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Quake-style physics with reduced bunnyhopping to try out.
[divverent/nexuiz.git] / data / qcsrc / server / gamec / g_damage.c
1
2 float checkrules_firstblood;
3
4 void GiveFrags (entity attacker, entity targ, float f)
5 {
6         if(gameover) return;
7
8         if(cvar("g_arena"))
9                 if(cvar("g_arena_roundbased"))
10                         return;
11
12         if(cvar("g_domination"))
13         {
14                 if(cvar("g_domination_disable_frags"))
15                         if(f > 0)
16                                 return;
17         }
18         else if(cvar("g_runematch"))
19         {
20                 if(f > 0)
21                         f = RunematchHandleFrags(attacker, targ, f);
22         }
23         else if(cvar("g_lms"))
24         {
25                 // count remaining lives, not frags in lms
26                 targ.frags -= 1;
27                 // keep track of the worst players lives
28                 if(targ.frags < lms_lowest_lives)
29                         lms_lowest_lives = targ.frags;
30                 // player has no more lives left
31                 if (!targ.frags)
32                 {
33                         lms_dead_count += 1;
34                         if(!lms_next_place)
35                                 lms_next_place = player_count;
36                         targ.frags = -lms_next_place;
37                         lms_next_place -= 1;
38                 }
39                 return;
40         }
41
42         if(f)
43                 attacker.frags = attacker.frags + f;
44 }
45
46 string AppendItemcodes(string s, entity player)
47 {
48         float w;
49         w = player.weapon;
50         //if(w == 0)
51         //      w = player.switchweapon;
52         if(w == 0)
53                 w = player.cnt; // previous weapon!
54         s = strcat(s, ftos(weapon_translateindextoflag(w)));
55         if(time < player.strength_finished)
56                 s = strcat(s, "S");
57         if(time < player.invincible_finished)
58                 s = strcat(s, "I");
59         if(player.flagcarried != world)
60                 s = strcat(s, "F");
61         if(player.runes)
62                 s = strcat(s, "|", ftos(player.runes));
63         return s;
64 }
65
66 void LogDeath(string mode, float deathtype, entity killer, entity killed)
67 {
68         string s;
69         if(!cvar("sv_eventlog"))
70                 return;
71         s = strcat(":kill:", mode);
72         s = strcat(s, ":", ftos(killer.playerid));
73         s = strcat(s, ":", ftos(killed.playerid));
74         s = strcat(s, ":type=", ftos(deathtype));
75         s = strcat(s, ":items=");
76         s = AppendItemcodes(s, killer);
77         if(killed != killer)
78         {
79                 s = strcat(s, ":victimitems=");
80                 s = AppendItemcodes(s, killed);
81         }
82         GameLogEcho(s, FALSE);
83 }
84
85 void Obituary (entity attacker, entity targ, float deathtype)
86 {
87         string  s, m;
88
89         if (targ.classname == "player" || targ.classname == "corpse")
90         {
91                 if (targ.classname == "corpse")
92                         s = "A corpse";
93                 else
94                         s = targ.netname;
95
96                 if (targ == attacker)
97                 {
98                         if (deathtype == DEATH_TEAMCHANGE)
99                         {
100                                 m = "You are now on: ";
101                                 if (targ.team == 5)
102                                         m = strcat(m, "^1Red Team");
103                                 else if (targ.team == 14)
104                                         m = strcat(m, "^4Blue Team");
105                                 else if (targ.team == 10)
106                                         m = strcat(m, "^6Pink Team");
107                                 else if (targ.team == 13)
108                                         m = strcat(m, "^3Yellow Team");
109                                 centerprint(targ, m);
110                         }
111                         else if (deathtype == DEATH_AUTOTEAMCHANGE)
112                         {
113                                 m = "You have been moved into a different team to improve team balance\nYou are now on: ";
114                                 if (targ.team == 5)
115                                         m = strcat(m, "^1Red Team");
116                                 else if (targ.team == 14)
117                                         m = strcat(m, "^4Blue Team");
118                                 else if (targ.team == 10)
119                                         m = strcat(m, "^6Pink Team");
120                                 else if (targ.team == 13)
121                                         m = strcat(m, "^3Yellow Team");
122                                 centerprint(targ, m);
123                                 return;
124                         }
125                         else if (deathtype == DEATH_CAMP)
126                                 centerprint(targ, strcat("^1Die camper!\n\n\n"));
127                         else if (deathtype == DEATH_NOAMMO)
128                                 centerprint(targ, strcat("^1You were killed for running out of ammo...\n\n\n"));
129                         else if (deathtype == DEATH_ROT)
130                                 centerprint(targ, strcat("^1You grew too old without taking your medcine\n\n\n"));                      
131                         else
132                                 centerprint(targ, strcat("^1You killed your own dumb self!\n\n\n"));
133
134                         if (deathtype == IT_GRENADE_LAUNCHER)
135                                 bprint ("^1",s, "^1 detonated\n");
136                         else if (deathtype == IT_ELECTRO)
137                                 bprint ("^1",s, "^1 played with plasma\n");
138                         else if (deathtype == IT_ROCKET_LAUNCHER)
