nuclide/Source/Server/Damage.c
Marco Hladik cb9fa0b183 Added a basic spectator HUD
Added nightvision
Added zoom modes for weapons that are supposed to have them
Fixed a bug in which spectators could interact with the game-world
Overhauled the way the rule system works
Switched to autocvars for most cvar-related variables
2016-12-18 10:09:01 +01:00

98 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 ) {
eTarget.fDeaths++;
forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
}
if ( ( eTarget.flags & FL_CLIENT ) && ( eAttacker.flags & FL_CLIENT ) ) {
eAttacker.frags++;
Money_AddMoney( eAttacker, 300 );
Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, FALSE );
}
}
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;
}
}