2 float checkrules_firstblood;
4 void GiveFrags (entity attacker, entity targ, float f)
6 if(f > 0 && cvar("g_domination") && cvar("g_domination_disable_frags"))
8 else if(f > 0 && cvar("g_runematch"))
9 f = RunematchHandleFrags(attacker, targ, f);
12 attacker.frags = attacker.frags + f;
15 void Obituary (entity attacker, entity targ, float deathtype)
19 if (targ.classname == "player" || targ.classname == "corpse")
21 if (targ.classname == "corpse")
28 if (deathtype == IT_GRENADE_LAUNCHER)
29 bprint ("^1",s, " detonated\n");
30 else if (deathtype == IT_ELECTRO)
31 bprint ("^1",s, " played with plasma\n");
32 else if (deathtype == IT_ROCKET_LAUNCHER)
33 bprint ("^1",s, " exploded\n");
34 else if (deathtype == DEATH_KILL)
35 bprint ("^1",s, " couldn't take it anymore\n");
37 bprint ("^1",s, " couldn't resist the urge to self-destruct\n");
38 GiveFrags(attacker, targ, -1);
39 //targ.frags = targ.frags - 1;
40 if (targ.killcount > 2)
41 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");
43 else if (teamplay && attacker.team == targ.team)
45 bprint ("^1", attacker.netname, " mows down a teammate\n");
46 GiveFrags(attacker, targ, -1);
47 //attacker.frags = attacker.frags - 1;
48 if (targ.killcount > 2)
49 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
50 if (attacker.killcount > 2)
51 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
52 attacker.killcount = 0;
54 else if (attacker.classname == "player" || attacker.classname == "gib")
56 if (!checkrules_firstblood)
58 checkrules_firstblood = TRUE;
59 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
60 bprint("^1",attacker.netname, " drew first blood", "\n");
63 if (deathtype == IT_LASER)
64 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
65 else if (deathtype == IT_UZI)
66 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");
67 else if (deathtype == IT_SHOTGUN)
68 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");
69 else if (deathtype == IT_GRENADE_LAUNCHER)
70 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");
71 else if (deathtype == IT_ELECTRO)
72 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
73 else if (deathtype == IT_CRYLINK)
74 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
75 else if (deathtype == IT_NEX)
76 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");
77 else if (deathtype == IT_HAGAR)
78 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");
79 else if (deathtype == IT_ROCKET_LAUNCHER)
80 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
81 else if (deathtype == DEATH_TELEFRAG)
82 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");
83 else if (deathtype == DEATH_DROWN)
84 bprint ("^1",s, " was drowned by ", attacker.netname, "\n");
85 else if (deathtype == DEATH_SLIME)
86 bprint ("^1",s, " was slimed by ", attacker.netname, "\n");
87 else if (deathtype == DEATH_LAVA)
88 bprint ("^1",s, " was cooked by ", attacker.netname, "\n");
89 else if (deathtype == DEATH_FALL)
90 bprint ("^1",s, " was grounded by ", attacker.netname, "\n");
91 else if (deathtype == DEATH_HURTTRIGGER)
92 bprint ("^1",s, " was thrown into a world of hurt by ", attacker.netname, "\n");
94 bprint ("^1",s, " was killed by ", attacker.netname, "\n");
96 GiveFrags(attacker, targ, 1);
97 //attacker.frags = attacker.frags + 1;
98 if (targ.killcount > 2)
99 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
100 attacker.killcount = attacker.killcount + 1;
101 if (attacker.killcount > 2)
102 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");
106 if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
107 bprint ("^1",s, " ", attacker.message, "\n");
108 else if (deathtype == DEATH_DROWN)
109 bprint ("^1",s, " drowned\n");
110 else if (deathtype == DEATH_SLIME)
111 bprint ("^1",s, " was slimed\n");
112 else if (deathtype == DEATH_LAVA)
113 bprint ("^1",s, " turned into hot slag\n");
114 else if (deathtype == DEATH_FALL)
115 bprint ("^1",s, " hit the ground with a crunch\n");
117 bprint ("^1",s, " died\n");
118 GiveFrags(targ, targ, -1);
119 //targ.frags = targ.frags - 1;
120 if (targ.killcount > 2)
121 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");
123 // FIXME: this should go in PutClientInServer
129 // these are updated by each Damage call for use in button triggering and such
131 entity damage_inflictor;
132 entity damage_attacker;
134 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
136 local entity oldself;
140 damage_inflictor = inflictor;
141 damage_attacker = attacker;
142 // nullify damage if teamplay is on
145 if (attacker.team == targ.team)
146 if (teamplay == 1 || (teamplay == 3 && attacker != targ))
149 // midair gamemode: damage only while in the air
