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Text File | 2002-07-02 | 30.5 KB | 1,371 lines |
- // Copyright (C) 2001-2002 Raven Software.
- //
- // g_combat.c
-
- #include "g_local.h"
-
- void BotDamageNotification ( gclient_t *bot, gentity_t *attacker );
-
- /*
- ============
- G_AddScore
-
- Adds score to both the client and his team
- ============
- */
- void G_AddScore( gentity_t *ent, int score )
- {
- if ( !ent->client )
- {
- return;
- }
-
- // no scoring during pre-match warmup
- if ( level.warmupTime )
- {
- return;
- }
-
- ent->client->sess.score += score;
- ent->client->ps.persistant[PERS_SCORE] = ent->client->sess.score;
-
- CalculateRanks();
- }
-
- /*
- =================
- TossClientItems
-
- Toss the weapon and custom gametype items for the killed player
- =================
- */
- void TossClientItems( gentity_t *self )
- {
- int weapon;
-
- // drop the weapon if not a gauntlet or machinegun
- weapon = self->s.weapon;
-
- // make a special check to see if they are changing to a new
- // weapon that isn't the mg or gauntlet. Without this, a client
- // can pick up a weapon, be killed, and not drop the weapon because
- // their weapon change hasn't completed yet and they are still holding the MG.
- if ( self->client->ps.weaponstate == WEAPON_DROPPING )
- {
- weapon = self->client->pers.cmd.weapon;
- }
-
- if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) )
- {
- weapon = WP_NONE;
- }
-
- // If we have a valid weapon to drop and it has ammo then drop it
- if ( weapon > WP_KNIFE && weapon < WP_NUM_WEAPONS &&
- (self->client->ps.ammo[ weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex ] + self->client->ps.clip[weapon]) )
- {
- G_DropWeapon ( self, weapon, 0 );
- }
-
- G_DropGametypeItems ( self );
- }
-
- /*
- ==================
- LookAtKiller
- ==================
- */
- void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
- vec3_t dir;
- vec3_t angles;
-
- if ( attacker && attacker != self ) {
- VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
- } else if ( inflictor && inflictor != self ) {
- VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
- } else {
- self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
- return;
- }
-
- self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
-
- angles[YAW] = vectoyaw ( dir );
- angles[PITCH] = 0;
- angles[ROLL] = 0;
- }
-
- /*
- ==================
- body_die
- ==================
- */
- void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath, int hitLocation, vec3_t hitDir )
- {
- return;
- }
-
-
- // these are just for logging, the client prints its own messages
- char *modNames[] =
- {
- "MOD_UNKNOWN",
-
- "MOD_KNIFE",
-
- "MOD_M1911A1_PISTOL",
- "MOD_US_SOCOM_PISTOL",
-
- "MOD_M590_SHOTGUN",
- "MOD_MICRO_UZI_SUBMACHINEGUN",
- "MOD_M3A1_SUBMACHINEGUN",
- "MOD_MP5",
-
- "MOD_USAS_12_SHOTGUN",
- "MOD_M4_ASSAULT_RIFLE",
- "MOD_AK74_ASSAULT_RIFLE",
- "MOD_MSG90A1_SNIPER_RIFLE",
- "MOD_M60_MACHINEGUN",
- "MOD_MM1_GRENADE_LAUNCHER",
- "MOD_RPG7_LAUNCHER",
-
- "MOD_M84_GRENADE",
- "MOD_SMOHG92_GRENADE",
- "MOD_ANM14_GRENADE",
- "MOD_M15_GRENADE",
-
- "MOD_WATER",
- "MOD_CRUSH",
- "MOD_TELEFRAG",
- "MOD_FALLING",
- "MOD_SUICIDE",
- "MOD_TEAMCHANGE",
- "MOD_TARGET_LASER",
- "MOD_TRIGGER_HURT",
- "MOD_TRIGGER_HURT_NOSUICIDE"
- };
-
- /*
- ==================
