.float istypefrag;
.float taunt_soundtime;
-
-float IsDifferentTeam(entity a, entity b)
-{
- if(teamplay)
- {
- if(a.team == b.team)
- return 0;
- }
- else
- {
- if(a == b)
- return 0;
- }
- return 1;
-}
-
float IsFlying(entity a)
{
if(a.flags & FL_ONGROUND)
PlayerScore_Add(targ, SP_DEATHS, 1);
- if(g_arena || g_ca)
- if(autocvar_g_arena_roundbased)
- return;
-
if(targ != attacker) // not for suicides
if(g_weaponarena_random)
{
culprit = DEATH_WEAPONOF(deathtype);
if(!culprit)
culprit = attacker.weapon;
- else if(!WEPSET_CONTAINS_EW(attacker, culprit))
+ else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
culprit = attacker.weapon;
if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
}
- if(inWarmupStage)
- WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
+ if(warmup_stage)
+ GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
else
- WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
+ GiveFrags_randomweapons.weapons = start_weapons;
// all others (including the culprit): remove
- WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
- WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
+ GiveFrags_randomweapons.weapons &= ~attacker.weapons;
+ GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
// among the remaining ones, choose one by random
W_RandomWeapons(GiveFrags_randomweapons, 1);
- if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
+ if(GiveFrags_randomweapons.weapons)
{
- WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
- WEPSET_ANDNOT_EW(attacker, culprit);
+ attacker.weapons |= GiveFrags_randomweapons.weapons;
+ attacker.weapons &= ~WepSet_FromWeapon(culprit);
}
}
// after a frag, choose another random weapon set
- if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
+ if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
}
else
{
self = oldself;
- if(g_runematch)
- {
- f = RunematchHandleFrags(attacker, targ, f);
- }
- else if(g_lms)
- {
- // remove a life
- float tl;
- tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
- if(tl < lms_lowest_lives)
- lms_lowest_lives = tl;
- if(tl <= 0)
- {
- if(!lms_next_place)
- lms_next_place = player_count;
- else
- lms_next_place = min(lms_next_place, player_count);
- PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
- --lms_next_place;
- }
- f = 0;
- }
}
attacker.totalfrags += f;
s = strcat(s, "T");
if(player.kh_next)
s = strcat(s, "K");
- if(player.runes)
- s = strcat(s, "|", ftos(player.runes));
return s;
}
GameLogEcho(s);
}
-#define INFO_NO_MSG 0 // so that compilation works with the INFO_##msg_death stuff
-void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
+void Obituary_SpecialDeath(
+ entity notif_target,
+ float murder,
+ float deathtype,
+ string s1, string s2, string s3,
+ float f1, float f2, float f3)
{
- float handled = 0, hits = 0;
if(DEATH_ISSPECIAL(deathtype))
{
- #define DEATHTYPE(name,msg_death,msg_death_by,position) \
- { if(deathtype == max(0, name)) \
- { \
- #if msg_death != NO_MSG \
- if not(murder) \
- { \
- Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
- Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
- ++handled; \
- } \
- #endif \
- #if msg_death_by != NO_MSG \
- if(murder) \
- { \
- Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
- Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
- ++handled; \
- } \
- #endif \
- ++hits; \
- } }
-
- DEATHTYPES
- #undef DEATHTYPE
-
- if not(hits)
+ entity deathent = deathtypes[(deathtype - DT_FIRST)];
+ if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
+
+ if(murder)
{
- backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
+ if(deathent.death_msgmurder)
+ {
+ Send_Notification_WOCOVA(
+ NOTIF_ONE,
+ notif_target,
+ MSG_MULTI,
+ deathent.death_msgmurder.nent_id,
+ s1, s2, s3, "",
+ f1, f2, f3, 0
+ );
+ Send_Notification_WOCOVA(
+ NOTIF_ALL_EXCEPT,
+ notif_target,
+ MSG_INFO,
+ deathent.death_msgmurder.nent_msginfo.nent_id,
+ s1, s2, s3, "",
+ f1, f2, f3, 0
+ );
+ }
}
- if not(handled)
+ else
{
- dprint(sprintf(
- "Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n",
- Deathtype_Name(deathtype),
- deathtype
- ));
- return;
+ if(deathent.death_msgself)
+ {
+ Send_Notification_WOCOVA(
+ NOTIF_ONE,
+ notif_target,
+ MSG_MULTI,
+ deathent.death_msgself.nent_id,
+ s1, s2, s3, "",
+ f1, f2, f3, 0
+ );
+ Send_Notification_WOCOVA(
+ NOTIF_ALL_EXCEPT,
+ notif_target,
+ MSG_INFO,
+ deathent.death_msgself.nent_msginfo.nent_id,
+ s1, s2, s3, "",
+ f1, f2, f3, 0
+ );
+ }
}
}
+ else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
}
float w_deathtype;
-float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
+float Obituary_WeaponDeath(
+ entity notif_target,
+ float murder,
+ float deathtype,
+ string s1, string s2, string s3,
+ float f1, float f2)
{
float death_weapon = DEATH_WEAPONOF(deathtype);
if(death_weapon)
{
w_deathtype = deathtype;
- float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
+ float death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
w_deathtype = FALSE;
if(death_message)
