2 float checkrules_firstblood;
4 void GiveFrags (entity attacker, entity targ, float f)
9 if(f > 0 && cvar("g_domination") && cvar("g_domination_disable_frags"))
11 else if(f > 0 && cvar("g_runematch"))
12 f = RunematchHandleFrags(attacker, targ, f);
13 else if(cvar("g_lms"))
15 // count remaining lives, not frags in lms
17 // keep track of the worst players lives
18 if(targ.frags < lms_lowest_lives)
19 lms_lowest_lives = targ.frags;
20 // player has no more lives left
27 attacker.frags = attacker.frags + f;
30 void Obituary (entity attacker, entity targ, float deathtype)
34 if (targ.classname == "player" || targ.classname == "corpse")
36 if (targ.classname == "corpse")
43 if (deathtype == DEATH_NOAMMO)
44 centerprint(targ, strcat("^1You were killed for running out of ammo...\n\n\n"));
46 centerprint(targ, strcat("^1You killed your own dumb self!\n\n\n"));
48 if (deathtype == IT_GRENADE_LAUNCHER)
49 bprint ("^1",s, "^1 detonated\n");
50 else if (deathtype == IT_ELECTRO)
51 bprint ("^1",s, "^1 played with plasma\n");
52 else if (deathtype == IT_ROCKET_LAUNCHER)
53 bprint ("^1",s, "^1 exploded\n");
54 else if (deathtype == DEATH_KILL)
55 bprint ("^1",s, "^1 couldn't take it anymore\n");
56 else if (deathtype == DEATH_NOAMMO)
58 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
59 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
62 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
63 GiveFrags(attacker, targ, -1);
64 //targ.frags = targ.frags - 1;
65 if (targ.killcount > 2)
66 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
68 else if (teamplay && attacker.team == targ.team)
70 centerprint(attacker, strcat("^1Moron! You killed a teammate!\n\n\n"));
71 bprint ("^1", attacker.netname, "^1 mows down a teammate\n");
72 GiveFrags(attacker, targ, -1);
73 //attacker.frags = attacker.frags - 1;
74 if (targ.killcount > 2)
75 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
76 if (attacker.killcount > 2)
77 bprint ("^1",attacker.netname,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
78 attacker.killcount = 0;
80 else if (attacker.classname == "player" || attacker.classname == "gib")
82 if (!checkrules_firstblood)
84 checkrules_firstblood = TRUE;
85 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
86 if (cvar("g_minstagib"))
87 //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
88 bprint("^1",attacker.netname, "^1 drew first blood", "\n");
91 centerprint(attacker, strcat("^4You killed ^7", s, "\n\n\n"));
92 centerprint(targ, strcat("^1You were killed by ^7", attacker.netname, "\n\n\n"));
94 if (deathtype == IT_LASER)
95 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
96 else if (deathtype == IT_UZI)
97 bprint ("^1",s, "^1 was riddled full of holes by ", attacker.netname, "\n");
98 else if (deathtype == IT_SHOTGUN)
99 bprint ("^1",s, "^1 was gunned by ", attacker.netname, "\n");
100 else if (deathtype == IT_GRENADE_LAUNCHER)
101 bprint ("^1", s, "^1 was blasted by ", attacker.netname, "\n");
102 else if (deathtype == IT_ELECTRO)
103 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
104 else if (deathtype == IT_CRYLINK)
105 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
106 else if (deathtype == IT_NEX)
107 bprint ("^1",s, "^1 has been vaporized by ", attacker.netname, "\n");
108 else if (deathtype == IT_HAGAR)
109 bprint ("^1",s, "^1 was pummeled by ", attacker.netname, "\n");
110 else if (deathtype == IT_ROCKET_LAUNCHER)
111 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
112 else if (deathtype == DEATH_TELEFRAG)
113 bprint ("^1",s, "^1 was telefragged by ", attacker.netname, "\n");
114 else if (deathtype == DEATH_DROWN)
115 bprint ("^1",s, "^1 was drowned by ", attacker.netname, "\n");
116 else if (deathtype == DEATH_SLIME)
117 bprint ("^1",s, "^1 was slimed by ", attacker.netname, "\n");
118 else if (deathtype == DEATH_LAVA)
119 bprint ("^1",s, "^1 was cooked by ", attacker.netname, "\n");
120 else if (deathtype == DEATH_FALL)
121 bprint ("^1",s, "^1 was grounded by ", attacker.netname, "\n");
122 else if (deathtype == DEATH_SWAMP)
123 bprint ("^1",s, "^1 was conserved by ", attacker.netname, "\n");
124 else if (deathtype == DEATH_HURTTRIGGER)
125 bprint ("^1",s, "^1 was thrown into a world of hurt by ", attacker.netname, "\n");
127 bprint ("^1",s, "^1 was killed by ", attacker.netname, "\n");
129 GiveFrags(attacker, targ, 1);
130 //attacker.frags = attacker.frags + 1;
