force = force * g_weaponforcefactor;
mirrorforce *= g_weaponforcefactor;
}
-
+
+ // should this be changed at all? If so, in what way?
+ frag_attacker = attacker;
+ frag_target = targ;
+ frag_damage = damage;
+ frag_force = force;
+ MUTATOR_CALLHOOK(PlayerDamage_Calculate);
+ damage = frag_damage;
+ force = frag_force;
+
// apply strength multiplier
if ((attacker.items & IT_STRENGTH) && !g_minstagib)
{
if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
{
- // Savage: vampire mode
- if (g_vampire)
- if (!g_minstagib)
- if (time >= self.spawnshieldtime)
- {
- attacker.health += damage;
- }
if(g_runematch)
{
if (attacker.runes & RUNE_VAMPIRE)
}
}
-void Damage_RecordDamage(entity attacker, float deathtype, float damage)
-{
- float weaponid;
- weaponid = DEATH_WEAPONOF(deathtype);
-
- if not(inWarmupStage)
- if (weaponid)
- if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
- attacker.stats_hit[weaponid - 1] += damage;
- attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
- }
-}
-
float RadiusDamage_running;
float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
// Returns total damage applies to creatures
float tfloorforce;
float stat_damagedone;
- float stat_maxdamage;
if(RadiusDamage_running)
{
}
stat_damagedone = 0;
- stat_maxdamage = 0;
targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
while (targ)
{
total_damage_to_creatures += finaldmg;
- if(targ.flags & FL_CLIENT)
- if(targ.deadflag == DEAD_NO)
- if(targ != attacker)
- if(!teamplay || targ.team != attacker.team)
- {
+ if(accuracy_isgooddamage(attacker, targ))
stat_damagedone += finaldmg;
- stat_maxdamage += coredamage;
- }
}
if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
RadiusDamage_running = 0;
- Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
+ if(!DEATH_ISSPECIAL(deathtype))
+ accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
return total_damage_to_creatures;
}
e.fire_hitsound = FALSE;
}
}
+ if(accuracy_isgooddamage(o, e))
+ accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
return max(0, totaldamage - mindamage); // can never be negative, but to make sure
}
else
e.fire_deathtype = dt;
e.fire_owner = o;
e.fire_hitsound = FALSE;
+ if(accuracy_isgooddamage(o, e))
+ accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
return d;
}
}
}
e.fire_hitsound = TRUE;
- Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
-
if not(IS_INDEPENDENT_PLAYER(e))
FOR_EACH_PLAYER(other) if(e != other)
{