{
- Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, death_message, s1, s2, s3, "", f1, f2, 0, 0);
- Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_multi_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
+ Send_Notification_WOCOVA(
+ NOTIF_ONE,
+ notif_target,
+ MSG_MULTI,
+ death_message,
+ s1, s2, s3, "",
+ f1, f2, 0, 0
+ );
+ Send_Notification_WOCOVA(
+ NOTIF_ALL_EXCEPT,
+ notif_target,
+ MSG_INFO,
+ msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
+ s1, s2, s3, "",
+ f1, f2, 0, 0
+ );
}
else
{
dprint(sprintf(
- "Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n",
- Deathtype_Name(deathtype),
+ "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
deathtype,
death_weapon
));
void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
{
// Sanity check
- if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
+ if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
// Declarations
float notif_firstblood = FALSE;
// Set final information for the death
targ.death_origin = targ.origin;
if(targ != attacker) { targ.killer_origin = attacker.origin; }
- string deathlocation = NearestLocation(targ.death_origin);
+ string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
#ifdef NOTIFICATIONS_DEBUG
- dprint(
+ Debug_Notification(
sprintf(
"Obituary(%s, %s, %s, %s = %d);\n",
attacker.netname,
)
);
#endif
-
+
// =======
// SUICIDE
// =======
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
break;
}
-
+
default:
{
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
}
}
}
- else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
+ else if (!Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
{
backtrace("SUICIDE: what the hell happened here?\n");
return;
// ======
// MURDER
// ======
- else if(attacker.classname == "player")
+ else if(IS_PLAYER(attacker))
{
- if(!IsDifferentTeam(attacker, targ))
+ if(SAME_TEAM(attacker, targ))
{
LogDeath("tk", deathtype, attacker, targ);
GiveFrags(attacker, targ, -1, deathtype);
attacker.killcount = 0;
-
+
Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
- Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
// In this case, the death message will ALWAYS be "foo was betrayed by bar"
// No need for specific death/weapon messages...
#define SPREE_ITEM(counta,countb,center,normal,gentle) \
case counta: \
{ \
- AnnounceTo(attacker, strcat(#countb, "kills")); \
+ Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
break; \
}
if(targ.istypefrag)
{
- if(attacker.FRAG_VERBOSE)
- Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
- else
- Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
-
- if(targ.FRAG_VERBOSE)
- Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
- else
- Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
+ Send_Notification(
+ NOTIF_ONE,
+ attacker,
+ MSG_CHOICE,
+ CHOICE_TYPEFRAG,
+ targ.netname,
+ kill_count_to_attacker,
+ (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
+ );
+ Send_Notification(
+ NOTIF_ONE,
+ targ,
+ MSG_CHOICE,
+ CHOICE_TYPEFRAGGED,
+ attacker.netname,
+ kill_count_to_target,
+ attacker.health,
+ attacker.armorvalue,
+ (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
+ );
}
else
{
- if(attacker.FRAG_VERBOSE)
- Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
- else
- Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
-
- if(targ.FRAG_VERBOSE)
- Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
- else
- Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
+ Send_Notification(
+ NOTIF_ONE,
+ attacker,
+ MSG_CHOICE,
+ CHOICE_FRAG,
+ targ.netname,
+ kill_count_to_attacker,
+ (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
+ );
+ Send_Notification(
+ NOTIF_ONE,
+ targ,
+ MSG_CHOICE,
+ CHOICE_FRAGGED,
+ attacker.netname,
+ kill_count_to_target,
+ attacker.health,
+ attacker.armorvalue,
+ (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
+ );
}
- if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
+ if (!Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
}
}
0);
break;
}
-
+
default:
{
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
{
- AnnounceTo(targ, "botlike");
+ Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
}
}
{
float mirrordamage;
float mirrorforce;
- float complainteamdamage = 0;
+ float complainteamdamage = 0;
entity attacker_save;
mirrordamage = 0;
mirrorforce = 0;
damage_attacker = attacker;
attacker_save = attacker;
- if(targ.classname == "player")
+ if(IS_PLAYER(targ))
if(targ.hook)
if(targ.hook.aiment)
if(targ.hook.aiment == attacker)
// special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
{
- if(targ.classname == "player")
- if not(IsDifferentTeam(targ, attacker))
+ if(IS_PLAYER(targ))
+ if(SAME_TEAM(targ, attacker))
{
self = oldself;
return;
if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
{
+ // exit the vehicle before killing (fixes a crash)
+ if(IS_PLAYER(targ) && targ.vehicle)
+ vehicles_exit(VHEF_RELESE);
+
// These are ALWAYS lethal
// No damage modification here
// Instead, prepare the victim for his death...