- player_die
- ==================
- */
- void player_die(
- gentity_t *self,
- gentity_t *inflictor,
- gentity_t *attacker,
- int damage,
- int mod,
- int hitLocation,
- vec3_t hitDir
- )
- {
- gentity_t *ent;
- int anim;
- int contents;
- int killer;
- int i;
- char *killerName, *obit;
- attackType_t attack;
- int meansOfDeath;
-
- attack = (mod >> 8) & 0xFF;
- meansOfDeath = mod & 0xFF;
-
- if ( self->client->ps.pm_type == PM_DEAD )
- {
- return;
- }
-
- if ( level.intermissiontime )
- {
- return;
- }
-
- // Let the gametype know about the player death so it can adjust anything
- // it needs to adjust
- if ( attacker && attacker->client )
- {
- trap_GT_SendEvent ( GTEV_CLIENT_DEATH, level.time, self->s.number, self->client->sess.team, attacker->s.number, attacker->client->sess.team, 0 );
- }
- else
- {
- trap_GT_SendEvent ( GTEV_CLIENT_DEATH, level.time, self->s.number, self->client->sess.team, -1, -1, 0 );
- }
-
- // Add to the number of deaths for this player
- self->client->sess.deaths++;
-
- // This is just to ensure that the player wont render for even a single frame
- self->s.eFlags |= EF_DEAD;
-
- 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
- {
- if ( attack == ATTACK_ALTERNATE )
- {
- obit = va ( "%s_ALT", modNames[ meansOfDeath ] );
- }
- else
- {
- obit = modNames[ meansOfDeath ];
- }
- }
-
- // If the weapon was charging then drop it with no forward velocity
- if ( self->client->ps.grenadeTimer )
- {
- gentity_t* missile;
- missile = G_FireWeapon( self, ATTACK_NORMAL );
- missile->dflags |= DAMAGE_NO_TEAMKILL;
- if ( missile )
- {
- VectorClear ( missile->s.pos.trDelta );
- }
- }
-
- 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 = mod;
- ent->s.otherEntityNum = self->s.number;
- ent->s.otherEntityNum2 = killer;
- ent->r.svFlags = SVF_BROADCAST; // send to everyone
-
- self->enemy = attacker;
-
- if (attacker && attacker->client)
- {
- attacker->client->lastkilled_client = self->s.number;
-
- if ( attacker == self )
- {
- if ( mod != MOD_TEAMCHANGE && mod != MOD_TRIGGER_HURT_NOSUICIDE )
- {
- G_AddScore( attacker, g_suicidePenalty.integer );
- }
- }
- else if ( OnSameTeam ( self, attacker ) )
- {
- if ( mod != MOD_TELEFRAG && mod != MOD_TRIGGER_HURT_NOSUICIDE )
- {
- G_AddScore( attacker, g_teamkillPenalty.integer );
- }
- }
- else
- {
- G_AddScore( attacker, 1 );
- attacker->client->sess.kills++;
-
- attacker->client->lastKillTime = level.time;
- }
- }
- else if ( mod != MOD_TEAMCHANGE && mod != MOD_TRIGGER_HURT_NOSUICIDE )
- {
- G_AddScore( self, g_suicidePenalty.integer );
- }
-
- // If client is in a nodrop area, don't drop anything
- contents = trap_PointContents( self->r.currentOrigin, -1 );
- if ( !( contents & CONTENTS_NODROP ) )
- {
- // People who kill themselves dont drop guns
- if ( attacker == self )
- {
- self->client->ps.stats[STAT_WEAPONS] = 0;
- }
-
- TossClientItems( self );
- }
- else
- {
- // Any gametype items that are dropped into a no drop area need to be reported
- // to the gametype so it can handle it accordingly
- for ( i = 0 ; i < MAX_GAMETYPE_ITEMS ; i++ )
- {
- gitem_t* item;
-
- // skip this gametype item if the client doenst have it
- if ( !(self->client->ps.stats[STAT_GAMETYPE_ITEMS] & (1<<i)) )
- {
- continue;
- }
-
- item = BG_FindGametypeItem ( i );
-
