Beispiel #1
0
/*
==============
alarmbox_updateparts
==============
*/
void alarmbox_updateparts(gentity_t *ent, qboolean matestoo) {
	gentity_t *t, *mate;
	qboolean  alarming = (ent->s.frame == 1);

	// update teammates
	if (matestoo) {
		for (mate = ent->teammaster; mate; mate = mate->teamchain) {
			if (mate == ent) {
				continue;
			}

			if (!(mate->active)) {     // don't update dead alarm boxes, they stay dead
				continue;
			}

			if (!(ent->active)) {     // destroyed, so just turn teammates off
				mate->s.frame = 0;
			} else {
				mate->s.frame = ent->s.frame;
			}

			alarmbox_updateparts(mate, qfalse);
		}
	}

	// update lights
	if (!ent->target) {
		return;
	}

	t = NULL;
	while ((t = G_FindByTargetname(t, ent->target)) != NULL) {
		if (t == ent) {
			G_DPrintf("WARNING: Entity used itself.\n");
		} else {
			// give the dlight the sound
			if (!Q_stricmp(t->classname, "dlight")) {
				t->soundLoop = ent->soundLoop;

				if (alarming) {
					if (!(t->r.linked)) {
						G_UseEntity(t, ent, 0);
					}
				} else {
					if (t->r.linked) {
						G_UseEntity(t, ent, 0);
					}
				}
			}
			// alarmbox can tell script_trigger about activation
			// (but don't trigger if dying, only activation)
			else if (!Q_stricmp(t->classname, "target_script_trigger") && ent->active) {   // not dead
				G_UseEntity(t, ent, 0);
			}
		}
	}
}
Beispiel #2
0
/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE
This doesn't perform any actions except fire its targets.
The activator can be forced to be from a certain team.
if RANDOM is checked, only one of the targets will be fired, not all of them
"key" specifies an item you can be carrying that affects the operation of this relay
this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc)
NOKEY_ONLY means "fire only if I do /not/ have the specified key"
TAKE_KEY removes the key from the players inventory
"lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key.
By default this sound is "sound/movers/doors/default_door_locked.wav"
NO_LOCKED_NOISE specifies that it will be silent if activated without proper key
*/
void target_relay_use(gentity_t *self, gentity_t *other, gentity_t *activator) {
	// Nico, silent GCC
	(void)other;

	if ((self->spawnflags & 1) && activator && activator->client
	    && activator->client->sess.sessionTeam != TEAM_AXIS) {
		return;
	}
	if ((self->spawnflags & 2) && activator && activator->client
	    && activator->client->sess.sessionTeam != TEAM_ALLIES) {
		return;
	}

	if (self->spawnflags & 4) {
		gentity_t *ent;

		ent = G_PickTarget(self->target);
		if (ent && ent->use) {
			G_UseEntity(ent, self, activator);
		}
		return;
	}

	// activator can be NULL if called from script
	if (activator && self->key && self->key == -1) {   // relay permanently locked
		if (self->soundPos1) {
			G_Sound(self, self->soundPos1);      //----(SA)	added
		}
		return;
	}

	G_UseTargets(self, activator);
}
Beispiel #3
0
/**
 * @brief "activator" should be set to the entity that initiated the firing.
 * Search for (string)targetname in all entities that
 * match (string)self.target and call their .use function
 */
void G_UseTargets(gentity_t *ent, gentity_t *activator)
{
	gentity_t *t;
	int       hash;

	if (!ent)
	{
		return;
	}

	if (!ent->target)
	{
		return;
	}

	t    = NULL;
	hash = BG_StringHashValue(ent->target);
	while ((t = G_FindByTargetnameFast(t, ent->target, hash)) != NULL)
	{
		if (t == ent)
		{
			G_Printf(S_COLOR_YELLOW "WARNING G_UseTargets: Entity used itself.\n");
		}
		else
		{
			if (t->use)
			{
				//G_Printf ("ent->classname %s ent->targetname %s t->targetname %s t->s.number %d\n", ent->classname, ent->targetname, t->targetname, t->s.number);

				t->flags |= (ent->flags & FL_KICKACTIVATE);   // If 'ent' was kicked to activate, pass this along to it's targets.
				                                              //		It may become handy to put a "KICKABLE" flag in ents so that it knows whether to pass this along or not
				                                              //		Right now, the only situation where it would be weird would be an invisible_user that is a 'button' near
				                                              //		a rotating door that it triggers.  Kick the switch and the door next to it flies open.

				t->flags |= (ent->flags & FL_SOFTACTIVATE);   // likewise for soft activation

				if (activator &&
				    ((Q_stricmp(t->classname, "func_door") == 0) ||
				     (Q_stricmp(t->classname, "func_door_rotating") == 0)
				    )
				    )
				{
					// check door usage rules before allowing any entity to trigger a door open
					G_TryDoor(t, ent, activator);         // (door,other,activator)
				}
				else
				{
					G_UseEntity(t, ent, activator);
				}
			}
		}
		if (!ent->inuse)
		{
			G_Printf(S_COLOR_YELLOW "WARNING G_UseTargets: entity was removed while using targets\n");
			return;
		}
	}
}
Beispiel #4
0
/*
QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE
This doesn't perform any actions except fire its targets.
The activator can be forced to be from a certain team.
if RANDOM is checked, only one of the targets will be fired, not all of them
"key" specifies an item you can be carrying that affects the operation of this relay
this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc)
NOKEY_ONLY means "fire only if I do /not/ have the specified key"
TAKE_KEY removes the key from the players inventory
"lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key.
By default this sound is "sound/movers/doors/default_door_locked.wav"
NO_LOCKED_NOISE specifies that it will be silent if activated without proper key
*/
void target_relay_use(gentity_t *self, gentity_t *other, gentity_t *activator)
{
	if ((self->spawnflags & 1) && activator && activator->client
	    && activator->client->sess.sessionTeam != TEAM_AXIS)
	{
		return;
	}
	if ((self->spawnflags & 2) && activator && activator->client
	    && activator->client->sess.sessionTeam != TEAM_ALLIES)
	{
		return;
	}

	if (self->spawnflags & 4)
	{
		gentity_t *ent;

		ent = G_PickTarget(self->target);
		if (ent && ent->use)
		{
			G_UseEntity(ent, self, activator);
		}
		return;
	}

	if (activator)     // activator can be NULL if called from script
	{
		if (self->key)
		{
			// removed keys
			//gitem_t *item;

			if (self->key == -1)     // relay permanently locked
			{
				if (self->soundPos1)
				{
					G_Sound(self, self->soundPos1);
				}
				return;
			}

			/*
			if(self->spawnflags & 16) {	// take key
			    activator->client->ps.stats[STAT_KEYS] &= ~(1<<item->giTag);
			    // TODO: "took inventory item" sound
			}*/
		}
	}

	G_UseTargets(self, activator);
}
Beispiel #5
0
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,  vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
	gclient_t	*client;
	int			take;
	int			save;
	int			knockback;
	qboolean	headShot;
	qboolean	wasAlive;
	hitRegion_t	hr = HR_NUM_HITREGIONS;

	if (!targ->takedamage) {
		return;
	}

#ifdef SAVEGAME_SUPPORT
	if( g_gametype.integer == GT_SINGLE_PLAYER && ( g_reloading.integer || saveGamePending ) )
		return;
#endif // SAVEGAME_SUPPORT

//	trap_SendServerCommand( -1, va("print \"%i\n\"\n", targ->health) );

