2005-08-26 17:39:27 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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2005-10-29 01:53:09 +00:00
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along with Quake III Arena source code; if not, write to the Free Software
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2005-08-26 17:39:27 +00:00
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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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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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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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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 )
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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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gitem_t *item;
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int weapon;
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float angle;
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int i;
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gentity_t *drop;
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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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// make a special check to see if they are changing to a new
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// weapon that isn't the mg or gauntlet. Without this, a client
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// can pick up a weapon, be killed, and not drop the weapon because
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// their weapon change hasn't completed yet and they are still holding the MG.
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if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
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if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
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weapon = self->client->pers.cmd.weapon;
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}
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if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
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weapon = WP_NONE;
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}
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}
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if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
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self->client->ps.ammo[ weapon ] ) {
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// find the item type for this weapon
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item = BG_FindItemForWeapon( weapon );
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// spawn the item
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Drop_Item( self, item, 0 );
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}
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// drop all the powerups if not in teamplay
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if ( g_gametype.integer != GT_TEAM ) {
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angle = 45;
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for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
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if ( self->client->ps.powerups[ i ] > level.time ) {
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item = BG_FindItemForPowerup( i );
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if ( !item ) {
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continue;
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}
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drop = Drop_Item( self, item, angle );
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// decide how many seconds it has left
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drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
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if ( drop->count < 1 ) {
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drop->count = 1;
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}
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angle += 45;
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}
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}
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}
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}
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#ifdef MISSIONPACK
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/*
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=================
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TossClientCubes
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=================
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*/
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extern gentity_t *neutralObelisk;
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void TossClientCubes( gentity_t *self ) {
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gitem_t *item;
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gentity_t *drop;
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vec3_t velocity;
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vec3_t angles;
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vec3_t origin;
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self->client->ps.generic1 = 0;
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// this should never happen but we should never
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// get the server to crash due to skull being spawned in
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if (!G_EntitiesFree()) {
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return;
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}
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if( self->client->sess.sessionTeam == TEAM_RED ) {
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item = BG_FindItem( "Red Cube" );
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}
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else {
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item = BG_FindItem( "Blue Cube" );
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}
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angles[YAW] = (float)(level.time % 360);
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angles[PITCH] = 0; // always forward
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angles[ROLL] = 0;
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AngleVectors( angles, velocity, NULL, NULL );
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VectorScale( velocity, 150, velocity );
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velocity[2] += 200 + crandom() * 50;
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if( neutralObelisk ) {
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VectorCopy( neutralObelisk->s.pos.trBase, origin );
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origin[2] += 44;
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} else {
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VectorClear( origin ) ;
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}
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drop = LaunchItem( item, origin, velocity );
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drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
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drop->think = G_FreeEntity;
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drop->spawnflags = self->client->sess.sessionTeam;
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}
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/*
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=================
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TossClientPersistantPowerups
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=================
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*/
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void TossClientPersistantPowerups( gentity_t *ent ) {
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gentity_t *powerup;
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if( !ent->client ) {
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return;
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}
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if( !ent->client->persistantPowerup ) {
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return;
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}
