6 float Damage_DamageInfo_SendEntity(entity to, float sf)
\r
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
\r
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
\r
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
\r
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
\r
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
\r
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
\r
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
\r
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
\r
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
\r
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
\r
22 // TODO maybe call this from non-edgedamage too?
\r
23 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
\r
27 if(!sound_allowed(MSG_BROADCAST, dmgowner))
\r
28 deathtype |= 0x8000;
\r
32 e.projectiledeathtype = deathtype;
\r
34 e.dmg_edge = edgedamage;
\r
36 e.dmg_force = vlen(force);
\r
39 e.oldorigin_x = compressShortVector(e.velocity);
\r
41 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
\r
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
\r
46 float checkrules_firstblood;
\r
49 float damage_goodhits;
\r
50 float damage_gooddamage;
\r
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
\r
55 .float teamkill_complain;
\r
56 .float teamkill_soundtime;
\r
57 .entity teamkill_soundsource;
\r
60 .float taunt_soundtime;
\r
61 .float taunt_soundtype;
\r
63 void SetAutoTaunt(entity e, float t_soundtime, float t_soundtype)
\r
65 e.taunt_soundtime = t_soundtime;
\r
66 e.taunt_soundtype = t_soundtype;
\r
69 float IsDifferentTeam(entity a, entity b)
\r
73 if(a.team == b.team)
\r
84 float IsFlying(entity a)
\r
86 if(a.flags & FL_ONGROUND)
\r
88 if(a.waterlevel >= WATERLEVEL_SWIMMING)
\r
90 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
\r
91 if(trace_fraction < 1)
\r
96 void UpdateFrags(entity player, float f)
\r
98 PlayerTeamScore_AddScore(player, f);
\r
101 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
\r
102 void W_SwitchWeapon_Force(entity e, float w);
\r
103 void GiveFrags (entity attacker, entity targ, float f)
\r
105 // TODO route through PlayerScores instead
\r
106 if(gameover) return;
\r
110 if(targ == attacker)
\r
113 PlayerScore_Add(attacker, SP_SUICIDES, 1);
\r
118 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
\r
124 PlayerScore_Add(attacker, SP_KILLS, 1);
\r
127 PlayerScore_Add(targ, SP_DEATHS, 1);
\r
129 if(g_arena || g_ca)
\r
130 if(cvar("g_arena_roundbased"))
\r
133 // FIXME fix the mess this is (we have REAL points now!)
\r
136 f = kh_HandleFrags(attacker, targ, f);
\r
142 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
\r
143 if(tl < lms_lowest_lives)
\r
144 lms_lowest_lives = tl;
\r
147 if(!lms_next_place)
\r
148 lms_next_place = player_count;
\r
149 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
\r
156 if(g_ctf_ignore_frags)
\r
160 attacker.totalfrags += f;
\r
163 UpdateFrags(attacker, f);
\r
166 string AppendItemcodes(string s, entity player)
\r
171 // w = player.switchweapon;
\r
173 w = player.cnt; // previous weapon!
\r
174 s = strcat(s, ftos(w));
\r
175 if(time < player.strength_finished)
\r
176 s = strcat(s, "S");
\r
177 if(time < player.invincible_finished)
\r
178 s = strcat(s, "I");
\r
179 if(player.flagcarried != world)
\r
180 s = strcat(s, "F");
\r
181 if(player.BUTTON_CHAT)
\r
182 s = strcat(s, "T");
\r
184 s = strcat(s, "K");
\r
188 void LogDeath(string mode, float deathtype, entity killer, entity killed)
\r
191 if(!cvar("sv_eventlog"))
\r
193 s = strcat(":kill:", mode);
\r
194 s = strcat(s, ":", ftos(killer.playerid));
\r
195 s = strcat(s, ":", ftos(killed.playerid));
\r
196 s = strcat(s, ":type=", ftos(deathtype));
\r
197 s = strcat(s, ":items=");
\r
198 s = AppendItemcodes(s, killer);
\r
199 if(killed != killer)
\r
201 s = strcat(s, ":victimitems=");
\r
202 s = AppendItemcodes(s, killed);
\r
207 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
\r
212 if (targ.classname == "player" || targ.classname == "corpse")