151 && self.classname == "player" // e.g. grenades take damage
152 && self.flags & FL_ONGROUND) {
156 // apply strength multiplier
157 if (attacker.items & IT_STRENGTH)
159 damage = damage * cvar("g_balance_powerup_strength_damage");
160 force = force * cvar("g_balance_powerup_strength_force");
162 // apply invincibility multiplier
163 if (targ.items & IT_INVINCIBLE)
164 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
167 if(cvar("g_runematch"))
169 // apply strength rune
170 if (attacker.runes & RUNE_STRENGTH)
172 if(attacker.runes & CURSE_WEAK) // have both curse & rune
174 damage = damage * cvar("g_balance_rune_strength_combo_damage");
175 force = force * cvar("g_balance_rune_strength_combo_force");
179 damage = damage * cvar("g_balance_rune_strength_damage");
180 force = force * cvar("g_balance_rune_strength_force");
183 else if (attacker.runes & CURSE_WEAK)
185 damage = damage * cvar("g_balance_curse_weak_damage");
186 force = force * cvar("g_balance_curse_weak_force");
189 // apply defense rune
190 if (targ.runes & RUNE_DEFENSE)
192 if (targ.runes & CURSE_VULNER) // have both curse & rune
193 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
195 damage = damage * cvar("g_balance_rune_defense_takedamage");
197 else if (targ.runes & CURSE_VULNER)
198 damage = damage * cvar("g_balance_curse_vulner_takedamage");
202 if (self.damageforcescale)
204 self.velocity = self.velocity + self.damageforcescale * force;
205 self.flags = self.flags - (self.flags & FL_ONGROUND);
208 if (self.event_damage)
209 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
212 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
214 // Savage: vampire mode
215 if(cvar("g_vampire"))
217 attacker.health += damage;
219 if(cvar("g_runematch"))
221 if (attacker.runes & RUNE_VAMPIRE)
223 // apply vampire rune
224 if (attacker.runes & CURSE_EMPATHY) // have the curse too
226 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
227 attacker.health = bound(
229 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
234 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
235 attacker.health = bound(
237 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
241 // apply empathy curse
242 else if (attacker.runes & CURSE_EMPATHY)
244 attacker.health = bound(
246 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
253 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
265 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
267 targ = findradius (blastorigin, rad);
270 if (targ != inflictor)
273 // LordHavoc: measure distance to nearest point on target (not origin)
274 // (this guarentees 100% damage on a touch impact)
275 nearest = blastorigin;
276 m1 = targ.origin + targ.mins;
277 m2 = targ.origin + targ.maxs;
278 if (nearest_x < m1_x) nearest_x = m1_x;
279 if (nearest_y < m1_y) nearest_y = m1_y;
280 if (nearest_z < m1_z) nearest_z = m1_z;
281 if (nearest_x > m2_x) nearest_x = m2_x;
282 if (nearest_y > m2_y) nearest_y = m2_y;
283 if (nearest_z > m2_z) nearest_z = m2_z;
284 diff = nearest - blastorigin;
285 // round up a little on the damage to ensure full damage on impacts
286 // and turn the distance into a fraction of the radius
287 power = 1 - ((vlen (diff) - 2) / rad);
289 //bprint(ftos(power));
294 finaldmg = coredamage * power + edgedamage * (1 - power);
297 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
298 if (targ == attacker)
299 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
300 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
313 void ClearMultiDamage (void)
317 multi_force = '0 0 0';
320 void ApplyMultiDamage (void)
325 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
328 void AddMultiDamage (entity hit, float damage, vector force)
333 if (hit != multi_ent)
339 multi_damage = multi_damage + damage;
340 multi_force = multi_force + force;
343 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
350 makevectors (self.v_angle);
352 source = self.origin + v_forward * 10; // FIXME
353 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
355 // LordHavoc: better to use normal damage
356 //ClearMultiDamage ();
357 while (shotcount > 0)
359 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
361 traceline (source, source + direction * 2048, FALSE, self);
362 if (trace_fraction != 1.0)
364 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
365 vel = vel + 2 * trace_plane_normal;
368 org = trace_endpos - direction * 4;
370 if (!trace_ent.takedamage)
372 // LordHavoc: better to use normal damage
373 //AddMultiDamage (trace_ent, 4, direction * 4);
374 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
377 shotcount = shotcount + 1;
380 // LordHavoc: better to use normal damage
381 //ApplyMultiDamage ();