I thought I put this in already!
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//
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// Revision 1.39 2002/02/06 03:10:43 jbravo
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// Fix the instant spectate on death and an attempt to fix the scores
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//
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// Revision 1.38 2002/02/05 10:45:31 jbravo
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// Cleaning up player_die and possibly fixing the scores
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//
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// Revision 1.37 2002/01/31 01:53:30 jbravo
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// FF/no-FF fixes. g_friendlyFire 0 = no FF, 1 = FF, 2 = no FF + knockback
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//
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// Revision 1.36 2002/01/12 20:02:16 hal9000
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// Verify we have a valid client pointer before using its members
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//
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// Revision 1.35 2002/01/11 20:20:58 jbravo
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// Adding TP to main branch
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//
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// Revision 1.34 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.33 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_combat.c
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#include "g_local.h"
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/*
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============
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ScorePlum
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============
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*/
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void ScorePlum(gentity_t * ent, vec3_t origin, int score)
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{
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gentity_t *plum;
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plum = G_TempEntity(origin, EV_SCOREPLUM);
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// only send this temp entity to a single client
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plum->r.svFlags |= SVF_SINGLECLIENT;
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plum->r.singleClient = ent->s.number;
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//
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plum->s.otherEntityNum = ent->s.number;
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plum->s.time = score;
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}
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/*
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============
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AddScore
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Adds score to both the client and his team
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============
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*/
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void AddScore(gentity_t * ent, vec3_t origin, int score)
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{
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if (!ent->client) {
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return;
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}
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// no scoring during pre-match warmup
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//if ( level.warmupTime ) {
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// return;
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//}
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// show score plum
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// JBravo: not in TP
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if (g_gametype.integer != GT_TEAMPLAY)
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ScorePlum(ent, origin, score);
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//
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ent->client->ps.persistant[PERS_SCORE] += score;
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if (g_gametype.integer == GT_TEAM && score > 0)
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level.teamScores[ent->client->ps.persistant[PERS_TEAM]] += score;
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CalculateRanks();
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}
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/*
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=================
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TossClientItems
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Toss the weapon and powerups for the killed player
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=================
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*/
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void TossClientItems(gentity_t * self)
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{
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gitem_t *item, *dropitem;
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int i;
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float angle;
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gentity_t *drop;
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//Elder: added
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int weaponInventory;
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// drop the weapon if not a gauntlet or machinegun
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//weapon = self->s.weapon;
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//Slicer: don't drop weapons with all weapons enable..
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if(g_RQ3_allWeapons.integer)
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return;
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//Elder: run through player STAT_WEAPONS and drop any unique weapons
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//That way, we can also account for servers with extra weapons
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//BTW, that means no cheating to get all weapons or it'll spawn mad!!
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weaponInventory = self->client->ps.stats[STAT_WEAPONS];
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//Elder: throw items in a "circle" starting at a random angle
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i = level.time;
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angle = Q_random(&i) * 30;
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//angle = 0;
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//Elder: added hadUniqueWeapons check - returns to qfalse if died with the gun
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//as opposed to dropping it, then died
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if ((weaponInventory & (1 << WP_M3)) == (1 << WP_M3) && ((int) g_RQ3_weaponban.integer & WPF_M3)) {
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while (self->client->weaponCount[WP_M3]) {
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item = BG_FindItemForWeapon(WP_M3);
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Drop_Item(self, item, angle);
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self->client->pers.hadUniqueWeapon[WP_M3] = qfalse;
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self->client->uniqueWeapons--;
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angle += 30;
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self->client->weaponCount[WP_M3]--;
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}
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}
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|
|
