]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Don't linkexplode if hitting a friendly (less accidental selfdamage)
authorSamual Lenks <samual@xonotic.org>
Sun, 9 Sep 2012 02:20:47 +0000 (22:20 -0400)
committerSamual Lenks <samual@xonotic.org>
Sun, 9 Sep 2012 02:20:47 +0000 (22:20 -0400)
qcsrc/server/w_crylink.qc

index 1ce463827423fe2d2ca24cfc279772824128f569..595b1e5c060a68631413836ed28e357358853736 100644 (file)
@@ -225,6 +225,28 @@ void W_Crylink_LinkJoinEffect_Think()
        remove(self);
 }
 
+float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
+{
+       entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
+       float hit_friendly;
+       float hit_enemy;
+
+       while(head)
+       {
+               if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
+               {
+                       if(IsDifferentTeam(head, projectile.realowner))
+                               ++hit_enemy;
+                       else
+                               ++hit_friendly;
+               }
+                       
+               head = head.chain;
+       }
+
+       return (hit_enemy ? FALSE : hit_friendly);
+}
+
 // NO bounce protection, as bounces are limited!
 void W_Crylink_Touch (void)
 {
@@ -242,7 +264,10 @@ void W_Crylink_Touch (void)
                f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
        if(a)
                f *= a;
-       if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode)
+
+       float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other);
+       
+       if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius))))
        {
                if(self == self.realowner.crylink_lastgroup)
                        self.realowner.crylink_lastgroup = world;
@@ -283,7 +308,10 @@ void W_Crylink_Touch2 (void)
                f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
        if(a)
                f *= a;
-       if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode)
+
+       float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other);
+               
+       if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius))))
        {
                if(self == self.realowner.crylink_lastgroup)
                        self.realowner.crylink_lastgroup = world;