mirror of
https://github.com/UberGames/RPG-X2.git
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1872 lines
48 KiB
C
1872 lines
48 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_combat.c
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#include "g_local.h"
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#include "g_breakable.h" //RPG-X | GSIO01 | 09/05/2009: needed by G_Repair
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extern int numKilled;
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extern void SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar );
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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, int score ) {
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if ( !ent )
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{
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return;
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}
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if ( !ent->client ) {
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return;
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}
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if(!ent->client->UpdateScore)
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{
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return;
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}
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// no scoring during pre-match warmup
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//RPG-X: RedTechie - No warmup!
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/*if ( level.warmupTime ) {
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return;
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}*/
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ent->client->ps.persistant[PERS_SCORE] += score;
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//don't add score to team score during elimination
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if (g_gametype.integer == GT_TEAM)
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{//this isn't capture score
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level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
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}
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CalculateRanks( qfalse );
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//RPG-X: RedTechie - Lets enable score updating without this scores will not be updated
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ent->client->UpdateScore = qfalse;
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}
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/*
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============
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SetScore
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============
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*/
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void SetScore( gentity_t *ent, int score ) {
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if ( !ent )
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{
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return;
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}
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if ( !ent->client ) {
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return;
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}
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if(!ent->client->UpdateScore)
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{
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return;
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}
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// no scoring during pre-match warmup
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//RPG-X: RedTechie - No warmup!
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/*if ( level.warmupTime ) {
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return;
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}*/
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ent->client->ps.persistant[PERS_SCORE] = score;
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CalculateRanks( qfalse );
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// TiM: send the current scoring to all clients
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SendScoreboardMessageToAllClients();
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//RPG-X: RedTechie - Lets enable score updating without this scores will not be updated
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ent->client->UpdateScore = qfalse;
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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, qboolean dis_con ) {
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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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int times;
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gentity_t *drop;
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playerState_t *ps = &self->client->ps;
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if (self->flags & FL_CLOAK) {
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// remove the invisible powerup if the player is cloaked.
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//RPG-X: RedTechie - Also remove ghost
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ps->powerups[PW_GHOST] = level.time;
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ps->powerups[PW_INVIS] = level.time;
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}
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if (self->flags & FL_FLY) {
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// remove the flying powerup if the player is flying.
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ps->powerups[PW_FLIGHT] = level.time;
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}
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//RPG-X | Phenix | 8/8/2004
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if (self->flags & FL_EVOSUIT) {
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// remove the evosuit powerup
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ps->powerups[PW_EVOSUIT] = level.time;
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}
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//RPG-X | TiM
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/*if (self->flags & FL_HOLSTER) {
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// remove the evosuit powerup
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ps->powerups[PW_BOLTON] = level.time;
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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 ( 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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//if ( g_pModSpecialties.integer != 0 || self->client->sess.sessionClass == PC_BORG )
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//{//in playerclass game mode
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// if ( item->giType != IT_TEAM )
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// {//only drop the flag
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// continue;
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// }
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//}
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//Com_Printf( "Dropped!\n");
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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 = ( 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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// RPG-X | Marcin | 30/12/2008
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// ...
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if (!rpg_allowWeaponDrop.integer || !rpg_dropOnDeath.integer || dis_con) {
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return;
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}
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// Drop ALL weapons in inventory
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for (i = 0; i < WP_NUM_WEAPONS; ++i) {
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// these weapons should not be tossed (hand and null)
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if ( Max_Weapons[i] == NULL) {
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continue;
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}
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//RPG-X | GSIO01 | 08/05/2009: let's make sure we only drop weapons the player has
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item = NULL;
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if(ps->ammo[i]) {
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times = ps->ammo[i];
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item = BG_FindItemForWeapon(i);
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while ( times --> 0 ) { // the 'goes towards' operator :p
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Drop_Item( self, item, 0 );
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}
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}
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}
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// then remove weapons
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for (i = 0; i < WP_NUM_WEAPONS; ++i) {
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ps->stats[STAT_WEAPONS] &= ~i;
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ps->ammo[i] = 0;
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}
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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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static void GibEntity( gentity_t *self, int killer ) {
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// Start Disintegration
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G_AddEvent( self, EV_EXPLODESHELL, 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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int contents;
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contents = trap_PointContents( self->r.currentOrigin, -1 );
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if(rpg_medicsrevive.integer == 1 && !( contents & CONTENTS_NODROP ) && (meansOfDeath != MOD_TRIGGER_HURT)){
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if ( self->health > GIB_HEALTH_IMPOSSIBLE ) {
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return;
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}
