/** * @brief Check the world against triggers for the current entity * @param[in,out] ent The entity that maybe touches others * @return Returns the number of associated client actions */ int G_TouchTriggers (edict_t *ent) { int i, num, usedNum = 0; edict_t *touch[MAX_EDICTS]; if (!G_IsLivingActor(ent)) return 0; num = gi.TouchEdicts(ent->absmin, ent->absmax, touch, lengthof(touch), ent); G_ResetTriggers(ent, touch, num); /* be careful, it is possible to have an entity in this * list removed before we get to it (killtriggered) */ for (i = 0; i < num; i++) { edict_t *hit = touch[i]; if (hit->solid != SOLID_TRIGGER) continue; if (!hit->touch) continue; if (hit->touch(hit, ent)) usedNum++; /* now after the use function was executed, we can add the ent to * the touched list of the trigger. We do this because we want to be * able to check whether another call changes the triggered state for * the added entity. We have to do this after the use function was * called, because there are triggers that may only be triggered once * if someone touches it. */ G_TriggerAddToList(hit, ent); } return usedNum; }
/** * @brief Checks whether the actor is allowed to activate reaction fire and will informs the player about * the reason if this would not work. * @param[in] ent The actor to check * @return @c true if the actor is allowed to activate it, @c false otherwise */ static bool G_ReactionFireCanBeEnabled (const edict_t *ent) { /* check ent is a suitable shooter */ if (!ent->inuse || !G_IsLivingActor(ent)) return false; if (G_MatchIsRunning() && ent->team != level.activeTeam) return false; /* actor may not carry weapons at all - so no further checking is needed */ if (!ent->chr.teamDef->weapons) return false; if (!G_ActorHasReactionFireEnabledWeapon(ent)) { G_ClientPrintf(G_PLAYER_FROM_ENT(ent), PRINT_HUD, _("No reaction fire enabled weapon.")); return false; } if (!G_ActorHasWorkingFireModeSet(ent)) { G_ClientPrintf(G_PLAYER_FROM_ENT(ent), PRINT_HUD, _("No fire mode selected for reaction fire.")); return false; } if (!G_ActorHasEnoughTUsReactionFire(ent)) { G_ClientPrintf(G_PLAYER_FROM_ENT(ent), PRINT_HUD, _("Not enough TUs left for activating reaction fire.")); return false; } return true; }
/** * @brief test if check is visible by from * @param[in] team Living team members are always visible. If this is a negative * number we inverse the team rules (see comments included). In combination with VT_NOFRUSTUM * we can check whether there is any edict (that is no in our team) that can see @c check * @param[in] from is from team @c team and must be a living actor * @param[in] check The edict we want to get the visibility for * @param[in] flags @c VT_NOFRUSTUM, ... */ bool G_Vis (const int team, const Edict* from, const Edict* check, const vischeckflags_t flags) { vec3_t eye; /* if any of them isn't in use, then they're not visible */ if (!from->inuse || !check->inuse) return false; /* only actors and 2x2 units can see anything */ if (!G_IsLivingActor(from) && !G_IsActiveCamera(from)) return false; /* living team members are always visible */ if (team >= 0 && check->getTeam() == team && !G_IsDead(check)) return true; /* standard team rules */ if (team >= 0 && from->getTeam() != team) return false; /* inverse team rules */ if (team < 0 && check->getTeam() == -team) return false; /* check for same pos */ if (VectorCompare(from->pos, check->pos)) return true; if (!G_IsVisibleOnBattlefield(check)) return false; /* view distance check */ const int spotDist = G_VisCheckDist(from); if (VectorDistSqr(from->origin, check->origin) > spotDist * spotDist) return false; /* view frustum check */ if (!(flags & VT_NOFRUSTUM) && !G_FrustumVis(from, check->origin)) return false; /* get viewers eye height */ G_ActorGetEyeVector(from, eye); /* line trace check */ switch (check->type) { case ET_ACTOR: case ET_ACTOR2x2: return G_ActorVis(eye, from, check, false) > ACTOR_VIS_0; case ET_ITEM: case ET_CAMERA: case ET_PARTICLE: return !G_LineVis(eye, check->origin); default: return false; } }