- // Let the gametype handle the problem, if it doenst handle it and return 1 then
- // just reset the gametype item
- if ( !trap_GT_SendEvent ( GTEV_ITEM_STUCK, level.time, level.gametypeItems[item->giTag].id, 0, 0, 0, 0 ) )
- {
- G_ResetGametypeItem ( item );
- }
- }
- }
-
- Cmd_Score_f( self );
-
- // 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;
-
- client = g_entities[level.sortedClients[i]].client;
-
- if ( client->pers.connected != CON_CONNECTED )
- {
- continue;
- }
-
- if ( !G_IsClientSpectating ( client ) )
- {
- continue;
- }
-
- if ( client->sess.spectatorClient == self->s.number )
- {
- Cmd_Score_f( g_entities + i );
- }
- }
-
- self->s.weapon = WP_NONE;
- self->s.gametypeitems = 0;
-
- // no gibbing right now
- // self->r.contents = CONTENTS_CORPSE;
- // self->takedamage = qtrue; // can still be gibbed
- self->r.contents = CONTENTS_CORPSE;
- self->takedamage = qfalse;
-
- self->client->ps.zoomFov = 0; // Turn off zooming when we die
- self->client->ps.stats[STAT_GAMETYPE_ITEMS] = 0;
- self->client->ps.pm_flags &= ~(PMF_GOGGLES_ON|PMF_ZOOM_FLAGS);
- self->client->ps.loopSound = 0;
-
- self->s.angles[0] = 0;
- self->s.angles[2] = 0;
- self->s.loopSound = 0;
- self->r.maxs[2] = -8;
-
- LookAtKiller (self, inflictor, attacker);
-
- VectorCopy( self->s.angles, self->client->ps.viewangles );
-
- // 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;
-
- switch ( hitLocation & (~HL_DISMEMBERBIT) )
- {
- case HL_WAIST:
- if ( rand() %2 )
- {
- anim = BOTH_DEATH_GROIN_1 + (rand()%2);
- }
- else
- {
- anim = BOTH_DEATH_GUT_1 + (rand()%2); // GUT2 is being shot from the back.
- }
- break;
-
- default:
- case HL_CHEST:
- anim = BOTH_DEATH_CHEST_1 + (rand()%2);
- break;
-
- case HL_CHEST_RT:
- if ( irand(1,10) < 8 )
- {
- anim = BOTH_DEATH_SHOULDER_RIGHT_1 + (rand()%2);
- }
- else
- {
- anim = BOTH_DEATH_CHEST_1 + (rand()%2);
- }
- break;
-
- case HL_CHEST_LT:
-
- if ( irand(1,10) < 8 )
- {
- anim = BOTH_DEATH_SHOULDER_LEFT_1 + (rand()%2);
- }
- else
- {
- anim = BOTH_DEATH_CHEST_1 + (rand()%2);
- }
-
- break;
-
- case HL_NECK:
- anim = BOTH_DEATH_NECK;
- break;
-
- case HL_HEAD:
- anim = BOTH_DEATH_HEAD_1 + (rand()%2);
- break;
-
- case HL_LEG_UPPER_LT:
- anim = BOTH_DEATH_THIGH_LEFT_1 + (rand()%2);
- break;
-
- case HL_LEG_LOWER_LT:
- case HL_FOOT_LT:
- anim = BOTH_DEATH_LEGS_LEFT_1 + (rand()%3);
- break;
-
- case HL_ARM_LT:
-
- if ( rand()%2 )
- anim = BOTH_DEATH_ARMS_LEFT_1 + (rand()%2);
- else
- anim = BOTH_DEATH_SHOULDER_LEFT_1 + (rand()%2);
-
- break;
-
- case HL_ARM_RT:
-
- if ( rand()%2 )
- anim = BOTH_DEATH_ARMS_RIGHT_1 + (rand()%2);
- else
- anim = BOTH_DEATH_SHOULDER_RIGHT_1 + (rand()%2);
-
- break;
-
- case HL_LEG_UPPER_RT:
- anim = BOTH_DEATH_THIGH_RIGHT_1 + (rand()%2);
- break;
-
- case HL_LEG_LOWER_RT:
- case HL_FOOT_RT:
- anim = BOTH_DEATH_LEGS_RIGHT_1 + (rand()%3);
- break;
- }
-
- 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;
-
- // If the dismember bit is set then make sure the body queue dismembers
- // the location that was hit
- if ( hitLocation & HL_DISMEMBERBIT )
- {
- CopyToBodyQue (self, hitLocation & (~HL_DISMEMBERBIT), hitDir );
- }
- else
- {
- CopyToBodyQue (self, HL_NONE, hitDir );
- }
-
- // the body can still be gibbed
- self->die = body_die;
-
- trap_LinkEntity (self);
- }
-
- /*
- ================
- CheckArmor