if ((weaponInventory & (1 << WP_M4)) == (1 << WP_M4) && ((int) g_RQ3_weaponban.integer & WPF_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]--;
|
|
}
|
|
}
|
|
|
|
if ((weaponInventory & (1 << WP_MP5)) == (1 << WP_MP5) && ((int) g_RQ3_weaponban.integer & WPF_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]--;
|
|
}
|
|
}
|
|
|
|
if ((weaponInventory & (1 << WP_HANDCANNON)) == (1 << WP_HANDCANNON) && ((int) g_RQ3_weaponban.integer & WPF_HC)) {
|
|
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]--;
|
|
}
|
|
}
|
|
|
|
if ((weaponInventory & (1 << WP_SSG3000)) == (1 << WP_SSG3000) && ((int) g_RQ3_weaponban.integer & WPF_SNIPER)) {
|
|
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]--;
|
|
|
|
}
|
|
}
|
|
//Elder: Always drop the pistol
|
|
if ((int) g_RQ3_weaponban.integer & WPF_MK23) {
|
|
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 && ((int) g_RQ3_weaponban.integer & WPF_KNIFE)) {
|
|
item = BG_FindItemForWeapon(WP_KNIFE);
|
|
Drop_Item(self, item, angle);
|
|
angle += 30;
|
|
}
|
|
//Slicer: don't drop Items with all weapons enable..
|
|
if(g_RQ3_allItems.integer)
|
|
return;
|
|
// JBravo: drop all items in the new item system.
|
|
for (i = HI_NUM_HOLDABLE - 1; i > 0; i--) {
|
|
if (self->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << i)) {
|
|
dropitem = BG_FindItemForHoldable(i);
|
|
Drop_Item(self, dropitem, angle);
|
|
angle += 30;
|
|
}
|
|
}
|
|
|
|
// drop all the powerups if not in teamplay
|
|
if (g_gametype.integer != GT_TEAM) {
|
|
angle = 45;
|
|
for (i = 1; i < PW_NUM_POWERUPS; i++) {
|
|
if (self->client->ps.powerups[i] > level.time) {
|
|
item = BG_FindItemForPowerup(i);
|
|
if (!item) {
|
|
continue;
|
|
}
|
|
drop = Drop_Item(self, item, angle);
|
|
// decide how many seconds it has left
|
|
drop->count = (self->client->ps.powerups[i] - level.time) / 1000;
|
|
if (drop->count < 1) {
|
|
drop->count = 1;
|
|
}
|
|
angle += 45;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
LookAtKiller
|
|
==================
|
|
*/
|
|
void LookAtKiller(gentity_t * self, gentity_t * inflictor, gentity_t * attacker)
|
|
{
|
|
vec3_t dir;
|
|
// vec3_t angles;
|
|
|
|
if (attacker && attacker != self) {
|
|
VectorSubtract(attacker->s.pos.trBase, self->s.pos.trBase, dir);
|
|
} else if (inflictor && inflictor != self) {
|
|
VectorSubtract(inflictor->s.pos.trBase, self->s.pos.trBase, dir);
|
|
} else {
|
|
self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
|
|
return;
|
|
}
|
|
|
|
self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw(dir);
|
|
|
|
// angles[YAW] = vectoyaw(dir);
|
|
// angles[PITCH] = 0;
|
|
// angles[ROLL] = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
GibEntity
|
|
==================
|
|
*/
|
|
void GibEntity(gentity_t * self, int killer)
|
|
{
|
|
if (g_RQ3_gib.integer < 3)
|
|
return;
|
|
G_AddEvent(self, EV_GIB_PLAYER, killer);
|
|
self->takedamage = qfalse;
|
|
self->s.eType = ET_INVISIBLE;
|
|
self->r.contents = 0;
|
|
}
|
|
|
|
// JBravo: head gibbing
|
|
void GibEntity_Headshot(gentity_t * self, int killer)
|
|
{
|
|
G_AddEvent(self, EV_GIB_PLAYER_HEADSHOT, 0);
|
|
self->client->noHead = qtrue;
|
|
}
|
|
|
|
// JBravo: stomach gibbing
|
|
void GibEntity_Stomach(gentity_t * self, int killer)
|
|
{
|
|
G_TempEntity(self->r.currentOrigin, EV_GIB_PLAYER_STOMACH);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
body_die
|
|
==================
|
|
*/
|
|
void body_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, int damage, int meansOfDeath)
|
|
{
|
|
if (self->health > GIB_HEALTH) {
|
|
return;
|
|
}
|
|
// JBravo: Gib control
|
|
if (g_RQ3_gib.integer == 0) {
|
|
return;
|
|
}
|
|
if (!g_blood.integer) {
|
|
self->health = GIB_HEALTH + 1;
|
|
return;
|
|
}
|
|
|
|
if (attacker->client
|
|
&& ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
attacker->client->pers.records[REC_GIBSHOTS]++;
|
|
|
|
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",
|
|
"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",
|
|
//Makro - entity-defined
|
|
"MOD_CUSTOM"
|
|
};
|
|
|
|
/*
|
|
==================
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SendObit
|
|
JBravo: actually send the messages
|
|
==================
|
|
*/
|
|
void SendObit(char *msg, gentity_t * deadguy, gentity_t * attacker)
|
|
{
|
|
int i;
|
|
gentity_t *other;
|
|
|
|
if (g_gametype.integer != GT_TEAMPLAY) {
|
|
trap_SendServerCommand(-1, va("print \"%s\"", msg));
|
|
} else {
|
|
if (g_RQ3_showOwnKills.integer == 0) {
|
|
for (i = 0; i < level.maxclients; i++) {
|
|
//Blaze: Prit out some Debug info
|
|
if (&g_entities[i] == NULL) G_Printf("Ln 0693\n");
|
|
|
|
other = &g_entities[i];
|
|
if (!other->inuse || !other->client)
|
|
continue;
|
|
if (deadguy != other && level.team_round_going
|
|
&& other->client->sess.sessionTeam != TEAM_SPECTATOR)
|
|
continue;
|
|
trap_SendServerCommand(other - g_entities, va("print \"%s\"", msg));
|
|
}
|
|
} else {
|
|
for (i = 0; i < level.maxclients; i++) {
|
|
//Blaze: Prit out some Debug info
|
|
if (&g_entities[i] == NULL) G_Printf("Ln 1399\n");
|
|
|
|
other = &g_entities[i];
|
|
if (!other->inuse || !other->client)
|
|
continue;
|
|
if (deadguy != other && other != attacker &&
|
|
level.team_round_going && other->client->sess.sessionTeam != TEAM_SPECTATOR)
|
|
continue;
|
|
trap_SendServerCommand(other - g_entities, va("print \"%s\"", msg));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
PrintDeathMessage
|
|
JBravo: new Obit system
|
|
==================
|
|
*/
|
|
void PrintDeathMessage(gentity_t * target, gentity_t * attacker, int location, int meansOfDeath)
|
|
{
|
|
int n, gender;
|
|
char message[128], message2[128], death_msg[512];
|
|
|
|
gender = target->client->radioGender;
|
|
message[0] = message2[0] = '\0';
|
|
|
|
switch (meansOfDeath) {
|
|
case MOD_SUICIDE:
|
|
Q_strncpyz(message, "suicides", sizeof(message));
|
|
break;
|
|
case MOD_FALLING:
|
|
if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, "plummets to her death", sizeof(message));
|
|
else if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, "plummets to its death", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, "plummets to his death", sizeof(message));
|
|
break;
|
|
case MOD_CRUSH:
|
|
Q_strncpyz(message, "was flattened", sizeof(message));
|
|
break;
|
|
case MOD_WATER:
|
|
Q_strncpyz(message, "sank like a rock", sizeof(message));
|
|
break;
|
|
case MOD_SLIME:
|
|
Q_strncpyz(message, "melted", sizeof(message));
|
|
break;
|
|
case MOD_LAVA:
|
|
Q_strncpyz(message, "does a back flip into the lava", sizeof(message));
|
|
break;
|
|
case MOD_TARGET_LASER:
|
|
Q_strncpyz(message, "saw the light", sizeof(message));
|
|
break;
|
|
case MOD_TRIGGER_HURT:
|
|
Q_strncpyz(message, "was in the wrong place", sizeof(message));
|
|
break;
|
|
case MOD_BLEEDING:
|
|
Q_strncpyz(message, "bleeds to death", sizeof(message));
|
|
break;
|
|
default:
|
|
//Makro - added check for MOD_CUSTOM+index mods
|
|
if (meansOfDeath >= MOD_CUSTOM && meansOfDeath - MOD_CUSTOM < level.numCustomDeathMsg)
|
|
{
|
|
//TODO: replace %he% with he/she/it based on gender. Same thing for %his%
|
|
Q_strncpyz(message, level.customDeathMsg[meansOfDeath-MOD_CUSTOM], sizeof(message));
|
|
} else {
|
|
message[0] = '\0';
|
|
}
|
|
break;
|
|
}
|
|
if (attacker == target) {
|
|
switch (meansOfDeath) {
|
|
case MOD_GRENADE_SPLASH:
|
|
if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, "didn't throw her grenade far enough", sizeof(message));
|
|
else if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, "didn't throw its grenade far enough", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, "didn't throw his grenade far enough", sizeof(message));
|
|
break;
|
|
case MOD_ROCKET_SPLASH:
|
|
if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, "blew herself up", sizeof(message));
|
|
else if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, "blew itself up", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, "blew himself up", sizeof(message));
|
|
break;
|
|
case MOD_PLASMA_SPLASH:
|
|
if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, "melted herself", sizeof(message));
|
|