\r
214 if (targ.classname == "corpse")
\r
219 a = attacker.netname;
\r
221 if (targ == attacker)
\r
223 if (deathtype == DEATH_TEAMCHANGE) {
\r
224 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You are now on: ", ColoredTeamName(targ.team)));
\r
225 } else if (deathtype == DEATH_AUTOTEAMCHANGE) {
\r
226 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(targ.team)));
\r
228 } else if (deathtype == DEATH_CAMP) {
\r
230 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Reconsider your tactics, camper!"));
\r
232 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Die camper!"));
\r
233 } else if (deathtype == DEATH_NOAMMO) {
\r
235 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You are reinserted into the game for running out of ammo..."));
\r
237 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You were killed for running out of ammo..."));
\r
238 } else if (deathtype == DEATH_ROT) {
\r
240 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to preserve your health"));
\r
242 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You grew too old without taking your medicine"));
\r
243 } else if (deathtype == DEATH_MIRRORDAMAGE) {
\r
245 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't go against team mates!"));
\r
247 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't shoot your team mates!"));
\r
248 } else if (deathtype == DEATH_QUIET) {
\r
252 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to be more careful!"));
\r
254 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You killed your own dumb self!"));
\r
257 if (deathtype == DEATH_CAMP)
\r
258 bprint ("^1",s, "^1 thought they found a nice camping ground\n");
\r
259 else if (deathtype == DEATH_MIRRORDAMAGE)
\r
260 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
\r
262 bprint ("^1",s, "^1 will be reinserted into the game due to their own actions\n");
\r
264 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
\r
266 LogDeath("suicide", deathtype, targ, targ);
\r
267 GiveFrags(attacker, targ, -1);
\r
269 if (targ.killcount > 2)
\r
270 bprint ("^1",s,"^1 faded after a ",ftos(targ.killcount)," point spree\n");
\r
272 w = DEATH_WEAPONOF(deathtype);
\r
275 w_deathtypestring = "couldn't resist the urge to self-destruct";
\r
276 w_deathtype = deathtype;
\r
277 weapon_action(w, WR_SUICIDEMESSAGE);
\r
278 bprint("^1", s, "^1 ", w_deathtypestring, "\n");
\r
280 else if (deathtype == DEATH_KILL)
\r
281 bprint ("^1",s, "^1 couldn't take it anymore\n");
\r
282 else if (deathtype == DEATH_ROT)
\r
283 bprint ("^1",s, "^1 died\n");
\r
284 else if (deathtype == DEATH_NOAMMO)
\r
285 bprint ("^7",s, "^7 committed suicide. What's the point of living without ammo?\n");
\r
286 else if (deathtype == DEATH_CAMP)
\r
287 bprint ("^1",s, "^1 thought they found a nice camping ground\n");
\r
288 else if (deathtype == DEATH_MIRRORDAMAGE)
\r
289 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
\r
290 else if (deathtype == DEATH_CHEAT)
\r
291 bprint ("^1",s, "^1 unfairly eliminated themself\n");
\r
292 else if (deathtype == DEATH_FIRE)
\r
293 bprint ("^1",s, "^1 burned to death\n");
\r
294 else if (deathtype == DEATH_DIGESTION)
\r
295 bprint ("^1",s, "^1 was digested\n");
\r
296 else if (deathtype == DEATH_REGURGITATION)
\r
297 bprint ("^1",s, "^1 regurgitated to death\n");
\r
298 else if (deathtype == DEATH_STOMACHKICK)
\r
299 bprint ("^1",s, "^1 was ripped apart from the inside\n");
\r
300 else if (deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
\r
301 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
\r
303 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
\r
305 LogDeath("suicide", deathtype, targ, targ);
\r
306 GiveFrags(attacker, targ, -1);
\r
308 if (targ.killcount > 2)
\r
309 bprint ("^1",s,"^1 ended it all after a ",ftos(targ.killcount)," kill spree\n");
\r
312 else if (attacker.classname == "player" || attacker.classname == "gib")
\r
314 if(teams_matter && attacker.team == targ.team)
