/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Wolf ET Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Wolf ET Source Code. If not, see . In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* * name: g_combat.c * * desc: * */ #include "g_local.h" #include "../game/q_shared.h" #include "../game/botlib.h" //bot lib interface #include "../game/be_aas.h" #include "../game/be_ea.h" #include "../game/be_ai_gen.h" #include "../game/be_ai_goal.h" #include "../game/be_ai_move.h" #include "../botai/botai.h" //bot ai interface #include "../botai/ai_main.h" #include "../botai/chars.h" #include "../botai/ai_team.h" #include "../botai/ai_dmq3.h" extern void BotRecordKill( int client, int enemy ); extern void BotRecordPain( int client, int enemy, int mod ); extern void BotRecordDeath( int client, int enemy ); extern vec3_t muzzleTrace; /* ============ AddScore Adds score to both the client and his team ============ */ void AddScore( gentity_t *ent, int score ) { if ( !ent || !ent->client ) { return; } // no scoring during pre-match warmup if ( g_gamestate.integer != GS_PLAYING ) { return; } if ( g_gametype.integer == GT_WOLF_LMS ) { return; } //ent->client->ps.persistant[PERS_SCORE] += score; ent->client->sess.game_points += score; // level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; CalculateRanks(); } /* ============ AddKillScore Adds score to both the client and his team, only used for playerkills, for lms ============ */ void AddKillScore( gentity_t *ent, int score ) { if ( !ent || !ent->client ) { return; } // no scoring during pre-match warmup if ( level.warmupTime ) { return; } // someone already won if ( level.lmsWinningTeam ) { return; } if ( g_gametype.integer == GT_WOLF_LMS ) { ent->client->ps.persistant[PERS_SCORE] += score; level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; } ent->client->sess.game_points += score; CalculateRanks(); } /* ================= TossClientItems Toss the weapon and powerups for the killed player ================= */ void TossClientItems( gentity_t *self ) { /*gitem_t *item; int weapon; gentity_t *drop = 0; // drop the weapon if not a gauntlet or machinegun weapon = self->s.weapon; // make a special check to see if they are changing to a new // weapon that isn't the mg or gauntlet. Without this, a client // can pick up a weapon, be killed, and not drop the weapon because // their weapon change hasn't completed yet and they are still holding the MG. // (SA) always drop what you were switching to if( self->client->ps.weaponstate == WEAPON_DROPPING ) { weapon = self->client->pers.cmd.weapon; } if( !( COM_BitCheck( self->client->ps.weapons, weapon ) ) ) { return; } if((self->client->ps.persistant[PERS_HWEAPON_USE])) { return; } // JPW NERVE don't drop these weapon types switch( weapon ) { case WP_NONE: case WP_KNIFE: case WP_DYNAMITE: case WP_ARTY: case WP_MEDIC_SYRINGE: case WP_SMOKETRAIL: case WP_MAPMORTAR: case VERYBIGEXPLOSION: case WP_MEDKIT: case WP_BINOCULARS: case WP_PLIERS: case WP_SMOKE_MARKER: case WP_TRIPMINE: case WP_SMOKE_BOMB: case WP_DUMMY_MG42: case WP_LOCKPICK: case WP_MEDIC_ADRENALINE: return; case WP_MORTAR_SET: weapon = WP_MORTAR; break; case WP_K43_SCOPE: weapon = WP_K43; break; case WP_GARAND_SCOPE: weapon = WP_GARAND; break; case WP_FG42SCOPE: weapon = WP_FG42; break; case WP_M7: weapon = WP_CARBINE; break; case WP_GPG40: weapon = WP_KAR98; break; case WP_MOBILE_MG42_SET: weapon = WP_MOBILE_MG42; break; } // find the item type for this weapon item = BG_FindItemForWeapon( weapon ); // spawn the item drop = Drop_Item( self, item, 0, qfalse ); drop->count = self->client->ps.ammoclip[BG_FindClipForWeapon(weapon)]; drop->item->quantity = self->client->ps.ammoclip[BG_FindClipForWeapon(weapon)];*/ weapon_t primaryWeapon; if ( g_gamestate.integer == GS_INTERMISSION ) { return; } primaryWeapon = G_GetPrimaryWeaponForClient( self->client ); if ( primaryWeapon ) { // drop our primary weapon G_DropWeapon( self, primaryWeapon ); } } /* ================== LookAtKiller ================== */ void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) { vec3_t dir; vec3_t angles; if ( attacker && attacker != self ) { VectorSubtract( attacker->s.pos.trBase, self->s.pos.trBase, dir ); } else if ( inflictor && inflictor != self ) { VectorSubtract( inflictor->s.pos.trBase, self->s.pos.trBase, dir ); } else { self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW]; return; } self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw( dir ); angles[YAW] = vectoyaw( dir ); angles[PITCH] = 0; angles[ROLL] = 0; } /* ================== GibEntity ================== */ void GibEntity( gentity_t *self, int killer ) { gentity_t *other = &g_entities[killer]; vec3_t dir; VectorClear( dir ); if ( other->inuse ) { if ( other->client ) { VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir ); VectorNormalize( dir ); } else if ( !VectorCompare( other->s.pos.trDelta, vec3_origin ) ) { VectorNormalize2( other->s.pos.trDelta, dir ); } } G_AddEvent( self, EV_GIB_PLAYER, DirToByte( dir ) ); self->takedamage = qfalse; self->s.eType = ET_INVISIBLE; self->r.contents = 0; } /* ================== body_die ================== */ void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { if ( self->health <= GIB_HEALTH ) { GibEntity( self, 0 ); } } // these are just for logging, the client prints its own messages char *modNames[] = { "MOD_UNKNOWN", "MOD_MACHINEGUN", "MOD_BROWNING", "MOD_MG42", "MOD_GRENADE", "MOD_ROCKET", // (SA) modified wolf weap mods "MOD_KNIFE", "MOD_LUGER", "MOD_COLT", "MOD_MP40", "MOD_THOMPSON", "MOD_STEN", "MOD_GARAND", "MOD_SNOOPERSCOPE", "MOD_SILENCER", //----(SA) "MOD_FG42", "MOD_FG42SCOPE", "MOD_PANZERFAUST", "MOD_GRENADE_LAUNCHER", "MOD_FLAMETHROWER", "MOD_GRENADE_PINEAPPLE", "MOD_CROSS", // end "MOD_MAPMORTAR", "MOD_MAPMORTAR_SPLASH", "MOD_KICKED", "MOD_GRABBER", "MOD_DYNAMITE", "MOD_AIRSTRIKE", // JPW NERVE "MOD_SYRINGE", // JPW NERVE "MOD_AMMO", // JPW NERVE "MOD_ARTY", // JPW NERVE "MOD_WATER", "MOD_SLIME", "MOD_LAVA", "MOD_CRUSH", "MOD_TELEFRAG", "MOD_FALLING", "MOD_SUICIDE", "MOD_TARGET_LASER", "MOD_TRIGGER_HURT", "MOD_EXPLOSIVE", "MOD_CARBINE", "MOD_KAR98", "MOD_GPG40", "MOD_M7", "MOD_LANDMINE", "MOD_SATCHEL", "MOD_TRIPMINE", "MOD_SMOKEBOMB", "MOD_MOBILE_MG42", "MOD_SILENCED_COLT", "MOD_GARAND_SCOPE", "MOD_CRUSH_CONSTRUCTION", "MOD_CRUSH_CONSTRUCTIONDEATH", "MOD_CRUSH_CONSTRUCTIONDEATH_NOATTACKER", "MOD_K43", "MOD_K43_SCOPE", "MOD_MORTAR", "MOD_AKIMBO_COLT", "MOD_AKIMBO_LUGER", "MOD_AKIMBO_SILENCEDCOLT", "MOD_AKIMBO_SILENCEDLUGER", "MOD_SMOKEGRENADE", // RF "MOD_SWAP_PLACES", // OSP -- keep these 2 entries last "MOD_SWITCHTEAM" }; /* ================== player_die ================== */ void BotRecordTeamDeath( int client ); void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { int contents = 0, i, killer = ENTITYNUM_WORLD; char *killerName = ""; qboolean nogib = qtrue; gitem_t *item = NULL; gentity_t *ent; qboolean killedintank = qfalse; //float timeLived; weapon_t weap = BG_WeaponForMOD( meansOfDeath ); // G_Printf( "player_die\n" ); if ( attacker == self ) { if ( self->client ) { self->client->pers.playerStats.suicides++; trap_PbStat( self - g_entities, "suicide", va( "%d %d %d", self->client->sess.sessionTeam, self->client->sess.playerType, weap ) ) ; } } else if ( OnSameTeam( self, attacker ) ) { G_LogTeamKill( attacker, weap ); } else { G_LogDeath( self, weap ); G_LogKill( attacker, weap ); if ( g_gamestate.integer == GS_PLAYING ) { if ( attacker->client ) { attacker->client->combatState |= ( 1 << COMBATSTATE_KILLEDPLAYER ); } } } // RF, record this death in AAS system so that bots avoid areas which have high death rates if ( !OnSameTeam( self, attacker ) ) { BotRecordTeamDeath( self->s.number ); self->isProp = qfalse; // were we teamkilled or not? } else { self->isProp = qtrue; } // if we got killed by a landmine, update our map if ( self->client && meansOfDeath == MOD_LANDMINE ) { // if it's an enemy mine, update both teamlists /*int teamNum; mapEntityData_t *mEnt; mapEntityData_Team_t *teamList; teamNum = inflictor->s.teamNum % 4; teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[0] : &mapEntityData[1]; if((mEnt = G_FindMapEntityData(teamList, inflictor-g_entities)) != NULL) { G_FreeMapEntityData( teamList, mEnt ); } if( teamNum != self->client->sess.sessionTeam ) { teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[1] : &mapEntityData[0]; if((mEnt = G_FindMapEntityData(teamList, inflictor-g_entities)) != NULL) { G_FreeMapEntityData( teamList, mEnt ); } }*/ mapEntityData_t *mEnt; if ( ( mEnt = G_FindMapEntityData( &mapEntityData[0], inflictor - g_entities ) ) != NULL ) { G_FreeMapEntityData( &mapEntityData[0], mEnt ); } if ( ( mEnt = G_FindMapEntityData( &mapEntityData[1], inflictor - g_entities ) ) != NULL ) { G_FreeMapEntityData( &mapEntityData[1], mEnt ); } } { mapEntityData_t *mEnt; mapEntityData_Team_t *teamList = self->client->sess.sessionTeam == TEAM_AXIS ? &mapEntityData[1] : &mapEntityData[0]; // swapped, cause enemy team mEnt = G_FindMapEntityDataSingleClient( teamList, NULL, self->s.number, -1 ); while ( mEnt ) { if ( mEnt->type == ME_PLAYER_DISGUISED ) { mapEntityData_t* mEntFree = mEnt; mEnt = G_FindMapEntityDataSingleClient( teamList, mEnt, self->s.number, -1 ); G_FreeMapEntityData( teamList, mEntFree ); } else { mEnt = G_FindMapEntityDataSingleClient( teamList, mEnt, self->s.number, -1 ); } } } if ( self->tankLink ) { G_LeaveTank( self, qfalse ); killedintank = qtrue; } if ( self->client->ps.pm_type == PM_DEAD || g_gamestate.integer == GS_INTERMISSION ) { return; } // OSP - death stats handled out-of-band of G_Damage for external calls G_addStats( self, attacker, damage, meansOfDeath ); // OSP self->client->ps.pm_type = PM_DEAD; G_AddEvent( self, EV_STOPSTREAMINGSOUND, 0 ); if ( attacker ) { killer = attacker->s.number; killerName = ( attacker->client ) ? attacker->client->pers.netname : ""; } if ( attacker == 0 || killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = ""; } if ( g_gamestate.integer == GS_PLAYING ) { char *obit; if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) { obit = ""; } else { obit = modNames[meansOfDeath]; } G_LogPrintf( "Kill: %i %i %i: %s killed %s by %s\n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit ); } // RF, record bot kills if ( attacker->r.svFlags & SVF_BOT ) { BotRecordKill( attacker->s.number, self->s.number ); } // broadcast the death event to everyone ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer; ent->r.svFlags = SVF_BROADCAST; // send to everyone self->enemy = attacker; self->client->ps.persistant[PERS_KILLED]++; // JPW NERVE -- if player is holding ticking grenade, drop it if ( ( self->client->ps.grenadeTimeLeft ) && ( self->s.weapon != WP_DYNAMITE ) && ( self->s.weapon != WP_LANDMINE ) && ( self->s.weapon != WP_SATCHEL ) && ( self->s.weapon != WP_TRIPMINE ) ) { vec3_t launchvel, launchspot; launchvel[0] = crandom(); launchvel[1] = crandom(); launchvel[2] = random(); VectorScale( launchvel, 160, launchvel ); VectorCopy( self->r.currentOrigin, launchspot ); launchspot[2] += 40; { // Gordon: fixes premature grenade explosion, ta bani ;) gentity_t *m = fire_grenade( self, launchspot, launchvel, self->s.weapon ); m->damage = 0; } } if ( attacker && attacker->client ) { if ( attacker == self || OnSameTeam( self, attacker ) ) { // DHM - Nerve :: Complaint lodging if ( attacker != self && level.warmupTime <= 0 && g_gamestate.integer == GS_PLAYING ) { if ( attacker->client->pers.localClient ) { trap_SendServerCommand( self - g_entities, "complaint -4" ); } else { if ( meansOfDeath != MOD_CRUSH_CONSTRUCTION && meansOfDeath != MOD_CRUSH_CONSTRUCTIONDEATH && meansOfDeath != MOD_CRUSH_CONSTRUCTIONDEATH_NOATTACKER ) { if ( g_complaintlimit.integer ) { if ( !( meansOfDeath == MOD_LANDMINE && g_disableComplaints.integer & TKFL_MINES ) && !( ( meansOfDeath == MOD_ARTY || meansOfDeath == MOD_AIRSTRIKE ) && g_disableComplaints.integer & TKFL_AIRSTRIKE ) && !