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https://github.com/yquake2/rogue.git
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T_Damage no longer modifies dir parameter
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parent
391128e0ac
commit
dd0f1a8a61
3 changed files with 37 additions and 46 deletions
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@ -624,6 +624,24 @@ CheckTeamDamage(edict_t *targ, edict_t *attacker)
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return false;
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}
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static void
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apply_knockback(edict_t *targ, vec3_t dir, float knockback, float scale)
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{
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vec3_t kvel;
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float mass;
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if (!knockback)
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{
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return;
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}
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mass = (targ->mass < 50) ? 50.0f : (float)targ->mass;
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VectorNormalize2(dir, kvel);
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VectorScale(kvel, scale * (knockback / mass), kvel);
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VectorAdd(targ->velocity, kvel, targ->velocity);
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}
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void
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T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
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vec3_t point, vec3_t normal, int damage, int knockback, int dflags,
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@ -726,8 +744,6 @@ T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
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te_sparks = TE_SPARKS;
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}
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VectorNormalize(dir);
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/* bonus damage for suprising a monster */
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if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) &&
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(attacker->client) && (!targ->enemy) && (targ->health > 0))
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@ -741,37 +757,14 @@ T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
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}
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/* figure momentum add */
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if (!(dflags & DAMAGE_NO_KNOCKBACK))
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{
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if ((knockback) && (targ->movetype != MOVETYPE_NONE) &&
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if (!(dflags & DAMAGE_NO_KNOCKBACK) &&
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(targ->movetype != MOVETYPE_NONE) &&
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(targ->movetype != MOVETYPE_BOUNCE) &&
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(targ->movetype != MOVETYPE_PUSH) &&
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(targ->movetype != MOVETYPE_STOP))
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{
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vec3_t kvel;
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float mass;
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if (targ->mass < 50)
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{
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mass = 50;
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}
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else
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{
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mass = targ->mass;
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}
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if (targ->client && (attacker == targ))
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{
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/* the rocket jump hack... */
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VectorScale(dir, 1600.0 * (float)knockback / mass, kvel);
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}
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else
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{
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VectorScale(dir, 500.0 * (float)knockback / mass, kvel);
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}
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VectorAdd(targ->velocity, kvel, targ->velocity);
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}
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apply_knockback (targ, dir, knockback,
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((client && attacker == targ) ? 1600.0f : 500.0f));
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}
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take = damage;
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@ -981,7 +981,14 @@ bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
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self->solid = SOLID_NOT;
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self->touch = NULL;
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VectorMA(self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
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/* move it back a bit from walls so the effects aren't cut off */
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if (!other->takedamage)
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{
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VectorNormalize(self->velocity);
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VectorMA(self->s.origin, -40.0f, self->velocity, self->s.origin);
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}
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VectorClear(self->velocity);
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self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
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self->s.frame = 0;
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@ -991,6 +998,8 @@ bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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self->nextthink = level.time + FRAMETIME;
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self->enemy = other;
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gi.linkentity(self);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_BFG_BIGEXPLOSION);
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gi.WritePosition(self->s.origin);
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@ -503,20 +503,9 @@ VectorNormalize(vec3_t v)
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vec_t
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VectorNormalize2(vec3_t v, vec3_t out)
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{
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float length, ilength;
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VectorCopy(v, out);
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length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
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length = (float)sqrt(length);
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if (length)
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{
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ilength = 1 / length;
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out[0] = v[0] * ilength;
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out[1] = v[1] * ilength;
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out[2] = v[2] * ilength;
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}
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return length;
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return VectorNormalize(out);
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}
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void
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