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