	// the intermission has allready been qualified for, so don't
	// allow any extra scoring
	if ( level.intermissionQueued || (g_gamestate.integer != GS_PLAYING && match_warmupDamage.integer == 0)) {
		return;
	}

	if ( !inflictor ) {
		inflictor = &g_entities[ENTITYNUM_WORLD];
	}
	if ( !attacker ) {
		attacker = &g_entities[ENTITYNUM_WORLD];
	}

	// Arnout: invisible entities can't be damaged
	if( targ->entstate == STATE_INVISIBLE ||
		targ->entstate == STATE_UNDERCONSTRUCTION ) {
		return;
	}

	// xkan, 12/23/2002 - was the bot alive before applying any damage?
	wasAlive = (targ->health > 0);

	// Arnout: combatstate
	if( targ->client && attacker && attacker->client && attacker != targ ) {
		/*vec_t dist = -1.f;

		if( targ->client->combatState < COMBATSTATE_HOT ) {
			vec3_t shotvec;

			VectorSubtract( targ->r.currentOrigin, attacker->r.currentOrigin, shotvec );
			dist = VectorLengthSquared( shotvec );

			if( dist < Square(1500.f) && targ->client->combatState == COMBATSTATE_WARM )
				targ->client->combatState = COMBATSTATE_HOT;
		}

		if( attacker->client->combatState < COMBATSTATE_HOT ) {
			if( dist < 0.f ) {
				vec3_t shotvec;

				VectorSubtract( targ->r.currentOrigin, attacker->r.currentOrigin, shotvec );
				dist = VectorLengthSquared( shotvec );
			}

			if( dist > Square(1500.f) )
				attacker->client->combatState = COMBATSTATE_WARM;
			else if( attacker->client->combatState == COMBATSTATE_WARM )
				attacker->client->combatState = COMBATSTATE_HOT;
		}*/

		if( g_gamestate.integer == GS_PLAYING ) {
			if( !OnSameTeam( attacker, targ ) ) {
				targ->client->combatState |= (1<<COMBATSTATE_DAMAGERECEIVED);
				attacker->client->combatState |= (1<<COMBATSTATE_DAMAGEDEALT);
			}
		}
	}

// JPW NERVE
	if ((targ->waterlevel >= 3) && (mod == MOD_FLAMETHROWER))
		return;
// jpw

	// shootable doors / buttons don't actually have any health
	if ( targ->s.eType == ET_MOVER && !(targ->isProp) && !targ->scriptName) {
		if ( targ->use && targ->moverState == MOVER_POS1 ) {
			G_UseEntity( targ, inflictor, attacker );
		}
		return;
	}


	// TAT 11/22/2002
	//		In the old code, this check wasn't done for props, so I put that check back in to make props_statue properly work	
	// 4 means destructible
	if ( targ->s.eType == ET_MOVER && (targ->spawnflags & 4) && !targ->isProp ) 
	{
		/*switch (mod) {
		case MOD_GRENADE:
		case MOD_GRENADE_LAUNCHER:
		case MOD_ROCKET:
		case MOD_AIRSTRIKE:
		case MOD_ARTY:
		case MOD_GRENADE_PINEAPPLE:
		case MOD_MAPMORTAR:
		case MOD_EXPLOSIVE:
		case MOD_DYNAMITE:
		case MOD_LANDMINE:
		case MOD_GPG40:
		case MOD_M7:
		case MOD_TELEFRAG:
		case MOD_PANZERFAUST:
		case MOD_SATCHEL:
			break;
		default:
			return;	// no damage from other weapons
		}*/
		if( !G_WeaponIsExplosive( mod ) ) {
			return;
		}

		// check for team
		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}
	} else if ( targ->s.eType == ET_EXPLOSIVE ) {
		/*// 32 Explosive
		// 64 Dynamite only
		// 256 Airstrike/artillery only
		// 512 Satchel only
		if ((targ->spawnflags & 32) || (targ->spawnflags & 64) || (targ->spawnflags & 256) || (targ->spawnflags & 512))
		{
			switch (mod) {
			case MOD_GRENADE:
			case MOD_GRENADE_LAUNCHER:
			case MOD_ROCKET:
			case MOD_GRENADE_PINEAPPLE:
			case MOD_MAPMORTAR:
			case MOD_EXPLOSIVE:
			case MOD_LANDMINE:
			case MOD_GPG40:
			case MOD_M7:
				if( !(targ->spawnflags & 32) )
					return;
				break;
			case MOD_SATCHEL:
				if( !(targ->spawnflags & 512) )
					return;
				break;
			case MOD_ARTY:
			case MOD_AIRSTRIKE:
				if( !(targ->spawnflags & 256) )
					return;
				break;
			case MOD_DYNAMITE:
				if( !(targ->spawnflags & 64) )
					return;
				break;
			default: 
				return;
			}

			// check for team
			if( targ->s.teamNum == inflictor->s.teamNum ) {
				return;
			}
		}*/
		
		if( targ->parent && G_GetWeaponClassForMOD( mod ) == 2 ) {
			return;
		}

		// check for team
//		if( G_GetWeaponClassForMOD( mod ) != -1 && targ->s.teamNum == inflictor->s.teamNum ) {
//			return;
//		}
		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}

		if( G_GetWeaponClassForMOD( mod ) < targ->constructibleStats.weaponclass ) {
			return;
		}
	}
	else if ( targ->s.eType == ET_MISSILE && targ->methodOfDeath == MOD_LANDMINE ) {
		if( targ->s.modelindex2 ) {
			if( G_WeaponIsExplosive( mod ) ) {
				mapEntityData_t	*mEnt;

				if((mEnt = G_FindMapEntityData(&mapEntityData[0], targ-g_entities)) != NULL) {
					G_FreeMapEntityData( &mapEntityData[0], mEnt );
				}

				if((mEnt = G_FindMapEntityData(&mapEntityData[1], targ-g_entities)) != NULL) {
					G_FreeMapEntityData( &mapEntityData[1], mEnt );
				}

				if( attacker && attacker->client ) {
					AddScore( attacker, 1 );
					//G_AddExperience( attacker, 1.f );
				}

				G_ExplodeMissile(targ);
			}
		}
		return;
	} else if ( targ->s.eType == ET_CONSTRUCTIBLE ) {

		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}

		if( G_GetWeaponClassForMOD( mod ) < targ->constructibleStats.weaponclass ) {
			return;
		}
	}

	client = targ->client;

	if ( client ) {
		if ( client->noclip || client->ps.powerups[PW_INVULNERABLE] ) {
			return;
		}
	}

	// check for godmode
	if ( targ->flags & FL_GODMODE ) {
		return;
	}

	if ( !dir ) {
		dflags |= DAMAGE_NO_KNOCKBACK;
	} else {
		VectorNormalize(dir);
	}

	knockback = damage;
	if ( knockback > 200 ) {
		knockback = 200;
	}
	if ( targ->flags & FL_NO_KNOCKBACK ) {
		knockback = 0;
	}
	if ( dflags & DAMAGE_NO_KNOCKBACK ) {
		knockback = 0;
	} else if( dflags & DAMAGE_HALF_KNOCKBACK ) {
		knockback *= 0.5f;
	}
	
	// ydnar: set weapons means less knockback
	if( client && (client->ps.weapon == WP_MORTAR_SET || client->ps.weapon == WP_MOBILE_MG42_SET) )
		knockback *= 0.5;

	if( targ->client && g_friendlyFire.integer && OnSameTeam(targ, attacker) ) {
		knockback = 0;
	}
	
