2019-01-03 01:26:39 +00:00
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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2016-12-02 23:12:10 +00:00
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2017-01-10 18:24:45 +00:00
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/*
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=================
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Damage_CastOrbituary
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Sends a message to the clients to display a death message
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=================
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*/
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2016-12-09 23:03:13 +00:00
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void Damage_CastOrbituary( entity eAttacker, entity eTarget, float fWeapon, float fHeadShot ) {
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WriteByte( MSG_BROADCAST, SVC_CGAMEPACKET );
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WriteByte( MSG_BROADCAST, EV_ORBITUARY );
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WriteByte( MSG_BROADCAST, num_for_edict( eAttacker ) - 1 );
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WriteByte( MSG_BROADCAST, eAttacker.team );
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WriteByte( MSG_BROADCAST, num_for_edict( eTarget ) - 1 );
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WriteByte( MSG_BROADCAST, eTarget.team );
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WriteByte( MSG_BROADCAST, fWeapon );
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WriteByte( MSG_BROADCAST, fHeadShot );
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msg_entity = self;
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multicast( '0 0 0', MULTICAST_ALL );
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}
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2017-01-10 18:24:45 +00:00
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/*
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=================
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Damage_GetHitLocation
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Debug function
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=================
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*/
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2017-01-03 01:02:00 +00:00
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string Damage_GetHitLocation( int iSurface ) {
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switch ( iSurface ) {
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case BODY_HEAD:
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return "Head";
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break;
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case BODY_CHEST:
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return "Chest";
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break;
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case BODY_STOMACH:
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return "Stomach";
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break;
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case BODY_ARMLEFT:
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return "Left Arm";
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break;
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case BODY_ARMRIGHT:
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return "Right Arm";
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break;
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case BODY_LEGLEFT:
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return "Left leg";
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break;
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case BODY_LEGRIGHT:
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return "Right Leg";
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break;
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default:
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return "Generic";
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}
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}
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2017-01-14 15:00:31 +00:00
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int Damage_ShouldDamage( float fTargetTeam, float fAttackerTeam ) {
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if ( fTargetTeam == TEAM_VIP ) {
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fTargetTeam = TEAM_CT;
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} else if ( fAttackerTeam == TEAM_VIP ) {
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fAttackerTeam = TEAM_CT;
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}
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if ( fTargetTeam == fAttackerTeam ) {
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return FALSE;
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}
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return TRUE;
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}
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2017-01-10 18:24:45 +00:00
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/*
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=================
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Damage_Apply
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Generic function that applies damage, pain and suffering
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=================
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*/
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2017-11-11 21:46:04 +00:00
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void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos, int iSkipArmor ) {
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2017-01-10 15:45:41 +00:00
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// Modify the damage based on the location
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2017-01-03 01:02:00 +00:00
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if ( trace_surface_id == BODY_HEAD ) {
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2017-01-10 15:45:41 +00:00
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if ( eTarget.iEquipment & EQUIPMENT_HELMET ) {
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2017-11-16 02:25:20 +00:00
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sound( self, CHAN_ITEM, "weapons/ric_metal-2.wav", 1, ATTN_IDLE );
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iDamage = 0;
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2017-01-10 15:45:41 +00:00
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eTarget.iEquipment -= EQUIPMENT_HELMET;
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} else {
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iDamage *= 4;
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}
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2017-01-03 18:31:24 +00:00
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} else if ( trace_surface_id == BODY_STOMACH ) {
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2017-01-03 01:02:00 +00:00
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iDamage *= 0.9;
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2017-01-03 18:31:24 +00:00
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} else if ( trace_surface_id == BODY_LEGLEFT ) {
