//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // 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 3 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, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Handling interactions (i.e., collisions). // //----------------------------------------------------------------------------- // Data. #include "doomdef.h" #include "gstrings.h" #include "doomstat.h" #include "m_random.h" #include "i_system.h" #include "announcer.h" #include "am_map.h" #include "c_console.h" #include "c_dispatch.h" #include "p_local.h" #include "p_lnspec.h" #include "p_effect.h" #include "p_acs.h" #include "b_bot.h" //Added by MC: #include "d_player.h" #include "gi.h" #include "sbar.h" #include "d_net.h" #include "d_netinf.h" #include "a_morph.h" #include "vm.h" #include "g_levellocals.h" #include "events.h" #include "actorinlines.h" static FRandom pr_botrespawn ("BotRespawn"); static FRandom pr_killmobj ("ActorDie"); FRandom pr_damagemobj ("ActorTakeDamage"); static FRandom pr_lightning ("LightningDamage"); static FRandom pr_poison ("PoisonDamage"); static FRandom pr_switcher ("SwitchTarget"); CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE) CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE) EXTERN_CVAR (Bool, show_obituaries) CVAR (Float, sv_damagefactormobj, 1.0, CVAR_SERVERINFO|CVAR_CHEAT) CVAR (Float, sv_damagefactorfriendly, 1.0, CVAR_SERVERINFO|CVAR_CHEAT) CVAR (Float, sv_damagefactorplayer, 1.0, CVAR_SERVERINFO|CVAR_CHEAT) // // GET STUFF // // // P_TouchSpecialThing // void P_TouchSpecialThing (AActor *special, AActor *toucher) { double delta = special->Z() - toucher->Z(); // The pickup is at or above the toucher's feet OR // The pickup is below the toucher. if (delta > toucher->Height || delta < MIN(-32., -special->Height)) { // out of reach return; } // Dead thing touching. // Can happen with a sliding player corpse. if (toucher->health <= 0) return; //Added by MC: Finished with this destination. if (toucher->player != NULL && toucher->player->Bot != NULL && special == toucher->player->Bot->dest) { toucher->player->Bot->prev = toucher->player->Bot->dest; toucher->player->Bot->dest = NULL; } special->CallTouch (toucher); } // [RH] // PronounMessage: Replace parts of strings with player-specific pronouns // // The following expansions are performed: // %g -> he/she/they/it // %h -> him/her/them/it // %p -> his/her/their/its // %s -> his/hers/theirs/its // %r -> he's/she's/they're/it's // %o -> other (victim) // %k -> killer // void PronounMessage (const char *from, char *to, int pronoun, const char *victim, const char *killer) { static const char *pronouns[GENDER_MAX][5] = { { "he", "him", "his", "his", "he's" }, { "she", "her", "her", "hers", "she's" }, { "they", "them", "their", "theirs", "they're" }, { "it", "it", "its", "its'", "it's" } }; static const int pronounshift[GENDER_MAX][5] = { { 2, 3, 3, 3, 4 }, { 3, 3, 3, 4, 5 }, { 4, 4, 5, 6, 7 }, { 2, 2, 3, 4, 4 } }; const char *substitute = NULL; do { if (*from != '%') { *to++ = *from; } else { int grammarcase = -1; switch (from[1]) { case 'g': grammarcase = 0; break; // Subject case 'h': grammarcase = 1; break; // Object case 'p': grammarcase = 2; break; // Possessive Determiner case 's': grammarcase = 3; break; // Possessive Pronoun case 'r': grammarcase = 4; break; // Perfective case 'o': substitute = victim; break; case 'k': substitute = killer; break; } if (substitute != nullptr) { size_t len = strlen (substitute); memcpy (to, substitute, len); to += len; from++; substitute = nullptr; } else if (grammarcase < 0) { *to++ = '%'; } else { strcpy (to, pronouns[pronoun][grammarcase]); to += pronounshift[pronoun][grammarcase]; from++; } } } while (*from++); } // [RH] // ClientObituary: Show a message when a player dies // void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgflags, FName MeansOfDeath) { FString ret; char gendermessage[1024]; // No obituaries for non-players, voodoo dolls or when not wanted if (self->player == nullptr || self->player->mo != self || !show_obituaries) return; // Treat voodoo dolls as unknown deaths if (inflictor && inflictor->player && inflictor->player->mo != inflictor) MeansOfDeath = NAME_None; FName mod = MeansOfDeath; const char *message = nullptr; const char *messagename = nullptr; if (attacker == nullptr || attacker->player != nullptr) { if (mod == NAME_Telefrag) { if (AnnounceTelefrag (attacker, self)) return; } else { if (AnnounceKill (attacker, self)) return; } } FString obit = DamageTypeDefinition::GetObituary(mod); if (attacker == nullptr && obit.IsNotEmpty()) messagename = obit; else { switch (mod) { case NAME_Suicide: messagename = "$OB_SUICIDE"; break; case NAME_Falling: messagename = "$OB_FALLING"; break; case NAME_Crush: messagename = "$OB_CRUSH"; break; case NAME_Exit: messagename = "$OB_EXIT"; break; case NAME_Drowning: messagename = "$OB_WATER"; break; case NAME_Slime: messagename = "$OB_SLIME"; break; case NAME_Fire: messagename = "$OB_LAVA"; break; } } // Check for being killed by a voodoo doll. if (inflictor && inflictor->player && inflictor->player->mo != inflictor) { messagename = "$OB_VOODOO"; } if (attacker != NULL && message == NULL) { if (attacker == self) { message = "$OB_KILLEDSELF"; } else { IFVIRTUALPTR(attacker, AActor, GetObituary) { VMValue params[] = { attacker, self, inflictor, mod.GetIndex(), !!