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}else{
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if ( self->health > GIB_HEALTH ) {
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return;
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}
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}
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//RPG-X: RedTechie - only gib if rpg_medicsrevive is off
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//if(rpg_medicsrevive.integer == 0){
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GibEntity( self, 0 );
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//}
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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[MOD_MAX] = {
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"MOD_UNKNOWN",
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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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// Trek weapons
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"MOD_PHASER",
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"MOD_PHASER_ALT",
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"MOD_CRIFLE",
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"MOD_CRIFLE_SPLASH",
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"MOD_CRIFLE_ALT",
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"MOD_CRIFLE_ALT_SPLASH",
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"MOD_IMOD",
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"MOD_IMOD_ALT",
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"MOD_SCAVENGER",
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"MOD_SCAVENGER_ALT",
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"MOD_SCAVENGER_ALT_SPLASH",
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"MOD_STASIS",
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"MOD_STASIS_ALT",
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"MOD_GRENADE",
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"MOD_GRENADE_ALT",
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"MOD_GRENADE_SPLASH",
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"MOD_GRENADE_ALT_SPLASH",
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"MOD_TETRYON",
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"MOD_TETRYON_ALT",
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"MOD_DREADNOUGHT",
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"MOD_DREADNOUGHT_ALT",
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"MOD_QUANTUM",
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"MOD_QUANTUM_SPLASH",
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"MOD_QUANTUM_ALT",
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"MOD_QUANTUM_ALT_SPLASH",
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"MOD_DETPACK",
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"MOD_SEEKER"
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//expansion pack
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"MOD_KNOCKOUT",
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"MOD_ASSIMILATE",
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"MOD_BORG",
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"MOD_BORG_ALT",
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"MOD_RESPAWN",
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"MOD_EXPLOSION",
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};//must be kept up to date with bg_public, meansOfDeath_t
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extern void DetonateDetpack(gentity_t *ent);
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/*
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==================
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player_die
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Heavly Modifyed By: RedTechie
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RPG-X: Marcin: a little bit modified - 30/12/2008
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==================
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*/
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extern char *ClassNameForValue( pclass_t pClass );
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extern qboolean IsAdmin( gentity_t *ent);
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void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
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//---------------------
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//RPG-X: RedTechie - Check to see if medics revive people and not respawn if true use my fake death insead :)
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//---------------------
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int contents;
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//RPG-X: RedTechie - Make sure there not getting killed by a trigger kill or the medics wont be able to heal them
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contents = trap_PointContents( self->r.currentOrigin, -1 );
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if(rpg_medicsrevive.integer == 1 && !( contents & CONTENTS_NODROP ) && (meansOfDeath != MOD_TRIGGER_HURT)){
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//static int deathNum;
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int anim;
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char *classname = NULL;
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gentity_t *detpack = NULL;
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int killer;
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char *killerName, *obit;
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gentity_t *ent;
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int i;
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playerState_t *ps = &self->client->ps;
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//RPG-X: RedTechie - Blow up a detpack if some one placed it and died
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classname = BG_FindClassnameForHoldable(HI_DETPACK);
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if (classname)
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{
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while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL)
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{
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if (detpack->parent == self)
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{
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detpack->think = DetonateDetpack; // Detonate next think.
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detpack->nextthink = level.time;
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}
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}
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}
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//RPG-X: Redtechie - Do some score keeping witch we commented out and log
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if ( attacker ) {
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killer = attacker->s.number;
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if ( attacker->client ) {
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killerName = attacker->client->pers.netname;
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} else {
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killerName = "<non-client>";
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}
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} else {
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killer = ENTITYNUM_WORLD;
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killerName = "<world>";
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}
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if ( killer < 0 || killer >= MAX_CLIENTS ) {
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killer = ENTITYNUM_WORLD;
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killerName = "<world>";
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}
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if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
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obit = "<bad obituary>";
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} else {
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obit = modNames[ meansOfDeath ];
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}
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G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
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killer, self->s.number, meansOfDeath, killerName,
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self->client->pers.netname, obit );
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G_LogWeaponKill(killer, meansOfDeath);
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G_LogWeaponDeath(self->s.number, self->s.weapon);
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if (attacker && attacker->client && attacker->inuse)
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{
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G_LogWeaponFrag(killer, self->s.number);
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}
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if ( meansOfDeath != MOD_RESPAWN && meansOfDeath != MOD_CUSTOM_DIE )
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{
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// broadcast the death event to everyone
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ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
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ent->s.eventParm = meansOfDeath;
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ent->s.otherEntityNum = self->s.number;
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ent->s.otherEntityNum2 = killer;
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ent->r.svFlags = SVF_BROADCAST; // send to everyone
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}
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self->enemy = attacker;
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ps->persistant[PERS_KILLED]++;
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if (self == attacker)
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{
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self->client->pers.teamState.suicides++;
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} else {
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//RPG-X | Phenix | 06/04/2005
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// N00b Protection, you kill two people and puff your auto n00b!
