2 float checkrules_firstblood;
4 void(entity player, float f) UpdateFrags =
7 player.totalfrags += f;
10 void GiveFrags (entity attacker, entity targ, float f)
15 if(cvar("g_arena_roundbased"))
18 if(cvar("g_domination"))
20 if(cvar("g_domination_disable_frags"))
24 else if(cvar("g_runematch"))
27 f = RunematchHandleFrags(attacker, targ, f);
29 else if(cvar("g_keyhunt"))
31 f = kh_HandleFrags(attacker, targ, f);
33 else if(cvar("g_lms"))
35 // count remaining lives, not frags in lms
37 // keep track of the worst players lives
38 if(targ.frags < lms_lowest_lives)
39 lms_lowest_lives = targ.frags;
40 // player has no more lives left
44 lms_next_place = player_count;
45 targ.frags = -lms_next_place;
52 UpdateFrags(attacker, f);
55 string AppendItemcodes(string s, entity player)
60 // w = player.switchweapon;
62 w = player.cnt; // previous weapon!
63 s = strcat(s, ftos(W_ItemCode(w)));
64 if(time < player.strength_finished)
66 if(time < player.invincible_finished)
68 if(player.flagcarried != world)
75 s = strcat(s, "|", ftos(player.runes));
79 void LogDeath(string mode, float deathtype, entity killer, entity killed)
82 if(!cvar("sv_eventlog"))
84 s = strcat(":kill:", mode);
85 s = strcat(s, ":", ftos(killer.playerid));
86 s = strcat(s, ":", ftos(killed.playerid));
87 s = strcat(s, ":type=", ftos(deathtype));
88 s = strcat(s, ":items=");
89 s = AppendItemcodes(s, killer);
92 s = strcat(s, ":victimitems=");
93 s = AppendItemcodes(s, killed);
95 GameLogEcho(s, FALSE);
98 void Obituary (entity attacker, entity targ, float deathtype)
102 if (targ.classname == "player" || targ.classname == "corpse")
104 if (targ.classname == "corpse")
108 a = attacker.netname;
110 if (targ == attacker)
112 if (deathtype == DEATH_TEAMCHANGE)
114 centerprint(targ, strcat("You are now on: ", ColoredTeamName(targ.team)));
116 else if (deathtype == DEATH_AUTOTEAMCHANGE)
118 centerprint(targ, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(targ.team)));
121 else if (deathtype == DEATH_CAMP)
122 centerprint(targ, "^1Die camper!\n\n\n");
123 else if (deathtype == DEATH_NOAMMO)
124 centerprint(targ, "^1You were killed for running out of ammo...\n\n\n");
125 else if (deathtype == DEATH_ROT)
126 centerprint(targ, "^1You grew too old without taking your medicine\n\n\n");
127 else if (deathtype == DEATH_MIRRORDAMAGE)
128 centerprint(targ, "^1Don't shoot your team mates!\n\n\n");
130 centerprint(targ, "^1You killed your own dumb self!\n\n\n");
132 if (deathtype == IT_GRENADE_LAUNCHER)
133 bprint ("^1",s, "^1 detonated\n");
134 else if (deathtype == IT_ELECTRO)
135 bprint ("^1",s, "^1 played with plasma\n");
136 else if (deathtype == IT_ROCKET_LAUNCHER)
137 bprint ("^1",s, "^1 exploded\n");
138 else if (deathtype == DEATH_KILL)
139 bprint ("^1",s, "^1 couldn't take it anymore\n");
140 else if (deathtype == DEATH_ROT)
141 bprint ("^1",s, "^1 died\n");
142 else if (deathtype == DEATH_NOAMMO)
144 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
145 //sound (self, CHAN_BODY, "minstagib/mockery.wav", 1, ATTN_NONE);
147 else if (deathtype == DEATH_CAMP)
148 bprint ("^1",s, "^1 thought he found a nice camping ground\n");
149 else if (deathtype == DEATH_MIRRORDAMAGE)
150 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
151 else if (deathtype != DEATH_TEAMCHANGE)
152 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
154 if(deathtype != DEATH_TEAMCHANGE)
156 LogDeath("suicide", deathtype, targ, targ);
157 GiveFrags(attacker, targ, -1);
159 if (targ.killcount > 2)
160 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
162 else if (attacker.classname == "player" || attacker.classname == "gib")
164 if(teamplay && attacker.team == targ.team)
166 centerprint(attacker, "^1Moron! You fragged a teammate!\n\n\n");
167 bprint ("^1", a, "^1 mows down a teammate\n");
168 GiveFrags(attacker, targ, -1);
169 if (targ.killcount > 2)
170 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a teammate!\n");
171 if (attacker.killcount > 2)
172 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
173 attacker.killcount = 0;
175 LogDeath("tk", deathtype, attacker, targ);
179 if (!checkrules_firstblood)
181 checkrules_firstblood = TRUE;
182 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
183 //if (cvar("g_minstagib"))
184 //sound(world, CHAN_AUTO, "announce/male/mapkill1.wav", 1, ATTN_NONE);