}
else
{
- /*
- skill based bot damage? gtfo. (tZork)
- if (targ.classname == "player")
- if (attacker.classname == "player")
- if (!targ.isbot)
- if (attacker.isbot)
- damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
- */
-
// nullify damage if teamplay is on
if(deathtype != DEATH_TELEFRAG)
- if(attacker.classname == "player")
+ if(IS_PLAYER(attacker))
{
- if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
+ if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
{
damage = 0;
force = '0 0 0';
}
- else if(!IsDifferentTeam(attacker, targ))
+ else if(SAME_TEAM(attacker, targ))
{
if(autocvar_teamplay_mode == 1)
damage = 0;
damage = 0;
else if(autocvar_teamplay_mode == 4)
{
- if(targ.classname == "player" && targ.deadflag == DEAD_NO)
+ if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
{
attacker.dmg_team = attacker.dmg_team + damage;
complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
- if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
+ if(complainteamdamage > 0)
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)
- damage = 0;
- else
- damage = autocvar_g_friendlyfire * damage;
+ damage = autocvar_g_friendlyfire * damage;
// mirrordamage will be used LATER
if(autocvar_g_mirrordamage_virtual)
{
- vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
+ vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
attacker.dmg_take += v_x;
attacker.dmg_save += v_y;
attacker.dmg_inflictor = inflictor;
if(autocvar_g_friendlyfire_virtual)
{
- vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
targ.dmg_take += v_x;
targ.dmg_save += v_y;
targ.dmg_inflictor = inflictor;
}
}
- if(targ.classname == "player")
- if(attacker.classname == "player")
- if(attacker != targ)
- {
- targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
- 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))
+ if (!DEATH_ISSPECIAL(deathtype))
{
damage *= g_weapondamagefactor;
mirrordamage *= g_weapondamagefactor;
force = force * g_weaponforcefactor;
mirrorforce *= g_weaponforcefactor;
}
-
+
// should this be changed at all? If so, in what way?
frag_attacker = attacker;
frag_target = targ;
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(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;
-
- if (targ == attacker)
- {
- if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
- damage = 0;
- else
- damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
- }
- if(g_runematch)
+ if (!g_minstagib)
{
- // apply strength rune
- if (attacker.runes & RUNE_STRENGTH)
+ // apply strength multiplier
+ if (attacker.items & IT_STRENGTH)
{
- if(attacker.runes & CURSE_WEAK) // have both curse & rune
+ if(targ == attacker)
{
- damage = damage * autocvar_g_balance_rune_strength_combo_damage;
- force = force * autocvar_g_balance_rune_strength_combo_force;
+ damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+ force = force * autocvar_g_balance_powerup_strength_selfforce;
}
else
{
- damage = damage * autocvar_g_balance_rune_strength_damage;
- force = force * autocvar_g_balance_rune_strength_force;
+ damage = damage * autocvar_g_balance_powerup_strength_damage;
+ force = force * autocvar_g_balance_powerup_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;
+ // apply invincibility multiplier
+ if (targ.items & IT_INVINCIBLE)
+ damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
+ }
+
+ if (targ == attacker)
+ {
+ if(g_cts && !autocvar_g_cts_selfdamage)
+ damage = 0;
+ else
+ damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
}
// count the damage
else
victim = targ;
- if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
{
- if(IsDifferentTeam(victim, attacker))
+ if(DIFF_TEAM(victim, attacker))
{
if(damage > 0)
{
damage_goodhits += 1;
damage_gooddamage += damage;
- if not(DEATH_ISSPECIAL(deathtype))
+ if (!DEATH_ISSPECIAL(deathtype))
{
- if(targ.classname == "player") // don't do this for vehicles
- if(!g_minstagib)
+ if(IS_PLAYER(targ)) // don't do this for vehicles
if(IsFlying(victim))
yoda = 1;
-
- if(g_minstagib)
- if(victim.items & IT_STRENGTH)
- yoda = 1;
}
}
}
// apply push
if (self.damageforcescale)
if (vlen(force))
- if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
+ if (!IS_PLAYER(self) || time >= self.spawnshieldtime)
{
vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
if(self.movetype == MOVETYPE_PHYSICS)
}
else
self.velocity = self.velocity + farce;
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(self);
}
// apply damage
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);
}
float RadiusDamage_running;
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
+float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity)
// Returns total damage applies to creatures
{
entity targ;
- vector blastorigin;
vector force;
float total_damage_to_creatures;
entity next;