else if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, "melted itself", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, "melted himself", sizeof(message));
|
|
break;
|
|
case MOD_BFG_SPLASH:
|
|
Q_strncpyz(message, "should have used a smaller gun", sizeof(message));
|
|
break;
|
|
default:
|
|
if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, "killed herself", sizeof(message));
|
|
else if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, "killed itself", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, "killed himself", sizeof(message));
|
|
break;
|
|
}
|
|
}
|
|
if (attacker->client && attacker != target)
|
|
message[0] = '\0';
|
|
if (message[0] != '\0') {
|
|
Com_sprintf(death_msg, sizeof(death_msg), "%s^7 %s\n", target->client->pers.netname, message);
|
|
SendObit(death_msg, target, attacker);
|
|
return;
|
|
}
|
|
|
|
if (attacker->client) {
|
|
switch (meansOfDeath) {
|
|
case MOD_FALLING:
|
|
Q_strncpyz(message, " was taught how to fly by", sizeof(message));
|
|
break;
|
|
case MOD_PISTOL:
|
|
switch (location) {
|
|
case LOC_HDAM:
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " has a hole in its head from", sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " has a hole in her head from", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " has a hole in his head from", sizeof(message));
|
|
Q_strncpyz(message2, "'s Mark 23 pistol", sizeof(message2));
|
|
break;
|
|
case LOC_CDAM:
|
|
Q_strncpyz(message, " loses a vital chest organ thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s Mark 23 pistol", sizeof(message2));
|
|
break;
|
|
case LOC_SDAM:
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " loses its lunch to", sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " loses her lunch to", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " loses his lunch to", sizeof(message));
|
|
Q_strncpyz(message2, "'s .45 caliber pistol round", sizeof(message));
|
|
break;
|
|
case LOC_LDAM:
|
|
Q_strncpyz(message, " is legless because of", sizeof(message));
|
|
Q_strncpyz(message2, "'s Mark 23 pistol", sizeof(message2));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, "was shot by", sizeof(message));
|
|
Q_strncpyz(message2, "'s Mark 23 Pistol", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_MP5:
|
|
switch (location) {
|
|
case LOC_HDAM:
|
|
Q_strncpyz(message, "'s brains are on the wall thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s 10mm MP5/10 round", sizeof(message));
|
|
break;
|
|
case LOC_CDAM:
|
|
Q_strncpyz(message, " feels some chest pain via", sizeof(message));
|
|
Q_strncpyz(message2, "'s MP5/10 Submachinegun", sizeof(message));
|
|
break;
|
|
case LOC_SDAM:
|
|
Q_strncpyz(message, " needs some Pepto Bismol after", sizeof(message));
|
|
Q_strncpyz(message2, "'s 10mm MP5 round", sizeof(message2));
|
|
break;
|
|
case LOC_LDAM:
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " had its legs blown off thanks to", sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " had her legs blown off thanks to", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " had his legs blown off thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s MP5/10 Submachinegun", sizeof(message2));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, " was shot by", sizeof(message));
|
|
Q_strncpyz(message2, "'s MP5/10 Submachinegun", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_M4:
|
|
switch (location) {
|
|
case LOC_HDAM:
|
|
Q_strncpyz(message, " had a makeover by", sizeof(message));
|
|
Q_strncpyz(message2, "'s M4 Assault Rifle", sizeof(message2));
|
|
break;
|
|
case LOC_CDAM:
|
|
Q_strncpyz(message, " feels some heart burn thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s M4 Assault Rifle", sizeof(message2));
|
|
break;
|
|
case LOC_SDAM:
|
|
Q_strncpyz(message, " has an upset stomach thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s M4 Assault Rifle", sizeof(message2));
|
|
break;
|
|
case LOC_LDAM:
|
|
Q_strncpyz(message, " is now shorter thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s M4 Assault Rifle", sizeof(message2));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, " was shot by", sizeof(message));
|
|
Q_strncpyz(message2, "'s M4 Assault Rifle", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_M3:
|
|
n = rand() % 2 + 1;
|
|
if (n == 1) {
|
|
Q_strncpyz(message, " accepts", sizeof(message));
|
|
Q_strncpyz(message2, "'s M3 Super 90 Assault Shotgun in hole-y matrimony",
|
|
sizeof(message2));
|
|
} else {
|
|
Q_strncpyz(message, " is full of buckshot from", sizeof(message));
|
|
Q_strncpyz(message2, "'s M3 Super 90 Assault Shotgun", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_HANDCANNON:
|
|
n = rand() % 2 + 1;
|
|
if (n == 1) {
|
|
Q_strncpyz(message, " ate", sizeof(message));
|
|
Q_strncpyz(message2, "'s sawed-off 12 gauge", sizeof(message2));
|
|
} else {
|
|
Q_strncpyz(message, " is full of buckshot from", sizeof(message));
|
|
Q_strncpyz(message2, "'s sawed off shotgun", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_GRENADE:
|
|
Q_strncpyz(message, " ate", sizeof(message));
|
|
Q_strncpyz(message2, "'s grenade", sizeof(message2));
|
|
break;
|
|
case MOD_GRENADE_SPLASH:
|
|
Q_strncpyz(message, " was shredded by", sizeof(message));
|
|
Q_strncpyz(message2, "'s shrapnel", sizeof(message2));
|
|
break;
|
|
case MOD_SNIPER:
|
|
switch (location) {
|
|
case LOC_HDAM:
|
|
if (RQ3_isZoomed(target)) {
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message,
|
|
" saw the sniper bullet go through its scope thanks to",
|
|
sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message,
|
|
" saw the sniper bullet go through her scope thanks to",
|
|
sizeof(message));
|
|
else
|
|
Q_strncpyz(message,
|
|
" saw the sniper bullet go through his scope thanks to",
|
|
sizeof(message));
|
|
} else {
|
|
Q_strncpyz(message, " caught a sniper bullet between the eyes from",
|
|
sizeof(message));
|
|
}
|
|
break;
|
|
case LOC_CDAM:
|
|
Q_strncpyz(message, " was picked off by", sizeof(message));
|
|
break;
|
|
case LOC_SDAM:
|
|
Q_strncpyz(message, " was sniped in the stomach by", sizeof(message));
|
|
break;
|
|
case LOC_LDAM:
|
|
Q_strncpyz(message, " was shot in the legs by", sizeof(message));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, " was sniped by", sizeof(message));
|
|
}
|
|
break;
|
|
case MOD_AKIMBO:
|
|
switch (location) {
|
|
case LOC_HDAM:
|
|
Q_strncpyz(message, " was trepanned by", sizeof(message));
|
|
Q_strncpyz(message2, "'s akimbo Mark 23 pistols", sizeof(message2));
|
|
break;
|
|
case LOC_CDAM:
|
|
Q_strncpyz(message, " was John Woo'd by", sizeof(message));
|
|
break;
|
|
case LOC_SDAM:
|
|
Q_strncpyz(message, " needs some new kidneys thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s akimbo Mark 23 pistols", sizeof(message2));
|
|
break;
|
|
case LOC_LDAM:
|
|
Q_strncpyz(message, " was shot in the legs by", sizeof(message));
|
|
Q_strncpyz(message2, "'s akimbo Mark 23 pistols", sizeof(message2));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, " was shot by", sizeof(message));
|
|
Q_strncpyz(message2, "'s pair of Mark 23 Pistols", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_KNIFE:
|
|
switch (location) {
|
|
case LOC_HDAM:
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " had its throat slit by", sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " had her throat slit by", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " had his throat slit by", sizeof(message));
|
|
break;
|
|
case LOC_CDAM:
|
|
Q_strncpyz(message, " had open heart surgery, compliments of", sizeof(message));
|
|
break;
|
|
case LOC_SDAM:
|
|
Q_strncpyz(message, " was gutted by", sizeof(message));
|
|
break;
|
|
case LOC_LDAM:
|
|
Q_strncpyz(message, " was stabbed repeatedly in the legs by", sizeof(message));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, " was slashed apart by", sizeof(message));
|
|
Q_strncpyz(message2, "'s Combat Knife", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_KNIFE_THROWN:
|
|
switch (location) {
|
|
case LOC_HDAM:
|
|
Q_strncpyz(message, " caught", sizeof(message));
