X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_damage.qc;h=a25ae5bec9f878d9ba5feca5a6bb2f7e7c55bae6;hb=60019c9fb1bf3b566703615b35533d4d0c5e272a;hp=b36cfc95ac9c4bcf43318ac35d955dc6bb6e90fe;hpb=38c2e33f2b643b4e9d1878ceb3330cc05406edcc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index b36cfc95a..a25ae5bec 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -3,7 +3,7 @@ #include #include "bot/api.qh" #include "g_hook.qh" -#include "mutators/_mod.qh" +#include #include "scores.qh" #include "spawnpoints.qh" #include "../common/state.qh" @@ -13,6 +13,8 @@ #include "../common/vehicles/all.qh" #include "../common/items/_mod.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" +#include "../common/mutators/mutator/instagib/sv_instagib.qh" +#include "../common/mutators/mutator/buffs/buffs.qh" #include "weapons/accuracy.qh" #include "weapons/csqcprojectile.qh" #include "weapons/selection.qh" @@ -23,6 +25,7 @@ #include "../common/playerstats.qh" #include "../common/teams.qh" #include "../common/util.qh" +#include #include #include "../lib/csqcmodel/sv_model.qh" #include "../lib/warpzone/common.qh" @@ -32,7 +35,7 @@ void UpdateFrags(entity player, int f) GameRules_scoring_add_team(player, SCORE, f); } -void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity) +void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity) { // TODO route through PlayerScores instead if(game_stopped) return; @@ -60,51 +63,8 @@ void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity we GameRules_scoring_add(targ, DEATHS, 1); - if(targ != attacker) // not for suicides - if(g_weaponarena_random) - { - // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon - Weapon culprit = DEATH_WEAPONOF(deathtype); - if(!culprit) culprit = attacker.(weaponentity).m_weapon; - else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon; - - if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator? - { - // no exchange - } - else - { - if(!GiveFrags_randomweapons) - { - GiveFrags_randomweapons = new(GiveFrags_randomweapons); - } - - if(warmup_stage) - GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS; - else - GiveFrags_randomweapons.weapons = start_weapons; - - // all others (including the culprit): remove - GiveFrags_randomweapons.weapons &= ~attacker.weapons; - GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset); - - // among the remaining ones, choose one by random - W_RandomWeapons(GiveFrags_randomweapons, 1); - - if(GiveFrags_randomweapons.weapons) - { - attacker.weapons |= GiveFrags_randomweapons.weapons; - attacker.weapons &= ~(culprit.m_wepset); - } - } - - // after a frag, choose another random weapon set - if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon))) - W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity); - } - // FIXME fix the mess this is (we have REAL points now!) - if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f)) + if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity))) f = M_ARGV(2, float); attacker.totalfrags += f; @@ -262,7 +222,6 @@ bool frag_centermessage_override(entity attacker, entity targ, int deathtype, in return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target); } -entity buff_FirstFromFlags(int _buffs); void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity) { // Sanity check @@ -518,9 +477,9 @@ void Ice_Think(entity this) this.nextthink = time; } -void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypoint) +void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint) { - if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed + if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed return; if(STAT(FROZEN, targ)) @@ -565,11 +524,11 @@ void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypo }); // add waypoint - if(show_waypoint) + if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint) WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT); } -void Unfreeze (entity targ) +void Unfreeze(entity targ) { if(!STAT(FROZEN, targ)) return; @@ -603,9 +562,11 @@ void Unfreeze (entity targ) if(targ.iceblock) delete(targ.iceblock); targ.iceblock = NULL; + + MUTATOR_CALLHOOK(Unfreeze, targ); } -void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) +void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { float complainteamdamage = 0; float mirrordamage = 0; @@ -634,9 +595,9 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d // These are ALWAYS lethal // No damage modification here // Instead, prepare the victim for his death... - SetResourceAmount(targ, RESOURCE_ARMOR, 0); + SetResourceAmountExplicit(targ, RESOURCE_ARMOR, 0); targ.spawnshieldtime = 0; - SetResourceAmount(targ, RESOURCE_HEALTH, 0.9); // this is < 1 + SetResourceAmountExplicit(targ, RESOURCE_HEALTH, 0.9); // this is < 1 targ.flags -= targ.flags & FL_GODMODE; damage = 100000; } @@ -677,7 +638,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d if(autocvar_g_mirrordamage_virtual) { - vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage); + vector v = healtharmor_applydamage(GetResourceAmount(attacker, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage); attacker.dmg_take += v.x; attacker.dmg_save += v.y; attacker.dmg_inflictor = inflictor; @@ -687,7 +648,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d if(autocvar_g_friendlyfire_virtual) { - vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + vector v = healtharmor_applydamage(GetResourceAmount(targ, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); targ.dmg_take += v.x; targ.dmg_save += v.y; targ.dmg_inflictor = inflictor; @@ -713,7 +674,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d } // should this be changed at all? If so, in what way? - MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force); + MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force, attacker.(weaponentity)); damage = M_ARGV(4, float); mirrordamage = M_ARGV(5, float); force = M_ARGV(6, vector); @@ -779,7 +740,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d } } - if(!autocvar_g_instagib) + if(!MUTATOR_IS_ENABLED(mutator_instagib)) { // apply strength multiplier if (attacker.items & ITEM_Strength.m_itemid) @@ -1079,9 +1040,9 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in } if(targ == directhitentity || DEATH_ISSPECIAL(deathtype)) - Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force); + Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force); else - Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force); + Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force); } } } @@ -1097,9 +1058,23 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in return total_damage_to_creatures; } -float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity) +float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity) +{ + return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity); +} + +bool Heal(entity targ, entity inflictor, float amount, float limit) { - return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity); + if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ)) + return false; + + bool healed = false; + if(targ.event_heal) + healed = targ.event_heal(targ, inflictor, amount, limit); + // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc + // TODO: healing fx! + // TODO: armor healing? + return healed; } float Fire_IsBurning(entity e)