// Copyright (C) 1999-2000 Id Software, Inc. // // g_combat.c #include "g_local.h" #include "g_breakable.h" //RPG-X | GSIO01 | 09/05/2009: needed by G_Repair extern int actionHeroClientNum; extern int borgQueenClientNum; extern int numKilled; extern void G_RandomActionHero( int ignoreClientNum ); extern void SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar ); /* ============ AddScore Adds score to both the client and his team ============ */ void AddScore( gentity_t *ent, int score ) { if ( !ent ) { return; } if ( !ent->client ) { return; } if(!ent->client->UpdateScore) { return; } // no scoring during pre-match warmup //RPG-X: RedTechie - No warmup! /*if ( level.warmupTime ) { return; }*/ ent->client->ps.persistant[PERS_SCORE] += score; //don't add score to team score during elimination if (g_gametype.integer == GT_TEAM && g_pModElimination.integer == 0 ) {//this isn't capture score level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; } CalculateRanks( qfalse ); //RPG-X: RedTechie - Lets enable score updating without this scores will not be updated ent->client->UpdateScore = qfalse; } /* ============ SetScore ============ */ void SetScore( gentity_t *ent, int score ) { if ( !ent ) { return; } if ( !ent->client ) { return; } if(!ent->client->UpdateScore) { return; } // no scoring during pre-match warmup //RPG-X: RedTechie - No warmup! /*if ( level.warmupTime ) { return; }*/ ent->client->ps.persistant[PERS_SCORE] = score; CalculateRanks( qfalse ); // TiM: send the current scoring to all clients SendScoreboardMessageToAllClients(); //RPG-X: RedTechie - Lets enable score updating without this scores will not be updated ent->client->UpdateScore = qfalse; } /* ================= TossClientItems Toss the weapon and powerups for the killed player ================= */ void TossClientItems( gentity_t *self, qboolean dis_con ) { gitem_t *item; // int weapon; float angle; int i; int times; gentity_t *drop; playerState_t *ps = &self->client->ps; if (self->flags & FL_CLOAK) { // remove the invisible powerup if the player is cloaked. //RPG-X: RedTechie - Also remove ghost ps->powerups[PW_GHOST] = level.time; ps->powerups[PW_INVIS] = level.time; } if (self->flags & FL_FLY) { // remove the flying powerup if the player is flying. ps->powerups[PW_FLIGHT] = level.time; } //RPG-X | Phenix | 8/8/2004 if (self->flags & FL_EVOSUIT) { // remove the evosuit powerup ps->powerups[PW_EVOSUIT] = level.time; } //RPG-X | TiM /*if (self->flags & FL_HOLSTER) { // remove the evosuit powerup ps->powerups[PW_BOLTON] = level.time; }*/ // Marcin: Old stuff: /* if ( rpg_rpg.integer == 0 && g_pModActionHero.integer == 0 && g_pModDisintegration.integer == 0 && g_pModSpecialties.integer == 0 /\*&& self->client->sess.sessionClass != PC_BORG*\/ ) {//not in playerclass game mode and not in disintegration mode (okay to drop weap) // drop the weapon if not a phaser weapon = self->s.weapon; // make a special check to see if they are changing to a new // weapon that isn't the mg or gauntlet. Without this, a client // can pick up a weapon, be killed, and not drop the weapon because // their weapon change hasn't completed yet and they are still holding the MG. if ( weapon == WP_MEDKIT || weapon == WP_TOOLKIT || weapon == WP_PHASER || weapon == WP_DERMAL_REGEN || weapon == WP_HYPERSPANNER || weapon == WP_PADD || weapon == WP_TRICORDER || weapon == WP_VOYAGER_HYPO ) { if ( ps->weaponstate == WEAPON_DROPPING ) { weapon = self->client->pers.cmd.weapon; } if ( !( ps->stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { weapon = WP_NONE; } } if ( weapon > WP_TOOLKIT && weapon > WP_MEDKIT && weapon > WP_PHASER && weapon != WP_DERMAL_REGEN && weapon != WP_HYPERSPANNER && weapon != WP_PADD && weapon != WP_TRICORDER && weapon != WP_VOYAGER_HYPO && ps->ammo[ weapon ] ) { // find the item type for this weapon item = BG_FindItemForWeapon( weapon ); // spawn the item Drop_Item( self, item, 0 ); } } */ // 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 ( ps->powerups[ i ] > level.time ) { item = BG_FindItemForPowerup( i ); if ( !item ) { continue; } //if ( g_pModSpecialties.integer != 0 || self->client->sess.sessionClass == PC_BORG ) //{//in playerclass game mode // if ( item->giType != IT_TEAM ) // {//only drop the flag // continue; // } //} //Com_Printf( "Dropped!\n"); drop = Drop_Item( self, item, angle ); // decide how many seconds it has left drop->count = ( ps->powerups[ i ] - level.time ) / 1000; if ( drop->count < 1 ) { drop->count = 1; } angle += 45; } } } // RPG-X | Marcin | 30/12/2008 // ... if (!rpg_allowWeaponDrop.integer || !rpg_dropOnDeath.integer || dis_con) { return; } // Drop ALL weapons in inventory for (i = 0; i < WP_NUM_WEAPONS; ++i) { // these weapons should not be tossed (hand and null) if ( Max_Weapons[i] == NULL) { continue; } //RPG-X | GSIO01 | 08/05/2009: let's make sure we only drop weapons the player has item = NULL; if(ps->ammo[i]) { times = ps->ammo[i]; item = BG_FindItemForWeapon(i); while ( times --> 0 ) { // the 'goes towards' operator :p Drop_Item( self, item, 0 ); } } } // then remove weapons for (i = 0; i < WP_NUM_WEAPONS; ++i) { ps->stats[STAT_WEAPONS] &= ~i; ps->ammo[i] = 0; } } /* ================== 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 ================== */ static void GibEntity( gentity_t *self, int killer ) { // Start Disintegration G_AddEvent( self, EV_EXPLODESHELL, killer ); self->takedamage = qfalse; self->s.eType = ET_INVISIBLE; self->r.contents = 0; } /* ================== body_die ================== */ void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { int contents; contents = trap_PointContents( self->r.currentOrigin, -1 ); if(rpg_medicsrevive.integer == 1 && !