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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- // g_combat.c
- #include "g_local.h"
- void M_SetEffects (edict_t *self);
- /*
- ROGUE
- clean up heal targets for medic
- */
- void cleanupHealTarget (edict_t *ent)
- {
- ent->monsterinfo.healer = NULL;
- ent->takedamage = DAMAGE_YES;
- ent->monsterinfo.aiflags &= ~AI_RESURRECTING;
- M_SetEffects (ent);
- }
- /*
- ============
- CanDamage
- Returns true if the inflictor can directly damage the target. Used for
- explosions and melee attacks.
- ============
- */
- qboolean CanDamage (edict_t *targ, edict_t *inflictor)
- {
- vec3_t dest;
- trace_t trace;
- // bmodels need special checking because their origin is 0,0,0
- if (targ->movetype == MOVETYPE_PUSH)
- {
- VectorAdd (targ->absmin, targ->absmax, dest);
- VectorScale (dest, 0.5, dest);
- trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
- if (trace.fraction == 1.0)
- return true;
- if (trace.ent == targ)
- return true;
- return false;
- }
-
- trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
- if (trace.fraction == 1.0)
- return true;
- VectorCopy (targ->s.origin, dest);
- dest[0] += 15.0;
- dest[1] += 15.0;
- trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
- if (trace.fraction == 1.0)
- return true;
- VectorCopy (targ->s.origin, dest);
- dest[0] += 15.0;
- dest[1] -= 15.0;
- trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
- if (trace.fraction == 1.0)
- return true;
- VectorCopy (targ->s.origin, dest);
- dest[0] -= 15.0;
- dest[1] += 15.0;
- trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
- if (trace.fraction == 1.0)
- return true;
- VectorCopy (targ->s.origin, dest);
- dest[0] -= 15.0;
- dest[1] -= 15.0;
- trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
- if (trace.fraction == 1.0)
- return true;
- return false;
- }
- /*
- ============
- Killed
- ============
- */
- void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- if (targ->health < -999)
- targ->health = -999;
- if (targ->monsterinfo.aiflags & AI_MEDIC)
- {
- if (targ->enemy) // god, I hope so
- {
- cleanupHealTarget (targ->enemy);
- }
- // clean up self
- targ->monsterinfo.aiflags &= ~AI_MEDIC;
- targ->enemy = attacker;
- }
- else
- {
- targ->enemy = attacker;
- }
- if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
- {
- // targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
- //ROGUE - free up slot for spawned monster if it's spawned
- if (targ->monsterinfo.aiflags & AI_SPAWNED_CARRIER)
- {
- if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
- !strcmp(targ->monsterinfo.commander->classname, "monster_carrier"))
- {
- targ->monsterinfo.commander->monsterinfo.monster_slots++;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("g_combat: freeing up carrier slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
- }
- }
- if (targ->monsterinfo.aiflags & AI_SPAWNED_MEDIC_C)
- {
- if (targ->monsterinfo.commander)
- {
- if (targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_medic_commander"))
- {
- targ->monsterinfo.commander->monsterinfo.monster_slots++;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("g_combat: freeing up medic slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
- }
- // else
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("my commander is dead! he's a %s\n", targ->monsterinfo.commander->classname);
- }
- // else if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("My commander is GONE\n");
- }
- if (targ->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
- {
- // need to check this because we can have variable numbers of coop players
- if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
- !strncmp(targ->monsterinfo.commander->classname, "monster_widow", 13))
- {
- if (targ->monsterinfo.commander->monsterinfo.monster_used > 0)
