2 void Obituary (entity attacker, entity targ, float deathtype)
6 if (targ.classname == "player" || targ.classname == "corpse")
8 if (targ.classname == "corpse")
15 if (deathtype == IT_GRENADE_LAUNCHER)
16 bprint ("^1",s, " detonated\n");
17 else if (deathtype == IT_ELECTRO)
18 bprint ("^1",s, " played with plasma\n");
19 else if (deathtype == IT_ROCKET_LAUNCHER)
20 bprint ("^1",s, " exploded\n");
21 else if (deathtype == DEATH_KILL)
22 bprint ("^1",s, " couldn't take it anymore\n");
24 bprint ("^1",s, " couldn't resist the urge to self immolate\n");
25 targ.frags = targ.frags - 1;
26 if (targ.killcount > 2)
27 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");
29 else if (teamplay && attacker.team == targ.team)
31 bprint ("^1", attacker.netname, " mows down a teammate\n");
32 attacker.frags = attacker.frags - 1;
33 if (targ.killcount > 2)
34 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
35 if (attacker.killcount > 2)
36 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
37 attacker.killcount = 0;
39 else if (attacker.classname == "player")
41 if (deathtype == IT_LASER)
42 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
43 else if (deathtype == IT_UZI)
44 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");
45 else if (deathtype == IT_SHOTGUN)
46 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");
47 else if (deathtype == IT_GRENADE_LAUNCHER)
48 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");
49 else if (deathtype == IT_ELECTRO)
50 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
51 else if (deathtype == IT_CRYLINK)
52 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
53 else if (deathtype == IT_NEX)
54 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");
55 else if (deathtype == IT_HAGAR)
56 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");
57 else if (deathtype == IT_ROCKET_LAUNCHER)
58 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
59 else if (deathtype == DEATH_TELEFRAG)
60 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");
62 bprint ("^1",s, " was killed by ", attacker.netname, "\n");
64 attacker.frags = attacker.frags + 1;
65 if (targ.killcount > 2)
66 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
67 attacker.killcount = attacker.killcount + 1;
68 if (attacker.killcount > 2)
69 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");
73 if (deathtype == DEATH_HURTTRIGGER)
74 bprint ("^1",s, " ", attacker.message, "\n");
75 else if (deathtype == DEATH_DROWN)
76 bprint ("^1",s, " drowned\n");
77 else if (deathtype == DEATH_SLIME)
78 bprint ("^1",s, " was slimed\n");
79 else if (deathtype == DEATH_LAVA)
80 bprint ("^1",s, " turned into hot slag\n");
81 else if (deathtype == DEATH_FALL)
82 bprint ("^1",s, " hit the ground with a crunch\n");
83 targ.frags = targ.frags - 1;
84 if (targ.killcount > 2)
85 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");
87 // FIXME: this should go in PutClientInServer
93 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
98 // nullify damage if teamplay is on
101 if (attacker.team == targ.team)
102 if (teamplay == 1 || (teamplay == 3 && attacker != targ))
104 if (targ.flags & FL_GODMODE)
106 // apply strength multiplier
107 if (attacker.items & IT_STRENGTH)
109 damage = damage * cvar("g_balance_powerup_strength_damage");
110 force = force * cvar("g_balance_powerup_strength_force");
112 // apply invincibility multiplier
113 if (targ.items & IT_INVINCIBLE)
114 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
116 if (self.damageforcescale)
118 self.velocity = self.velocity + self.damageforcescale * force;
119 self.flags = self.flags - (self.flags & FL_ONGROUND);
122 if (self.event_damage)
123 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
127 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
139 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
141 targ = findradius (blastorigin, rad);
144 if (targ != inflictor)
147 // LordHavoc: measure distance to nearest point on target (not origin)
148 // (this guarentees 100% damage on a touch impact)
149 nearest = blastorigin;
150 m1 = targ.origin + targ.mins;
151 m2 = targ.origin + targ.maxs;
152 if (nearest_x < m1_x) nearest_x = m1_x;
153 if (nearest_y < m1_y) nearest_y = m1_y;
154 if (nearest_z < m1_z) nearest_z = m1_z;
155 if (nearest_x > m2_x) nearest_x = m2_x;
156 if (nearest_y > m2_y) nearest_y = m2_y;
157 if (nearest_z > m2_z) nearest_z = m2_z;
158 diff = nearest - blastorigin;
159 // round up a little on the damage to ensure full damage on impacts
160 // and turn the distance into a fraction of the radius
161 power = 1 - ((vlen (diff) - 2) / rad);
163 //bprint(ftos(power));
168 finaldmg = coredamage * power + edgedamage * (1 - power);
169 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
170 if (targ == attacker)
171 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
173 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
185 void ClearMultiDamage (void)
189 multi_force = '0 0 0';
192 void ApplyMultiDamage (void)
197 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
200 void AddMultiDamage (entity hit, float damage, vector force)
205 if (hit != multi_ent)
211 multi_damage = multi_damage + damage;
212 multi_force = multi_force + force;
215 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
222 makevectors (self.v_angle);
224 source = self.origin + v_forward * 10; // FIXME
225 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
227 // LordHavoc: better to use normal damage
228 //ClearMultiDamage ();
229 while (shotcount > 0)
231 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
233 traceline (source, source + direction * 2048, FALSE, self);
234 if (trace_fraction != 1.0)
236 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
237 vel = vel + 2 * trace_plane_normal;
240 org = trace_endpos - direction * 4;
242 if (!trace_ent.takedamage)
244 // LordHavoc: better to use normal damage
245 //AddMultiDamage (trace_ent, 4, direction * 4);
246 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
249 shotcount = shotcount + 1;
252 // LordHavoc: better to use normal damage
253 //ApplyMultiDamage ();