( contents & CONTENTS_NODROP ) && (meansOfDeath != MOD_TRIGGER_HURT)){ if ( self->health > GIB_HEALTH_IMPOSSIBLE ) { return; } }else{ if ( self->health > GIB_HEALTH ) { return; } } //RPG-X: RedTechie - only gib if rpg_medicsrevive is off //if(rpg_medicsrevive.integer == 0){ GibEntity( self, 0 ); //} } // these are just for logging, the client prints its own messages char *modNames[MOD_MAX] = { "MOD_UNKNOWN", "MOD_WATER", "MOD_SLIME", "MOD_LAVA", "MOD_CRUSH", "MOD_TELEFRAG", "MOD_FALLING", "MOD_SUICIDE", "MOD_TARGET_LASER", "MOD_TRIGGER_HURT", // Trek weapons "MOD_PHASER", "MOD_PHASER_ALT", "MOD_CRIFLE", "MOD_CRIFLE_SPLASH", "MOD_CRIFLE_ALT", "MOD_CRIFLE_ALT_SPLASH", "MOD_IMOD", "MOD_IMOD_ALT", "MOD_SCAVENGER", "MOD_SCAVENGER_ALT", "MOD_SCAVENGER_ALT_SPLASH", "MOD_STASIS", "MOD_STASIS_ALT", "MOD_GRENADE", "MOD_GRENADE_ALT", "MOD_GRENADE_SPLASH", "MOD_GRENADE_ALT_SPLASH", "MOD_TETRYON", "MOD_TETRYON_ALT", "MOD_DREADNOUGHT", "MOD_DREADNOUGHT_ALT", "MOD_QUANTUM", "MOD_QUANTUM_SPLASH", "MOD_QUANTUM_ALT", "MOD_QUANTUM_ALT_SPLASH", "MOD_DETPACK", "MOD_SEEKER" //expansion pack "MOD_KNOCKOUT", "MOD_ASSIMILATE", "MOD_BORG", "MOD_BORG_ALT", "MOD_RESPAWN", "MOD_EXPLOSION", };//must be kept up to date with bg_public, meansOfDeath_t extern void DetonateDetpack(gentity_t *ent); /* ================== player_die Heavly Modifyed By: RedTechie RPG-X: Marcin: a little bit modified - 30/12/2008 ================== */ extern char *ClassNameForValue( pclass_t pClass ); extern qboolean IsAdmin( gentity_t *ent); void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { //--------------------- //RPG-X: RedTechie - Check to see if medics revive people and not respawn if true use my fake death insead :) //--------------------- int contents; //RPG-X: RedTechie - Make sure there not getting killed by a trigger kill or the medics wont be able to heal them contents = trap_PointContents( self->r.currentOrigin, -1 ); if(rpg_medicsrevive.integer == 1 && !( contents & CONTENTS_NODROP ) && (meansOfDeath != MOD_TRIGGER_HURT)){ //static int deathNum; int anim; char *classname = NULL; gentity_t *detpack = NULL; int killer; char *killerName, *obit; gentity_t *ent; int i; playerState_t *ps = &self->client->ps; //RPG-X: RedTechie - Blow up a detpack if some one placed it and died classname = BG_FindClassnameForHoldable(HI_DETPACK); if (classname) { while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL) { if (detpack->parent == self) { detpack->think = DetonateDetpack; // Detonate next think. detpack->nextthink = level.time; } } } //RPG-X: Redtechie - Do some score keeping witch we commented out and log if ( attacker ) { killer = attacker->s.number; if ( attacker->client ) { killerName = attacker->client->pers.netname; } else { killerName = ""; } } else { killer = ENTITYNUM_WORLD; killerName = ""; } if ( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = ""; } if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) { obit = ""; } 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 ); G_LogWeaponKill(killer, meansOfDeath); G_LogWeaponDeath(self->s.number, self->s.weapon); if (attacker && attacker->client && attacker->inuse) { G_LogWeaponFrag(killer, self->s.number); } if ( meansOfDeath != MOD_RESPAWN && meansOfDeath != MOD_CUSTOM_DIE ) { // 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; ps->persistant[PERS_KILLED]++; if (self == attacker) { self->client->pers.teamState.suicides++; } else { //RPG-X | Phenix | 06/04/2005 // N00b Protection, you kill two people and puff your auto n00b! if ( attacker ) { if ( attacker->client ) { if ( IsAdmin( attacker ) == qfalse ) { attacker->n00bCount++; attacker->client->fraggerTime = level.time + (rpg_fraggerSpawnDelay.integer * 1000); if (rpg_kickAfterXkills.integer < 1) { trap_SendServerCommand( attacker-g_entities, va("print \"^7Server: You have been caught n00bing, you have been temporary put in the n00b class.\n\"", (rpg_kickAfterXkills.integer - attacker->n00bCount) ) ); } else { trap_SendServerCommand( attacker-g_entities, va("print \"^7Server: You have been caught n00bing, %i more times and you will be kicked.\n\"", (rpg_kickAfterXkills.integer - attacker->n00bCount) ) ); } if ((attacker->n00bCount >= rpg_kickAfterXkills.integer) && (rpg_kickAfterXkills.integer != 0)) { /*for( i=0; g_classData[i].consoleName[0] && i < MAX_CLASSES; i++ ) { if ( g_classData[i].isn00b) { char conName[15]; trap_Cvar_VariableStringBuffer( va( "rpg_%sPass" ), conName, 15 ); SetClass( attacker, conName, NULL, qfalse); trap_DropClient( attacker->s.number, "Kicked: Do Not N00b!" ); break; } }*/ trap_DropClient( attacker->s.number, "Kicked: Do Not N00b!" ); } else { for( i=0; g_classData[i].consoleName[0] && i < MAX_CLASSES; i++ ) { if ( g_classData[i].isn00b) { char conName[64]; trap_Cvar_VariableStringBuffer( va( "rpg_%sPass" ), conName, sizeof(conName) ); Q_strncpyz(attacker->client->origClass, ClassNameForValue( attacker->client->sess.sessionClass ), sizeof(attacker->client->origClass)); attacker->client->n00bTime = level.time + 10000; SetClass( attacker, conName, NULL, qfalse ); break; } } } } } } } //RPG-X: RedTechie no noclip if ( self->client->noclip ) { self->client->noclip = qfalse; } //RPG-X: RedTechie - Toss items //RPG-X: Marcin - not when respawning - 30/12/2008 if ( meansOfDeath != MOD_RESPAWN ) { TossClientItems( self, qfalse ); } ps->pm_type = PM_DEAD; self->takedamage = qfalse; ps->weapon = WP_NONE; ps->weaponstate = WEAPON_READY; //self->s.weapon = WP_NONE; //memset(ps->powerups, 0, sizeof(ps->powerups)); //TiM - BOOKMARK //self->s.powerups = 0; self->r.contents = CONTENTS_CORPSE; //self->r.contents = CONTENTS_BODY; //TiM - Stops player from yawing about when they die //self->s.angles[0] = 0; //self->s.angles[2] = 0; //LookAtKiller (self, inflictor, attacker); //VectorCopy( self->s.angles, ps->viewangles ); //-TiM self->s.loopSound = 