185 bprint("^1",a, "^1 drew first blood", "\n");
188 centerprint(attacker, strcat("^4You fragged ^7", s, "\n\n\n"));
189 centerprint(targ, strcat("^1You were fragged by ^7", a, "\n\n\n"));
191 if (deathtype == IT_LASER)
192 bprint ("^1",s, "^1 was blasted by ", a, "\n");
193 else if (deathtype == IT_UZI)
194 bprint ("^1",s, "^1 was riddled full of holes by ", a, "\n");
195 else if (deathtype == IT_SHOTGUN)
196 bprint ("^1",s, "^1 was gunned by ", a, "\n");
197 else if (deathtype == IT_GRENADE_LAUNCHER)
198 bprint ("^1", s, "^1 was blasted by ", a, "\n");
199 else if (deathtype == IT_ELECTRO)
200 bprint ("^1",s, "^1 was blasted by ", a, "\n");
201 else if (deathtype == IT_CRYLINK)
202 bprint ("^1",s, "^1 was blasted by ", a, "\n");
203 else if (deathtype == IT_NEX)
204 bprint ("^1",s, "^1 has been vaporized by ", a, "\n");
205 else if (deathtype == IT_HAGAR)
206 bprint ("^1",s, "^1 was pummeled by ", a, "\n");
207 else if (deathtype == IT_ROCKET_LAUNCHER)
208 bprint ("^1",s, "^1 was blasted by ", a, "\n");
209 else if (deathtype == DEATH_TELEFRAG)
210 bprint ("^1",s, "^1 was telefragged by ", a, "\n");
211 else if (deathtype == DEATH_DROWN)
212 bprint ("^1",s, "^1 was drowned by ", a, "\n");
213 else if (deathtype == DEATH_SLIME)
214 bprint ("^1",s, "^1 was slimed by ", a, "\n");
215 else if (deathtype == DEATH_LAVA)
216 bprint ("^1",s, "^1 was cooked by ", a, "\n");
217 else if (deathtype == DEATH_FALL)
218 bprint ("^1",s, "^1 was grounded by ", a, "\n");
219 else if (deathtype == DEATH_SHOOTING_STAR)
220 bprint ("^1",s, "^1 was shot into space by ", a, "\n");
221 else if (deathtype == DEATH_SWAMP)
222 bprint ("^1",s, "^1 was conserved by ", a, "\n");
223 else if (deathtype == DEATH_HURTTRIGGER)
224 bprint ("^1",s, "^1 was thrown into a world of hurt by ", a, "\n");
226 bprint ("^1",s, "^1 was fragged by ", a, "\n");
228 GiveFrags(attacker, targ, 1);
229 if (targ.killcount > 2)
230 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");
231 attacker.killcount = attacker.killcount + 1;
232 if (attacker.killcount > 2)
233 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
235 LogDeath("frag", deathtype, attacker, targ);
237 if (attacker.killcount == 3)
239 bprint (a,"^7 made a ^1TRIPLE FRAG\n");
240 play2(attacker, "announcer/male/03kills.ogg");
242 else if (attacker.killcount == 5)
244 bprint (a,"^7 made a ^1FIVE FRAG COMBO\n");
245 play2(attacker, "announcer/male/05kills.ogg");
247 else if (attacker.killcount == 10)
249 bprint (a,"^7 is on a ^1RAGE\n");
250 play2(attacker, "announcer/male/10kills.ogg");
252 else if (attacker.killcount == 15)
254 bprint (a,"^7 has done a ^1MASSACRE!\n");
255 play2(attacker, "announcer/male/15kills.ogg");
257 else if (attacker.killcount == 20)
259 bprint (a,"^7 is ^1UNHUMAN!\n");
260 play2(attacker, "announcer/male/20kills.ogg");
262 else if (attacker.killcount == 25)
264 bprint (a,"^7 is a ^1DEATH INCARNATION!\n");
265 play2(attacker, "announcer/male/25kills.ogg");
267 else if (attacker.killcount == 30)
269 bprint (a,"^7 is maybe a ^1AIMBOTTER?!\n");
270 play2(attacker, "announcer/male/30kills.ogg");
276 centerprint(targ, "^1Watch your step!\n\n\n");
277 if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
278 bprint ("^1",s, "^1 ", attacker.message, "\n");
279 else if (deathtype == DEATH_DROWN)
280 bprint ("^1",s, "^1 drowned\n");
281 else if (deathtype == DEATH_SLIME)
282 bprint ("^1",s, "^1 was slimed\n");
283 else if (deathtype == DEATH_LAVA)
284 bprint ("^1",s, "^1 turned into hot slag\n");
285 else if (deathtype == DEATH_FALL)
286 bprint ("^1",s, "^1 hit the ground with a crunch\n");
287 else if (deathtype == DEATH_SHOOTING_STAR)
288 bprint ("^1",s, "^1 became a shooting star\n");
289 else if (deathtype == DEATH_SWAMP)
290 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
292 bprint ("^1",s, "^1 died\n");
293 GiveFrags(targ, targ, -1);
294 if(targ.frags == -5) {
295 play2(targ, "announcer/male/botlike.ogg");
298 if (targ.killcount > 2)
299 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
301 LogDeath("accident", deathtype, targ, targ);
303 targ.death_origin = targ.origin;
305 targ.killer_origin = attacker.origin;
306 // FIXME: this should go in PutClientInServer
312 // these are updated by each Damage call for use in button triggering and such
314 entity damage_inflictor;
315 entity damage_attacker;
