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_HURTTRIGGER)
22 bprint ("@1",s, " ", attacker.message, "\n");
23 else if (deathtype == DEATH_KILL)
24 bprint (s, " couldn't take it anymore\n");
25 else if (deathtype == DEATH_FALL)
26 bprint ("@1",s, " hit the ground with a crunch\n");
27 else if (deathtype == DEATH_BIGFALL)
28 bprint ("@1",s, " fell into oblivion\n");
29 else if (deathtype == DEATH_DROWN)
30 bprint ("@1",s, " drowned\n");
32 bprint ("@1",s, " died\n");
33 self.frags = self.frags - 1;
35 else if (attacker.classname == "player")
37 if (deathtype == IT_LASER)
38 bprint ("@1",s, " was blasted by ", attacker.netname, "\n");
39 else if (deathtype == IT_UZI)
40 bprint ("@1",s, " was riddled full of holes by ", attacker.netname, "\n");
41 else if (deathtype == IT_SHOTGUN)
42 bprint ("@1",s, " was gunned by ", attacker.netname, "\n");
43 else if (deathtype == IT_GRENADE_LAUNCHER)
44 bprint ("@1", s, " was blasted by ", attacker.netname, "\n");
45 else if (deathtype == IT_ELECTRO)
46 bprint ("@1",s, " was blasted by ", attacker.netname, "\n");
47 else if (deathtype == IT_CRYLINK)
48 bprint ("@1",s, " was blasted ", attacker.netname, "\n");
49 else if (deathtype == IT_NEX)
50 bprint ("@1",s, " has been vaporized by ", attacker.netname, "\n");
51 else if (deathtype == IT_HAGAR)
52 bprint ("@1",s, " was pummeled by ", attacker.netname, "\n");
53 else if (deathtype == IT_ROCKET_LAUNCHER)
54 bprint ("@1",s, " blasted by ", attacker.netname, "\n");
56 bprint ("@1",s, " was killed by ", attacker.netname, "\n");
58 attacker.frags = attacker.frags + 1;
63 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
68 if (attacker.items & IT_STRENGTH)
70 damage = damage * POWERUP_STRENGTH_DAMAGE;
71 force = force * POWERUP_STRENGTH_FORCE;
73 if (targ.items & IT_INVINCIBLE)
74 damage = damage * POWERUP_INVINCIBLE_TAKEDAMAGE;
76 if (self.damageforcescale)
78 self.velocity = self.velocity + self.damageforcescale * force;
79 self.flags = self.flags - (self.flags & FL_ONGROUND);
82 if (self.event_damage)
83 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
87 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
99 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
101 targ = findradius (blastorigin, rad);
104 if (targ != inflictor)
107 // LordHavoc: measure distance to nearest point on target (not origin)
108 // (this guarentees 100% damage on a touch impact)
109 nearest = blastorigin;
110 m1 = targ.origin + targ.mins;
111 m2 = targ.origin + targ.maxs;
112 if (nearest_x < m1_x) nearest_x = m1_x;
113 if (nearest_y < m1_y) nearest_y = m1_y;
114 if (nearest_z < m1_z) nearest_z = m1_z;
115 if (nearest_x > m2_x) nearest_x = m2_x;
116 if (nearest_y > m2_y) nearest_y = m2_y;
117 if (nearest_z > m2_z) nearest_z = m2_z;
118 diff = nearest - blastorigin;
119 // round up a little on the damage to ensure full damage on impacts
120 // and turn the distance into a fraction of the radius
121 power = 1 - ((vlen (diff) - 2) / rad);
123 //bprint(ftos(power));
128 finaldmg = coredamage * power + edgedamage * (1 - power);
129 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
130 if (targ == attacker)
131 finaldmg = finaldmg * 0.6; // Partial damage if the attacker hits himself
133 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
145 void ClearMultiDamage (void)
149 multi_force = '0 0 0';
152 void ApplyMultiDamage (void)
157 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
160 void AddMultiDamage (entity hit, float damage, vector force)
165 if (hit != multi_ent)
171 multi_damage = multi_damage + damage;
172 multi_force = multi_force + force;
175 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
182 makevectors (self.v_angle);
184 source = self.origin + v_forward * 10; // FIXME
185 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
187 // LordHavoc: better to use normal damage
188 //ClearMultiDamage ();
189 while (shotcount > 0)
191 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
193 traceline (source, source + direction * 2048, FALSE, self);
194 if (trace_fraction != 1.0)
196 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
197 vel = vel + 2 * trace_plane_normal;
200 org = trace_endpos - direction * 4;
202 if (!trace_ent.takedamage)
204 // LordHavoc: better to use normal damage
205 //AddMultiDamage (trace_ent, 4, direction * 4);
206 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
209 shotcount = shotcount + 1;
212 // LordHavoc: better to use normal damage
213 //ApplyMultiDamage ();