- ================
- */
- int CheckArmor (gentity_t *ent, int damage, int dflags)
- {
- gclient_t *client;
- int save;
- int count;
-
- if (!damage)
- return 0;
-
- client = ent->client;
-
- if (!client)
- return 0;
-
- if (dflags & DAMAGE_NO_ARMOR)
- return 0;
-
- // armor
- count = client->ps.stats[STAT_ARMOR];
- save = ceil( damage * ARMOR_PROTECTION );
- if (save >= count)
- save = count;
-
- if (!save)
- return 0;
-
- client->ps.stats[STAT_ARMOR] -= save;
-
- return save;
- }
-
-
- void G_ApplyKnockback( gentity_t *targ, vec3_t newDir, float knockback )
- {
- vec3_t kvel;
- float mass;
-
- if ( targ->physicsBounce > 0 ) //overide the mass
- mass = targ->physicsBounce;
- else
- mass = 200;
-
- if ( g_gravity.value > 0 )
- {
- VectorScale( newDir, g_knockback.value * (float)knockback / mass * 0.8, kvel );
- // kvel[2] = newDir[2] * g_knockback.value * (float)knockback / mass * 1.5;
- }
- else
- {
- VectorScale( newDir, g_knockback.value * (float)knockback / mass, kvel );
- }
-
- if ( targ->client )
- {
- VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
- }
- else if ( targ->s.pos.trType != TR_STATIONARY && targ->s.pos.trType != TR_LINEAR_STOP )
- {
- VectorAdd( targ->s.pos.trDelta, kvel, targ->s.pos.trDelta );
- VectorCopy( targ->r.currentOrigin, targ->s.pos.trBase );
- targ->s.pos.trTime = level.time;
- }
-
- // set the timer so that the other client can't cancel
- // out the movement immediately
- if ( targ->client && !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;
- }
- }
-
- /*
- ================
- RaySphereIntersections
- ================
- */
- int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
- float b, c, d, t;
-
- // | origin - (point + t * dir) | = radius
- // a = dir[0]^2 + dir[1]^2 + dir[2]^2;
- // b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
- // c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
-
- // normalize dir so a = 1
- VectorNormalize(dir);
- b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
- c = (point[0] - origin[0]) * (point[0] - origin[0]) +
- (point[1] - origin[1]) * (point[1] - origin[1]) +
- (point[2] - origin[2]) * (point[2] - origin[2]) -
- radius * radius;
-
- d = b * b - 4 * c;
- if (d > 0) {
- t = (- b + sqrt(d)) / 2;
- VectorMA(point, t, dir, intersections[0]);
- t = (- b - sqrt(d)) / 2;
- VectorMA(point, t, dir, intersections[1]);
- return 2;
- }
- else if (d == 0) {
- t = (- b ) / 2;
- VectorMA(point, t, dir, intersections[0]);
- return 1;
- }
- return 0;
- }
-
- int G_GetHitLocation(gentity_t *target, vec3_t ppoint, vec3_t dir )
- {
- float fdot;
- float rdot;
- vec3_t tangles;
- vec3_t forward;
- vec3_t up;
- vec3_t right;
- vec3_t distance;
- vec3_t tcenter;
- vec3_t temp;
- vec3_t hit;
-
- // We are only interested in the YAW angle of the target
- VectorSet( tangles, 0, target->client->ps.viewangles[YAW], 0);
-
- // Extract the forward, right, and up vectors
- AngleVectors ( tangles, forward, right, up );
-
- // Determine the center of the target entity
- VectorAdd(target->r.absmin, target->r.absmax, tcenter);
- VectorScale(tcenter, 0.5, tcenter);
-
-
- /* NOTE: This would work to figure out shots that go across the front of someone and
- hit the opposite side, but had an error in it when a shot came from either
- the immediate left or right of the player.