	// figure momentum add, even if the damage won't be taken
	if ( knockback && targ->client ) {
		vec3_t	kvel;
		float	mass;

		mass = 200;

		VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
		VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);

		/*if( mod == MOD_GRENADE ||
			mod == MOD_GRENADE_LAUNCHER ||
			mod == MOD_DYNAMITE ||
			mod == MOD_GPG40 ||
			mod == MOD_M7 ||
 			mod == MOD_LANDMINE ) {
			targ->client->ps.velocity[2] *= 2.f;				// gimme air baby!
			targ->client->ps.groundEntityNum = ENTITYNUM_NONE;	// flying high!
		} else if( mod == MOD_ROCKET ) {
			targ->client->ps.velocity[2] *= .75f;				// but not to the moon please!
			targ->client->ps.groundEntityNum = ENTITYNUM_NONE;	// flying high!
		}*/

		if (targ == attacker && !(	mod != MOD_ROCKET &&
									mod != MOD_GRENADE &&
									mod != MOD_GRENADE_LAUNCHER &&
									mod != MOD_DYNAMITE
									&& mod != MOD_GPG40
									&& mod != MOD_M7
									&& mod != MOD_LANDMINE
									))
		{
			targ->client->ps.velocity[2] *= 0.25;
		}

		// set the timer so that the other client can't cancel
		// out the movement immediately
		if ( !targ->client->ps.pm_time ) {
			int		t;

			t = knockback * 2;
			if ( t < 50 ) {
				t = 50;
			}
			if ( t > 200 ) {
				t = 200;
			}
			targ->client->ps.pm_time = t;
			targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
		}
	}

	// check for completely getting out of the damage
	if ( !(dflags & DAMAGE_NO_PROTECTION) ) {

		// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
		// if the attacker was on the same team
		if ( targ != attacker && OnSameTeam (targ, attacker)  ) {
			if ( (g_gamestate.integer != GS_PLAYING && match_warmupDamage.integer == 1)) {
				return;
			}
			else if (!g_friendlyFire.integer)
			{
				return;
			}
		}
	}

	// add to the attacker's hit counter
	if ( attacker->client && targ != attacker && targ->health > 0 ) {
		if ( OnSameTeam( targ, attacker ) ) {
			attacker->client->ps.persistant[PERS_HITS] -= damage;
		} else {
			attacker->client->ps.persistant[PERS_HITS] += damage;
		}
	}

	if ( damage < 1 ) {
		damage = 1;
	}
	take = damage;
	save = 0;

	// adrenaline junkie!
	if( targ->client && targ->client->ps.powerups[PW_ADRENALINE] ) {
		take *= .5f;
	}

	// save some from flak jacket
	if( targ->client && targ->client->sess.skill[SK_EXPLOSIVES_AND_CONSTRUCTION] >= 4 && targ->client->sess.playerType == PC_ENGINEER ) {
		if( mod == MOD_GRENADE ||
			mod == MOD_GRENADE_LAUNCHER ||
			mod == MOD_ROCKET ||
			mod == MOD_GRENADE_PINEAPPLE ||
			mod == MOD_MAPMORTAR ||
			mod == MOD_MAPMORTAR_SPLASH || 
			mod == MOD_EXPLOSIVE ||
			mod == MOD_LANDMINE ||
			mod == MOD_GPG40 ||
			mod == MOD_M7 ||
			mod == MOD_SATCHEL ||
			mod == MOD_ARTY ||
			mod == MOD_AIRSTRIKE ||
			mod == MOD_DYNAMITE ||
			mod == MOD_MORTAR ||
			mod == MOD_PANZERFAUST ||
			mod == MOD_MAPMORTAR ) {
			take -= take * .5f;
		}
	}

	headShot = IsHeadShot(targ, dir, point, mod);
	if ( headShot ) {
		if( take * 2 < 50 ) // head shots, all weapons, do minimum 50 points damage
			take = 50;
		else
			take *= 2; // sniper rifles can do full-kill (and knock into limbo)

		if( dflags & DAMAGE_DISTANCEFALLOFF ) {
			vec_t dist;
			vec3_t shotvec;

			VectorSubtract( point, muzzleTrace, shotvec );
			dist = VectorLength( shotvec );

			if( dist > 1500.f ) {
				if( dist > 2500.f ) {
					take *= 0.2f;
				} else {
					float scale = 1.f - 0.2f * (1000.f / (dist - 1000.f));

					take *= scale;
				}
			}
		}

		if( !(targ->client->ps.eFlags & EF_HEADSHOT) ) {	// only toss hat on first headshot
			G_AddEvent( targ, EV_LOSE_HAT, DirToByte(dir) );

			if( mod != MOD_K43_SCOPE &&
				mod != MOD_GARAND_SCOPE ) {
				take *= .8f;	// helmet gives us some protection
			}
		}

		targ->client->ps.eFlags |= EF_HEADSHOT;

		// OSP - Record the headshot
		if(client && attacker && attacker->client
#ifndef DEBUG_STATS
		  && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam
#endif
		  ) {
			G_addStatsHeadShot(attacker, mod);
		}

		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Head Shot\n\"\n");
		}
		G_LogRegionHit( attacker, HR_HEAD );
		hr = HR_HEAD;
	} else if ( IsLegShot(targ, dir, point, mod) ) {
		G_LogRegionHit( attacker, HR_LEGS );
		hr = HR_LEGS;
		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Leg Shot\n\"\n");
		}
	} else if ( IsArmShot(targ, attacker, point, mod) ) {
		G_LogRegionHit( attacker, HR_ARMS );
		hr = HR_ARMS;
		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Arm Shot\n\"\n");
		}
	} else if (targ->client && targ->health > 0 && IsHeadShotWeapon( mod ) ) {
		G_LogRegionHit( attacker, HR_BODY );
		hr = HR_BODY;
		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Body Shot\n\"\n");
		}
	}

#ifndef DEBUG_STATS
	if ( g_debugDamage.integer )
#endif
	{
		G_Printf( "client:%i health:%i damage:%i mod:%s\n", targ->s.number, targ->health, take, modNames[mod] );
	}

	// 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 ) {
		if ( attacker ) {
			client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
		} else {
			client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
		}
		client->damage_blood += take;
		client->damage_knockback += knockback;

		if ( dir ) {
			VectorCopy ( dir, client->damage_from );
			client->damage_fromWorld = qfalse;
		} else {
			VectorCopy ( targ->r.currentOrigin, client->damage_from );
			client->damage_fromWorld = qtrue;
		}
	}

	// See if it's the player hurting the emeny flag carrier
//	Team_CheckHurtCarrier(targ, attacker);

	if (targ->client) {
		// set the last client who damaged the target
		targ->client->lasthurt_client = attacker->s.number;
		targ->client->lasthurt_mod = mod;
	}

	// do the damage
	if( take ) {
		targ->health -= take;

		// Gordon: don't ever gib POWS
		if( ( targ->health <= 0 ) && ( targ->r.svFlags & SVF_POW ) ) {
			targ->health = -1;
		}

		// Ridah, can't gib with bullet weapons (except VENOM)
		// Arnout: attacker == inflictor can happen in other cases as well! (movers trying to gib things)
		//if ( attacker == inflictor && targ->health <= GIB_HEALTH) {
		if( targ->health <= GIB_HEALTH ) {
			if( !G_WeaponIsExplosive( mod ) ) {
				targ->health = GIB_HEALTH + 1;
			}
		}