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message2, "'s flying knife with its forehead", sizeof(message2));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message2, "'s flying knife with her forehead", sizeof(message2));
|
|
else
|
|
Q_strncpyz(message2, "'s flying knife with his forehead", sizeof(message2));
|
|
break;
|
|
case LOC_CDAM:
|
|
Q_strncpyz(message, "'s ribs don't help against", sizeof(message));
|
|
Q_strncpyz(message2, "'s flying knife", sizeof(message2));
|
|
break;
|
|
case LOC_SDAM:
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " sees the contents of its own stomach thanks to",
|
|
sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " sees the contents of her own stomach thanks to",
|
|
sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " sees the contents of his own stomach thanks to",
|
|
sizeof(message));
|
|
Q_strncpyz(message2, "'s flying knife", sizeof(message2));
|
|
break;
|
|
case LOC_LDAM:
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " had its legs cut off thanks to", sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " had her legs cut off thanks to", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " had his legs cut off thanks to", sizeof(message));
|
|
Q_strncpyz(message2, "'s flying knife", sizeof(message2));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, " was hit by", sizeof(message));
|
|
Q_strncpyz(message2, "'s flying Combat Knife", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_KICK:
|
|
n = rand() % 3 + 1;
|
|
if (n == 1) {
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " got its ass kicked by", sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " got her ass kicked by", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " got his ass kicked by", sizeof(message));
|
|
} else if (n == 2) {
|
|
Q_strncpyz(message, " couldn't remove", sizeof(message));
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message2, "'s boot from its ass", sizeof(message2));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message2, "'s boot from her ass", sizeof(message2));
|
|
else
|
|
Q_strncpyz(message2, "'s boot from his ass", sizeof(message2));
|
|
} else {
|
|
if (gender == GENDER_NEUTER)
|
|
Q_strncpyz(message, " had a Bruce Lee put on it by", sizeof(message));
|
|
else if (gender == GENDER_FEMALE)
|
|
Q_strncpyz(message, " had a Bruce Lee put on her by", sizeof(message));
|
|
else
|
|
Q_strncpyz(message, " had a Bruce Lee put on him by", sizeof(message));
|
|
Q_strncpyz(message2, ", with a quickness", sizeof(message2));
|
|
}
|
|
break;
|
|
case MOD_TELEFRAG:
|
|
Q_strncpyz(message, " tried to invade", sizeof(message));
|
|
Q_strncpyz(message2, "'s personal space", sizeof(message2));
|
|
break;
|
|
default:
|
|
Q_strncpyz(message, " died.", sizeof(message));
|
|
break;
|
|
// Com_sprintf (message, sizeof(message), "died via unhandled MOD %i. Report this to JBravo", meansOfDeath);
|
|
}
|
|
Com_sprintf(death_msg, sizeof(death_msg), "%s^7%s %s^7%s\n", target->client->pers.netname, message,
|
|
attacker->client->pers.netname, message2);
|
|
SendObit(death_msg, target, attacker);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
player_die
|
|
==================
|
|
*/
|
|
void player_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, int damage, int meansOfDeath)
|
|
{
|
|
gentity_t *DMReward;
|
|
int anim, contents, killer, i, hurt;
|
|
char *killerName, *obit;
|
|
|
|
hurt = contents = 0;
|
|
//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
|
|
//Elder: remove zoom bits
|
|
// JBravo: moving this down below the Obit printout
|
|
// Cmd_Unzoom(self);
|
|
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;
|
|
|
|
//JBravo: switch off the lasersight
|
|
if (self->client->lasersight) {
|
|
G_FreeEntity(self->client->lasersight);
|
|
self->client->lasersight = NULL;
|
|
}
|
|
// JBravo: clear the gib flag
|
|
self->client->gibbed = qfalse;
|
|
}
|
|
if (self->client->ps.pm_type == PM_DEAD) {
|
|
return;
|
|
}
|
|
|
|
if (level.intermissiontime) {
|
|
return;
|
|
}
|
|
|
|
// JBravo: lets not bother with those CTF functions in Teamplay
|
|
if (g_gametype.integer == GT_CTF) {
|
|
// check for an almost capture
|
|
CheckAlmostCapture(self, attacker);
|
|
// check for a player that almost brought in cubes
|
|
CheckAlmostScored(self, attacker);
|
|
}
|
|
|
|
self->client->ps.pm_type = PM_DEAD;
|
|
|
|
if (attacker) {
|
|
killer = attacker->s.number;
|
|
if (attacker->client) {
|
|
killerName = attacker->client->pers.netname;
|
|
} else {
|
|
killerName = "<non-client>";
|
|
}
|
|
} else {
|
|
killer = ENTITYNUM_WORLD;
|
|
killerName = "<world>";
|
|
}
|
|
|
|
if (killer < 0 || killer >= MAX_CLIENTS) {
|
|
killer = ENTITYNUM_WORLD;
|
|
killerName = "<world>";
|
|
// Elder: Statistics tracking
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
|
|
self->client->pers.records[REC_WORLDDEATHS]++;
|
|
}
|
|
|
|
if ( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) ) {
|
|
obit = "<bad obituary>";
|
|
} else {
|
|
obit = modNames[meansOfDeath];
|
|
}
|
|
|
|
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
|
|
killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit);
|
|
|
|
// broadcast the death event to everyone
|
|
// Elder: use appropriate obit event and update statistics tracking
|
|
// JBravo: Im redoing the Obits.
|
|
|
|
if ((self->client->lasthurt_location & LOCATION_HEAD) == LOCATION_HEAD ||
|
|
(self->client->lasthurt_location & LOCATION_FACE) == LOCATION_FACE) {
|
|
// head kill
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
self->client->pers.records[REC_HEADDEATHS]++;
|
|
if (attacker && attacker->client)
|
|
attacker->client->pers.records[REC_HEADKILLS]++;
|
|
}
|
|
PrintDeathMessage(self, attacker, LOC_HDAM, meansOfDeath);
|
|
hurt = LOC_HDAM;
|
|
} else if ((self->client->lasthurt_location & LOCATION_CHEST) == LOCATION_CHEST ||
|
|
(self->client->lasthurt_location & LOCATION_SHOULDER) == LOCATION_SHOULDER) {
|
|
// chest kill
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
self->client->pers.records[REC_CHESTDEATHS]++;
|
|
if (attacker && attacker->client)
|
|
attacker->client->pers.records[REC_CHESTKILLS]++;
|
|
}
|
|
PrintDeathMessage(self, attacker, LOC_CDAM, meansOfDeath);
|
|
hurt = LOC_CDAM;
|
|
} else if ((self->client->lasthurt_location & LOCATION_STOMACH) == LOCATION_STOMACH ||
|
|
(self->client->lasthurt_location & LOCATION_GROIN) == LOCATION_GROIN) {
|
|
// stomach kill
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
self->client->pers.records[REC_STOMACHDEATHS]++;
|
|
if (attacker && attacker->client)
|
|
attacker->client->pers.records[REC_STOMACHKILLS]++;
|
|
}
|
|
PrintDeathMessage(self, attacker, LOC_SDAM, meansOfDeath);
|
|
hurt = LOC_SDAM;
|
|
} else if ((self->client->lasthurt_location & LOCATION_LEG) == LOCATION_LEG ||
|
|
(self->client->lasthurt_location & LOCATION_FOOT) == LOCATION_FOOT) {
|
|
// leg kill
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
self->client->pers.records[REC_LEGDEATHS]++;
|
|
if (attacker && attacker->client)
|
|
attacker->client->pers.records[REC_LEGKILLS]++;
|
|
}
|
|
PrintDeathMessage(self, attacker, LOC_LDAM, meansOfDeath);
|
|
hurt = LOC_LDAM;
|
|
} else {
|
|
// non-location/world kill
|
|
PrintDeathMessage(self, attacker, LOC_NOLOC, meansOfDeath);
|
|
hurt = 0;
|
|
}
|
|
|
|
Cmd_Unzoom(self);
|
|
|
|
// Elder: Statistics tracking
|
|
//Blaze: make sure the game is in progress before recording stats
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
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;
|
|
// JBravo: adding a default here to catch potential bugs
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
self->enemy = attacker;
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
//Makro - crash bug fix
|
|
if ((self->client != NULL) && (attacker->client != NULL)) {
|
|
self->client->ps.persistant[PERS_KILLED]++;
|
|
//Blaze: Give the attacker 1 kill
|
|
attacker->client->pers.records[REC_KILLS]++;
|
|
}
|
|
}
|
|
|
|
if (attacker && attacker->client) {
|
|
// JBravo: Add multiple last killed system.
|
|
AddKilledPlayer(attacker, self);
|
|
ResetKills(self);
|
|
// JBravo: make it OK to frag teammates after rounds are over.