- targ->monsterinfo.commander->monsterinfo.monster_used--;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("g_combat: freeing up black widow slot - %d used\n", targ->monsterinfo.commander->monsterinfo.monster_used);
- }
- }
- //rogue
- if ((!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(targ->monsterinfo.aiflags & AI_DO_NOT_COUNT)))
- {
- level.killed_monsters++;
- if (coop->value && attacker->client)
- attacker->client->resp.score++;
- // medics won't heal monsters that they kill themselves
- // PMM - now they will
- // if (strcmp(attacker->classname, "monster_medic") == 0)
- // targ->owner = attacker;
- }
- }
- if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
- { // doors, triggers, etc
- targ->die (targ, inflictor, attacker, damage, point);
- return;
- }
- if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
- {
- targ->touch = NULL;
- monster_death_use (targ);
- }
- targ->die (targ, inflictor, attacker, damage, point);
- }
- /*
- ================
- SpawnDamage
- ================
- */
- void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
- {
- if (damage > 255)
- damage = 255;
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (type);
- // gi.WriteByte (damage);
- gi.WritePosition (origin);
- gi.WriteDir (normal);
- gi.multicast (origin, MULTICAST_PVS);
- }
- /*
- ============
- T_Damage
- targ entity that is being damaged
- inflictor entity that is causing the damage
- attacker entity that caused the inflictor to damage targ
- example: targ=monster, inflictor=rocket, attacker=player
- dir direction of the attack
- point point at which the damage is being inflicted
- normal normal vector from that point
- damage amount of damage being inflicted
- knockback force to be applied against targ as a result of the damage
- dflags these flags are used to control how T_Damage works
- DAMAGE_RADIUS damage was indirect (from a nearby explosion)
- DAMAGE_NO_ARMOR armor does not protect from this damage
- DAMAGE_ENERGY damage is from an energy based weapon
- DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
- DAMAGE_BULLET damage is from a bullet (used for ricochets)
- DAMAGE_NO_PROTECTION kills godmode, armor, everything
- ============
- */
- static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
- {
- gclient_t *client;
- int save;
- int power_armor_type;
- int index;
- int damagePerCell;
- int pa_te_type;
- int power;
- int power_used;
- if (!damage)
- return 0;
- client = ent->client;
- if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_POWER_ARMOR)) // PGM
- return 0;
- if (client)
- {
- power_armor_type = PowerArmorType (ent);
- if (power_armor_type != POWER_ARMOR_NONE)
- {
- index = ITEM_INDEX(FindItem("Cells"));
- power = client->pers.inventory[index];
- }
- }
- else if (ent->svflags & SVF_MONSTER)
- {
- power_armor_type = ent->monsterinfo.power_armor_type;
- power = ent->monsterinfo.power_armor_power;
- }
- else
- return 0;
- if (power_armor_type == POWER_ARMOR_NONE)
- return 0;
- if (!power)
- return 0;
- if (power_armor_type == POWER_ARMOR_SCREEN)
- {
- vec3_t vec;
- float dot;
- vec3_t forward;
- // only works if damage point is in front
- AngleVectors (ent->s.angles, forward, NULL, NULL);
- VectorSubtract (point, ent->s.origin, vec);
- VectorNormalize (vec);
- dot = DotProduct (vec, forward);
- if (dot <= 0.3)
- return 0;
- damagePerCell = 1;
- pa_te_type = TE_SCREEN_SPARKS;
- damage = damage / 3;
- }
- else
- {
- damagePerCell = 2;
- pa_te_type = TE_SHIELD_SPARKS;
- damage = (2 * damage) / 3;
- }
- // etf rifle
- if (dflags & DAMAGE_NO_REG_ARMOR)
- save = (power * damagePerCell) / 2;
- else
- save = power * damagePerCell;
- if (!save)
- return 0;
- if (save > damage)
- save = damage;
- SpawnDamage (pa_te_type, point, normal, save);
- ent->powerarmor_time = level.time + 0.2;
- if (dflags & DAMAGE_NO_REG_ARMOR)
- power_used = (save / damagePerCell) * 2;
- else
- power_used = save / damagePerCell;
- if (client)
- client->pers.inventory[index] -= power_used;
- else
- ent->monsterinfo.power_armor_power -= power_used;
