void G_InstantExplode(vec3_t orig, gentity_t *attacker) { gentity_t *dynamite; //spawn a new entity dynamite = G_Spawn(); dynamite->classname = "grenade"; //change its current position VectorCopy(orig, dynamite->s.pos.trBase); VectorCopy(orig, dynamite->r.currentOrigin); //set its flags dynamite->s.eType = ET_MISSILE; dynamite->r.svFlags = SVF_USE_CURRENT_ORIGIN; dynamite->r.svFlags |= SVF_BROADCAST; dynamite->s.weapon = WP_DYNAMITE; dynamite->s.eFlags = EF_BOUNCE_HALF; //change the owner to the one who shot the dynamite dynamite->r.ownerNum = attacker->s.number; dynamite->parent = attacker; //dynamite damage dynamite->damage = 900 + rand()%200; dynamite->splashDamage = 600 + rand()%200; dynamite->splashRadius = 200 + rand()%50; dynamite->methodOfDeath = MOD_DYNAMITE; dynamite->splashMethodOfDeath = MOD_DYNAMITE; dynamite->clipmask = MASK_SHOT; G_ExplodeMissile(dynamite); }
/* ================ ProximityMine_Explode ================ */ static void ProximityMine_Explode( gentity_t *mine ) { G_ExplodeMissile( mine ); // if the prox mine has a trigger free it if (mine->activator) { G_FreeEntity(mine->activator); mine->activator = NULL; } }
void G_Suck( gentity_t *self ) { int wait = self->wait; // if in water disable burning if (!Q_stricmp(self->classname, "grenadeend")){ gitem_t *item; item = BG_FindItemForWeapon( WP_DYNAMITE ); self->s.apos.trDelta[0] = 0; self->s.modelindex = item- bg_itemlist; self->s.modelindex2 = 1; self->item = item; self->s.eType = ET_ITEM; self->r.contents = CONTENTS_TRIGGER2; self->wait = -1; self->flags |= FL_THROWN_ITEM; self->touch = Touch_Item; self->classname = "grenadesit"; self->think = G_KnifeThink; self->nextthink = level.time + 100; self->wait = level.time + 60000; self->r.currentAngles[1] = rand() % 360; self->r.currentAngles[PITCH] = 90; VectorCopy(self->r.currentAngles, self->s.apos.trBase); return; } if(self->s.pos.trType == TR_STATIONARY){ // just to be sure KnifeThink doesn't delete the dynamite self->wait = level.time + 999999; // runs solid checks: is dynamite hovering in the air? G_KnifeThink(self); } self->nextthink = level.time + 100; self->think = G_Suck; self->wait = wait; if (level.time > self->wait && !Q_stricmp(self->classname, "grenade")) G_ExplodeMissile( self ); }
/* ================ ProximityMine_ExplodeOnPlayer ================ */ static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) { gentity_t *player; player = mine->enemy; player->client->ps.eFlags &= ~EF_TICKING; if ( player->client->invulnerabilityTime > level.time ) { G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED ); player->client->invulnerabilityTime = 0; G_TempEntity( player->client->ps.origin, EV_JUICED ); } else { G_SetOrigin( mine, player->s.pos.trBase ); // make sure the explosion gets to the client mine->r.svFlags &= ~SVF_NOCLIENT; mine->splashMethodOfDeath = MOD_PROXIMITY_MINE; G_ExplodeMissile( mine ); } }
/* ================ G_ProcessProximityMine If an enemy is close to the entity, go boom! ================ */ void G_ProcessProximityMine(gentity_t *ent) { int i, total_entities, entityList[MAX_GENTITIES]; vec3_t range, mins, maxs; gentity_t *target; // Set the next time to run this check (can be overwritten below) ent->nextthink = level.time + PROXIMITY_CHECK_FREQUENCY; // Grab all entities around us VectorSet(range, PROXIMITY_RANGE, PROXIMITY_RANGE, PROXIMITY_RANGE); VectorAdd(ent->s.origin, range, maxs); VectorSubtract(ent->s.origin, range, mins); total_entities = trap_EntitiesInBox(mins, maxs, entityList, MAX_GENTITIES); // Loop entities looking for an enemy body for(i=0; i<total_entities; i++) { target = &g_entities[entityList[i]]; if(((target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS) || !strcmp(target->classname, "slowblob")) && CanDamage(target, ent->s.origin)) { // Found an enemy, boom time! ent->nextthink = level.time + PROXIMITY_BOOM_TIME; ent->think = G_ExplodeMissile; return; } } VectorAdd(ent->s.origin, ent->r.maxs, maxs); VectorAdd(ent->s.origin, ent->r.maxs, mins); total_entities = trap_EntitiesInBox(mins, maxs, entityList, MAX_GENTITIES); for(i=0; i<total_entities; i++) { target = &g_entities[entityList[i]]; if((target->client || !strcmp(target->classname, "bounceball")) && CanDamage(target, ent->s.origin)) { // Found an enemy, boom time! ent->nextthink = level.time + PROXIMITY_BOOM_TIME; ent->think = G_ExplodeMissile; return; } } if( level.time > ent->s.time + 2*60*1000 ) { G_ExplodeMissile( ent ); } }