|
|
if (attacker == self) {
|
|
if (g_gametype.integer == GT_TEAMPLAY && !level.team_round_going && !self->client->SuicideLikeARealMan) {
|
|
} else
|
|
AddScore(attacker, self->r.currentOrigin, -1);
|
|
} else if (OnSameTeam(self, attacker)) {
|
|
if (g_gametype.integer == GT_TEAMPLAY && level.team_round_going) {
|
|
AddScore(attacker, self->r.currentOrigin, -1);
|
|
//If the kill was a TK, remove 1 from REC_KILLS to negate the one given earlyier
|
|
attacker->client->pers.records[REC_KILLS]--;
|
|
//Also, increment the TK's record
|
|
attacker->client->pers.records[REC_TEAMKILLS]++;
|
|
Add_TeamKill(attacker);
|
|
trap_SendServerCommand(self - g_entities,
|
|
va("rq3_cmd %i %s", TKOK, attacker->client->pers.netname));
|
|
} else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_TEAM) {
|
|
AddScore(attacker, self->r.currentOrigin, -1);
|
|
attacker->client->pers.records[REC_KILLS]--;
|
|
attacker->client->pers.records[REC_TEAMKILLS]++;
|
|
Add_TeamKill(attacker);
|
|
trap_SendServerCommand(self - g_entities,
|
|
va("rq3_cmd %i %s", TKOK, attacker->client->pers.netname));
|
|
}
|
|
} else {
|
|
// Increase number of kills this life for attacker
|
|
// JBravo: unless we are in teamplay
|
|
if (g_gametype.integer == GT_TEAMPLAY) {
|
|
attacker->client->killStreak++;
|
|
AddScore(attacker, self->r.currentOrigin, 1);
|
|
} else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_TOURNAMENT) {
|
|
attacker->client->killStreak = 0;
|
|
AddScore(attacker, self->r.currentOrigin, 1);
|
|
} else {
|
|
attacker->client->killStreak++;
|
|
}
|
|
// DM reward scoring, should add an if statement to get around this when
|
|
// we add teamplay.
|
|
// JBravo: Done ;)
|
|
if (g_gametype.integer == GT_FFA || g_gametype.integer == GT_TEAM) {
|
|
if (attacker->client->killStreak < 4)
|
|
AddScore(attacker, self->r.currentOrigin, 1);
|
|
else if (attacker->client->killStreak < 8) {
|
|
AddScore(attacker, self->r.currentOrigin, 2);
|
|
DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
|
|
DMReward->s.otherEntityNum2 = killer;
|
|
DMReward->s.eventParm = attacker->client->killStreak;
|
|
DMReward->r.svFlags = SVF_BROADCAST;
|
|
} else if (attacker->client->killStreak < 16) {
|
|
AddScore(attacker, self->r.currentOrigin, 4);
|
|
DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
|
|
DMReward->s.otherEntityNum2 = killer;
|
|
DMReward->s.eventParm = attacker->client->killStreak;
|
|
DMReward->r.svFlags = SVF_BROADCAST;
|
|
} else if (attacker->client->killStreak < 32) {
|
|
AddScore(attacker, self->r.currentOrigin, 8);
|
|
DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
|
|
DMReward->s.otherEntityNum2 = killer;
|
|
DMReward->s.eventParm = attacker->client->killStreak;
|
|
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;
|
|
DMReward->r.svFlags = SVF_BROADCAST;
|
|
}
|
|
}
|
|
// JBravo: adding the 0wned sound
|
|
if (meansOfDeath == MOD_KNIFE) {
|
|
trap_SendServerCommand(attacker - g_entities, va("rq3_cmd %i", OWNED));
|
|
trap_SendServerCommand(self - g_entities, va("rq3_cmd %i", OWNED));
|
|
}
|
|
attacker->client->lastKillTime = level.time;
|
|
}
|
|
} else {
|
|
if (g_gametype.integer == GT_TEAMPLAY && !level.team_round_going && !self->client->SuicideLikeARealMan) {
|
|
} else
|
|
AddScore(self, self->r.currentOrigin, -1);
|
|
}
|
|
|
|
// Add team bonuses
|
|
// JBravo: unless we are in teamplay
|
|
if (g_gametype.integer != GT_TEAMPLAY) {
|
|
Team_FragBonuses(self, inflictor, attacker);
|
|
}
|
|
// if I committed suicide, the flag does not fall, it returns.
|
|
// Unless we are in teamplay
|
|
if (meansOfDeath == MOD_SUICIDE) {
|
|
// Elder: Statistics tracking
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
self->client->pers.records[REC_SUICIDES]++;
|
|
self->client->pers.records[REC_KILLS]--;
|
|
}
|
|
if (g_gametype.integer == GT_CTF) {
|
|
if (self->client->ps.powerups[PW_NEUTRALFLAG]) { // only happens in One Flag CTF
|
|
Team_ReturnFlag(TEAM_FREE);
|
|
self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
|
|
} else if (self->client->ps.powerups[PW_REDFLAG]) { // only happens in standard CTF
|
|
Team_ReturnFlag(TEAM_RED);
|
|
self->client->ps.powerups[PW_REDFLAG] = 0;
|
|
} else if (self->client->ps.powerups[PW_BLUEFLAG]) { // only happens in standard CTF
|
|
Team_ReturnFlag(TEAM_BLUE);
|
|
self->client->ps.powerups[PW_BLUEFLAG] = 0;
|
|
}
|
|
}
|
|
}
|
|
// if client is in a nodrop area, don't drop anything (but return CTF flags!)
|
|
// contents = trap_PointContents(self->r.currentOrigin, -1);
|
|
if (!(contents & CONTENTS_NODROP)) {
|
|
TossClientItems(self);
|
|
} else {
|
|
if (g_gametype.integer == GT_CTF) {
|
|
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);
|
|
}
|
|
} else if ( g_gametype.integer == GT_FFA ) {
|
|
int i=0;
|
|
for (i=0; i < HI_NUM_HOLDABLE; i++)
|
|
{
|
|
if ( self->client->ps.stats[STAT_HOLDABLE_ITEM] & (1<< i))
|
|
{
|
|
RQ3_ResetItem(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// JBravo: no need for automatic scoreboard on deaths.
|
|
if (g_gametype.integer != GT_TEAMPLAY) {
|
|
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;
|
|
}
|
|
// JBravo: make clients that are following this one stop following.
|
|
// JBravo: Moved the code to move followers over to MakeSpectator.
