예제 #1
0
void bum_sit_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
{
//	self->s.modelindex2 = 0;

	self->takedamage = DAMAGE_YES;

	if (DeathByGib(self, inflictor, attacker, damage))
	{	// gib
		self->deadflag = DEAD_DEAD;
		GibEntity( self, inflictor, damage );
		return;
	}

	if (self->deadflag == DEAD_DEAD)
		return;

	self->deadflag = DEAD_DEAD;

	gi.sound ( self, CHAN_VOICE, gi.soundindex ("actors/bum/death.wav"), 1, 3, 0);	

	if (rand()%100 > 50)
		self->cast_info.currentmove = &bum_sit_move_death_r;
	else
		self->cast_info.currentmove = &bum_sit_move_death_l;
}
예제 #2
0
/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	if ( self->health > GIB_HEALTH ) {
		return;
	}

	GibEntity( self, 0 );
}
예제 #3
0
파일: g_combat.c 프로젝트: mecwerks/revamp
/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	if ( self->health > GIB_HEALTH ) {
		return;
	}

	GibEntity( self, qfalse );

	// add corpse gibbed event
	G_AddEvent( self, EV_DEATH1, 2 );
}
예제 #4
0
/*
=======================================================================================================================================
BodyDie
=======================================================================================================================================
*/
void BodyDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath) {

	if (self->health > GIB_HEALTH) {
		return;
	}

	if (!g_blood.integer) {
		self->health = GIB_HEALTH + 1;
		return;
	}

	GibEntity(self, 0);
}
예제 #5
0
/*
==================
body_die
==================
*/
void body_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, int damage, int meansOfDeath)
{
	if(self->health > GIB_HEALTH)
	{
		return;
	}

	/*
//  if(!g_blood.integer)
//  {
	self->health = GIB_HEALTH + 1;
	return;
//  }
	*/

	GibEntity(self, 0);
}
예제 #6
0
/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	if ( self->health > GIB_HEALTH ) {
		return;
	}
	if ( !g_blood.integer ) {
		self->health = GIB_HEALTH + 1;
		return;
	}
	if ( self->aiCharacter == AICHAR_HEINRICH || self->aiCharacter == AICHAR_HELGA || self->aiCharacter == AICHAR_SUPERSOLDIER || self->aiCharacter == AICHAR_PROTOSOLDIER ) {
		if ( self->health <= GIB_HEALTH ) {
			self->health = -1;
			return;
		}
	}

	GibEntity( self, 0 );
}
예제 #7
0
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t	*ent;
	int			anim;
	int			contents;
	int			killer;
	int			i;
	char		*killerName, *obit;

	if ( self->client->ps.pm_type == PM_DEAD ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

	// check for an almost capture
	CheckAlmostCapture( self, attacker );
	// check for a player that almost brought in cubes
	CheckAlmostScored( self, attacker );

	if (self->client && self->client->hook) {
		Weapon_HookFree(self->client->hook);
	}
#ifdef MISSIONPACK
	if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
		self->client->ps.eFlags &= ~EF_TICKING;
		self->activator->think = G_FreeEntity;
		self->activator->nextthink = level.time;
	}
#endif
	self->client->ps.pm_type = PM_DEAD;

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[meansOfDeath];
	}

	G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", 
		killer, self->s.number, meansOfDeath, killerName, 
		self->client->pers.netname, obit );

	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST;	// send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	if (attacker && attacker->client) {
		attacker->client->lastkilled_client = self->s.number;

		if ( attacker == self || OnSameTeam (self, attacker ) ) {
			AddScore( attacker, self->r.currentOrigin, -1 );
		} else {
			AddScore( attacker, self->r.currentOrigin, 1 );

			if( meansOfDeath == MOD_GAUNTLET ) {
				
				// play humiliation on player
				attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;

				// add the sprite over the player's head
				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
				attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;

				// also play humiliation on target
				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
			}

			// check for two kills in a short amount of time
			// if this is close enough to the last kill, give a reward sound
			if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
				// play excellent on player
				attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;

				// add the sprite over the player's head
				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
				attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
			}
			attacker->client->lastKillTime = level.time;

		}
	} else {
		AddScore( self, self->r.currentOrigin, -1 );
	}

	// Add team bonuses
	Team_FragBonuses(self, inflictor, attacker);

	// if I committed suicide, the flag does not fall, it returns.
	if (meansOfDeath == MOD_SUICIDE) {
		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
			Team_ReturnFlag( TEAM_FREE );
			self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
		}
		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
			Team_ReturnFlag( TEAM_RED );
			self->client->ps.powerups[PW_REDFLAG] = 0;
		}
		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
			Team_ReturnFlag( TEAM_BLUE );
			self->client->ps.powerups[PW_BLUEFLAG] = 0;
		}
	}

	// if client is in a nodrop area, don't drop anything (but return CTF flags!)
	contents = trap_PointContents( self->r.currentOrigin, -1 );
	if ( !( contents & CONTENTS_NODROP )) {
		TossClientItems( self );
	}
	else {
		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
			Team_ReturnFlag( TEAM_FREE );
		}
		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
			Team_ReturnFlag( TEAM_RED );
		}
		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
			Team_ReturnFlag( TEAM_BLUE );
		}
	}
#ifdef MISSIONPACK
	TossClientPersistantPowerups( self );
	if( g_gametype.integer == GT_HARVESTER ) {
		TossClientCubes( self );
	}
#endif

	Cmd_Score_f( self );		// show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t	*client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;	// can still be gibbed

	self->s.weapon = WP_NONE;
	self->s.powerups = 0;
	self->r.contents = CONTENTS_CORPSE;

	self->s.angles[0] = 0;
	self->s.angles[2] = 0;
	LookAtKiller (self, inflictor, attacker);

	VectorCopy( self->s.angles, self->client->ps.viewangles );

	self->s.loopSound = 0;

	self->r.maxs[2] = -8;

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.time + 1700;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );

	// never gib in a nodrop
	if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
		// gib death
		GibEntity( self, killer );
	} else {
		// normal death
		static int i;

		switch ( i ) {
		case 0:
			anim = BOTH_DEATH1;
			break;
		case 1:
			anim = BOTH_DEATH2;
			break;
		case 2:
		default:
			anim = BOTH_DEATH3;
			break;
		}

		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH+1;
		}

		self->client->ps.legsAnim = 
			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
		self->client->ps.torsoAnim = 
			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

		G_AddEvent( self, EV_DEATH1 + i, killer );

		// the body can still be gibbed
		self->die = body_die;

		// globally cycle through the different death animations
		i = ( i + 1 ) % 3;

#ifdef MISSIONPACK
		if (self->s.eFlags & EF_KAMIKAZE) {
			Kamikaze_DeathTimer( self );
		}
#endif
	}

	trap_LinkEntity (self);

