2 float checkrules_firstblood;
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4 void Obituary (entity attacker, entity targ, float deathtypeN) // Renamed "deathtype" to "deathtypeN"
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5 { // b/c of conflict with item_tfgoal
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8 if (targ.classname == "player" || targ.classname == "corpse")
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10 if (targ.classname == "corpse")
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15 if (((attacker.classname == "info_tfgoal") || (attacker.classname == "item_tfgoal")))
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17 if ((attacker.deathtype != ""))
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19 bprint (targ.netname);
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20 bprint (attacker.deathtype);
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25 if (targ == attacker)
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27 if (deathtypeN == IT_GRENADE_LAUNCHER)
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28 bprint ("^1",s, " detonated\n");
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29 else if (deathtypeN == IT_ELECTRO)
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30 bprint ("^1",s, " played with plasma\n");
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31 else if (deathtypeN == IT_ROCKET_LAUNCHER)
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32 bprint ("^1",s, " exploded\n");
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33 else if (deathtypeN == DEATH_KILL)
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34 bprint ("^1",s, " couldn't take it anymore\n");
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35 else if (deathtypeN == 88)
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36 bprint ("^1",s, " blew his own sorry ass up\n");
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38 bprint ("^1",s, " couldn't resist the urge to self immolate\n");
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39 targ.frags = targ.frags - 1;
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40 if (targ.killcount > 2)
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41 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");
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43 else if (teamplay && attacker.team == targ.team)
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45 bprint ("^1", attacker.netname, " mows down a teammate\n");
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46 attacker.frags = attacker.frags - 1;
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47 if (targ.killcount > 2)
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48 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
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49 if (attacker.killcount > 2)
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50 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
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51 attacker.killcount = 0;
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53 else if (attacker.classname == "player")
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55 if (!checkrules_firstblood)
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57 checkrules_firstblood = TRUE;
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58 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
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59 bprint("^1",attacker.netname, " drew first blood", "\n");
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62 if (deathtypeN == WEP_LASER)
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63 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
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64 else if (deathtypeN == WEP_UZI)
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65 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");
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66 else if (deathtypeN == WEP_SHOTGUN)
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67 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");
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68 else if (deathtypeN == WEP_GRENADE_LAUNCHER)
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69 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");
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70 else if (deathtypeN == WEP_ELECTRO)
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71 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
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72 else if (deathtypeN == WEP_CRYLINK)
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73 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
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74 else if (deathtypeN == WEP_NEX)
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75 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");
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76 else if (deathtypeN == WEP_HAGAR)
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77 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");
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78 else if (deathtypeN == WEP_ROCKET_LAUNCHER)
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79 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
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80 else if (deathtypeN == WEP_GRENADE_MIRV)
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81 bprint ("^1",s, " was blasted by ", attacker.netname, "'s mirv\n");
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82 else if (deathtypeN == WEP_GRENADE_FRAG)
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83 bprint ("^1",s, " was fragged by ", attacker.netname, "'s grenade\n");
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84 else if (deathtypeN == DEATH_BURNING)
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85 bprint ("^1",s, " was fried toasty by ", attacker.netname, "\n");
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86 else if (deathtypeN == DEATH_TELEFRAG)
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87 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");
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88 else if (deathtypeN == 88)
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89 bprint ("^1",s, " exploded from ", attacker.netname, "'s grenade\n");
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91 bprint ("^1",s, " was killed by ", attacker.netname, "\n");
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93 attacker.frags = attacker.frags + 1;
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94 if (targ.killcount > 2)
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95 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
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96 attacker.killcount = attacker.killcount + 1;
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97 if (attacker.killcount > 2)
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98 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");
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102 if (deathtypeN == DEATH_CLASSCHANGE)
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104 if (targ.killcount > 2)
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105 bprint ("^1",s," changed with a ",ftos(targ.killcount)," kill spree\n");
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106 if (targ.killcount)
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107 targ.killcount = 0;
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108 return; // don't print anything more or lose frags
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110 else if (deathtypeN == DEATH_HURTTRIGGER)
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111 bprint ("^1",s, " ", attacker.message, "\n");
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112 else if (deathtypeN == DEATH_DROWN)
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113 bprint ("^1",s, " drowned\n");
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114 else if (deathtypeN == DEATH_SLIME)
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115 bprint ("^1",s, " was slimed\n");
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116 else if (deathtypeN == DEATH_LAVA)
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117 bprint ("^1",s, " turned into hot slag\n");
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118 else if (deathtypeN == DEATH_FALL)
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119 bprint ("^1",s, " hit the ground with a crunch\n");
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120 else if (deathtypeN == DEATH_LASERGATE)