static void FirebombMissileThink( gentity_t *self ) { gentity_t *neighbor, *m; int subMissileNum; vec3_t dir, upwards = { 0.0f, 0.0f, 1.0f }; // ignite alien buildables in range neighbor = NULL; while ( ( neighbor = G_IterateEntitiesWithinRadius( neighbor, self->s.origin, FIREBOMB_IGNITE_RANGE ) ) ) { if ( neighbor->s.eType == ET_BUILDABLE && neighbor->buildableTeam == TEAM_ALIENS && G_LineOfSight( self, neighbor ) ) { G_IgniteBuildable( neighbor, self->parent ); } } // set floor below on fire (assumes the firebomb lays on the floor!) G_SpawnFire( self->s.origin, upwards, self->parent ); // spam fire for ( subMissileNum = 0; subMissileNum < FIREBOMB_SUBMISSILE_COUNT; subMissileNum++ ) { dir[ 0 ] = ( rand() / ( float )RAND_MAX ) - 0.5f; dir[ 1 ] = ( rand() / ( float )RAND_MAX ) - 0.5f; dir[ 2 ] = ( rand() / ( float )RAND_MAX ) * 0.5f; VectorNormalize( dir ); // the submissile's parent is the attacker m = G_SpawnMissile( MIS_FIREBOMB_SUB, self->parent, self->s.origin, dir, NULL, G_FreeEntity, level.time + 10000 ); // randomize missile speed VectorScale( m->s.pos.trDelta, ( rand() / ( float )RAND_MAX ) + 0.5f, m->s.pos.trDelta ); } // explode G_ExplodeMissile( self ); }
/* ============ G_MoverPush Objects need to be moved back on a failed push, otherwise riders would continue to slide. If qfalse is returned, *obstacle will be the blocking entity ============ */ qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **obstacle ) { int i, e; gentity_t *check; vec3_t mins, maxs; pushed_t *p; int entityList[MAX_GENTITIES]; int listedEntities; vec3_t totalMins, totalMaxs; *obstacle = NULL; // mins/maxs are the bounds at the destination // totalMins / totalMaxs are the bounds for the entire move if ( pusher->r.currentAngles[0] || pusher->r.currentAngles[1] || pusher->r.currentAngles[2] || amove[0] || amove[1] || amove[2] ) { float radius; radius = RadiusFromBounds( pusher->r.mins, pusher->r.maxs ); for ( i = 0 ; i < 3 ; i++ ) { mins[i] = pusher->r.currentOrigin[i] + move[i] - radius; maxs[i] = pusher->r.currentOrigin[i] + move[i] + radius; totalMins[i] = mins[i] - move[i]; totalMaxs[i] = maxs[i] - move[i]; } } else { for (i=0 ; i<3 ; i++) { mins[i] = pusher->r.absmin[i] + move[i]; maxs[i] = pusher->r.absmax[i] + move[i]; } VectorCopy( pusher->r.absmin, totalMins ); VectorCopy( pusher->r.absmax, totalMaxs ); for (i=0 ; i<3 ; i++) { if ( move[i] > 0 ) { totalMaxs[i] += move[i]; } else { totalMins[i] += move[i]; } } } // unlink the pusher so we don't get it in the entityList trap_UnlinkEntity( pusher ); listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES ); // move the pusher to it's final position VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin ); VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles ); trap_LinkEntity( pusher ); // see if any solid entities are inside the final position for ( e = 0 ; e < listedEntities ; e++ ) { check = &g_entities[ entityList[ e ] ]; #ifdef MISSIONPACK if ( check->s.eType == ET_MISSILE ) { // if it is a prox mine if ( !strcmp(check->classname, "prox mine") ) { // if this prox mine is attached to this mover try to move it with the pusher if ( check->enemy == pusher ) { if (!G_TryPushingProxMine( check, pusher, move, amove )) { //explode check->s.loopSound = 0; G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 ); G_ExplodeMissile(check); if (check->activator) { G_FreeEntity(check->activator); check->activator = NULL; } //G_Printf("prox mine explodes\n"); } } else { //check if the prox mine is crushed by the mover if (!G_CheckProxMinePosition( check )) { //explode check->s.loopSound = 0; G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 ); G_ExplodeMissile(check); if (check->activator) { G_FreeEntity(check->activator); check->activator = NULL; } //G_Printf("prox mine explodes\n"); } } continue; } } #endif // only push items and players if ( check->s.eType != ET_ITEM && check->s.eType != ET_PLAYER && !check->physicsObject ) { continue; } // if the entity is standing on the pusher, it will definitely be moved if ( check->s.groundEntityNum != pusher->s.number ) { // see if the ent needs to be tested if ( check->r.absmin[0] >= maxs[0] || check->r.absmin[1] >= maxs[1] || check->r.absmin[2] >= maxs[2] || check->r.absmax[0] <= mins[0] || check->r.absmax[1] <= mins[1] || check->r.absmax[2] <= mins[2] ) { continue; } // see if the ent's bbox is inside the pusher's final position // this does allow a fast moving object to pass through a thin entity... if (!G_TestEntityPosition (check)) { continue; } } // the entity needs to be pushed if ( G_TryPushingEntity( check, pusher, move, amove ) ) { continue; } // the move was blocked an entity // bobbing entities are instant-kill and never get blocked if ( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE ) { G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH ); continue; } // save off the obstacle so we can call the block function (crush, etc) *obstacle = check; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for ( p=pushed_p-1 ; p>=pushed ; p-- ) { VectorCopy (p->origin, p->ent->s.pos.trBase); VectorCopy (p->angles, p->ent->s.apos.trBase); if ( p->ent->client ) { p->ent->client->ps.delta_angles[YAW] = p->deltayaw; VectorCopy (p->origin, p->ent->client->ps.origin); } trap_LinkEntity (p->ent); } return qfalse; } return qtrue; }
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; } } }
void G_HomingMissile(gentity_t * ent) { gentity_t *target = NULL; gentity_t *blip = NULL; vec3_t dir, blipdir; vec_t angle; qboolean chaff; //qboolean ignorechaff = qfalse; const int HOMING_THINK_TIME = 60; // explode after 15 seconds without a hit if(ent->spawnTime + 15000 <= level.time) { G_ExplodeMissile(ent); return; } /* if(ent->parent->health <= 0) { ent->nextthink = level.time + 15000; ent->think = G_ExplodeMissile; return; } */ /* if(ent->parent && ent->parent->client) { ignorechaff = (ent->parent->client->ps.powerups[PW_ACCURACY] > 0); } */ while((blip = G_FindRadius(blip, ent->r.currentOrigin, 2000)) != NULL) { #if 0 if(blip->s.weapon == WP_CHAFF) { if(ignorechaff) { continue; } chaff = qtrue; } else #endif { chaff = qfalse; if(blip->client == NULL) continue; if(blip == ent->parent) continue; if(blip->health <= 0) continue; if(blip->client->sess.sessionTeam >= TEAM_SPECTATOR) continue; if((g_gametype.integer == GT_TEAM || g_gametype.integer == GT_CTF) && OnSameTeam(blip, ent->parent)) continue; } if(!G_IsVisible(ent, blip->r.currentOrigin)) continue; VectorSubtract(blip->r.currentOrigin, ent->r.currentOrigin, blipdir); if(chaff) { VectorScale(blipdir, 0.5, blipdir); } if((target == NULL) || (VectorLength(blipdir) < VectorLength(dir))) { if(chaff) { VectorScale(blipdir, 2, blipdir); } angle = AngleBetweenVectors(ent->r.currentAngles, blipdir); if(angle < 120.0f) { // We add it as our target target = blip; VectorCopy(blipdir, dir); } } } if(target == NULL) { ent->nextthink = level.time + HOMING_THINK_TIME; // + 10000; ent->think = G_HomingMissile; } else { // for exact trajectory calculation, set current point to base. VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase); VectorNormalize(dir); // 0.5 is swing rate. VectorScale(dir, 0.5, dir); VectorAdd(dir, ent->r.currentAngles, dir); // turn