}
예제 #8
0
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	int			contents = 0, i, killer = ENTITYNUM_WORLD;
	char		*killerName = "<world>";
	qboolean	nogib = qtrue;
	gitem_t		*item = NULL;
	gentity_t	*ent;
	qboolean	killedintank = qfalse;

	//float			timeLived;
	weapon_t	weap = BG_WeaponForMOD( meansOfDeath );

//	G_Printf( "player_die\n" );

	if(attacker == self) {
		if(self->client) {
			self->client->pers.playerStats.suicides++;
			trap_PbStat ( self - g_entities , "suicide" , 
				va ( "%d %d %d" , self->client->sess.sessionTeam , self->client->sess.playerType , weap ) ) ;
		}
	} else if(OnSameTeam( self, attacker )) {
		G_LogTeamKill(	attacker,	weap );
	} else {
		G_LogDeath( self,		weap );
		G_LogKill(	attacker,	weap );

		if( g_gamestate.integer == GS_PLAYING ) {
			if( attacker->client ) {
				attacker->client->combatState |= (1<<COMBATSTATE_KILLEDPLAYER);
			}
		}
	}

	// RF, record this death in AAS system so that bots avoid areas which have high death rates
	if( !OnSameTeam( self, attacker ) )
	{
// LC - not needed
//		BotRecordTeamDeath( self->s.number );

		self->isProp = qfalse;	// were we teamkilled or not?
	} else {
		self->isProp = qtrue;
	}	

	// if we got killed by a landmine, update our map
	if( self->client && meansOfDeath == MOD_LANDMINE ) {
		// if it's an enemy mine, update both teamlists
		/*int teamNum;
		mapEntityData_t	*mEnt;
		mapEntityData_Team_t *teamList;
	
		teamNum = inflictor->s.teamNum % 4;

		teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[0] : &mapEntityData[1];
		if((mEnt = G_FindMapEntityData(teamList, inflictor-g_entities)) != NULL) {
			G_FreeMapEntityData( teamList, mEnt );
		}

		if( teamNum != self->client->sess.sessionTeam ) {
			teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[1] : &mapEntityData[0];
			if((mEnt = G_FindMapEntityData(teamList, inflictor-g_entities)) != NULL) {
				G_FreeMapEntityData( teamList, mEnt );
			}
		}*/
		mapEntityData_t	*mEnt;

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

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

	{
		mapEntityData_t	*mEnt;
		mapEntityData_Team_t *teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[1] : &mapEntityData[0];	// swapped, cause enemy team

		mEnt = G_FindMapEntityDataSingleClient( teamList, NULL, self->s.number, -1 );
		
		while( mEnt ) {
			if( mEnt->type == ME_PLAYER_DISGUISED ) {
				mapEntityData_t* mEntFree = mEnt;

				mEnt = G_FindMapEntityDataSingleClient( teamList, mEnt, self->s.number, -1 );

				G_FreeMapEntityData( teamList, mEntFree );
			} else {
				mEnt = G_FindMapEntityDataSingleClient( teamList, mEnt, self->s.number, -1 );
			}
		}
	}

	if( self->tankLink ) {
		G_LeaveTank( self, qfalse );

		killedintank = qtrue;
	}

	if( self->client->ps.pm_type == PM_DEAD || g_gamestate.integer == GS_INTERMISSION ) {
		return;
	}

	// OSP - death stats handled out-of-band of G_Damage for external calls
	G_addStats(self, attacker, damage, meansOfDeath);
	// OSP

	self->client->ps.pm_type = PM_DEAD;

	G_AddEvent( self, EV_STOPSTREAMINGSOUND, 0);

	if(attacker) {
		killer = attacker->s.number;
		killerName = (attacker->client) ? attacker->client->pers.netname : "<non-client>";
	}

	if(attacker == 0 || killer < 0 || killer >= MAX_CLIENTS) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if(g_gamestate.integer == GS_PLAYING) {
		char *obit;

		if(meansOfDeath < 0 || meansOfDeath >= sizeof(modNames) / sizeof(modNames[0])) {
			obit = "<bad obituary>";
		} else {
			obit = modNames[meansOfDeath];
		}

		G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit );
	}


	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST;	// send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	// JPW NERVE -- if player is holding ticking grenade, drop it
	if ((self->client->ps.grenadeTimeLeft) && (self->s.weapon != WP_DYNAMITE) && (self->s.weapon != WP_LANDMINE) && (self->s.weapon != WP_SATCHEL) && (self->s.weapon != WP_TRIPMINE)) {
		vec3_t launchvel, launchspot;

		launchvel[0] = crandom();
		launchvel[1] = crandom();
		launchvel[2] = random();
		VectorScale( launchvel, 160, launchvel );
		VectorCopy(self->r.currentOrigin, launchspot);
		launchspot[2] += 40;
		
		{
			// Gordon: fixes premature grenade explosion, ta bani ;)
			gentity_t *m = fire_grenade(self, launchspot, launchvel, self->s.weapon);
			m->damage = 0;
		}
	}

	if (attacker && attacker->client) {
		if ( attacker == self || OnSameTeam (self, attacker ) ) {

			// DHM - Nerve :: Complaint lodging
			if( attacker != self && level.warmupTime <= 0 && g_gamestate.integer == GS_PLAYING) {
				if( attacker->client->pers.localClient ) {
					trap_SendServerCommand( self-g_entities, "complaint -4" );
				} else {
					if( meansOfDeath != MOD_CRUSH_CONSTRUCTION && meansOfDeath != MOD_CRUSH_CONSTRUCTIONDEATH && meansOfDeath != MOD_CRUSH_CONSTRUCTIONDEATH_NOATTACKER ) {
						if( g_complaintlimit.integer ) {

							if( !(meansOfDeath == MOD_LANDMINE && g_disableComplaints.integer & TKFL_MINES ) &&
								!((meansOfDeath == MOD_ARTY || meansOfDeath == MOD_AIRSTRIKE) && g_disableComplaints.integer & TKFL_AIRSTRIKE ) &&
								!(meansOfDeath == MOD_MORTAR && g_disableComplaints.integer & TKFL_MORTAR ) ) {
								trap_SendServerCommand( self-g_entities, va( "complaint %i", attacker->s.number ) );
								self->client->pers.complaintClient = attacker->s.clientNum;
								self->client->pers.complaintEndTime = level.time + 20500;
							}
						}
					}
				}
			}

			// high penalty to offset medic heal
/*			AddScore( attacker, WOLF_FRIENDLY_PENALTY ); */

			if( g_gametype.integer == GT_WOLF_LMS ) {
				AddKillScore( attacker, WOLF_FRIENDLY_PENALTY );
			}
		} else {

			//G_AddExperience( attacker, 1 );