- return save;
- }
- static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
- {
- gclient_t *client;
- int save;
- int index;
- gitem_t *armor;
- if (!damage)
- return 0;
- client = ent->client;
- if (!client)
- return 0;
- // ROGUE - added DAMAGE_NO_REG_ARMOR for atf rifle
- if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_ARMOR))
- return 0;
- index = ArmorIndex (ent);
- if (!index)
- return 0;
- armor = GetItemByIndex (index);
- if (dflags & DAMAGE_ENERGY)
- save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
- else
- save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
- if (save >= client->pers.inventory[index])
- save = client->pers.inventory[index];
- if (!save)
- return 0;
- client->pers.inventory[index] -= save;
- SpawnDamage (te_sparks, point, normal, save);
- return save;
- }
- void M_ReactToDamage (edict_t *targ, edict_t *attacker, edict_t *inflictor)
- {
- // pmm
- qboolean new_tesla;
- if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
- return;
- //=======
- //ROGUE
- // logic for tesla - if you are hit by a tesla, and can't see who you should be mad at (attacker)
- // attack the tesla
- // also, target the tesla if it's a "new" tesla
- if ((inflictor) && (!strcmp(inflictor->classname, "tesla")))
- {
- new_tesla = MarkTeslaArea(targ, inflictor);
- if (new_tesla)
- TargetTesla (targ, inflictor);
- return;
- // FIXME - just ignore teslas when you're TARGET_ANGER or MEDIC
- /* if (!(targ->enemy && (targ->monsterinfo.aiflags & (AI_TARGET_ANGER|AI_MEDIC))))
- {
- // FIXME - coop issues?
- if ((!targ->enemy) || (!visible(targ, targ->enemy)))
- {
- gi.dprintf ("can't see player, switching to tesla\n");
- TargetTesla (targ, inflictor);
- return;
- }
- gi.dprintf ("can see player, ignoring tesla\n");
- }
- else if ((g_showlogic) && (g_showlogic->value))
- gi.dprintf ("no enemy, or I'm doing other, more important things, than worrying about a damned tesla!\n");
- */
- }
- //ROGUE
- //=======
- if (attacker == targ || attacker == targ->enemy)
- return;
- // if we are a good guy monster and our attacker is a player
- // or another good guy, do not get mad at them
- if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
- {
- if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
- return;
- }
- //PGM
- // if we're currently mad at something a target_anger made us mad at, ignore
- // damage
- if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER)
- {
- float percentHealth;
- // make sure whatever we were pissed at is still around.
- if(targ->enemy->inuse)
- {
- percentHealth = (float)(targ->health) / (float)(targ->max_health);
- if( targ->enemy->inuse && percentHealth > 0.33)
- return;
- }
- // remove the target anger flag
- targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
- }
- //PGM
- // PMM
- // if we're healing someone, do like above and try to stay with them
- if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC))
- {
- float percentHealth;
- percentHealth = (float)(targ->health) / (float)(targ->max_health);
- // ignore it some of the time
- if( targ->enemy->inuse && percentHealth > 0.25)
- return;
- // remove the medic flag
- targ->monsterinfo.aiflags &= ~AI_MEDIC;
- cleanupHealTarget (targ->enemy);
- }
- // PMM
- // we now know that we are not both good guys
- // if attacker is a client, get mad at them because he's good and we're not
- if (attacker->client)
- {
- targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
- // this can only happen in coop (both new and old enemies are clients)
- // only switch if can't see the current enemy
- if (targ->enemy && targ->enemy->client)
- {
- if (visible(targ, targ->enemy))
- {
- targ->oldenemy = attacker;
- return;
- }
- targ->oldenemy = targ->enemy;
- }
- targ->enemy = attacker;
- if (!(targ->monsterinfo.aiflags & AI_DUCKED))
- FoundTarget (targ);
- return;
- }
- // it's the same base (walk/swim/fly) type and a different classname and it's not a tank