131 if (targ.killcount > 2)
132 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
133 attacker.killcount = attacker.killcount + 1;
134 if (attacker.killcount > 2)
135 bprint ("^1",attacker.netname,"^1 has ",ftos(attacker.killcount)," kills in a row\n");
137 if (attacker.killcount == 3)
139 bprint (attacker.netname,"^7 made a ^1TRIPLE FRAG\n");
140 stuffcmd(attacker, "play2 announcer/male/triple_frag.ogg\n");
142 else if (attacker.killcount == 5)
144 bprint (attacker.netname,"^7 made a ^1FIVE FRAG COMBO\n");
145 stuffcmd(attacker, "play2 announcer/male/five_frag_combo.ogg\n");
147 else if (attacker.killcount == 10)
149 bprint (attacker.netname,"^7 is a bit annoyed\n");
150 stuffcmd(attacker, "play2 announcer/male/girlfriend.ogg\n");
152 else if (attacker.killcount == 15)
154 bprint (attacker.netname,"^7 is maybe a terrorist!\n");
155 stuffcmd(attacker, "play2 announcer/male/worldwide.ogg\n");
157 else if (attacker.killcount == 20)
159 bprint (attacker.netname,"^7 has done a massacre!\n");
160 stuffcmd(attacker, "play2 announcer/male/massacre.ogg\n");
162 else if (attacker.killcount == 25)
164 bprint (attacker.netname,"^7 is a death incarnation!\n");
165 stuffcmd(attacker, "play2 announcer/male/death_incarnate.ogg\n");
167 else if (attacker.killcount == 30)
169 bprint (attacker.netname,"^7 is maybe a aimbotter?!\n");
170 stuffcmd(attacker, "play2 announcer/male/aimbotting.ogg\n");
175 centerprint(targ, strcat("^1Watch your step!\n\n\n"));
176 if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
177 bprint ("^1",s, "^1 ", attacker.message, "\n");
178 else if (deathtype == DEATH_DROWN)
179 bprint ("^1",s, "^1 drowned\n");
180 else if (deathtype == DEATH_SLIME)
181 bprint ("^1",s, "^1 was slimed\n");
182 else if (deathtype == DEATH_LAVA)
183 bprint ("^1",s, "^1 turned into hot slag\n");
184 else if (deathtype == DEATH_FALL)
185 bprint ("^1",s, "^1 hit the ground with a crunch\n");
186 else if (deathtype == DEATH_SWAMP)
187 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
189 bprint ("^1",s, "^1 died\n");
190 GiveFrags(targ, targ, -1);
191 if(targ.frags == -5) {
192 stuffcmd(targ, "play2 announcer/male/looked_funny.ogg\n");
194 else if(targ.frags == -10) {
195 stuffcmd(targ, "play2 announcer/male/suck.ogg\n");
198 //targ.frags = targ.frags - 1;
199 if (targ.killcount > 2)
200 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
202 // FIXME: this should go in PutClientInServer
208 // these are updated by each Damage call for use in button triggering and such
210 entity damage_inflictor;
211 entity damage_attacker;
213 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
218 local entity oldself;
222 damage_inflictor = inflictor;
223 damage_attacker = attacker;
224 // nullify damage if teamplay is on
227 if (attacker.team == targ.team)
228 if (teamplay == 1 || (teamplay == 3 && attacker != targ))
231 if (cvar("g_minstagib"))
233 if ((deathtype == DEATH_FALL) ||
234 (deathtype == DEATH_DROWN) ||
235 (deathtype == DEATH_SLIME) ||
236 (deathtype == DEATH_LAVA))
238 if (targ.extralives && (deathtype == IT_NEX))
240 targ.extralives = targ.extralives - 1;
241 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.extralives),"\n"));
243 targ.armorvalue = targ.extralives;
244 stuffcmd(targ, "play2 misc/hit.wav\n");
245 stuffcmd(attacker, "play2 misc/hit.wav\n");
247 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
249 stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
251 if (deathtype == IT_LASER)
254 if (targ != attacker)
256 if (targ.classname == "player")
257 centerprint(attacker, "Secondary fire inflicts no damage!\n");
264 if (deathtype == IT_NEX && !(attacker.flags & FL_ONGROUND) && !(targ.flags & FL_ONGROUND) && attacker.killcount != 3 && attacker.killcount != 5 && attacker.killcount != 10 && attacker.killcount != 15 && attacker.killcount != 20 && attacker.killcount != 25 && attacker.killcount != 30)
266 stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
270 // midair gamemode: damage only while in the air
272 && self.classname == "player" // e.g. grenades take damage
273 && self.flags & FL_ONGROUND) {
277 // apply strength multiplier
278 if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
280 damage = damage * cvar("g_balance_powerup_strength_damage");
281 force = force * cvar("g_balance_powerup_strength_force");
283 // apply invincibility multiplier
