#include "common.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include bool W_DualWielding(entity player) { int held_weapons = 0; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(player.(weaponentity) && player.(weaponentity).m_switchweapon != WEP_Null) ++held_weapons; } return held_weapons > 1; } void W_GiveWeapon(entity e, int wep) { if (!wep) return; STAT(WEAPONS, e) |= WepSet_FromWeapon(REGISTRY_GET(Weapons, wep)); if (IS_PLAYER(e)) { Send_Notification(NOTIF_ONE, e, MSG_MULTI, ITEM_WEAPON_GOT, wep); } } void W_PlayStrengthSound(entity player) { entity store = IS_PLAYER(player) ? PS(player) : player; // because non-player entities can fire, but can they have items? TODO if((player.items & ITEM_Strength.m_itemid) && ((time > store.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam || (time > store.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold))) { sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM); store.prevstrengthsound = time; } store.prevstrengthsoundattempt = time; } float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception) { float is_from_contents = (deathtype == DEATH_SLIME.m_id || deathtype == DEATH_LAVA.m_id); float is_from_owner = (inflictor == projowner); float is_from_exception = (exception != -1); //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"))); if(autocvar_g_projectiles_damage <= -2) { return false; // no damage to projectiles at all, not even with the exceptions } else if(autocvar_g_projectiles_damage == -1) { if(is_from_exception) return (exception); // if exception is detected, allow it to override else return false; // otherwise, no other damage is allowed } else if(autocvar_g_projectiles_damage == 0) { if(is_from_exception) return (exception); // if exception is detected, allow it to override else if(!is_from_contents) return false; // otherwise, only allow damage from contents } else if(autocvar_g_projectiles_damage == 1) { if(is_from_exception) return (exception); // if exception is detected, allow it to override else if(!(is_from_contents || is_from_owner)) return false; // otherwise, only allow self damage and damage from contents } else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions { if(is_from_exception) return (exception); // if exception is detected, allow it to override } return true; // if none of these return, then allow damage anyway. } void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode) { this.takedamage = DAMAGE_NO; this.event_damage = func_null; MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker); if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner) { this.owner = attacker; this.realowner = attacker; } // do not explode NOW but in the NEXT FRAME! // because recursive calls to RadiusDamage are not allowed this.nextthink = time; setthink(this, explode); } void adaptor_think2use_hittype_splash(entity this) // for timed projectile detonation { 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 this.projectiledeathtype |= HITTYPE_SPLASH; adaptor_think2use(this); } bool SUB_NoImpactCheck(entity this, entity toucher) { // zero hitcontents = this is not the real impact, but either the // mirror-impact of something hitting the projectile instead of the // projectile hitting the something, or a touchareagrid one. Neither of // these stop the projectile from moving, so... if(trace_dphitcontents == 0) { 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); checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function? } if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) return true; if (toucher == NULL && this.size != '0 0 0') { vector tic; tic = this.velocity * sys_frametime; tic = tic + normalize(tic) * vlen(this.maxs - this.mins); traceline(this.origin - tic, this.origin + tic, MOVE_NORMAL, this); if (trace_fraction >= 1) { LOG_TRACE("Odd... did not hit...?"); } else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { LOG_TRACE("Detected and prevented the sky-grapple bug."); return true; } } return false; } bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher) { // owner check if(toucher && toucher == this.owner) return true; if(SUB_NoImpactCheck(this, toucher)) { if(this.classname == "nade") return false; // no checks here else if(this.classname == "grapplinghook") RemoveHook(this); else delete(this); return true; } if(trace_ent && trace_ent.solid > SOLID_TRIGGER) UpdateCSQCProjectile(this); return false; }