			// JPW NERVE -- mostly added as conveneience so we can tweak from the #defines all in one place
			AddScore(attacker, WOLF_FRAG_BONUS);

			if( g_gametype.integer == GT_WOLF_LMS ) {
				if( level.firstbloodTeam == -1 )
					level.firstbloodTeam = attacker->client->sess.sessionTeam;

				AddKillScore( attacker, WOLF_FRAG_BONUS );
			}

			attacker->client->lastKillTime = level.time;
		}
	} else {
		AddScore( self, -1 );

		if( g_gametype.integer == GT_WOLF_LMS )
			AddKillScore( self, -1 );
	}

	// Add team bonuses
	Team_FragBonuses(self, inflictor, attacker);

	// drop flag regardless
	if (self->client->ps.powerups[PW_REDFLAG]) {
		item = BG_FindItem("Red Flag");
		if (!item)
			item = BG_FindItem("Objective");

		self->client->ps.powerups[PW_REDFLAG] = 0;
	}
	if (self->client->ps.powerups[PW_BLUEFLAG]) {
		item = BG_FindItem("Blue Flag");
		if (!item)
			item = BG_FindItem("Objective");

		self->client->ps.powerups[PW_BLUEFLAG] = 0;
	}

	if (item) {
		vec3_t launchvel = { 0, 0, 0 };
		gentity_t *flag = LaunchItem(item, self->r.currentOrigin, launchvel, self->s.number);

		flag->s.modelindex2 = self->s.otherEntityNum2;// JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here
		flag->message = self->message;	// DHM - Nerve :: also restore item name
		// Clear out player's temp copies
		self->s.otherEntityNum2 = 0;
		self->message = NULL;
	}

	// send a fancy "MEDIC!" scream.  Sissies, ain' they?
	if (self->client != NULL) {
		if( self->health > GIB_HEALTH && meansOfDeath != MOD_SUICIDE && meansOfDeath != MOD_SWITCHTEAM ) {
			G_AddEvent( self, EV_MEDIC_CALL, 0 );
		}
	}

	Cmd_Score_f( self );		// show scores

	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for(i=0; i<level.numConnectedClients; i++) {
		gclient_t *client = &level.clients[level.sortedClients[i]];

		if(client->pers.connected != CON_CONNECTED) continue;
		if(client->sess.sessionTeam != TEAM_SPECTATOR) continue;

		if(client->sess.spectatorClient == self->s.number) {
			Cmd_Score_f(g_entities + level.sortedClients[i]);
		}
	}

	self->takedamage = qtrue;	// can still be gibbed
	self->r.contents = CONTENTS_CORPSE;

	//self->s.angles[2] = 0;
	self->s.powerups = 0;
	self->s.loopSound = 0;
	
	self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo

	LookAtKiller( self, inflictor, attacker );
	self->client->ps.viewangles[0] = 0;
	self->client->ps.viewangles[2] = 0;
	//VectorCopy( self->s.angles, self->client->ps.viewangles );

//	trap_UnlinkEntity( self );
	self->r.maxs[2] = self->client->ps.crouchMaxZ;	//%	0;			// ydnar: so bodies don't clip into world
	self->client->ps.maxs[2] = self->client->ps.crouchMaxZ;	//%	0;	// ydnar: so bodies don't clip into world
	trap_LinkEntity( self );

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.timeCurrent + 800;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );

	// never gib in a nodrop
	// FIXME: contents is always 0 here
	if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) ) {
		GibEntity( self, killer );
		nogib = qfalse;
	}

	if(nogib){
		// normal death
		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH + 1;
		}

		// Arnout: re-enable this for flailing
/*		if( self->client->ps.groundEntityNum == ENTITYNUM_NONE ) {
			self->client->ps.pm_flags |= PMF_FLAILING;
			self->client->ps.pm_time = 750;
			BG_AnimScriptAnimation( &self->client->ps, ANIM_MT_FLAILING, qtrue );

			// Face explosion directory
			{
				vec3_t angles;

				vectoangles( self->client->ps.velocity, angles );
				self->client->ps.viewangles[YAW] = angles[YAW];
				SetClientViewAngle( self, self->client->ps.viewangles );
			}
		} else*/

			// DHM - Play death animation, and set pm_time to delay 'fallen' animation
			//if( G_IsSinglePlayerGame() && self->client->sess.sessionTeam == TEAM_ALLIES ) {
			//	// play "falldown" animation since allies bots won't ever die completely
			//	self->client->ps.pm_time = BG_AnimScriptEvent( &self->client->ps, self->client->pers.character->animModelInfo, ANIM_ET_FALLDOWN, qfalse, qtrue );
			//	G_StartPlayerAppropriateSound(self, "death");
			//} else {
				self->client->ps.pm_time = BG_AnimScriptEvent( &self->client->ps, self->client->pers.character->animModelInfo, ANIM_ET_DEATH, qfalse, qtrue );
				// death animation script already contains sound
			//}

			// record the death animation to be used later on by the corpse
			self->client->torsoDeathAnim = self->client->ps.torsoAnim;
			self->client->legsDeathAnim = self->client->ps.legsAnim;

			G_AddEvent( self, EV_DEATH1 + 1, killer );

		// the body can still be gibbed
		self->die = body_die;
	}

	if( meansOfDeath == MOD_MACHINEGUN ) {
		switch( self->client->sess.sessionTeam ) {
			case TEAM_AXIS:
				level.axisMG42Counter = level.time;
				break;
			case TEAM_ALLIES:
				level.alliesMG42Counter = level.time;
				break;
		}
	}

	G_FadeItems( self, MOD_SATCHEL );

	CalculateRanks();

	if( killedintank /*Gordon: automatically go to limbo from tank*/ ) {
		limbo( self, qfalse ); // but no corpse
	} else if ( (meansOfDeath == MOD_SUICIDE && g_gamestate.integer == GS_PLAYING) ) {
		limbo( self, qtrue );
	} else if( g_gametype.integer == GT_WOLF_LMS ) {
		if( !G_CountTeamMedics( self->client->sess.sessionTeam, qtrue ) ) {
			limbo( self, qtrue );
		}
	}
}
예제 #9
0
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t   *ent;
	// TTimo might be used uninitialized
	int contents = 0;
	int killer;
	int i;
	const char        *killerName, *obit;
	qboolean nogib = qtrue;
	gitem_t     *item = NULL; // JPW NERVE for flag drop
	vec3_t launchvel,launchspot;      // JPW NERVE
	gentity_t   *flag; // JPW NERVE

	if ( self->client->ps.pm_type == PM_DEAD ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

	self->client->ps.pm_type = PM_DEAD;

	G_AddEvent( self, EV_STOPSTREAMINGSOUND, 0 );

