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quakemapping/mod_slipgate/source/server/damage.qc
2019-12-30 17:23:05 +01:00

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