(dmgflags & DMG_PLAYERATTACK) }; VMReturn rett(&ret); VMCall(func, params, countof(params), &rett, 1); if (ret.IsNotEmpty()) message = ret; } } } if (message == nullptr) message = messagename; // fallback to defaults if possible. if (attacker == nullptr) attacker = self; // world if (attacker->player == nullptr) attacker = self; // for the message creation if (message != NULL && message[0] == '$') { message = GStrings[message+1]; } if (message == NULL) { message = GStrings("OB_DEFAULT"); } // [CK] Don't display empty strings if (message == NULL || strlen(message) <= 0) return; PronounMessage (message, gendermessage, self->player->userinfo.GetGender(), self->player->userinfo.GetName(), attacker->player->userinfo.GetName()); Printf (PRINT_MEDIUM, "%s\n", gendermessage); } // // KillMobj // EXTERN_CVAR (Int, fraglimit) void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath) { // Handle possible unmorph on death bool wasgibbed = (health < GetGibHealth()); { IFVIRTUAL(AActor, MorphedDeath) { AActor *realthis = NULL; int realstyle = 0; int realhealth = 0; VMValue params[] = { this }; VMReturn returns[3]; returns[0].PointerAt((void**)&realthis); returns[1].IntAt(&realstyle); returns[2].IntAt(&realhealth); VMCall(func, params, 1, returns, 3); if (realthis && !(realstyle & MORPH_UNDOBYDEATHSAVES)) { if (wasgibbed) { int realgibhealth = realthis->GetGibHealth(); if (realthis->health >= realgibhealth) { realthis->health = realgibhealth - 1; // if morphed was gibbed, so must original be (where allowed)l } } realthis->CallDie(source, inflictor, dmgflags, MeansOfDeath); } } } // [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :) effects &= ~FX_RESPAWNINVUL; //flags &= ~MF_INVINCIBLE; // [RH] Notify this actor's items. for (AActor *item = Inventory; item != NULL; ) { AActor *next = item->Inventory; IFVIRTUALPTRNAME(item, NAME_Inventory, OwnerDied) { VMValue params[1] = { item }; VMCall(func, params, 1, nullptr, 0); } item = next; } if (flags & MF_MISSILE) { // [RH] When missiles die, they just explode P_ExplodeMissile (this, NULL, NULL); return; } // [RH] Set the target to the thing that killed it. Strife apparently does this. if (source != NULL) { target = source; } // [ZZ] Fire WorldThingDied script hook. E_WorldThingDied(this, inflictor); // [JM] Fire KILL type scripts for actor. Not needed for players, since they have the "DEATH" script type. if (!player && !(flags7 & MF7_NOKILLSCRIPTS) && ((flags7 & MF7_USEKILLSCRIPTS) || gameinfo.forcekillscripts)) { FBehavior::StaticStartTypedScripts(SCRIPT_Kill, this, true, 0, true); } flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY); if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY; flags |= MF_DROPOFF; if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn))) { // [RH] Only monsters get to be corpses. // Objects with a raise state should get the flag as well so they can // be revived by an Arch-Vile. Batman Doom needs this. // [RC] And disable this if DONTCORPSE is set, of course. if(!(flags6 & MF6_DONTCORPSE)) flags |= MF_CORPSE; } flags6 |= MF6_KILLED; IFVIRTUAL(AActor, GetDeathHeight) { VMValue params[] = { (DObject*)this }; VMReturn ret(&Height); VMCall(func, params, 1, &ret, 1); } // [RH] If the thing has a special, execute and remove it // Note that the thing that killed it is considered // the activator of the script. // New: In Hexen, the thing that died is the activator, // so now a level flag selects who the activator gets to be. // Everything is now moved to P_ActivateThingSpecial(). if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER)) && !(activationtype & THINGSPEC_NoDeathSpecial)) { P_ActivateThingSpecial(this, source, true); } if (CountsAsKill()) level.killed_monsters++; if (source && source->player) { if (CountsAsKill()) { // count for intermission source->player->killcount++; } // Don't count any frags at level start, because they're just telefrags // resulting from insufficient deathmatch starts, and it wouldn't be // fair to count them toward a player's score. if (player && level.maptime) { source->player->frags[player - players]++; if (player == source->player) // [RH] Cumulative frag count { char buff[256]; player->fragcount--; if (deathmatch && player->spreecount >= 5 && cl_showsprees) { PronounMessage (GStrings("SPREEKILLSELF"), buff, player->userinfo.GetGender(), player->userinfo.GetName(), player->userinfo.GetName()); StatusBar->AttachMessage (Create(SmallFont, buff, 1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R')); } } else { if ((dmflags2 & DF2_YES_LOSEFRAG) && deathmatch) player->fragcount--; if (this->IsTeammate(source)) { source->player->fragcount--; } else { ++source->player->fragcount; ++source->player->spreecount; } if (source->player->morphTics) { // Make a super chicken source->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2)); } if (deathmatch && cl_showsprees) { const char *spreemsg; char buff[256]; switch (source->player->spreecount) { case 5: spreemsg = GStrings("SPREE5"); break; case 10: spreemsg = GStrings("SPREE10"); break; case 15: spreemsg = GStrings("SPREE15"); break; case 20: spreemsg = GStrings("SPREE20"); break; case 25: spreemsg = GStrings("SPREE25"); break; default: spreemsg = NULL; break; } if (spreemsg == NULL && player->spreecount >= 5) { if (!AnnounceSpreeLoss (this)) { PronounMessage (GStrings("SPREEOVER"), buff, player->userinfo.GetGender(), player->userinfo.GetName(), source->player->userinfo.GetName()); StatusBar->AttachMessage (Create (SmallFont, buff, 1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R')); } } else if (spreemsg != NULL) { if (!AnnounceSpree (source)) { PronounMessage (spreemsg, buff, player->userinfo.GetGender(), player->userinfo.GetName(), source->player->userinfo.GetName()); StatusBar->AttachMessage (Create (SmallFont, buff, 