\r
316 if (deathtype == DEATH_DIGESTION)
\r
319 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You made a meal out of a team mate!"));
\r
320 bprint ("^1", a, "^1 took action against a team mate\n");
\r
322 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You ate ", s, ", a team mate!"));
\r
323 bprint ("^1", a, "^1 mows down a team mate\n");
\r
329 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You went against a team mate!"));
\r
330 bprint ("^1", a, "^1 took action against a team mate\n");
\r
332 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You killed ", s, ", a team mate!"));
\r
333 bprint ("^1", a, "^1 murders a team mate\n");
\r
336 GiveFrags(attacker, targ, -1);
\r
337 if (targ.killcount > 2) {
\r
339 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," scoring spree was ended by a team mate!\n");
\r
341 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a team mate!\n");
\r
343 if (attacker.killcount > 2) {
\r
345 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," scoring spree by going against a team mate\n");
\r
347 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a team mate\n");
\r
349 attacker.killcount = 0;
\r
351 LogDeath("tk", deathtype, attacker, targ);
\r
355 string blood_message, victim_message;
\r
356 if (!checkrules_firstblood)
\r
358 checkrules_firstblood = TRUE;
\r
361 bprint("^1",a, "^1 was the first to score", "\n");
\r
362 blood_message = "^1First point\n";
\r
363 //victim_message = "^1First victim\n"; // or First casualty
\r
367 bprint("^1",a, "^1 drew first blood", "\n");
\r
368 blood_message = "^1First blood\n";
\r
369 victim_message = "^1First victim\n"; // or First casualty
\r
372 if (deathtype == DEATH_DIGESTION)
\r
374 if(sv_gentle > 0) {
\r
375 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You made ^7", s, GetAdvancedDeathReports(targ), " ^4your meal"));
\r
376 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 made you their meal ^7", GetAdvancedDeathReports(attacker)));
\r
378 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
\r
379 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You type-ate ^7", s, GetAdvancedDeathReports(targ)));
\r
380 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were type-eaten by ^7", a, GetAdvancedDeathReports(attacker)));
\r
382 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You ate ^7", s, GetAdvancedDeathReports(targ)));
\r
383 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were eaten by ^7", a, GetAdvancedDeathReports(attacker)));
\r
385 SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);
\r
390 if(sv_gentle > 0) {
\r
391 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You scored against ^7", s, GetAdvancedDeathReports(targ)));
\r
392 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 scored against you ^7", GetAdvancedDeathReports(attacker)));
\r
394 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
\r
395 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You type-ate ^7", s, GetAdvancedDeathReports(targ)));
\r
396 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were type-eaten by ^7", a, GetAdvancedDeathReports(attacker)));
\r
398 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You killed ^7", s, GetAdvancedDeathReports(targ)));
\r
399 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were killed by ^7", a, GetAdvancedDeathReports(attacker)));
\r
401 SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);
\r
406 bprint ("^1",s, "^1 needs a restart thanks to ", a, "\n");
\r
408 w = DEATH_WEAPONOF(deathtype);
\r
411 w_deathtypestring = "was blasted by";
\r
412 w_deathtype = deathtype;
\r
413 weapon_action(w, WR_KILLMESSAGE);
\r
414 p = strstrofs(w_deathtypestring, "#", 0);
\r
416 bprint("^1", s, "^1 ", w_deathtypestring, " ", a, "\n");
\r
418 bprint("^1", s, "^1 ", substring(w_deathtypestring, 0, p), a, "^1", substring(w_deathtypestring, p+1, strlen(w_deathtypestring) - (p+1)), "\n");
\r
420 else if (deathtype == DEATH_TELEFRAG)
