void() T_MissileTouch; void() info_player_start; void(entity targ, entity attacker) ClientObituary; void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage; void() monster_death_use; //============================================================================ /* ============ CanDamage Returns true if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ float(entity targ, entity inflictor) CanDamage = { // bmodels need special checking because their origin is 0,0,0 if (targ.movetype == MOVETYPE_PUSH) { traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self); if (trace_fraction == 1) return TRUE; if (trace_ent == targ) return TRUE; return FALSE; } traceline(inflictor.origin, targ.origin, TRUE, self); if (trace_fraction == 1) return TRUE; traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self); if (trace_fraction == 1) return TRUE; traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self); if (trace_fraction == 1) return TRUE; traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self); if (trace_fraction == 1) return TRUE; traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self); if (trace_fraction == 1) return TRUE; return FALSE; }; /* ============ Killed ============ */ void(entity targ, entity attacker) Killed = { local entity oself; oself = self; self = targ; if (self.health < -99) self.health = -99; // don't let sbar look bad if a player if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE) { // doors, triggers, etc self.th_die (); self = oself; return; } self.enemy = attacker; targ.grab = 0; targ.equipment_slot = 0; //turn off stealth-boys, climbing gear, etc // bump the monster counter if (self.flags & FL_MONSTER) { killed_monsters = killed_monsters + 1; WriteByte (MSG_ALL, SVC_KILLEDMONSTER); } ClientObituary(self, attacker); if (self.classname == "player") //so dead players can spectate { self.ghost = 1; self.flags = self.flags | FL_FINDABLE_NONSOLID; //so tracelines can find them } self.takedamage = DAMAGE_NO; self.touch = SUB_Null; self.effects = 0; monster_death_use(); self.th_die (); self = oself; }; /* ============ T_Damage The damage is coming from inflictor, but get mad at attacker This should be the only function that ever reduces health. ============ */ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage = { local entity oldself; local float save; local float take, severity, helm; local string attackerteam, targteam; if (!targ.takedamage) return; // used by buttons and triggers to set activator for target firing damage_attacker = attacker; // check for quad damage powerup on the attacker if (attacker.super_damage_finished > time && inflictor.classname != "door") if (deathmatch == 4) damage = damage * 8; else damage = damage * 4; if (attacker.critical == 3)//attacker scored a headshot/critical { if (attacker.critical == 3) { severity = 0 + random()*20; if (attacker.perk == 7) severity = severity + 4; if (attacker.class == 3) severity = severity + 2; if (severity >= 19) damage = (damage * 5); else if (severity >= 14) damage = (damage * 4); else damage = (damage * 3); helm = targ.armortype; if (targ.helmet == 0) { sound (targ, CHAN_BODY, "player/headshot.wav", 1, ATTN_NORM); helm = 0; } if (targ.helmet == AS_STRAIGHT) { sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM); helm = 0.30; } if (targ.helmet == AS_SLIDING) { sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM); helm = 0.45; } damage = (damage - (damage * helm)); makevectors (targ.v_angle); } } if (damage <= 0) { damage = 0; sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM); return; } sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM); // save damage based on the target's armor level save = ceil(targ.armortype*damage); if (save >= targ.armorvalue) { save = targ.armorvalue; /* targ.armortype = 0; // lost all armor targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)); */ } take = ceil(damage-save); // add to the damage total for clients, which will be sent as a single // message at the end of the frame // FIXME: remove after combining shotgun blasts? if (targ.flags & FL_CLIENT) { targ.dmg_take = targ.dmg_take + take; targ.dmg_save = targ.dmg_save + save; targ.dmg_inflictor = inflictor; } damage_inflictor = inflictor; /* // figure momentum add if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) ) { dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5; dir = normalize(dir); // Set kickback for smaller weapons //Zoid -- use normal NQ kickback // // Read: only if it's not yourself doing the damage // if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname)) // targ.velocity = targ.velocity + dir * damage * 11; // else // Otherwise, these rules apply to rockets and grenades // for blast velocity targ.velocity = targ.velocity + dir * damage * 8; // Rocket Jump modifiers if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname)) targ.velocity = targ.velocity + dir * damage * rj; }*/ // check for godmode or invincibility if (targ.flags & FL_GODMODE) return; if (targ.invincible_finished >= time) { if (self.invincible_sound < time) { sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM); self.invincible_sound = time + 2; } return; } // team play damage avoidance //ZOID 12-13-96: self.team doesn't work in QW. Use keys attackerteam = infokey(attacker, "team"); targteam = infokey(targ, "team"); if ((teamplay == 1) && (targteam == attackerteam) && (attacker.classname == "player") && (attackerteam != "") && inflictor.classname !="door") return; if ((teamplay == 3) && (targteam == attackerteam) && (attacker.classname == "player") && (attackerteam != "") && (targ != attacker)&& inflictor.classname !