// JPW NERVE overcome previous chunk of code for making grenades work again
//		if ((take > 190)) // 190 is greater than 2x mauser headshot, so headshots don't gib
		// Arnout: only player entities! messes up ents like func_constructibles and func_explosives otherwise
		if( ( (targ->s.number < MAX_CLIENTS) && (take > 190) ) && !(targ->r.svFlags & SVF_POW) ) {
			targ->health = GIB_HEALTH - 1;
		}

		if( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) ) {
			targ->s.dl_intensity = 255.f * (targ->health / (float)targ->count);	// send it to the client
		}

		//G_Printf("health at: %d\n", targ->health);
		if( targ->health <= 0 ) {
			if( client && !wasAlive ) {
				targ->flags |= FL_NO_KNOCKBACK;
				// OSP - special hack to not count attempts for body gibbage
				if( targ->client->ps.pm_type == PM_DEAD ) {
					G_addStats(targ, attacker, take, mod);
				}

				if( (targ->health < FORCE_LIMBO_HEALTH) && (targ->health > GIB_HEALTH) ) {
					limbo(targ, qtrue);
				}

				// xkan, 1/13/2003 - record the time we died.
				if (!client->deathTime)
					client->deathTime = level.time;
			} else {


				targ->sound1to2 = hr;
				targ->sound2to1 = mod;
				targ->sound2to3 = (dflags & DAMAGE_RADIUS) ? 1 : 0;

				if( client ) {
					if( G_GetTeamFromEntity( inflictor ) != G_GetTeamFromEntity( targ ) ) {
						G_AddKillSkillPoints( attacker, mod, hr, (dflags & DAMAGE_RADIUS) );
					}
				}

				if( targ->health < -999 ) {
					targ->health = -999;
				}


				targ->enemy = attacker;
				targ->deathType = mod;

				// Ridah, mg42 doesn't have die func (FIXME)
				if( targ->die ) {	
					// Kill the entity.  Note that this funtion can set ->die to another
					// function pointer, so that next time die is applied to the dead body.
					targ->die( targ, inflictor, attacker, take, mod );
					// OSP - kill stats in player_die function
				}

				if( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) && (targ->spawnflags & 8) ) {
					return;	// reseructable script mover doesn't unlink itself but we don't want a second death script to be called
				}

				// if we freed ourselves in death function
				if (!targ->inuse)
					return;

				// RF, entity scripting
				if (targ->health <= 0)
				{	// might have revived itself in death function
					if ((targ->s.eType != ET_CONSTRUCTIBLE && targ->s.eType != ET_EXPLOSIVE) ||	(targ->s.eType == ET_CONSTRUCTIBLE && !targ->desstages))
					{ // call manually if using desstages
						G_Script_ScriptEvent( targ, "death", "" );
					}
				}
			}

		}
		else if ( targ->pain )
		{
			if (dir) {	// Ridah, had to add this to fix NULL dir crash
				VectorCopy (dir, targ->rotate);
				VectorCopy (point, targ->pos3); // this will pass loc of hit
			} else {
				VectorClear( targ->rotate );
				VectorClear( targ->pos3 );
			}

			targ->pain (targ, attacker, take, point);
		} else {
			// OSP - update weapon/dmg stats
			G_addStats(targ, attacker, take, mod);
			// OSP
		}

		// RF, entity scripting
		G_Script_ScriptEvent( targ, "pain", va("%d %d", targ->health, targ->health+take) );

		// Ridah, this needs to be done last, incase the health is altered in one of the event calls
		if ( targ->client ) {
			targ->client->ps.stats[STAT_HEALTH] = targ->health;
		}
	}
}
Beispiel #6
0
void relay_AIScript_AlertEntity(gentity_t *self)
{
	G_UseEntity(self, NULL, NULL);
}
Beispiel #7
0
/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE
This doesn't perform any actions except fire its targets.
The activator can be forced to be from a certain team.
if RANDOM is checked, only one of the targets will be fired, not all of them
"key" specifies an item you can be carrying that affects the operation of this relay
this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc)
NOKEY_ONLY means "fire only if I do /not/ have the specified key"
TAKE_KEY removes the key from the players inventory
"lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key.
By default this sound is "sound/movers/doors/default_door_locked.wav"
NO_LOCKED_NOISE specifies that it will be silent if activated without proper key
*/
void target_relay_use(gentity_t *self, gentity_t *other, gentity_t *activator)
{
	if ((self->spawnflags & 1) && activator && activator->client && activator->client->sess.sessionTeam != TEAM_AXIS)
	{
		return;
	}

	if ((self->spawnflags & 2) && activator && activator->client && activator->client->sess.sessionTeam != TEAM_ALLIES)
	{
		return;
	}

	if (self->spawnflags & 4)
	{
		gentity_t      *ent;

		ent = G_PickTarget(self->target);

		if (ent && ent->use)
		{
			G_UseEntity(ent, self, activator);
		}

		return;
	}

	if (activator)
	{
		// activator can be NULL if called from script
		if (self->key)
		{
			// Gordon: removed keys
//          gitem_t *item;

			if (self->key == -1)
			{
				// relay permanently locked
				if (self->soundPos1)
				{
					G_Sound(self, self->soundPos1);	//----(SA) added
				}

				return;
			}

			/*			item = BG_FindItemForKey(self->key, 0);

						if(item)
						{
							if(activator->client->ps.stats[STAT_KEYS] & (1<<item->giTag))	// user has key
							{
								if (self->spawnflags & 8 ) {	// relay is NOKEY_ONLY and player has key
									if (self->soundPos1)
										G_Sound( self, self->soundPos1);	//----(SA)	added
									return;
								}
							}
							else							// user does not have key
							{
								if (!(self->spawnflags & 8) )
								{
									if (self->soundPos1)
										G_Sound( self, self->soundPos1);	//----(SA)	added
									return;
								}
							}
						}*/

			/*			if(self->spawnflags & 16) {	// (SA) take key
							activator->client->ps.stats[STAT_KEYS] &= ~(1<<item->giTag);
							// (SA) TODO: "took inventory item" sound
						}*/
		}
	}

	G_UseTargets(self, activator);
}
Beispiel #8
0
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, const vec3_t in_dir, vec3_t point, int damage, int dflags, int mod ) {
	gclient_t	*client;
	int			take;
	int			save;
	int			knockback;
	qboolean	wasAlive;
	hitRegion_t	hr = HR_NUM_HITREGIONS;
	int			limbo_health;

	limbo_health = FORCE_LIMBO_HEALTH;

	if (!targ->takedamage) {
		return;
	}

	// the intermission has already been qualified for, so don't
	// allow any extra scoring
	// CHRUKER: b024 - Don't do damage if at warmup and warmupdamage is set to 'None' and the target is a client.
	if ( level.intermissionQueued || (cvars::gameState.ivalue != GS_PLAYING && match_warmupDamage.integer == 0 && targ->client)) {
		return;
	}

	if ( !inflictor ) {
		inflictor = &g_entities[ENTITYNUM_WORLD];
	}
	if ( !attacker ) {
		attacker = &g_entities[ENTITYNUM_WORLD];
	}

	// Arnout: invisible entities can't be damaged
	if( targ->entstate == STATE_INVISIBLE ||
		targ->entstate == STATE_UNDERCONSTRUCTION ) {
		return;
	}

	// xkan, 12/23/2002 - was the bot alive before applying any damage?
	wasAlive = (targ->health > 0) ? qtrue : qfalse;