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[ meansOfDeath ];
	}

	G_LogPrintf( "Kill: %i %i %i: %s killed %s by %s\n",
				 killer, self->s.number, meansOfDeath, killerName,
				 self->client->pers.netname, obit );

	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST; // send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

// JPW NERVE -- if player is holding ticking grenade, drop it
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		if ( ( self->client->ps.grenadeTimeLeft ) && ( self->s.weapon != WP_DYNAMITE ) ) {
			launchvel[0] = crandom();
			launchvel[1] = crandom();
			launchvel[2] = random();
			VectorScale( launchvel, 160, launchvel );
			VectorCopy( self->r.currentOrigin, launchspot );
			launchspot[2] += 40;
			fire_grenade( self, launchspot, launchvel, self->s.weapon );

		}
	}
// jpw

	if ( attacker && attacker->client ) {
		if ( attacker == self || OnSameTeam( self, attacker ) ) {

			// DHM - Nerve :: Complaint lodging
			if ( attacker != self && level.warmupTime <= 0 ) {
				if ( attacker->client->pers.localClient ) {
					trap_SendServerCommand( self - g_entities, "complaint -4" );
				} else {
					trap_SendServerCommand( self - g_entities, va( "complaint %i", attacker->s.number ) );
					self->client->pers.complaintClient = attacker->s.clientNum;
					self->client->pers.complaintEndTime = level.time + 20500;
				}
			}
			// dhm

			// JPW NERVE
			if ( g_gametype.integer >= GT_WOLF ) { // high penalty to offset medic heal
				AddScore( attacker, WOLF_FRIENDLY_PENALTY );
			} else {
				// jpw
				AddScore( attacker, -1 );
			}
		} else {
			// JPW NERVE -- mostly added as conveneience so we can tweak from the #defines all in one place
			if ( g_gametype.integer >= GT_WOLF ) {
				AddScore( attacker, WOLF_FRAG_BONUS );
			} else {
				// jpw
				AddScore( attacker, 1 );
			}

			attacker->client->lastKillTime = level.time;
		}
	} else {
		AddScore( self, -1 );
	}

	// Add team bonuses
	Team_FragBonuses( self, inflictor, attacker );

	// if client is in a nodrop area, don't drop anything
// JPW NERVE new drop behavior
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {   // only drop here in single player; in multiplayer, drop @ limbo
		contents = trap_PointContents( self->r.currentOrigin, -1 );
		if ( !( contents & CONTENTS_NODROP ) ) {
			TossClientItems( self );
		}
	}

	// drop flag regardless
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		if ( self->client->ps.powerups[PW_REDFLAG] ) {
			item = BG_FindItem( "Red Flag" );
			if ( !item ) {
				item = BG_FindItem( "Objective" );
			}

			self->client->ps.powerups[PW_REDFLAG] = 0;
		}
		if ( self->client->ps.powerups[PW_BLUEFLAG] ) {
			item = BG_FindItem( "Blue Flag" );
			if ( !item ) {
				item = BG_FindItem( "Objective" );
			}

			self->client->ps.powerups[PW_BLUEFLAG] = 0;
		}

		if ( item ) {
			launchvel[0] = crandom() * 20;
			launchvel[1] = crandom() * 20;
			launchvel[2] = 10 + random() * 10;

			flag = LaunchItem( item,self->r.currentOrigin,launchvel,self->s.number );
			flag->s.modelindex2 = self->s.otherEntityNum2; // JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here
			flag->message = self->message;  // DHM - Nerve :: also restore item name
			// Clear out player's temp copies
			self->s.otherEntityNum2 = 0;
			self->message = NULL;
		}

		// send a fancy "MEDIC!" scream.  Sissies, ain' they?
		if ( self->client != NULL ) {
			if ( self->health > GIB_HEALTH && meansOfDeath != MOD_SUICIDE ) {

				if ( self->client->sess.sessionTeam == TEAM_RED ) {
					if ( random() > 0.5 ) {
						G_AddEvent( self, EV_GENERAL_SOUND, G_SoundIndex( "sound/multiplayer/axis/g-medic2.wav" ) );
					} else {
						G_AddEvent( self, EV_GENERAL_SOUND, G_SoundIndex( "sound/multiplayer/axis/g-medic3.wav" ) );
					}
				} else {
					if ( random() > 0.5 ) {
						G_AddEvent( self, EV_GENERAL_SOUND, G_SoundIndex( "sound/multiplayer/allies/a-medic3.wav" ) );
					} else {
						G_AddEvent( self, EV_GENERAL_SOUND, G_SoundIndex( "sound/multiplayer/allies/a-medic2.wav" ) );
					}
				}
			}
		}
	}
// jpw

	Cmd_Score_f( self );        // show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t   *client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;   // can still be gibbed
	self->r.contents = CONTENTS_CORPSE;

	self->s.powerups = 0;
// JPW NERVE -- only corpse in SP; in MP, need CONTENTS_BODY so medic can operate
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		self->s.weapon = WP_NONE;
		self->s.angles[0] = 0;
	} else {
		self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo
	}
// jpw
	self->s.angles[2] = 0;
	LookAtKiller( self, inflictor, attacker );

	VectorCopy( self->s.angles, self->client->ps.viewangles );
	self->s.loopSound = 0;

	trap_UnlinkEntity( self );
	self->r.maxs[2] = 0;
	self->client->ps.maxs[2] = 0;
	trap_LinkEntity( self );

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.time + 800;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) );

	// never gib in a nodrop
	if ( self->health <= GIB_HEALTH && !( contents & CONTENTS_NODROP ) ) {
		GibEntity( self, killer );
		nogib = qfalse;
	}

	if ( nogib ) {
		// normal death
		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH + 1;
		}

// JPW NERVE for medic
		self->client->medicHealAmt = 0;
// jpw

		// DHM - Play death animation, and set pm_time to delay 'fallen' animation
		self->client->ps.pm_time = BG_AnimScriptEvent( &self->client->ps, ANIM_ET_DEATH, qfalse, qtrue );

		G_AddEvent( self, EV_DEATH1 + 1, killer );

		// the body can still be gibbed
		self->die = body_die;
	}

	trap_LinkEntity( self );

	if ( g_gametype.integer >= GT_WOLF && meansOfDeath == MOD_SUICIDE ) {
		limbo( self, qtrue );
	}
}
예제 #10
0
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t	*ent;
	int			anim;
	int			contents;
	int			killer;
	int			i,counter2;
	char		*killerName, *obit;

	if ( !(self->client) || (self->client->ps.pm_type == PM_DEAD) ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

//unlagged - backward reconciliation #2
	// make sure the body shows up in the client's current position
	G_UnTimeShiftClient( self );
//unlagged - backward reconciliation #2
    //KK-OAX Here is where we run the streak logic. 
    G_RunStreakLogic( attacker, self );
    
