#include <common/physics/movetypes/movetypes.qh>
#include <common/physics/player.qh>
#include <common/playerstats.qh>
+#include <common/resources/sv_resources.qh>
#include <common/state.qh>
#include <common/teams.qh>
#include <common/util.qh>
#include <server/items/items.qh>
#include <server/main.qh>
#include <server/mutators/_mod.qh>
-#include <server/resources.qh>
#include <server/scores.qh>
#include <server/spawnpoints.qh>
#include <server/teamplay.qh>
if (MUTATOR_CALLHOOK(ClientObituary, inflictor, attacker, targ, deathtype, attacker.(weaponentity))) { CS(targ).killcount = 0; return; }
notif_anonymous = M_ARGV(5, bool);
+ // TODO: Replace "???" with a translatable "Anonymous player" string
+ // https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2839
if(notif_anonymous)
- attacker_name = "Anonymous player";
+ attacker_name = "???";
#ifdef NOTIFICATIONS_DEBUG
Debug_Notification(
FOREACH_CLIENT(IS_PLAYER(it),
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(it.(weaponentity).hook.aiment == targ)
- RemoveHook(it.(weaponentity).hook);
- }
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(it.(weaponentity).hook.aiment == targ)
+ RemoveHook(it.(weaponentity).hook);
+ }
});
// add waypoint
FOREACH_CLIENT(IS_PLAYER(it),
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(it.(weaponentity).hook.aiment == targ)
- RemoveHook(it.(weaponentity).hook);
- }
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(it.(weaponentity).hook.aiment == targ)
+ RemoveHook(it.(weaponentity).hook);
+ }
});
// remove the ice block
// These are ALWAYS lethal
// No damage modification here
- // Instead, prepare the victim for his death...
+ // Instead, prepare the victim for their death...
if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
{
SetResourceExplicit(targ, RES_ARMOR, 0);
if(deathtype != DEATH_TELEFRAG.m_id)
if(IS_PLAYER(attacker))
{
- if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
+ // avoid dealing damage or force to other independent players
+ // and avoid dealing damage or force to things owned by other independent players
+ if((IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ))) ||
+ (targ.realowner && IS_INDEPENDENT_PLAYER(targ.realowner) && attacker != targ.realowner))
{
damage = 0;
force = '0 0 0';
if(IS_PLAYER(targ) && damage > 0 && attacker)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity went = weaponentities[slot];
- if(targ.(went).hook && targ.(went).hook.aiment == attacker)
- RemoveHook(targ.(went).hook);
- }
+ {
+ .entity went = weaponentities[slot];
+ if(targ.(went).hook && targ.(went).hook.aiment == attacker)
+ RemoveHook(targ.(went).hook);
+ }
}
if(STAT(FROZEN, targ) && !ITEM_DAMAGE_NEEDKILL(deathtype)
if(PHYS_INPUT_BUTTON_CHAT(victim))
attacker.typehitsound += 1;
else
- attacker.damage_dealt += damage;
+ attacker.hitsound_damage_dealt += damage;
}
impressive_hits += 1;
return 0;
}
+ if (rad < 0) rad = 0;
+
RadiusDamage_running = 1;
tfloordmg = autocvar_g_throughfloor_damage;
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;
+ // measure distance from nearest point on target (not origin)
+ // to nearest point on inflictor (not origin)
+ vector nearest = targ.WarpZone_findradius_nearest;
+ vector inflictornearest = NearestPointOnBoundingBox(
+ inflictororigin - (inflictor.maxs - inflictor.mins) * 0.5,
+ inflictororigin + (inflictor.maxs - inflictor.mins) * 0.5,
+ nearest);
+ vector diff = inflictornearest - nearest;
+
// 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 dist = max(0, vlen(diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS));
+ if (dist <= rad)
{
- float finaldmg;
- if (power > 1)
- power = 1;
- finaldmg = coredamage * power + edgedamage * (1 - power);
+ float f = (rad > 0) ? 1 - (dist / rad) : 1;
+ // at this point f can't be < 0 or > 1
+ float finaldmg = coredamage * f + edgedamage * (1 - f);
if (finaldmg > 0)
{
float a;
center = CENTER_OR_VIEWOFS(targ);
force = normalize(center - myblastorigin);
- force = force * (finaldmg / coredamage) * forceintensity;
+ force = force * (finaldmg / max(coredamage, edgedamage)) * forceintensity;
hitloc = nearest;
// apply special scaling along the z axis if set
if(autocvar_g_throughfloor_debug)
LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
+
+ /*if (targ == attacker)
+ {
+ print("hits ", ftos(hits), " / ", ftos(total));
+ print(" finaldmg ", ftos(finaldmg), " force ", ftos(vlen(force)));
+ print(" (", vtos(force), ") (", ftos(a), ")\n");
+ }*/
}
- //if (targ == attacker)
- //{
- // print("hits ", ftos(hits), " / ", ftos(total));
- // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
- // print(" (", ftos(a), ")\n");
- //}
if(finaldmg || force)
{
if(targ.iscreature)
RadiusDamage_running = 0;
if(!DEATH_ISSPECIAL(deathtype))
- accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
+ accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(max(coredamage, edgedamage), stat_damagedone));
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)
{
- return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad,
+ return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad,
cantbe, mustbe, false, forceintensity, 1, deathtype, weaponentity, directhitentity);
}
t = min(frametime, fireendtime - time);
d = e.fire_damagepersec * t;
- hi = e.fire_owner.damage_dealt;
+ hi = e.fire_owner.hitsound_damage_dealt;
ty = e.fire_owner.typehitsound;
Damage(e, e, e.fire_owner, d, e.fire_deathtype, DMG_NOWEP, e.origin, '0 0 0');
if(e.fire_hitsound && e.fire_owner)
{
- e.fire_owner.damage_dealt = hi;
+ e.fire_owner.hitsound_damage_dealt = hi;
e.fire_owner.typehitsound = ty;
}
e.fire_hitsound = true;