1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R')); } } } } // [RH] Multikills if (player != source->player) { source->player->multicount++; if (source->player->lastkilltime > 0) { if (source->player->lastkilltime < level.time - 3*TICRATE) { source->player->multicount = 1; } if (deathmatch && source->CheckLocalView (consoleplayer) && cl_showmultikills) { const char *multimsg; switch (source->player->multicount) { case 1: multimsg = NULL; break; case 2: multimsg = GStrings("MULTI2"); break; case 3: multimsg = GStrings("MULTI3"); break; case 4: multimsg = GStrings("MULTI4"); break; default: multimsg = GStrings("MULTI5"); break; } if (multimsg != NULL) { char buff[256]; if (!AnnounceMultikill (source)) { PronounMessage (multimsg, buff, player->userinfo.GetGender(), player->userinfo.GetName(), source->player->userinfo.GetName()); StatusBar->AttachMessage (Create (SmallFont, buff, 1.5f, 0.8f, 0, 0, CR_RED, 3.f, 0.5f), MAKE_ID('M','K','I','L')); } } } } source->player->lastkilltime = level.time; } // [RH] Implement fraglimit if (deathmatch && fraglimit && fraglimit <= D_GetFragCount (source->player)) { Printf ("%s\n", GStrings("TXT_FRAGLIMIT")); G_ExitLevel (0, false); } } } else if (!multiplayer && CountsAsKill()) { // count all monster deaths, // even those caused by other monsters players[0].killcount++; } if (player) { // [RH] Death messages ClientObituary (this, inflictor, source, dmgflags, MeansOfDeath); // [ZZ] fire player death hook E_PlayerDied(int(player - players)); // Death script execution, care of Skull Tag FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true); // [RH] Force a delay between death and respawn player->respawn_time = level.time + TICRATE; //Added by MC: Respawn bots if (bglobal.botnum && !demoplayback) { if (player->Bot != NULL) player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1; //Added by MC: Discard enemies. for (int i = 0; i < MAXPLAYERS; i++) { if (players[i].Bot != NULL && this == players[i].Bot->enemy) { if (players[i].Bot->dest == players[i].Bot->enemy) players[i].Bot->dest = NULL; players[i].Bot->enemy = NULL; } } player->spreecount = 0; player->multicount = 0; } // count environment kills against you if (!source) { player->frags[player - players]++; player->fragcount--; // [RH] Cumulative frag count } flags &= ~MF_SOLID; player->playerstate = PST_DEAD; IFVM(PlayerPawn, DropWeapon) { VMValue param = player->mo; VMCall(func, ¶m, 1, nullptr, 0); } if (this == players[consoleplayer].camera && automapactive) { // don't die in auto map, switch view prior to dying AM_Stop (); } // [GRB] Clear extralight. When you killed yourself with weapon that // called A_Light1/2 before it called A_Light0, extraligh remained. player->extralight = 0; } // [RH] If this is the unmorphed version of another monster, destroy this // actor, because the morphed version is the one that will stick around in // the level. if (flags & MF_UNMORPHED) { Destroy (); return; } FState *diestate = NULL; int gibhealth = GetGibHealth(); ActorFlags4 iflags4 = inflictor == NULL ? ActorFlags4::FromInt(0) : inflictor->flags4; bool extremelydead = ((health < gibhealth || iflags4 & MF4_EXTREMEDEATH) && !(iflags4 & MF4_NOEXTREMEDEATH)); // Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks. if (DamageType == NAME_Extreme) { extremelydead = true; DamageType = NAME_None; } // find the appropriate death state. The order is: // // 1. If damagetype is not 'none' and death is extreme, try a damage type specific extreme death state // 2. If no such state is found or death is not extreme try a damage type specific normal death state // 3. If damagetype is 'ice' and actor is a monster or player, try the generic freeze death (unless prohibited) // 4. If no state has been found and death is extreme, try the extreme death state // 5. If no such state is found or death is not extreme try the regular death state. // 6. If still no state has been found, destroy the actor immediately. if (DamageType != NAME_None) { if (extremelydead) { FName labels[] = { NAME_Death, NAME_Extreme, DamageType }; diestate = FindState(3, labels, true); } if (diestate == NULL) { diestate = FindState (NAME_Death, DamageType, true); if (diestate != NULL) extremelydead = false; } if (diestate == NULL) { if (DamageType == NAME_Ice) { // If an actor doesn't have an ice death, we can still give them a generic one. if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER))) { diestate = FindState(NAME_GenericFreezeDeath); extremelydead = false; } } } } if (diestate == NULL) { // Don't pass on a damage type this actor cannot handle. // (most importantly, prevent barrels from passing on ice damage.) // Massacre must be preserved though. if (DamageType != NAME_Massacre) { DamageType = NAME_None; } if (extremelydead) { // Extreme death diestate = FindState (NAME_Death, NAME_Extreme, true); } if (diestate == NULL) { // Normal death extremelydead = false; diestate = FindState (NAME_Death); } } if (extremelydead) { // We'll only get here if an actual extreme death state was used. // For players, mark the appropriate flag. if (player != NULL) { player->cheats |= CF_EXTREMELYDEAD; } // If a non-player, mark as extremely dead for the crash state. else if (health >= gibhealth) { health = gibhealth - 1; } } if (diestate != NULL) { SetState (diestate); if (tics > 1) { tics -= pr_killmobj() & 3; if (tics < 1) tics = 1; } } // The following condition is needed to avoid crash when player class has no death states // Instance of player pawn will be garbage collected on reloading of level else if (player == nullptr) { Destroy(); } } DEFINE_ACTION_FUNCTION(AActor, Die) { PARAM_SELF_PROLOGUE(AActor); PARAM_OBJECT(source, AActor); PARAM_OBJECT(inflictor, AActor); PARAM_INT(dmgflags); PARAM_NAME(MeansOfDeath); self->Die(source, inflictor, dmgflags, MeansOfDeath); return 0; } void AActor::CallDie(AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath) { IFVIRTUAL(AActor, Die) { VMValue params[] = { (DObject*)this, source, inflictor, dmgflags, MeansOfDeath.GetIndex() }; VMCall(func, params, 5, nullptr, 0); } else return Die(source, inflictor, dmgflags, MeansOfDeath); } //--------------------------------------------------------------------------- // // PROC P_AutoUseHealth // //--------------------------------------------------------------------------- void P_AutoUseHealth(player_t *player, int saveHealth) { IFVM(PlayerPawn, AutoUseHealth) { VMValue params[] = { player->mo, saveHealth }; VMCall(func, params, 2, nullptr, 0); } } //============================================================================ // // P_AutoUseStrifeHealth // //============================================================================ CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO) void P_AutoUseStrifeHealth (player_t *player) { IFVM(PlayerPawn, AutoUseStrifeHealth) { VMValue params[] = { player->mo }; VMCall(func, params, 1, nullptr, 0); } } //========================================================================== // // ReactToDamage // //========================================================================== static bool TriggerPainChance(AActor *target, FName mod, bool forcedPain, bool zscript); static inline bool MustForcePain(AActor *target, AActor *inflictor) { return (inflictor && (inflictor->flags6 & MF6_FORCEPAIN)); } static inline bool isFakePain(AActor *target, AActor *inflictor, int damage) { return ((target->flags7 & MF7_ALLOWPAIN && damage > 0) || (inflictor && (inflictor->flags7 & MF7_CAUSEPAIN))); } // [MC] Completely ripped out of DamageMobj to make it less messy. static void ReactToDamage(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags) { bool justhit = false; int painchance = 0; FState *woundstate = nullptr; bool fakedPain = false; bool forcedPain = false; bool noPain = false; // Dead or non-existent entity, do not react. Especially if the damage is cancelled. if (target == nullptr || target->health < 1 || damage < 0) return; player_t *player = target->player; if (player) { if ((player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NOPAIN) || ((player->cheats & CF_GODMODE) && damage < TELEFRAG_DAMAGE)) return; } noPain = (flags & DMG_NO_PAIN) || (target->flags5 & MF5_NOPAIN) || (inflictor && (inflictor->flags5 & MF5_PAINLESS)); // Are we attempting to cause pain? if (!noPain) { fakedPain = (isFakePain(target, inflictor, damage)); forcedPain = (MustForcePain(target, inflictor)); } // [MC] No forced or faked pain so skip it. // However the rest of the function must carry on. if (!noPain && damage < 1 && !fakedPain && !forcedPain) noPain = true; woundstate = target->FindState(NAME_Wound, mod); if (woundstate != NULL) { int woundhealth = target->WoundHealth; if (target->health <= woundhealth) { target->SetState(woundstate); return; } } if (!noPain && ((target->player != nullptr || !G_SkillProperty(SKILLP_NoPain)) && !(target->flags & MF_SKULLFLY)) && damage >= target->PainThreshold) { if (inflictor && inflictor->PainType != NAME_None) mod = inflictor->PainType; // Not called from ZScript. justhit = TriggerPainChance(target, mod, forcedPain, false); } if (target->player == nullptr) target->reactiontime = 0; // we're awake now... if (source) { if (source == target->target) { target->threshold = target->DefThreshold; if (target->state == target->SpawnState && target->SeeState != NULL) { target->SetState(target->SeeState); } } else if (source != target->target && target->CallOkayToSwitchTarget(source)) { // Target actor is not intent on another actor, // so make him chase after source // killough 2/15/98: remember last enemy, to prevent // sleeping early; 2/21/98: Place priority on players if (target->lastenemy == NULL || (target->lastenemy->player == NULL && target->TIDtoHate == 0) || target->lastenemy->health <= 0) { target->lastenemy = target->target; // remember last enemy - killough } target->target = source; target->threshold = target->DefThreshold; if (target->state == target->SpawnState && target->SeeState != NULL) { target->SetState(target->SeeState); } } } // killough 11/98: Don't attack a friend, unless hit by that friend. if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target))) target->flags |= MF_JUSTHIT; // fight back! } static bool TriggerPainChance(AActor *target, FName mod = NAME_None, bool forcedPain = false, bool zscript = false) { if (target == nullptr || target->flags5 & MF5_NOPAIN || target->health < 1) return false; bool justhit = false, flinched = false; int painchance = target->PainChance; for (auto & pc : target->GetInfo()->PainChances) { if (pc.first == mod) { painchance = pc.second; break; } } if (forcedPain || (pr_damagemobj() < painchance)) { if (mod == NAME_Electric) { if (pr_lightning() < 96) { justhit = true; FState *painstate = target->FindState(NAME_Pain, mod); if (painstate != NULL) { flinched = true; target->SetState(painstate); } } else { // "electrocute" the target target->renderflags |= RF_FULLBRIGHT; if ((target->flags3 & MF3_ISMONSTER) && pr_lightning() < 128) { target->Howl(); } } } else { justhit = true; FState *painstate = target->FindState(NAME_Pain, mod); if (painstate != NULL) { flinched = true; target->SetState(painstate); } if (mod == NAME_PoisonCloud) { if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128) { target->Howl(); } } } } return (zscript) ? flinched : justhit; } // TriggerPainChance directly from DECORATE/ZScript will return if the // entity flinched or not. DEFINE_ACTION_FUNCTION(AActor, TriggerPainChance) { PARAM_SELF_PROLOGUE(AActor); PARAM_NAME(mod); PARAM_BOOL(forcedPain); ACTION_RETURN_BOOL(TriggerPainChance(self, mod, forcedPain, true)); } /* ================= = = P_DamageMobj = = Damages both enemies and players = inflictor is the thing that caused the damage = creature or missile, can be NULL (slime, etc) = source is the thing to target after taking damage = creature or NULL = Source and inflictor are the same for melee attacks = source can be null for barrel explosions and other environmental stuff ================== */ // Returns the amount of damage actually inflicted upon the target, or -1 if // the damage was cancelled. static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent) { player_t *player = NULL; int temp; bool justhit = false; bool plrDontThrust = false; const int rawdamage = damage; const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE); if (damage < 0) damage = 0; if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE))) { // Shouldn't happen return -1; } FName MeansOfDeath = mod; // Spectral targets only take damage from spectral projectiles. if (target->flags4 & MF4_SPECTRAL && !telefragDamage) { if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL)) { return -1; } } if (target->health <= 0) { if (inflictor && mod == NAME_Ice && !(inflictor->flags7 & MF7_ICESHATTER)) { return -1; } else if (target->flags & MF_ICECORPSE) // frozen { target->tics = 1; target->flags6 |= MF6_SHATTERING; target->Vel.Zero(); } return -1; } if (target == source && (!telefragDamage || target->flags7 & MF7_LAXTELEFRAGDMG)) { damage = int(damage * target->SelfDamageFactor); } // [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything // different here. At any rate, invulnerable is being checked before type factoring, which is then being // checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the // original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul. if ((target->flags2 & MF2_INVULNERABLE) && !telefragDamage && (!(flags & DMG_FORCED))) { // actor is invulnerable if (target->player == NULL) { if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL))) { return 0; } } else { // Players are optionally excluded from getting thrust by damage. if (static_cast(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL) { return 0; } } } if (inflictor != NULL) { if (inflictor->flags5 & MF5_PIERCEARMOR) flags |= DMG_NO_ARMOR; } // [RH] Andy Baker's Stealth monsters if (target->flags & MF_STEALTH) { target->Alpha = 1.; target->visdir = -1; } if (target->flags & MF_SKULLFLY) { target->Vel.Zero(); } player = target->player; if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all { if (target->flags2 & MF2_DORMANT) { // Invulnerable, and won't wake up return -1; } if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect. { if (player && damage > 1) { // Take half damage in trainer mode damage = int(damage * G_SkillProperty(SKILLP_DamageFactor) * sv_damagefactorplayer); } else if (!player && damage > 1 && !(target->flags & MF_FRIENDLY)) { // inflict scaled damage to non-players damage = int(damage * sv_damagefactormobj); } else if (!player && damage > 1 && (target->flags & MF_FRIENDLY)) { // inflict scaled damage to non-player friends damage = int(damage * sv_damagefactorfriendly); } // Special damage types if (inflictor) { if (inflictor->flags4 & MF4_SPECTRAL) { if (player != NULL) { if (!deathmatch && inflictor->FriendPlayer > 0) return -1; } else if (target->flags4 & MF4_SPECTRAL) { if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor)) return -1; } } damage = inflictor->CallDoSpecialDamage(target, damage, mod); if (damage < 0) { return -1; } } int olddam = damage; if (damage > 0 && source != NULL) { damage = int(damage * source->DamageMultiply); // Handle active damage modifiers (e.g. PowerDamage) if (damage > 0 && !(flags & DMG_NO_ENHANCE)) { damage = source->GetModifiedDamage(mod, damage, false); } } // Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers. if (damage > 0 && !(flags & DMG_NO_PROTECT)) { damage = target->GetModifiedDamage(mod, damage, true); } if (damage > 0 && !(flags & DMG_NO_FACTOR)) { damage = target->ApplyDamageFactor(mod, damage); } if (damage >= 0) { damage = target->CallTakeSpecialDamage(inflictor, source, damage, mod); } // '<0' is handled below. This only handles the case where damage gets reduced to 0. if (damage == 0 && olddam > 0) { return 0; } } if (target->flags5 & MF5_NODAMAGE) { damage = 0; } } if (damage < 0) { // any negative value means that something in the above chain has cancelled out all damage and all damage effects, including pain. return -1; } //[RC] Backported from the Zandronum source.. Mostly. if( target->player && damage > 0 && source && mod != NAME_Reflection && target != source) { int reflectdamage = 0; bool reflecttype = false; for (auto p = target->player->mo->Inventory; p != nullptr; p = p->Inventory) { // This picks the reflection item with the maximum efficiency for the given damage type. if (p->IsKindOf(NAME_PowerReflection)) { double alwaysreflect = p->FloatVar(NAME_Strength); int alwaysdamage = clamp(int(damage * alwaysreflect), 0, damage); int mydamage = alwaysdamage + p->ApplyDamageFactor(mod, damage - alwaysdamage); if (mydamage > reflectdamage) { reflectdamage = mydamage; reflecttype = p->BoolVar(NAME_ReflectType); } } } if (reflectdamage > 0) { // use the reflect item's damage factors to get the final value here. P_DamageMobj(source, nullptr, target, reflectdamage, reflecttype? mod : NAME_Reflection ); // Reset means of death flag. MeansOfDeath = mod; } } // Push the target unless the source's weapon's kickback is 0. // (i.e. Gauntlets/Chainsaw) if (!plrDontThrust && inflictor && inflictor != target // [RH] Not if hurting own self && !