139                                 bprint ("^1",s, "^1 exploded\n");
140                         else if (deathtype == DEATH_KILL)
141                                 bprint ("^1",s, "^1 couldn't take it anymore\n");
142                         else if (deathtype == DEATH_ROT)
143                                 bprint ("^1",s, "^1 died\n");
144                         else if (deathtype == DEATH_NOAMMO)
145                         {
146                                 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
147                                 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
148                         }
149                         else if (deathtype == DEATH_CAMP)
150                                 bprint ("^1",s, "^1 thought he found a nice camping ground\n");
151                         else if (deathtype != DEATH_TEAMCHANGE)
152                                 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
153
154                         if(deathtype != DEATH_TEAMCHANGE)
155                                 LogDeath("suicide", deathtype, targ, targ);
156
157                         GiveFrags(attacker, targ, -1);
158                         //targ.frags = targ.frags - 1;
159                         if (targ.killcount > 2)
160                                 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
161                 }
162                 else if (teamplay && attacker.team == targ.team)
163                 {
164                         centerprint(attacker, strcat("^1Moron! You fragged a teammate!\n\n\n"));
165                         bprint ("^1", attacker.netname, "^1 mows down a teammate\n");
166                         GiveFrags(attacker, targ, -1);
167                         //attacker.frags = attacker.frags - 1;
168                         if (targ.killcount > 2)
169                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
170                         if (attacker.killcount > 2)
171                                 bprint ("^1",attacker.netname,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
172                         attacker.killcount = 0;
173
174                         LogDeath("tk", deathtype, attacker, targ);
175                 }
176                 else if (attacker.classname == "player" || attacker.classname == "gib")
177                 {
178                         if (!checkrules_firstblood)
179                         {
180                                 checkrules_firstblood = TRUE;
181                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
182                                 //if (cvar("g_minstagib"))
183                                         //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
184                                 bprint("^1",attacker.netname, "^1 drew first blood", "\n");
185                         }
186
187                         centerprint(attacker, strcat("^4You fragged ^7", s, "\n\n\n"));
188                         centerprint(targ, strcat("^1You were fragged by ^7", attacker.netname, "\n\n\n"));
189
190                         if (deathtype == IT_LASER)
191                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
192                         else if (deathtype == IT_UZI)
193                                 bprint ("^1",s, "^1 was riddled full of holes by ", attacker.netname, "\n");
194                         else if (deathtype == IT_SHOTGUN)
195                                 bprint ("^1",s, "^1 was gunned by ", attacker.netname, "\n");
196                         else if (deathtype == IT_GRENADE_LAUNCHER)
197                                 bprint ("^1", s, "^1 was blasted by ", attacker.netname, "\n");
198                         else if (deathtype == IT_ELECTRO)
199                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
200                         else if (deathtype == IT_CRYLINK)
201                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
202                         else if (deathtype == IT_NEX)
203                                 bprint ("^1",s, "^1 has been vaporized by ", attacker.netname, "\n");
204                         else if (deathtype == IT_HAGAR)
205                                 bprint ("^1",s, "^1 was pummeled by ", attacker.netname, "\n");
206                         else if (deathtype == IT_ROCKET_LAUNCHER)
207                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
208                         else if (deathtype == DEATH_TELEFRAG)
209                                 bprint ("^1",s, "^1 was telefragged by ", attacker.netname, "\n");
210                         else if (deathtype == DEATH_DROWN)
211                                 bprint ("^1",s, "^1 was drowned by ", attacker.netname, "\n");
212                         else if (deathtype == DEATH_SLIME)
213                                 bprint ("^1",s, "^1 was slimed by ", attacker.netname, "\n");
214                         else if (deathtype == DEATH_LAVA)
215                                 bprint ("^1",s, "^1 was cooked by ", attacker.netname, "\n");
216                         else if (deathtype == DEATH_FALL)
217                                 bprint ("^1",s, "^1 was grounded by ", attacker.netname, "\n");
218                         else if (deathtype == DEATH_SHOOTING_STAR)
219                                 bprint ("^1",s, "^1 was shot into space by ", attacker.netname, "\n");
220                         else if (deathtype == DEATH_SWAMP)
221                                 bprint ("^1",s, "^1 was conserved by ", attacker.netname, "\n");
222                         else if (deathtype == DEATH_HURTTRIGGER)
223                                 bprint ("^1",s, "^1 was thrown into a world of hurt by ", attacker.netname, "\n");
224                         else
225                                 bprint ("^1",s, "^1 was fragged by ", attacker.netname, "\n");
226
227                         GiveFrags(attacker, targ, 1);
228                         //attacker.frags = attacker.frags + 1;
229                         if (targ.killcount > 2)