( meansOfDeath == MOD_MORTAR && g_disableComplaints.integer & TKFL_MORTAR ) ) { trap_SendServerCommand( self - g_entities, va( "complaint %i", attacker->s.number ) ); self->client->pers.complaintClient = attacker->s.clientNum; self->client->pers.complaintEndTime = level.time + 20500; } } } } } // high penalty to offset medic heal /* AddScore( attacker, WOLF_FRIENDLY_PENALTY ); */ if ( g_gametype.integer == GT_WOLF_LMS ) { AddKillScore( attacker, WOLF_FRIENDLY_PENALTY ); } } else { //G_AddExperience( attacker, 1 ); // JPW NERVE -- mostly added as conveneience so we can tweak from the #defines all in one place AddScore( attacker, WOLF_FRAG_BONUS ); if ( g_gametype.integer == GT_WOLF_LMS ) { if ( level.firstbloodTeam == -1 ) { level.firstbloodTeam = attacker->client->sess.sessionTeam; } AddKillScore( attacker, WOLF_FRAG_BONUS ); } attacker->client->lastKillTime = level.time; } } else { AddScore( self, -1 ); if ( g_gametype.integer == GT_WOLF_LMS ) { AddKillScore( self, -1 ); } } // Add team bonuses Team_FragBonuses( self, inflictor, attacker ); // drop flag regardless if ( self->client->ps.powerups[PW_REDFLAG] ) { item = BG_FindItem( "Red Flag" ); if ( !item ) { item = BG_FindItem( "Objective" ); } self->client->ps.powerups[PW_REDFLAG] = 0; } if ( self->client->ps.powerups[PW_BLUEFLAG] ) { item = BG_FindItem( "Blue Flag" ); if ( !item ) { item = BG_FindItem( "Objective" ); } self->client->ps.powerups[PW_BLUEFLAG] = 0; } if ( item ) { vec3_t launchvel = { 0, 0, 0 }; gentity_t *flag = LaunchItem( item, self->r.currentOrigin, launchvel, self->s.number ); flag->s.modelindex2 = self->s.otherEntityNum2; // JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here flag->message = self->message; // DHM - Nerve :: also restore item name // Clear out player's temp copies self->s.otherEntityNum2 = 0; self->message = NULL; } // send a fancy "MEDIC!" scream. Sissies, ain' they? if ( self->client != NULL ) { if ( self->health > GIB_HEALTH && meansOfDeath != MOD_SUICIDE && meansOfDeath != MOD_SWITCHTEAM ) { G_AddEvent( self, EV_MEDIC_CALL, 0 ); } } Cmd_Score_f( self ); // show scores // send updated scores to any clients that are following this one, // or they would get stale scoreboards for ( i = 0; i < level.numConnectedClients; i++ ) { gclient_t *client = &level.clients[level.sortedClients[i]]; if ( client->pers.connected != CON_CONNECTED ) { continue; } if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { continue; } if ( client->sess.spectatorClient == self->s.number ) { Cmd_Score_f( g_entities + level.sortedClients[i] ); } } self->takedamage = qtrue; // can still be gibbed self->r.contents = CONTENTS_CORPSE; //self->s.angles[2] = 0; self->s.powerups = 0; self->s.loopSound = 0; self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo LookAtKiller( self, inflictor, attacker ); self->client->ps.viewangles[0] = 0; self->client->ps.viewangles[2] = 0; //VectorCopy( self->s.angles, self->client->ps.viewangles ); // trap_UnlinkEntity( self ); self->r.maxs[2] = self->client->ps.crouchMaxZ; //% 0; // ydnar: so bodies don't clip into world self->client->ps.maxs[2] = self->client->ps.crouchMaxZ; //% 0; // ydnar: so bodies don't clip into world trap_LinkEntity( self ); // don't allow respawn until the death anim is done // g_forcerespawn may force spawning at some later time self->client->respawnTime = level.timeCurrent + 800; // remove powerups memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) ); // never gib in a nodrop // FIXME: contents is always 0 here if ( self->health <= GIB_HEALTH && !( contents & CONTENTS_NODROP ) ) { GibEntity( self, killer ); nogib = qfalse; } if ( nogib ) { // normal death // for the no-blood option, we need to prevent the health // from going to gib level if ( self->health <= GIB_HEALTH ) { self->health = GIB_HEALTH + 1; } // Arnout: re-enable this for flailing /* if( self->client->ps.groundEntityNum == ENTITYNUM_NONE ) { self->client->ps.pm_flags |= PMF_FLAILING; self->client->ps.pm_time = 750; BG_AnimScriptAnimation( &self->client->ps, ANIM_MT_FLAILING, qtrue ); // Face explosion directory { vec3_t angles; vectoangles( self->client->ps.velocity, angles ); self->client->ps.viewangles[YAW] = angles[YAW]; SetClientViewAngle( self, self->client->ps.viewangles ); } } else*/ // DHM - Play death animation, and set pm_time to delay 'fallen' animation //if( G_IsSinglePlayerGame() && self->client->sess.sessionTeam == TEAM_ALLIES ) { // // play "falldown" animation since allies bots won't ever die completely // self->client->ps.pm_time = BG_AnimScriptEvent( &self->client->ps, self->client->pers.character->animModelInfo, ANIM_ET_FALLDOWN, qfalse, qtrue ); // G_StartPlayerAppropriateSound(self, "death"); //} else { self->client->ps.pm_time = BG_AnimScriptEvent( &self->client->ps, self->client->pers.character->animModelInfo, ANIM_ET_DEATH, qfalse, qtrue ); // death animation script already contains sound //} // record the death animation to be used later on by the corpse self->client->torsoDeathAnim = self->client->ps.torsoAnim; self->client->legsDeathAnim = self->client->ps.legsAnim; G_AddEvent( self, EV_DEATH1 + 1, killer ); // the body can still be gibbed self->die = body_die; } if ( meansOfDeath == MOD_MACHINEGUN ) { switch ( self->client->sess.sessionTeam ) { case TEAM_AXIS: level.axisMG42Counter = level.time; break; case TEAM_ALLIES: level.alliesMG42Counter = level.time; break; default: break; } } G_FadeItems( self, MOD_SATCHEL ); CalculateRanks(); if ( killedintank /*Gordon: automatically go to limbo from tank*/ ) { limbo( self, qfalse ); // but no corpse } else if ( ( meansOfDeath == MOD_SUICIDE && g_gamestate.integer == GS_PLAYING ) ) { limbo( self, qtrue ); } else if ( g_gametype.integer == GT_WOLF_LMS ) { if ( !G_CountTeamMedics( self->client->sess.sessionTeam, qtrue ) ) { limbo( self, qtrue ); } } } qboolean IsHeadShotWeapon( int mod ) { // players are allowed headshots from these weapons if ( mod == MOD_LUGER || mod == MOD_COLT || mod == MOD_AKIMBO_COLT || mod == MOD_AKIMBO_LUGER || mod == MOD_AKIMBO_SILENCEDCOLT || mod == MOD_AKIMBO_SILENCEDLUGER || mod == MOD_MP40 || mod == MOD_THOMPSON || mod == MOD_STEN || mod == MOD_GARAND || mod == MOD_KAR98 || mod == MOD_K43 || mod == MOD_K43_SCOPE || mod == MOD_CARBINE || mod == MOD_GARAND || mod == MOD_GARAND_SCOPE || mod == MOD_SILENCER || mod == MOD_SILENCED_COLT || mod == MOD_FG42 || mod == MOD_FG42SCOPE ) { return qtrue; } return qfalse; } gentity_t* G_BuildHead( gentity_t *ent ) { gentity_t* head; orientation_t or; // DHM - Nerve head = G_Spawn(); if ( trap_GetTag( ent->s.number, 0, "tag_head", &or ) ) { G_SetOrigin( head, or.origin ); } else { float height, dest; vec3_t