nuclide/Source/Server/Damage.c
Marco Hladik f8a1902187 Added bomb-defusing
Added progressbar on bomb defusing
Added seperators on the timer and the ammo display
Fixed some USE bugs related to doors and other ents
+use (+button6) is now something that can be toggled, whereas before it was a one-time thing
Added various sounds when buying things
Added various messages when trying to buy things you already have
Added proper radio sounds to the bombing mission type
More work done on the equipment
2016-12-11 11:10:03 +01:00

97 lines
2.8 KiB
C

/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
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 );
}
void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos ) {
eTarget.health = eTarget.health - iDamage; // TODO: Body part multipliers
// Special monetary punishment for hostage murderers
if ( eTarget.classname == "hostage_entity" ) {
if ( eTarget.health > 0 ) {
Money_AddMoney( eAttacker, -150 ); // Pain
} else {
Money_AddMoney( eAttacker, -1500 ); // Death
}
}
// Don't be like Q1 and make everything bleed.
if ( eTarget.iBleeds == TRUE ) {
makevectors( eAttacker.angles );
pointparticles( EFFECT_BLOOD, vHitPos, v_forward * -1, 1 );
}
// Target is dead and a client....
if ( eTarget.health <= 0 ) {
if ( ( eTarget.flags & FL_CLIENT ) && ( eAttacker.flags & FL_CLIENT ) ) {
Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, FALSE );
eAttacker.frags++;
eTarget.fDeaths++;
forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
Money_AddMoney( eAttacker, 300 );
}
}
entity eOld = self;
self = eTarget;
if ( self.health <= 0 ) {
self.health = 0;
self.vDeath();
} else {
self.vPain();
}
self = eOld;
}
void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius ) {
entity eDChain = findradius( vOrigin, fRadius );
while( eDChain ) {
if ( eDChain.takedamage == DAMAGE_YES ) {
float fDiff = vlen( vOrigin - eDChain.origin );
fDiff = ( fRadius - fDiff ) / fRadius;
fDamage = fDamage * fDiff;
if ( fDiff > 0 ) {
Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin );
}
}
eDChain = eDChain.chain;
}
}