]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/sv_main.qc
Include gmqcc binaries for Windows and Linux
[voretournament/voretournament.git] / data / qcsrc / server / sv_main.qc
index 3bf49db91deca33f6a8f2d3ef7f654b252f23956..eb4bb6b4bc68dbb94a8913e31aa693a4e296d7de 100644 (file)
@@ -69,13 +69,16 @@ void CreatureFrame (void)
                        // check for falling damage\r
                        if(!(g_cts && !cvar("g_cts_selfdamage")))\r
                        {\r
+                               // if we are smaller or larger, take more or less falling damage\r
+                               float scalefac;\r
+                               scalefac = cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_falldamagefactor")) : 1;\r
+\r
                                dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.\r
                                if (self.deadflag)\r
-                                       dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");\r
+                                       dm = (dm - cvar("g_balance_falldamage_deadminspeed") * scalefac) * cvar("g_balance_falldamage_factor");\r
                                else\r
-                                       dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
-                               if(cvar("g_healthsize")) // if we are smaller or larger, we take more or less falling damage\r
-                                       dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; \r
+                                       dm = min((dm - cvar("g_balance_falldamage_minspeed") * scalefac) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
+                               dm /= scalefac;\r
                                if (dm > 0)\r
                                        Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
                                else if(vlen(self.velocity) > 100000 && cvar("developer"))\r
@@ -115,23 +118,31 @@ void CreatureFrame (void)
                                                                GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
                                                        sound(self, CHAN_AUTO, "misc/macro_footstep.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);\r
 \r
-                                                       entity head;\r
-                                                       for(head = findradius(self.origin, cvar("g_healthsize_quake_step_radius")); head; head = head.chain)\r
+                                                       // earthquake effect for nearby players when a macro walks by\r
+                                                       if(cvar("g_healthsize_quake_step"))\r
                                                        {\r
-                                                               if(head.classname != "player")\r
-                                                                       continue;\r
-\r
-                                                               float shake;\r
-                                                               shake = vlen(head.origin - self.origin);\r
-                                                               if(shake)\r
-                                                                       shake = 1 - (shake / cvar("g_healthsize_quake_step_radius"));\r
-                                                               shake *= cvar("g_healthsize_quake_step");\r
-\r
-                                                               head.punchvector_x += crandom() * shake;\r
-                                                               head.punchvector_y += crandom() * shake;\r
-                                                               head.punchvector_z += crandom() * shake;\r
-\r
-                                                               dprint(strcat(head.netname, " | ", ftos(shake), " --------\n"));\r
+                                                               entity head;\r
+                                                               for(head = findradius(self.origin, cvar("g_healthsize_quake_step_radius")); head; head = head.chain)\r
+                                                               {\r
+                                                                       if not(head.classname == "player" || head.classname == "spectator")\r
+                                                                               continue;\r
+                                                                       if(head == self || head.spectatee_status == num_for_edict(self))\r
+                                                                               continue; // not for self\r
+                                                                       if not(head.flags & FL_ONGROUND)\r
+                                                                               continue; // we only feel the ground shaking if we are sitting on it\r
+                                                                       if(head.stat_eaten)\r
+                                                                               continue; // not for prey\r
+\r
+                                                                       float shake;\r
+                                                                       shake = vlen(head.origin - self.origin);\r
+                                                                       if(shake)\r
+                                                                               shake = 1 - bound(0, shake / cvar("g_healthsize_quake_step_radius"), 1);\r
+                                                                       shake *= playersize_macro(self) * cvar("g_healthsize_quake_step");\r
+\r
+                                                                       head.punchvector_x += crandom() * shake;\r
+                                                                       head.punchvector_y += crandom() * shake;\r
+                                                                       head.punchvector_z += crandom() * shake;\r
+                                                               }\r
                                                        }\r
                                                }\r
                                                else\r