|
|
if (g_gametype.integer != GT_TEAMPLAY) {
|
|
Cmd_Score_f(g_entities + i);
|
|
}
|
|
}
|
|
|
|
self->takedamage = qtrue; // can still be gibbed
|
|
self->s.weapon = WP_NONE;
|
|
self->s.powerups = 0;
|
|
|
|
// Elder: HC smoke
|
|
if (meansOfDeath == MOD_HANDCANNON && self->client->damage_knockback > RQ3_HANDCANNON_KICK * 4) {
|
|
self->client->ps.eFlags |= EF_HANDCANNON_SMOKED;
|
|
}
|
|
|
|
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
|
|
// JBravo: we dont want automatic respawning of players in teamplay
|
|
if (g_gametype.integer == GT_TEAMPLAY) {
|
|
self->client->respawnTime = level.time + 1000;
|
|
} else {
|
|
self->client->respawnTime = level.time + 1700;
|
|
}
|
|
// JBravo: set the time of death for CTB
|
|
if (g_gametype.integer == GT_CTF) {
|
|
self->client->time_of_death = level.time;
|
|
}
|
|
// remove powerups
|
|
memset(self->client->ps.powerups, 0, sizeof(self->client->ps.powerups));
|
|
|
|
// JBravo: AQ style Sniper and HC gibbing
|
|
if (g_RQ3_gib.integer > 0) {
|
|
if (meansOfDeath == MOD_SNIPER && hurt == LOC_HDAM) {
|
|
if (g_RQ3_gib.integer < 3) {
|
|
// NiceAss: beheading =D
|
|
self->client->ps.eFlags |= EF_HEADLESS;
|
|
GibEntity_Headshot(self, killer);
|
|
} else {
|
|
//GibEntity (self, killer);
|
|
G_TempEntity(self->r.currentOrigin, EV_GIB_PLAYER);
|
|
self->client->gibbed = qtrue;
|
|
trap_UnlinkEntity(self);
|
|
}
|
|
} else if (meansOfDeath == MOD_HANDCANNON && g_RQ3_gib.integer > 1 && self->health <= -15) {
|
|
self->client->noHead = qfalse;
|
|
//GibEntity (self, killer);
|
|
G_TempEntity(self->r.currentOrigin, EV_GIB_PLAYER);
|
|
self->client->gibbed = qtrue;
|
|
trap_UnlinkEntity(self);
|
|
}
|
|
}
|
|
// never gib in a nodrop
|
|
contents = trap_PointContents(self->r.currentOrigin, -1);
|
|
if (g_RQ3_gib.integer > 3 && !self->client->gibbed
|
|
&& (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer)) {
|
|
// gib death
|
|
GibEntity(self, killer);
|
|
} else if (meansOfDeath == MOD_SUICIDE) {
|
|
G_AddEvent(self, EV_GIB_PLAYER, killer);
|
|
self->takedamage = qfalse;
|
|
self->s.eType = ET_INVISIBLE;
|
|
self->r.contents = 0;
|
|
} else if (self->client->gibbed) {
|
|
self->client->gibbed = qtrue; // JBravo: Basicly do nothing
|
|
} 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;
|
|
}
|
|
|
|
self->client->ps.legsAnim = ((self->client->ps.legsAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim;
|
|
self->client->ps.torsoAnim = ((self->client->ps.torsoAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim;
|
|
|
|
// Elder: only do death sounds if not hit in the head
|
|
if ((level.time - self->client->headShotTime > 400) && !self->client->gibbed)
|
|
G_AddEvent(self, EV_DEATH1 + i, killer);
|
|
|
|
// the body can still be gibbed
|
|
self->die = body_die;
|
|
|
|
// globally cycle through the different death animations
|
|
i = (i + 1) % 3;
|
|
}
|
|
|
|
self->physicsObject = qfalse;
|
|
|
|
// JBravo: lets not relink players that have been gibbed here.
|
|
if (!self->client->gibbed)
|
|
trap_LinkEntity(self);
|
|
}
|
|
|
|
/*
|
|
================
|
|
CheckArmor
|
|
================
|
|
*/
|
|
int CheckArmor(gentity_t * ent, int damage, int dflags)
|
|
{
|
|
gclient_t *client;
|
|
int save;
|
|
int count;
|
|
|
|
if (!damage)
|
|
return 0;
|
|
|
|
client = ent->client;
|
|
|
|
if (!client)
|
|
return 0;
|
|
|
|
if (dflags & DAMAGE_NO_ARMOR)
|
|
return 0;
|
|
|
|
// armor
|
|
count = client->ps.stats[STAT_ARMOR];
|
|
save = ceil(damage * ARMOR_PROTECTION);
|
|
if (save >= count)
|
|
save = count;
|
|
|
|
if (!save)
|
|
return 0;
|
|
|
|
client->ps.stats[STAT_ARMOR] -= save;
|
|
|
|
return save;
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
}
|
|
|
|
/*
|
|
============
|
|
G_Damage
|
|
|
|
targ entity that is being damaged
|
|
inflictor entity that is causing the damage
|
|
attacker entity that caused the inflictor to damage targ
|
|
example: targ=monster, inflictor=rocket, attacker=player
|
|
|
|
dir direction of the attack for knockback
|
|
point point at which the damage is being inflicted, used for headshots
|
|
damage amount of damage being inflicted
|
|
knockback force to be applied against targ as a result of the damage
|
|
|
|
inflictor, attacker, dir, and point can be NULL for environmental effects
|
|
|
|
dflags these flags are used to control how T_Damage works
|
|
DAMAGE_RADIUS damage was indirect (from a nearby explosion)
|
|
DAMAGE_NO_ARMOR armor does not protect from this damage
|
|
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
|
|
DAMAGE_NO_PROTECTION kills godmode, armor, everything
|
|
============
|
|
*/
|
|
|
|
void VerifyHeadShot(vec3_t point, vec3_t dir, float height, vec3_t newpoint)
|
|
{
|
|
vec3_t normdir, normdir2;
|
|
|
|
VectorNormalize2(dir, normdir);
|
|
VectorScale(normdir, height, normdir2);
|
|
VectorAdd(point, normdir2, newpoint);
|
|
}
|
|
|
|
#define LEG_DAMAGE (height/2.2) - abs(targ->r.mins[2]) - 3 // -1.545455
|
|
#define STOMACH_DAMAGE (height/1.8) - abs(targ->r.mins[2]) // 7.111111
|
|
#define CHEST_DAMAGE (height/1.4) - abs(targ->r.mins[2]) // 16.000000
|
|
#define HEAD_HEIGHT 12.0
|
|
|
|
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;
|
|
gentity_t *tent;
|
|
// int take, save, asave, knockback;
|
|
int take, knockback;
|
|
int bleeding = 0, instant_dam = 1, height;
|
|
float z_rel, targ_maxs2, from_top;
|
|
vec3_t line, new_point;
|
|
vec_t dist;
|
|
|
|
if (!targ->takedamage) {
|
|
return;
|
|
}
|
|
|
|
if (g_gametype.integer >= GT_TEAM && level.lights_camera_action) {
|
|
return; // JBravo: No dmg during LCA
|
|
}
|
|
|
|
// NiceAss: Fixed pointer bug causing DLLs to crash
|
|
// JBravo: FF control
|
|
if (attacker && targ && targ->client && attacker->client && targ != attacker) {
|
|
if (g_gametype.integer >= GT_TEAM && targ->client->sess.savedTeam == attacker->client->sess.savedTeam) {
|
|
if (g_gametype.integer == GT_TEAMPLAY) {
|
|
if (level.team_round_going && g_friendlyFire.integer == 0)
|
|
return;
|
|
} else if (g_gametype.integer >= GT_TEAM) {
|
|
if (g_friendlyFire.integer == 0)
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// the intermission has already been qualified for, so don't
|
|
// allow any extra scoring
|
|
if (level.intermissionQueued) {
|
|
return;
|
|
}
|
|
// Elder: respawn protection -- only for gunfire though!
|
|
// No safety from falling!
|
|
// NiceAss: Or TELEFAGS!
|
|
if (targ->client && inflictor &&
|
|
level.time - targ->client->respawnTime < g_RQ3_respawnProtectTime.integer * 1000 && mod != MOD_TELEFRAG)
|
|
return;
|
|
|
|
if (!inflictor) {
|
|
inflictor = &g_entities[ENTITYNUM_WORLD];
|
|
}
|
|
|
|
if (!attacker) {
|
|
attacker = &g_entities[ENTITYNUM_WORLD];
|
|
}
|
|
// shootable doors / buttons don't actually have any health
|
|
// Makro - they do now !
