mirror of
https://github.com/ReactionQuake3/reaction.git
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89 lines
2.7 KiB
C
89 lines
2.7 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 1.16 2002/06/23 21:44:08 jbravo
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// Fixed shots fired stats for non TP modes and some cleanups
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//
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// Revision 1.15 2002/06/23 19:24:19 niceass
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// bandage bug fix
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//
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// Revision 1.14 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 1.13 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 1.12 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 1.11 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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#include "g_local.h"
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//Elder: someone should comment this b/c it's hard to follow
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//Makes the damage "non-instant" like AQ2
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void CheckBleeding(gentity_t * targ)
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{
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int damage;
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int temp;
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int realBleedTime;
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gentity_t *tent;
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// Elder: use the server's FPS as a basis for bleed time
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realBleedTime = trap_Cvar_VariableIntegerValue("sv_fps");
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// just safety check it
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if (realBleedTime <= 0)
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realBleedTime = BLEED_TIME;
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if (!(targ->client->bleeding) || (targ->health <= 0))
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return;
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// NiceAss: (10.0f / realBleedTime) is just (Q2 FPS / Q3 FPS)
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temp = (int) (targ->client->bleeding * 0.2f * (10.0f / realBleedTime));
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targ->client->bleeding -= temp;
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if (temp <= 0)
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temp = 1;
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targ->client->bleed_remain += temp;
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damage = (int) (targ->client->bleed_remain / realBleedTime);
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if (targ->client->bleed_remain >= realBleedTime) {
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//G_Printf("Bleed Remain: %i Server Time: %i\n", targ->client->bleed_remain, level.time);
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// if ( (targ->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK &&
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targ->health -= damage;
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if (targ->health <= 0) {
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player_die(targ, &g_entities[targ->client->lasthurt_client],
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&g_entities[targ->client->lasthurt_client], damage, targ->client->lasthurt_mod);
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} else {
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targ->client->bleed_remain %= realBleedTime;
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}
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if (g_RQ3_ejectBlood.integer && targ->client->bleed_delay <= level.time) {
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vec3_t bleedOrigin;
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targ->client->bleed_delay = level.time + 2000; // 2 seconds
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VectorAdd(targ->client->bleedloc_offset, targ->client->ps.origin, bleedOrigin);
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//gi.cprintf(ent, PRINT_HIGH, "Bleeding now.\n");
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//EjectBlooder(ent, pos, pos);
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// do bleeding
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tent = G_TempEntity(bleedOrigin, EV_EJECTBLOOD);
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tent->s.otherEntityNum = targ->s.clientNum;
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}
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}
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}
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//Elder: apparently does nothing and is unused
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void StartBandage(gentity_t * ent)
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{
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ent->client->bleeding = 0;
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}
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