/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* ================= Damage_CastOrbituary Sends a message to the clients to display a death message ================= */ void Damage_CastOrbituary( entity eAttacker, entity eTarget, float fWeapon, float fHeadShot ) { WriteByte( MSG_BROADCAST, SVC_CGAMEPACKET ); WriteByte( MSG_BROADCAST, EV_ORBITUARY ); WriteByte( MSG_BROADCAST, num_for_edict( eAttacker ) - 1 ); WriteByte( MSG_BROADCAST, eAttacker.team ); WriteByte( MSG_BROADCAST, num_for_edict( eTarget ) - 1 ); WriteByte( MSG_BROADCAST, eTarget.team ); WriteByte( MSG_BROADCAST, fWeapon ); WriteByte( MSG_BROADCAST, fHeadShot ); msg_entity = self; multicast( '0 0 0', MULTICAST_ALL ); } /* ================= Damage_GetHitLocation Debug function ================= */ string Damage_GetHitLocation( int iSurface ) { switch ( iSurface ) { case BODY_HEAD: return "Head"; break; case BODY_CHEST: return "Chest"; break; case BODY_STOMACH: return "Stomach"; break; case BODY_ARMLEFT: return "Left Arm"; break; case BODY_ARMRIGHT: return "Right Arm"; break; case BODY_LEGLEFT: return "Left leg"; break; case BODY_LEGRIGHT: return "Right Leg"; break; default: return "Generic"; } } int Damage_ShouldDamage( float fTargetTeam, float fAttackerTeam ) { if ( fTargetTeam == TEAM_VIP ) { fTargetTeam = TEAM_CT; } else if ( fAttackerTeam == TEAM_VIP ) { fAttackerTeam = TEAM_CT; } if ( fTargetTeam == fAttackerTeam ) { return FALSE; } return TRUE; } /* ================= Damage_Apply Generic function that applies damage, pain and suffering ================= */ void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos, int iSkipArmor ) { // Modify the damage based on the location if ( trace_surface_id == BODY_HEAD ) { if ( eTarget.iEquipment & EQUIPMENT_HELMET ) { sound( self, CHAN_ITEM, "weapons/ric_metal-2.wav", 1, ATTN_IDLE ); iDamage = 0; eTarget.iEquipment -= EQUIPMENT_HELMET; } else { iDamage *= 4; } } else if ( trace_surface_id == BODY_STOMACH ) { iDamage *= 0.9; } else if ( trace_surface_id == BODY_LEGLEFT ) { iDamage *= 0.4; } else if ( trace_surface_id == BODY_LEGRIGHT ) { iDamage *= 0.4; } dprint( sprintf( "[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation( trace_surface_id ) ) ); if ( Damage_ShouldDamage( eTarget.team, eAttacker.team ) == FALSE && autocvar_mp_friendlyfire == 0 ) { return; } // Apply the damage finally if ( eTarget.armor ) { float fRatio = 0.5; if ( eAttacker.weapon ) { fRatio *= wptTable[ eAttacker.weapon ].fWeaponArmorRatio; } // Simple implementation of how kevlar damage is calculated float fNewDmg = iDamage * fRatio; float fNewArmor = ( iDamage - fNewDmg ) / 2; if ( fNewArmor > eTarget.armor ) { fNewArmor = eTarget.armor; fNewArmor *= (1/0.5); fNewDmg = rint( iDamage - fNewArmor ); eTarget.armor = 0; eTarget.iEquipment -= EQUIPMENT_KEVLAR; } else { if ( fNewArmor < 0 ) { fNewArmor = 1; } eTarget.armor = rint( eTarget.armor - fNewArmor ); } if ( iSkipArmor == TRUE ) { eTarget.health = rint( eTarget.health -= iDamage ); } else { eTarget.health = rint( eTarget.health -= fNewDmg ); } } else { // No armor eTarget.health -= iDamage; } // Special monetary punishment for hostage murderers if ( eTarget.classname == "hostage_entity" ) { if ( eTarget.health > 0 ) { Money_AddMoney( eAttacker, autocvar_fcs_penalty_pain ); // Pain } else { Money_AddMoney( eAttacker, autocvar_fcs_penalty_kill ); // Death } } // Target is dead and a client.... if ( eTarget.health <= 0 ) { if ( eTarget.flags & FL_CLIENT ) { eTarget.fDeaths++; forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) ); } if ( ( eTarget.flags & FL_CLIENT ) && ( eAttacker.flags & FL_CLIENT ) ) { // Don't encourage them to kill their own team members for $$$ if ( Damage_ShouldDamage( eTarget.team, eAttacker.team ) == TRUE ) { eAttacker.frags++; Money_AddMoney( eAttacker, autocvar_fcs_reward_kill ); } else { eAttacker.frags--; } Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, trace_surface_id == BODY_HEAD ? TRUE:FALSE ); } } entity eOld = self; self = eTarget; if ( self.health <= 0 ) { self.health = 0; self.vDeath( trace_surface_id ); } else { self.vPain( trace_surface_id ); } self = eOld; } /* ================= Damage_CheckAttack This verifies that the entity is actually able to receive some damage, from a plain geographical standpoint ================= */ float Damage_CheckAttack( entity eTarget, vector vAttackPos ) { if ( eTarget.movetype == MOVETYPE_PUSH ) { traceline( vAttackPos, 0.5 * ( eTarget.absmin + eTarget.absmax ), TRUE, self ); if ( trace_fraction == 1 ) { return TRUE; } if ( trace_ent == eTarget ) { return TRUE; } return FALSE; } traceline( vAttackPos, eTarget.origin, TRUE, self ); if ( trace_fraction == 1 ) { return TRUE; } traceline( vAttackPos, eTarget.origin + '15 15 0', TRUE, self ); if ( trace_fraction == 1 ) { return TRUE; } traceline( vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self ); if ( trace_fraction == 1 ) { return TRUE; } traceline( vAttackPos, eTarget.origin + '-15 15 0', TRUE, self ); if ( trace_fraction == 1 ) { return TRUE; } traceline( vAttackPos, eTarget.origin + '15 -15 0', TRUE, self ); if ( trace_fraction == 1 ) { return TRUE; } return FALSE; } /* ================= Damage_Radius Even more pain and suffering, mostly used for explosives ================= */ void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ) { entity eDChain = findradius( vOrigin, fRadius ); while( eDChain ) { if ( eDChain.takedamage == DAMAGE_YES ) { if ( Damage_CheckAttack( eDChain, vOrigin ) || iCheckClip == FALSE ) { float fDiff = vlen( vOrigin - eDChain.origin ); fDiff = ( fRadius - fDiff ) / fRadius; fDamage = fDamage * fDiff; if ( fDiff > 0 ) { Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin, TRUE ); } } } eDChain = eDChain.chain; } }