nozzle to target angle VectorNormalize(dir); VectorCopy(dir, ent->r.currentAngles); // scale direction, put into trDelta if(g_rocketAcceleration.integer) { // use acceleration instead of linear velocity ent->s.pos.trType = TR_ACCELERATION; ent->s.pos.trAcceleration = g_rocketAcceleration.value; VectorScale(dir, g_rocketVelocity.value, ent->s.pos.trDelta); } else { ent->s.pos.trType = TR_LINEAR; VectorScale(dir, g_rocketVelocity.value * 0.25, ent->s.pos.trDelta); } ent->s.pos.trTime = level.time; SnapVector(ent->s.pos.trDelta); // save net bandwidth ent->nextthink = level.time + HOMING_THINK_TIME; // decrease this value also makes fast swing ent->think = G_HomingMissile; //G_Printf("targeting %s\n", target->classname); } }
/* ================ G_HomingMissile From XREAL r3036 ================ */ void G_HomingMissile(gentity_t * ent) { gentity_t *target = NULL; gentity_t *blip = NULL; vec3_t dir, blipdir; vec_t angle; const int HOMING_THINK_TIME = 60; #ifdef TA_WEAPSYS // XREAL: spawnTime // explode after 15 seconds without a hit if (bg_projectileinfo[ent->s.weapon].timetolive != -1 && ent->spawnTime + bg_projectileinfo[ent->s.weapon].timetolive <= level.time) { G_ExplodeMissile(ent); return; } #endif /* if(ent->parent->health <= 0) { ent->nextthink = level.time + 15000; ent->think = G_ExplodeMissile; return; } */ while((blip = G_FindRadius(blip, ent->r.currentOrigin, 2000)) != NULL) { if(blip->player == NULL) continue; if(blip == ent->parent) continue; if(blip->health <= 0) continue; if(blip->flags & FL_NOTARGET) continue; if(blip->player->sess.sessionTeam >= TEAM_SPECTATOR) continue; if(OnSameTeam(blip, ent->parent)) continue; if(!G_IsVisible(ent->s.number, ent->r.currentOrigin, blip->r.currentOrigin)) continue; VectorSubtract(blip->r.currentOrigin, ent->r.currentOrigin, blipdir); if((target == NULL) || (VectorLength(blipdir) < VectorLength(dir))) { angle = AngleBetweenVectors(ent->r.currentAngles, blipdir); if(angle < 120.0f) { // We add it as our target target = blip; VectorCopy(blipdir, dir); } } } if (target == NULL) { ent->nextthink = level.time + HOMING_THINK_TIME; // + 10000; ent->think = G_HomingMissile; } else { // for exact trajectory calculation, set current point to base. VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase); VectorNormalize(dir); // 0.5 is swing rate. VectorScale(dir, 0.5, dir); VectorAdd(dir, ent->r.currentAngles, dir); // turn nozzle to target angle VectorNormalize(dir); VectorCopy(dir, ent->r.currentAngles); ent->s.pos.trTime = level.time; G_SetMissileVelocity(ent, dir, ent->s.weapon); ent->nextthink = level.time + HOMING_THINK_TIME; // decrease this value also makes fast swing ent->think = G_HomingMissile; //G_Printf("targeting %s\n", target->classname); } }
/* ================ G_MissileImpact ================ */ void G_MissileImpact( gentity_t *ent, trace_t *trace ) { gentity_t *other; qboolean hitPlayer = qfalse; #if defined MISSIONPACK && !defined TURTLEARENA // POWERS vec3_t forward, impactpoint, bouncedir; int eFlags; #endif #ifdef TA_WEAPSYS qboolean damagedOther = qfalse; #endif other = &g_entities[trace->entityNum]; #if defined MISSIONPACK && !defined TURTLEARENA // POWERS if ( other->takedamage ) { #ifdef TA_WEAPSYS if ( !bg_projectileinfo[ent->s.weapon].stickOnImpact ) #else if ( ent->s.weapon != WP_PROX_LAUNCHER ) #endif { if ( other->player && other->player->invulnerabilityTime > level.time ) { // VectorCopy( ent->s.pos.trDelta, forward ); VectorNormalize( forward ); if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) { VectorCopy( bouncedir, trace->plane.normal ); eFlags = ent->s.eFlags & EF_BOUNCE_HALF; ent->s.eFlags &= ~EF_BOUNCE_HALF; G_BounceMissile( ent, trace ); ent->s.eFlags |= eFlags; } ent->target_ent = other; return; } } } #endif // impact damage if (other->takedamage #ifdef TA_WEAPSYS // stickOnImpact only damages once && !