v, angles, forward, up, right; G_SetOrigin( head, ent->r.currentOrigin ); if ( ent->client->ps.eFlags & EF_PRONE ) { height = ent->client->ps.viewheight - 56; } else if ( ent->client->ps.pm_flags & PMF_DUCKED ) { // closer fake offset for 'head' box when crouching height = ent->client->ps.crouchViewHeight - 12; } else { height = ent->client->ps.viewheight; } // NERVE - SMF - this matches more closely with WolfMP models VectorCopy( ent->client->ps.viewangles, angles ); if ( angles[PITCH] > 180 ) { dest = ( -360 + angles[PITCH] ) * 0.75; } else { dest = angles[PITCH] * 0.75; } angles[PITCH] = dest; AngleVectors( angles, forward, right, up ); if ( ent->client->ps.eFlags & EF_PRONE ) { VectorScale( forward, 24, v ); } else { VectorScale( forward, 5, v ); } VectorMA( v, 18, up, v ); VectorAdd( v, head->r.currentOrigin, head->r.currentOrigin ); head->r.currentOrigin[2] += height / 2; // -NERVE - SMF } VectorCopy( head->r.currentOrigin, head->s.origin ); VectorCopy( ent->r.currentAngles, head->s.angles ); VectorCopy( head->s.angles, head->s.apos.trBase ); VectorCopy( head->s.angles, head->s.apos.trDelta ); VectorSet( head->r.mins, -6, -6, -2 ); // JPW NERVE changed this z from -12 to -6 for crouching, also removed standing offset VectorSet( head->r.maxs, 6, 6, 10 ); // changed this z from 0 to 6 head->clipmask = CONTENTS_SOLID; head->r.contents = CONTENTS_SOLID; head->parent = ent; head->s.eType = ET_TEMPHEAD; trap_LinkEntity( head ); return head; } gentity_t* G_BuildLeg( gentity_t *ent ) { gentity_t* leg; vec3_t flatforward, org; //orientation_t or; // DHM - Nerve if ( !( ent->client->ps.eFlags & EF_PRONE ) ) { return NULL; } leg = G_Spawn(); AngleVectors( ent->client->ps.viewangles, flatforward, NULL, NULL ); flatforward[2] = 0; VectorNormalizeFast( flatforward ); org[0] = ent->r.currentOrigin[0] + flatforward[0] * -32; org[1] = ent->r.currentOrigin[1] + flatforward[1] * -32; org[2] = ent->r.currentOrigin[2] + ent->client->pmext.proneLegsOffset; G_SetOrigin( leg, org ); VectorCopy( leg->r.currentOrigin, leg->s.origin ); VectorCopy( ent->r.currentAngles, leg->s.angles ); VectorCopy( leg->s.angles, leg->s.apos.trBase ); VectorCopy( leg->s.angles, leg->s.apos.trDelta ); VectorCopy( playerlegsProneMins, leg->r.mins ); VectorCopy( playerlegsProneMaxs, leg->r.maxs ); leg->clipmask = CONTENTS_SOLID; leg->r.contents = CONTENTS_SOLID; leg->parent = ent; leg->s.eType = ET_TEMPLEGS; trap_LinkEntity( leg ); return leg; } qboolean IsHeadShot( gentity_t *targ, vec3_t dir, vec3_t point, int mod ) { gentity_t *head; trace_t tr; vec3_t start, end; gentity_t *traceEnt; // not a player or critter so bail if ( !( targ->client ) ) { return qfalse; } if ( targ->health <= 0 ) { return qfalse; } if ( !IsHeadShotWeapon( mod ) ) { return qfalse; } head = G_BuildHead( targ ); // trace another shot see if we hit the head VectorCopy( point, start ); VectorMA( start, 64, dir, end ); trap_Trace( &tr, start, NULL, NULL, end, targ->s.number, MASK_SHOT ); traceEnt = &g_entities[ tr.entityNum ]; if ( g_debugBullets.integer >= 3 ) { // show hit player head bb gentity_t *tent; vec3_t b1, b2; VectorCopy( head->r.currentOrigin, b1 ); VectorCopy( head->r.currentOrigin, b2 ); VectorAdd( b1, head->r.mins, b1 ); VectorAdd( b2, head->r.maxs, b2 ); tent = G_TempEntity( b1, EV_RAILTRAIL ); VectorCopy( b2, tent->s.origin2 ); tent->s.dmgFlags = 1; // show headshot trace // end the headshot trace at the head box if it hits if ( tr.fraction != 1 ) { VectorMA( start, ( tr.fraction * 64 ), dir, end ); } tent = G_TempEntity( start, EV_RAILTRAIL ); VectorCopy( end, tent->s.origin2 ); tent->s.dmgFlags = 0; } G_FreeEntity( head ); if ( traceEnt == head ) { level.totalHeadshots++; // NERVE - SMF return qtrue; } else { level.missedHeadshots++; // NERVE - SMF } return qfalse; } qboolean IsLegShot( gentity_t *targ, vec3_t dir, vec3_t point, int mod ) { float height; float theight; gentity_t *leg; if ( !( targ->client ) ) { return qfalse; } if ( targ->health <= 0 ) { return qfalse; } if ( !point ) { return qfalse; } if ( !IsHeadShotWeapon( mod ) ) { return qfalse; } leg = G_BuildLeg( targ ); if ( leg ) { gentity_t *traceEnt; vec3_t start, end; trace_t tr; // trace another shot see if we hit the legs VectorCopy( point, start ); VectorMA( start, 64, dir, end ); trap_Trace( &tr, start, NULL, NULL, end, targ->s.number, MASK_SHOT ); traceEnt = &g_entities[ tr.entityNum ]; if ( g_debugBullets.integer >= 3 ) { // show hit player head bb gentity_t *tent; vec3_t b1, b2; VectorCopy( leg->r.currentOrigin, b1 ); VectorCopy( leg->r.currentOrigin, b2 ); VectorAdd( b1, leg->r.mins, b1 ); VectorAdd( b2, leg->r.maxs, b2 ); tent = G_TempEntity( b1, EV_RAILTRAIL ); VectorCopy( b2, tent->s.origin2 ); tent->s.dmgFlags = 1; // show headshot trace // end the headshot trace at the head box if it hits if ( tr.fraction != 1 ) { VectorMA( start, ( tr.fraction * 64 ), dir, end ); } tent = G_TempEntity( start, EV_RAILTRAIL ); VectorCopy( end, tent->s.origin2 ); tent->s.dmgFlags = 0; } G_FreeEntity( leg ); if ( traceEnt == leg ) { return qtrue; } } else { height = point[2] - targ->r.absmin[2]; theight = targ->r.absmax[2] - targ->r.absmin[2]; if ( height < ( theight * 0.4f ) ) { return qtrue; } } return qfalse; } qboolean IsArmShot( gentity_t *targ, gentity_t* ent, vec3_t point, int mod ) { vec3_t path, view; vec_t dot; if ( !