Ejemplo n.º 1
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);
	}
}
Ejemplo n.º 2
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;
		}
	}
}
Ejemplo n.º 3
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;
		}
	}
}