- */
-
- // Calculate the distnace from the shooter to the target
- VectorCopy ( dir, temp );
- VectorSubtract ( tcenter, ppoint, distance );
-
- // Use that distnace to determine the point of tangent in relation to
- // the center of the player entity
- VectorMA ( ppoint, DotProduct ( temp, distance ), temp, hit );
-
- // Create a vector from the tangent point to the center. This will
- // be used to determine which side was hit
- VectorSubtract ( tcenter, hit, temp );
- VectorCopy ( temp, distance );
-
- VectorSubtract ( tcenter, ppoint, temp );
- VectorNormalize ( temp );
-
- // Determine the shot in relation to the forward vector
- fdot = DotProduct ( forward, temp );
-
- // Determine the shot in relation to the right vector
- rdot = DotProduct ( right, temp );
-
- if ( distance[2] < -35 )
- {
- return HL_HEAD;
- }
- else if ( distance[2] < -32 )
- {
- return HL_NECK;
- }
- else if ( distance[2] < -27 )
- {
- if ( rdot > 0 )
- return HL_ARM_LT;
-
- return HL_ARM_RT;
- }
- else if ( distance[2] < -3 )
- {
- if ( fdot > 0 )
- {
- if ( rdot > 0 )
- {
- return HL_CHEST_LT;
- }
-
- return HL_CHEST_RT;
- }
-
- if ( rdot > 0 )
- {
- return HL_BACK_LT;
- }
-
- return HL_BACK_RT;
- }
- else if ( distance[2] < 4 )
- {
- return HL_WAIST;
- }
- else if ( distance[2] < 18 )
- {
- if ( rdot > 0 )
- return HL_LEG_UPPER_LT;
-
- return HL_LEG_UPPER_RT;
- }
- else if ( distance[2] < 33 )
- {
- if ( rdot > 0 )
- return HL_LEG_LOWER_LT;
-
- return HL_LEG_LOWER_RT;
- }
-
- if ( rdot > 0 )
- return HL_FOOT_LT;
-
- return HL_FOOT_RT;
- }
-
- /*
- ============
- T_Damage
-
- targ entity that is being damaged
- inflictor entity that is causing the damage
- attacker entity that caused the inflictor to damage targ
- example: targ=monster, inflictor=rocket, attacker=player
-
- dir direction of the attack for knockback
- point point at which the damage is being inflicted, used for headshots
- damage amount of damage being inflicted
- knockback force to be applied against targ as a result of the damage
-
- inflictor, attacker, dir, and point can be NULL for environmental effects
-
- dflags these flags are used to control how T_Damage works
- DAMAGE_RADIUS damage was indirect (from a nearby explosion)
- DAMAGE_NO_ARMOR armor does not protect from this damage
- DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
- DAMAGE_NO_PROTECTION kills godmode, armor, everything
- ============
- */
-
- int G_Damage (
- gentity_t *targ,
- gentity_t *inflictor,
- gentity_t *attacker,
- vec3_t dir,
- vec3_t point,
- int damage,
- int dflags,
- int mod,
- int location
- )
- {
- gclient_t *client;
- int take;
- int save;
- int asave;
- int knockback;
-
- if (!targ->takedamage)
- {
- return 0;
- }
-
- // See if they are invulnerable
- if ( (mod&0xFF) < MOD_WATER )
- {
- if ( targ->client && (level.time - targ->client->invulnerableTime < g_respawnInvulnerability.integer * 1000) )
- {
- return 0;
- }
- }
-
- // Cant change outfitting after being shot
- if ( targ->client )
- {
- targ->client->noOutfittingChange = qtrue;
- }
-
- if ( !inflictor )
- {
- inflictor = &g_entities[ENTITYNUM_WORLD];
- }
- if ( !attacker )
- {
- attacker = &g_entities[ENTITYNUM_WORLD];
- }
-
- // shootable doors / buttons don't actually have any health
- if ( targ->s.eType == ET_MOVER )
- {
- if ( targ->use && targ->moverState == MOVER_POS1 )
- {
- targ->use( targ, inflictor, attacker );
- }
- return 0;
- }
-
- client = targ->client;
-
- if ( client )
- {
- if ( client->noclip )
- {
- return 0;
- }
- }
-
- if ( !dir )
- {
- dflags |= DAMAGE_NO_KNOCKBACK;
- }
- else
- {
- VectorNormalize(dir);
- }
-
- knockback = damage;
- if ( knockback > 200 )
- {
- knockback = 200;
- }
- if ( targ->flags & FL_NO_KNOCKBACK ) {
- knockback = 0;
- }
- if ( dflags & DAMAGE_NO_KNOCKBACK ) {
- knockback = 0;
- }
-
- /*
- // figure momentum add, even if the damage won't be taken
- if ( knockback && targ->client )
- {
- G_ApplyKnockback ( targ, dir, knockback );
- 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);
-
- // set the timer so that the other client can't cancel
- // out the movement immediately
- if ( !targ->client->ps.pm_time ) {
- int t;
-
- t = knockback * 2;
- if ( t < 50 ) {
- t = 50;
- }
- if ( t > 200 ) {
- t = 200;
- }
- targ->client->ps.pm_time = t;
- targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
- }
- }
- */
-
- // check for completely getting out of the damage
- if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
-
- // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
- // if the attacker was on the same team
- if ( targ != attacker && OnSameTeam (targ, attacker) )
- {
- if ( !g_friendlyFire.integer )
- {
- return 0;
- }
- }
-
- // check for godmode
- if ( targ->flags & FL_GODMODE )
- {
- return 0;
- }
- }
-
- if ( damage < 1 )
- {
- damage = 1;
- }
-
- take = damage;
- save = 0;
-
- // Be careful with grenades
- if ( attacker == targ )
- {
- take *= 2;
- }
-
- // save some from armor
- asave = CheckArmor (targ, take, dflags);
- take -= asave;
-
- // Teamkill dmage thats not caused by a telefrag?