( targ->client ) ) { return qfalse; } if ( targ->health <= 0 ) { return qfalse; } if ( !IsHeadShotWeapon( mod ) ) { return qfalse; } VectorSubtract( targ->client->ps.origin, point, path ); path[2] = 0; AngleVectors( targ->client->ps.viewangles, view, NULL, NULL ); view[2] = 0; VectorNormalize( path ); dot = DotProduct( path, view ); if ( dot > 0.4f || dot < -0.75f ) { return qfalse; } return qtrue; } /* ============ G_Damage targ entity that is being damaged inflictor entity that is causing the damage attacker entity that caused the inflictor to damage targ example: targ=monster, inflictor=rocket, attacker=player dir direction of the attack for knockback point point at which the damage is being inflicted, used for headshots damage amount of damage being inflicted knockback force to be applied against targ as a result of the damage inflictor, attacker, dir, and point can be NULL for environmental effects dflags these flags are used to control how T_Damage works DAMAGE_RADIUS damage was indirect (from a nearby explosion) DAMAGE_NO_ARMOR armor does not protect from this damage DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles DAMAGE_NO_PROTECTION kills godmode, armor, everything ============ */ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod ) { gclient_t *client; int take; int save; int knockback; qboolean headShot; qboolean wasAlive; hitRegion_t hr = HR_NUM_HITREGIONS; if ( !targ->takedamage ) { return; } #ifdef SAVEGAME_SUPPORT if ( g_gametype.integer == GT_SINGLE_PLAYER && ( g_reloading.integer || saveGamePending ) ) { return; } #endif // SAVEGAME_SUPPORT // trap_SendServerCommand( -1, va("print \"%i\n\"\n", targ->health) ); // the intermission has allready been qualified for, so don't // allow any extra scoring if ( level.intermissionQueued || ( g_gamestate.integer != GS_PLAYING && match_warmupDamage.integer == 0 ) ) { return; } if ( !inflictor ) { inflictor = &g_entities[ENTITYNUM_WORLD]; } if ( !attacker ) { attacker = &g_entities[ENTITYNUM_WORLD]; } // Arnout: invisible entities can't be damaged if ( targ->entstate == STATE_INVISIBLE || targ->entstate == STATE_UNDERCONSTRUCTION ) { return; } // xkan, 12/23/2002 - was the bot alive before applying any damage? wasAlive = ( targ->health > 0 ); // Arnout: combatstate if ( targ->client && attacker && attacker->client && attacker != targ ) { /*vec_t dist = -1.f; if( targ->client->combatState < COMBATSTATE_HOT ) { vec3_t shotvec; VectorSubtract( targ->r.currentOrigin, attacker->r.currentOrigin, shotvec ); dist = VectorLengthSquared( shotvec ); if( dist < Square(1500.f) && targ->client->combatState == COMBATSTATE_WARM ) targ->client->combatState = COMBATSTATE_HOT; } if( attacker->client->combatState < COMBATSTATE_HOT ) { if( dist < 0.f ) { vec3_t shotvec; VectorSubtract( targ->r.currentOrigin, attacker->r.currentOrigin, shotvec ); dist = VectorLengthSquared( shotvec ); } if( dist > Square(1500.f) ) attacker->client->combatState = COMBATSTATE_WARM; else if( attacker->client->combatState == COMBATSTATE_WARM ) attacker->client->combatState = COMBATSTATE_HOT; }*/ if ( g_gamestate.integer == GS_PLAYING ) { if ( !OnSameTeam( attacker, targ ) ) { targ->client->combatState |= ( 1 << COMBATSTATE_DAMAGERECEIVED ); attacker->client->combatState |= ( 1 << COMBATSTATE_DAMAGEDEALT ); } } } // JPW NERVE if ( ( targ->waterlevel >= 3 ) && ( mod == MOD_FLAMETHROWER ) ) { return; } // jpw // shootable doors / buttons don't actually have any health if ( targ->s.eType == ET_MOVER && !( targ->isProp ) && !targ->scriptName ) { if ( targ->use && targ->moverState == MOVER_POS1 ) { G_UseEntity( targ, inflictor, attacker ); } return; } // TAT 11/22/2002 // In the old code, this check wasn't done for props, so I put that check back in to make props_statue properly work // 4 means destructible if ( targ->s.eType == ET_MOVER && ( targ->spawnflags & 4 ) && !targ->isProp ) { /*switch (mod) { case MOD_GRENADE: case MOD_GRENADE_LAUNCHER: case MOD_ROCKET: case MOD_AIRSTRIKE: case MOD_ARTY: case MOD_GRENADE_PINEAPPLE: case MOD_MAPMORTAR: case MOD_EXPLOSIVE: case MOD_DYNAMITE: case MOD_LANDMINE: case MOD_GPG40: case MOD_M7: case MOD_TELEFRAG: case MOD_PANZERFAUST: case MOD_SATCHEL: break; default: return; // no damage from other weapons }*/ if ( !G_WeaponIsExplosive( mod ) ) { return; } // check for team if ( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) { return; } } else if ( targ->s.eType == ET_EXPLOSIVE ) { /*// 32 Explosive // 64 Dynamite only // 256 Airstrike/artillery only // 512 Satchel only if ((targ->spawnflags & 32) || (targ->spawnflags & 64) || (targ->spawnflags & 256) || (targ->spawnflags & 512)) { switch (mod) { case MOD_GRENADE: case MOD_GRENADE_LAUNCHER: case MOD_ROCKET: case MOD_GRENADE_PINEAPPLE: case MOD_MAPMORTAR: case MOD_EXPLOSIVE: case MOD_LANDMINE: case MOD_GPG40: case MOD_M7: if( !(targ->spawnflags & 32) ) return; break; case MOD_SATCHEL: if( !(targ->spawnflags & 512) ) return; break; case MOD_ARTY: case MOD_AIRSTRIKE: if( !(targ->spawnflags & 256) ) return; break; case MOD_DYNAMITE: if( !(targ->spawnflags & 64) ) return; break; default: return; } // check for team if( targ->s.teamNum == inflictor->s.teamNum ) { return; } }*/ if ( targ->parent && G_GetWeaponClassForMOD( mod ) == 2 ) { return; } // check for team // if( G_GetWeaponClassForMOD( mod ) != -1 && targ->s.teamNum == inflictor->s.teamNum ) { // return; // } if ( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) { return; } if ( G_GetWeaponClassForMOD( mod ) < targ->constructibleStats.weaponclass ) { return; } } else if ( targ->s.eType == ET_MISSILE && targ->methodOfDeath == MOD_LANDMINE ) { if ( targ->s.modelindex2 ) { if ( G_WeaponIsExplosive( mod ) ) { mapEntityData_t *mEnt; if ( ( mEnt = G_FindMapEntityData( &mapEntityData[0], targ - g_entities ) ) != NULL ) { G_FreeMapEntityData( &mapEntityData[0], mEnt ); } if ( ( mEnt = G_FindMapEntityData( &mapEntityData[1], targ - g_entities ) ) != NULL ) { G_FreeMapEntityData( &mapEntityData[1], mEnt ); } if ( attacker && attacker->client ) { AddScore( attacker, 1 ); //G_AddExperience( attacker, 1.f ); } G_ExplodeMissile( targ ); } } return; } else if ( targ->s.eType == ET_CONSTRUCTIBLE ) { if ( G_GetTeamFromEntity( inflictor ) == G_GetTeamFromEntity( targ ) ) { return; } if ( G_GetWeaponClassForMOD( mod ) < targ->constructibleStats.weaponclass ) { return; } //bani - fix #238 if ( mod == MOD_DYNAMITE ) { if ( !