0; self->r.maxs[2] = -8; //RPG-X: RedTechie - Wait....forever self->client->respawnTime = level.time + 1000000000; //Clear powerups //TiM - Bookmark //memset( ps->powerups, 0, sizeof(ps->powerups) ); //Play death sound //RPG-X: RedTechie - No pain sound when they change class if(meansOfDeath != MOD_RESPAWN){ G_AddEvent( self, irandom(EV_DEATH1, EV_DEATH3), killer ); //if we died from falling, add a nice "splat' sound lol if ( meansOfDeath == MOD_FALLING ) { G_AddEvent( self, EV_SPLAT, killer ); } } //RPG-X : Model system - Death animations now based on vector hit if (meansOfDeath == MOD_FALLING ) { anim = BOTH_FALLDEATH1LAND; } else if ( self->waterlevel == 3 ) { anim = BOTH_FLOAT2; } else { if (meansOfDeath == MOD_PHASER || meansOfDeath == MOD_PHASER_ALT ) { if (self->client->lasthurt_location & LOCATION_FRONT ) { anim = BOTH_DEATHBACKWARD1; } else if ( self->client->lasthurt_location & LOCATION_BACK ) { anim = BOTH_DEATHFORWARD2; } else if ( self->client->lasthurt_location & LOCATION_LEFT ) { anim = BOTH_DEATH2; } else if ( self->client->lasthurt_location & LOCATION_RIGHT ) { anim = BOTH_DEATH2; } else { anim = BOTH_DEATH1; } } else { if (self->client->lasthurt_location & LOCATION_FRONT ) { anim = BOTH_DEATHBACKWARD2; } else if ( self->client->lasthurt_location & LOCATION_BACK ) { anim = BOTH_DEATHFORWARD1; } else if ( self->client->lasthurt_location & LOCATION_LEFT ) { anim = BOTH_DEATHFORWARD2; } else if ( self->client->lasthurt_location & LOCATION_RIGHT ) { anim = BOTH_DEATHFORWARD2; } else { anim = BOTH_DEATH1; } } } /*switch ( deathNum ) { case 0: anim = BOTH_DEATH1; break; case 1: anim = BOTH_DEATH2; break; case 2: default: anim = BOTH_DEATHFORWARD1; //DEATH3 break; }*/ //TiM ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; ps->stats[TORSOANIM] = ( ( ps->stats[TORSOANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; /*ps->legsAnim = ( ( ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;*/ //RPG-X: RedTechie: An override to override a override that raven built into there override - aka suciding dosnt play a animation :S /*if(meansOfDeath == MOD_SUICIDE){ ps->torsoAnim = BOTH_DEATH1; ps->legsAnim = BOTH_DEATH1; }*/ trap_LinkEntity (self); BG_PlayerStateToEntityState( &self->client->ps, &self->s, qtrue ); ClientUserinfoChanged( self->s.clientNum ); ClientEndFrame( self ); G_StoreClientInitialStatus( self ); //--------------------- //RPG-X: RedTechie - If it dose equal 0 use regular die //--------------------- }else{ gentity_t *ent; int anim; //int contents; int killer; int i; char *killerName, *obit; gentity_t *detpack = NULL; char *classname = NULL; int BottomlessPitDeath; static int deathNum; playerState_t *ps = &self->client->ps; if ( ps->pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } //RPG-X: RedTechie - Trying to make sure player dies when there health is 1 without medics revive turned on //RPG-X | Phenix | 05/04/2005 - Read learn that "=" sets where "==" is an if statement!!! if (self->health == 1) { self->health = 0; } ps->pm_type = PM_DEAD; //need to copy health here because pm_type was getting reset to PM_NORMAL if ClientThink_real was called before the STAT_HEALTH was updated ps->stats[STAT_HEALTH] = self->health; // check if we are in a NODROP Zone and died from a TRIGGER HURT // if so, we assume that this resulted from a fall to a "bottomless pit" and // treat it differently... // // Any problems with other places in the code? // BottomlessPitDeath = 0; // initialize contents = trap_PointContents( self->r.currentOrigin, -1 ); if ( ( contents & CONTENTS_NODROP ) && (meansOfDeath == MOD_TRIGGER_HURT) ) { BottomlessPitDeath = 1; // G_AddEvent( EV_FALL_FAR ); // G_AddEvent( self, EV_FALL_FAR, 0 ); // self->s.eFlags |= EF_NODRAW; } // if this dead guy had already dropped the first stage of a transporter, remove that transporter /* classname = BG_FindClassnameForHoldable(HI_TRANSPORTER); if (classname) { gentity_t *trans = NULL; while ((trans = G_Find (trans, FOFS(classname), classname)) != NULL) { if (trans->parent == self) { G_FreeEntity(trans); } } } */ // similarly, if El Corpso here has already dropped a detpack, blow it up classname = BG_FindClassnameForHoldable(HI_DETPACK); if (classname) { while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL) { if (detpack->parent == self) { detpack->think = DetonateDetpack; // Detonate next think. detpack->nextthink = level.time; } } } if ( attacker ) { killer = attacker->s.number; if ( attacker->client ) { killerName = attacker->client->pers.netname; } else { killerName = ""; } } else { killer = ENTITYNUM_WORLD; killerName = ""; } if ( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = ""; } if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) { obit = ""; } 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 ); G_LogWeaponKill(killer, meansOfDeath); G_LogWeaponDeath(self->s.number, self->s.weapon); if (attacker && attacker->client && attacker->inuse) { G_LogWeaponFrag(killer, self->s.number); } if ( meansOfDeath != MOD_RESPAWN ) { // 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; ps->persistant[PERS_KILLED]++; if (self == attacker) { self->client->pers.teamState.suicides++; } //RPG-X: Redtechie - No awards or score calculations //////////////////////////////////////////////////////////////////////// if (attacker && attacker->client) { if ( attacker == self || OnSameTeam (self, attacker ) ) { if ( meansOfDeath != MOD_RESPAWN ) {//just changing class if ( self->s.number == borgQueenClientNum ) { numKilled++; AddScore( attacker, -500 ); } else { AddScore( attacker, -1 ); } } } else { attacker->client->pers.teamState.frags++; if ( self->s.number == borgQueenClientNum && attacker ) { numKilled++; if ( attacker->client ) {//killed by opponent AddScore( attacker, 500 );//500 bonus } } else if ( self->s.number == actionHeroClientNum && attacker ) { if ( attacker->client ) {//killed by opponent AddScore( attacker, 5 );//5 bonus } } else { AddScore( attacker, 1 ); } // 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 ) { attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT; attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; }*/ // Check to see if the player is on a streak. attacker->client->streakCount++; // Only send awards on exact streak counts. /*switch(attacker->client->streakCount) { case STREAK_ACE: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_ACE; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; case STREAK_EXPERT: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_EXPERT; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; case STREAK_MASTER: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_MASTER; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; case STREAK_CHAMPION: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_CHAMPION; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; default: // Do nothing if not exact values. break; }*/ // Check to see if the max streak should be raised. /*if (attacker->client->streakCount > attacker->client->ps.persistant[PERS_STREAK_COUNT]) { attacker->client->ps.persistant[PERS_STREAK_COUNT] = attacker->client->streakCount; }*/ /*if (!level.firstStrike) { // There hasn't yet been a first strike. level.firstStrike = qtrue; attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_FIRST_STRIKE; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_FIRSTSTRIKE; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; }*/ attacker->client->lastKillTime = level.time; } } else { if ( meansOfDeath != MOD_RESPAWN ) {//not just changing class if ( self->s.number == borgQueenClientNum ) { numKilled++; AddScore( self, -500 ); } else { AddScore( self, -1 ); } } } //////////////////////////////////////////////////////////////////////// //RPG-X: Redtechie - agian no need // Add team bonuses //Team_FragBonuses(self, inflictor, attacker); // if client is in a nodrop area, don't drop anything (but return CTF flags!) if ( !( contents & CONTENTS_NODROP ) /*&& self->client->sess.sessionClass != PC_ACTIONHERO*/ && meansOfDeath != MOD_SUICIDE && meansOfDeath != MOD_RESPAWN ) {//action hero doesn't drop stuff //don't drop stuff in specialty mode if ( meansOfDeath != MOD_RESPAWN ) { TossClientItems( self, qfalse ); } } else {//suiciding and respawning returns the flag /*if ( ps->powerups[PW_REDFLAG] ) { Team_ReturnFlag(TEAM_RED); }*/ /*else if ( ps->powerups[PW_BORG_ADAPT] ) { Team_ReturnFlag(TEAM_BLUE); }*/ } 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; //TiM //self->s.angles[0] = 0; //self->s.angles[2] = 0; //LookAtKiller (self, inflictor, attacker); //VectorCopy( self->s.angles, 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 //TiM - Bookmark //memset( ps->powerups, 0, sizeof(ps->powerups) ); // never gib in a nodrop /* if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) ) { // gib death GibEntity( self, killer ); } else */ // We always want to see the body for special animations, so make sure not to gib right away: if (meansOfDeath==MOD_CRIFLE_ALT || meansOfDeath==MOD_DETPACK || meansOfDeath==MOD_QUANTUM_ALT || meansOfDeath==MOD_DREADNOUGHT_ALT || meansOfDeath==MOD_PHASER_ALT)//RPG-X: RedTechie - Added phaser alt disnt { self->health=0;} //RPG-X : Model system - Death animations now based on vector hit if (meansOfDeath == MOD_FALLING ) { anim = BOTH_FALLDEATH1LAND; //G_AddEvent( self, EV_SPLAT, 0 ); } else if ( self->waterlevel == 3 ) { anim = BOTH_FLOAT2; } else { if (meansOfDeath == MOD_PHASER || meansOfDeath == MOD_PHASER_ALT ) { if (self->client->lasthurt_location & LOCATION_FRONT ) { anim = BOTH_DEATHBACKWARD1; } else if ( self->client->lasthurt_location & LOCATION_BACK ) { anim = BOTH_DEATHFORWARD2; } else if ( self->client->lasthurt_location & LOCATION_LEFT ) { anim = BOTH_DEATH2; } else if ( self->client->lasthurt_location & LOCATION_RIGHT ) { anim = BOTH_DEATH2; } else { anim = BOTH_DEATH1; } } else { if (self->client->lasthurt_location & LOCATION_FRONT ) { anim = BOTH_DEATHBACKWARD2; } else if ( self->client->lasthurt_location & LOCATION_BACK ) { anim = BOTH_DEATHFORWARD1; } else if ( self->client->lasthurt_location & LOCATION_LEFT ) { anim = BOTH_DEATHFORWARD2; } else if ( self->client->lasthurt_location & LOCATION_RIGHT ) { anim = BOTH_DEATHFORWARD2; } else { anim = BOTH_DEATH1; } } } /*switch ( deathNum ) { case 0: anim = BOTH_DEATH1; break; case 1: anim = BOTH_DEATH2; break; case 2: default: anim = BOTH_DEATHFORWARD1; //DEATH3 break; }*/ ps->stats[LEGSANIM] = ( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; ps->stats[TORSOANIM] = ( ( ps->stats[TORSOANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; /* ps->legsAnim = ( ( ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; ps->torsoAnim = ( ( ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;*/ if ( (BottomlessPitDeath==1) && (killer == ENTITYNUM_WORLD)) { //G_AddEvent( self, EV_FALL_FAR, killer ); ?? Need to play falling SF now, or // use designer trigger?? //FIXME: need *some* kind of death anim! } else { // normal death switch(meansOfDeath) { case MOD_PHASER_ALT: //RPG-X: RedTechie - Added better effect for alt phaser if(rpg_phaserdisintegrates.integer == 1){//RPG-X: RedTechie - Check to see if we want this G_AddEvent( self, EV_DISINTEGRATION, killer ); ps->powerups[PW_DISINTEGRATE] = level.time + 100000; VectorClear( ps->velocity ); self->takedamage = qfalse; self->r.contents = 0; } break; //case MOD_PHASER: case MOD_CRIFLE_ALT: //RPG-X | GSIO01 | 08/05/09: /*G_AddEvent( self, EV_DISINTEGRATION, killer ); ps->powerups[PW_DISINTEGRATE] = level.time + 100000; VectorClear( ps->velocity ); self->takedamage = qfalse; self->r.contents = 0;*/ break; case MOD_QUANTUM_ALT: G_AddEvent( self, EV_DISINTEGRATION2, killer ); ps->powerups[PW_EXPLODE] = level.time + 100000; VectorClear( ps->velocity ); self->takedamage = qfalse; self->r.contents = 0; break; case MOD_SCAVENGER_ALT: case MOD_SCAVENGER_ALT_SPLASH: case MOD_GRENADE: case MOD_GRENADE_ALT: case MOD_GRENADE_SPLASH: case MOD_GRENADE_ALT_SPLASH: case MOD_QUANTUM: case MOD_QUANTUM_SPLASH: case MOD_QUANTUM_ALT_SPLASH: case MOD_DETPACK: G_AddEvent( self, EV_EXPLODESHELL, killer ); ps->powerups[PW_EXPLODE] = level.time + 100000; VectorClear( ps->velocity ); self->takedamage = qfalse; self->r.contents = 0; break; case MOD_DREADNOUGHT: case MOD_DREADNOUGHT_ALT: G_AddEvent( self, EV_ARCWELD_DISINT, killer); ps->powerups[PW_ARCWELD_DISINT] = level.time + 100000; VectorClear( ps->velocity ); self->takedamage = qfalse; self->r.contents = 0; break; case MOD_FALLING: G_AddEvent( self, EV_SPLAT, killer ); break; default: G_AddEvent( self, irandom(EV_DEATH1, EV_DEATH3), killer ); break; } // the body can still be gibbed self->die = body_die; } // globally cycle through the different death animations deathNum = ( deathNum + 1 ) % 3; trap_LinkEntity (self); if ( g_pModAssimilation.integer != 0 ) { if ( meansOfDeath == MOD_ASSIMILATE ) {//Go to Borg team if killed by assimilation if ( attacker && attacker->client && attacker->client->sess.sessionTeam != self->client->sess.sessionTeam ) { /* if ( !numKilled ) { trap_SendServerCommand( -1, "cp \"Assimilation Has Begun!\"" ); } */ numKilled++; self->client->mod = meansOfDeath; AddScore( attacker, 9 );//+ the 1 above = 10 points for an assimilation } } } if ( g_pModActionHero.integer != 0 ) { if ( self->client && self->s.number == actionHeroClientNum ) { //Make me no longer a hero... *sniff*... ps->persistant[PERS_CLASS] = self->client->sess.sessionClass = 0;//PC_NOCLASS; ClientUserinfoChanged( self->s.number ); if ( attacker && attacker->client && attacker != self ) {//killer of action hero becomes action hero actionHeroClientNum = attacker->s.number; } else {//other kind of hero death picks a random action hero G_RandomActionHero( actionHeroClientNum ); } //respawn the new hero //FIXME: or just give them full health and all the goodies? respawn( &g_entities[actionHeroClientNum] ); } } //if ( g_pModElimination.integer != 0 && meansOfDeath != MOD_RESPAWN ) //{//in elimination, you get scored by when you died, but knockout just respawns you, not kill you // /* // if ( !numKilled ) // { // trap_SendServerCommand( -1, "cp \"Elimination Has Begun!\"" ); // } // */ // numKilled++; // self->r.svFlags |= SVF_ELIMINATED; // switch ( self->client->sess.sessionTeam ) // { // case TEAM_RED: // level.teamScores[TEAM_BLUE]++; // break; // case TEAM_BLUE: // level.teamScores[TEAM_RED]++; // break; // } // //Now increment score for everyone else // if ( g_gametype.integer < GT_TEAM ) // { // for ( i = 0; i < MAX_CLIENTS; i++ ) // { // if ( &g_entities[i] != NULL && &g_entities[i].client != NULL && g_entities[i].inuse ) // { // if ( g_entities[i].client->sess.sessionTeam != TEAM_SPECTATOR && g_entities[i].health > 0 && !(g_entities[i].client->ps.eFlags&EF_ELIMINATED) ) // { // SetScore( &g_entities[i], numKilled ); // } // } // } // } // //RPG-X: Redtechie - No need for player frag rank // //CalculateRanks( qfalse ); //} }//RPG-X: RedTechie - End of my if statment for medics revive check }//RPG-X: RedTechie - End of void /* ================ CheckArmor ================ */ //RPG-X: - RedTechie No armor in RPG /*int CheckArmor (gentity_t *ent, int damage, int dflags) { gclient_t *client; int save; int count; float protectionFactor = ARMOR_PROTECTION; if (!damage) return 0; client = ent->client; if (!client) return 0; if (dflags & DAMAGE_NO_ARMOR) return 0; // armor if (dflags & DAMAGE_ARMOR_PIERCING) { protectionFactor = PIERCED_ARMOR_PROTECTION; } // else if (dflags & DAMAGE_SUPER_ARMOR_PIERCING) // { // protectionFactor = SUPER_PIERCED_ARMOR_PROTECTION; // } count = client->ps.stats[STAT_ARMOR]; save = ceil( damage * protectionFactor ); if (save >= count) save = count; if (!save) return 0; client->ps.stats[STAT_ARMOR] -= save; return save; }*/ #define BORG_ADAPT_NUM_HITS 10 qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod ) { //static int borgAdaptHits[WP_NUM_WEAPONS]; int weapon = 0; if ( !targ->client ) { return qfalse; } /*if ( targ->client->sess.sessionClass != PC_BORG ) { return qfalse; }*/ switch( mod ) { //other kinds of damage case MOD_UNKNOWN: case MOD_WATER: case MOD_SLIME: case MOD_LAVA: case MOD_CRUSH: case MOD_TELEFRAG: case MOD_FALLING: case MOD_SUICIDE: case MOD_RESPAWN: case MOD_TARGET_LASER: case MOD_TRIGGER_HURT: case MOD_DETPACK: case MOD_MAX: case MOD_KNOCKOUT: //case MOD_IMOD: //case MOD_IMOD_ALT: case MOD_EXPLOSION: return qfalse; break; // Trek weapons case MOD_PHASER: case MOD_PHASER_ALT: weapon = WP_PHASER; break; case MOD_CRIFLE: case MOD_CRIFLE_SPLASH: case MOD_CRIFLE_ALT: case MOD_CRIFLE_ALT_SPLASH: weapon = WP_COMPRESSION_RIFLE; break; case MOD_SCAVENGER: case MOD_SCAVENGER_ALT: case MOD_SCAVENGER_ALT_SPLASH: case MOD_SEEKER: weapon = WP_COFFEE; break; case MOD_STASIS: case MOD_STASIS_ALT: weapon = WP_DISRUPTOR; break; case MOD_GRENADE: case MOD_GRENADE_ALT: case MOD_GRENADE_SPLASH: case MOD_GRENADE_ALT_SPLASH: weapon = WP_GRENADE_LAUNCHER; break; case MOD_TETRION: case MOD_TETRION_ALT: weapon = WP_TR116; break; case MOD_DREADNOUGHT: case MOD_DREADNOUGHT_ALT: weapon = WP_DERMAL_REGEN; break; case MOD_QUANTUM: case MOD_QUANTUM_SPLASH: case MOD_QUANTUM_ALT: case MOD_QUANTUM_ALT_SPLASH: weapon = WP_QUANTUM_BURST; break; case MOD_IMOD: case MOD_IMOD_ALT: weapon = WP_PADD; break; case MOD_ASSIMILATE: case MOD_BORG: case MOD_BORG_ALT: return