]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/g_damage.qc
Damage player leaning: Skip if the target origin and hit location are the same. Preve...
[voretournament/voretournament.git] / data / qcsrc / server / g_damage.qc
index edc14f05f58320008bfb95013eb210f7be6540ff..22ed5de1ab1a68d1641b6abae6f25c32aacf35d8 100644 (file)
@@ -293,6 +293,8 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                                        bprint ("^1",s, "^1 burned to death\n");\r
                                else if (deathtype == DEATH_DIGESTION)\r
                                        bprint ("^1",s, "^1 was digested\n");\r
+                               else if (deathtype == DEATH_REGURGITATION)\r
+                                       bprint ("^1",s, "^1 regurgitated to death\n");\r
                                else if (deathtype == DEATH_STOMACHKICK)\r
                                        bprint ("^1",s, "^1 was ripped apart from the inside\n");\r
                                else if (deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)\r
@@ -463,6 +465,8 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                                                bprint ("^1",s, "^1 was burnt to death by ^1", a, "\n");\r
                                        else if (deathtype == DEATH_DIGESTION)\r
                                                bprint ("^1",s, "^1 was digested by ^1", a, "\n");\r
+                                       else if (deathtype == DEATH_REGURGITATION)\r
+                                               bprint ("^1",s, "^1 regurgitated to death due to ^1", a, "\n");\r
                                        else if (deathtype == DEATH_STOMACHKICK)\r
                                                bprint ("^1",s, "^1 was ripped apart from the inside by ^1", a, "\n");\r
                                        else if (deathtype == DEATH_CUSTOM)\r
@@ -693,6 +697,18 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                if (attacker.isbot)\r
                        damage = damage * bound(0.1, (skill + 5) * 0.1, 1);\r
 \r
+               // if a predator is taking damage, check if he should regurgitate his prey, based on the damage he took\r
+               if(cvar("g_balance_vore_escapeprobability"))\r
+               {\r
+                       entity e;\r
+                       FOR_EACH_PLAYER(e)\r
+                       {\r
+                               if(e.predator != world && e.predator == targ)\r
+                               if(random() < cvar("g_balance_vore_escapeprobability") * damage)\r
+                                       Vore_Regurgitate(e);\r
+                       }\r
+               }\r
+\r
                // nullify damage if teamplay is on\r
                if(deathtype != DEATH_TELEFRAG)\r
                if(attacker.classname == "player")\r
@@ -848,6 +864,19 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                }\r
                        }\r
                }\r
+\r
+               // lean the player based on the amount of damage taken\r
+               if(cvar("g_leanplayer_damage"))\r
+               {\r
+                       if(hitloc != targ.origin) // prevents a bug\r
+                               targ.leanangle_damage_loc = hitloc - targ.origin;\r
+                       targ.leanangle_damage_force += force * cvar("g_leanplayer_damage"); // keep existing force if any\r
+\r
+                       // bound angles to the specified limit\r
+                       targ.leanangle_damage_force_x = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_x, cvar("g_leanplayer_damage_max"));\r
+                       targ.leanangle_damage_force_y = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_y, cvar("g_leanplayer_damage_max"));\r
+                       targ.leanangle_damage_force_z = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_z, cvar("g_leanplayer_damage_max"));\r
+               }\r
        }\r
 \r
        // apply push\r