	// Arnout: combatstate
	if( targ->client && attacker && attacker->client && attacker != targ ) {
		if( cvars::gameState.ivalue == GS_PLAYING ) {
			if( !OnSameTeam( attacker, targ ) ) {
				targ->client->combatState = (combatstate_t)( targ->client->combatState | (1<<COMBATSTATE_DAMAGERECEIVED) );
				attacker->client->combatState = (combatstate_t)( attacker->client->combatState | (1<<COMBATSTATE_DAMAGEDEALT) );
			}
		}
	}

    // JPW NERVE
    if ((targ->waterlevel >= 3) && (mod == MOD_FLAMETHROWER))
        return;
    // jpw

	// shootable doors / buttons don't actually have any health
	if ( targ->s.eType == ET_MOVER && !(targ->isProp) && !targ->scriptName) {
		if ( targ->use && targ->moverState == MOVER_POS1 ) {
			G_UseEntity( targ, inflictor, attacker );
		}
		return;
	}

	// TAT 11/22/2002
	//		In the old code, this check wasn't done for props, so I put that check back in to make props_statue properly work	
	// 4 means destructible
	if ( targ->s.eType == ET_MOVER && (targ->spawnflags & 4) && !targ->isProp ) 
	{
		if( !G_WeaponIsExplosive( (meansOfDeath_t)mod ) ) {
			return;
		}

		// check for team
		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}
	} else if ( targ->s.eType == ET_EXPLOSIVE ) {
		if( targ->parent && G_GetWeaponClassForMOD( (meansOfDeath_t)mod ) == 2 ) {
			return;
		}

		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}

		if( G_GetWeaponClassForMOD( (meansOfDeath_t)mod ) < targ->constructibleStats.weaponclass ) {
			return;
		}
	}
	else if ( targ->s.eType == ET_MISSILE && targ->methodOfDeath == MOD_LANDMINE ) {
		if( targ->s.modelindex2 ) {
			if( G_WeaponIsExplosive( (meansOfDeath_t)mod ) ) {
				mapEntityData_t	*mEnt;

				if((mEnt = G_FindMapEntityData(&mapEntityData[0], targ-g_entities)) != NULL) {
					G_FreeMapEntityData( &mapEntityData[0], mEnt );
				}

				if((mEnt = G_FindMapEntityData(&mapEntityData[1], targ-g_entities)) != NULL) {
					G_FreeMapEntityData( &mapEntityData[1], mEnt );
				}

				if( attacker && attacker->client ) {
					AddScore( attacker, 1 );
				}

				G_ExplodeMissile(targ);
			}
		}
		return;
	} else if ( targ->s.eType == ET_CONSTRUCTIBLE ) {

		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}

		if( G_GetWeaponClassForMOD( (meansOfDeath_t)mod ) < targ->constructibleStats.weaponclass ) {
			return;
		}
		//bani - fix #238
		if ( mod == MOD_DYNAMITE ) {
			if( !( inflictor->etpro_misc_1 & 1 ) )
				return;
		}
	}

	client = targ->client;

	if ( client ) {
		if ( client->noclip || ( client->ps.powerups[PW_INVULNERABLE] && !( dflags & DAMAGE_JAY_NO_PROTECTION ))) {
			return;
		}
	}

	// check for godmode
	if ( targ->flags & FL_GODMODE ) {
		return;
	}

    // ugly-ass code but we do this to make in_dir read-only
    vec3_t dir;

	if ( !in_dir ) {
		dflags |= DAMAGE_NO_KNOCKBACK;
	} else {
        VectorCopy( in_dir, dir );
		VectorNormalize( dir );
	}

	knockback = damage;
	if ( knockback > 200 ) {
		knockback = 200;
	}
	if ( targ->flags & FL_NO_KNOCKBACK ) {
		knockback = 0;
	}
	if ( dflags & DAMAGE_NO_KNOCKBACK ) {
		knockback = 0;
	} else if( dflags & DAMAGE_HALF_KNOCKBACK ) {
		knockback = int( knockback * 0.5f );
	}
	
	// ydnar: set weapons means less knockback
	if( client && (client->ps.weapon == WP_MORTAR_SET || client->ps.weapon == WP_MOBILE_MG42_SET) )
		knockback = int( knockback * 0.5f );

	if( targ->client && g_friendlyFire.integer && OnSameTeam(targ, attacker) ) {
		knockback = 0;
	}
	
	// figure momentum add, even if the damage won't be taken
	if ( knockback && targ->client ) {
		vec3_t	kvel;
		float	mass;

		mass = 200;

		VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
		VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);

        // From NoQuarter, I'm not sure I need this
		if ( attacker && attacker->client && ( targ->client->ps.groundEntityNum != ENTITYNUM_NONE || G_WeaponIsExplosive((meansOfDeath_t)mod) )){
			targ->client->pmext.wasShoved = qtrue;
			targ->client->pmext.shover = attacker - g_entities;
		}

		if (targ == attacker && !(	mod != MOD_ROCKET &&
									mod != MOD_GRENADE &&
									mod != MOD_GRENADE_LAUNCHER &&
									mod != MOD_DYNAMITE
									&& mod != MOD_GPG40
									&& mod != MOD_M7
									&& mod != MOD_LANDMINE
									))
		{
			targ->client->ps.velocity[2] *= 0.25;
		}

		// set the timer so that the other client can't cancel
		// out the movement immediately
		if ( !targ->client->ps.pm_time ) {
			int		t;

			t = knockback * 2;
			if ( t < 50 ) {
				t = 50;
			}
			if ( t > 200 ) {
				t = 200;
			}
			targ->client->ps.pm_time = t;
			targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
		}
	}

    // skip damage if friendly fire is disabled
    if (!(dflags & DAMAGE_NO_PROTECTION)
        && targ != attacker
        && OnSameTeam( targ, attacker )
        && !g_friendlyFire.integer)
    {
        return;
    }

	if (damage < 1)
		damage = 1;

	take = damage;
	save = 0;

	if ( attacker->client && targ->client && targ != attacker && targ->health > 0 ) {
		// Jaybird - Hitsounds
		// vsay "hold your fire" on the first hit of a teammate
		// only applies if the player has been hurt before
		// and the match is not in warmup.
		if( OnSameTeam( targ, attacker )) {
			if(( !client->lasthurt_mod || client->lasthurt_client != attacker->s.number ) && cvars::gameState.ivalue == GS_PLAYING && ( targ->health - take ) > limbo_health ) {
				if( client->sess.sessionTeam == TEAM_AXIS )
					G_ClientSound( attacker, "sound/chat/axis/26a.wav" );
				else	
					G_ClientSound( attacker, "sound/chat/allies/26a.wav" );
			}

			if (mod != MOD_GOOMBA && mod != MOD_POISON_SYRINGE) {
				g_clientObjects[attacker->s.number].recordHit( AbstractHitVolume::ZONE_BODY, true );
			}
		} else {
			if (mod != MOD_GOOMBA && mod != MOD_POISON_SYRINGE) {
				g_clientObjects[attacker->s.number].recordHit( AbstractHitVolume::ZONE_BODY, false );
			}
		}
	}

	// adrenaline junkie!
	if( targ->client && targ->client->ps.powerups[PW_ADRENALINE] ) {
		take = int( take * 0.5f );
	}