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powerup = ent->client->persistantPowerup;
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powerup->r.svFlags &= ~SVF_NOCLIENT;
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powerup->s.eFlags &= ~EF_NODRAW;
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powerup->r.contents = CONTENTS_TRIGGER;
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trap_LinkEntity( powerup );
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ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
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ent->client->persistantPowerup = NULL;
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}
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#endif
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/*
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==================
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LookAtKiller
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==================
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*/
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void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
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vec3_t dir;
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if ( attacker && attacker != self ) {
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VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
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} else if ( inflictor && inflictor != self ) {
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VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
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} else {
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self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
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return;
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}
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self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
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}
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/*
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==================
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GibEntity
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==================
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*/
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void GibEntity( gentity_t *self, int killer ) {
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gentity_t *ent;
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int i;
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//if this entity still has kamikaze
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if (self->s.eFlags & EF_KAMIKAZE) {
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// check if there is a kamikaze timer around for this owner
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for (i = 0; i < MAX_GENTITIES; i++) {
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ent = &g_entities[i];
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if (!ent->inuse)
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continue;
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if (ent->activator != self)
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continue;
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if (strcmp(ent->classname, "kamikaze timer"))
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continue;
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G_FreeEntity(ent);
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break;
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}
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}
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G_AddEvent( self, EV_GIB_PLAYER, killer );
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self->takedamage = qfalse;
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self->s.eType = ET_INVISIBLE;
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self->r.contents = 0;
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}
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/*
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==================
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body_die
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==================
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*/
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void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
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if ( self->health > GIB_HEALTH ) {
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return;
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}
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if ( !g_blood.integer ) {
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self->health = GIB_HEALTH+1;
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return;
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}
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GibEntity( self, 0 );
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}
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// these are just for logging, the client prints its own messages
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char *modNames[] = {
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"MOD_UNKNOWN",
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"MOD_SHOTGUN",
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"MOD_GAUNTLET",
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"MOD_MACHINEGUN",
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"MOD_GRENADE",
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"MOD_GRENADE_SPLASH",
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"MOD_ROCKET",
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"MOD_ROCKET_SPLASH",
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"MOD_PLASMA",
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"MOD_PLASMA_SPLASH",
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"MOD_RAILGUN",
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"MOD_LIGHTNING",
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"MOD_BFG",
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"MOD_BFG_SPLASH",
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"MOD_WATER",
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"MOD_SLIME",
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"MOD_LAVA",
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"MOD_CRUSH",
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"MOD_TELEFRAG",
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"MOD_FALLING",
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"MOD_SUICIDE",
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"MOD_TARGET_LASER",
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"MOD_TRIGGER_HURT",
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#ifdef MISSIONPACK
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"MOD_NAIL",
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"MOD_CHAINGUN",
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"MOD_PROXIMITY_MINE",
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"MOD_KAMIKAZE",
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"MOD_JUICED",
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#endif
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"MOD_GRAPPLE"
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};
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#ifdef MISSIONPACK
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/*
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==================
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Kamikaze_DeathActivate
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==================
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*/
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void Kamikaze_DeathActivate( gentity_t *ent ) {
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G_StartKamikaze(ent);
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G_FreeEntity(ent);
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}
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/*
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==================
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Kamikaze_DeathTimer
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==================
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*/
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void Kamikaze_DeathTimer( gentity_t *self ) {
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gentity_t *ent;