317 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
321 entity attacker_save;
325 if (gameover || targ.killcount == -666)
328 local entity oldself;
332 damage_inflictor = inflictor;
333 damage_attacker = attacker;
334 attacker_save = attacker;
336 if (targ.classname == "player")
337 if (attacker.classname == "player")
340 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
342 // nullify damage if teamplay is on
343 if(deathtype != DEATH_TELEFRAG)
344 if(attacker.team == targ.team)
345 if(attacker.classname == "player")
349 else if(attacker != targ)
353 else if(teamplay == 4)
355 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
357 mirrordamage = cvar("g_mirrordamage") * damage;
358 mirrorforce = cvar("g_mirrordamage") * vlen(force);
359 if(cvar("g_minstagib"))
361 if(cvar("g_friendlyfire") == 0)
365 damage = cvar("g_friendlyfire") * damage;
366 // mirrordamage will be used LATER
375 if(targ.classname == "player")
376 if(attacker.classname == "player")
379 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
380 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
386 if(targ.classname == "player")
388 attacker.hitsound += 1;
390 if (cvar("g_minstagib"))
392 if ((deathtype == DEATH_FALL) ||
393 (deathtype == DEATH_DROWN) ||
394 (deathtype == DEATH_SLIME) ||
395 (deathtype == DEATH_LAVA))
397 if (targ.armorvalue && (deathtype == IT_NEX) && damage)
399 targ.armorvalue -= 1;
400 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue),"\n"));
404 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
406 if(clienttype(attacker) == CLIENTTYPE_REAL) play2(attacker, "announcer/male/yoda.ogg");
408 if (deathtype == IT_LASER)
411 if (targ != attacker)
413 if (targ.classname == "player")
414 centerprint(attacker, "Secondary fire inflicts no damage!\n");
423 if (deathtype == IT_NEX && !targ.deadflag && !(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)
425 if(clienttype(attacker) == CLIENTTYPE_REAL) play2(attacker, "announcer/male/yoda.ogg");
429 // apply strength multiplier
430 if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
432 damage = damage * cvar("g_balance_powerup_strength_damage");
433 force = force * cvar("g_balance_powerup_strength_force");
435 // apply invincibility multiplier
436 if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
437 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
440 if(cvar("g_runematch"))
442 // apply strength rune
443 if (attacker.runes & RUNE_STRENGTH)
445 if(attacker.runes & CURSE_WEAK) // have both curse & rune
447 damage = damage * cvar("g_balance_rune_strength_combo_damage");
448 force = force * cvar("g_balance_rune_strength_combo_force");
452 damage = damage * cvar("g_balance_rune_strength_damage");
453 force = force * cvar("g_balance_rune_strength_force");
456 else if (attacker.runes & CURSE_WEAK)
458 damage = damage * cvar("g_balance_curse_weak_damage");
459 force = force * cvar("g_balance_curse_weak_force");
462 // apply defense rune
463 if (targ.runes & RUNE_DEFENSE)
465 if (targ.runes & CURSE_VULNER) // have both curse & rune
466 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
468 damage = damage * cvar("g_balance_rune_defense_takedamage");
470 else if (targ.runes & CURSE_VULNER)
471 damage = damage * cvar("g_balance_curse_vulner_takedamage");
475 if (self.damageforcescale)
477 self.velocity = self.velocity + self.damageforcescale * force;
478 self.flags = self.flags - (self.flags & FL_ONGROUND);
481 if (self.event_damage)
482 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
485 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
487 // Savage: vampire mode
488 if(cvar("g_vampire") && !cvar("g_minstagib"))
490 attacker.health += damage;
492 if(cvar("g_runematch"))
494 if (attacker.runes & RUNE_VAMPIRE)
496 // apply vampire rune
497 if (attacker.runes & CURSE_EMPATHY) // have the curse too
499 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
500 attacker.health = bound(
501 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
502 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
503 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
507 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
508 attacker.health = bound(
509 attacker.health, // LA: was 3, but changed so that you can't lose health
510 // empathy won't let you gain health in the same way...