(target->flags & MF_NOCLIP) && !(inflictor->flags2 & MF2_NODMGTHRUST) && !(flags & DMG_THRUSTLESS) && !(target->flags7 & MF7_DONTTHRUST) && (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST))) { IFVIRTUALPTR(target, AActor, ApplyKickback) { VMValue params[] = { target, inflictor, source, damage, angle.Degrees, mod.GetIndex(), flags }; VMCall(func, params, countof(params), nullptr, 0); } } // [RH] Avoid friendly fire if enabled if (!(flags & DMG_FORCED) && source != NULL && ((player && player != source->player) || (!player && target != source)) && target->IsTeammate (source)) { //Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it. if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) { // Still allow telefragging :-( damage = (int)(damage * level.teamdamage); if (damage <= 0) { return (damage < 0) ? -1 : 0; } } } // // player specific // if (player) { // Don't allow DMG_FORCED to work on ultimate degreeslessness/buddha and nodamage. if ((player->cheats & (CF_GODMODE2 | CF_BUDDHA2)) || (player->mo->flags5 & MF5_NODAMAGE)) { flags &= ~DMG_FORCED; } //Added by MC: Lets bots look allround for enemies if they survive an ambush. if (player->Bot != NULL) { player->Bot->allround = true; } // end of game hell hack if ((target->Sector->Flags & SECF_ENDLEVEL) && damage >= target->health) { damage = target->health - 1; } if (!(flags & DMG_FORCED)) { // check the real player, not a voodoo doll here for invulnerability effects if ((!telefragDamage && ((player->mo->flags2 & MF2_INVULNERABLE) || (player->cheats & CF_GODMODE))) || (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE)) //Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2. { // player is invulnerable, so don't hurt him return 0; } // Armor for players. if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL) { int newdam = damage; if (damage > 0) { newdam = player->mo->AbsorbDamage(damage, mod); } if (!telefragDamage || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified. { // if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise. damage = newdam; } if (damage <= 0) { return (damage < 0) ? -1 : 0; } } if (damage >= player->health && !telefragDamage && (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch) && !player->morphTics) { // Try to use some inventory health P_AutoUseHealth (player, damage - player->health + 1); } } player->health -= damage; // mirror mobj health here for Dave // [RH] Make voodoo dolls and real players record the same health target->health = player->mo->health -= damage; if (player->health < 50 && !deathmatch && !(flags & DMG_FORCED)) { P_AutoUseStrifeHealth (player); player->mo->health = player->health; } if (player->health <= 0) { // [SP] Buddha cheat: if the player is about to die, rescue him to 1 health. // This does not save the player if damage >= TELEFRAG_DAMAGE, still need to // telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor, // but telefragging should still do enough damage to kill the player) // Ignore players that are already dead. // [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way. int buddha = player->mo->hasBuddha(); if (flags & DMG_FORCED) buddha = 0; if (telefragDamage && buddha == 1) buddha = 0; if (buddha) { // If this is a voodoo doll we need to handle the real player as well. player->mo->health = target->health = player->health = 1; } else { player->health = 0; } } player->LastDamageType = mod; player->attacker = source; player->damagecount += damage; // add damage after armor / invuln if (player->damagecount > 100) { player->damagecount = 100; // teleport stomp does 10k points... } temp = damage < 100 ? damage : 100; if (player == &players[consoleplayer]) { I_Tactile (40,10,40+temp*2); } } else { // Armor for monsters. if (!(flags & (DMG_NO_ARMOR|DMG_FORCED)) && target->Inventory != NULL && damage > 0) { int newdam = damage; newdam = target->AbsorbDamage(damage, mod); damage = newdam; if (damage <= 0) { return (damage < 0) ? -1 : 0; } } target->health -= damage; } // // the damage has been dealt; now deal with the consequences // target->DamageTypeReceived = mod; // If the damaging player has the power of drain, give the player 50% of the damage // done in health. if ( source && source->player && !(target->flags5 & MF5_DONTDRAIN)) { if (!target->player || target->player != source->player) { double draindamage = 0; for (auto p = source->player->mo->Inventory; p != nullptr; p = p->Inventory) { // This picks the item with the maximum efficiency. if (p->IsKindOf(NAME_PowerDrain)) { double mydamage = p->FloatVar(NAME_Strength); if (mydamage > draindamage) draindamage = mydamage; } } if (draindamage > 0) { int draindmg = int(draindamage * damage); IFVIRTUALPTR(source, AActor, OnDrain) { VMValue params[] = { source, target, draindmg, mod.GetIndex() }; VMReturn ret(&draindmg); VMCall(func, params, countof(params), &ret, 1); } if (P_GiveBody(source, draindmg)) { S_Sound(source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM); } } } } if (target->health <= 0) { //[MC]Buddha flag for monsters. if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && !telefragDamage && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA)))) { //FOILBUDDHA or Telefrag damage must kill it. target->health = 1; } else { // Death target->special1 = damage; // use inflictor's death type if it got one. if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType; // check for special fire damage or ice damage deaths if (mod == NAME_Fire) { if (player && !player->morphTics) { // Check for flame death if (!inflictor || ((target->health > -50) && (damage > 25)) || !