="door") return; // do the damage //different sorts of armour simply subtract different ammounts //this makes armor like the force armor good against many small rounds //(SMG, shotguns, swords, etc) but useless against big damage (grenades) //power armor, which has the best of both worlds, is also the heaviest :p switch(ToIID(targ.islot3)) { case IID_ARM_SHIRT: take -= 1; break; case IID_ARM_LEATHER: take -= 2; break; case IID_ARM_KEVLAR: take -= 3; break; case IID_ARM_METAL: take -= 4; break; case IID_ARM_COMBAT: take -= 5; break; case IID_ARM_BROTHERHOOD: take -= 6; break; case IID_ARM_FORCE: take -= 7; break; case IID_ARM_LPOWER: take -= 8; break; default: break; } if (take <= 0) { take = 0; sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM); return; } targ.health = targ.health - take; if (targ.health <= 0) { Killed (targ, attacker); return; } // react to the damage oldself = self; self = targ; /*SERVER if ( (self.flags & FL_MONSTER) && attacker != world) { // get mad unless of the same class (except for soldiers) if (self != attacker && attacker != self.enemy) { if ( (self.classname != attacker.classname) || (self.classname == "monster" ) ) { if (self.enemy.classname == "player") self.oldenemy = self.enemy; self.enemy = attacker; FoundTarget (); } } } */ if (self.th_pain) { self.th_pain (attacker, take); } self = oldself; }; /* ============ X_Damage The other damage function. ============ */ void(entity targ, entity inflictor, entity attacker, float damage) X_Damage = { local entity oldself; local float save; local float take, severity, helm; local string attackerteam, targteam; if (!targ.takedamage) return; // used by buttons and triggers to set activator for target firing damage_attacker = attacker; // check for quad damage powerup on the attacker if (attacker.super_damage_finished > time && inflictor.classname != "door") if (deathmatch == 4) damage = damage * 8; else damage = damage * 4; if (attacker.critical == 3)//attacker scored a headshot/critical { if (attacker.critical == 3) { severity = 0 + random()*20; if (attacker.perk == 7) severity = severity + 4; if (attacker.class == 3) severity = severity + 2; if (severity >= 19) damage = (damage * 3.0); else if (severity >= 14) damage = (damage * 2.5); else damage = (damage * 2.0); helm = targ.armortype; if (targ.helmet == 0) { sound (targ, CHAN_BODY, "player/headshot.wav", 1, ATTN_NORM); helm = 0; } if (targ.helmet == AS_STRAIGHT) { sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM); helm = 0.10; } if (targ.helmet == AS_SLIDING) { sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM); helm = 0.15; } damage = (damage - (damage * helm)); makevectors (targ.v_angle); } } if (random()*4<=1) sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM); // add to the damage total for clients, which will be sent as a single // message at the end of the frame // FIXME: remove after combining shotgun blasts? if (targ.flags & FL_CLIENT) { targ.dmg_take = targ.dmg_take + take; targ.dmg_save = targ.dmg_save + save; targ.dmg_inflictor = inflictor; } damage_inflictor = inflictor; /* // figure momentum add if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) ) { dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5; dir = normalize(dir); // Set kickback for smaller weapons //Zoid -- use normal NQ kickback // // Read: only if it's not yourself doing the damage // if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname)) // targ.velocity = targ.velocity + dir * damage * 11; // else // Otherwise, these rules apply to rockets and grenades // for blast velocity targ.velocity = targ.velocity + dir * damage * 8; // Rocket Jump modifiers if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname)) targ.velocity = targ.velocity + dir * damage * rj; }*/ // check for godmode or invincibility if (targ.flags & FL_GODMODE) return; if (targ.invincible_finished >= time) { if (self.invincible_sound < time) { sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM); self.invincible_sound = time + 2; } return; } // team play damage avoidance //ZOID 12-13-96: self.team doesn't work in QW. Use keys attackerteam = infokey(attacker, "team"); targteam = infokey(targ, "team"); if ((teamplay == 1) && (targteam == attackerteam) && (attacker.classname == "player") && (attackerteam != "") && inflictor.classname !="door") return; if ((teamplay == 3) && (targteam == attackerteam) && (attacker.classname == "player") && (attackerteam != "") && (targ != attacker)&& inflictor.classname !="door") return; // do the damage //different sorts of armour simply subtract different ammounts //this makes armor like the force armor good against many small rounds //(SMG, shotguns, swords, etc) but useless against big damage (grenades) //power armor, which has the best of both worlds, is also the heaviest :p switch(ToIID(targ.islot3)) { case IID_ARM_BROTHERHOOD: take -= 1; break; case IID_ARM_FORCE: take -= 2; break; case IID_ARM_LPOWER: take -= 3; break; default: break; } if (take <= 0) { take = 0; sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM); return; } targ.health = targ.health - take; if (targ.health <= 0) { Killed (targ, attacker); return; } // react to the damage oldself = self; self = targ; /*SERVER if ( (self.flags & FL_MONSTER) && attacker != world) { // get mad unless of the same class (except for soldiers) if (self != attacker && attacker != self.enemy) { if ( (self.classname != attacker.classname) || (self.classname == "monster" ) ) { if (self.enemy.classname == "player") self.oldenemy = self.enemy; self.enemy = attacker; FoundTarget (); } } } */ if (self.th_pain) { self.th_pain (attacker, take); } self = oldself; }; /* ============ T_RadiusDamage ============ */ void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage = { local float points; local entity head; local vector org; head = findradius(inflictor.origin, damage+40); while (head) { //bprint (PRINT_HIGH, head.classname); //bprint (PRINT_HIGH, " | "); //bprint (PRINT_HIGH, head.netname); //bprint (PRINT_HIGH, "\n"); if (head != ignore) { if (head.takedamage) { org = head.origin + (head.mins + head.maxs)*0.5; points = 0.5*vlen (inflictor.origin - org); if (points < 0) points = 0; points = damage - points; if (head == attacker) points = points * 0.5; if (points > 0) { if (CanDamage (head, inflictor)) { head.deathtype = dtype; T_Damage (head, inflictor, attacker, points); } } } } head = head.chain; } }; /* ============ T_BeamDamage ============ */ void(entity attacker, float damage) T_BeamDamage = { local float points; local entity head; head = findradius(attacker.origin, damage+40); while (head) { if (head.takedamage) { points = 0.5*vlen (attacker.origin - head.origin); if (points < 0) points = 0; points = damage - points; if (head == attacker) points = points * 0.5; if (points > 0) { if (CanDamage (head, attacker)) T_Damage (head, attacker, attacker, points); } } head = head.chain; } };