qtrue; break; } level.borgAdaptHits[weapon]++; /*if ( borgAdaptHits[weapon] > rpg_numAdaptHits.integer )//FIXME: different count per weapon? {//we have adapted to this weapon return qtrue; }*/ switch(weapon) { case WP_PHASER: if(level.borgAdaptHits[WP_PHASER] > rpg_adaptPhaserHits.integer) return qtrue; break; case WP_COMPRESSION_RIFLE: if(level.borgAdaptHits[WP_COMPRESSION_RIFLE] > rpg_adaptCrifleHits.integer) return qtrue; break; case WP_DISRUPTOR: if(level.borgAdaptHits[WP_DISRUPTOR] > rpg_adaptDisruptorHits.integer) return qtrue; break; case WP_GRENADE_LAUNCHER: if(level.borgAdaptHits[WP_GRENADE_LAUNCHER] > rpg_adaptGrenadeLauncherHits.integer) return qtrue; break; case WP_TR116: if(level.borgAdaptHits[WP_TR116] > rpg_adaptTR116Hits.integer) return qtrue; break; case WP_QUANTUM_BURST: if(level.borgAdaptHits[WP_QUANTUM_BURST] > rpg_adaptPhotonHits.integer) return qtrue; break; default: return qfalse; } return qfalse; } /* ============ G_LocationDamage ============ */ int G_LocationDamage(vec3_t point, gentity_t* targ, gentity_t* attacker, int take) { vec3_t bulletPath; vec3_t bulletAngle; int clientHeight; int clientFeetZ; int clientRotation; int bulletHeight; int bulletRotation; // Degrees rotation around client. // used to check Back of head vs. Face int impactRotation; // First things first. If we're not damaging them, why are we here? if (!take) return 0; // Point[2] is the REAL world Z. We want Z relative to the clients feet // Where the feet are at [real Z] clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2]; // How tall the client is [Relative Z] clientHeight = targ->r.maxs[2] - targ->r.mins[2]; // Where the bullet struck [Relative Z] bulletHeight = point[2] - clientFeetZ; // Get a vector aiming from the client to the bullet hit VectorSubtract(targ->r.currentOrigin, point, bulletPath); // Convert it into PITCH, ROLL, YAW vectoangles(bulletPath, bulletAngle); clientRotation = targ->client->ps.viewangles[YAW]; bulletRotation = bulletAngle[YAW]; impactRotation = abs(clientRotation-bulletRotation); impactRotation += 45; // just to make it easier to work with impactRotation = impactRotation % 360; // Keep it in the 0-359 range if (impactRotation < 90) { targ->client->lasthurt_location = LOCATION_BACK; //Com_Printf( S_COLOR_RED "OW! My back!\n" ); } else if (impactRotation < 180) { targ->client->lasthurt_location = LOCATION_RIGHT; //Com_Printf( S_COLOR_RED "OW! My right!\n" ); } else if (impactRotation < 270) { targ->client->lasthurt_location = LOCATION_FRONT; //Com_Printf( S_COLOR_RED "OW! My front!\n" ); } else if (impactRotation < 360) { targ->client->lasthurt_location = LOCATION_LEFT; //Com_Printf( S_COLOR_RED "OW! My left!\n" ); } else { targ->client->lasthurt_location = LOCATION_NONE; //Com_Printf( S_COLOR_RED "OW! My none!\n" ); } // The upper body never changes height, just distance from the feet if (bulletHeight > clientHeight - 2) { targ->client->lasthurt_location |= LOCATION_HEAD; //Com_Printf( S_COLOR_RED "OW! My head!\n" ); } else if (bulletHeight > clientHeight - 8) { targ->client->lasthurt_location |= LOCATION_FACE; //Com_Printf( S_COLOR_RED "GARRRGH! My face!\n" ); } else if (bulletHeight > clientHeight - 10) { targ->client->lasthurt_location |= LOCATION_SHOULDER; //Com_Printf( S_COLOR_RED "OW! My shoulder!\n" ); } else if (bulletHeight > clientHeight - 16) { targ->client->lasthurt_location |= LOCATION_CHEST; //Com_Printf( S_COLOR_RED "OW! My chest!\n" ); } else if (bulletHeight > clientHeight - 26) { targ->client->lasthurt_location |= LOCATION_STOMACH; //Com_Printf( S_COLOR_RED "OW! My tummy!\n" ); } else if (bulletHeight > clientHeight - 29) { targ->client->lasthurt_location |= LOCATION_GROIN; //Com_Printf( S_COLOR_RED "OW! My groin!\n" ); } else if (bulletHeight < 4) { targ->client->lasthurt_location |= LOCATION_FOOT; //Com_Printf( S_COLOR_RED "OW! My foot!\n" ); } else { // The leg is the only thing that changes size when you duck, // so we check for every other parts RELATIVE location, and // whats left over must be the leg. targ->client->lasthurt_location |= LOCATION_LEG; //Com_Printf( S_COLOR_RED "OW! My generic leg!\n" ); } // Check the location ignoring the rotation info switch ( targ->client->lasthurt_location & ~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) ) { case LOCATION_HEAD: take *= 1.8; break; case LOCATION_FACE: if (targ->client->lasthurt_location & LOCATION_FRONT) take *= 5.0; // Faceshots REALLY suck else take *= 1.8; break; case LOCATION_SHOULDER: if (targ->client->lasthurt_location & (LOCATION_FRONT | LOCATION_BACK)) take *= 1.4; // Throat or nape of neck else take *= 1.1; // Shoulders break; case LOCATION_CHEST: if (targ->client->lasthurt_location & (LOCATION_FRONT | LOCATION_BACK)) take *= 1.3; // Belly or back else take *= 0.8; // Arms break; case LOCATION_STOMACH: take *= 1.2; break; case LOCATION_GROIN: if (targ->client->lasthurt_location & LOCATION_FRONT) take *= 1.3; // Groin shot break; case LOCATION_LEG: take *= 0.7; break; case LOCATION_FOOT: take *= 0.5; break; } return take; } /* ============ 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=0; int save; // int asave; int knockback; qboolean bFriend = (targ && attacker)?OnSameTeam( targ, attacker ):qfalse; // gentity_t *evEnt; if(!targ) return; #ifdef G_LUA if(targ->luaHurt && !targ->client) { LuaHook_G_EntityHurt(targ->luaHurt, targ->s.number, inflictor->s.number, attacker->s.number); } #endif if (!targ->takedamage) { return; } // the intermission has allready been qualified for, so don't // allow any extra scoring if ( level.intermissionQueued ) { return; } 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 && Q_stricmp("func_breakable", targ->classname) != 0 && Q_stricmp("misc_model_breakable", targ->classname) != 0) || (targ->s.eType == ET_MOVER_STR && Q_stricmp("func_breakable", targ->classname) != 0 && Q_stricmp("misc_model_breakable", targ->classname) != 0)) //RPG-X | GSIO01 | 13/05/2009 { if ( !Q_stricmp( targ->classname, "func_forcefield" ) ) { if ( targ->pain ) { targ->pain( targ, inflictor, take ); } } else if ( targ->use && (targ->moverState == MOVER_POS1 || targ->moverState == ROTATOR_POS1) && Q_stricmp(targ->classname, "func_door") && Q_stricmp(targ->classname, "func_door_rotating") ) { targ->use( targ, inflictor, attacker ); } return; } //RPG-X | GSIO01 | 08/05/2009: as we put borg adaption back in we need this again if ( rpg_borgAdapt.integer > -1 && G_CheckBorgAdaptation( targ, mod ) && IsBorg(targ) ) { //flag targ for adaptation effect targ->client->ps.powerups[PW_BORG_ADAPT] = level.time + 250; //targ->client->ps.powerups[PW_BOLTON] += 200; if(rpg_adaptUseSound.integer == 1) G_AddEvent(targ, EV_ADAPT_SOUND, 0); return; } // multiply damage times dmgmult damage *= g_dmgmult.value; // reduce damage by the attacker's handicap value // unless they are rocket jumping if ( attacker->client && attacker != targ ) { damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100; } client = targ->client; if ( client ) { if ( client->noclip ) { return; } // kef -- still gotta telefrag people if (MOD_TELEFRAG != mod) { /*if (targ->client->ps.introTime > level.time) { // Can't be hurt when in holodeck intro. return; }*/ //RPG-X: Redtechie - Wait we dont want ghosting to be non leathal >:) stupid n00bs!! /* if (targ->client->ps.powerups[PW_GHOST] >= level.time) { // Can't be hurt when ghosted. 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; } knockback = floor( knockback*g_dmgmult.value ) ; // figure momentum add, even if the damage won't be taken if ( knockback && targ->client ) { //if it's non-radius damage knockback from a teammate, don't do it if the damage won't be taken if ( (dflags&DAMAGE_ALL_TEAMS) || (dflags&DAMAGE_RADIUS) || g_friendlyFire.integer || !attacker->client || !OnSameTeam (targ, attacker) ) { vec3_t kvel; float mass; // flying targets get pushed around a lot more. //switch ( targ->client->sess.sessionClass ) //{ //case PC_INFILTRATOR: // mass = 100; // break; //case PC_HEAVY: // mass = 400; // break; //default: // mass = 200; // break; //} mass = 200; if (targ->client->ps.powerups[PW_FLIGHT]) { mass *= 0.375; } if(dir) { 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; } } } // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target // if the attacker was on the same team // check for completely getting out of the damage if ( !(dflags & DAMAGE_NO_PROTECTION) ) { if ( !(dflags&DAMAGE_ALL_TEAMS) && mod != MOD_TELEFRAG && mod != MOD_DETPACK && targ != attacker && OnSameTeam (targ, attacker) ) { if ( attacker->client && targ->client ) {//this only matters between clients if ( !g_friendlyFire.integer ) {//friendly fire is not allowed return; } } else {//team damage between non-clients is never legal return; } } // check for godmode if ( targ->flags & FL_GODMODE ) { return; } } // kef -- still need to telefrag invulnerable people if ( MOD_TELEFRAG != mod ) { // battlesuit protects from all damage... //RPG-X: - RedTechie no battlesuit if ( 0 ) //client && ( /*client->ps.powerups[PW_BOLTON] ||*/ client->ps.powerups[PW_BEAMING] ) { // EXCEPT DAMAGE_NO_INVULNERABILITY, like the IMOD if ( dflags & DAMAGE_NO_INVULNERABILITY ) { // Do only half damage if he has the battlesuit, and that's just because I'm in a good mood... damage *= 0.5; } else { G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 ); return; } } } // always give half damage if hurting self // calculated after knockback, so rocket jumping works if ( rpg_selfdamage.integer != 0 ) { if ( targ == attacker) { damage *= 0.5; } if ( damage < 1 ) { damage = 1; } } else { if ( targ == attacker) { damage *= 0.0; } if ( damage < 1 ) { damage = 0; } } take = damage; save = 0; // save some from armor //RPG-X: - RedTechie No armor in RPG //asave = CheckArmor (targ, take, dflags); //take -= asave; if ( g_debugDamage.integer ) { G_Printf( "%i: client:%i health:%i damage:%i armor:\n", level.time, targ->s.number, targ->health, take ); } // 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; } //RPG-X: - RedTechie no armor in RPG //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 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; // Modify the damage for location damage if (point && targ && targ->health > 1 && attacker && take) take = G_LocationDamage(point, targ, attacker, take); else targ->client->lasthurt_location = LOCATION_NONE; // if target's shields (armor) took dmg and the dmg was armor-piercing, display the half-shields effect, //if non-armor-piercing display full shields //RPG-X: - RedTechie no armor in RPG /*if (asave) { evEnt = G_TempEntity(vec3_origin, EV_SHIELD_HIT); evEnt->s.otherEntityNum = targ->s.number; evEnt->s.eventParm = DirToByte(dir); evEnt->s.time2=asave; if (attacker->client && !bFriend) { attacker->client->ps.persistant[PERS_SHIELDS] += asave; } }*/ } // do the damage if (take > 0 ) { // add to the attacker's hit counter if ( (MOD_TELEFRAG != mod) && attacker->client && targ != attacker && targ->health > 0 ) {//don't telefrag since damage would wrap when sent as a short and the client would think it's a team dmg. if (bFriend) { attacker->client->ps.persistant[PERS_HITS] -= damage; } else if (targ->classname && strcmp(targ->classname, "holdable_shield") // no stupid hit noise when players shoot a shield -- dpk && strcmp(targ->classname, "holdable_detpack")) // or the detpack either { attacker->client->ps.persistant[PERS_HITS] += damage; } } targ->health = targ->health - take; //RPG-X: RedTechie - If medicrevive is on then health only goes down to 1 so we can simulate fake death if(rpg_medicsrevive.integer == 1 && Q_stricmp("func_breakable", targ->classname) && Q_stricmp("misc_model_breakable", targ->classname ) ){ if(targ->health <= 0){ targ->health = 1; } }else { if(rpg_medicsrevive.integer != 1) { if (targ->health == 1) { //RPG-X: RedTechie: Ok regular die now kills the player at 1 health not 0 targ->health = 0; } } } if ( targ->client ) { targ->client->ps.stats[STAT_HEALTH] = targ->health; // kef -- pain effect // pjl -- if there was armor involved, the half-shield effect was shown in the above block. //RPG-X: - RedTechie No armor exists why check for it? //if (!asave) //{ // targ->client->ps.powerups[PW_OUCH] = level.time + 500; // kef -- there absolutely MUST be a better way to do this. cleaner, at least. //display the full screen "ouch" effect to the player //} } //RPG-X: RedTechie - Custum medicrevive code if(rpg_medicsrevive.integer == 1 && targ->s.eType == ET_PLAYER ){ if(targ->health == 1 ){ //TiM : Added Client to try and fix this stupid crashy bug //ClientSpawn(targ, 1); //if ( client ) { client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE ); //?!!!!! client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE; targ->health = 1; player_die( targ, inflictor, attacker, take, mod ); //} //targ->die (targ, inflictor, attacker, take, mod); } }else{ if ( targ->health <= 0 ) { if ( client ) targ->flags |= FL_NO_KNOCKBACK; if (targ->health < -999) targ->health = -999; #ifdef G_LUA if(targ->luaDie && !targ->client) { LuaHook_G_EntityDie(targ->luaDie, targ->s.number, inflictor->s.number, attacker->s.number, take, mod); } #endif targ->enemy = attacker; //player_die( targ, inflictor, attacker, take, mod ); //fake_die( targ, inflictor, attacker, take, mod ); //RPG-X: RedTechie - DEBUG by own die function :S targ->die (targ, inflictor, attacker, take, mod); return; } if ( targ->pain ) { targ->pain (targ, attacker, take); } } G_LogWeaponDamage(attacker->s.number, mod, 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; //Wheres the search stuff??? Edit>Find stupid .net //RPG-X: RedTechie - Need to take this out causes bad crashes with entity shooter, shouldent be needed anyway with newer code /*if(targ->beingfiredby != NULL) { if((targ->r.svFlags ^= SVF_SHIELD_BBOX) == SVF_SHIELD_BBOX){ if(targ->beingfiredby->client->sess.sessionClass == PC_ADMIN){ return qtrue; }else{ return qfalse; } } }*/ // 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) return qtrue; // this should probably check in the plane of projection, // rather than in world coordinate, and also include Z VectorCopy (midpoint, dest); dest[0] += 15.0; dest[1] += 15.0; 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] += 15.0; dest[1] -= 15.0; 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] -= 15.0; dest[1] += 15.0; 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] -= 15.0; dest[1] -= 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; return qfalse; } /* ============ G_RadiusDamage ============ */ extern void tripwireThink ( gentity_t *ent ); qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int dflags, 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; if ( ignore != NULL && ignore->parent != NULL && ent->parent == ignore->parent ) { if ( ignore->think == tripwireThink && ent->think == tripwireThink ) {//your own tripwires do not fire off other tripwires of yours. 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) ) { //no LOS to ent if ( !(dflags & DAMAGE_HALF_NOTLOS) ) { //not allowed to do damage without LOS continue; } else { //do 1/2 damage if no LOS but within rad points *= 0.5; } } 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, dflags|DAMAGE_RADIUS, mod); } return hitClient; } /* ============ IsBorg RPG-X | GSIO01 | 08/05/2009 ============ */ /** * Checks if a player is in a Class that is borg. * \param ent the player * * \author Ubergames - GSIO01 * \date 08/05/2009 */ qboolean IsBorg(gentity_t *ent) { if(!ent) return qfalse; if(!ent->client) return qfalse; if(g_classData[ent->client->sess.sessionClass].isBorg) return qtrue; else return qfalse; } extern void InitBBrush(gentity_t *ent); /* ============ G_Repair RPG-X | GSIO01 | 09/05/2009 ============ */ void G_Repair(gentity_t *ent, float rate) { gentity_t *target, *trigger; float distance; vec3_t help, forward; //trace_t *trace; if(!ent->client || !ent->touched) // check whether ent is a player and check if he has touched a breakable trigger return; trigger = ent->touched; if(!trigger->touched) return; target = trigger->touched; // if count isn't 0 the breakable is not damaged and if target is no breakable it does not make sense to go on if(target->count != 0 || Q_stricmp(target->classname, "func_breakable")) return; if(!(target->spawnflags & 256)) { // no REPAIRABLE flag set return; } // check if player is near the breakable VectorSubtract(target->s.origin, ent->client->ps.origin, help); distance = VectorLength(help); if(distance > 80) return; // check if the player is facing it AngleVectors(ent->client->ps.viewangles, forward, NULL, NULL); VectorSubtract(target->s.origin, ent->client->ps.origin, help); if(DotProduct(help, forward) < 0.4) return; // check wheter the breakable still needs to be repaired if(target->health < target->damage) // still not repaired of let's go on target->health += rate; else { // else restore it target->s.solid = CONTENTS_BODY; trap_SetBrushModel(target, target->model); target->r.svFlags &= ~SVF_NOCLIENT; target->s.eFlags &= ~EF_NODRAW; InitBBrush(target); target->health = target->damage; if(target->health) target->takedamage = qtrue; target->use = breakable_use; if(target->paintarget) target->pain = breakable_pain; target->clipmask = 0; target->count = 1; if(trigger->target) G_UseTargets2(trigger, target, trigger->target); } ent->touched = NULL; // make sure this is NULL }