/** * @brief Iterate through the living actor entities * @param lastEnt The entity found in the previous iteration; if nullptr, we start at the beginning */ Edict* G_EdictsGetNextLivingActor (Edict* lastEnt) { Edict* ent = lastEnt; while ((ent = G_EdictsGetNextInUse(ent))) { if (G_IsLivingActor(ent)) break; } return ent; }
bool G_IsActorWounded (const Edict* ent) { if (ent == nullptr || !G_IsLivingActor(ent) || ent->chr.teamDef == nullptr) return false; for (int i = 0; i < ent->chr.teamDef->bodyTemplate->numBodyParts(); ++i) if (ent->chr.wounds.woundLevel[i] > 0) return true; return false; }
bool G_IsActorWounded (const Edict* ent, bool serious) { if (ent == nullptr || !G_IsLivingActor(ent) || ent->chr.teamDef == nullptr) return false; const character_t& chr = ent->chr; const BodyData* bodyTmp = chr.teamDef->bodyTemplate; for (int i = 0; i < bodyTmp->numBodyParts(); ++i) if (chr.wounds.woundLevel[i] > serious ? chr.maxHP * bodyTmp->woundThreshold(i) : 0) return true; return false; }
/** * @brief Iterate through the living actor entities * @param lastEnt The entity found in the previous iteration; if nullptr, we start at the beginning */ Actor* G_EdictsGetNextLivingActor (Actor* lastEnt) { Edict* ent = lastEnt; while ((ent = G_EdictsGetNextInUse(ent))) { if (G_IsLivingActor(ent)) { Actor* actor = static_cast<Actor*>(ent); if (actor) return actor; Sys_Error("dynamic_cast to Actor failed."); } } return nullptr; }
/** * @brief Hurt trigger * @sa SP_trigger_hurt */ bool Touch_HurtTrigger (Edict* self, Edict* activator) { /* Dead actors should really not be able to trigger this - they can't be hurt anymore anyway */ if (!G_IsLivingActor(activator)) return false; /* If no damage is dealt don't count it as triggered */ const int damage = G_ApplyProtection(activator, self->dmgtype, self->dmg); if (damage == 0) return false; const bool stunEl = (self->dmgtype == gi.csi->damStunElectro); const bool stunGas = (self->dmgtype == gi.csi->damStunGas); const bool shock = (self->dmgtype == gi.csi->damShock); const bool isRobot = activator->chr.teamDef->robot; Actor* actor = makeActor(activator); if (stunEl || (stunGas && !isRobot)) { actor->addStun(damage); } else if (shock) { /** @todo Handle dazed via trigger_hurt */ } else { G_TakeDamage(actor, damage); } /* Play hurt sound unless this is shock damage -- it doesn't do anything * because we don't actually handle it above yet */ if (!shock) { const teamDef_t* teamDef = activator->chr.teamDef; const int gender = activator->chr.gender; const char* sound = teamDef->getActorSound(gender, SND_HURT); G_EventSpawnSound(G_PlayerToPM(activator->getPlayer()), *activator, nullptr, sound); } G_CheckDeathOrKnockout(actor, nullptr, nullptr, damage); return true; }
/** * @brief Mission trigger * @todo use level.nextmap to spawn another map when every living actor has touched the mission trigger * @note Don't set a client action here - otherwise the movement event might * be corrupted */ bool G_MissionTouch (Edict* self, Edict* activator) { if (!G_IsLivingActor(activator)) return false; Actor* actor = makeActor(activator); const char* const actorTeam = G_MissionGetTeamString(actor->getTeam()); if (!G_IsCivilian(actor) && self->isOpponent(actor)) { if (!self->item && self->count) { if (self->targetname) { gi.BroadcastPrintf(PRINT_HUD, _("%s forces are attacking the %s!"), actorTeam, self->targetname); } else { const char* const teamName = G_MissionGetTeamString(self->getTeam()); gi.BroadcastPrintf(PRINT_HUD, _("%s forces are attacking %s target zone!"), actorTeam, teamName); } /* reset king of the hill counter */ self->count = 0; } return false; } if (self->count) return false; if (self->isSameTeamAs(actor)) { self->count = level.actualRound; if (!self->item) { linkedList_t* touched = self->touchedList; while (touched) { const Edict* const ent = static_cast<const Edict* const>(touched->data); if (!self->isSameTeamAs(ent) && !G_IsDead(ent)) { return true; } touched = touched->next; } if (self->targetname) { gi.BroadcastPrintf(PRINT_HUD, _("%s forces have occupied the %s!"), actorTeam, self->targetname); } else { gi.BroadcastPrintf(PRINT_HUD, _("%s forces have occupied their target zone!"), actorTeam); } return true; } } /* search the item in the activator's inventory */ /* ignore items linked from any temp container the actor must have this in his hands */ const Container* cont = nullptr; while ((cont = actor->chr.inv.getNextCont(cont))) { Item* item = nullptr; while ((item = cont->getNextItem(item))) { const objDef_t* od = item->def(); /* check whether we found the searched item in the actor's inventory */ if (!Q_streq(od->id, self->item)) continue; /* drop the weapon - even if out of TUs */ G_ActorInvMove(actor, cont->def(), item, INVDEF(CID_FLOOR), NONE, NONE, false); if (self->targetname) { gi.BroadcastPrintf(PRINT_HUD, _("The %s was placed at the %s."), item->def()->name, self->targetname); } else { gi.BroadcastPrintf(PRINT_HUD, _("The %s was placed."), item->def()->name); } self->count = level.actualRound; return true; } } return false; }
/** * @brief Opens/closes a door * @note Use function for func_door * @todo Check if the door can be opened or closed - there should not be * anything in the way (e.g. an actor) */ static bool Door_Use (edict_t *door, edict_t *activator) { if (door->doorState == STATE_CLOSED) { door->doorState = STATE_OPENED; /* change rotation/origin and relink */ if (door->type == ET_DOOR) { if (door->dir & DOOR_OPEN_REVERSE) door->angles[door->dir & 3] -= DOOR_ROTATION_ANGLE; else door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE; } else if (door->type == ET_DOOR_SLIDING) { Door_SlidingUse(door); } gi.LinkEdict(door); /* maybe the server called this because the door starts opened */ if (G_MatchIsRunning()) { /* let everybody know, that the door opens */ G_EventDoorOpen(door); if (door->noise[0] != '\0') G_EventSpawnSound(PM_ALL, false, door, door->origin, door->noise); } } else if (door->doorState == STATE_OPENED) { door->doorState = STATE_CLOSED; /* change rotation and relink */ if (door->type == ET_DOOR) { if (door->dir & DOOR_OPEN_REVERSE) door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE; else door->angles[door->dir & 3] -= DOOR_ROTATION_ANGLE; } else if (door->type == ET_DOOR_SLIDING) { Door_SlidingUse(door); } gi.LinkEdict(door); /* closed is the standard, opened is handled above - we need an active * team here already */ if (G_MatchIsRunning()) { /* let everybody know, that the door closes */ G_EventDoorClose(door); if (door->noise[0] != '\0') G_EventSpawnSound(PM_ALL, false, door, door->origin, door->noise); } } else return false; /* Update model orientation */ gi.SetInlineModelOrientation(door->model, door->origin, door->angles); Com_DPrintf(DEBUG_GAME, "Server processed door movement.\n"); /* Update path finding table */ G_RecalcRouting(door->model); if (activator && G_IsLivingActor(activator)) { /* Check if the player appears/perishes, seen from other teams. */ G_CheckVis(activator, true); /* Calc new vis for the activator. */ G_CheckVisTeamAll(activator->team, false, activator); } return true; }