|
|
if (targ->s.eType == ET_MOVER) {
|
|
targ->health -= damage;
|
|
if (targ->health <= 0) {
|
|
if (targ->use
|
|
&& (targ->moverState == MOVER_POS1 || targ->moverState == ROTATOR_POS1
|
|
|| (targ->spawnflags & 8))) {
|
|
targ->use(targ, inflictor, attacker);
|
|
}
|
|
if (targ->wait < 0) {
|
|
targ->takedamage = qfalse;
|
|
}
|
|
targ->health = targ->health_saved;
|
|
}
|
|
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) {
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
//Blaze: If we shot a breakable item subtract the damage from its health and try to break it
|
|
if (targ->s.eType == ET_BREAKABLE) {
|
|
if (!targ->unbreakable) {
|
|
targ->health -= damage;
|
|
}
|
|
if (targ->exploded == qfalse)
|
|
G_BreakGlass(targ, inflictor, attacker, point, mod, damage);
|
|
return;
|
|
}
|
|
|
|
client = targ->client;
|
|
|
|
if (client) {
|
|
if (client->noclip) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!dir) {
|
|
dflags |= DAMAGE_NO_KNOCKBACK;
|
|
} else {
|
|
VectorNormalize(dir);
|
|
}
|
|
|
|
if (targ->flags & FL_NO_KNOCKBACK) {
|
|
knockback = 0;
|
|
} else if (dflags & DAMAGE_NO_KNOCKBACK) {
|
|
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;
|
|
case MOD_TRIGGER_HURT:
|
|
knockback = (int) (0.75 * damage);
|
|
break;
|
|
default:
|
|
//Makro - custom death message implies a trigger_hurt
|
|
if (mod >= MOD_CUSTOM && mod - MOD_CUSTOM < level.numCustomDeathMsg)
|
|
{
|
|
knockback = (int) (0.75 * damage);
|
|
} else {
|
|
G_Printf("G_Damage: Received unknown MOD - using default knockback\n");
|
|
knockback = 50;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 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)) {
|
|
// figure momentum add, even if the damage won't be taken
|
|
if (knockback && targ->client) {
|
|
vec3_t kvel, flydir;
|
|
float mass;
|
|
|
|
// JBravo: flydir was uninitialized in the case of MOD_FALLING. Dont know why it does not like to have flydir set
|
|
// but I guess flydir = dir in MOD_FALLING is still better than random stack space has.
|
|
VectorCopy(dir, flydir);
|
|
flydir[2] += 0.4f;
|
|
/* if (mod != MOD_FALLING) {
|
|
VectorCopy(dir, flydir);
|
|
// NiceAss: Although AQ2 has this, it was being much more
|
|
// severe in RQ3 than AQ2. Removed!
|
|
//flydir[2] += 0.4f;
|
|
}
|
|
*/
|
|
mass = 200;
|
|
|
|
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)
|
|
//Makro - added check; q3 crashed sometimes with .dlls
|
|
if ((attacker != NULL) && (client != NULL) && (targ != NULL)) {
|
|
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]);
|
|
}
|
|
}
|
|
}
|
|
// check for completely getting out of the damage
|
|
if (!(dflags & DAMAGE_NO_PROTECTION)) {
|
|
|
|
// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
|
|
// if the attacker was on the same team
|
|
if (targ != attacker && OnSameTeam(targ, attacker)) {
|
|
// JBravo: more FF tweaks
|
|
if (g_gametype.integer == GT_TEAMPLAY) {
|
|
if (g_friendlyFire.integer == 2 && level.team_round_going)
|
|
return;
|
|
if (level.team_round_going)
|
|
Add_TeamWound(attacker, targ, mod);
|
|
} else if (g_gametype.integer >= GT_TEAM) {
|
|
if (g_friendlyFire.integer == 2)
|
|
return;
|
|
else
|
|
Add_TeamWound(attacker, targ, mod);
|
|
}
|
|
}
|
|
// check for godmode
|
|
if (targ->flags & FL_GODMODE) {
|
|
return;
|
|
}
|
|
}
|
|
//Blaze: Add falling damage for limping
|
|
if (mod == MOD_FALLING)
|
|
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
|
|
|
|
if (damage < 1) {
|
|
damage = 1;
|
|
}
|
|
take = damage;
|
|
// save = 0;
|
|
|
|
// save some from armor
|
|
// JBravo: armor ? dont think so.
|
|
// asave = CheckArmor(targ, take, dflags);
|
|
// take -= asave;
|
|
|
|
if (g_debugDamage.integer) {
|
|
G_Printf("%i: client:%i health:%i damage:%i\n", level.time, targ->s.number,
|
|
targ->health, take);
|
|
}
|
|
// See if it's the player hurting the emeny flag carrier
|
|
if (g_gametype.integer == GT_CTF) {
|
|
Team_CheckHurtCarrier(targ, attacker);
|
|
}
|
|
// aasimon: start calculations for hit location determination
|
|
if (targ->client) {
|
|
// set the last client who damaged the target
|
|
targ->client->lasthurt_client = attacker->s.number;
|
|
targ->client->lasthurt_mod = mod;
|
|
// Modify the damage for location damage
|
|
|
|
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
|
|
|
|
if (take && (mod == MOD_M3 || mod == MOD_HANDCANNON ||
|
|
mod == MOD_GRENADE || mod == MOD_GRENADE_SPLASH || mod == MOD_TRIGGER_HURT ||
|
|
//Makro - custom death message implies a trigger_hurt
|
|
mod >= MOD_CUSTOM)) {
|
|
bleeding = 1;
|
|
instant_dam = 0;
|
|
|
|
//No location damage
|
|
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;
|
|
|
|
if (playernum >= 0 && playernum < MAX_CLIENTS)
|
|
tookShellHit[playernum] = 1;
|
|
} 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_KNIFE || mod == MOD_KNIFE_THROWN)) {
|
|
|
|
bleeding = 1;
|
|
instant_dam = 0;
|
|
|
|
// JBravo: calulate where the bullet hit
|
|
targ->client->lasthurt_location = 0;
|
|
targ_maxs2 = targ->r.maxs[2];
|
|
height = abs(targ->r.mins[2]) + targ_maxs2;
|
|
z_rel = point[2] - targ->r.currentOrigin[2];
|
|
from_top = targ_maxs2 - z_rel;
|
|
|
|
//G_Printf("z_rel = %f, height = %d, from_top = %f\n", z_rel, height, from_top);
|
|
|
|
if (from_top < 2 * HEAD_HEIGHT) {
|
|
VerifyHeadShot (point, dir, HEAD_HEIGHT, new_point);
|
|
VectorSubtract (new_point, targ->r.currentOrigin, new_point);
|
|
if ((targ_maxs2 - new_point[2]) < HEAD_HEIGHT
|
|
&& (abs(new_point[1])) < HEAD_HEIGHT*.8
|
|
&& (abs(new_point[0])) < HEAD_HEIGHT*.8) {
|
|
targ->client->lasthurt_location = LOCATION_HEAD;
|
|
}
|
|
}
|
|
if (z_rel < LEG_DAMAGE) {
|
|
targ->client->lasthurt_location = LOCATION_LEG;
|
|
} else if (z_rel < STOMACH_DAMAGE) {
|
|
targ->client->lasthurt_location = LOCATION_STOMACH;
|
|
} else if (targ->client->lasthurt_location == 0){
|
|
targ->client->lasthurt_location = LOCATION_CHEST;
|
|
}
|
|
|
|
switch (targ->client->lasthurt_location) {
|
|
case LOCATION_HEAD:
|
|
if (attacker->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
attacker->client->pers.records[REC_HEADSHOTS]++;
|
|
// JBravo: helmet stuff
|
|
if ((targ->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_HELMET)) &&
|
|
mod != MOD_SNIPER && mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN) {
|
|
trap_SendServerCommand(attacker - g_entities,
|
|
va("print \"%s^7 has a Kevlar Helmet - AIM FOR THE BODY!\n\"",
|
|
targ->client->pers.netname));
|
|
trap_SendServerCommand(targ - g_entities,
|
|
va("print \"Kevlar Helmet absorbed a part of %s^7's shot\n\"",
|
|
attacker->client->pers.netname));
|
|
tent = G_TempEntity(targ->s.pos.trBase, EV_BULLET_HIT_KEVLAR);
|
|
tent->s.eventParm = DirToByte(dir);
|
|
take = (take / 2);
|
|
targ->client->kevlarHit = qtrue;
|
|
instant_dam = 1;
|
|
bleeding = 0;
|
|
break;
|
|
} else if ((targ->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_HELMET)) &&
|
|
mod == MOD_SNIPER) {
|
|
trap_SendServerCommand(attacker - g_entities,
|
|
va("print \"%s^7 has a Kevlar Helmet, too bad you have AP rounds...\n\"",
|
|
targ->client->pers.netname));
|
|
trap_SendServerCommand(targ - g_entities,
|
|
va("print \"Kevlar Helmet absorbed some of %s^7's AP sniper round\n\"",
|
|
attacker->client->pers.netname));
|
|
take = (take * 0.325);
|
|
instant_dam = 1;
|
|
bleeding = 1;
|
|
break;
|
|
} else {
|
|
//save headshot time for player_die
|
|
targ->client->headShotTime = level.time;
|
|
|
|
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\""));
|
|
|
|
//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;
|
|
}
|
|
// JBravo: order is important
|
|
take = (take * 1.8) + 1;
|
|
break;
|
|
}
|
|
case LOCATION_CHEST:
|
|
if (attacker->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
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
|
|
// JBravo: added mod != MOD_KNIFE so kevlar doesn't help against slashing knives either
|
|
// JBravo: the new itemscode.