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if ( attacker ) {
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if ( attacker->client ) {
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if ( IsAdmin( attacker ) == qfalse ) {
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attacker->n00bCount++;
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attacker->client->fraggerTime = level.time + (rpg_fraggerSpawnDelay.integer * 1000);
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if (rpg_kickAfterXkills.integer < 1)
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{
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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) ) );
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} else {
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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) ) );
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}
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if ((attacker->n00bCount >= rpg_kickAfterXkills.integer) && (rpg_kickAfterXkills.integer != 0))
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{
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/*for( i=0; g_classData[i].consoleName[0] && i < MAX_CLASSES; i++ )
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{
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if ( g_classData[i].isn00b) {
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char conName[15];
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trap_Cvar_VariableStringBuffer( va( "rpg_%sPass" ), conName, 15 );
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SetClass( attacker, conName, NULL, qfalse);
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trap_DropClient( attacker->s.number, "Kicked: Do Not N00b!" );
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break;
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}
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}*/
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trap_DropClient( attacker->s.number, "Kicked: Do Not N00b!" );
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} else {
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for( i=0; g_classData[i].consoleName[0] && i < MAX_CLASSES; i++ )
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{
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if ( g_classData[i].isn00b) {
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char conName[64];
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trap_Cvar_VariableStringBuffer( va( "rpg_%sPass" ), conName, sizeof(conName) );
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Q_strncpyz(attacker->client->origClass, ClassNameForValue( attacker->client->sess.sessionClass ), sizeof(attacker->client->origClass));
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attacker->client->n00bTime = level.time + 10000;
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SetClass( attacker, conName, NULL, qfalse );
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break;
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}
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}
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}
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}
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}
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}
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}
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//RPG-X: RedTechie no noclip
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if ( self->client->noclip ) {
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self->client->noclip = qfalse;
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}
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//RPG-X: RedTechie - Toss items
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//RPG-X: Marcin - not when respawning - 30/12/2008
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if ( meansOfDeath != MOD_RESPAWN ) {
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TossClientItems( self, qfalse );
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}
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ps->pm_type = PM_DEAD;
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self->takedamage = qfalse;
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ps->weapon = WP_0;
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ps->weaponstate = WEAPON_READY;
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//self->s.weapon = WP_0;
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//memset(ps->powerups, 0, sizeof(ps->powerups)); //TiM - BOOKMARK
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//self->s.powerups = 0;
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self->r.contents = CONTENTS_CORPSE;
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//self->r.contents = CONTENTS_BODY;
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//TiM - Stops player from yawing about when they die
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//self->s.angles[0] = 0;
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//self->s.angles[2] = 0;
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//LookAtKiller (self, inflictor, attacker);
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//VectorCopy( self->s.angles, ps->viewangles );
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//-TiM
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self->s.loopSound = 0;
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self->r.maxs[2] = -8;
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//RPG-X: RedTechie - Wait....forever
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self->client->respawnTime = level.time + 1000000000;
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//Clear powerups
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//TiM - Bookmark
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//memset( ps->powerups, 0, sizeof(ps->powerups) );
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//Play death sound
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//RPG-X: RedTechie - No pain sound when they change class
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if(meansOfDeath != MOD_RESPAWN){
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G_AddEvent( self, irandom(EV_DEATH1, EV_DEATH3), killer );
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//if we died from falling, add a nice "splat' sound lol
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if ( meansOfDeath == MOD_FALLING ) {
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G_AddEvent( self, EV_SPLAT, killer );
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}
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}
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//RPG-X : Model system - Death animations now based on vector hit
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if (meansOfDeath == MOD_FALLING ) {
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anim = BOTH_FALLDEATH1LAND;
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}
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else if ( self->waterlevel == 3 ) {
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anim = BOTH_FLOAT2;
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}
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else {
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if (meansOfDeath == MOD_PHASER || meansOfDeath == MOD_PHASER_ALT ) {
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if (self->client->lasthurt_location & LOCATION_FRONT ) {
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anim = BOTH_DEATHBACKWARD1;
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}
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else if ( self->client->lasthurt_location & LOCATION_BACK ) {
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anim = BOTH_DEATHFORWARD2;
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}
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else if ( self->client->lasthurt_location & LOCATION_LEFT ) {
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anim = BOTH_DEATH2;
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}
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else if ( self->client->lasthurt_location & LOCATION_RIGHT ) {
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anim = BOTH_DEATH2;
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}
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else {
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anim = BOTH_DEATH1;
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}
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}
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else {
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if (self->client->lasthurt_location & LOCATION_FRONT ) {
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anim = BOTH_DEATHBACKWARD2;
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}
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else if ( self->client->lasthurt_location & LOCATION_BACK ) {
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anim = BOTH_DEATHFORWARD1;
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}
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else if ( self->client->lasthurt_location & LOCATION_LEFT ) {
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anim = BOTH_DEATHFORWARD2;
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|
}
|
|
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 = "<non-client>";
|
|
}
|
|
} else {
|
|
killer = ENTITYNUM_WORLD;
|
|
killerName = "<world>";
|
|
}
|
|
|
|
if ( killer < 0 || killer >= MAX_CLIENTS ) {
|
|
killer = ENTITYNUM_WORLD;
|
|
killerName = "<world>";
|
|
}
|
|
|
|
if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
|
|
obit = "<bad obituary>";
|
|
} else {
|
|
obit = modNames[ meansOfDeath ];
|
|
}
|
|
|
|
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
|
|
killer, self->s.number, meansOfDeath, killerName,
|
|
self->client->pers.netname, obit );
|
|
|
|
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
|
|
AddScore( attacker, -1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
attacker->client->pers.teamState.frags++;
|
|
AddScore( attacker, 1 );
|
|
|
|
// Check to see if the player is on a streak.