/** * @brief Deals splash damage to a target and its surroundings. * @param[in] ent The shooting actor * @param[in] fd The fire definition that defines what type of damage is dealt and how big the splash radius is. * @param[in] impact The impact vector where the grenade is exploding * @param[in,out] mock pseudo shooting - only for calculating mock values - NULL for real shots * @param[in] tr The trace where the grenade hits something (or not) */ static void G_SplashDamage (edict_t *ent, const fireDef_t *fd, vec3_t impact, shot_mock_t *mock, const trace_t* tr) { edict_t *check = NULL; vec3_t center; float dist; int damage; const bool shock = (fd->obj->dmgtype == gi.csi->damShock); assert(fd->splrad > 0.0); while ((check = G_EdictsGetNextInUse(check))) { /* If we use a blinding weapon we skip the target if it's looking * away from the impact location. */ if (shock && !G_FrustumVis(check, impact)) continue; if (G_IsBrushModel(check) && G_IsBreakable(check)) VectorCenterFromMinsMaxs(check->absmin, check->absmax, center); else if (G_IsLivingActor(check) || G_IsBreakable(check)) VectorCopy(check->origin, center); else continue; /* check for distance */ dist = VectorDist(impact, center); dist = dist > UNIT_SIZE / 2 ? dist - UNIT_SIZE / 2 : 0; if (dist > fd->splrad) continue; if (fd->irgoggles) { if (G_IsActor(check)) { /* check whether this actor (check) is in the field of view of the 'shooter' (ent) */ if (G_FrustumVis(ent, check->origin)) { if (!mock) { const unsigned int playerMask = G_TeamToPM(ent->team) ^ G_VisToPM(check->visflags); G_AppearPerishEvent(playerMask, true, check, ent); G_VisFlagsAdd(check, G_PMToVis(playerMask)); } } } continue; } /* check for walls */ if (G_IsLivingActor(check) && !G_ActorVis(impact, ent, check, false)) continue; /* do damage */ if (shock) damage = 0; else damage = fd->spldmg[0] * (1.0 - dist / fd->splrad); if (mock) mock->allow_self = true; G_Damage(check, fd, damage, ent, mock, NULL); if (mock) mock->allow_self = false; } /** @todo splash might also hit other surfaces and the trace doesn't handle that */ if (tr && G_FireAffectedSurface(tr->surface, fd)) { /* move a little away from the impact vector */ VectorMA(impact, 1, tr->plane.normal, impact); G_SpawnParticle(impact, tr->contentFlags >> 8, "burning"); }
/** * @brief Deals damage of a give type and amount to a target. * @param[in,out] target What we want to damage. * @param[in] fd The fire definition that defines what type of damage is dealt. * @param[in] damage The value of the damage. * @param[in] attacker The attacker. * @param[in] mock pseudo shooting - only for calculating mock values - NULL for real shots * @param[in] impact impact location - @c NULL for splash damage * @sa G_SplashDamage * @sa G_TakeDamage * @sa G_PrintActorStats */ static void G_Damage (edict_t *target, const fireDef_t *fd, int damage, edict_t *attacker, shot_mock_t *mock, const vec3_t impact) { const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro); const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas); const bool shock = (fd->obj->dmgtype == gi.csi->damShock); const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke); bool isRobot; assert(target); /* Breakables */ if (G_IsBrushModel(target) && G_IsBreakable(target)) { /* Breakables are immune to stun & shock damage. */ if (stunEl || stunGas || shock || mock || smoke) return; if (damage >= target->HP) { /* don't reset the HP value here, this value is used to distinguish * between triggered destroy and a