- // (they spray too much), get mad at them
- // PMM
- // added medics to this
- // FIXME -
- // this really should be turned into an AI flag marking appropriate monsters as "don't shoot me"
- // this also leads to the problem of tanks and medics being able to, at will, kill monsters with
- // no chance of retaliation. My vote is to make those monsters who are designed as "don't shoot me"
- // such that they also ignore being shot by monsters as well
- /*
- if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
- (strcmp (targ->classname, attacker->classname) != 0) &&
- (strcmp(attacker->classname, "monster_tank") != 0) &&
- (strcmp(attacker->classname, "monster_supertank") != 0) &&
- (strcmp(attacker->classname, "monster_makron") != 0) &&
- (strcmp(attacker->classname, "monster_jorg") != 0) &&
- (strcmp(attacker->classname, "monster_carrier") != 0) &&
- (strncmp(attacker->classname, "monster_medic", 12) != 0) ) // this should get medics & medic_commanders
- */
- if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
- (strcmp (targ->classname, attacker->classname) != 0) &&
- !(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) &&
- !(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS) )
- {
- if (targ->enemy && targ->enemy->client)
- targ->oldenemy = targ->enemy;
- targ->enemy = attacker;
- if (!(targ->monsterinfo.aiflags & AI_DUCKED))
- FoundTarget (targ);
- }
- // if they *meant* to shoot us, then shoot back
- else if (attacker->enemy == targ)
- {
- if (targ->enemy && targ->enemy->client)
- targ->oldenemy = targ->enemy;
- targ->enemy = attacker;
- if (!(targ->monsterinfo.aiflags & AI_DUCKED))
- FoundTarget (targ);
- }
- // otherwise get mad at whoever they are mad at (help our buddy) unless it is us!
- else if (attacker->enemy && attacker->enemy != targ)
- {
- if (targ->enemy && targ->enemy->client)
- targ->oldenemy = targ->enemy;
- targ->enemy = attacker->enemy;
- if (!(targ->monsterinfo.aiflags & AI_DUCKED))
- FoundTarget (targ);
- }
- }
- qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
- {
- //FIXME make the next line real and uncomment this block
- // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
- return false;
- }
- 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;
- int take;
- int save;
- int asave;
- int psave;
- int te_sparks;
- int sphere_notified; // PGM
- if (!targ->takedamage)
- return;
- sphere_notified = false; // PGM
- // friendly fire avoidance
- // if enabled you can't hurt teammates (but you can hurt yourself)
- // knockback still occurs
- if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
- {
- if (OnSameTeam (targ, attacker))
- {
- // PMM - nukes kill everyone
- if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) && (mod != MOD_NUKE))
- damage = 0;
- else
- mod |= MOD_FRIENDLY_FIRE;
- }
- }
- meansOfDeath = mod;
- //ROGUE
- // allow the deathmatch game to change values
- if (deathmatch->value && gamerules && gamerules->value)
- {
- if(DMGame.ChangeDamage)
- damage = DMGame.ChangeDamage(targ, attacker, damage, mod);
- if(DMGame.ChangeKnockback)
- knockback = DMGame.ChangeKnockback(targ, attacker, knockback, mod);
- if(!damage)
- return;
- }
- //ROGUE
- // easy mode takes half damage
- if (skill->value == 0 && deathmatch->value == 0 && targ->client)
- {
- damage *= 0.5;
- if (!damage)
- damage = 1;
- }
- client = targ->client;
- // PMM - defender sphere takes half damage
- if ((client) && (client->owned_sphere) && (client->owned_sphere->spawnflags == 1))
- {
- damage *= 0.5;
- if (!damage)
- damage = 1;
- }
- if (dflags & DAMAGE_BULLET)
- te_sparks = TE_BULLET_SPARKS;
- 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;
- if (targ->flags & FL_NO_KNOCKBACK)
- knockback = 0;
- // figure momentum add
- if (!(dflags & DAMAGE_NO_KNOCKBACK))
- {
- if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
- {
- vec3_t kvel;
- float mass;
- 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);