	// save some from flak jacket
	// Jaybird - engineer class carryover
	if( targ->client && targ->client->sess.skill[SK_EXPLOSIVES_AND_CONSTRUCTION] >= 4 && ( targ->client->sess.playerType == PC_ENGINEER || ( cvars::bg_skills.ivalue & SBS_ENGI ))) {
		if( mod == MOD_GRENADE ||
			mod == MOD_GRENADE_LAUNCHER ||
			mod == MOD_ROCKET ||
			mod == MOD_GRENADE_PINEAPPLE ||
			mod == MOD_MAPMORTAR ||
			mod == MOD_MAPMORTAR_SPLASH || 
			mod == MOD_EXPLOSIVE ||
			mod == MOD_LANDMINE ||
			mod == MOD_GPG40 ||
			mod == MOD_M7 ||
			mod == MOD_SATCHEL ||
			mod == MOD_ARTY ||
			mod == MOD_AIRSTRIKE ||
			mod == MOD_DYNAMITE ||
			mod == MOD_MORTAR ||
			mod == MOD_PANZERFAUST ||
			mod == MOD_MAPMORTAR ) {
			take -= int( take * 0.5f );
		}
	}

#ifndef DEBUG_STATS
	if ( g_debugDamage.integer )
#endif
	{
		G_Printf( "client:%i health:%i damage:%i mod:%s\n", targ->s.number, targ->health, take, modNames[mod] );
	}

	if( targ && targ->client && attacker && attacker->client && targ != attacker && targ->health > 0 && OnSameTeam( targ, attacker ) && g_friendlyFire.integer == 2 && IsReflectable( mod )) {
		int ffDamage;

		// Percentage based reflect
		ffDamage = int( take * g_reflectFriendlyFire.value / 100.f );
		if( ffDamage <= 0 ) {
			ffDamage = 0;
		}
		attacker->health -= ffDamage;

		// Give them pain!
		attacker->client->damage_blood += take;
		attacker->client->damage_knockback += knockback;

		// Set the lasthurt stuff so hitsounds do not replay
		targ->client->lasthurt_mod = mod;
		targ->client->lasthurt_client = attacker - g_entities;

		// Kill the player if necessary
		if( attacker->health <= 0 ) {
			attacker->deathType = MOD_REFLECTED_FF;
			attacker->enemy = attacker;
			if( attacker->die ) {
				attacker->die( attacker, attacker, attacker, ffDamage, MOD_REFLECTED_FF );
			}
		}
	}

	// 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 ) {
		if ( attacker ) {
			client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
		} else {
			client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
		}
		client->damage_blood += take;
		client->damage_knockback += knockback;

		if ( dir ) {
			VectorCopy ( dir, client->damage_from );
			client->damage_fromWorld = qfalse;
		} else {
			VectorCopy ( targ->r.currentOrigin, client->damage_from );
			client->damage_fromWorld = qtrue;
		}
	}

	// See if it's the player hurting the emeny flag carrier
//	Team_CheckHurtCarrier(targ, attacker);

	if (targ->client) {
		// set the last client who damaged the target
		targ->client->lasthurt_client = attacker->s.number;
		targ->client->lasthurt_mod = mod;
		targ->client->lasthurt_time = level.time;
	}

	// do the damage
	if( take ) {
		targ->health -= take;

		// Gordon: don't ever gib POWS
		if( ( targ->health <= 0 ) && ( targ->r.svFlags & SVF_POW ) ) {
			targ->health = -1;
		}

		// Ridah, can't gib with bullet weapons (except VENOM)
		// Arnout: attacker == inflictor can happen in other cases as well! (movers trying to gib things)
		//if ( attacker == inflictor && targ->health <= GIB_HEALTH) {
		if( targ->health <= GIB_HEALTH ) {
			if( !G_WeaponIsExplosive( (meansOfDeath_t)mod ) ) {
				targ->health = GIB_HEALTH + 1;
			}
		}

		if( g_damagexp.integer && client && G_GetTeamFromEntity( inflictor ) != G_GetTeamFromEntity( targ )) {
			// Jaybird - give them some per hit
			// They get 1 XP per 50 damage, so multiple .02 * take
			int skill = G_SkillForMOD( mod );
			if( skill >= 0 )
				G_AddSkillPoints( attacker, (skillType_t)skill, take * .02 );
		}

// JPW NERVE overcome previous chunk of code for making grenades work again
//		if ((take > 190)) // 190 is greater than 2x mauser headshot, so headshots don't gib
		// Arnout: only player entities! messes up ents like func_constructibles and func_explosives otherwise
		if( ( (targ->s.number < MAX_CLIENTS) && (take > 190) ) && !(targ->r.svFlags & SVF_POW) ) {
			targ->health = GIB_HEALTH - 1;
		}

		if( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) ) {
			targ->s.dl_intensity = int( 255.f * (targ->health / (float)targ->count) );	// send it to the client
		}

		//G_Printf("health at: %d\n", targ->health);
		if( targ->health <= 0 ) {
			if( client && !wasAlive ) {
				targ->flags |= FL_NO_KNOCKBACK;
				// OSP - special hack to not count attempts for body gibbage
				if( targ->client->ps.pm_type == PM_DEAD ) {
					G_addStats(targ, attacker, take, mod);
				}

				if( (targ->health < FORCE_LIMBO_HEALTH) && (targ->health > GIB_HEALTH) ) {
					limbo(targ, qtrue);
				}
				// xkan, 1/13/2003 - record the time we died.
				if (!client->deathTime)
					client->deathTime = level.time;

				//bani - #389
				if( targ->health <= GIB_HEALTH ) {
					GibEntity( targ, 0 );
				}
			} else {
				targ->sound1to2 = hr;
				targ->sound2to1 = mod;
				targ->sound2to3 = (dflags & DAMAGE_RADIUS) ? 1 : 0;

				if( client ) {
					if( G_GetTeamFromEntity( inflictor ) != G_GetTeamFromEntity( targ ) ) {
						G_AddKillSkillPoints( attacker, (meansOfDeath_t)mod, hr, (qboolean)(dflags & DAMAGE_RADIUS)  );
					}
				}

				if( targ->health < -999 ) {
					targ->health = -999;
				}


				targ->enemy = attacker;
				targ->deathType = (meansOfDeath_t)mod;

				// Ridah, mg42 doesn't have die func (FIXME)
				if( targ->die ) {	
					// Kill the entity.  Note that this funtion can set ->die to another
					// function pointer, so that next time die is applied to the dead body.
					targ->die( targ, inflictor, attacker, take, mod );
					// OSP - kill stats in player_die function
				}

				if( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) && (targ->spawnflags & 8) ) {
					return;	// reseructable script mover doesn't unlink itself but we don't want a second death script to be called
				}

				// if we freed ourselves in death function
				if (!targ->inuse)
					return;

				// RF, entity scripting
				if ( targ->health <= 0) {	// might have revived itself in death function
					if( targ->r.svFlags & SVF_BOT ) {
                        // Removed
					} else if(	( targ->s.eType != ET_CONSTRUCTIBLE && targ->s.eType != ET_EXPLOSIVE ) ||
								( targ->s.eType == ET_CONSTRUCTIBLE && !targ->desstages ) )	{ // call manually if using desstages
						G_Script_ScriptEvent( targ, "death", "" );
					}
				}
			}

		} else if ( targ->pain ) {
			if (dir) {	// Ridah, had to add this to fix NULL dir crash
				VectorCopy (dir, targ->rotate);
				VectorCopy (point, targ->pos3); // this will pass loc of hit
			} else {
				VectorClear( targ->rotate );
				VectorClear( targ->pos3 );
			}

			targ->pain (targ, attacker, take, point);
		} else {
			// OSP - update weapon/dmg stats
			G_addStats(targ, attacker, take, mod);
			// OSP
		}

		// RF, entity scripting
		G_Script_ScriptEvent( targ, "pain", va("%d %d", targ->health, targ->health+take) );