\r
421 bprint ("^1",s, "^1 was telefragged by ", a, "\n");
\r
422 else if (deathtype == DEATH_DROWN)
\r
423 bprint ("^1",s, "^1 was drowned by ", a, "\n");
\r
424 else if (deathtype == DEATH_SLIME)
\r
425 bprint ("^1",s, "^1 was slimed by ", a, "\n");
\r
426 else if (deathtype == DEATH_LAVA)
\r
427 bprint ("^1",s, "^1 was cooked by ", a, "\n");
\r
428 else if (deathtype == DEATH_FALL)
\r
429 bprint ("^1",s, "^1 was grounded by ", a, "\n");
\r
430 else if (deathtype == DEATH_SHOOTING_STAR)
\r
431 bprint ("^1",s, "^1 was shot into space by ", a, "\n");
\r
432 else if (deathtype == DEATH_SWAMP)
\r
433 bprint ("^1",s, "^1 was conserved by ", a, "\n");
\r
434 else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
\r
436 p = strstrofs(inflictor.message2, "#", 0);
\r
438 bprint("^1", s, "^1 ", inflictor.message2, " ", a, "\n");
\r
440 bprint("^1", s, "^1 ", substring(inflictor.message2, 0, p), a, "^1", substring(inflictor.message2, p+1, strlen(inflictor.message2) - (p+1)), "\n");
\r
442 else if(deathtype == DEATH_SBCRUSH)
\r
443 bprint ("^1",s, "^1 was crushed by ^1", a, "\n");
\r
444 else if(deathtype == DEATH_SBMINIGUN)
\r
445 bprint ("^1",s, "^1 got shredded by ^1", a, "\n");
\r
446 else if(deathtype == DEATH_SBROCKET)
\r
447 bprint ("^1",s, "^1 was blased to bits by ^1", a, "\n");
\r
448 else if(deathtype == DEATH_SBBLOWUP)
\r
449 bprint ("^1",s, "^1 got cought in the destruction of ^1", a, "'s vehicle\n");
\r
451 else if(deathtype == DEATH_WAKIGUN)
\r
452 bprint ("^1",s, "^1 was bolted down by ^1", a, "\n");
\r
453 else if(deathtype == DEATH_WAKIROCKET)
\r
454 bprint ("^1",s, "^1 could find no shelter from ^1", a, "'s rockets\n");
\r
455 else if(deathtype == DEATH_WAKIBLOWUP)
\r
456 bprint ("^1",s, "^1 dies when ^1", a, "'s wakizashi dies.\n");
\r
458 else if(deathtype == DEATH_TURRET)
\r
459 bprint ("^1",s, "^1 was pushed into the line of fire by ^1", a, "\n");
\r
460 else if(deathtype == DEATH_TOUCHEXPLODE)
\r
461 bprint ("^1",s, "^1 was pushed into an accident by ^1", a, "\n");
\r
462 else if(deathtype == DEATH_CHEAT)
\r
463 bprint ("^1",s, "^1 was unfairly eliminated by ^1", a, "\n");
\r
464 else if (deathtype == DEATH_FIRE)
\r
465 bprint ("^1",s, "^1 was burnt to death by ^1", a, "\n");
\r
466 else if (deathtype == DEATH_DIGESTION)
\r
467 bprint ("^1",s, "^1 was digested by ^1", a, "\n");
\r
468 else if (deathtype == DEATH_REGURGITATION)
\r
469 bprint ("^1",s, "^1 regurgitated to death due to ^1", a, "\n");
\r
470 else if (deathtype == DEATH_STOMACHKICK)
\r
471 bprint ("^1",s, "^1 was ripped apart from the inside by ^1", a, "\n");
\r
472 else if (deathtype == DEATH_CUSTOM)
\r
473 bprint ("^1",s, "^1 ", deathmessage, " by ^1", a, "\n");
\r
475 bprint ("^1",s, "^1 was fragged by ", a, "\n");
\r
478 if(g_ctf && targ.flagcarried)
\r
480 UpdateFrags(attacker, ctf_score_value("score_kill"));
\r
481 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
\r
482 GiveFrags(attacker, targ, 0); // for logging
\r
486 if(cvar("g_vore_reversescoring") && deathtype == DEATH_DIGESTION) // reversed vore scoring
\r
487 GiveFrags(targ, attacker, 1);
\r
489 GiveFrags(attacker, targ, 1);
\r
492 if (targ.killcount > 2) {
\r
494 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " scoring spree was ended by ", a, "\n");
\r
496 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");
\r
499 attacker.killcount = attacker.killcount + 1;
\r
501 if (attacker.killcount > 2) {
\r
503 bprint ("^1",a,"^1 made ",ftos(attacker.killcount)," scores in a row\n");
\r
505 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
\r
508 LogDeath("frag", deathtype, attacker, targ);
\r
510 if (attacker.killcount == 3)
\r
513 bprint (a,"^7 made a ^1TRIPLE SCORE\n");
\r
515 bprint (a,"^7 made a ^1TRIPLE FRAG\n");
\r
516 AnnounceTo(attacker, "03kills");
\r
519 else if (attacker.killcount == 5)
\r
522 bprint (a,"^7 unleashes ^1SCORING RAGE\n");
\r
524 bprint (a,"^7 unleashes ^1RAGE\n");
\r
525 AnnounceTo(attacker, "05kills");
\r
