nuclide/Source/server/valve/damage.c
Marco Hladik d8926097fa Added custom GLSL updates, that add monochrome rendering (for better 3D Anaglyph support)
Some minor fixes regarding the entry API.
Fixed explosion effects from not animating/looping properly.
2019-02-20 14:30:16 +01:00

172 lines
4.1 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
/*
=================
Damage_CastOrbituary
Sends a message to the clients to display a death message
=================
*/
void Damage_CastOrbituary(entity eAttacker, entity eTarget, float fWeapon)
{
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);
msg_entity = self;
multicast([0,0,0], MULTICAST_ALL);
}
/*
=================
Damage_Apply
Generic function that applies damage, pain and suffering
=================
*/
void Damage_Apply(entity eTarget, entity eAttacker, float fDamage, vector vHitPos, int a)
{
// Apply the damage finally
if (eTarget.armor) {
float flArmor;
float flNewDamage;
flNewDamage = fDamage * 0.2;
flArmor = (fDamage - flNewDamage) * 0.5;
if (flArmor > eTarget.armor) {
flArmor = eTarget.armor;
flArmor *= (1/0.5);
flNewDamage = fDamage - flArmor;
eTarget.armor = 0;
} else {
eTarget.armor -= flArmor;
}
fDamage = flNewDamage;
}
eTarget.health -= fDamage;
eTarget.dmg_take = fDamage;
eTarget.dmg_inflictor = eAttacker;
// 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++;
Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon);
}
}
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)
{
for (entity eDChain = world; (eDChain = findfloat(eDChain, takedamage, DAMAGE_YES));) {
vector vecRealPos;
vecRealPos[0] = eDChain.absmin[0] + (0.5 * (eDChain.absmax[0] - eDChain.absmin[0]));
vecRealPos[1] = eDChain.absmin[1] + (0.5 * (eDChain.absmax[1] - eDChain.absmin[1]));
vecRealPos[2] = eDChain.absmin[2] + (0.5 * (eDChain.absmax[2] - eDChain.absmin[2]));
float fDist = vlen(vOrigin - vecRealPos);
//vector vPush;
if (fDist > fRadius) {
continue;
}
if (Damage_CheckAttack(eDChain, vOrigin) || iCheckClip == FALSE) {
float fDiff = vlen(vOrigin - vecRealPos);
fDiff = (fRadius - fDiff) / fRadius;
fDamage = rint(fDamage * fDiff);
if (fDiff > 0) {
Damage_Apply(eDChain, eAttacker, fDamage, eDChain.origin, 0);
/*if (eDChain.movetype != MOVETYPE_NONE) {
vPush = vectoangles(vecRealPos - vOrigin);
makevectors(vPush);
eDChain.velocity += (v_forward * fDamage * 5) + (v_up * fDamage * 2.5);
}*/
}
}
}
}