511 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
512 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
515 // apply empathy curse
516 else if (attacker.runes & CURSE_EMPATHY)
518 attacker.health = bound(
519 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
520 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
526 // apply mirror damage if any
527 if(mirrordamage > 0 || mirrorforce > 0)
529 attacker = attacker_save;
530 if(cvar("g_minstagib"))
533 // just lose extra LIVES, don't kill the player for mirror damage
534 if(attacker.armorvalue > 0)
536 attacker.armorvalue = attacker.armorvalue - 1;
537 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue),"\n"));
538 attacker.hitsound += 1;
542 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
543 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
547 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
560 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
562 targ = findradius (blastorigin, rad);
565 if (targ != inflictor)
568 // LordHavoc: measure distance to nearest point on target (not origin)
569 // (this guarentees 100% damage on a touch impact)
570 nearest = blastorigin;
571 m1 = targ.origin + targ.mins;
572 m2 = targ.origin + targ.maxs;
573 if (nearest_x < m1_x) nearest_x = m1_x;
574 if (nearest_y < m1_y) nearest_y = m1_y;
575 if (nearest_z < m1_z) nearest_z = m1_z;
576 if (nearest_x > m2_x) nearest_x = m2_x;
577 if (nearest_y > m2_y) nearest_y = m2_y;
578 if (nearest_z > m2_z) nearest_z = m2_z;
579 diff = nearest - blastorigin;
580 // round up a little on the damage to ensure full damage on impacts
581 // and turn the distance into a fraction of the radius
582 power = 1 - ((vlen (diff) - 2) / rad);
584 //bprint(ftos(power));
589 finaldmg = coredamage * power + edgedamage * (1 - power);
592 center = (m1 + m2) * 0.5;
593 // if it's a player, use the view origin as reference
594 if (targ.classname == "player")
595 center = targ.origin + targ.view_ofs;
596 force = normalize(center - blastorigin) * (finaldmg / coredamage) * forceintensity;
597 if (targ == attacker)
598 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
599 // test line of sight to multiple positions on box,
600 // and do damage if any of them hit
602 c = ceil(finaldmg / 10);
608 traceline(blastorigin, nearest, TRUE, inflictor);
609 if (trace_fraction == 1 || trace_ent == targ
610 || cvar("g_throughfloor"))
612 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
615 nearest_x = m1_x + random() * targ.size_x;
616 nearest_y = m1_y + random() * targ.size_y;
617 nearest_z = m1_z + random() * targ.size_z;
631 void ClearMultiDamage (void)
635 multi_force = '0 0 0';
638 void ApplyMultiDamage (void)
643 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
646 void AddMultiDamage (entity hit, float damage, vector force)
651 if (hit != multi_ent)
657 multi_damage = multi_damage + damage;
658 multi_force = multi_force + force;
661 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
668 makevectors (self.v_angle);
670 source = self.origin + v_forward * 10; // FIXME
671 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
673 // LordHavoc: better to use normal damage
674 //ClearMultiDamage ();
675 while (shotcount > 0)
677 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
679 traceline (source, source + direction * 2048, FALSE, self);
680 if (trace_fraction != 1.0)
682 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
683 vel = vel + 2 * trace_plane_normal;
686 org = trace_endpos - direction * 4;
688 if (!trace_ent.takedamage)
690 // LordHavoc: better to use normal damage
691 //AddMultiDamage (trace_ent, 4, direction * 4);
692 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
695 shotcount = shotcount + 1;
698 // LordHavoc: better to use normal damage
699 //ApplyMultiDamage ();