528 else if (attacker.killcount == 10)
\r
531 bprint (a,"^7 made ^1TEN SCORES IN A ROW!\n");
\r
533 bprint (a,"^7 starts the ^1MASSACRE!\n");
\r
534 AnnounceTo(attacker, "10kills");
\r
537 else if (attacker.killcount == 15)
\r
540 bprint (a,"^7 made ^1FIFTEEN SCORES IN A ROW!\n");
\r
542 bprint (a,"^7 executes ^1MAYHEM!\n");
\r
543 AnnounceTo(attacker, "15kills");
\r
546 else if (attacker.killcount == 20)
\r
549 bprint (a,"^7 made ^1TWENTY SCORES IN A ROW!\n");
\r
551 bprint (a,"^7 is a ^1BERSERKER!\n");
\r
552 AnnounceTo(attacker, "20kills");
\r
555 else if (attacker.killcount == 25)
\r
558 bprint (a,"^7 made ^1TWENTY FIFE SCORES IN A ROW!\n");
\r
560 bprint (a,"^7 inflicts ^1CARNAGE!\n");
\r
561 AnnounceTo(attacker, "25kills");
\r
564 else if (attacker.killcount == 30)
\r
567 bprint (a,"^7 made ^1THIRTY SCORES IN A ROW!\n");
\r
569 bprint (a,"^7 unleashes ^1ARMAGEDDON!\n");
\r
570 AnnounceTo(attacker, "30kills");
\r
577 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Watch your step!"));
\r
578 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
\r
579 bprint ("^1",s, "^1 ", inflictor.message, "\n");
\r
580 else if (deathtype == DEATH_DROWN)
\r
582 bprint ("^1",s, "^1 was in the water for too long\n");
\r
584 bprint ("^1",s, "^1 drowned\n");
\r
585 else if (deathtype == DEATH_SLIME)
\r
586 bprint ("^1",s, "^1 was slimed\n");
\r
587 else if (deathtype == DEATH_LAVA)
\r
589 bprint ("^1",s, "^1 found a hot place\n");
\r
591 bprint ("^1",s, "^1 turned into hot slag\n");
\r
592 else if (deathtype == DEATH_FALL)
\r
594 bprint ("^1",s, "^1 tested gravity (and it worked)\n");
\r
596 bprint ("^1",s, "^1 hit the ground with a crunch\n");
\r
597 else if (deathtype == DEATH_SHOOTING_STAR)
\r
598 bprint ("^1",s, "^1 became a shooting star\n");
\r
599 else if (deathtype == DEATH_SWAMP)
\r
601 bprint ("^1",s, "^1 discovered a swamp\n");
\r
603 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
\r
604 else if(deathtype == DEATH_TURRET)
\r
605 bprint ("^1",s, "^1 was mowed down by a turret \n");
\r
606 else if (deathtype == DEATH_CUSTOM)
\r
607 bprint ("^1",s, "^1 ", deathmessage, "\n");
\r
608 else if(deathtype == DEATH_TOUCHEXPLODE)
\r
609 bprint ("^1",s, "^1 died in an accident\n");
\r
610 else if(deathtype == DEATH_CHEAT)
\r
611 bprint ("^1",s, "^1 was unfairly eliminated\n");
\r
612 else if(deathtype == DEATH_FIRE)
\r
614 bprint ("^1",s, "^1 felt a little hot\n");
\r
616 bprint ("^1",s, "^1 burnt to death\n");
\r
619 bprint ("^1",s, "^1 needs a restart\n");
\r
621 bprint ("^1",s, "^1 died\n");
\r
622 GiveFrags(targ, targ, -1);
\r
623 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
\r
624 AnnounceTo(targ, "botlike");
\r
627 if (targ.killcount > 2)
\r
629 bprint ("^1",s,"^1 needs a restart after a ",ftos(targ.killcount)," scoring spree\n");
\r
631 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
\r
633 LogDeath("accident", deathtype, targ, targ);
\r
636 targ.death_origin = targ.origin;
\r
637 if(targ != attacker)
\r
638 targ.killer_origin = attacker.origin;
\r
640 // FIXME: this should go in PutClientInServer
\r
641 if (targ.killcount)
\r
642 targ.killcount = 0;
\r
646 // these are updated by each Damage call for use in button triggering and such
\r
647 entity damage_targ;
\r
648 entity damage_inflictor;
\r
649 entity damage_attacker;
\r
651 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
\r
653 float mirrordamage;
\r
656 entity attacker_save;
\r
660 if (gameover || targ.killcount == -666)
\r
663 local entity oldself;
\r
666 damage_targ = targ;
\r
667 damage_inflictor = inflictor;
\r
668 damage_attacker = attacker;
\r
669 attacker_save = attacker;
\r
671 if(targ.classname == "player")
\r
673 if(targ.grabber.aiment)
\r
674 if(targ.grabber.aiment == attacker)
\r
675 RemoveGrabber(targ); // STOP THAT, you parasite!
\r
677 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
\r
679 // These are ALWAYS lethal
\r
680 // No damage modification here
\r
681 // Instead, prepare the victim for his death...