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121 bprint ("^1",s, " ", attacker.message, "\n");
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122 targ.frags = targ.frags - 1;
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123 if (targ.killcount > 2)
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124 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");
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126 // FIXME: this should go in PutClientInServer
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127 if (targ.killcount)
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128 targ.killcount = 0;
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132 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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134 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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136 deathmsg = deathtype;
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137 T_Damage (targ, inflictor, attacker, damage);
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140 local entity oldself;
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143 // nullify damage if teamplay is on
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146 if (attacker.team == targ.team)
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147 if (teamplay == 1 || (teamplay == 3 && attacker != targ))
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149 // apply strength multiplier
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150 if (attacker.items & IT_STRENGTH)
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152 damage = damage * cvar("g_balance_powerup_strength_damage");
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153 force = force * cvar("g_balance_powerup_strength_force");
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155 // apply invincibility multiplier
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156 if (targ.items & IT_INVINCIBLE)
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157 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
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159 if (self.damageforcescale)
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161 self.velocity = self.velocity + self.damageforcescale * force;
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162 self.flags = self.flags - (self.flags & FL_ONGROUND);
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166 if (self.event_damage)
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167 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
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171 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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172 void (entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage;
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174 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
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176 // deathmsg = deathtype;
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177 // T_RadiusDamage (inflictor, attacker, coredamage, ignore);
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183 vector blastorigin;
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190 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
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192 targ = findradius (blastorigin, rad);
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195 if (targ != inflictor)
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196 if (ignore != targ)
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198 // LordHavoc: measure distance to nearest point on target (not origin)
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199 // (this guarentees 100% damage on a touch impact)
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200 nearest = blastorigin;
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201 m1 = targ.origin + targ.mins;
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202 m2 = targ.origin + targ.maxs;
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203 if (nearest_x < m1_x) nearest_x = m1_x;
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204 if (nearest_y < m1_y) nearest_y = m1_y;
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205 if (nearest_z < m1_z) nearest_z = m1_z;
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206 if (nearest_x > m2_x) nearest_x = m2_x;
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207 if (nearest_y > m2_y) nearest_y = m2_y;
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208 if (nearest_z > m2_z) nearest_z = m2_z;
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209 diff = nearest - blastorigin;
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210 // round up a little on the damage to ensure full damage on impacts
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211 // and turn the distance into a fraction of the radius
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212 power = 1 - ((vlen (diff) - 2) / rad);
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214 //bprint(ftos(power));
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219 finaldmg = coredamage * power + edgedamage * (1 - power);
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222 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
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223 if (targ == attacker)
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224 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
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225 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
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235 float multi_damage;
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236 vector multi_force;
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238 void ClearMultiDamage (void)
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242 multi_force = '0 0 0';
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245 void ApplyMultiDamage (void)
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250 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
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253 void AddMultiDamage (entity hit, float damage, vector force)
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258 if (hit != multi_ent)
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260 ApplyMultiDamage ();
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261 ClearMultiDamage ();
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264 multi_damage = multi_damage + damage;
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265 multi_force = multi_force + force;
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268 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
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275 makevectors (self.v_angle);
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277 source = self.origin + v_forward * 10; // FIXME
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278 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
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280 // LordHavoc: better to use normal damage
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281 //ClearMultiDamage ();
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282 while (shotcount > 0)
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284 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
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286 traceline (source, source + direction * 2048, FALSE, self);
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287 if (trace_fraction != 1.0)
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289 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
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290 vel = vel + 2 * trace_plane_normal;
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293 org = trace_endpos - direction * 4;
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295 if (!trace_ent.takedamage)
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297 // LordHavoc: better to use normal damage
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298 //AddMultiDamage (trace_ent, 4, direction * 4);
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299 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
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302 shotcount = shotcount + 1;
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305 // LordHavoc: better to use normal damage
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306 //ApplyMultiDamage ();
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