230                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
231                         attacker.killcount = attacker.killcount + 1;
232                         if (attacker.killcount > 2)
233                                 bprint ("^1",attacker.netname,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
234
235                         LogDeath("frag", deathtype, attacker, targ);
236
237                         if (attacker.killcount == 3)
238                         {
239                                 bprint (attacker.netname,"^7 made a ^1TRIPLE FRAG\n");
240                                 stuffcmd(attacker, "play2 announcer/male/03kills.ogg\n");
241                         }
242                         else if (attacker.killcount == 5)
243                         {
244                                 bprint (attacker.netname,"^7 made a ^1FIVE FRAG COMBO\n");
245                                 stuffcmd(attacker, "play2 announcer/male/05kills.ogg\n");
246                         }
247                         else if (attacker.killcount == 10)
248                         {
249                                 bprint (attacker.netname,"^7 is on a ^1RAGE\n");
250                                 stuffcmd(attacker, "play2 announcer/male/10kills.ogg\n");
251                         }
252                         else if (attacker.killcount == 15)
253                         {
254                                 bprint (attacker.netname,"^7 has done a ^1MASSACRE!\n");
255                                 stuffcmd(attacker, "play2 announcer/male/15kills.ogg\n");
256                         }
257                         else if (attacker.killcount == 20)
258                         {
259                                 bprint (attacker.netname,"^7 is ^1UNHUMAN!\n");
260                                 stuffcmd(attacker, "play2 announcer/male/20kills.ogg\n");
261                         }
262                         else if (attacker.killcount == 25)
263                         {
264                                 bprint (attacker.netname,"^7 is a ^1DEATH INCARNATION!\n");
265                                 stuffcmd(attacker, "play2 announcer/male/25kills.ogg\n");
266                         }
267                         else if (attacker.killcount == 30)
268                         {
269                                 bprint (attacker.netname,"^7 is maybe a ^1AIMBOTTER?!\n");
270                                 stuffcmd(attacker, "play2 announcer/male/30kills.ogg\n");
271                         }
272                 }
273                 else
274                 {
275                         centerprint(targ, strcat("^1Watch your step!\n\n\n"));
276                         if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
277                                 bprint ("^1",s, "^1 ", attacker.message, "\n");
278                         else if (deathtype == DEATH_DROWN)
279                                 bprint ("^1",s, "^1 drowned\n");
280                         else if (deathtype == DEATH_SLIME)
281                                 bprint ("^1",s, "^1 was slimed\n");
282                         else if (deathtype == DEATH_LAVA)
283                                 bprint ("^1",s, "^1 turned into hot slag\n");
284                         else if (deathtype == DEATH_FALL)
285                                 bprint ("^1",s, "^1 hit the ground with a crunch\n");
286                         else if (deathtype == DEATH_SHOOTING_STAR)
287                                 bprint ("^1",s, "^1 became a shooting star\n");
288                         else if (deathtype == DEATH_SWAMP)
289                                 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
290                         else
291                                 bprint ("^1",s, "^1 died\n");
292                         GiveFrags(targ, targ, -1);
293                         if(targ.frags == -5) {
294                                 stuffcmd(targ, "play2 announcer/male/botlike.ogg\n");
295                         }
296
297                         //targ.frags = targ.frags - 1;
298                         if (targ.killcount > 2)
299                                 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
300
301                         LogDeath("accident", deathtype, targ, targ);
302                 }
303                 targ.death_origin = targ.origin;
304                 if(targ != attacker)
305                         targ.killer_origin = attacker.origin;
306                 // FIXME: this should go in PutClientInServer
307                 if (targ.killcount)
308                         targ.killcount = 0;
309         }
310 }
311
312 // these are updated by each Damage call for use in button triggering and such
313 entity damage_targ;
314 entity damage_inflictor;
315 entity damage_attacker;
316
317 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
318 {
319         if (gameover || targ.killcount == -666)
320                 return;
321
322         local entity oldself;
323         oldself = self;
324         self = targ;
325         damage_targ = targ;
326         damage_inflictor = inflictor;
327         damage_attacker = attacker;
328         // nullify damage if teamplay is on
329         if (teamplay)
330         if (attacker.team)
331         if (attacker.team == targ.team)
332         if ((teamplay == 1 || teamplay == 3) && attacker != targ)
333                 damage = 0;
334
335         if(cvar("g_lms"))
336         if(targ.classname == "player")
337         if(attacker.classname == "player")
338         if(attacker != targ)
339         {
340                 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
341                 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
342         }
343
344         if(damage > 0 && targ != attacker && clienttype(attacker) == CLIENTTYPE_REAL && targ.classname == "player")
345                 stuffcmd(attacker, "play2 misc/hit.wav\n");
346
347         if (cvar("g_minstagib"))
348         {