tfloordmg = autocvar_g_throughfloor_damage;
tfloorforce = autocvar_g_throughfloor_force;
- blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
total_damage_to_creatures = 0;
if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
{
- force = inflictor.velocity;
+ force = inflictorvelocity;
if(vlen(force) == 0)
force = '0 0 -1';
else
force = normalize(force);
if(forceintensity >= 0)
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
else
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
}
stat_damagedone = 0;
- targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
+ targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
while (targ)
{
next = targ.chain;
- if (targ != inflictor)
- if (ignore != targ) if(targ.takedamage)
+ if ((targ != inflictor) || inflictorselfdamage)
+ if (((cantbe != targ) && !mustbe) || (mustbe == targ))
+ if (targ.takedamage)
+ {
+ vector nearest;
+ vector diff;
+ float power;
+
+ // LordHavoc: measure distance to nearest point on target (not origin)
+ // (this guarentees 100% damage on a touch impact)
+ nearest = targ.WarpZone_findradius_nearest;
+ diff = targ.WarpZone_findradius_dist;
+ // round up a little on the damage to ensure full damage on impacts
+ // and turn the distance into a fraction of the radius
+ power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+ //bprint(" ");
+ //bprint(ftos(power));
+ //if (targ == attacker)
+ // print(ftos(power), "\n");
+ if (power > 0)
{
- vector nearest;
- vector diff;
- float power;
-
- // LordHavoc: measure distance to nearest point on target (not origin)
- // (this guarentees 100% damage on a touch impact)
- nearest = targ.WarpZone_findradius_nearest;
- diff = targ.WarpZone_findradius_dist;
- // round up a little on the damage to ensure full damage on impacts
- // and turn the distance into a fraction of the radius
- power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
- //bprint(" ");
- //bprint(ftos(power));
- //if (targ == attacker)
- // print(ftos(power), "\n");
- if (power > 0)
+ float finaldmg;
+ if (power > 1)
+ power = 1;
+ finaldmg = coredamage * power + edgedamage * (1 - power);
+ if (finaldmg > 0)
{
- float finaldmg;
- if (power > 1)
- power = 1;
- finaldmg = coredamage * power + edgedamage * (1 - power);
- if (finaldmg > 0)
- {
- float a;
- float c;
- vector hitloc;
- vector myblastorigin;
- vector center;
-
- myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
-
- // if it's a player, use the view origin as reference
- center = CENTER_OR_VIEWOFS(targ);
+ float a;
+ float c;
+ vector hitloc;
+ vector myblastorigin;
+ vector center;
- force = normalize(center - myblastorigin);
- force = force * (finaldmg / coredamage) * forceintensity;
- hitloc = nearest;
+ myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
- if(targ != directhitentity)
- {
- float hits;
- float total;
- float hitratio;
- float mininv_f, mininv_d;
+ // if it's a player, use the view origin as reference
+ center = CENTER_OR_VIEWOFS(targ);
- // test line of sight to multiple positions on box,
- // and do damage if any of them hit
- hits = 0;
+ force = normalize(center - myblastorigin);
+ force = force * (finaldmg / coredamage) * forceintensity;
+ hitloc = nearest;
- // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
- // so for a given max stddev:
- // n = (1 / (2 * max stddev of hitratio))^2
+ if(targ != directhitentity)
+ {
+ float hits;
+ float total;
+ float hitratio;
+ float mininv_f, mininv_d;
- mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
- mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
+ // test line of sight to multiple positions on box,
+ // and do damage if any of them hit
+ hits = 0;
- if(autocvar_g_throughfloor_debug)
- print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
+ // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
+ // so for a given max stddev:
+ // n = (1 / (2 * max stddev of hitratio))^2
- total = 0.25 * pow(max(mininv_f, mininv_d), 2);
+ mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
+ mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
- if(autocvar_g_throughfloor_debug)
- print(sprintf(" steps=%f", total));
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
- if (targ.classname == "player")
- total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
- else
- total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
+ total = 0.25 * pow(max(mininv_f, mininv_d), 2);
- if(autocvar_g_throughfloor_debug)
- print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" steps=%f", total));
- for(c = 0; c < total; ++c)
- {
- //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
- WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
- if (trace_fraction == 1 || trace_ent == targ)
- {
- ++hits;
- if (hits > 1)
- hitloc = hitloc + nearest;
- else
- hitloc = nearest;