- if ( g_teamkillDamageMax.integer && mod != MOD_TELEFRAG && !(dflags&DAMAGE_NO_TEAMKILL) )
- {
- if ( level.gametypeData->teams && targ && attacker && targ != attacker )
- {
- // Hurt your own team?
- if ( OnSameTeam ( targ, attacker ) )
- {
- int actualtake = Com_Clamp ( 0, targ->health, take );
-
- attacker->client->sess.teamkillDamage += actualtake;
- attacker->client->sess.teamkillForgiveTime = level.time;
- }
- }
- }
-
- // Output hits
- if ( g_logHits.integer && attacker && targ && attacker->client && targ->client )
- {
- G_LogPrintf ( "hit: %i %i %i %i %i: %s hit %s at location %i for %i\n",
- attacker->s.number,
- targ->s.number,
- location,
- take,
- asave,
- attacker->client->pers.netname,
- targ->client->pers.netname,
- location,
- (int)((float)take) );
- }
-
- if ( g_debugDamage.integer )
- {
- Com_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number, targ->health, take, asave );
- }
-
- // 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;
- }
-
- if ( mod != MOD_WATER )
- {
- client->damage_armor += asave;
- 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;
- }
-
- if (attacker && attacker->client)
- {
- BotDamageNotification(client, attacker);
- }
- else if (inflictor && inflictor->client)
- {
- BotDamageNotification(client, inflictor);
- }
- }
-
- if (targ->client)
- {
- // set the last client who damaged the target
- targ->client->lasthurt_client = attacker->s.number;
- targ->client->lasthurt_time = level.time;
- targ->client->lasthurt_mod = mod;
- }
-
- // do the damage
- if (take)
- {
- targ->health = targ->health - take;
-
- if ( targ->client )
- {
- targ->client->ps.stats[STAT_HEALTH] = targ->health;
-
- if ( targ->health > 0 )
- {
- // 45 damage is full slowdown, so..
- float slowdown;
-
- slowdown = (float)damage / 20.0f;
- slowdown = Com_Clampf ( 0.0f, 1.0f, slowdown );
- slowdown *= 0.75f;
- slowdown = 1.0f - slowdown;
-
- // Slow down the client at bit when they get hit
- targ->client->ps.velocity[0] *= slowdown;
- targ->client->ps.velocity[1] *= slowdown;
-
- // figure momentum add, even if the damage won't be taken
- if ( knockback )
- {
- G_ApplyKnockback ( targ, dir, knockback );
- }
-
- // Friendly fire
- if ( g_friendlyFire.integer && targ != attacker && OnSameTeam ( targ, attacker ) )
- {
- vec3_t diff;
-
- // Make sure the attacker is close enough to hear the guy whining
- VectorSubtract ( targ->r.currentOrigin, attacker->r.currentOrigin, diff );
- if ( VectorLengthSquared ( diff ) < 800 * 800 )
- {
- G_VoiceGlobal ( targ, "check_fire", qfalse );
- }
- }
- }
- }
-
- if ( targ->health <= 0 )
- {
- // Something dismembered?
