Fixes and cleanups regarding effects, networking All sorts of other cool things
186 lines
4.5 KiB
C
186 lines
4.5 KiB
C
/*
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OpenCS Project
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Copyright (C) 2016, 2017 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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/*
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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, 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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/*
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=================
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Damage_GetHitLocation
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Debug function
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=================
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*/
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string Damage_GetHitLocation( int iSurface ) {
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switch ( iSurface ) {
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case BODY_HEAD:
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return "Head";
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break;
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case BODY_CHEST:
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return "Chest";
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break;
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case BODY_STOMACH:
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return "Stomach";
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break;
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case BODY_ARMLEFT:
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return "Left Arm";
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break;
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case BODY_ARMRIGHT:
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return "Right Arm";
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break;
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case BODY_LEGLEFT:
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return "Left leg";
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break;
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case BODY_LEGRIGHT:
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return "Right Leg";
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break;
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default:
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return "Generic";
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}
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}
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int Damage_ShouldDamage( float fTargetTeam, float fAttackerTeam ) {
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if ( fTargetTeam == TEAM_VIP ) {
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fTargetTeam = TEAM_CT;
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} else if ( fAttackerTeam == TEAM_VIP ) {
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fAttackerTeam = TEAM_CT;
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}
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if ( fTargetTeam == fAttackerTeam ) {
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return FALSE;
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}
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return TRUE;
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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, int iDamage, vector vHitPos ) {
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// Modify the damage based on the location
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if ( trace_surface_id == BODY_HEAD ) {
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if ( eTarget.iEquipment & EQUIPMENT_HELMET ) {
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iDamage *= 0.5;
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eTarget.iEquipment -= EQUIPMENT_HELMET;
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} else {
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iDamage *= 4;
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}
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} else if ( trace_surface_id == BODY_STOMACH ) {
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iDamage *= 0.9;
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} else if ( trace_surface_id == BODY_LEGLEFT ) {
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iDamage *= 0.4;
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} else if ( trace_surface_id == BODY_LEGRIGHT ) {
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iDamage *= 0.4;
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}
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dprint( sprintf( "[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation( trace_surface_id ) ) );
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// Apply the damage finally
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eTarget.health = eTarget.health - iDamage;
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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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// 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.fDeaths++;
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forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
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}
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if ( ( eTarget.flags & FL_CLIENT ) && ( eAttacker.flags & FL_CLIENT ) ) {
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// Don't encourage them to kill their own team members for $$$
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if ( Damage_ShouldDamage( eTarget.team, eAttacker.team ) == TRUE ) {
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eAttacker.frags++;
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Money_AddMoney( eAttacker, 300 );
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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, FALSE );
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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( 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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self = eOld;
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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 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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