	// check for an almost capture
	CheckAlmostCapture( self, attacker );
	// check for a player that almost brought in cubes
	CheckAlmostScored( self, attacker );

	if (self->client && self->client->hook) {
		Weapon_HookFree(self->client->hook);
	}
	if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
		self->client->ps.eFlags &= ~EF_TICKING;
		self->activator->think = G_FreeEntity;
		self->activator->nextthink = level.time;
	}
	self->client->ps.pm_type = PM_DEAD;

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[meansOfDeath];
	}

	G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", 
		killer, self->s.number, meansOfDeath, killerName, 
		self->client->pers.netname, obit );

	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
        //Sago: Hmmm... generic? Can I transmit anything I like? Like if it is a team kill? Let's try
        ent->s.generic1 = OnSameTeam (self, attacker);
        if( !((g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION) && level.time < level.roundStartTime) )
            ent->r.svFlags = SVF_BROADCAST;	// send to everyone (if not an elimination gametype during active warmup)
        else
            ent->r.svFlags = SVF_NOCLIENT;

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	if (attacker && attacker->client) {
		attacker->client->lastkilled_client = self->s.number;

		if ( attacker == self || OnSameTeam (self, attacker ) ) {
			if(g_gametype.integer!=GT_LMS && !((g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION) && level.time < level.roundStartTime))
                            if( (g_gametype.integer <GT_TEAM && g_ffa_gt!=1 && self->client->ps.persistant[PERS_SCORE]>0) || level.numNonSpectatorClients<3) //Cannot get negative scores by suicide
                                AddScore( attacker, self->r.currentOrigin, -1 );
		} else {
			if(g_gametype.integer!=GT_LMS)
				AddScore( attacker, self->r.currentOrigin, 1 );

			if( meansOfDeath == MOD_GAUNTLET ) {
				
				// Attack gets a challenge complete:
				if(!(attacker->r.svFlags & SVF_BOT) && !(self->r.svFlags & SVF_BOT))
					ChallengeMessage(attacker,WEAPON_GAUNTLET_KILLS);
		
				// play humiliation on player
				attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
                                G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 0, attacker->client->pers.netname, "GAUNTLET" );

				// add the sprite over the player's head
				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
				attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;

				// also play humiliation on target
				self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
			}

                        //If neither attacker or taget is bots and not the same
                        if(!(attacker->r.svFlags & SVF_BOT) && !(self->r.svFlags & SVF_BOT) && self!=attacker)
                        {
                            switch(meansOfDeath)
                            {
                                case MOD_GAUNTLET:
                                    ChallengeMessage(attacker,WEAPON_GAUNTLET_KILLS);
                                    break;
                                case MOD_MACHINEGUN:
                                    ChallengeMessage(attacker,WEAPON_MACHINEGUN_KILLS);
                                    break;
                                case MOD_SHOTGUN:
                                    ChallengeMessage(attacker,WEAPON_SHOTGUN_KILLS);
                                    break;
                                case MOD_GRENADE:
                                case MOD_GRENADE_SPLASH:
                                    ChallengeMessage(attacker,WEAPON_GRANADE_KILLS);
                                    break;
                                case MOD_ROCKET:
                                case MOD_ROCKET_SPLASH:
                                    ChallengeMessage(attacker,WEAPON_ROCKET_KILLS);
                                    break;
                                case MOD_LIGHTNING:
                                    ChallengeMessage(attacker,WEAPON_LIGHTNING_KILLS);
                                    break;
                                case MOD_PLASMA:
                                case MOD_PLASMA_SPLASH:
                                    ChallengeMessage(attacker,WEAPON_PLASMA_KILLS);
                                    break;
                                case MOD_RAILGUN:
                                    if(g_instantgib.integer)
                                        ChallengeMessage(attacker,WEAPON_INSTANT_RAIL_KILLS);
                                    else
                                        ChallengeMessage(attacker,WEAPON_RAIL_KILLS);
                                    break;
                                case MOD_BFG:
                                case MOD_BFG_SPLASH:
                                    ChallengeMessage(attacker,WEAPON_BFG_KILLS);
                                    break;
                                case MOD_NAIL:
                                    ChallengeMessage(attacker,WEAPON_NAILGUN_KILLS);
                                    break;
                                case MOD_CHAINGUN:
                                    ChallengeMessage(attacker,WEAPON_CHAINGUN_KILLS);
                                    break;
                                case MOD_PROXIMITY_MINE:
                                    ChallengeMessage(attacker,WEAPON_MINE_KILLS);
                                    break;
                                case MOD_GRAPPLE:
                                    ChallengeMessage(attacker,WEAPON_GRAPPLE_KILLS);
                                    break;
                                case MOD_LAVA:
                                case MOD_SLIME:
                                case MOD_TRIGGER_HURT:
                                case MOD_FALLING:
                                    ChallengeMessage(attacker,WEAPON_PUSH_KILLS);
                                    break;
                                case MOD_CRUSH:
                                    ChallengeMessage(attacker,WEAPON_CRUSH_KILLS);
                                    break;
                                case MOD_TELEFRAG:
                                    ChallengeMessage(attacker,WEAPON_TELEFRAG_KILLS);
                                    break;
                            };
                            ChallengeMessage(attacker,GENERAL_TOTALKILLS);
                            ChallengeMessage(self,GENERAL_TOTALDEATHS);

                            //Lets count number of powerups:
                            i = 0;
                            counter2 = 0;

                            if(attacker->client->ps.powerups[PW_QUAD]) {
                                ChallengeMessage(attacker,POWERUP_QUAD_KILL);
                                counter2++;
                            }
                            if(self->client->ps.powerups[PW_QUAD]) {
                                ChallengeMessage(attacker,POWERUP_COUNTER_QUAD);
                                i++;
                            }

                            if(attacker->client->ps.powerups[PW_HASTE]) {
                                ChallengeMessage(attacker,POWERUP_SPEED_KILL);
                                counter2++;
                            }
                            if(self->client->ps.powerups[PW_HASTE]) {
                                ChallengeMessage(attacker,POWERUP_COUNTER_SPEED);
                                i++;
                            }

                            if(attacker->client->ps.powerups[PW_INVIS]) {
                                ChallengeMessage(attacker,POWERUP_INVIS_KILL);
                                counter2++;
                            }
                            if(self->client->ps.powerups[PW_INVIS]) {
                                ChallengeMessage(attacker,POWERUP_COUNTER_INVIS);
                                i++;
                            }

                            if(attacker->client->ps.powerups[PW_FLIGHT]) {
                                ChallengeMessage(attacker,POWERUP_FLIGHT_KILL);
                                counter2++;
                            }
                            if(self->client->ps.powerups[PW_FLIGHT]) {
                                ChallengeMessage(attacker,POWERUP_COUNTER_FLIGHT);
                                i++;
                            }

