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Merge branch 'master' into terencehill/accuracy_shotgun
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / common.qc
1 #include "common.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/t_items.qh>
6 #include <common/constants.qh>
7 #include <common/net_linked.qh>
8 #include <common/deathtypes/all.qh>
9 #include <common/notifications/all.qh>
10 #include <common/state.qh>
11 #include <common/util.qh>
12 #include <common/weapons/_all.qh>
13 #include <common/items/_mod.qh>
14
15 void W_GiveWeapon(entity e, int wep)
16 {
17         if (!wep) return;
18
19         e.weapons |= WepSet_FromWeapon(Weapons_from(wep));
20
21         if (IS_PLAYER(e)) {
22             Send_Notification(NOTIF_ONE, e, MSG_MULTI, ITEM_WEAPON_GOT, wep);
23     }
24 }
25
26 void W_PlayStrengthSound(entity player)
27 {
28         entity store = IS_PLAYER(player) ? PS(player) : player; // because non-player entities can fire, but can they have items? TODO
29
30         if((player.items & ITEM_Strength.m_itemid)
31                 && ((time > store.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
32                 || (time > store.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
33                 {
34                         sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
35                         store.prevstrengthsound = time;
36                 }
37                 store.prevstrengthsoundattempt = time;
38 }
39
40 float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
41 {
42         float is_from_contents = (deathtype == DEATH_SLIME.m_id || deathtype == DEATH_LAVA.m_id);
43         float is_from_owner = (inflictor == projowner);
44         float is_from_exception = (exception != -1);
45
46         //dprint(strcat("W_CheckProjectileDamage: from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n")));
47
48         if(autocvar_g_projectiles_damage <= -2)
49         {
50                 return false; // no damage to projectiles at all, not even with the exceptions
51         }
52         else if(autocvar_g_projectiles_damage == -1)
53         {
54                 if(is_from_exception)
55                         return (exception); // if exception is detected, allow it to override
56                 else
57                         return false; // otherwise, no other damage is allowed
58         }
59         else if(autocvar_g_projectiles_damage == 0)
60         {
61                 if(is_from_exception)
62                         return (exception); // if exception is detected, allow it to override
63                 else if(!is_from_contents)
64                         return false; // otherwise, only allow damage from contents
65         }
66         else if(autocvar_g_projectiles_damage == 1)
67         {
68                 if(is_from_exception)
69                         return (exception); // if exception is detected, allow it to override
70                 else if(!(is_from_contents || is_from_owner))
71                         return false; // otherwise, only allow self damage and damage from contents
72         }
73         else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
74         {
75                 if(is_from_exception)
76                         return (exception); // if exception is detected, allow it to override
77         }
78
79         return true; // if none of these return, then allow damage anyway.
80 }
81
82 void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
83 {
84         this.takedamage = DAMAGE_NO;
85         this.event_damage = func_null;
86
87         MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
88
89         if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
90         {
91                 this.owner = attacker;
92                 this.realowner = attacker;
93         }
94
95         // do not explode NOW but in the NEXT FRAME!
96         // because recursive calls to RadiusDamage are not allowed
97         this.nextthink = time;
98         setthink(this, explode);
99 }