- }
- }
- take = damage;
- save = 0;
- // check for godmode
- if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
- {
- take = 0;
- save = damage;
- SpawnDamage (te_sparks, point, normal, save);
- }
- // check for invincibility
- if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
- {
- if (targ->pain_debounce_time < level.time)
- {
- gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
- targ->pain_debounce_time = level.time + 2;
- }
- take = 0;
- save = damage;
- }
- // ROGUE
- // check for monster invincibility
- if (((targ->svflags & SVF_MONSTER) && targ->monsterinfo.invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
- {
- if (targ->pain_debounce_time < level.time)
- {
- gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
- targ->pain_debounce_time = level.time + 2;
- }
- take = 0;
- save = damage;
- }
- // ROGUE
- psave = CheckPowerArmor (targ, point, normal, take, dflags);
- take -= psave;
- asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
- take -= asave;
- //treat cheat/powerup savings the same as armor
- asave += save;
- // team damage avoidance
- if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
- return;
- // ROGUE - this option will do damage both to the armor and person. originally for DPU rounds
- if (dflags & DAMAGE_DESTROY_ARMOR)
- {
- if(!(targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) &&
- !(client && client->invincible_framenum > level.framenum))
- {
- take = damage;
- }
- }
- // ROGUE
- // do the damage
- if (take)
- {
- //PGM need more blood for chainfist.
- if(targ->flags & FL_MECHANICAL)
- {
- SpawnDamage ( TE_ELECTRIC_SPARKS, point, normal, take);
- }
- else if ((targ->svflags & SVF_MONSTER) || (client))
- {
- if(mod == MOD_CHAINFIST)
- SpawnDamage (TE_MOREBLOOD, point, normal, 255);
- else
- SpawnDamage (TE_BLOOD, point, normal, take);
- }
- else
- SpawnDamage (te_sparks, point, normal, take);
- //PGM
- targ->health = targ->health - take;
-
- //PGM - spheres need to know who to shoot at
- if(client && client->owned_sphere)
- {
- sphere_notified = true;
- if(client->owned_sphere->pain)
- client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
- }
- //PGM
- if (targ->health <= 0)
- {
- if ((targ->svflags & SVF_MONSTER) || (client))
- targ->flags |= FL_NO_KNOCKBACK;
- Killed (targ, inflictor, attacker, take, point);
- return;
- }
- }
- //PGM - spheres need to know who to shoot at
- if (!sphere_notified)
- {
- if(client && client->owned_sphere)
- {
- sphere_notified = true;
- if(client->owned_sphere->pain)
- client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
- }
- }
- //PGM
- if (targ->svflags & SVF_MONSTER)
- {
- M_ReactToDamage (targ, attacker, inflictor);
- // PMM - fixme - if anyone else but the medic ever uses AI_MEDIC, check for it here instead
- // of in the medic's pain function
- if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
- {
- targ->pain (targ, attacker, knockback, take);
- // nightmare mode monsters don't go into pain frames often
- if (skill->value == 3)
- targ->pain_debounce_time = level.time + 5;
- }
- }
- else if (client)
- {
- if (!(targ->flags & FL_GODMODE) && (take))
- targ->pain (targ, attacker, knockback, take);
- }
- else if (take)
- {
- if (targ->pain)
- targ->pain (targ, attacker, knockback, take);
- }
- // add to the damage inflicted on a player this frame
- // the total will be turned into screen blends and view angle kicks
- // at the end of the frame
- if (client)
- {
- client->damage_parmor += psave;
- client->damage_armor += asave;
- client->damage_blood += take;
- client->damage_knockback += knockback;
- VectorCopy (point, client->damage_from);
- }
- }
- /*
- ============
- T_RadiusDamage
- ============
- */
- void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
- {
- float points;
- edict_t *ent = NULL;
- vec3_t v;
- vec3_t dir;
- while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
- {
- if (ent == ignore)