\r
682 targ.armorvalue = 0;
\r
683 targ.spawnshieldtime = 0;
\r
684 targ.health = 0.9; // this is < 1
\r
685 targ.flags -= targ.flags & FL_GODMODE;
\r
688 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
\r
694 if (targ.classname == "player")
\r
695 if (attacker.classname == "player")
\r
697 if (attacker.isbot)
\r
698 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
\r
700 // if a predator is taking damage, check if he should regurgitate his prey, based on the damage he took
\r
701 if(cvar("g_balance_vore_escapeprobability"))
\r
702 if(targ.stomach_load && random() < cvar("g_balance_vore_escapeprobability") * damage)
\r
703 targ.regurgitate_prepare = -1;
\r
705 // nullify damage if teamplay is on
\r
706 if(deathtype != DEATH_TELEFRAG)
\r
707 if(attacker.classname == "player")
\r
709 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
\r
714 else if(attacker.team == targ.team)
\r
718 else if(attacker != targ)
\r
722 else if(teamplay == 4)
\r
724 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
\r
726 teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
\r
727 attacker.dmg_team = attacker.dmg_team + damage;
\r
728 if(attacker.dmg_team > teamdamage0 && !g_ca)
\r
729 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
\r
730 mirrorforce = cvar("g_mirrordamage") * vlen(force);
\r
734 damage = cvar("g_friendlyfire") * damage;
\r
735 // mirrordamage will be used LATER
\r
744 if(targ.classname == "player")
\r
745 if(attacker.classname == "player")
\r
746 if(attacker != targ)
\r
748 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
\r
749 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
\r
752 if not(DEATH_ISSPECIAL(deathtype))
\r
754 damage *= g_weapondamagefactor;
\r
755 mirrordamage *= g_weapondamagefactor;
\r
756 force = force * g_weaponforcefactor;
\r
757 mirrorforce *= g_weaponforcefactor;
\r
760 // apply strength multiplier
\r
761 if ((attacker.items & IT_STRENGTH))
\r
763 if(targ == attacker)
\r
765 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
\r
766 force = force * cvar("g_balance_powerup_strength_selfforce");
\r
770 damage = damage * cvar("g_balance_powerup_strength_damage");
\r
771 force = force * cvar("g_balance_powerup_strength_force");
\r
775 // apply invincibility multiplier
\r
776 if (targ.items & IT_INVINCIBLE)
\r
777 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
\r
779 if (targ == attacker)
\r
781 if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
\r
784 damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
\r
787 // CTF: reduce damage/force
\r
789 if(targ == attacker)
\r
790 if(targ.flagcarried)
\r
792 damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
\r
793 force = force * cvar("g_ctf_flagcarrier_selfforce");
\r
796 // count the damage
\r
799 if(targ.takedamage == DAMAGE_AIM)
\r
800 if(targ != attacker)
\r
802 if(targ.classname == "player")
\r
805 // find height of hit on player axis
\r
806 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
\r
807 vector headmins, headmaxs, org;
\r
808 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
\r
809 headmins = org + '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
\r
810 headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
\r
811 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
\r
813 deathtype |= HITTYPE_HEADSHOT;
\r
816 else if(targ.classname == "turret_head")
\r
818 deathtype |= HITTYPE_HEADSHOT;
\r
820 if(deathtype & HITTYPE_HEADSHOT)
\r
821 damage *= 1 + damage_headshotbonus;
\r
823 if(targ.classname == "player")
\r
825 if(IsDifferentTeam(targ, attacker))
\r
829 if(targ.BUTTON_CHAT)
\r
830 attacker.typehitsound += 1;
\r
832 attacker.hitsound += 1;
\r
834 damage_goodhits += 1;
\r
835 damage_gooddamage += damage;
\r
837 if not(DEATH_ISSPECIAL(deathtype))
\r
842 if(deathtype & HITTYPE_HEADSHOT)
\r
849 if(deathtype != DEATH_FIRE)
\r
850 attacker.typehitsound += 1;
\r
851 if(time > attacker.teamkill_complain)
\r
853 attacker.teamkill_complain = time + 5;
\r
854 attacker.teamkill_soundtime = time + 0.4;
\r
855 attacker.teamkill_soundsource = targ;
\r
861 // lean the player based on the amount of damage taken
\r
862 if(cvar("g_leanplayer_damage"))
\r
863 if(WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons
\r
865 targ.leanangle_damage_loc = hitloc - targ.origin;
\r
866 targ.leanangle_damage_force += force * cvar("g_leanplayer_damage"); // keep existing force if any
\r
868 // bound angles to the specified limit
\r
869 targ.leanangle_damage_force_x = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_x, cvar("g_leanplayer_damage_max"));
\r
870 targ.leanangle_damage_force_y = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_y, cvar("g_leanplayer_damage_max"));
\r
871 targ.leanangle_damage_force_z = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_z, cvar("g_leanplayer_damage_max"));
\r
876 if (self.damageforcescale)
\r
878 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
\r
880 self.velocity = self.velocity + self.damageforcescale * force;
\r
881 self.flags &~= FL_ONGROUND;
\r
882 UpdateCSQCProjectile(self);
\r
885 if (damage != 0 || (self.damageforcescale && vlen(force)))
\r
886 if (self.event_damage)
\r
887 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
\r
890 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
\r
892 // Savage: vampire mode
\r
894 if (time >= self.spawnshieldtime)
\r
895 if (deathtype != DEATH_DIGESTION) // a different vampire system is used for this
\r
897 attacker.health += damage;
\r
901 // apply mirror damage if any
\r
902 if(mirrordamage > 0 || mirrorforce > 0)
\r
904 attacker = attacker_save;
\r
905 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
\r
906 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
\r
910 vector NearestPointOnBox(entity box, vector org)
\r
912 vector m1, m2, nearest;
\r
914 m1 = box.mins + box.origin;
\r
915 m2 = box.maxs + box.origin;
\r