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ent = G_Spawn();
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ent->classname = "kamikaze timer";
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VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
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ent->r.svFlags |= SVF_NOCLIENT;
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ent->think = Kamikaze_DeathActivate;
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ent->nextthink = level.time + 5 * 1000;
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ent->activator = self;
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}
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#endif
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/*
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==================
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CheckAlmostCapture
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==================
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*/
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void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
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gentity_t *ent;
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vec3_t dir;
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char *classname;
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// if this player was carrying a flag
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if ( self->client->ps.powerups[PW_REDFLAG] ||
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self->client->ps.powerups[PW_BLUEFLAG] ||
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self->client->ps.powerups[PW_NEUTRALFLAG] ) {
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// get the goal flag this player should have been going for
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if ( g_gametype.integer == GT_CTF ) {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_CTF_blueflag";
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}
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else {
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classname = "team_CTF_redflag";
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}
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}
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else {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_CTF_redflag";
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}
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else {
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classname = "team_CTF_blueflag";
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}
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}
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ent = NULL;
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do
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{
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ent = G_Find(ent, FOFS(classname), classname);
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} while (ent && (ent->flags & FL_DROPPED_ITEM));
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// if we found the destination flag and it's not picked up
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if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
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// if the player was *very* close
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VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
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if ( VectorLength(dir) < 200 ) {
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self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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if ( attacker->client ) {
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attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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}
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}
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}
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|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CheckAlmostScored
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
|
|
|
|
gentity_t *ent;
|
|
|
|
vec3_t dir;
|
|
|
|
char *classname;
|
|
|
|
|
|
|
|
// if the player was carrying cubes
|
|
|
|
if ( self->client->ps.generic1 ) {
|
|
|
|
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
|
|
|
|
classname = "team_redobelisk";
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
classname = "team_blueobelisk";
|
|
|
|
}
|
|
|
|
ent = G_Find(NULL, FOFS(classname), classname);
|
|
|
|
// if we found the destination obelisk
|
|
|
|
if ( ent ) {
|
|
|
|
// if the player was *very* close
|
|
|
|
VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
|
|
|
|
if ( VectorLength(dir) < 200 ) {
|
|
|
|
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
|
|
|
|
if ( attacker->client ) {
|
|
|
|
attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
player_die
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
|
|
|
|
gentity_t *ent;
|
|
|
|
int anim;
|
|
|
|
int contents;
|
|
|
|
int killer;
|
|
|
|
int i;
|
|
|
|
char *killerName, *obit;
|
|
|
|
|
|
|
|
if ( self->client->ps.pm_type == PM_DEAD ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( level.intermissiontime ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for an almost capture
|
|
|
|
CheckAlmostCapture( self, attacker );
|
|
|
|
// check for a player that almost brought in cubes
|
|
|
|
CheckAlmostScored( self, attacker );
|
|
|
|
|
|
|
|
if (self->client && self->client->hook) {
|
|
|
|
Weapon_HookFree(self->client->hook);
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
|
|
|
|
self->client->ps.eFlags &= ~EF_TICKING;
|
|
|
|
self->activator->think = G_FreeEntity;
|
|
|
|
self->activator->nextthink = level.time;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
self->client->ps.pm_type = PM_DEAD;
|
|
|
|
|
|
|
|
if ( attacker ) {
|
|
|
|
killer = attacker->s.number;
|
|
|
|
if ( attacker->client ) {
|
|
|
|
killerName = attacker->client->pers.netname;
|
|
|
|
} else {
|
|
|
|
killerName = "<non-client>";
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
killer = ENTITYNUM_WORLD;
|
|
|
|
killerName = "<world>";
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( killer < 0 || killer >= MAX_CLIENTS ) {
|
|
|
|
killer = ENTITYNUM_WORLD;
|
|
|
|
killerName = "<world>";
|
|
|
|
}
|
|
|
|
|
2011-03-05 19:20:37 +00:00
|
|
|
if ( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
obit = "<bad obituary>";
|
|
|
|
} else {
|
2006-07-17 19:15:36 +00:00
|
|
|
obit = modNames[meansOfDeath];
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
|
|
|
|
ent->s.eventParm = meansOfDeath;
|
|
|
|
ent->s.otherEntityNum = self->s.number;
|
|
|
|
ent->s.otherEntityNum2 = killer;
|
|
|
|
ent->r.svFlags = SVF_BROADCAST; // send to everyone
|
|
|
|
|
|
|
|
self->enemy = attacker;
|
|
|
|
|
|
|
|
self->client->ps.persistant[PERS_KILLED]++;
|
|
|
|
|
|
|
|
if (attacker && attacker->client) {
|
|
|
|
attacker->client->lastkilled_client = self->s.number;
|
|
|
|
|
|
|
|
if ( attacker == self || OnSameTeam (self, attacker ) ) {
|
|
|
|
AddScore( attacker, self->r.currentOrigin, -1 );
|
|
|
|
} else {
|
|
|
|
AddScore( attacker, self->r.currentOrigin, 1 );
|
|
|
|
|
|
|
|
if( meansOfDeath == MOD_GAUNTLET ) {
|
|
|
|
|
|
|
|
// play humiliation on player
|
|
|
|
attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
|
|
|
|
|
|
|
|
// add the sprite over the player's head
|
|
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
|
|
attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
|
|
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
|
|
|
|
|
|
// also play humiliation on target
|
|
|
|
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for two kills in a short amount of time
|
|
|
|
// if this is close enough to the last kill, give a reward sound
|
|
|
|
if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
|
|
|
|
// play excellent on player
|
|
|
|
attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
|
|
|
|
|
|
|
|
// add the sprite over the player's head
|
|
|
|
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
|
|
|
|
attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
|
|
|
|
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
|
|
}
|
|
|
|
attacker->client->lastKillTime = level.time;
|
|
|
|
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
AddScore( self, self->r.currentOrigin, -1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add team bonuses
|
|
|
|
Team_FragBonuses(self, inflictor, attacker);
|
|
|
|
|
|
|
|
// if I committed suicide, the flag does not fall, it returns.