(inflictor->flags5 & MF5_SPECIALFIREDAMAGE)) { target->DamageType = NAME_Fire; } } else { target->DamageType = NAME_Fire; } } else { target->DamageType = mod; } if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER)) { // Minotaur's kills go to his master // Make sure still alive and not a pointer to fighter head if (source->tracer->player && (source->tracer->player->mo == source->tracer)) { source = source->tracer; } } const int realdamage = MAX(0, damage); E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); needevent = false; target->CallDie (source, inflictor, flags, MeansOfDeath); return realdamage; } } return MAX(0, damage); } static int DoDamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle) { // [ZZ] event handlers need the result. bool needevent = true; int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent); if (realdamage >= 0) //Keep this check separated. Mods relying upon negative numbers may break otherwise. ReactToDamage(target, inflictor, source, realdamage, mod, flags); if (realdamage > 0 && needevent) { // [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway) E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); } return MAX(0, realdamage); } DEFINE_ACTION_FUNCTION(AActor, DamageMobj) { PARAM_SELF_PROLOGUE(AActor); PARAM_OBJECT(inflictor, AActor); PARAM_OBJECT(source, AActor); PARAM_INT(damage); PARAM_NAME(mod); PARAM_INT(flags); PARAM_FLOAT(angle); ACTION_RETURN_INT(DoDamageMobj(self, inflictor, source, damage, mod, flags, angle)); } int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle) { IFVIRTUALPTR(target, AActor, DamageMobj) { VMValue params[7] = { target, inflictor, source, damage, mod.GetIndex(), flags, angle.Degrees }; VMReturn ret; int retval; ret.IntAt(&retval); VMCall(func, params, 7, &ret, 1); return retval; } else { return DoDamageMobj(target, inflictor, source, damage, mod, flags, angle); } } void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type) { // Check for invulnerability. if (!(inflictor->flags6 & MF6_POISONALWAYS)) { if (target->flags2 & MF2_INVULNERABLE) { // actor is invulnerable if (target->player == NULL) { if (!(inflictor->flags3 & MF3_FOILINVUL)) { return; } } else { return; } } } target->Poisoner = source; target->PoisonDamageTypeReceived = type; target->PoisonPeriodReceived = period; if (inflictor->flags6 & MF6_ADDITIVEPOISONDAMAGE) { target->PoisonDamageReceived += damage; } else { target->PoisonDamageReceived = damage; } if (inflictor->flags6 & MF6_ADDITIVEPOISONDURATION) { target->PoisonDurationReceived += duration; } else { target->PoisonDurationReceived = duration; } } DEFINE_ACTION_FUNCTION(AActor, PoisonMobj) { PARAM_SELF_PROLOGUE(AActor); PARAM_OBJECT_NOT_NULL(inflictor, AActor); PARAM_OBJECT(source, AActor); PARAM_INT(damage); PARAM_INT(duration); PARAM_INT(period); PARAM_NAME(mod); P_PoisonMobj(self, inflictor, source, damage, duration, period, mod); return 0; } //========================================================================== // // OkayToSwitchTarget // //========================================================================== bool AActor::OkayToSwitchTarget(AActor *other) { if (other == this) return false; // [RH] Don't hate self (can happen when shooting barrels) if (other->flags7 & MF7_NEVERTARGET) return false; // never EVER target me! if (!(other->flags & MF_SHOOTABLE)) return false; // Don't attack things that can't be hurt if ((flags4 & MF4_NOTARGETSWITCH) && target != NULL) return false; // Don't switch target if not allowed if ((master != NULL && other->IsA(master->GetClass())) || // don't attack your master (or others of its type) (other->master != NULL && IsA(other->master->GetClass()))) // don't attack your minion (or those of others of your type) { if (!IsHostile (other) && // allow target switch if other is considered hostile (other->tid != TIDtoHate || TIDtoHate == 0) && // or has the tid we hate other->TIDtoHate == TIDtoHate) // or has different hate information { return false; } } if ((flags7 & MF7_NOINFIGHTSPECIES) && GetSpecies() == other->GetSpecies()) return false; // Don't fight own species. if ((other->flags3 & MF3_NOTARGET) && (other->tid != TIDtoHate || TIDtoHate == 0) && !IsHostile (other)) return false; if (threshold != 0 && !(flags4 & MF4_QUICKTORETALIATE)) return false; if (IsFriend (other)) { // [RH] Friendlies don't target other friendlies return false; } int infight; if (flags7 & MF7_FORCEINFIGHTING) infight = 1; else if (flags5 & MF5_NOINFIGHTING) infight = -1; else infight = G_SkillProperty(SKILLP_Infight); if (infight < 0 && other->player == NULL && !IsHostile (other)) { return false; // infighting off: Non-friendlies don't target other non-friendlies } if (TIDtoHate != 0 && TIDtoHate == other->TIDtoHate) return false; // [RH] Don't target "teammates" if (other->player != NULL && (flags4 & MF4_NOHATEPLAYERS)) return false; // [RH] Don't target players if (target != NULL && target->health > 0 && TIDtoHate != 0 && target->tid == TIDtoHate && pr_switcher() < 128 && P_CheckSight (this, target)) return false; // [RH] Don't be too quick to give up things we hate return true; } DEFINE_ACTION_FUNCTION(AActor, OkayToSwitchTarget) { PARAM_SELF_PROLOGUE(AActor); PARAM_OBJECT(other, AActor); ACTION_RETURN_BOOL(self->OkayToSwitchTarget(other)); } bool