917 nearest_x = bound(m1_x, org_x, m2_x);
\r
918 nearest_y = bound(m1_y, org_y, m2_y);
\r
919 nearest_z = bound(m1_z, org_z, m2_z);
\r
924 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
\r
927 weaponid = DEATH_WEAPONOF(deathtype);
\r
929 if not(inWarmupStage)
\r
931 if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
\r
932 attacker.stats_hit[weaponid - 1] += damage;
\r
933 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
\r
937 float RadiusDamage_running;
\r
938 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
\r
939 // Returns total damage applies to creatures
\r
944 vector blastorigin;
\r
949 float total_damage_to_creatures;
\r
954 float stat_damagedone;
\r
955 float stat_maxdamage;
\r
957 if(RadiusDamage_running)
\r
960 print("RadiusDamage called recursively!\n");
\r
961 print("Expect stuff to go HORRIBLY wrong.\n");
\r
962 print("Causing a stack trace...\n");
\r
963 save = cvar_string("prvm_backtraceforwarnings");
\r
964 cvar_set("prvm_backtraceforwarnings", "1");
\r
965 fclose(-1); // calls VM_Warning
\r
966 cvar_set("prvm_backtraceforwarnings", save);
\r
970 RadiusDamage_running = 1;
\r
972 tfloordmg = cvar("g_throughfloor_damage");
\r
973 tfloorforce = cvar("g_throughfloor_force");
\r
975 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
\r
976 total_damage_to_creatures = 0;
\r
978 if(deathtype != (WEP_GRABBER | HITTYPE_SECONDARY | HITTYPE_BOUNCE))
\r
980 force = inflictor.velocity;
\r
981 if(vlen(force) == 0)
\r
984 force = normalize(force);
\r
985 if(forceintensity >= 0)
\r
986 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
\r
988 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
\r
991 stat_damagedone = 0;
\r
992 stat_maxdamage = 0;
\r
994 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
\r
998 if (targ != inflictor)
\r
999 if (ignore != targ) if(targ.takedamage)
\r
1001 // LordHavoc: measure distance to nearest point on target (not origin)
\r
1002 // (this guarentees 100% damage on a touch impact)
\r
1003 nearest = targ.WarpZone_findradius_nearest;
\r
1004 diff = targ.WarpZone_findradius_dist;
\r
1005 // round up a little on the damage to ensure full damage on impacts
\r
1006 // and turn the distance into a fraction of the radius
\r
1007 power = 1 - ((vlen (diff) - 2) / rad);
\r
1009 //bprint(ftos(power));
\r
1010 //if (targ == attacker)
\r
1011 // print(ftos(power), "\n");
\r
1016 finaldmg = coredamage * power + edgedamage * (1 - power);
\r
1022 local float total;
\r
1023 local float hitratio;
\r
1024 local vector hitloc;
\r
1025 local vector myblastorigin;
\r
1026 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
\r
1027 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
\r
1028 // if it's a player, use the view origin as reference
\r
1029 if (targ.classname == "player")
\r
1030 center = targ.origin + targ.view_ofs;
\r
1031 force = normalize(center - myblastorigin);
\r
1032 force = force * (finaldmg / coredamage) * forceintensity;
\r
1033 // test line of sight to multiple positions on box,
\r
1034 // and do damage if any of them hit
\r
1036 if (targ.classname == "player")
\r
1037 total = ceil(bound(1, finaldmg, 50));
\r
1039 total = ceil(bound(1, finaldmg/10, 5));
\r
1044 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
\r
1045 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
\r
1046 if (trace_fraction == 1 || trace_ent == targ)
\r
1050 hitloc = hitloc + nearest;
\r
1054 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
\r
1055 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
\r
1056 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
\r
1059 nearest = hitloc * (1 / max(1, hits));
\r
1060 hitratio = (hits / total);
\r
1061 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
\r
1062 finaldmg = finaldmg * a;
\r
1063 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
\r
1064 force = force * a;
\r
1065 //if (targ == attacker)
\r
1067 // print("hits ", ftos(hits), " / ", ftos(total));
\r
1068 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
\r
1069 // print(" (", ftos(a), ")\n");
\r
1071 if(hits || tfloordmg || tfloorforce)
\r
1073 if(targ.iscreature)
\r
1075 total_damage_to_creatures += finaldmg;
\r
1077 if(targ.flags & FL_CLIENT)
\r
1078 if(targ.deadflag == DEAD_NO)
\r
1079 if(targ != attacker)
\r
1080 if(!teamplay || targ.team != attacker.team)
\r
1082 stat_damagedone += finaldmg;
\r
1083 stat_maxdamage += coredamage;
\r
1087 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
\r
1088 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
\r
1090 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
\r
1098 RadiusDamage_running = 0;
\r
1100 Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
\r
1102 return total_damage_to_creatures;
\r
1105 .float fire_damagepersec;
\r
1106 .float fire_endtime;
\r
1107 .float fire_deathtype;
\r
1108 .entity fire_owner;
\r
1109 .float fire_hitsound;
\r
1110 .entity fire_burner;
\r
1112 void fireburner_think();
\r
1114 float Fire_IsBurning(entity e)
\r
1116 return (time < e.fire_endtime);
\r
1119 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
\r
1122 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
\r
1124 if(e.classname == "player")
\r
1131 if(!e.fire_burner)
\r
1133 // print("adding a fire burner to ", e.classname, "\n");
\r
1134 e.fire_burner = spawn();
\r
1135 e.fire_burner.classname = "fireburner";
\r
1136 e.fire_burner.think = fireburner_think;
\r
1137 e.fire_burner.nextthink = time;
\r
1138 e.fire_burner.owner = e;
\r
1144 if(Fire_IsBurning(e))
\r
1146 mintime = e.fire_endtime - time;
\r
1147 maxtime = max(mintime, t);
\r
1149 mindps = e.fire_damagepersec;
\r
1150 maxdps = max(mindps, dps);
\r
1152 if(maxtime > mintime || maxdps > mindps)
\r
1154 mindamage = mindps * mintime;
\r
1155 maxdamage = mindamage + d;
\r
1157 // interval [mintime, maxtime] * [mindps, maxdps]
\r
1158 // intersected with
\r
1159 // [mindamage, maxdamage]
\r
1160 // maximum of this!