349                 if ((deathtype == DEATH_FALL)  ||
350                     (deathtype == DEATH_DROWN) ||
351                     (deathtype == DEATH_SLIME) ||
352                     (deathtype == DEATH_LAVA))
353                         return;
354                 if (targ.extralives && (deathtype == IT_NEX) && damage)
355                 {
356                         targ.extralives -= 1;
357                         centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.extralives),"\n"));
358                         damage = 0;
359                         targ.armorvalue = targ.extralives;
360                         if(clienttype(targ) == CLIENTTYPE_REAL) stuffcmd(targ, "play2 misc/hit.wav\n");
361                         //stuffcmd(attacker, "play2 misc/hit.wav\n");
362                 }
363                 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
364                 {
365                         if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
366                 }
367                 if (deathtype == IT_LASER)
368                 {
369                         damage = 0;
370                         if (targ != attacker)
371                         {
372                                 if (targ.classname == "player")
373                                         centerprint(attacker, "Secondary fire inflicts no damage!\n");
374                                 damage = 0;
375                                 force = '0 0 0';
376                                 attacker = targ;
377                         }
378                 }
379         } else {
380                 if (deathtype == IT_NEX && !(attacker.flags & FL_ONGROUND) && !(targ.flags & FL_ONGROUND) && attacker.waterlevel < 2 && targ.waterlevel < 2 && attacker.killcount != 3 && attacker.killcount != 5 && attacker.killcount != 10 && attacker.killcount != 15 && attacker.killcount != 20 && attacker.killcount != 25 && attacker.killcount != 30)
381                 {
382                         if(clienttype(attacker) == CLIENTTYPE_REAL)  stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
383                 }
384         }
385
386         // apply strength multiplier
387         if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
388         {
389                 damage = damage * cvar("g_balance_powerup_strength_damage");
390                 force = force * cvar("g_balance_powerup_strength_force");
391         }
392         // apply invincibility multiplier
393         if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
394                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
395
396
397         if(cvar("g_runematch"))
398         {
399                 // apply strength rune
400                 if (attacker.runes & RUNE_STRENGTH)
401                 {
402                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
403                         {
404                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
405                                 force = force * cvar("g_balance_rune_strength_combo_force");
406                         }
407                         else
408                         {
409                                 damage = damage * cvar("g_balance_rune_strength_damage");
410                                 force = force * cvar("g_balance_rune_strength_force");
411                         }
412                 }
413                 else if (attacker.runes & CURSE_WEAK)
414                 {
415                         damage = damage * cvar("g_balance_curse_weak_damage");
416                         force = force * cvar("g_balance_curse_weak_force");
417                 }
418
419                 // apply defense rune
420                 if (targ.runes & RUNE_DEFENSE)
421                 {
422                         if (targ.runes & CURSE_VULNER) // have both curse & rune
423                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
424                         else
425                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
426                 }
427                 else if (targ.runes & CURSE_VULNER)
428                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
429         }
430
431         // apply push
432         if (self.damageforcescale)
433         {
434                 self.velocity = self.velocity + self.damageforcescale * force;
435                 self.flags = self.flags - (self.flags & FL_ONGROUND);
436         }
437         // apply damage
438         if (self.event_damage)
439                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
440         self = oldself;
441
442         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
443         {
444                 // Savage: vampire mode
445                 if(cvar("g_vampire") && !cvar("g_minstagib"))
446                 {
447                         attacker.health += damage;
448                 }
449                 if(cvar("g_runematch"))
450                 {
451                         if (attacker.runes & RUNE_VAMPIRE)
452                         {
453                         // apply vampire rune
454                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
455                                 {
456                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
457                                         attacker.health = bound(
458                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
459                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
460                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
461                                 }
462                                 else
463                                 {
464                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
465                                         attacker.health = bound(
466                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
467                                                                                         // empathy won't let you gain health in the same way...