|
|
if ((targ->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_KEVLAR)) &&
|
|
mod != MOD_KNIFE_THROWN && mod != MOD_KNIFE) {
|
|
targ->client->kevlarHit = qtrue;
|
|
if (attacker->client->ps.weapon == WP_SSG3000) {
|
|
trap_SendServerCommand(attacker - g_entities,
|
|
va("print \"%s^7 has 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 {
|
|
trap_SendServerCommand(attacker - g_entities,
|
|
va("print \"%s^7 has a Kevlar Vest - AIM FOR THE HEAD!\n\"",
|
|
targ->client->pers.netname));
|
|
trap_SendServerCommand(targ - g_entities,
|
|
va("print \"Kevlar Vest absorbed most of %s^7's shot\n\"",
|
|
attacker->client->pers.netname));
|
|
take = take / 10;
|
|
instant_dam = 1;
|
|
bleeding = 0;
|
|
}
|
|
//Kevlar sound
|
|
tent = G_TempEntity(targ->s.pos.trBase, EV_BULLET_HIT_KEVLAR);
|
|
tent->s.eventParm = DirToByte(dir);
|
|
} 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:
|
|
if (attacker->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
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;
|
|
if (attacker->client && attacker->client->ps.weapon == WP_SSG3000
|
|
&& g_RQ3_gib.integer >= 1) {
|
|
G_TempEntity(targ->r.currentOrigin, EV_GIB_PLAYER_STOMACH);
|
|
}
|
|
break;
|
|
case LOCATION_LEG:
|
|
if (attacker->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
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
|
|
targ->client->lasthurt_location = LOCATION_NONE;
|
|
}
|
|
// 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;
|
|
}
|
|
//JBravo: no armour
|
|
// 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;
|
|
}
|
|
}
|
|
// do the damage
|
|
if (take) {
|
|
// JBravo: for Damage delt tracking
|
|
if (attacker && attacker->client && targ->health > 0 && targ->client) {
|
|
if (mod == MOD_TELEFRAG) {
|
|
attacker->client->ps.persistant[PERS_DAMAGE_DELT] += 100;
|
|
} else {
|
|
if (g_gametype.integer >= GT_TEAM) {
|
|
if (attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam)
|
|
attacker->client->ps.persistant[PERS_DAMAGE_DELT] += take;
|
|
} else {
|
|
attacker->client->ps.persistant[PERS_DAMAGE_DELT] += take;
|
|
}
|
|
}
|
|
//Makro - crash bug fix
|
|
if (targ && targ->client) {
|
|
Com_sprintf(attacker->client->last_damaged_players,
|
|
sizeof(attacker->client->last_damaged_players), "%s^7",
|
|
targ->client->pers.netname);
|
|
}
|
|
}
|
|
if (instant_dam) {
|
|
// G_Printf("(%d) instant damage\n",take);
|
|
targ->health = targ->health - take;
|
|
}
|
|
if (targ->client) {
|
|
targ->client->ps.stats[STAT_HEALTH] = targ->health;
|
|
}
|
|
|
|
if (targ->health <= 0) {
|
|
if (targ->health < -999) {
|
|
targ->health = -999;
|
|
}
|
|
targ->enemy = attacker;
|
|
//Makro - crash bug fix
|
|
if (targ->die)
|
|
targ->die(targ, inflictor, attacker, take, mod);
|
|
return;
|
|
} else if (targ->pain) {
|
|
targ->pain(targ, attacker, take);
|
|
}
|
|
}
|
|
|
|
if (client) {
|
|
if (client->lasthurt_location && bleeding) {
|
|
// Elder: use the server FPS
|
|
int realBleedTime;
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
CanDamage
|
|
|
|
Returns qtrue if the inflictor can directly damage the target. Used for
|
|
explosions and melee attacks.
|
|
============
|
|
*/
|
|
qboolean CanDamage(gentity_t * targ, vec3_t origin)
|
|
{
|
|
vec3_t dest;
|
|
trace_t tr;
|
|
vec3_t midpoint;
|
|
vec3_t offsetmins = {-15, -15, -15};
|
|
vec3_t offsetmaxs = {15, 15, 15};
|
|
|
|
// use the midpoint of the bounds instead of the origin, because
|
|
// bmodels may have their origin is 0,0,0
|
|
VectorAdd(targ->r.absmin, targ->r.absmax, midpoint);
|
|
VectorScale(midpoint, 0.5, midpoint);
|
|
|
|
VectorCopy(midpoint, dest);
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
|
|
return qtrue;
|
|
|
|
// this should probably check in the plane of projection,
|
|
// rather than in world coordinate
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmaxs[2];
|
|
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] += offsetmaxs[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmaxs[2];
|
|
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] += offsetmins[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmaxs[2];
|
|
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] += offsetmins[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmaxs[2];
|
|
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] += offsetmaxs[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmins[2];
|
|
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] += offsetmaxs[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmins[2];
|
|
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] += offsetmins[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmins[2];
|
|
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
|
|
============
|
|
*/
|
|
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, i, e;
|
|
vec3_t mins, maxs, v, dir;
|
|
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++) {
|
|
//Blaze: Prit out some Debug info
|
|
if (&g_entities[entityList[e]] == NULL) G_Printf("Ln 2499\n");
|
|
|
|
ent = &g_entities[entityList[e]];
|
|
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
// find the distance from the edge of the bounding box
|
|
for (i = 0; i < 3; i++) {
|
|
if (origin[i] < ent->r.absmin[i]) {
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
} else if (origin[i] > ent->r.absmax[i]) {
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
} else {
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
dist = VectorLength(v);
|
|
if (dist > radius) {
|
|
continue;
|
|
}
|
|
//Blaze: lets use the q3 damage because it works the same for grenades, but lets breakables work better.
|
|
// Q2 radius damage
|
|
//points = damage - 0.5f * dist;
|
|
// Q3 radius damage
|
|
points = damage * (1.0 - dist / radius);
|
|
|
|
//Elder: reduce grenade damage if crouching
|
|
if (ent->r.maxs[2] < 20) {
|
|
points = points * 0.5f; // hefty reduction in damage
|
|
}
|
|
|
|
if (CanDamage(ent, origin)) {
|
|
if (LogAccuracyHit(ent, attacker)) {
|
|
hitClient = qtrue;
|
|
}
|
|
VectorSubtract(ent->r.currentOrigin, origin, dir);
|
|
// push the center of mass higher than the origin so players
|
|
// get knocked into the air more
|
|
// dir[2] += 24;
|
|
|
|
G_Damage(ent, NULL, attacker, dir, origin, (int) (points * 0.75f), DAMAGE_RADIUS, mod);
|
|
}
|
|
}
|
|
|
|
return hitClient;
|
|
}
|