- }
- nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
- nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
- nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
- }
-
- nearest = hitloc * (1 / max(1, hits));
- hitratio = (hits / total);
- a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
- finaldmg = finaldmg * a;
- a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
- force = force * a;
+ if (IS_PLAYER(targ))
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
+ else
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
- if(autocvar_g_throughfloor_debug)
- print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
- }
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
- // laser force adjustments :P
- if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
+ for(c = 0; c < total; ++c)
{
- if (targ == attacker)
- {
- vector vel;
-
- float force_zscale;
- float force_velocitybiasramp;
- float force_velocitybias;
-
- force_velocitybiasramp = autocvar_sv_maxspeed;
- if(deathtype & HITTYPE_SECONDARY)
- {
- force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
- }
- else
- {
- force_zscale = autocvar_g_balance_laser_primary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
- }
-
- vel = targ.velocity;
- vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
- force =
- vlen(force)
- *
- normalize(normalize(force) + vel);
-
- force_z *= force_zscale;
- }
- else
+ //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
+ WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
+ if (trace_fraction == 1 || trace_ent == targ)
{
- if(deathtype & HITTYPE_SECONDARY)
- {
- force *= autocvar_g_balance_laser_secondary_force_other_scale;
- }
+ ++hits;
+ if (hits > 1)
+ hitloc = hitloc + nearest;
else
- {
- force *= autocvar_g_balance_laser_primary_force_other_scale;
- }
+ hitloc = nearest;
}
+ nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
+ nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
+ nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
}
- //if (targ == attacker)
- //{
- // print("hits ", ftos(hits), " / ", ftos(total));
- // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
- // print(" (", ftos(a), ")\n");
- //}
- if(finaldmg || vlen(force))
- {
- if(targ.iscreature)
- {
- total_damage_to_creatures += finaldmg;
+ nearest = hitloc * (1 / max(1, hits));
+ hitratio = (hits / total);
+ a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
+ finaldmg = finaldmg * a;
+ a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
+ force = force * a;
- if(accuracy_isgooddamage(attacker, targ))
- stat_damagedone += finaldmg;
- }
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
+ }
- if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
- Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
- else
- Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
+ //if (targ == attacker)
+ //{
+ // print("hits ", ftos(hits), " / ", ftos(total));
+ // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
+ // print(" (", ftos(a), ")\n");
+ //}
+ if(finaldmg || vlen(force))
+ {
+ if(targ.iscreature)
+ {
+ total_damage_to_creatures += finaldmg;
+
+ if(accuracy_isgooddamage(attacker, targ))
+ stat_damagedone += finaldmg;
}
+
+ if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
+ Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
+ else
+ Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
}
}
}
+ }
targ = next;
}
return total_damage_to_creatures;
}
+float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity)
+{
+ return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, FALSE, forceintensity, deathtype, directhitentity);
+}
+
.float fire_damagepersec;
.float fire_endtime;
.float fire_deathtype;
float dps;
float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
- if(e.classname == "player")
+ if(IS_PLAYER(e))
{
if(e.deadflag)
return -1;
if(maxtime > mintime || maxdps > mindps)
{
// Constraints:
-
+
// damage we have right now
mindamage = mindps * mintime;
float t, d, hi, ty;
entity o;
- if not(Fire_IsBurning(e))
+ if (!Fire_IsBurning(e))
return;
for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
- if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
+ if(IS_NOT_A_CLIENT(o))
o = e.fire_owner;
// water and slime stop fire
}
e.fire_hitsound = TRUE;
- if not(IS_INDEPENDENT_PLAYER(e))
+ if (!IS_INDEPENDENT_PLAYER(e))
FOR_EACH_PLAYER(other) if(e != other)
{
- if(other.classname == "player")
+ if(IS_PLAYER(other))
if(other.deadflag == DEAD_NO)
- if not(IS_INDEPENDENT_PLAYER(other))
+ if (!IS_INDEPENDENT_PLAYER(other))
if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
{
t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
if(Fire_IsBurning(e))
e.effects |= EF_FLAME;
else
- e.effects &~= EF_FLAME;
+ e.effects &= ~EF_FLAME;
}
void fireburner_think()