( inflictor->etpro_misc_1 & 1 ) ) { return; } } } client = targ->client; if ( client ) { if ( client->noclip || client->ps.powerups[PW_INVULNERABLE] ) { return; } } // check for godmode if ( targ->flags & FL_GODMODE ) { return; } if ( !dir ) { dflags |= DAMAGE_NO_KNOCKBACK; } else { VectorNormalize( dir ); } knockback = damage; if ( knockback > 200 ) { knockback = 200; } if ( targ->flags & FL_NO_KNOCKBACK ) { knockback = 0; } if ( dflags & DAMAGE_NO_KNOCKBACK ) { knockback = 0; } else if ( dflags & DAMAGE_HALF_KNOCKBACK ) { knockback *= 0.5f; } // ydnar: set weapons means less knockback if ( client && ( client->ps.weapon == WP_MORTAR_SET || client->ps.weapon == WP_MOBILE_MG42_SET ) ) { knockback *= 0.5; } if ( targ->client && g_friendlyFire.integer && OnSameTeam( targ, attacker ) ) { knockback = 0; } // figure momentum add, even if the damage won't be taken if ( knockback && targ->client ) { vec3_t kvel; float mass; mass = 200; VectorScale( dir, g_knockback.value * (float)knockback / mass, kvel ); VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity ); /*if( mod == MOD_GRENADE || mod == MOD_GRENADE_LAUNCHER || mod == MOD_DYNAMITE || mod == MOD_GPG40 || mod == MOD_M7 || mod == MOD_LANDMINE ) { targ->client->ps.velocity[2] *= 2.f; // gimme air baby! targ->client->ps.groundEntityNum = ENTITYNUM_NONE; // flying high! } else if( mod == MOD_ROCKET ) { targ->client->ps.velocity[2] *= .75f; // but not to the moon please! targ->client->ps.groundEntityNum = ENTITYNUM_NONE; // flying high! }*/ if ( targ == attacker && !( mod != MOD_ROCKET && mod != MOD_GRENADE && mod != MOD_GRENADE_LAUNCHER && mod != MOD_DYNAMITE && mod != MOD_GPG40 && mod != MOD_M7 && mod != MOD_LANDMINE ) ) { targ->client->ps.velocity[2] *= 0.25; } // set the timer so that the other client can't cancel // out the movement immediately if ( !targ->client->ps.pm_time ) { int t; t = knockback * 2; if ( t < 50 ) { t = 50; } if ( t > 200 ) { t = 200; } targ->client->ps.pm_time = t; targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } } // check for completely getting out of the damage if ( !( dflags & DAMAGE_NO_PROTECTION ) ) { // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target // if the attacker was on the same team if ( targ != attacker && OnSameTeam( targ, attacker ) ) { if ( ( g_gamestate.integer != GS_PLAYING && match_warmupDamage.integer == 1 ) ) { return; } else if ( !g_friendlyFire.integer ) { // record "fake" pain - although the bot is not really hurt, his feeling has been hurt :-) // well at least he wants to shout "watch your fire". if ( targ->s.number < level.maxclients && targ->r.svFlags & SVF_BOT ) { BotRecordPain( targ->s.number, attacker->s.number, mod ); } return; } } } // add to the attacker's hit counter if ( attacker->client && targ != attacker && targ->health > 0 ) { if ( OnSameTeam( targ, attacker ) ) { attacker->client->ps.persistant[PERS_HITS] -= damage; } else { attacker->client->ps.persistant[PERS_HITS] += damage; } } if ( damage < 1 ) { damage = 1; } take = damage; save = 0; // adrenaline junkie! if ( targ->client && targ->client->ps.powerups[PW_ADRENALINE] ) { take *= .5f; } // save some from flak jacket if ( targ->client && targ->client->sess.skill[SK_EXPLOSIVES_AND_CONSTRUCTION] >= 4 && targ->client->sess.playerType == PC_ENGINEER ) { if ( mod == MOD_GRENADE || mod == MOD_GRENADE_LAUNCHER || mod == MOD_ROCKET || mod == MOD_GRENADE_PINEAPPLE || mod == MOD_MAPMORTAR || mod == MOD_MAPMORTAR_SPLASH || mod == MOD_EXPLOSIVE || mod == MOD_LANDMINE || mod == MOD_GPG40 || mod == MOD_M7 || mod == MOD_SATCHEL || mod == MOD_ARTY || mod == MOD_AIRSTRIKE || mod == MOD_DYNAMITE || mod == MOD_MORTAR || mod == MOD_PANZERFAUST || mod == MOD_MAPMORTAR ) { take -= take * .5f; } } headShot = IsHeadShot( targ, dir, point, mod ); if ( headShot ) { if ( take * 2 < 50 ) { // head shots, all weapons, do minimum 50 points damage take = 50; } else { take *= 2; // sniper rifles can do full-kill (and knock into limbo) } if ( dflags & DAMAGE_DISTANCEFALLOFF ) { vec_t dist; vec3_t shotvec; float scale; VectorSubtract( point, muzzleTrace, shotvec ); dist = VectorLength( shotvec ); #if DO_BROKEN_DISTANCEFALLOFF // ~~~___---___ if ( dist > 1500.f ) { if ( dist > 2500.f ) { take *= 0.2f; } else { float scale = 1.f - 0.2f * ( 1000.f / ( dist - 1000.f ) ); take *= scale; } } #else // ~~~---______ // zinx - start at 100% at 1500 units (and before), // and go to 20% at 2500 units (and after) // 1500 to 2500 -> 0.0 to 1.0 scale = ( dist - 1500.f ) / ( 2500.f - 1500.f ); // 0.0 to 1.0 -> 0.0 to 0.8 scale *= 0.8f; // 0.0 to 0.8 -> 1.0 to 0.2 scale = 1.0f - scale; // And, finally, cap it. if ( scale > 1.0f ) { scale = 1.0f; } else if ( scale < 0.2f ) { scale = 0.2f; } take *= scale; #endif } if ( !( targ->client->ps.eFlags & EF_HEADSHOT ) ) { // only toss hat on first headshot G_AddEvent( targ, EV_LOSE_HAT, DirToByte( dir ) ); if ( mod != MOD_K43_SCOPE && mod != MOD_GARAND_SCOPE ) { take *= .8f; // helmet gives us some protection } } targ->client->ps.eFlags |= EF_HEADSHOT; // OSP - Record the headshot if ( client && attacker && attacker->client #ifndef DEBUG_STATS && attacker->client->sess.sessionTeam != targ->client->sess.sessionTeam #endif ) { G_addStatsHeadShot( attacker, mod ); } if ( g_debugBullets.integer ) { trap_SendServerCommand( attacker - g_entities, "print \"Head Shot\n\"\n" ); } G_LogRegionHit( attacker, HR_HEAD ); hr = HR_HEAD; } else if ( IsLegShot( targ, dir, point, mod ) ) { G_LogRegionHit( attacker, HR_LEGS ); hr = HR_LEGS; if ( g_debugBullets.integer ) { trap_SendServerCommand( attacker - g_entities, "print \"Leg Shot\n\"\n" ); } } else if ( IsArmShot( targ, attacker, point, mod ) ) { G_LogRegionHit( attacker, HR_ARMS ); hr = HR_ARMS; if ( g_debugBullets.integer ) { trap_SendServerCommand( attacker - g_entities, "print \"Arm Shot\n\"\n" ); } } else if ( targ->client && targ->health > 0 && IsHeadShotWeapon( mod ) ) { G_LogRegionHit( attacker, HR_BODY ); hr = HR_BODY; if ( g_debugBullets.integer ) { trap_SendServerCommand( attacker - g_entities, "print \"Body Shot\n\"\n" ); } } #ifndef DEBUG_STATS if ( g_debugDamage.integer ) #endif { G_Printf( "client:%i health:%i damage:%i mod:%s\n", targ->s.number, targ->health, take, modNames[mod] ); } // add to the damage inflicted on a player this frame // the total will be turned into screen blends and view angle kicks // at the end of the frame if ( client ) { if ( attacker ) { client->ps.persistant[PERS_ATTACKER] = attacker->s.number; } else { client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD; } client->damage_blood += take; client->damage_knockback += knockback; if ( dir ) { VectorCopy( dir, client->damage_from ); client->damage_fromWorld = qfalse; } else { VectorCopy( targ->r.currentOrigin, client->damage_from ); client->damage_fromWorld = qtrue; } } // See if it's the player hurting the emeny flag carrier // Team_CheckHurtCarrier(targ, attacker); if ( targ->client ) { // set the last client who damaged the target targ->client->lasthurt_client = attacker->s.number; targ->client->lasthurt_mod = mod; } // do the damage if ( take ) { targ->health -= take; // Gordon: don't ever gib POWS if ( ( targ->health <= 0 ) && ( targ->r.svFlags & SVF_POW ) ) { targ->health = -1; } // Ridah, can't gib with bullet weapons (except VENOM) // Arnout: attacker == inflictor can happen in other cases as well! (movers trying to gib things) //if ( attacker == inflictor && targ->health <= GIB_HEALTH) { if ( targ->health <= GIB_HEALTH ) { if ( !G_WeaponIsExplosive( mod ) ) { targ->health = GIB_HEALTH + 1; } } // JPW NERVE overcome previous chunk of code for making grenades work again // if ((take > 190)) // 190 is greater than 2x mauser headshot, so headshots don't gib // Arnout: only player entities! messes up ents like func_constructibles and func_explosives otherwise if ( ( ( targ->s.number < MAX_CLIENTS ) && ( take > 190 ) ) && !( targ->r.svFlags & SVF_POW ) ) { targ->health = GIB_HEALTH - 1; } if ( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) ) { targ->s.dl_intensity = 255.f * ( targ->health / (float)targ->count ); // send it to the client } //G_Printf("health at: %d\n", targ->health); if ( targ->health <= 0 ) { if ( client && !wasAlive ) { targ->flags |= FL_NO_KNOCKBACK; // OSP - special hack to not count attempts for body gibbage if ( targ->client->ps.pm_type == PM_DEAD ) { G_addStats( targ, attacker, take, mod ); } if ( ( targ->health < FORCE_LIMBO_HEALTH ) && ( targ->health > GIB_HEALTH ) ) { limbo( targ, qtrue ); } // xkan, 1/13/2003 - record the time we died. if ( !client->deathTime ) { client->deathTime = level.time; } } else { targ->sound1to2 = hr; targ->sound2to1 = mod; targ->sound2to3 = ( dflags & DAMAGE_RADIUS ) ? 1 : 0; if ( client ) { if ( G_GetTeamFromEntity( inflictor ) != G_GetTeamFromEntity( targ ) ) { G_AddKillSkillPoints( attacker, mod, hr, ( dflags & DAMAGE_RADIUS ) ); } } if ( targ->health < -999 ) { targ->health = -999; } targ->enemy = attacker; targ->deathType = mod; // Ridah, mg42 doesn't have die func (FIXME) if ( targ->die ) { // Kill the entity. Note that this funtion can set ->die to another // function pointer, so that next time die is applied to the dead body. targ->die( targ, inflictor, attacker, take, mod ); // OSP - kill stats in player_die function } if ( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) && ( targ->spawnflags & 8 ) ) { return; // reseructable script mover doesn't unlink itself but we don't want a second death script to be called } // if we freed ourselves in death function if ( !targ->inuse ) { return; } // RF, entity scripting if ( targ->health <= 0 ) { // might have revived itself in death function if ( targ->r.svFlags & SVF_BOT ) { // See if this is the first kill of this bot if ( wasAlive ) { Bot_ScriptEvent( targ->s.number, "death", "" ); } } else if ( ( targ->s.eType != ET_CONSTRUCTIBLE && targ->s.eType != ET_EXPLOSIVE ) || ( targ->s.eType == ET_CONSTRUCTIBLE && !targ->desstages ) ) { // call manually if using desstages G_Script_ScriptEvent( targ, "death", "" ); } } // RF, record bot death if ( targ->s.number < level.maxclients && targ->r.svFlags & SVF_BOT ) { BotRecordDeath( targ->s.number, attacker->s.number ); } } } else if ( targ->pain ) { if ( dir ) { // Ridah, had to add this to fix NULL dir crash VectorCopy( dir, targ->rotate ); VectorCopy( point, targ->pos3 ); // this will pass loc of hit } else { VectorClear( targ->rotate ); VectorClear( targ->pos3 ); } targ->pain( targ, attacker, take, point ); } else { // OSP - update weapon/dmg stats G_addStats( targ, attacker, take, mod ); // OSP } // RF, entity scripting G_Script_ScriptEvent( targ, "pain", va( "%d %d", targ->health, targ->health + take ) ); if ( targ->s.number < MAX_CLIENTS && ( targ->r.svFlags & SVF_BOT ) ) { Bot_ScriptEvent( targ->s.number, "pain", va( "%d %d", targ->health, targ->health + take ) ); } // RF, record bot pain if ( targ->s.number < level.maxclients && targ->r.svFlags & SVF_BOT ) { BotRecordPain( targ->s.number, attacker->s.number, mod ); } // Ridah, this needs to be done last, incase the health is altered in one of the event calls if ( targ->client ) { targ->client->ps.stats[STAT_HEALTH] = targ->health; } } } /* ============ CanDamage Returns qtrue if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ void G_RailTrail( vec_t* start, vec_t* end ) { gentity_t* temp = G_TempEntity( start, EV_RAILTRAIL ); VectorCopy( end, temp->s.origin2 ); temp->s.dmgFlags = 0; } #define MASK_CAN_DAMAGE ( CONTENTS_SOLID | CONTENTS_BODY ) qboolean CanDamage( gentity_t *targ, vec3_t origin ) { vec3_t dest; trace_t tr; vec3_t midpoint; vec3_t offsetmins = { -16.f, -16.f, -16.f }; vec3_t offsetmaxs = { 16.f, 16.f, 16.f }; // use the midpoint of the bounds instead of the origin, because // bmodels may have their origin is 0,0,0 // Gordon: well, um, just check then... if ( targ->r.currentOrigin[0] || targ->r.currentOrigin[1] || targ->r.currentOrigin[2] ) { VectorCopy( targ->r.currentOrigin, midpoint ); if ( targ->s.eType == ET_MOVER ) { midpoint[2] += 32; } } else { VectorAdd( targ->r.absmin, targ->r.absmax, midpoint ); VectorScale( midpoint, 0.5, midpoint ); } // G_RailTrail( origin, dest ); trap_Trace( &tr, origin, vec3_origin, vec3_origin, midpoint, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1.0 ) { return qtrue; } if ( &g_entities[tr.entityNum] == targ ) { return qtrue; } if ( targ->client ) { VectorCopy( targ->client->ps.mins, offsetmins ); VectorCopy( targ->client->ps.maxs, offsetmaxs ); } // this should probably check in the plane of projection, // rather than in world coordinate VectorCopy( midpoint, dest ); dest[0] += offsetmaxs[0]; dest[1] += offsetmaxs[1]; dest[2] += offsetmaxs[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } VectorCopy( midpoint, dest ); dest[0] += offsetmaxs[0]; dest[1] += offsetmins[1]; dest[2] += offsetmaxs[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } VectorCopy( midpoint, dest ); dest[0] += offsetmins[0]; dest[1] += offsetmaxs[1]; dest[2] += offsetmaxs[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } VectorCopy( midpoint, dest ); dest[0] += offsetmins[0]; dest[1] += offsetmins[1]; dest[2] += offsetmaxs[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } // ========================= VectorCopy( midpoint, dest ); dest[0] += offsetmaxs[0]; dest[1] += offsetmaxs[1]; dest[2] += offsetmins[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } VectorCopy( midpoint, dest ); dest[0] += offsetmaxs[0]; dest[1] += offsetmins[1]; dest[2] += offsetmins[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } VectorCopy( midpoint, dest ); dest[0] += offsetmins[0]; dest[1] += offsetmaxs[1]; dest[2] += offsetmins[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } VectorCopy( midpoint, dest ); dest[0] += offsetmins[0]; dest[1] += offsetmins[2]; dest[2] += offsetmins[2]; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_CAN_DAMAGE ); if ( tr.fraction == 1 || &g_entities[tr.entityNum] == targ ) { return qtrue; } return qfalse; } void G_AdjustedDamageVec( gentity_t *ent, vec3_t origin, vec3_t v ) { int i; if ( !ent->r.bmodel ) { VectorSubtract( ent->r.currentOrigin,origin,v ); // JPW NERVE simpler centroid check that doesn't have box alignment weirdness } else { for ( i = 0 ; i < 3 ; i++ ) { if ( origin[i] < ent->r.absmin[i] ) { v[i] = ent->r.absmin[i] - origin[i]; } else if ( origin[i] > ent->r.absmax[i] ) { v[i] = origin[i] - ent->r.absmax[i]; } else { v[i] = 0; } } } } /* ============ G_RadiusDamage ============ */ qboolean G_RadiusDamage( vec3_t origin, gentity_t *inflictor, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod ) { float points, dist; gentity_t *ent; int entityList[MAX_GENTITIES]; int numListedEntities; vec3_t mins, maxs; vec3_t v; vec3_t dir; int i, e; qboolean hitClient = qfalse; float boxradius; vec3_t dest; trace_t tr; vec3_t midpoint; int flags = DAMAGE_RADIUS; if ( mod == MOD_SATCHEL || mod == MOD_LANDMINE ) { flags |= DAMAGE_HALF_KNOCKBACK; } if ( radius < 1 ) { radius = 1; } boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement -- // bounding box was checking against radius / sqrt(2) if collision is along box plane for ( i = 0 ; i < 3 ; i++ ) { mins[i] = origin[i] - boxradius; maxs[i] = origin[i] + boxradius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < level.num_entities ; e++ ) { g_entities[e].dmginloop = qfalse; } for ( e = 0 ; e < numListedEntities ; e++ ) { ent = &g_entities[entityList[ e ]]; if ( ent == ignore ) { continue; } if ( !ent->takedamage && ( !ent->dmgparent || !ent->dmgparent->takedamage ) ) { continue; } G_AdjustedDamageVec( ent, origin, v ); dist = VectorLength( v ); if ( dist >= radius ) { continue; } points = damage * ( 1.0 - dist / radius ); if ( CanDamage( ent, origin ) ) { if ( ent->dmgparent ) { ent = ent->dmgparent; } if ( ent->dmginloop ) { continue; } if ( AccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract( ent->r.currentOrigin, origin, dir ); // push the center of mass higher than the origin so players // get knocked into the air more dir[2] += 24; G_Damage( ent, inflictor, attacker, dir, origin, (int)points, flags, mod ); } else { VectorAdd( ent->r.absmin, ent->r.absmax, midpoint ); VectorScale( midpoint, 0.5, midpoint ); VectorCopy( midpoint, dest ); trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); if ( tr.fraction < 1.0 ) { VectorSubtract( dest, origin, dest ); dist = VectorLength( dest ); if ( dist < radius * 0.2f ) { // closer than 1/4 dist if ( ent->dmgparent ) { ent = ent->dmgparent; } if ( ent->dmginloop ) { continue; } if ( AccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract( ent->r.currentOrigin, origin, dir ); dir[2] += 24; G_Damage( ent, inflictor, attacker, dir, origin, (int)( points * 0.1f ), flags, mod ); } } } } return hitClient; } /* ============ etpro_RadiusDamage mutation of G_RadiusDamage which lets us selectively damage only clients or only non clients ============ */ qboolean etpro_RadiusDamage( vec3_t origin, gentity_t *inflictor, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod, qboolean clientsonly ) { float points, dist; gentity_t *ent; int entityList[MAX_GENTITIES]; int numListedEntities; vec3_t mins, maxs; vec3_t v; vec3_t dir; int i, e; qboolean hitClient = qfalse; float boxradius; vec3_t dest; trace_t tr; vec3_t midpoint; int flags = DAMAGE_RADIUS; if ( mod == MOD_SATCHEL || mod == MOD_LANDMINE ) { flags |= DAMAGE_HALF_KNOCKBACK; } if ( radius < 1 ) { radius = 1; } boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement -- // bounding box was checking against radius / sqrt(2) if collision is along box plane for ( i = 0 ; i < 3 ; i++ ) { mins[i] = origin[i] - boxradius; maxs[i] = origin[i] + boxradius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < level.num_entities ; e++ ) { g_entities[e].dmginloop = qfalse; } for ( e = 0 ; e < numListedEntities ; e++ ) { ent = &g_entities[entityList[ e ]]; if ( ent == ignore ) { continue; } if ( !ent->takedamage && ( !ent->dmgparent || !ent->dmgparent->takedamage ) ) { continue; } if ( clientsonly && !ent->client ) { continue; } if ( !clientsonly && ent->client ) { continue; } G_AdjustedDamageVec( ent, origin, v ); dist = VectorLength( v ); if ( dist >= radius ) { continue; } points = damage * ( 1.0 - dist / radius ); if ( CanDamage( ent, origin ) ) { if ( ent->dmgparent ) { ent = ent->dmgparent; } if ( ent->dmginloop ) { continue; } if ( AccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract( ent->r.currentOrigin, origin, dir ); // push the center of mass higher than the origin so players // get knocked into the air more dir[2] += 24; G_Damage( ent, inflictor, attacker, dir, origin, (int)points, flags, mod ); } else { VectorAdd( ent->r.absmin, ent->r.absmax, midpoint ); VectorScale( midpoint, 0.5, midpoint ); VectorCopy( midpoint, dest ); trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); if ( tr.fraction < 1.0 ) { VectorSubtract( dest, origin, dest ); dist = VectorLength( dest ); if ( dist < radius * 0.2f ) { // closer than 1/4 dist if ( ent->dmgparent ) { ent = ent->dmgparent; } if ( ent->dmginloop ) { continue; } if ( AccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract( ent->r.currentOrigin, origin, dir ); dir[2] += 24; G_Damage( ent, inflictor, attacker, dir, origin, (int)( points * 0.1f ), flags, mod ); } } } } return hitClient; }