|
|
attacker->client->streakCount++;
|
|
|
|
attacker->client->lastKillTime = level.time;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( meansOfDeath != MOD_RESPAWN )
|
|
{//not just changing class
|
|
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 );
|
|
}
|
|
}
|
|
|
|
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_0;
|
|
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);
|
|
}//RPG-X: RedTechie - End of my if statment for medics revive check
|
|
}//RPG-X: RedTechie - End of void
|
|
|
|
#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_5;
|
|
break;
|
|
case MOD_CRIFLE:
|
|
case MOD_CRIFLE_SPLASH:
|
|
case MOD_CRIFLE_ALT:
|
|
case MOD_CRIFLE_ALT_SPLASH:
|
|
weapon = WP_6;
|
|
break;
|
|
case MOD_SCAVENGER:
|
|
case MOD_SCAVENGER_ALT:
|
|
case MOD_SCAVENGER_ALT_SPLASH:
|
|
case MOD_SEEKER:
|
|
weapon = WP_4;
|
|
break;
|
|
case MOD_STASIS:
|
|
case MOD_STASIS_ALT:
|
|
weapon = WP_10;
|
|
break;
|
|
case MOD_GRENADE:
|
|
case MOD_GRENADE_ALT:
|
|
case MOD_GRENADE_SPLASH:
|
|
case MOD_GRENADE_ALT_SPLASH:
|
|
weapon = WP_8;
|
|
break;
|
|
case MOD_TETRION:
|
|
case MOD_TETRION_ALT:
|
|
weapon = WP_7;
|
|
break;
|
|
case MOD_DREADNOUGHT:
|
|
case MOD_DREADNOUGHT_ALT:
|
|
weapon = WP_13;
|
|
break;
|
|
case MOD_QUANTUM:
|
|
case MOD_QUANTUM_SPLASH:
|
|
case MOD_QUANTUM_ALT:
|
|
case MOD_QUANTUM_ALT_SPLASH:
|
|
weapon = WP_9;
|
|
break;
|
|
case MOD_IMOD:
|
|
case MOD_IMOD_ALT:
|
|
weapon = WP_3;
|
|
break;
|
|
case MOD_ASSIMILATE:
|
|
case MOD_BORG:
|
|
case MOD_BORG_ALT:
|
|
return qtrue;
|
|
break;
|
|
}
|
|
|
|
level.borgAdaptHits[weapon]++;
|
|
switch(weapon) {
|
|
case WP_5:
|
|
if(level.borgAdaptHits[WP_5] > rpg_adaptPhaserHits.integer)
|
|
return qtrue;
|
|
break;
|
|
case WP_6:
|
|
if(level.borgAdaptHits[WP_6] > rpg_adaptCrifleHits.integer)
|
|
return qtrue;
|
|
break;
|
|
case WP_10:
|
|
if(level.borgAdaptHits[WP_10] > rpg_adaptDisruptorHits.integer)
|
|
return qtrue;
|
|
break;
|
|
case WP_8:
|
|
if(level.borgAdaptHits[WP_8] > rpg_adaptGrenadeLauncherHits.integer)
|
|
return qtrue;
|
|
break;
|
|
case WP_7:
|
|
if(level.borgAdaptHits[WP_7] > rpg_adaptTR116Hits.integer)
|
|
return qtrue;
|
|
break;
|
|
case WP_9:
|
|
if(level.borgAdaptHits[WP_9] > 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/a>\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_0 ); //?!!!!!
|
|
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
|
|
}
|