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2017-01-03 18:46:19 +00:00
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iDamage *= 0.4;
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2017-01-03 18:31:24 +00:00
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} else if ( trace_surface_id == BODY_LEGRIGHT ) {
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2017-01-03 18:46:19 +00:00
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iDamage *= 0.4;
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2017-01-03 01:02:00 +00:00
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}
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2017-01-10 18:24:45 +00:00
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dprint( sprintf( "[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation( trace_surface_id ) ) );
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2018-09-20 20:38:01 +00:00
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2019-01-05 23:22:06 +00:00
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if (eTarget != eAttacker) {
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if ( !Damage_ShouldDamage(eTarget.team, eAttacker.team)) {
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if (!autocvar_mp_friendlyfire) {
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return;
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}
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}
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2018-09-20 20:38:01 +00:00
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}
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2019-01-04 04:56:14 +00:00
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eTarget.velocity = [0,0,0];
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2017-01-10 15:45:41 +00:00
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// Apply the damage finally
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2017-09-26 05:10:21 +00:00
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if ( eTarget.armor ) {
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float fRatio = 0.5;
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2017-09-26 05:35:03 +00:00
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if ( eAttacker.weapon ) {
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2017-09-26 05:43:17 +00:00
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fRatio *= wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
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2017-09-26 05:10:21 +00:00
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}
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// Simple implementation of how kevlar damage is calculated
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float fNewDmg = iDamage * fRatio;
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float fNewArmor = ( iDamage - fNewDmg ) / 2;
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if ( fNewArmor > eTarget.armor ) {
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fNewArmor = eTarget.armor;
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fNewArmor *= (1/0.5);
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2017-11-11 22:13:40 +00:00
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fNewDmg = rint( iDamage - fNewArmor );
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2017-09-26 05:10:21 +00:00
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eTarget.armor = 0;
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2017-09-26 05:18:32 +00:00
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eTarget.iEquipment -= EQUIPMENT_KEVLAR;
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2017-09-26 05:10:21 +00:00
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} else {
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if ( fNewArmor < 0 ) {
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fNewArmor = 1;
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}
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2017-11-11 22:13:40 +00:00
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eTarget.armor = rint( eTarget.armor - fNewArmor );
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2017-09-26 05:10:21 +00:00
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}
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2017-11-11 21:46:04 +00:00
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if ( iSkipArmor == TRUE ) {
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2017-11-11 22:13:40 +00:00
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eTarget.health = rint( eTarget.health -= iDamage );
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2018-12-09 04:56:34 +00:00
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eTarget.dmg_take = (float)iDamage;
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2017-11-11 21:46:04 +00:00
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} else {
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2017-11-11 22:13:40 +00:00
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eTarget.health = rint( eTarget.health -= fNewDmg );
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2018-12-09 04:56:34 +00:00
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eTarget.dmg_take = (float)fNewDmg;
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2017-11-11 21:46:04 +00:00
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}
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2017-09-26 05:10:21 +00:00
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} else {
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// No armor
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eTarget.health -= iDamage;
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2018-12-09 04:56:34 +00:00
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eTarget.dmg_take = (float)iDamage;
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2017-09-26 05:10:21 +00:00
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}
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2018-12-09 04:56:34 +00:00
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eTarget.dmg_inflictor = eAttacker;
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2017-01-10 15:45:41 +00:00
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2017-01-10 18:24:45 +00:00
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// Special monetary punishment for hostage murderers
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if ( eTarget.classname == "hostage_entity" ) {
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if ( eTarget.health > 0 ) {
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2017-12-01 19:02:58 +00:00
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Money_AddMoney( eAttacker, autocvar_fcs_penalty_pain ); // Pain
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2017-01-10 18:24:45 +00:00
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} else {
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2017-12-01 19:02:58 +00:00
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Money_AddMoney( eAttacker, autocvar_fcs_penalty_kill ); // Death
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2017-01-10 18:24:45 +00:00
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}
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}
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2018-12-09 04:56:34 +00:00
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2016-12-10 14:25:16 +00:00
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// Target is dead and a client....