284 if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
285 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
288 if(cvar("g_runematch"))
290 // apply strength rune
291 if (attacker.runes & RUNE_STRENGTH)
293 if(attacker.runes & CURSE_WEAK) // have both curse & rune
295 damage = damage * cvar("g_balance_rune_strength_combo_damage");
296 force = force * cvar("g_balance_rune_strength_combo_force");
300 damage = damage * cvar("g_balance_rune_strength_damage");
301 force = force * cvar("g_balance_rune_strength_force");
304 else if (attacker.runes & CURSE_WEAK)
306 damage = damage * cvar("g_balance_curse_weak_damage");
307 force = force * cvar("g_balance_curse_weak_force");
310 // apply defense rune
311 if (targ.runes & RUNE_DEFENSE)
313 if (targ.runes & CURSE_VULNER) // have both curse & rune
314 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
316 damage = damage * cvar("g_balance_rune_defense_takedamage");
318 else if (targ.runes & CURSE_VULNER)
319 damage = damage * cvar("g_balance_curse_vulner_takedamage");
323 if (self.damageforcescale)
325 self.velocity = self.velocity + self.damageforcescale * force;
326 self.flags = self.flags - (self.flags & FL_ONGROUND);
329 if (self.event_damage)
330 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
333 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
335 // Savage: vampire mode
336 if(cvar("g_vampire") && !cvar("g_minstagib"))
338 attacker.health += damage;
340 if(cvar("g_runematch"))
342 if (attacker.runes & RUNE_VAMPIRE)
344 // apply vampire rune
345 if (attacker.runes & CURSE_EMPATHY) // have the curse too
347 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
348 attacker.health = bound(
350 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
355 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
356 attacker.health = bound(
358 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
362 // apply empathy curse
363 else if (attacker.runes & CURSE_EMPATHY)
365 attacker.health = bound(
367 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
374 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
386 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
388 targ = findradius (blastorigin, rad);
391 if (targ != inflictor)
394 // LordHavoc: measure distance to nearest point on target (not origin)
395 // (this guarentees 100% damage on a touch impact)
396 nearest = blastorigin;
397 m1 = targ.origin + targ.mins;
398 m2 = targ.origin + targ.maxs;
399 if (nearest_x < m1_x) nearest_x = m1_x;
400 if (nearest_y < m1_y) nearest_y = m1_y;
401 if (nearest_z < m1_z) nearest_z = m1_z;
402 if (nearest_x > m2_x) nearest_x = m2_x;
403 if (nearest_y > m2_y) nearest_y = m2_y;
404 if (nearest_z > m2_z) nearest_z = m2_z;
405 diff = nearest - blastorigin;
406 // round up a little on the damage to ensure full damage on impacts
407 // and turn the distance into a fraction of the radius
408 power = 1 - ((vlen (diff) - 2) / rad);
410 //bprint(ftos(power));
415 finaldmg = coredamage * power + edgedamage * (1 - power);
418 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
419 if (targ == attacker)
420 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
421 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
434 void ClearMultiDamage (void)
438 multi_force = '0 0 0';
441 void ApplyMultiDamage (void)
446 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
449 void AddMultiDamage (entity hit, float damage, vector force)
454 if (hit != multi_ent)
460 multi_damage = multi_damage + damage;
461 multi_force = multi_force + force;
464 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
471 makevectors (self.v_angle);
473 source = self.origin + v_forward * 10; // FIXME
474 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
476 // LordHavoc: better to use normal damage
477 //ClearMultiDamage ();
478 while (shotcount > 0)
480 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
482 traceline (source, source + direction * 2048, FALSE, self);
483 if (trace_fraction != 1.0)
485 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
486 vel = vel + 2 * trace_plane_normal;
489 org = trace_endpos - direction * 4;
491 if (!trace_ent.takedamage)
493 // LordHavoc: better to use normal damage
494 //AddMultiDamage (trace_ent, 4, direction * 4);
495 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
498 shotcount = shotcount + 1;
501 // LordHavoc: better to use normal damage
502 //ApplyMultiDamage ();