- if ( (targ->health < DISMEMBER_HEALTH && !(dflags&DAMAGE_NO_GORE)) || (dflags&DAMAGE_FORCE_GORE) )
- {
- location |= HL_DISMEMBERBIT;
- }
-
- if ( client )
- targ->flags |= FL_NO_KNOCKBACK;
-
- if (targ->health < -999)
- targ->health = -999;
-
- targ->enemy = attacker;
- targ->die (targ, inflictor, attacker, take, mod, location, dir );
- }
- else if ( targ->pain )
- {
- targ->pain (targ, attacker, take);
- }
- }
-
- return take;
- }
-
- /*
- ============
- CanDamage
-
- Returns qtrue if the inflictor can directly damage the target. Used for
- explosions and melee attacks.
- ============
- */
- qboolean CanDamage (gentity_t *targ, vec3_t origin) {
- vec3_t dest;
- trace_t tr;
- vec3_t midpoint;
-
- // use the midpoint of the bounds instead of the origin, because
- // bmodels may have their origin is 0,0,0
- VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
- VectorScale (midpoint, 0.5, midpoint);
-
- VectorCopy (midpoint, dest);
- trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
- if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
- return qtrue;
-
- // this should probably check in the plane of projection,
- // rather than in world coordinate, and also include Z
- VectorCopy (midpoint, dest);
- dest[0] += 15.0;
- dest[1] += 15.0;
- trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
- if (tr.fraction == 1.0)
- return qtrue;
-
- VectorCopy (midpoint, dest);
- dest[2] = targ->r.absmax[2];
- trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
- if (tr.fraction == 1.0)
- return qtrue;
-
- VectorCopy (midpoint, dest);
- dest[2] = targ->r.absmin[2];
- trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
- if (tr.fraction == 1.0)
- return qtrue;
-
- VectorCopy (midpoint, dest);
- dest[0] += 15.0;
- dest[1] -= 15.0;
- trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
- if (tr.fraction == 1.0)
- return qtrue;
-
- VectorCopy (midpoint, dest);
- dest[0] -= 15.0;
- dest[1] += 15.0;
- trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
- if (tr.fraction == 1.0)
- return qtrue;
-
- VectorCopy (midpoint, dest);
- dest[0] -= 15.0;
- dest[1] -= 15.0;
- trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
- if (tr.fraction == 1.0)
- return qtrue;
-
-
- return qfalse;
- }
- /*
- ============
- G_MultipleDamageLocations
- ============
- */
- int G_MultipleDamageLocations(int hitLocation)
- {
-
- switch ( hitLocation & (~HL_DISMEMBERBIT) )
- {
- case HL_FOOT_RT:
- case HL_FOOT_LT:
- hitLocation |= (HL_FOOT_RT | HL_FOOT_LT);
- break;
- case HL_LEG_UPPER_RT:
- hitLocation |= (HL_LEG_UPPER_RT | HL_LEG_LOWER_LT);
- if ( rand() %2 )
- {
- hitLocation |= HL_HAND_RT;
- }
- break;
- case HL_LEG_UPPER_LT:
- hitLocation |= (HL_LEG_UPPER_LT | HL_LEG_LOWER_RT);
- if ( rand() %2 )
- {
- hitLocation |= HL_HAND_LT;
- }
- break;
- case HL_LEG_LOWER_RT:
- hitLocation |= (HL_LEG_LOWER_RT | HL_FOOT_LT);
- break;
- case HL_LEG_LOWER_LT:
- hitLocation |= (HL_LEG_LOWER_LT | HL_FOOT_RT);
- break;
- case HL_HAND_RT:
- hitLocation |= HL_HAND_RT;
- break;
- case HL_HAND_LT:
- hitLocation |= HL_HAND_LT;
- break;
- case HL_ARM_RT:
- hitLocation |= (HL_ARM_RT | HL_LEG_UPPER_RT) ;
- break;
- case HL_ARM_LT:
- hitLocation |= (HL_ARM_LT | HL_LEG_UPPER_LT) ;
- break;
- case HL_HEAD:
- hitLocation |= HL_HEAD ;
- if ( rand() %2 )
- {
- hitLocation |= HL_ARM_RT;
- }
- else
- {
- hitLocation |= HL_ARM_LT;
- }