(ent->count & 2) #endif ) { // FIXME: wrong damage direction? if ( ent->damage ) { vec3_t velocity; if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { g_entities[ent->r.ownerNum].player->accuracy_hits++; hitPlayer = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity ); if ( VectorLength( velocity ) == 0 ) { #ifdef IOQ3ZTM VectorCopy(trace->plane.normal, velocity); #else velocity[2] = 1; // stepped on a grenade #endif } #ifdef TA_WEAPSYS damagedOther = G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath); #else G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath); #endif } } // check for bounce if ( #ifdef TA_WEAPSYS !damagedOther && #else !other->takedamage && #endif ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); #ifdef TA_WEAPSYS // Bounce missiles // Die on Nth bounce if (ent->s.modelindex2 > 0) { ent->s.modelindex2--; if (ent->s.modelindex2 == 0) { // Kill missile G_ExplodeMissile( ent ); return; } } G_AddEvent( ent, EV_PROJECTILE_BOUNCE, DirToByte( trace->plane.normal ) ); ent->s.time2 = trace->surfaceFlags; // surface #else G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 ); #endif return; } #ifdef TA_WEAPSYS if (bg_projectileinfo[ent->s.weapon].stickOnImpact != PSOI_NONE) { vec3_t dir; #ifndef TURTLEARENA // if it's a player, stick it on to them (flag them and remove this entity) if( bg_projectileinfo[ent->s.weapon].explosionType == PE_PROX && other->s.eType == ET_PLAYER && other->health > 0 ) { ProximityMine_Player( ent, other ); return; } #endif if (ent->count & 2) { // Already stuck to wall return; } ent->count |= 2; // Don't stick to players or obelisk if (other->s.eType == ET_PLAYER #ifdef MISSIONPACK || (other->pain == ObeliskPain) #endif ) { goto missileExplode; } // Don't stick to the entity that this missile just killed or other missiles if ((damagedOther && other->health <= 0) || other->s.eType == ET_MISSILE) { // Don't remove projectile if it doesn't explode. if (bg_projectileinfo[ent->s.weapon].explosionType == PE_NONE) { ent->s.pos.trType = TR_GRAVITY; ent->count &= ~2; return; } else { goto missileExplode; } } if (bg_projectileinfo[ent->s.weapon].shootable) VectorMA(trace->endpos, -8, trace->plane.normal, trace->endpos); SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); G_SetOrigin( ent, trace->endpos ); if (bg_projectileinfo[ent->s.weapon].stickOnImpact == PSOI_KEEP_ANGLES) { #if 0 // convert direction of travel into axis if ( VectorNormalize2( ent->s.pos.trDelta, dir ) == 0 ) { dir[2] = 1; } // Set the angles vectoangles( dir, ent->s.angles ); #else VectorCopy(trace->plane.normal, dir); #endif } else { VectorCopy(trace->plane.normal, dir); vectoangles( dir, ent->s.angles ); switch (bg_projectileinfo[ent->s.weapon].stickOnImpact) { case PSOI_ANGLE_270: ent->s.angles[0] += 270; break; case PSOI_ANGLE_180: ent->s.angles[0] += 180; break; case PSOI_ANGLE_90: // Maybe this is good for prox mines, but doesn't look good on my // rocket or shuirkens... ent->s.angles[0] += 90; break; case PSOI_ANGLE_0: break; } } // Save direction VectorCopy(dir, ent->s.angles2); ent->s.pos.trType = TR_STATIONARY; VectorClear( ent->s.pos.trDelta ); G_AddEvent( ent, EV_PROJECTILE_STICK, DirToByte(trace->plane.normal) ); ent->s.time2 = trace->surfaceFlags; // surface if (bg_projectileinfo[ent->s.weapon].explosionType == PE_PROX) { // When a BREAKABLE ET_MOVER is killed it drops the projectiles stuck to it, // so don't setup the prox mine when it impact a surface if it already hit been setup. if (ent->die != ProximityMine_Die) { ent->think = ProximityMine_Activate; ent->nextthink = level.time + 2000; ent->die = ProximityMine_Die; } } else { ent->die = G_Missile_Die; } // link the prox mine to the other entity ent->enemy = other; VectorCopy(dir, ent->movedir); VectorSet(ent->s.mins, -4, -4, -4); VectorSet(ent->s.maxs, 4, 4, 4); trap_LinkEntity(ent); return; } #elif defined MISSIONPACK