|
|
|
|
if (meansOfDeath == MOD_SUICIDE) {
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
TossClientItems( self );
|
2005-08-26 17:39:27 +00:00
|
|
|
#ifdef MISSIONPACK
|
|
|
|
TossClientPersistantPowerups( self );
|
|
|
|
if( g_gametype.integer == GT_HARVESTER ) {
|
|
|
|
TossClientCubes( self );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
Cmd_Score_f( self ); // show scores
|
|
|
|
// send updated scores to any clients that are following this one,
|
|
|
|
// or they would get stale scoreboards
|
|
|
|
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
|
|
|
gclient_t *client;
|
|
|
|
|
|
|
|
client = &level.clients[i];
|
|
|
|
if ( client->pers.connected != CON_CONNECTED ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( client->sess.spectatorClient == self->s.number ) {
|
|
|
|
Cmd_Score_f( g_entities + i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
self->takedamage = qtrue; // can still be gibbed
|
|
|
|
|
|
|
|
self->s.weapon = WP_NONE;
|
|
|
|
self->s.powerups = 0;
|
|
|
|
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
|
|
|
|
self->client->respawnTime = level.time + 1700;
|
|
|
|
|
|
|
|
// remove powerups
|
|
|
|
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
|
|
|
|
|
|
|
|
// never gib in a nodrop
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
contents = trap_PointContents( self->r.currentOrigin, -1 );
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
|
|
|
|
// gib death
|
|
|
|
GibEntity( self, killer );
|
|
|
|
} else {
|
|
|
|
// normal death
|
|
|
|
static int i;
|
|
|
|
|
|
|
|
switch ( i ) {
|
|
|
|
case 0:
|
|
|
|
anim = BOTH_DEATH1;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
anim = BOTH_DEATH2;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
default:
|
|
|
|
anim = BOTH_DEATH3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// for the no-blood option, we need to prevent the health
|
|
|
|
// from going to gib level
|
|
|
|
if ( self->health <= GIB_HEALTH ) {
|
|
|
|
self->health = GIB_HEALTH+1;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if (self->s.eFlags & EF_KAMIKAZE) {
|
|
|
|
Kamikaze_DeathTimer( self );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
G_InvulnerabilityEffect
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
|
|
|
|
gentity_t *impact;
|
|
|
|
vec3_t intersections[2], vec;
|
|
|
|
int n;
|
|
|
|
|
|
|
|
if ( !targ->client ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
VectorCopy(dir, vec);
|
|
|
|
VectorInverse(vec);
|
|
|
|
// sphere model radius = 42 units
|
|
|
|
n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
|
|
|
|
if (n > 0) {
|
|
|
|
impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
|
|
|
|
VectorSubtract(intersections[0], targ->client->ps.origin, vec);
|
|
|
|
vectoangles(vec, impact->s.angles);
|
|
|
|
impact->s.angles[0] += 90;
|
|
|
|
if (impact->s.angles[0] > 360)
|
|
|
|
impact->s.angles[0] -= 360;
|
|
|
|
if ( impactpoint ) {
|
|
|
|
VectorCopy( intersections[0], impactpoint );
|
|
|
|
}
|
|
|
|
if ( bouncedir ) {
|
|
|
|
VectorCopy( vec, bouncedir );
|
|
|
|
VectorNormalize( bouncedir );
|
|
|
|
}
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
|
|
============
|
|
|
|
T_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 G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|
|
|
vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
|
|
|
|
gclient_t *client;
|
|
|
|
int take;
|
|
|
|
int asave;
|
|
|
|
int knockback;
|
|
|
|
int max;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
vec3_t bouncedir, impactpoint;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (!targ->takedamage) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// the intermission has allready been qualified for, so don't
|
|
|
|
// allow any extra scoring
|
|
|
|
if ( level.intermissionQueued ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( targ->client && mod != MOD_JUICED) {
|
|
|
|
if ( targ->client->invulnerabilityTime > level.time) {
|
|
|
|
if ( dir && point ) {
|
|
|
|
G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
if ( !inflictor ) {
|
|
|
|
inflictor = &g_entities[ENTITYNUM_WORLD];
|
|
|
|
}
|
|
|
|
if ( !attacker ) {
|
|
|
|
attacker = &g_entities[ENTITYNUM_WORLD];
|
|
|
|
}
|
|
|
|
|
|
|
|
