3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/g_damage.qh>
6 #include <server/items/items.qh>
7 #include <server/miscfunctions.qh>
8 #include <common/constants.qh>
9 #include <common/net_linked.qh>
10 #include <common/deathtypes/all.qh>
11 #include <common/notifications/all.qh>
12 #include <common/state.qh>
13 #include <common/util.qh>
14 #include <common/weapons/_all.qh>
15 #include <common/wepent.qh>
16 #include <common/items/_mod.qh>
18 bool W_DualWielding(entity player)
21 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
23 .entity weaponentity = weaponentities[slot];
24 if(player.(weaponentity) && player.(weaponentity).m_switchweapon != WEP_Null)
28 return held_weapons > 1;
31 void W_GiveWeapon(entity e, int wep)
35 STAT(WEAPONS, e) |= WepSet_FromWeapon(REGISTRY_GET(Weapons, wep));
38 Send_Notification(NOTIF_ONE, e, MSG_MULTI, ITEM_WEAPON_GOT, wep);
42 void W_PlayStrengthSound(entity player)
44 entity store = IS_PLAYER(player) ? PS(player) : player; // because non-player entities can fire, but can they have items? TODO
46 if((player.items & ITEM_Strength.m_itemid)
47 && ((time > store.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
48 || (time > store.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
50 sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
51 store.prevstrengthsound = time;
53 store.prevstrengthsoundattempt = time;
56 float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
58 float is_from_contents = (deathtype == DEATH_SLIME.m_id || deathtype == DEATH_LAVA.m_id);
59 float is_from_owner = (inflictor == projowner);
60 float is_from_exception = (exception != -1);
62 //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")));
64 if(autocvar_g_projectiles_damage <= -2)
66 return false; // no damage to projectiles at all, not even with the exceptions
68 else if(autocvar_g_projectiles_damage == -1)
71 return (exception); // if exception is detected, allow it to override
73 return false; // otherwise, no other damage is allowed
75 else if(autocvar_g_projectiles_damage == 0)
78 return (exception); // if exception is detected, allow it to override
79 else if(!is_from_contents)
80 return false; // otherwise, only allow damage from contents
82 else if(autocvar_g_projectiles_damage == 1)
85 return (exception); // if exception is detected, allow it to override
86 else if(!(is_from_contents || is_from_owner))
87 return false; // otherwise, only allow self damage and damage from contents
89 else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
92 return (exception); // if exception is detected, allow it to override
95 return true; // if none of these return, then allow damage anyway.
98 void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
100 this.takedamage = DAMAGE_NO;
101 this.event_damage = func_null;
103 MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
105 if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
107 this.owner = attacker;
108 this.realowner = attacker;
111 // do not explode NOW but in the NEXT FRAME!
112 // because recursive calls to RadiusDamage are not allowed
113 this.nextthink = time;
114 setthink(this, explode);