]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
Attempt to remove more g_minstagib checks from the code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index e86b148bcb0b170851e4ac934ba1917d6a3353c3..593aaf7e378e889889e601a266aa58ab67be4239 100644 (file)
@@ -186,11 +186,7 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype)
        else
        {
                self = oldself;
-               if(g_runematch)
-               {
-                       f = RunematchHandleFrags(attacker, targ, f);
-               }
-               else if(g_lms)
+               if(g_lms)
                {
                        // remove a life
                        float tl;
@@ -235,8 +231,6 @@ string AppendItemcodes(string s, entity player)
                s = strcat(s, "T");
        if(player.kh_next)
                s = strcat(s, "K");
-       if(player.runes)
-               s = strcat(s, "|", ftos(player.runes));
        return s;
 }
 
@@ -666,12 +660,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                                        if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
                                                                mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
                                                        mirrorforce = autocvar_g_mirrordamage * vlen(force);
-                                                       if(g_minstagib)
-                                                       {
-                                                               if(autocvar_g_friendlyfire == 0)
-                                                                       damage = 0;
-                                                       }
-                                                       else if(g_ca)
+                                                       if(g_ca)
                                                                damage = 0;
                                                        else
                                                                damage = autocvar_g_friendlyfire * damage;
@@ -713,44 +702,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
                }
 
-               if(targ.classname == "player")
-               if (g_minstagib)
-               {
-                       if ((deathtype == DEATH_FALL)  ||
-                               (deathtype == DEATH_DROWN) ||
-                               (deathtype == DEATH_SLIME) ||
-                               (deathtype == DEATH_LAVA)  ||
-                               (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
-                       {
-                               self = oldself;
-                               return;
-                       }
-                       if(damage > 0)
-                           damage = 10000;
-                       if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
-                       {
-                               targ.armorvalue -= 1;
-                               centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
-                               damage = 0;
-                               targ.hitsound += 1;
-                               attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
-                       }
-                       if (DEATH_ISWEAPON(deathtype, WEP_LASER))
-                       {
-                               damage = 0;
-                               mirrordamage = 0;
-                               complainteamdamage = 0;
-                               if (targ != attacker)
-                               {
-                                       if ((targ.health >= 1) && (targ.classname == "player"))
-                                               centerprint(attacker, "Secondary fire inflicts no damage!");
-                                       force = '0 0 0';
-                                       // keep mirrorforce
-                                       attacker = targ;
-                               }
-                       }
-               }
-
                if not(DEATH_ISSPECIAL(deathtype))
                {
                        damage *= g_weapondamagefactor;
@@ -766,28 +717,33 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                frag_damage = damage;
                frag_force = force;
         frag_deathtype = deathtype;
+               frag_mirrordamage = mirrordamage;
                MUTATOR_CALLHOOK(PlayerDamage_Calculate);
                damage = frag_damage;
+               mirrordamage = frag_mirrordamage;
                force = frag_force;
                
-               // apply strength multiplier
-               if ((attacker.items & IT_STRENGTH) && !g_minstagib)
+               if not(g_minstagib)
                {
-                       if(targ == attacker)
-                       {
-                               damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
-                               force = force * autocvar_g_balance_powerup_strength_selfforce;
-                       }
-                       else
+                       // apply strength multiplier
+                       if (attacker.items & IT_STRENGTH)
                        {
-                               damage = damage * autocvar_g_balance_powerup_strength_damage;
-                               force = force * autocvar_g_balance_powerup_strength_force;
+                               if(targ == attacker)
+                               {
+                                       damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+                                       force = force * autocvar_g_balance_powerup_strength_selfforce;
+                               }
+                               else
+                               {
+                                       damage = damage * autocvar_g_balance_powerup_strength_damage;
+                                       force = force * autocvar_g_balance_powerup_strength_force;
+                               }
                        }
-               }
 
-               // apply invincibility multiplier
-               if (targ.items & IT_INVINCIBLE && !g_minstagib)
-                       damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
+                       // apply invincibility multiplier
+                       if (targ.items & IT_INVINCIBLE)
+                               damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
+               }
 
                if (targ == attacker)
                {
@@ -797,40 +753,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
                }
 
-               if(g_runematch)
-               {
-                       // apply strength rune
-                       if (attacker.runes & RUNE_STRENGTH)
-                       {
-                               if(attacker.runes & CURSE_WEAK) // have both curse & rune
-                               {
-                                       damage = damage * autocvar_g_balance_rune_strength_combo_damage;
-                                       force = force * autocvar_g_balance_rune_strength_combo_force;
-                               }
-                               else
-                               {
-                                       damage = damage * autocvar_g_balance_rune_strength_damage;
-                                       force = force * autocvar_g_balance_rune_strength_force;
-                               }
-                       }
-                       else if (attacker.runes & CURSE_WEAK)
-                       {
-                               damage = damage * autocvar_g_balance_curse_weak_damage;
-                               force = force * autocvar_g_balance_curse_weak_force;
-                       }
-
-                       // apply defense rune
-                       if (targ.runes & RUNE_DEFENSE)
-                       {
-                               if (targ.runes & CURSE_VULNER) // have both curse & rune
-                                       damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
-                               else
-                                       damage = damage * autocvar_g_balance_rune_defense_takedamage;
-                       }
-                       else if (targ.runes & CURSE_VULNER)
-                               damage = damage * autocvar_g_balance_curse_vulner_takedamage;
-               }
-
                // count the damage
                if(attacker)
                if(!targ.deadflag)
@@ -863,13 +785,8 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                                if not(DEATH_ISSPECIAL(deathtype))
                                                {
                                                        if(targ.classname == "player") // don't do this for vehicles
-                                                       if(!g_minstagib)
                                                        if(IsFlying(victim))
                                                                yoda = 1;
-
-                                                       if(g_minstagib)
-                                                       if(victim.items & IT_STRENGTH)
-                                                               yoda = 1;
                                                }
                                        }
                                }
@@ -922,58 +839,10 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
        self = oldself;
 
-       if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
-       {
-               if(g_runematch)
-               {
-                       if (attacker.runes & RUNE_VAMPIRE)
-                       {
-                       // apply vampire rune
-                               if (attacker.runes & CURSE_EMPATHY) // have the curse too
-                               {
-                                       //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
-                                       attacker.health = bound(
-                                               autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
-                                               attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
-                                               autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
-                               }
-                               else
-                               {
-                                       //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
-                                       attacker.health = bound(
-                                               attacker.health,        // LA: was 3, but changed so that you can't lose health
-                                                                                       // empathy won't let you gain health in the same way...
-                                               attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
-                                               autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
-                                       }
-                       }
-                       // apply empathy curse
-                       else if (attacker.runes & CURSE_EMPATHY)
-                       {
-                               attacker.health = bound(
-                                       autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
-                                       attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
-                                       attacker.health);
-                       }
-               }
-       }
-
        // apply mirror damage if any
        if(mirrordamage > 0 || mirrorforce > 0)
        {
                attacker = attacker_save;
-               if(g_minstagib)
-               if(mirrordamage > 0)
-               {
-                       // just lose extra LIVES, don't kill the player for mirror damage
-                       if(attacker.armorvalue > 0)
-                       {
-                               attacker.armorvalue = attacker.armorvalue - 1;
-                               centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
-                               attacker.hitsound += 1;
-                       }
-                       mirrordamage = 0;
-               }
 
                force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
                Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);