AActor::CallOkayToSwitchTarget(AActor *other) { IFVIRTUAL(AActor, OkayToSwitchTarget) { VMValue params[] = { (DObject*)this, other }; int retv; VMReturn ret(&retv); VMCall(func, params, 2, &ret, 1); return !!retv; } return OkayToSwitchTarget(other); } //========================================================================== // // P_PoisonPlayer - Sets up all data concerning poisoning // // poisoner is the object directly responsible for poisoning the player, // such as a missile. source is the actor responsible for creating the // poisoner. // //========================================================================== bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison) { if ((player->cheats & CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE) || (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE)) { return false; } if (source != NULL && source->player != player && player->mo->IsTeammate (source)) { poison = (int)(poison * level.teamdamage); } if (poison > 0) { player->poisoncount += poison; player->poisoner = source; if (poisoner == NULL) { player->poisontype = player->poisonpaintype = NAME_None; } else { // We need to record these in case the poisoner disappears before poisoncount reaches 0. player->poisontype = poisoner->DamageType; player->poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType; } if(player->poisoncount > 100) { player->poisoncount = 100; } } return true; } DEFINE_ACTION_FUNCTION(_PlayerInfo, PoisonPlayer) { PARAM_SELF_STRUCT_PROLOGUE(player_t); PARAM_OBJECT(poisoner, AActor); PARAM_OBJECT(source, AActor); PARAM_INT(poison); ACTION_RETURN_BOOL(P_PoisonPlayer(self, poisoner, source, poison)); } //========================================================================== // // P_PoisonDamage - Similar to P_DamageMobj // //========================================================================== void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPainSound) { AActor *target; if (player == NULL) { return; } target = player->mo; if (target->health <= 0) { return; } // [MC] This must be checked before any modifications. Otherwise, power amplifiers // may result in doing too much damage that cannot be negated by regular buddha, // which is inconsistent. The raw damage must be the only determining factor for // determining if telefrag is actually desired. const bool telefragDamage = (damage >= TELEFRAG_DAMAGE && !(target->flags7 & MF7_LAXTELEFRAGDMG)); if ((player->cheats & CF_GODMODE2) || (target->flags5 & MF5_NODAMAGE) || //These two are never subjected to telefrag thresholds. (!telefragDamage && ((target->flags2 & MF2_INVULNERABLE) || (player->cheats & CF_GODMODE)))) { // target is invulnerable return; } // Take half damage in trainer mode damage = int(damage * G_SkillProperty(SKILLP_DamageFactor) * sv_damagefactorplayer); // Handle passive damage modifiers (e.g. PowerProtection) damage = target->GetModifiedDamage(player->poisontype, damage, true); // Modify with damage factors damage = target->ApplyDamageFactor(player->poisontype, damage); if (damage <= 0) { // Damage was reduced to 0, so don't bother further. return; } if (damage >= player->health && (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch) && !player->morphTics) { // Try to use some inventory health P_AutoUseHealth(player, damage - player->health+1); } player->health -= damage; // mirror mobj health here for Dave if (player->health < 50 && !deathmatch) { P_AutoUseStrifeHealth(player); } if (player->health < 0) { player->health = 0; } player->attacker = source; // // do the damage // target->health -= damage; if (target->health <= 0) { // Death int buddha = player->mo->hasBuddha(); if (telefragDamage && buddha == 1) buddha = 0; if (buddha) { // [SP] Save the player... player->health = target->health = 1; } else { target->special1 = damage; if (player && !player->morphTics) { // Check for flame death if ((player->poisontype == NAME_Fire) && (target->health > -50) && (damage > 25)) { target->DamageType = NAME_Fire; } else { target->DamageType = player->poisontype; } } target->CallDie(source, source); return; } } if (!(level.time&63) && playPainSound) { FState *painstate = target->FindState(NAME_Pain, player->poisonpaintype); if (painstate != NULL) { target->SetState(painstate); } } /* if((P_Random() < target->info->painchance) && !(target->flags&MF_SKULLFLY)) { target->flags |= MF_JUSTHIT; // fight back! P_SetMobjState(target, target->info->painstate); } */ } DEFINE_ACTION_FUNCTION(_PlayerInfo, PoisonDamage) { PARAM_SELF_STRUCT_PROLOGUE(player_t); PARAM_OBJECT(source, AActor); PARAM_INT(damage); PARAM_BOOL(playsound); P_PoisonDamage(self, source, damage, playsound); return 0; } CCMD (kill) { if (argv.argc() > 1) { if (CheckCheatmode ()) return; if (!stricmp (argv[1], "monsters")) { // Kill all the monsters if (CheckCheatmode ()) return; Net_WriteByte (DEM_GENERICCHEAT); Net_WriteByte (CHT_MASSACRE); } else if (!stricmp (argv[1], "baddies")) { // Kill all the unfriendly monsters if (CheckCheatmode ()) return; Net_WriteByte (DEM_GENERICCHEAT); Net_WriteByte (CHT_MASSACRE2); } else { Net_WriteByte (DEM_KILLCLASSCHEAT); Net_WriteString (argv[1]); } } else { // If suiciding is disabled, then don't do it. if (dmflags2 & DF2_NOSUICIDE) return; // Kill the player Net_WriteByte (DEM_SUICIDE); } C_HideConsole (); } CCMD(remove) { if (argv.argc() == 2) { if (CheckCheatmode()) return; Net_WriteByte(DEM_REMOVE); Net_WriteString(argv[1]); C_HideConsole(); } else { Printf("Usage: remove \n"); return; } }