1 #include "sv_globalforces.qh"
3 AUTOCVAR(g_globalforces, float, false, "Global forces: knockback affects everyone");
4 AUTOCVAR(g_globalforces_noself, bool, true, "Global forces: ignore self damage");
5 AUTOCVAR(g_globalforces_self, float, 1, "Global forces: knockback self scale");
6 AUTOCVAR(g_globalforces_range, float, 1000, "Global forces: max range of effect");
7 REGISTER_MUTATOR(mutator_globalforces, autocvar_g_globalforces);
9 MUTATOR_HOOKFUNCTION(mutator_globalforces, BuildMutatorsString) {
10 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":GlobalForces");
13 MUTATOR_HOOKFUNCTION(mutator_globalforces, BuildMutatorsPrettyString) {
14 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Global forces");
17 MUTATOR_HOOKFUNCTION(mutator_globalforces, PlayerDamage_SplitHealthArmor) {
18 entity frag_attacker = M_ARGV(1, entity);
19 entity frag_target = M_ARGV(2, entity);
20 if (autocvar_g_globalforces_noself && frag_target == frag_attacker) return;
21 vector damage_force = M_ARGV(3, vector) * autocvar_g_globalforces;
22 FOREACH_CLIENT(IS_PLAYER(it) && it != frag_target, {
23 if (autocvar_g_globalforces_range) {
24 if (vdist(it.origin - frag_target.origin, >, autocvar_g_globalforces_range)) {
28 float f = (it == frag_attacker) ? autocvar_g_globalforces_self : 1;
29 it.velocity += damage_explosion_calcpush(f * it.damageforcescale * damage_force, it.velocity, autocvar_g_balance_damagepush_speedfactor);