                            if(self->client->ps.powerups[PW_BATTLESUIT]) {
                                ChallengeMessage(attacker,POWERUP_COUNTER_ENVIR);
                                i++;
                            }

                            if(self->client->ps.powerups[PW_REGEN]) {
                                ChallengeMessage(attacker,POWERUP_COUNTER_REGEN);
                                i++;
                            }

                            if(i>1) //The target had more than one powerup
                                ChallengeMessage(attacker,POWERUP_COUNTER_MULTI);
                            if(counter2>1) //The attacker has more than one powerup
                                ChallengeMessage(attacker,POWERUP_MULTI_KILL);
                        }

			// check for two kills in a short amount of time
			// if this is close enough to the last kill, give a reward sound
			if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
				// KK-OAX
				// Check if Multikills are enabled
				if( g_altExcellent.integer ) {
				    attacker->client->pers.multiKillCount++;
				    G_checkForMultiKill( attacker );
				} // play excellent on player
				attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
                                G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 1, attacker->client->pers.netname, "EXCELLENT" );
                                if(!level.hadBots) //There has not been any bots
                                    ChallengeMessage(attacker,AWARD_EXCELLENT);
				// add the sprite over the player's head
				attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
				attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
				attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
			} else { 
			    //KK-OAX Clear multikill count
			    //Must be 1 so the correct number of kills are displayed to the clients. 
			    attacker->client->pers.multiKillCount = 1;
			}
			attacker->client->lastKillTime = level.time;
		}
	} else {
		if(g_gametype.integer!=GT_LMS && !((g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION) && level.time < level.roundStartTime))
                    if(self->client->ps.persistant[PERS_SCORE]>0 || level.numNonSpectatorClients<3) //Cannot get negative scores by suicide
			AddScore( self, self->r.currentOrigin, -1 );
	}

	// Add team bonuses
	Team_FragBonuses(self, inflictor, attacker);

	// if I committed suicide, the flag does not fall, it returns.
	if (meansOfDeath == MOD_SUICIDE) {
		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
			Team_ReturnFlag( TEAM_FREE );
			self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
		}
		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
			Team_ReturnFlag( TEAM_RED );
			self->client->ps.powerups[PW_REDFLAG] = 0;
		}
		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
			Team_ReturnFlag( TEAM_BLUE );
			self->client->ps.powerups[PW_BLUEFLAG] = 0;
		}
	}
        TossClientPersistantPowerups( self );
        if( g_gametype.integer == GT_HARVESTER ) {
                TossClientCubes( self );
        }
	// if client is in a nodrop area, don't drop anything (but return CTF flags!)
	TossClientItems( self );
//#endif

	Cmd_Score_f( self );		// show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t	*client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;	// can still be gibbed

	self->s.weapon = WP_NONE;
	self->s.powerups = 0;
	self->r.contents = CONTENTS_CORPSE;

	self->s.angles[0] = 0;
	self->s.angles[2] = 0;
	LookAtKiller (self, inflictor, attacker);

	VectorCopy( self->s.angles, self->client->ps.viewangles );

	self->s.loopSound = 0;

	self->r.maxs[2] = -8;

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.time + 1700 +i;
        if(g_respawntime.integer>0) {
            for(i=0; self->client->respawnTime > i*g_respawntime.integer*1000;i++);

            self->client->respawnTime = i*g_respawntime.integer*1000;
        }
        //For testing:
        //G_Printf("Respawntime: %i\n",self->client->respawnTime);
	//However during warm up, we should respawn quicker!
	if(g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS)
		if(level.time<=level.roundStartTime && level.time>level.roundStartTime-1000*g_elimination_activewarmup.integer)
			self->client->respawnTime = level.time + rand()%800;

        RespawnTimeMessage(self,self->client->respawnTime);
		

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );

	// never gib in a nodrop
	contents = trap_PointContents( self->r.currentOrigin, -1 );

	if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
		// gib death
		GibEntity( self, killer );
	} else {
		// normal death
		static int i;

		switch ( i ) {
		case 0:
			anim = BOTH_DEATH1;
			break;
		case 1:
			anim = BOTH_DEATH2;
			break;
		case 2:
		default:
			anim = BOTH_DEATH3;
			break;
		}

		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH+1;
		}

		self->client->ps.legsAnim = 
			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
		self->client->ps.torsoAnim = 
			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

		G_AddEvent( self, EV_DEATH1 + i, killer );

		// the body can still be gibbed
		self->die = body_die;

		// globally cycle through the different death animations
		i = ( i + 1 ) % 3;

		if (self->s.eFlags & EF_KAMIKAZE) {
			Kamikaze_DeathTimer( self );
		}
	}

	trap_LinkEntity (self);

}
예제 #11
0
/*
============
AICast_Die
============
*/
void AICast_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	int contents;
	int killer;
	cast_state_t    *cs;
	qboolean nogib = qtrue;

	// print debugging message
	if ( aicast_debug.integer == 2 && attacker->s.number == 0 ) {
		G_Printf( "killed %s\n", self->aiName );
	}

	cs = AICast_GetCastState( self->s.number );

	if ( attacker ) {
		killer = attacker->s.number;
	} else {
		killer = ENTITYNUM_WORLD;
	}

	// record the sighting (FIXME: silent weapons shouldn't do this, but the AI should react in some way)
	if ( attacker->client ) {
		AICast_UpdateVisibility( self, attacker, qtrue, qtrue );
	}

	// the zombie should show special effect instead of gibbing
	if ( self->aiCharacter == AICHAR_ZOMBIE && cs->secondDeadTime ) {
		if ( cs->secondDeadTime > 1 ) {
			// we are already totally dead
			self->health += damage; // don't drop below gib_health if we weren't already below it
			return;
		}
/*
		if (!cs->rebirthTime)
		{
			self->health = -999;
			damage = 999;
		} else if ( self->health >= GIB_HEALTH ) {
			// while waiting for rebirth, we only "die" if we drop below gib health
			return;
		}
*/
		// always gib
		self->health = -999;
		damage = 999;
	}

	// Zombies are very fragile against highly explosives
	if ( self->aiCharacter == AICHAR_ZOMBIE && damage > 20 && inflictor != attacker ) {
		self->health = -999;
		damage = 999;
	}

	// process the event
	if ( self->client->ps.pm_type == PM_DEAD ) {
		// already dead
		if ( self->health < GIB_HEALTH ) {
			if ( self->aiCharacter == AICHAR_ZOMBIE ) {
				// RF, changed this so Zombies always gib now
				GibEntity( self, killer );
				nogib = qfalse;
/*
				// Zombie has special exploding cloud effect
				if (attacker != inflictor || attacker->s.weapon == WP_VENOM)
				{
					GibEntity( self, killer );
					nogib = qfalse;
				} else {
					// Zombie will decompose upon dying
					self->client->ps.eFlags |= EF_MONSTER_EFFECT2;
					self->s.effect2Time = level.time+200;
					self->health = -1;
				}
*/
				self->takedamage = qfalse;
				self->r.contents = 0;
				cs->secondDeadTime = 2;
				cs->rebirthTime = 0;
				cs->revivingTime = 0;
			} else {
				body_die( self, inflictor, attacker, damage, meansOfDeath );
				return;
			}
		}