shoot */ assert(target->destroy); target->destroy(target); /* maybe the attacker is seeing something new? */ G_CheckVisTeamAll(attacker->team, 0, attacker); /* check if attacker appears/perishes for any other team */ G_CheckVis(attacker); } else { G_TakeDamage(target, damage); } return; } /* Actors don't die again. */ if (!G_IsLivingActor(target)) return; /* only actors after this point - and they must have a teamdef */ assert(target->chr.teamDef); isRobot = CHRSH_IsTeamDefRobot(target->chr.teamDef); /* Apply armour effects. */ if (damage > 0) { damage = G_ApplyProtection(target, fd->dmgweight, damage); } else if (damage < 0) { /* Robots can't be healed. */ if (isRobot) return; } Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage); /* Apply difficulty settings. */ if (sv_maxclients->integer == 1) { if (G_IsAlien(attacker) && !G_IsAlien(target)) damage *= pow(1.18, g_difficulty->value); else if (!G_IsAlien(attacker) && G_IsAlien(target)) damage *= pow(1.18, -g_difficulty->value); } assert(attacker->team >= 0 && attacker->team < MAX_TEAMS); assert(target->team >= 0 && target->team < MAX_TEAMS); if (g_nodamage != NULL && !g_nodamage->integer) { /* hit */ if (mock) { G_UpdateShotMock(mock, attacker, target, damage); } else if (stunEl) { target->STUN += damage; } else if (stunGas) { if (!isRobot) /* Can't stun robots with gas */ target->STUN += damage; } else if (shock) { /* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */ if (!isRobot && target->team != attacker->team) { /** @todo there should be a possible protection, too */ /* dazed entity wont reaction fire */ G_RemoveReaction(target); G_ActorReserveTUs(target, 0, target->chr.reservedTus.shot, target->chr.reservedTus.crouch); /* flashbangs kill TUs */ G_ActorSetTU(target, 0); G_SendStats(target); /* entity is dazed */ G_SetDazed(target); G_ClientPrintf(G_PLAYER_FROM_ENT(target), PRINT_HUD, _("Soldier is dazed!\nEnemy used flashbang!")); return; } } else { if (damage < 0) { /* The 'attacker' is healing the target. */ G_TreatActor(target, fd, damage, attacker->team); } else { /* Real damage was dealt. */ G_DamageActor(target, damage, impact); /* Update overall splash damage for stats/score. */ if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */ G_UpdateHitScore(attacker, target, fd, damage); } } } if (mock) return; G_CheckDeathOrKnockout(target, attacker, fd, damage); }
static bool G_VisShouldStop (const edict_t *ent) { return G_IsLivingActor(ent) && !G_IsCivilian(ent); }
/** * @brief Opens/closes a door * @note Use function for func_door * @todo Check if the door can be opened or closed - there should not be * anything in the way (e.g. an actor) */ static bool Door_Use (edict_t *door, edict_t *activator) { int opening = 1; if (door->doorState == STATE_CLOSED) { door->doorState = STATE_OPENED; opening = 1; } else if (door->doorState == STATE_OPENED) { door->doorState = STATE_CLOSED; opening = -1; } else return false; /* remember the old location */ AABB oldAABB; gi.GetInlineModelAABB(door->model, oldAABB); GridBox rerouteOldBox(oldAABB); /* change rotation and relink */ if (door->type == ET_DOOR) { if (door->dir & DOOR_OPEN_REVERSE) opening *= -1; door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE * opening; } else if (door->type == ET_DOOR_SLIDING) { Door_SlidingUse(door); } gi.LinkEdict(door); /* maybe the server called this because the door starts opened */ if (G_MatchIsRunning()) { /* let everybody know, that the door moves */ if (door->doorState == STATE_OPENED) G_EventDoorOpen(door); else G_EventDoorClose(door); if (door->noise[0] != '\0') { const playermask_t playerMask = G_GetClosePlayerMask(door->origin, UNIT_SIZE * 10); G_EventSpawnSound(playerMask, false, door, door->origin, door->noise); } } /* Update model orientation */ gi.SetInlineModelOrientation(door->model, door->origin, door->angles); AABB newAabb; gi.GetInlineModelAABB(door->model, newAabb); GridBox rerouteNewBox(newAabb); Com_DPrintf(DEBUG_GAME, "Server processed door movement.