\r
1162 if(maxdamage >= maxtime * maxdps)
\r
1164 totaltime = maxtime;
\r
1165 totaldamage = maxtime * maxdps;
\r
1167 // this branch increases totaldamage if either t > mintime, or dps > mindps
\r
1171 // maxdamage is inside the interval!
\r
1172 // first, try to use mindps; only if this fails, increase dps as needed
\r
1173 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
\r
1174 totaldamage = maxdamage;
\r
1175 // can totaldamage / totaltime be >= maxdps?
\r
1176 // max(mindps, maxdamage / maxtime) >= maxdps?
\r
1177 // we know maxdamage < maxtime * maxdps
\r
1178 // so it cannot be
\r
1180 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
\r
1183 // total conditions for increasing:
\r
1184 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
\r
1186 // if maxtime = mintime, maxdps = mindps
\r
1188 // maxdamage = mindamage + d
\r
1189 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
\r
1190 // so the last condition is not needed
\r
1192 e.fire_damagepersec = totaldamage / totaltime;
\r
1193 e.fire_endtime = time + totaltime;
\r
1194 if(totaldamage > 1.2 * mindamage)
\r
1196 e.fire_deathtype = dt;
\r
1197 if(e.fire_owner != o)
\r
1200 e.fire_hitsound = FALSE;
\r
1203 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
\r
1210 e.fire_damagepersec = dps;
\r
1211 e.fire_endtime = time + t;
\r
1212 e.fire_deathtype = dt;
\r
1214 e.fire_hitsound = FALSE;
\r
1219 void Fire_ApplyDamage(entity e)
\r
1221 float t, d, hi, ty;
\r
1224 if not(Fire_IsBurning(e))
\r
1230 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
\r
1233 // water and slime stop fire
\r
1235 if(e.watertype != CONTENT_LAVA)
\r
1236 e.fire_endtime = 0;
\r
1238 t = min(frametime, e.fire_endtime - time);
\r
1239 d = e.fire_damagepersec * t;
\r
1241 hi = e.fire_owner.hitsound;
\r
1242 ty = e.fire_owner.typehitsound;
\r
1243 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
\r
1244 if(e.fire_hitsound && e.fire_owner)
\r
1246 e.fire_owner.hitsound = hi;
\r
1247 e.fire_owner.typehitsound = ty;
\r
1249 e.fire_hitsound = TRUE;
\r
1251 Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
\r
1253 if not(IS_INDEPENDENT_PLAYER(e))
\r
1254 FOR_EACH_PLAYER(other) if(e != other)
\r
1256 if(other.classname == "player")
\r
1257 if(other.deadflag == DEAD_NO)
\r
1258 if not(IS_INDEPENDENT_PLAYER(other))
\r
1259 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
\r
1261 t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
\r
1262 d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
\r
1263 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
\r
1268 void Fire_ApplyEffect(entity e)
\r
1270 if(Fire_IsBurning(e))
\r
1271 e.effects |= EF_FLAME;
\r
1273 e.effects &~= EF_FLAME;
\r
1276 void fireburner_think()
\r
1278 // for players, this is done in the regular loop
\r
1279 if(wasfreed(self.owner))
\r
1284 Fire_ApplyEffect(self.owner);
\r
1285 if(!Fire_IsBurning(self.owner))
\r
1287 self.owner.fire_burner = world;
\r
1291 Fire_ApplyDamage(self.owner);
\r
1292 self.nextthink = time;
\r