// shootable doors / buttons don't actually have any health
|
|
|
|
if ( targ->s.eType == ET_MOVER ) {
|
|
|
|
if ( targ->use && targ->moverState == MOVER_POS1 ) {
|
|
|
|
targ->use( targ, inflictor, attacker );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
// reduce damage by the attacker's handicap value
|
|
|
|
// unless they are rocket jumping
|
|
|
|
if ( attacker->client && attacker != targ ) {
|
|
|
|
max = attacker->client->ps.stats[STAT_MAX_HEALTH];
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
|
|
|
|
max /= 2;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
damage = damage * max / 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
client = targ->client;
|
|
|
|
|
|
|
|
if ( client ) {
|
|
|
|
if ( client->noclip ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !dir ) {
|
|
|
|
dflags |= DAMAGE_NO_KNOCKBACK;
|
|
|
|
} else {
|
|
|
|
VectorNormalize(dir);
|
|
|
|
}
|
|
|
|
|
|
|
|
knockback = damage;
|
|
|
|
if ( knockback > 200 ) {
|
|
|
|
knockback = 200;
|
|
|
|
}
|
|
|
|
if ( targ->flags & FL_NO_KNOCKBACK ) {
|
|
|
|
knockback = 0;
|
|
|
|
}
|
|
|
|
if ( dflags & DAMAGE_NO_KNOCKBACK ) {
|
|
|
|
knockback = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// figure momentum add, even if the damage won't be taken
|
|
|
|
if ( knockback && targ->client ) {
|
|
|
|
vec3_t kvel;
|
|
|
|
float mass;
|
|
|
|
|
|
|
|
mass = 200;
|
|
|
|
|
|
|
|
VectorScale (dir, g_knockback.value * (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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for completely getting out of the damage
|
|
|
|
if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
|
|
|
|
|
|
|
|
// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
|
|
|
|
// if the attacker was on the same team
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker) ) {
|
|
|
|
#else
|
|
|
|
if ( targ != attacker && OnSameTeam (targ, attacker) ) {
|
|
|
|
#endif
|
|
|
|
if ( !g_friendlyFire.integer ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if (mod == MOD_PROXIMITY_MINE) {
|
|
|
|
if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (targ == attacker) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for godmode
|
|
|
|
if ( targ->flags & FL_GODMODE ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// battlesuit protects from all radius damage (but takes knockback)
|
|
|
|
// and protects 50% against all damage
|
|
|
|
if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
|
|
|
|
G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
|
|
|
|
if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
damage *= 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
|
2009-01-23 20:12:45 +00:00
|
|
|
if ( attacker->client && client
|
|
|
|
&& targ != attacker && targ->health > 0
|
2005-08-26 17:39:27 +00:00
|
|
|
&& 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]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// always give half damage if hurting self
|
|
|
|
// calculated after knockback, so rocket jumping works
|
|
|
|
if ( targ == attacker) {
|
|
|
|
damage *= 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( damage < 1 ) {
|
|
|
|
damage = 1;
|
|
|
|
}
|
|
|
|
take = damage;
|
|
|
|
|
|
|
|
// save some from armor
|
|
|
|
asave = CheckArmor (targ, take, dflags);
|
|
|
|
take -= asave;
|
|
|
|
|
|
|
|
if ( g_debugDamage.integer ) {
|
|
|
|
G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
|
|
|
|
targ->health, take, asave );
|
|
|
|
}
|
|
|
|
|
|
|
|
// add to the damage inflicted on a player this frame
|
|
|
|
// the total will be turned into screen blends and view angle kicks
|
|
|
|
// at the end of the frame
|
|
|
|
if ( client ) {
|
|
|
|
if ( attacker ) {
|
|
|
|
client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
|
|
|
|
} else {
|
|
|
|
client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
|
|
|
|
}
|
|
|
|
client->damage_armor += asave;
|
|
|
|
client->damage_blood += take;
|
|
|
|
client->damage_knockback += knockback;
|
|
|
|
if ( dir ) {
|
|
|
|
VectorCopy ( dir, client->damage_from );
|
|
|
|
client->damage_fromWorld = qfalse;
|
|
|
|
} else {
|
|
|
|
VectorCopy ( targ->r.currentOrigin, client->damage_from );
|
|
|
|