\n"); /* Update path finding table for the new location of the model */ G_RecalcRouting(door->model, rerouteOldBox); /* Update path finding table */ G_RecalcRouting(door->model, rerouteNewBox); if (activator && G_IsLivingActor(activator)) { /* Check if the player appears/perishes, seen from other teams. */ G_CheckVis(activator); /* Calc new vis for the activator. */ G_CheckVisTeamAll(activator->team, 0, activator); } return true; }
/** * @brief Deals splash damage to a target and its surroundings. * @param[in] ent The shooting actor * @param[in] fd The fire definition that defines what type of damage is dealt and how big the splash radius is. * @param[in] impact The impact vector where the grenade is exploding * @param[in,out] mock pseudo shooting - only for calculating mock values - nullptr for real shots * @param[in] tr The trace where the grenade hits something (or not) */ static void G_SplashDamage (Actor* ent, const fireDef_t* fd, vec3_t impact, shot_mock_t* mock, const trace_t* tr) { assert(fd->splrad > 0.0f); const bool shock = (fd->obj->dmgtype == gi.csi->damShock); Edict* check = nullptr; while ((check = G_EdictsGetNextInUse(check))) { /* If we use a blinding weapon we skip the target if it's looking * away from the impact location. */ if (shock && !G_FrustumVis(check, impact)) continue; const bool isActor = G_IsLivingActor(check); vec3_t center; if (G_IsBrushModel(check) && G_IsBreakable(check)) check->absBox.getCenter(center); else if (isActor || G_IsBreakable(check)) VectorCopy(check->origin, center); else continue; /* check for distance */ float dist = VectorDist(impact, center); dist = dist > UNIT_SIZE / 2 ? dist - UNIT_SIZE / 2 : 0.0f; if (dist > fd->splrad) continue; if (fd->irgoggles) { if (isActor) { /* check whether this actor (check) is in the field of view of the 'shooter' (ent) */ if (G_FrustumVis(ent, check->origin)) { if (!mock) { vec3_t eyeEnt; G_ActorGetEyeVector(ent, eyeEnt); if (!G_SmokeVis(eyeEnt, check)) { const unsigned int playerMask = G_TeamToPM(ent->getTeam()) ^ G_VisToPM(check->visflags); G_AppearPerishEvent(playerMask, true, *check, ent); G_VisFlagsAdd(*check, G_PMToVis(playerMask)); } } } } continue; } /* check for walls */ if (isActor && G_TestLine(impact, check->origin)) continue; /* do damage */ const int damage = shock ? 0 : fd->spldmg[0] * (1.0f - dist / fd->splrad); if (mock) mock->allow_self = true; /* Send hurt sounds for actors, but only if they'll recieve damage from this attack */ if (G_Damage(check, fd, damage, ent, mock, nullptr) && isActor && (G_ApplyProtection(check, fd->dmgweight, damage) > 0) && !shock) { const teamDef_t* teamDef = check->chr.teamDef; const int gender = check->chr.gender; const char* sound = teamDef->getActorSound(gender, SND_HURT); G_EventSpawnSound(G_VisToPM(check->visflags), *check, nullptr, sound); } if (mock) mock->allow_self = false; } /** @todo splash might also hit other surfaces and the trace doesn't handle that */ if (tr && G_FireAffectedSurface(tr->surface, fd)) { /* move a little away from the impact vector */ VectorMA(impact, 1, tr->plane.normal, impact); G_SpawnParticle(impact, tr->contentFlags >> 8, "burning"); }