		// RF, record bot pain
		if (targ->s.number < level.maxclients)
		{
			// notify omni-bot framework
			Bot_Event_TakeDamage(targ-g_entities, attacker);
		}

		// Ridah, this needs to be done last, incase the health is altered in one of the event calls
		// Jaybird - playdead check
		if ( targ->client ) {
			targ->client->ps.stats[STAT_HEALTH] = targ->health;
		}

        // Cheap way to ID inflictor entity as poison smoke.
		if (inflictor->poisonGasAlarm && mod == MOD_POISON_GAS && targ->health >= 0)
			G_AddEvent(targ, EV_COUGH, 0);
	}
}
Beispiel #9
0
// Dini, Note, this is where damage etc is dealt out!
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,  vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
	gclient_t	*client;
	int			take;
	int			save;
	int			knockback;
	qboolean	headShot;
	qboolean	wasAlive;
	hitRegion_t	hr = HR_NUM_HITREGIONS;

	if (!targ->takedamage) {
		return;
	}

	// the intermission has already been qualified for, so don't
	// allow any extra scoring
	// CHRUKER: b024 - Don't do damage if at warmup and warmupdamage is set to 'None' and the target is a client.
	if ( level.intermissionQueued || (g_gamestate.integer != GS_PLAYING && targ->client)) {
		return;
	}

	if ( !inflictor ) {
		inflictor = &g_entities[ENTITYNUM_WORLD];
	}
	if ( !attacker ) {
		attacker = &g_entities[ENTITYNUM_WORLD];
	}

	// Arnout: invisible entities can't be damaged
	if( targ->entstate == STATE_INVISIBLE ||
		targ->entstate == STATE_UNDERCONSTRUCTION ) {
		return;
	}

	// xkan, 12/23/2002 - was the bot alive before applying any damage?
	wasAlive = (targ->health > 0);

	// Arnout: combatstate
	if( targ->client && attacker && attacker->client && attacker != targ ) {
		if( g_gamestate.integer == GS_PLAYING ) {
			if( !OnSameTeam( attacker, targ ) ) {
				targ->client->combatState |= (1<<COMBATSTATE_DAMAGERECEIVED);
				attacker->client->combatState |= (1<<COMBATSTATE_DAMAGEDEALT);
			}
		}
	}

// JPW NERVE
	if ((targ->waterlevel >= 3) && (mod == MOD_FLAMETHROWER))
		return;
// jpw

	// shootable doors / buttons don't actually have any health
	if ( targ->s.eType == ET_MOVER && !(targ->isProp) && !targ->scriptName) {
		if ( targ->use && targ->moverState == MOVER_POS1 ) {
			G_UseEntity( targ, inflictor, attacker );
		}
		return;
	}

	// 4 means destructible
	if ( targ->s.eType == ET_MOVER && (targ->spawnflags & 4) && !targ->isProp ) 
	{
		if( !G_WeaponIsExplosive( mod ) ) {
			return;
		}

		// check for team
		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}
	} else if ( targ->s.eType == ET_EXPLOSIVE ) {
		if( targ->parent && G_GetWeaponClassForMOD( mod ) == 2 ) {
			return;
		}

		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}

		if( G_GetWeaponClassForMOD( mod ) < targ->constructibleStats.weaponclass ) {
			return;
		}
	}
	else if ( targ->s.eType == ET_MISSILE && targ->methodOfDeath == MOD_LANDMINE ) {
		if( targ->s.modelindex2 ) {
			if( G_WeaponIsExplosive( mod ) ) {
				mapEntityData_t	*mEnt;

				if((mEnt = G_FindMapEntityData(&mapEntityData[0], targ-g_entities)) != NULL) {
					G_FreeMapEntityData( &mapEntityData[0], mEnt );
				}

				if((mEnt = G_FindMapEntityData(&mapEntityData[1], targ-g_entities)) != NULL) {
					G_FreeMapEntityData( &mapEntityData[1], mEnt );
				}

				if( attacker && attacker->client ) {
					AddScore( attacker, 1 );
				}

				G_ExplodeMissile(targ);
			}
		}
		return;
	} else if ( targ->s.eType == ET_CONSTRUCTIBLE ) {

		if( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) {
			return;
		}

		if( G_GetWeaponClassForMOD( mod ) < targ->constructibleStats.weaponclass ) {
			return;
		}
		//bani - fix #238
		if ( mod == MOD_DYNAMITE ) {
			if( !( inflictor->etpro_misc_1 & 1 ) )
				return;
		}
	}

	client = targ->client;

	// Dini, Note, Noclip..
	if ( client ) {
		if ( client->noclip || client->ps.powerups[PW_INVULNERABLE] ) {
			return;
		}
	}

	// check for godmode
	if ( targ->flags & FL_GODMODE ) {
		return;
	}

	if ( !dir ) {
		dflags |= DAMAGE_NO_KNOCKBACK;
	} else {
		VectorNormalize(dir);
	}

	
	// Only do knockback to yourself
	if (attacker->client == targ->client)
		knockback = 1;
	else
		knockback = 0;

	// figure momentum add, even if the damage won't be taken
	if ( knockback && targ->client ) {
		vec3_t	kvel;
		int		knock;

		if (mod == MOD_PANZERFAUST)
			knock = 500;
		else
			knock = 1000;

		// Dini, Note, Fix this sometime..
		VectorScale (dir, knock, kvel);
		VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);

		if (targ == attacker && !(	mod != MOD_ROCKET &&
									mod != MOD_GRENADE &&
									mod != MOD_GRENADE_LAUNCHER &&
									mod != MOD_DYNAMITE
									&& mod != MOD_GPG40
									&& mod != MOD_M7
									&& mod != MOD_LANDMINE
									))
		{
			targ->client->ps.velocity[2] *= 0.25;
		}

		// set the timer so that the other client can't cancel
		// out the movement immediately
		if ( !targ->client->ps.pm_time ) {
			int		t;

			t = knockback * 2;
			if ( t < 50 ) {
				t = 50;
			}
			if ( t > 200 ) {
				t = 200;
			}
			targ->client->ps.pm_time = t;
			targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
		}
	}

	// check for completely getting out of the damage
	if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
		// Dini, disable damage taking for players, aka if they're on a team
		if (OnAnyTeam (targ, attacker) && !tjg_damage.integer)
			return;

		// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
		// if the attacker was on the same team
		if ( targ != attacker && OnSameTeam (targ, attacker)  ) {
			if ( (g_gamestate.integer != GS_PLAYING)) {
				return;
			}
			else if (!g_friendlyFire.integer) {
				return;
			}
		}
	}

	// add to the attacker's hit counter
	if ( attacker->client && targ != attacker && targ->health > 0 ) {
		if ( OnSameTeam( targ, attacker ) ) {
			attacker->client->ps.persistant[PERS_HITS] -= damage;
		} else {
			attacker->client->ps.persistant[PERS_HITS] += damage;
		}
	}

	if ( damage < 1 ) {
		damage = 1;
	}
	take = damage;
	save = 0;

	headShot = IsHeadShot(targ, dir, point, mod);
	if ( headShot ) {
		if( take * 2 < 50 ) // head shots, all weapons, do minimum 50 points damage
			take = 50;
		else
			take *= 2; // sniper rifles can do full-kill (and knock into limbo)

		if( dflags & DAMAGE_DISTANCEFALLOFF ) {
			vec_t dist;
			vec3_t shotvec;
			float scale;

			VectorSubtract( point, muzzleTrace, shotvec );
			dist = VectorLength( shotvec );

