- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
173 lines
3.9 KiB
C
173 lines
3.9 KiB
C
/***
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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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/*
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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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void Damage_CastOrbituary(entity eAttacker, entity eTarget, float fWeapon)
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{
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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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msg_entity = self;
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multicast([0,0,0], MULTICAST_ALL);
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}
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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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void Damage_Apply(entity eTarget, entity eAttacker, float fDamage, vector vHitPos, int a)
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{
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// Apply the damage finally
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if (eTarget.armor && fDamage > 0) {
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float flArmor;
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float flNewDamage;
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flNewDamage = fDamage * 0.2;
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flArmor = (fDamage - flNewDamage) * 0.5;
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if (flArmor > eTarget.armor) {
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flArmor = eTarget.armor;
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flArmor *= (1/0.5);
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flNewDamage = fDamage - flArmor;
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eTarget.armor = 0;
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} else {
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eTarget.armor -= flArmor;
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}
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fDamage = flNewDamage;
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}
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fDamage = rint(fDamage);
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eTarget.health -= fDamage;
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if (fDamage > 0) {
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eTarget.dmg_take = fDamage;
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eTarget.dmg_inflictor = eAttacker;
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} else if (eTarget.max_health && eTarget.health > eTarget.max_health) {
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eTarget.health = eTarget.max_health;
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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) {
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eTarget.deaths++;
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forceinfokey(eTarget, "*deaths", ftos(eTarget.deaths));
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}
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if ((eTarget.flags & FL_CLIENT) && (eAttacker.flags & FL_CLIENT)) {
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if (eTarget == eAttacker) {
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eAttacker.frags--;
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} else {
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eAttacker.frags++;
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}
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//Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon);
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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.vDeath(trace_surface_id);
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} else {
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self.vPain(trace_surface_id);
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}
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if (self.iBleeds == TRUE && fDamage > 0) {
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Effect_CreateBlood(vHitPos, [0,0,0]);
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}
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self = eOld;
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}
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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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{
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/* We're lazy. Who cares */
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if (eTarget.solid == SOLID_BSP) {
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return TRUE;
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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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/*
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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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void Damage_Radius(vector org, entity eAttacker, float fDamage, float fRadius, int iCheckClip)
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{
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for (entity c = world; (c = findfloat(c, takedamage, DAMAGE_YES));) {
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vector vecRealPos;
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vecRealPos[0] = c.absmin[0] + (0.5 * (c.absmax[0] - c.absmin[0]));
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vecRealPos[1] = c.absmin[1] + (0.5 * (c.absmax[1] - c.absmin[1]));
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vecRealPos[2] = c.absmin[2] + (0.5 * (c.absmax[2] - c.absmin[2]));
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float fDist = vlen(org - 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(c, org) || iCheckClip == FALSE) {
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float fDiff = vlen(org - 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(c, eAttacker, fDamage, vecRealPos, 0);
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}
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}
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}
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}
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