client->damage_fromWorld = qtrue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// See if it's the player hurting the emeny flag carrier
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
|
|
|
|
#else
|
|
|
|
if( g_gametype.integer == GT_CTF) {
|
|
|
|
#endif
|
|
|
|
Team_CheckHurtCarrier(targ, attacker);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (targ->client) {
|
|
|
|
// set the last client who damaged the target
|
|
|
|
targ->client->lasthurt_client = attacker->s.number;
|
|
|
|
targ->client->lasthurt_mod = mod;
|
|
|
|
}
|
|
|
|
|
|
|
|
// do the damage
|
|
|
|
if (take) {
|
|
|
|
targ->health = targ->health - take;
|
|
|
|
if ( targ->client ) {
|
|
|
|
targ->client->ps.stats[STAT_HEALTH] = targ->health;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( targ->health <= 0 ) {
|
|
|
|
if ( client )
|
|
|
|
targ->flags |= FL_NO_KNOCKBACK;
|
|
|
|
|
|
|
|
if (targ->health < -999)
|
|
|
|
targ->health = -999;
|
|
|
|
|
|
|
|
targ->enemy = attacker;
|
|
|
|
targ->die (targ, inflictor, attacker, take, mod);
|
|
|
|
return;
|
|
|
|
} else if ( targ->pain ) {
|
|
|
|
targ->pain (targ, attacker, take);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
============
|
|
|
|
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;
|
2013-02-11 22:02:01 +00:00
|
|
|
vec3_t offsetmins = {-15, -15, -15};
|
|
|
|
vec3_t offsetmaxs = {15, 15, 15};
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
2013-02-11 22:02:01 +00:00
|
|
|
VectorCopy(midpoint, dest);
|
|
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
|
|
|
|
return qtrue;
|
|
|
|
|
|
|
|
// this should probably check in the plane of projection,
|
2013-02-11 22:02:01 +00:00
|
|
|
// 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);
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
if (tr.fraction == 1.0)
|
|
|
|
return qtrue;
|
|
|
|
|
2013-02-11 22:02:01 +00:00
|
|
|
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);
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
if (tr.fraction == 1.0)
|
|
|
|
return qtrue;
|
|
|
|
|
2013-02-11 22:02:01 +00:00
|
|
|
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);
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
if (tr.fraction == 1.0)
|
|
|
|
return qtrue;
|
|
|
|
|
2013-02-11 22:02:01 +00:00
|
|
|
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);
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
if (tr.fraction == 1.0)
|
|
|
|
return qtrue;
|
|
|
|
|
2013-02-11 22:02:01 +00:00
|
|
|
VectorCopy(midpoint, dest);
|
|
|
|
dest[0] += offsetmins[0];
|
|
|
|
dest[1] += offsetmins[2];
|
|
|
|
dest[2] += offsetmins[2];
|
|
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
|
|
|
|
if (tr.fraction == 1.0)
|
|
|
|
return qtrue;
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
============
|
|
|
|
G_RadiusDamage
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
|
|
|
|
gentity_t *ignore, int mod) {
|
|
|
|
float points, dist;
|
|
|
|
gentity_t *ent;
|
|
|
|
int entityList[MAX_GENTITIES];
|
|
|
|
int numListedEntities;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
vec3_t v;
|
|
|
|
vec3_t dir;
|
|
|
|
int i, e;
|
|
|
|
qboolean hitClient = qfalse;
|
|
|
|
|
|
|
|
if ( radius < 1 ) {
|
|
|
|
radius = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
mins[i] = origin[i] - radius;
|
|
|
|
maxs[i] = origin[i] + radius;
|
|
|
|
}
|
|
|
|
|
|
|
|
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ ) {
|
|
|
|
ent = &g_entities[entityList[ e ]];
|
|
|
|
|
|
|
|
if (ent == ignore)
|
|
|
|
continue;
|
|
|
|
if (!ent->takedamage)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// find the distance from the edge of the bounding box
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
if ( origin[i] < ent->r.absmin[i] ) {
|
|
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
|
|
} else if ( origin[i] > ent->r.absmax[i] ) {
|
|
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
|
|
} else {
|
|
|
|
v[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
dist = VectorLength( v );
|
|
|
|
if ( dist >= radius ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
points = damage * ( 1.0 - dist / radius );
|
|
|
|
|
|
|
|
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, DAMAGE_RADIUS, mod);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return hitClient;
|
|
|
|
}
|