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215
mod_slipgate/source/server/damage.qc
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215
mod_slipgate/source/server/damage.qc
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/*==========
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CanDamage
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used for explosions and melee attacks
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==========*/
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float(entity targ, entity inflictor) CanDamage =
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{
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// bmodels need special checking because their origin is 0,0,0
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if (targ.movetype == MOVETYPE_PUSH)
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{
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traceline(inflictor.origin, realorigin(targ), TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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if (trace_ent == targ)
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return TRUE;
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return FALSE;
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}
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traceline(inflictor.origin, targ.origin, TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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/*==========
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Killed
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==========*/
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void(entity targ, entity inflictor, entity attacker) Killed =
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{
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entity oself = self;
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self = targ;
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// doors, triggers, etc
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
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{
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self.th_die(inflictor, attacker);
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self = oself;
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return;
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}
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if (self.flags & FL_CLIENT)
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{
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// don't let sbar look bad
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if (self.health < -99)
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self.health = -99;
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// display obituary text
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Obituary(self, attacker, inflictor);
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}
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if (self.flags & FL_MONSTER)
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monster_death_use();
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self.takedamage = DAMAGE_NO;
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self.touch = SUB_Null;
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self.th_die (inflictor, attacker);
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self = oself;
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};
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/*==========
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Damage
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==========*/
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void(entity targ, entity inflictor, entity attacker, float damage) Damage =
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{
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if (!targ.takedamage)
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return;
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// check for quad damage
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if (attacker.items & IT_QUAD)
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damage = damage * 4;
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// save damage based upon armor
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float save, take;
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save = ceil(targ.armortype * damage);
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// lost all armor
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if (save >= targ.armorvalue)
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{
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save = targ.armorvalue;
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targ.armortype = 0;
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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}
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targ.armorvalue = targ.armorvalue - save;
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take = ceil(damage - save);
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if (targ.flags & FL_CLIENT)
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{
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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targ.dmg_inflictor = inflictor;
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}
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// push players around
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if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
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{
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vector dir = targ.origin - realorigin(inflictor);
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dir = normalize(dir);
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targ.velocity = targ.velocity + dir*damage*8;
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}
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// check for godmode or pent
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if (targ.flags & FL_GODMODE)
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return;
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if (targ.items & IT_INVULNERABILITY)
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{
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if (targ.invincible_sound < time)
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{
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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targ.invincible_sound = time + 2;
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}
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return;
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}
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// team play damage avoidance
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if ((teamplay == 1) && (targ.team > 0) && (targ.team == attacker.team))
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return;
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// do the damage
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targ.health = targ.health - take;
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if (targ.health <= 0)
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{
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Killed (targ, inflictor, attacker);
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return;
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}
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// react to the damage
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entity oself = self;
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self = targ;
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// monsters get mad, unless of the same class (except for grunts)
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if ( (self.flags & FL_MONSTER) && (attacker.flags & FL_CLIENT | FL_MONSTER) )
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{
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if (self != attacker && attacker != self.enemy)
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{
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if ( (self.classname != attacker.classname) || (self.classname == "monster_army" ) )
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{
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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FoundTarget();
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}
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}
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}
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if (self.th_pain)
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{
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self.th_pain (attacker, take);
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// nightmare mode monsters don't go into pain frames often
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if (skill == 3 && self.flags & FL_MONSTER)
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self.pain_finished = time + 5;
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}
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self = oself;
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};
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/*==========
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RadiusDamage
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==========*/
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void(entity inflictor, entity attacker, float damage, entity ignore) RadiusDamage =
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{
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float attacker_damaged = FALSE;
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float attacker_points = 0;
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entity head = findradius(inflictor.origin, damage + 40);
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while (head)
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{
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if (head != ignore)
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{
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if (head.takedamage)
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{
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vector org = realorigin(head);
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float points = 0.5*vlen (inflictor.origin - org);
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if (points < 0)
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points = 0;
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points = damage - points;
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if (points > 0)
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{
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if (CanDamage (head, inflictor))
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{
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if (head == attacker)
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{
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attacker_damaged = TRUE;
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attacker_points = points * 0.5;
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}
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else
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{
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if (head.classname == "monster_shambler")
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Damage (head, inflictor, attacker, points * 0.5);
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else
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Damage (head, inflictor, attacker, points);
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}
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}
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}
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}
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}
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head = head.chain;
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}
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if (attacker_damaged)
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Damage (attacker, inflictor, attacker, attacker_points);
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};
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