T_Damage no longer modifies dir parameter

This commit is contained in:
BjossiAlfreds 2023-07-01 18:47:03 +00:00
parent 50f18732f6
commit 30b91965e2
3 changed files with 38 additions and 37 deletions

View file

@ -398,6 +398,21 @@ qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
return false;
}
static void apply_knockback(edict_t *targ, vec3_t dir, float knockback, float scale)
{
vec3_t kvel;
float mass;
if (!knockback)
return;
mass = (targ->mass < 50) ? 50.0f : (float)targ->mass;
VectorNormalize2 (dir, kvel);
VectorScale (kvel, scale * (knockback / mass), kvel);
VectorAdd (targ->velocity, kvel, targ->velocity);
}
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
{
gclient_t *client;
@ -453,8 +468,6 @@ void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
else
te_sparks = TE_SPARKS;
VectorNormalize(dir);
// bonus damage for suprising a monster
if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
damage *= 2;
@ -509,30 +522,20 @@ void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
asave += save;
// figure momentum add
if (!(dflags & DAMAGE_NO_KNOCKBACK))
if (knockback && !(dflags & DAMAGE_NO_KNOCKBACK) &&
(targ->movetype != MOVETYPE_NONE) &&
(targ->movetype != MOVETYPE_BOUNCE) &&
(targ->movetype != MOVETYPE_BOUNCEFLY) &&
(targ->movetype != MOVETYPE_PUSH) &&
(targ->movetype != MOVETYPE_STOP))
{
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_BOUNCEFLY) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
if ((dflags & DAMAGE_ARMORMOSTLY) && damage > take)
{
vec3_t kvel;
float mass;
if((dflags & DAMAGE_ARMORMOSTLY) && damage > take)
{
knockback = (int)((float)knockback * (((float)(damage - take) / (float)damage) + 1.0));
}
if (targ->mass < 50)
mass = 50;
else
mass = targ->mass;
if (targ->client && attacker == targ)
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
else
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
VectorAdd (targ->velocity, kvel, targ->velocity);
knockback = (int)((float)knockback * (((float)(damage - take) / (float)damage) + 1.0));
}
apply_knockback (targ, dir, knockback,
((client && attacker == targ) ? 1600.0f : 500.0f));
}
// team damage avoidance

View file

@ -869,7 +869,14 @@ void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf
gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
// move it back a bit from walls so the effects aren't cut off
if (!other->takedamage)
{
VectorNormalize (self->velocity);
VectorMA (self->s.origin, -40.0f, self->velocity, self->s.origin);
}
VectorClear (self->velocity);
self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
self->s.frame = 0;
@ -879,6 +886,8 @@ void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf
self->nextthink = level.time + FRAMETIME;
self->enemy = other;
gi.linkentity (self);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BFG_BIGEXPLOSION);
gi.WritePosition (self->s.origin);

View file

@ -504,20 +504,9 @@ VectorNormalize(vec3_t v)
vec_t
VectorNormalize2(vec3_t v, vec3_t out)
{
float length, ilength;
VectorCopy(v, out);
length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
length = (float)sqrt(length);
if (length)
{
ilength = 1 / length;
out[0] = v[0] * ilength;
out[1] = v[1] * ilength;
out[2] = v[2] * ilength;
}
return length;
return VectorNormalize(out);
}
void