			// zinx - start at 100% at 1500 units (and before),
			// and go to 20% at 2500 units (and after)

			// 1500 to 2500 -> 0.0 to 1.0
			scale = (dist - 1500.f) / (2500.f - 1500.f);
			// 0.0 to 1.0 -> 0.0 to 0.8
			scale *= 0.8f;
			// 0.0 to 0.8 -> 1.0 to 0.2
			scale = 1.0f - scale;

			// And, finally, cap it.
			if (scale > 1.0f) scale = 1.0f;
			else if (scale < 0.2f) scale = 0.2f;

			take *= scale;
		}

		if( !(targ->client->ps.eFlags & EF_HEADSHOT) ) {	// only toss hat on first headshot
			G_AddEvent( targ, EV_LOSE_HAT, DirToByte(dir) );

			if( mod != MOD_K43_SCOPE &&
				mod != MOD_GARAND_SCOPE ) {
				take *= .8f;	// helmet gives us some protection
			}
		}

		targ->client->ps.eFlags |= EF_HEADSHOT;

		// OSP - Record the headshot
		if(client && attacker && attacker->client
#ifndef DEBUG_STATS
		  && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam
#endif
		  ) {
			G_addStatsHeadShot(attacker, mod);
		}

		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Head Shot\n\"\n");
		}
		G_LogRegionHit( attacker, HR_HEAD );
		hr = HR_HEAD;
	} else if ( IsLegShot(targ, dir, point, mod) ) {
		G_LogRegionHit( attacker, HR_LEGS );
		hr = HR_LEGS;
		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Leg Shot\n\"\n");
		}
	} else if ( IsArmShot(targ, attacker, point, mod) ) {
		G_LogRegionHit( attacker, HR_ARMS );
		hr = HR_ARMS;
		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Arm Shot\n\"\n");
		}
	} else if (targ->client && targ->health > 0 && IsHeadShotWeapon( mod ) ) {
		G_LogRegionHit( attacker, HR_BODY );
		hr = HR_BODY;
		if( g_debugBullets.integer ) {
			trap_SendServerCommand( attacker-g_entities, "print \"Body Shot\n\"\n");
		}
	}

#ifndef DEBUG_STATS
	if ( g_debugDamage.integer )
#endif
	{
		G_Printf( "client:%i health:%i damage:%i mod:%s\n", targ->s.number, targ->health, take, modNames[mod] );
	}

	// 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 ) {
		if ( attacker ) {
			client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
		} else {
			client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
		}
		client->damage_blood += take;
		// Dini, removed for now.
		//client->damage_knockback += knockback;

		if ( dir ) {
			VectorCopy ( dir, client->damage_from );
			client->damage_fromWorld = qfalse;
		} else {
			VectorCopy ( targ->r.currentOrigin, client->damage_from );
			client->damage_fromWorld = qtrue;
		}
	}

	// See if it's the player hurting the emeny flag carrier
//	Team_CheckHurtCarrier(targ, attacker);

	if (targ->client) {
		// set the last client who damaged the target
		targ->client->lasthurt_client = attacker->s.number;
		targ->client->lasthurt_mod = mod;
	}

	// do the damage
	if( take ) {
		targ->health -= take;

		// Gordon: don't ever gib POWS
		if( ( targ->health <= 0 ) && ( targ->r.svFlags & SVF_POW ) ) {
			targ->health = -1;
		}

		// Ridah, can't gib with bullet weapons (except VENOM)
		// Arnout: attacker == inflictor can happen in other cases as well! (movers trying to gib things)
		//if ( attacker == inflictor && targ->health <= GIB_HEALTH) {
		/*if( targ->health <= GIB_HEALTH ) {
			if( !G_WeaponIsExplosive( mod ) ) {
				targ->health = GIB_HEALTH + 1;
			}
		}*/

// JPW NERVE overcome previous chunk of code for making grenades work again
//		if ((take > 190)) // 190 is greater than 2x mauser headshot, so headshots don't gib
		// Arnout: only player entities! messes up ents like func_constructibles and func_explosives otherwise
		if( ( (targ->s.number < MAX_CLIENTS) && (take > 190) ) && !(targ->r.svFlags & SVF_POW) ) {
			targ->health = GIB_HEALTH - 1;
		}

		if( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) ) {
			targ->s.dl_intensity = 255.f * (targ->health / (float)targ->count);	// send it to the client
		}

		//G_Printf("health at: %d\n", targ->health);
		if( targ->health <= 0 ) {
			if( client && !wasAlive ) {
				targ->flags |= FL_NO_KNOCKBACK;
				// OSP - special hack to not count attempts for body gibbage
				if( targ->client->ps.pm_type == PM_DEAD ) {
					G_addStats(targ, attacker, take, mod);
				}

				/*if( (targ->health < FORCE_LIMBO_HEALTH) && (targ->health > GIB_HEALTH) ) {
					limbo(targ, qtrue);
				}*/
						
				if (targ->health <= 0 && targ->s.number < MAX_CLIENTS && !(targ->r.svFlags & SVF_POW))
				{
					targ->health = GIB_HEALTH - 1;
				}

				// xkan, 1/13/2003 - record the time we died.
				if (!client->deathTime)
					client->deathTime = level.time;
			} else {


				targ->sound1to2 = hr;
				targ->sound2to1 = mod;
				targ->sound2to3 = (dflags & DAMAGE_RADIUS) ? 1 : 0;

				if( client ) {
					if( G_GetTeamFromEntity( inflictor ) != G_GetTeamFromEntity( targ ) ) {
						G_AddKillSkillPoints( attacker, mod, hr, (dflags & DAMAGE_RADIUS) );
					}
				}

				if( targ->health < -999 ) {
					targ->health = -999;
				}


				targ->enemy = attacker;
				targ->deathType = mod;

				// Ridah, mg42 doesn't have die func (FIXME)
				if( targ->die ) {	
					// Kill the entity.  Note that this funtion can set ->die to another
					// function pointer, so that next time die is applied to the dead body.
					targ->die( targ, inflictor, attacker, take, mod );
					// OSP - kill stats in player_die function
				}

				if( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) && (targ->spawnflags & 8) ) {
					return;	// reseructable script mover doesn't unlink itself but we don't want a second death script to be called
				}

				// if we freed ourselves in death function
				if (!targ->inuse)
					return;

				// RF, entity scripting
				if ( targ->health <= 0) {	// might have revived itself in death function
					if(	( targ->s.eType != ET_CONSTRUCTIBLE && targ->s.eType != ET_EXPLOSIVE ) ||
								( targ->s.eType == ET_CONSTRUCTIBLE && !targ->desstages ) )	{ // call manually if using desstages
						G_Script_ScriptEvent( targ, "death", "" );
					}
				}
			}

		} else if ( targ->pain ) {
			if (dir) {	// Ridah, had to add this to fix NULL dir crash
				VectorCopy (dir, targ->rotate);
				VectorCopy (point, targ->pos3); // this will pass loc of hit
			} else {
				VectorClear( targ->rotate );
				VectorClear( targ->pos3 );
			}

			targ->pain (targ, attacker, take, point);
		} else {
			// OSP - update weapon/dmg stats
			G_addStats(targ, attacker, take, mod);
			// OSP
		}

		// RF, entity scripting
		G_Script_ScriptEvent( targ, "pain", va("%d %d", targ->health, targ->health+take) );

		// Ridah, this needs to be done last, incase the health is altered in one of the event calls
		if ( targ->client ) {
			targ->client->ps.stats[STAT_HEALTH] = targ->health;
		}
	}
}