if( ent->s.weapon == WP_PROX_LAUNCHER ) { if( ent->s.pos.trType != TR_GRAVITY ) { return; } // if it's a player, stick it on to them (flag them and remove this entity) if( other->s.eType == ET_PLAYER && other->health > 0 ) { ProximityMine_Player( ent, other ); return; } SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); G_SetOrigin( ent, trace->endpos ); ent->s.pos.trType = TR_STATIONARY; VectorClear( ent->s.pos.trDelta ); G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags ); ent->think = ProximityMine_Activate; ent->nextthink = level.time + 2000; vectoangles( trace->plane.normal, ent->s.angles ); ent->s.angles[0] += 90; // link the prox mine to the other entity ent->enemy = other; ent->die = ProximityMine_Die; VectorCopy(trace->plane.normal, ent->movedir); VectorSet(ent->s.mins, -4, -4, -4); VectorSet(ent->s.maxs, 4, 4, 4); trap_LinkEntity(ent); return; } #endif #ifdef TA_WEAPSYS if (bg_projectileinfo[ent->s.weapon].grappling) #else if (!strcmp(ent->classname, "hook")) #endif { gentity_t *nent; vec3_t v; nent = G_Spawn(); if ( other->takedamage && other->player ) { G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); nent->s.otherEntityNum = other->s.number; v[0] = other->r.currentOrigin[0] + (other->s.mins[0] + other->s.maxs[0]) * 0.5; v[1] = other->r.currentOrigin[1] + (other->s.mins[1] + other->s.maxs[1]) * 0.5; v[2] = other->r.currentOrigin[2] + (other->s.mins[2] + other->s.maxs[2]) * 0.5; } else { VectorCopy(trace->endpos, v); G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } #ifdef IOQ3ZTM // IOQ3BUGFIX: Fix grapple wallmark/death-effect/debris (only tested with TA_WEAPSYS...) nent->s.weapon = ent->s.weapon; #endif #ifdef TA_WEAPSYS if (ent->parent) nent->s.playerNum = ent->parent->s.number; else nent->s.playerNum = ENTITYNUM_NONE; #endif nent->s.weapon = ent->s.weapon; ent->enemy = other; ent->s.groundEntityNum = other->s.number; SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth nent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact nent->s.eType = ET_GENERAL; ent->s.eType = ET_GRAPPLE; G_SetOrigin( ent, v ); G_SetOrigin( nent, v ); ent->think = Weapon_HookThink; ent->nextthink = level.time + FRAMETIME; ent->parent->player->ps.pm_flags |= PMF_GRAPPLE_PULL; VectorCopy( ent->r.currentOrigin, ent->parent->player->ps.grapplePoint); trap_LinkEntity( ent ); trap_LinkEntity( nent ); #ifdef TA_WEAPSYS // Don't grapple to the entity if you just killed it. if (damagedOther && other->health <= 0) { Weapon_HookFree(ent); } #endif return; } #ifdef TA_WEAPSYS missileExplode: #endif // is it cheaper in bandwidth to just remove this ent and create a new // one, rather than changing the missile into the explosion? if ( other->takedamage && other->player ) { G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); ent->s.otherEntityNum = other->s.number; } else if( trace->surfaceFlags & SURF_METALSTEPS ) { G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) ); } else { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); } #ifdef TA_WEAPSYS if (ent->parent) ent->s.playerNum = ent->parent->s.number; else ent->s.playerNum = ENTITYNUM_NONE; #endif ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact #ifndef TA_WEAPSYS // Must be after G_RadiusDamage ent->s.eType = ET_GENERAL; #endif SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth G_SetOrigin( ent, trace->endpos ); // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { #ifdef TA_WEAPSYS if( G_RadiusDamage( trace->endpos, ent, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) #else if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ) ) #endif { if( !hitPlayer ) { g_entities[ent->r.ownerNum].player->accuracy_hits++; } } } #ifdef TA_WEAPSYS ent->s.eType = ET_GENERAL; #endif trap_LinkEntity( ent ); }
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); } }
// 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; } } }