- break;
- case HL_WAIST:
- hitLocation |= (HL_LEG_UPPER_RT | HL_LEG_UPPER_LT) ;
-
- if ( rand() %2 )
- {
- if ( rand() %2 )
- {
- hitLocation |= HL_HAND_RT;
- }
- else
- {
- hitLocation |= HL_HAND_LT;
- }
- }
- break;
- case HL_BACK_RT:
- case HL_CHEST_RT:
- hitLocation |= HL_ARM_RT;
- hitLocation |= HL_HEAD;
- break;
- case HL_BACK_LT:
- case HL_CHEST_LT:
- hitLocation |= HL_ARM_LT;
- hitLocation |= HL_HEAD;
- break;
- case HL_BACK:
- case HL_CHEST:
- hitLocation |= (HL_ARM_RT | HL_ARM_LT);
- hitLocation |= HL_HEAD;
- break;
-
- }
-
- return (hitLocation);
- }
-
-
- /*
- ============
- G_RadiusDamage
- ============
- */
- qboolean G_RadiusDamage (
- vec3_t origin,
- gentity_t* attacker,
- float damage,
- float radius,
- gentity_t* ignore,
- int power,
- int dflags,
- int mod
- )
- {
- float points, dist;
- gentity_t *ent, *tent;
- int entityList[MAX_GENTITIES];
- int numListedEntities;
- vec3_t mins, maxs;
- vec3_t v;
- vec3_t dir;
- int i, e;
- qboolean hitClient = qfalse;
-
- if ( radius < 1 )
- {
- radius = 1;
- }
-
- for ( i = 0 ; i < 3 ; i++ )
- {
- mins[i] = origin[i] - radius;
- maxs[i] = origin[i] + radius;
- }
-
- numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
-
- for ( e = 0 ; e < numListedEntities ; e++ )
- {
- ent = &g_entities[entityList[ e ]];
-
- if (ent == ignore)
- {
- continue;
- }
-
- if (!ent->takedamage)
- {
- continue;
- }
-
- // find the distance from the edge of the bounding box
- for ( i = 0 ; i < 3 ; i++ )
- {
- if ( origin[i] < ent->r.absmin[i] )
- {
- v[i] = ent->r.absmin[i] - origin[i];
- }
- else if ( origin[i] > ent->r.absmax[i] )
- {
- v[i] = origin[i] - ent->r.absmax[i];
- }
- else
- {
- v[i] = 0;
- }
- }
-
- dist = VectorLength( v );
- if ( dist >= radius )
- {
- continue;
- }
-
- points = damage * ( 1.0 - powf((dist / radius), power));
-
- if( CanDamage (ent, origin) )
- {
- int location;
- int weapon;
- vec3_t hitdir;
- int d;
-
- VectorSubtract (ent->r.currentOrigin, origin, dir);
- // push the center of mass higher than the origin so players
- // get knocked into the air more
-
- location = HL_NONE;
- if ( ent->client )
- {
- VectorNormalize ( dir );
- VectorCopy(dir, hitdir);
- dir[2] = 0;
- location = G_GetHitLocation ( ent, origin, dir );
- location = G_MultipleDamageLocations ( location );
- }
-
- d = G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS|DAMAGE_NO_ARMOR|dflags, mod, location );
-
- if ( d && ent->client )
- {
- // Only one of the grenade hits will count for tk damage
- dflags |= DAMAGE_NO_TEAMKILL;
-
- // Put some procedural gore on the target.
- tent = G_TempEntity( origin, EV_EXPLOSION_HIT_FLESH );
-
- // send entity and direction
- tent->s.eventParm = DirToByte( hitdir );
- if (ignore && ignore->s.weapon)
- {
- weapon = ignore->s.weapon; // Weapon type number
- }
- else if (points >= 10)
- { // dangerous weapon
- weapon = WP_SMOHG92_GRENADE;
- }
- else
- { // Just a flesh wound
- weapon = WP_M84_GRENADE;
- }
- tent->s.otherEntityNum2 = ent->s.number; // Victim entity number
-
- // Pack the shot info into the temp end for gore
- tent->s.time = weapon + ((((int)ent->s.apos.trBase[YAW]&0x7FFF) % 360) << 16);
- if ( attacker->s.eFlags & EF_ALT_FIRING )
- {
- tent->s.time += (ATTACK_ALTERNATE<<8);
- }
- VectorCopy ( ent->r.currentOrigin, tent->s.angles );
- SnapVector ( tent->s.angles );
- }
- }
- }
-
- return hitClient;
- }
-