- continue;
- if (!ent->takedamage)
- continue;
- VectorAdd (ent->mins, ent->maxs, v);
- VectorMA (ent->s.origin, 0.5, v, v);
- VectorSubtract (inflictor->s.origin, v, v);
- points = damage - 0.5 * VectorLength (v);
- if (ent == attacker)
- points = points * 0.5;
- if (points > 0)
- {
- if (CanDamage (ent, inflictor))
- {
- VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
- T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
- }
- }
- }
- }
- // **********************
- // ROGUE
- /*
- ============
- T_RadiusNukeDamage
- Like T_RadiusDamage, but ignores walls (skips CanDamage check, among others)
- // up to KILLZONE radius, do 10,000 points
- // after that, do damage linearly out to KILLZONE2 radius
- ============
- */
- void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
- {
- float points;
- edict_t *ent = NULL;
- vec3_t v;
- vec3_t dir;
- float len;
- float killzone, killzone2;
- trace_t tr;
- float dist;
- killzone = radius;
- killzone2 = radius*2.0;
- while ((ent = findradius(ent, inflictor->s.origin, killzone2)) != NULL)
- {
- // ignore nobody
- if (ent == ignore)
- continue;
- if (!ent->takedamage)
- continue;
- if (!ent->inuse)
- continue;
- if (!(ent->client || (ent->svflags & SVF_MONSTER) || (ent->svflags & SVF_DAMAGEABLE)))
- continue;
- VectorAdd (ent->mins, ent->maxs, v);
- VectorMA (ent->s.origin, 0.5, v, v);
- VectorSubtract (inflictor->s.origin, v, v);
- len = VectorLength(v);
- if (len <= killzone)
- {
- if (ent->client)
- ent->flags |= FL_NOGIB;
- points = 10000;
- }
- else if (len <= killzone2)
- points = (damage/killzone)*(killzone2 - len);
- else
- points = 0;
- // points = damage - 0.005 * len*len;
- // if (ent == attacker)
- // points = points * 0.5;
- // if ((g_showlogic) && (g_showlogic->value))
- // {
- // if (!(strcmp(ent->classname, "player")))
- // gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, inflictor->teammaster->client->pers.netname);
- // else
- // gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, ent->classname);
- // }
- if (points > 0)
- {
- // if (CanDamage (ent, inflictor))
- // {
- if (ent->client)
- ent->client->nuke_framenum = level.framenum + 20;
- VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
- T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
- // }
- }
- }
- ent = g_edicts+1; // skip the worldspawn
- // cycle through players
- while (ent)
- {
- if ((ent->client) && (ent->client->nuke_framenum != level.framenum+20) && (ent->inuse))
- {
- tr = gi.trace (inflictor->s.origin, NULL, NULL, ent->s.origin, inflictor, MASK_SOLID);
- if (tr.fraction == 1.0)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("Undamaged player in LOS with nuke, flashing!\n");
- ent->client->nuke_framenum = level.framenum + 20;
- }
- else
- {
- dist = realrange (ent, inflictor);
- if (dist < 2048)
- ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 15);
- else
- ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 10);
- }
- ent++;
- }
- else
- ent = NULL;
- }
- }
- /*
- ============
- T_RadiusClassDamage
- Like T_RadiusDamage, but ignores anything with classname=ignoreClass
- ============
- */
- void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod)
- {
- float points;
- edict_t *ent = NULL;
- vec3_t v;
- vec3_t dir;
- while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
- {
- if (ent->classname && !strcmp(ent->classname, ignoreClass))
- continue;
- if (!ent->takedamage)
- continue;
- VectorAdd (ent->mins, ent->maxs, v);
- VectorMA (ent->s.origin, 0.5, v, v);
- VectorSubtract (inflictor->s.origin, v, v);
- points = damage - 0.5 * VectorLength (v);
- if (ent == attacker)
- points = points * 0.5;
- if (points > 0)
- {
- if (CanDamage (ent, inflictor))
- {
- VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
- T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
- }
- }
- }
- }
- // ROGUE
- // ********************
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