	} else {    // this is our first death, so set everything up

		if ( level.intermissiontime ) {
			return;
		}

		self->client->ps.pm_type = PM_DEAD;

		self->enemy = attacker;

		// drop a weapon?
		// if client is in a nodrop area, don't drop anything
		contents = trap_PointContents( self->r.currentOrigin, -1 );
		if ( !( contents & CONTENTS_NODROP ) ) {
			TossClientItems( self );
		}

		// make sure the client doesn't forget about this entity until it's set to "dead" frame
		// otherwise it might replay it's death animation if it goes out and into client view
		self->r.svFlags |= SVF_BROADCAST;

		self->takedamage = qtrue;   // can still be gibbed

		self->s.weapon = WP_NONE;
		self->s.powerups = 0;
		self->r.contents = CONTENTS_CORPSE;

		self->s.angles[0] = 0;
		self->s.angles[1] = self->client->ps.viewangles[1];
		self->s.angles[2] = 0;

		VectorCopy( self->s.angles, self->client->ps.viewangles );

		self->s.loopSound = 0;

		self->r.maxs[2] = -8;
		self->client->ps.maxs[2] = self->r.maxs[2];

		// remove powerups
		memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) );

		//cs->rebirthTime = 0;

		// never gib in a nodrop
		if ( self->health <= GIB_HEALTH ) {
			if ( self->aiCharacter == AICHAR_ZOMBIE ) {
				// RF, changed this so Zombies always gib now
				GibEntity( self, killer );
				nogib = qfalse;
/*
				// Zombie has special exploding cloud effect
				if (attacker != inflictor || attacker->s.weapon == WP_VENOM)
				{
					GibEntity( self, killer );
					nogib = qfalse;
					self->takedamage = qfalse;
					self->r.contents = 0;
					cs->secondDeadTime = 2;
				} else {
					self->client->ps.eFlags |= EF_MONSTER_EFFECT2;
					self->s.effect2Time = level.time+200;
					self->takedamage = qfalse;
					self->r.contents = 0;
					self->health = -1;
					cs->secondDeadTime = 2;
				}
*/
			} else if ( !( contents & CONTENTS_NODROP ) ) {
				body_die( self, inflictor, attacker, damage, meansOfDeath );
				//GibEntity( self, killer );
				nogib = qfalse;
			}
		}

		// if we are a zombie, and lying down during our first death, then we should just die
		if ( !( self->aiCharacter == AICHAR_ZOMBIE && cs->secondDeadTime && cs->rebirthTime ) ) {

			// set enemy weapon
			BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_WEAPON, 0, qfalse );
			if ( attacker->client ) {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_WEAPON, inflictor->s.weapon, qtrue );
			} else {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_WEAPON, 0, qfalse );
			}

			// set enemy location
			BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_POSITION, 0, qfalse );
			if ( infront( self, inflictor ) ) {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_POSITION, POSITION_INFRONT, qtrue );
			} else {
				BG_UpdateConditionValue( self->s.number, ANIM_COND_ENEMY_POSITION, POSITION_BEHIND, qtrue );
			}

			// play the animation
			BG_AnimScriptEvent( &self->client->ps, ANIM_ET_DEATH, qfalse, qtrue );

			// set this flag so no other anims override us
			self->client->ps.eFlags |= EF_DEAD;
			self->s.eFlags |= EF_DEAD;

		}
	}

	if ( nogib ) {
		// set for rebirth
		if ( self->aiCharacter == AICHAR_ZOMBIE ) {
			if ( !cs->secondDeadTime ) {
				cs->rebirthTime = level.time + 5000 + rand() % 2000;
				cs->secondDeadTime = qtrue;
				cs->revivingTime = 0;
			} else if ( cs->secondDeadTime > 1 ) {
				cs->rebirthTime = 0;
				cs->revivingTime = 0;
				cs->deathTime = level.time;
			}
		} else {
			// the body can still be gibbed
			self->die = body_die;
		}
	}

	trap_LinkEntity( self );

	// mark the time of death
	cs->deathTime = level.time;

	// dying ai's can trigger a target
	if ( !cs->rebirthTime ) {
		G_UseTargets( self, self );
		// really dead now, so call the script
		AICast_ScriptEvent( cs, "death", "" );
		// call the deathfunc for this cast, so we can play associated sounds, or do any character-specific things
		if ( !( cs->aiFlags & AIFL_DENYACTION ) && cs->deathfunc ) {
			cs->deathfunc( self, attacker, damage, meansOfDeath );   //----(SA)	added mod
		}
	} else {
		// really dead now, so call the script
		AICast_ScriptEvent( cs, "fakedeath", "" );
		// call the deathfunc for this cast, so we can play associated sounds, or do any character-specific things
		if ( !( cs->aiFlags & AIFL_DENYACTION ) && cs->deathfunc ) {
			cs->deathfunc( self, attacker, damage, meansOfDeath );   //----(SA)	added mod
		}
	}
}
예제 #12
0
파일: g_combat.cpp 프로젝트: budjb/jaymod
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);
	}
}
예제 #13
0
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t	*ent;
	int			anim;
	int			contents;
	int			killer;
	int			i;
	char		*killerName, *obit;

	if ( self->client->ps.pm_type == PM_DEAD ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

	//if we're in SP mode and player killed a bot, award score for the kill
	if ( IsBot( self ) ) {
		if ( self->parent && self->parent->health && attacker->client ) {
			AddScore( attacker, self->r.currentOrigin, self->parent->health );
			self->s.time = level.time;
		}
	}	

	if (self->client && self->client->hook) {
		Weapon_HookFree(self->client->hook);
	}
	self->client->ps.pm_type = PM_DEAD;

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[ meansOfDeath ];
	}

	G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", 
		killer, self->s.number, meansOfDeath, killerName, 
		self->client->pers.netname, obit );

	// broadcast the death event to everyone
	/*
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST;	// send to everyone
	*/

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	// Add team bonuses
	//Team_FragBonuses(self, inflictor, attacker);

	// if client is in a nodrop area, don't drop anything (but return CTF flags!)
	contents = trap_PointContents( self->r.currentOrigin, -1 );
	TossClientItems( self );

