3 #include <server/command/common.qh>
4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
6 #include <server/damage.qh>
7 #include <server/items/items.qh>
8 #include <server/mutators/_mod.qh>
9 #include <common/constants.qh>
10 #include <common/net_linked.qh>
11 #include <common/deathtypes/all.qh>
12 #include <common/notifications/all.qh>
13 #include <common/state.qh>
14 #include <common/util.qh>
15 #include <common/weapons/_all.qh>
16 #include <common/wepent.qh>
17 #include <common/items/_mod.qh>
19 bool W_DualWielding(entity player)
22 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
24 .entity weaponentity = weaponentities[slot];
25 if(player.(weaponentity) && player.(weaponentity).m_switchweapon != WEP_Null)
29 return held_weapons > 1;
32 void W_GiveWeapon(entity e, int wep)
36 STAT(WEAPONS, e) |= WepSet_FromWeapon(REGISTRY_GET(Weapons, wep));
39 Send_Notification(NOTIF_ONE, e, MSG_MULTI, ITEM_WEAPON_GOT, wep);
43 void W_PlayStrengthSound(entity player)
45 entity store = IS_PLAYER(player) ? PS(player) : player; // because non-player entities can fire, but can they have items? TODO
47 if((player.items & ITEM_Strength.m_itemid)
48 && ((time > store.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
49 || (time > store.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
51 sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
52 store.prevstrengthsound = time;
54 store.prevstrengthsoundattempt = time;
57 float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
59 float is_from_contents = (deathtype == DEATH_SLIME.m_id || deathtype == DEATH_LAVA.m_id);
60 float is_from_owner = (inflictor == projowner);
61 float is_from_exception = (exception != -1);
63 //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")));
65 if(autocvar_g_projectiles_damage <= -2)
67 return false; // no damage to projectiles at all, not even with the exceptions
69 else if(autocvar_g_projectiles_damage == -1)
72 return (exception); // if exception is detected, allow it to override
74 return false; // otherwise, no other damage is allowed
76 else if(autocvar_g_projectiles_damage == 0)
79 return (exception); // if exception is detected, allow it to override
80 else if(!is_from_contents)
81 return false; // otherwise, only allow damage from contents
83 else if(autocvar_g_projectiles_damage == 1)
86 return (exception); // if exception is detected, allow it to override
87 else if(!(is_from_contents || is_from_owner))
88 return false; // otherwise, only allow self damage and damage from contents
90 else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
93 return (exception); // if exception is detected, allow it to override
96 return true; // if none of these return, then allow damage anyway.
99 void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
101 this.takedamage = DAMAGE_NO;
102 this.event_damage = func_null;
104 MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
106 if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
108 this.owner = attacker;
109 this.realowner = attacker;
112 // do not explode NOW but in the NEXT FRAME!
113 // because recursive calls to RadiusDamage are not allowed
114 this.nextthink = time;
115 setthink(this, explode);
118 void adaptor_think2use_hittype_splash(entity this) // for timed projectile detonation
120 if(!(IS_ONGROUND(this))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
121 this.projectiledeathtype |= HITTYPE_SPLASH;
122 adaptor_think2use(this);
125 bool SUB_NoImpactCheck(entity this, entity toucher)
127 // zero hitcontents = this is not the real impact, but either the
128 // mirror-impact of something hitting the projectile instead of the
129 // projectile hitting the something, or a touchareagrid one. Neither of
130 // these stop the projectile from moving, so...
131 if(trace_dphitcontents == 0)
133 LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
134 checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
136 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
138 if (toucher == NULL && this.size != '0 0 0')
141 tic = this.velocity * sys_frametime;
142 tic = tic + normalize(tic) * vlen(this.maxs - this.mins);
143 traceline(this.origin - tic, this.origin + tic, MOVE_NORMAL, this);
144 if (trace_fraction >= 1)
146 LOG_TRACE("Odd... did not hit...?");
148 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
150 LOG_TRACE("Detected and prevented the sky-grapple bug.");
158 bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
161 if(toucher && toucher == this.owner)
163 if(SUB_NoImpactCheck(this, toucher))
165 if(this.classname == "nade")
166 return false; // no checks here
167 else if(this.classname == "grapplinghook")
173 if(trace_ent && trace_ent.solid > SOLID_TRIGGER)
174 UpdateCSQCProjectile(this);