468                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
469                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
470                                         }
471                         }
472                         // apply empathy curse
473                         else if (attacker.runes & CURSE_EMPATHY)
474                         {
475                                 attacker.health = bound(
476                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
477                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
478                                         attacker.health);
479                         }
480                 }
481         }
482 }
483
484 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
485 {
486         entity  targ;
487         float   finaldmg;
488         float   power;
489         vector  blastorigin;
490         vector  force;
491         vector  m1;
492         vector  m2;
493         vector  nearest;
494         vector  diff;
495
496         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
497
498         targ = findradius (blastorigin, rad);
499         while (targ)
500         {
501                 if (targ != inflictor)
502                         if (ignore != targ)
503                         {
504                                 // LordHavoc: measure distance to nearest point on target (not origin)
505                                 // (this guarentees 100% damage on a touch impact)
506                                 nearest = blastorigin;
507                                 m1 = targ.origin + targ.mins;
508                                 m2 = targ.origin + targ.maxs;
509                                 if (nearest_x < m1_x) nearest_x = m1_x;
510                                 if (nearest_y < m1_y) nearest_y = m1_y;
511                                 if (nearest_z < m1_z) nearest_z = m1_z;
512                                 if (nearest_x > m2_x) nearest_x = m2_x;
513                                 if (nearest_y > m2_y) nearest_y = m2_y;
514                                 if (nearest_z > m2_z) nearest_z = m2_z;
515                                 diff = nearest - blastorigin;
516                                 // round up a little on the damage to ensure full damage on impacts
517                                 // and turn the distance into a fraction of the radius
518                                 power = 1 - ((vlen (diff) - 2) / rad);
519                                 //bprint(" ");
520                                 //bprint(ftos(power));
521                                 if (power > 0)
522                                 {
523                                         if (power > 1)
524                                                 power = 1;
525                                         finaldmg = coredamage * power + edgedamage * (1 - power);
526                                         if (finaldmg > 0)
527                                         {
528                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
529                                                 if (targ == attacker)
530                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
531                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
532                                         }
533                                 }
534                         }
535                 targ = targ.chain;
536         }
537 }
538
539 /*
540 entity  multi_ent;
541 float   multi_damage;
542 vector  multi_force;
543
544 void ClearMultiDamage (void)
545 {
546         multi_ent = world;
547         multi_damage = 0;
548         multi_force = '0 0 0';
549 }
550
551 void ApplyMultiDamage (void)
552 {
553         if (!multi_ent)
554                 return;
555
556         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
557 }
558
559 void AddMultiDamage (entity hit, float damage, vector force)
560 {
561         if (!hit)
562                 return;
563
564         if (hit != multi_ent)
565         {
566                 ApplyMultiDamage ();
567                 ClearMultiDamage ();
568                 multi_ent = hit;
569         }
570         multi_damage = multi_damage + damage;
571         multi_force = multi_force + force;
572 }
573
574 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
575 {
576         vector  direction;
577         vector  source;
578         vector  vel;
579         vector  org;
580
581         makevectors (self.v_angle);
582
583         source = self.origin + v_forward * 10;  // FIXME
584         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
585
586         // LordHavoc: better to use normal damage
587         //ClearMultiDamage ();
588         while (shotcount > 0)
589         {
590                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
591
592                 traceline (source, source + direction * 2048, FALSE, self);
593                 if (trace_fraction != 1.0)
594                 {
595                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
596                         vel = vel + 2 * trace_plane_normal;
597                         vel = vel * 200;
598
599                         org = trace_endpos - direction * 4;
600
601                         if (!trace_ent.takedamage)
602                                 te_gunshot (org);
603                         // LordHavoc: better to use normal damage
604                         //AddMultiDamage (trace_ent, 4, direction * 4);
605                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
606                 }
607
608                 shotcount = shotcount + 1;
609         }
610
611         // LordHavoc: better to use normal damage
612         //ApplyMultiDamage ();
613 }
614 */
615
616
617