	Cmd_Score_f( self );		// show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t	*client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;	// can still be gibbed

	self->s.weapon = WP_NONE;
	self->s.powerups = 0;
	self->r.contents = CONTENTS_CORPSE;

	self->s.angles[0] = 0;
	self->s.angles[2] = 0;
	LookAtKiller (self, inflictor, attacker);

	VectorCopy( self->s.angles, self->client->ps.viewangles );

	self->s.loopSound = 0;

	self->r.maxs[2] = -8;

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	if ( !IsBot(self) )
		self->client->respawnTime = level.time + 1700;
	else
		self->client->respawnTime = level.time + 5000;	//keep bot bodies around slightly longer

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );

	// never gib in a nodrop
	if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
		// gib death
		GibEntity( self, killer );
	} else {
		// normal death
		static int i;

		switch ( i ) {
		case 0:
			anim = BOTH_DEATH1;
			break;
		case 1:
			anim = BOTH_DEATH2;
			break;
		case 2:
		default:
			anim = BOTH_DEATH3;
			break;
		}

		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH+1;
		}

		self->client->ps.legsAnim = 
			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
		self->client->ps.torsoAnim = 
			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

		G_AddEvent( self, EV_DEATH1 + i, killer );

		// the body can still be gibbed
		self->die = body_die;

		// globally cycle through the different death animations
		i = ( i + 1 ) % 3;
	}

	trap_LinkEntity (self);

	// Fire trigger_death and trigger_frag target entities and the deathtarget for the related target_botspawn 
	G_UseTriggerFragAndDeathEntities ( self, attacker );
	if ( self->parent )
		G_UseDeathTargets( self->parent, self );

	if ( !IsBot( self ) )
		G_FadeOut( 1.0 );
}
예제 #14
0
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t   *ent;
	int anim;
	int contents = 0;
	int killer;
	int i;
	char        *killerName, *obit;
	qboolean nogib = qtrue;
	gitem_t     *item = NULL; // JPW NERVE for flag drop
	vec3_t launchvel;      // JPW NERVE
	gentity_t   *flag; // JPW NERVE

	if ( self->client->ps.pm_type == PM_DEAD ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

//----(SA) commented out as we have no hook
//	if (self->client && self->client->hook)
//		Weapon_HookFree(self->client->hook);

	self->client->ps.pm_type = PM_DEAD;

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[ meansOfDeath ];
	}

	G_LogPrintf( "Kill: %i %i %i: %s killed %s by %s\n",
				 killer, self->s.number, meansOfDeath, killerName,
				 self->client->pers.netname, obit );

	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST; // send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	if ( attacker && attacker->client ) {
		if ( attacker == self || OnSameTeam( self, attacker ) ) {
			AddScore( attacker, -1 );
		} else {
			AddScore( attacker, 1 );

			// Ridah, not in single player
			if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
				// done.
				if ( meansOfDeath == MOD_GAUNTLET ) {
					attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
					attacker->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
					attacker->client->ps.persistant[PERS_REWARD_COUNT]++;

					// add the sprite over the player's head
//					attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT /*| EF_AWARD_GAUNTLET*/ );
					//attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
					attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;

					// also play humiliation on target
					self->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
					self->client->ps.persistant[PERS_REWARD_COUNT]++;
				}

				// check for two kills in a short amount of time
				// if this is close enough to the last kill, give a reward sound
				if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
					attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
					attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT;
					attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;

					// add the sprite over the player's head
//					attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT /*| EF_AWARD_GAUNTLET*/ );
//					attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
					attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
				}
				// Ridah
			}
			// done.
			attacker->client->lastKillTime = level.time;
		}
	} else {
		AddScore( self, -1 );
	}

	// Add team bonuses
	Team_FragBonuses( self, inflictor, attacker );

	// if client is in a nodrop area, don't drop anything
// JPW NERVE new drop behavior
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {   // only drop here in single player; in multiplayer, drop @ limbo
		contents = trap_PointContents( self->r.currentOrigin, -1 );
		if ( !( contents & CONTENTS_NODROP ) ) {
			TossClientItems( self );
		}
	}

	// drop flag regardless
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		if ( self->client->ps.powerups[PW_REDFLAG] ) {
			item = BG_FindItem( "Red Flag" );
		}
		if ( self->client->ps.powerups[PW_BLUEFLAG] ) {
			item = BG_FindItem( "Blue Flag" );
		}
		launchvel[0] = crandom() * 20;
		launchvel[1] = crandom() * 20;
		launchvel[2] = 10 + random() * 10;
		if ( item ) {
			flag = LaunchItem( item,self->r.currentOrigin,launchvel );
			flag->s.modelindex2 = self->s.otherEntityNum2; // JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here
		}
	}
// jpw

	Cmd_Score_f( self );        // show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t   *client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;   // can still be gibbed

	self->s.powerups = 0;
// JPW NERVE -- only corpse in SP; in MP, need CONTENTS_BODY so medic can operate
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		self->r.contents = CONTENTS_CORPSE;
		self->s.weapon = WP_NONE;
	} else {
		self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo
	}
// jpw
	self->s.angles[0] = 0;
	self->s.angles[2] = 0;
	LookAtKiller( self, inflictor, attacker );

	VectorCopy( self->s.angles, self->client->ps.viewangles );

	self->s.loopSound = 0;

	self->r.maxs[2] = -8;

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.time + 1700;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) );

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		trap_SendServerCommand( -1, "mu_play sound/music/l_failed_1.wav 0\n" );
		trap_SetConfigstring( CS_MUSIC_QUEUE, "" );  // clear queue so it'll be quiet after hit
		trap_SendServerCommand( -1, "cp missionfail0" );
	}


	// never gib in a nodrop
	if ( self->health <= GIB_HEALTH && !( contents & CONTENTS_NODROP ) && g_blood.integer ) {
//		if(self->client->ps.eFlags & EF_HEADSHOT)
//		{
//			GibHead(self, killer);
//		}
//		else	// gib death
//		{
		GibEntity( self, killer );
		nogib = qfalse;
//		}
	}

	if ( nogib ) {
		// normal death
		static int i;

		switch ( i ) {
		case 0:
			anim = BOTH_DEATH1;
			break;
		case 1:
			anim = BOTH_DEATH2;
			break;
		case 2:
		default:
			anim = BOTH_DEATH3;
			break;
		}

		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH + 1;
		}

// JPW NERVE for medic
		self->client->medicHealAmt = 0;
// jpw

		self->client->ps.legsAnim =
			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
		self->client->ps.torsoAnim =
			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

		G_AddEvent( self, EV_DEATH1 + 1, killer );

		// the body can still be gibbed
		self->die = body_die;

		// globally cycle through the different death animations
		i = ( i + 1 ) % 3;
	}

	trap_LinkEntity( self );

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		AICast_ScriptEvent( AICast_GetCastState( self->s.number ), "death", "" );
	}
}