/** * @brief Deals damage of a give type and amount to a target. * @param[in,out] target What we want to damage. * @param[in] fd The fire definition that defines what type of damage is dealt. * @param[in] damage The value of the damage. * @param[in] attacker The attacker. * @param[in] mock pseudo shooting - only for calculating mock values - nullptr for real shots * @param[in] impact impact location - @c nullptr for splash damage * @return @c true if damage could be dealt (even if it was 0) @c false otherwise * @sa G_SplashDamage * @sa G_TakeDamage * @sa G_PrintActorStats */ static bool G_Damage (Edict* target, const fireDef_t* fd, int damage, Actor* attacker, shot_mock_t* mock, const vec3_t impact) { assert(target); const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro); const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas); const bool shock = (fd->obj->dmgtype == gi.csi->damShock); const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke); /* Breakables */ if (G_IsBrushModel(target) && G_IsBreakable(target)) { /* Breakables are immune to stun & shock damage. */ if (stunEl || stunGas || shock || mock || smoke) return false; if (damage >= target->HP) { /* don't reset the HP value here, this value is used to distinguish * between triggered destroy and a shoot */ assert(target->destroy); target->destroy(target); /* maybe the attacker is seeing something new? */ G_CheckVisTeamAll(attacker->getTeam(), 0, attacker); /* check if attacker appears/perishes for any other team */ G_CheckVis(attacker); } else { G_TakeDamage(target, damage); } return true; } /* Actors don't die again. */ if (!G_IsLivingActor(target)) return false; /* Now we know that the target is an actor */ Actor* victim = makeActor(target); /* only actors after this point - and they must have a teamdef */ assert(victim->chr.teamDef); const bool isRobot = CHRSH_IsTeamDefRobot(victim->chr.teamDef); /* Apply armour effects. */ if (damage > 0) { damage = G_ApplyProtection(victim, fd->dmgweight, damage); } else if (damage < 0) { /* Robots can't be healed. */ if (isRobot) return false; } Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage); /* Apply difficulty settings. */ if (G_IsSinglePlayer()) { if (G_IsAlien(attacker) && !G_IsAlien(victim)) damage *= pow(1.18f, g_difficulty->value); else if (!G_IsAlien(attacker) && G_IsAlien(victim)) damage *= pow(1.18f, -g_difficulty->value); } assert(attacker->getTeam() >= 0 && attacker->getTeam() < MAX_TEAMS); assert(victim->getTeam() >= 0 && victim->getTeam() < MAX_TEAMS); if ((g_nodamage != nullptr && !g_nodamage->integer) || mock) { /* hit */ if (mock) { G_UpdateShotMock(mock, attacker, victim, damage); } else if (stunEl) { victim->addStun(damage); } else if (stunGas) { if (!isRobot) /* Can't stun robots with gas */ victim->addStun(damage); } else if (shock) { /* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */ if (!isRobot && !victim->isSameTeamAs(attacker)) { /** @todo there should be a possible protection, too */ /* dazed entity wont reaction fire */ victim->removeReaction(); G_ActorReserveTUs(victim, 0, victim->chr.reservedTus.shot, victim->chr.reservedTus.crouch); /* flashbangs kill TUs */ G_ActorSetTU(victim, 0); G_SendStats(*victim); /* entity is dazed */ victim->setDazed(); G_EventSendState(G_VisToPM(victim->visflags), *victim); return !mock; } else { return false; } } else { if (damage < 0) { /* The 'attacker' is healing the victim. */ G_TreatActor(victim, fd, damage, attacker->getTeam()); } else { /* Real damage was dealt. */ G_DamageActor(victim, damage, impact); /* Update overall splash damage for stats/score. */ if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */ G_UpdateHitScore(attacker, victim, fd, damage); } } } if (mock) return false; G_CheckDeathOrKnockout(victim, attacker, fd, damage); return true; }