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2016-12-09 23:03:13 +00:00
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if ( eTarget.health <= 0 ) {
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2016-12-18 09:09:01 +00:00
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if ( eTarget.flags & FL_CLIENT ) {
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2016-12-09 23:03:13 +00:00
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eTarget.fDeaths++;
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forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
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2016-12-18 09:09:01 +00:00
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}
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if ( ( eTarget.flags & FL_CLIENT ) && ( eAttacker.flags & FL_CLIENT ) ) {
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2017-01-14 15:00:31 +00:00
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// Don't encourage them to kill their own team members for $$$
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if ( Damage_ShouldDamage( eTarget.team, eAttacker.team ) == TRUE ) {
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eAttacker.frags++;
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2017-12-01 19:02:58 +00:00
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Money_AddMoney( eAttacker, autocvar_fcs_reward_kill );
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2017-01-14 15:00:31 +00:00
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} else {
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eAttacker.frags--;
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}
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2017-11-20 17:16:42 +00:00
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Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, trace_surface_id == BODY_HEAD ? TRUE:FALSE );
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2016-12-09 23:03:13 +00:00
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}
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}
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2016-12-07 23:09:50 +00:00
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entity eOld = self;
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2016-12-02 23:12:10 +00:00
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self = eTarget;
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2016-12-07 23:09:50 +00:00
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if ( self.health <= 0 ) {
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self.health = 0;
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2017-01-08 14:11:34 +00:00
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self.vDeath( trace_surface_id );
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2016-12-02 23:12:10 +00:00
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} else {
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2017-01-08 14:11:34 +00:00
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self.vPain( trace_surface_id );
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2016-12-02 23:12:10 +00:00
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}
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self = eOld;
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}
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2016-12-07 02:35:01 +00:00
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2017-11-20 02:03:30 +00:00
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/*
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=================
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Damage_CheckAttack
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This verifies that the entity is actually able to receive some damage,
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from a plain geographical standpoint
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=================
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*/
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float Damage_CheckAttack( entity eTarget, vector vAttackPos ) {
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if ( eTarget.movetype == MOVETYPE_PUSH ) {
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traceline( vAttackPos, 0.5 * ( eTarget.absmin + eTarget.absmax ), TRUE, self );
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if ( trace_fraction == 1 ) {
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return TRUE;
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}
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if ( trace_ent == eTarget ) {
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return TRUE;
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}
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return FALSE;
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}
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traceline( vAttackPos, eTarget.origin, TRUE, self );
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if ( trace_fraction == 1 ) {
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return TRUE;
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}
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traceline( vAttackPos, eTarget.origin + '15 15 0', TRUE, self );
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if ( trace_fraction == 1 ) {
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return TRUE;
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}
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traceline( vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self );
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if ( trace_fraction == 1 ) {
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return TRUE;
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}
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traceline( vAttackPos, eTarget.origin + '-15 15 0', TRUE, self );
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if ( trace_fraction == 1 ) {
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return TRUE;
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}
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traceline( vAttackPos, eTarget.origin + '15 -15 0', TRUE, self );
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if ( trace_fraction == 1 ) {
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return TRUE;
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}
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return FALSE;
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}
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2017-01-10 18:24:45 +00:00
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/*
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=================
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Damage_Radius
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Even more pain and suffering, mostly used for explosives
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=================
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*/
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2017-12-01 19:02:58 +00:00
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void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ) {
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2019-01-03 01:26:39 +00:00
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for ( entity eDChain = world; ( eDChain = findfloat( eDChain, takedamage, DAMAGE_YES ) ); ) {
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vector vecRealPos;
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vecRealPos[0] = eDChain.absmin[0] + ( 0.5 * ( eDChain.absmax[0] - eDChain.absmin[0] ) );
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vecRealPos[1] = eDChain.absmin[1] + ( 0.5 * ( eDChain.absmax[1] - eDChain.absmin[1] ) );
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vecRealPos[2] = eDChain.absmin[2] + ( 0.5 * ( eDChain.absmax[2] - eDChain.absmin[2] ) );
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float fDist = vlen( vOrigin - vecRealPos );
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//vector vPush;
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if ( fDist > fRadius ) {
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continue;
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}
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if ( Damage_CheckAttack( eDChain, vOrigin ) || iCheckClip == FALSE ) {
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float fDiff = vlen( vOrigin - vecRealPos );
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fDiff = ( fRadius - fDiff ) / fRadius;
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fDamage = rint(fDamage * fDiff);
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if ( fDiff > 0 ) {
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Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin, TRUE );
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/*if ( eDChain.movetype != MOVETYPE_NONE ) {
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vPush = vectoangles( vecRealPos - vOrigin );
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makevectors( vPush );
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eDChain.velocity += ( v_forward * fDamage * 5 ) + ( v_up * fDamage * 2.5 );
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}*/
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2017-01-08 14:11:34 +00:00
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}
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2019-01-03 01:26:39 +00:00
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2016-12-07 02:35:01 +00:00
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}
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}
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}
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