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_lms"))
31 // count remaining lives, not frags in lms
33 // keep track of the worst players lives
34 if(targ.frags < lms_lowest_lives)
35 lms_lowest_lives = targ.frags;
36 // player has no more lives left
40 lms_next_place = player_count;
41 targ.frags = -lms_next_place;
48 UpdateFrags(attacker, f);
51 string AppendItemcodes(string s, entity player)
56 // w = player.switchweapon;
58 w = player.cnt; // previous weapon!
59 s = strcat(s, ftos(W_ItemCode(w)));
60 if(time < player.strength_finished)
62 if(time < player.invincible_finished)
64 if(player.flagcarried != world)
69 s = strcat(s, "|", ftos(player.runes));
73 void LogDeath(string mode, float deathtype, entity killer, entity killed)
76 if(!cvar("sv_eventlog"))
78 s = strcat(":kill:", mode);
79 s = strcat(s, ":", ftos(killer.playerid));
80 s = strcat(s, ":", ftos(killed.playerid));
81 s = strcat(s, ":type=", ftos(deathtype));
82 s = strcat(s, ":items=");
83 s = AppendItemcodes(s, killer);
86 s = strcat(s, ":victimitems=");
87 s = AppendItemcodes(s, killed);
89 GameLogEcho(s, FALSE);
92 void Obituary (entity attacker, entity targ, float deathtype)
96 if (targ.classname == "player" || targ.classname == "corpse")
98 if (targ.classname == "corpse")
102 a = attacker.netname;
104 if (targ == attacker)
106 if (deathtype == DEATH_TEAMCHANGE)
108 m = "You are now on: ";
110 m = strcat(m, "^1Red Team");
111 else if (targ.team == 14)
112 m = strcat(m, "^4Blue Team");
113 else if (targ.team == 10)
114 m = strcat(m, "^6Pink Team");
115 else if (targ.team == 13)
116 m = strcat(m, "^3Yellow Team");
117 centerprint(targ, m);
119 else if (deathtype == DEATH_AUTOTEAMCHANGE)
121 m = "You have been moved into a different team to improve team balance\nYou are now on: ";
123 m = strcat(m, "^1Red Team");
124 else if (targ.team == 14)
125 m = strcat(m, "^4Blue Team");
126 else if (targ.team == 10)
127 m = strcat(m, "^6Pink Team");
128 else if (targ.team == 13)
129 m = strcat(m, "^3Yellow Team");
130 centerprint(targ, m);
133 else if (deathtype == DEATH_CAMP)
134 centerprint(targ, "^1Die camper!\n\n\n");
135 else if (deathtype == DEATH_NOAMMO)
136 centerprint(targ, "^1You were killed for running out of ammo...\n\n\n");
137 else if (deathtype == DEATH_ROT)
138 centerprint(targ, "^1You grew too old without taking your medicine\n\n\n");
139 else if (deathtype == DEATH_MIRRORDAMAGE)
140 centerprint(targ, "^1Don't shoot your team mates!\n\n\n");
142 centerprint(targ, "^1You killed your own dumb self!\n\n\n");
144 if (deathtype == IT_GRENADE_LAUNCHER)
145 bprint ("^1",s, "^1 detonated\n");
146 else if (deathtype == IT_ELECTRO)
147 bprint ("^1",s, "^1 played with plasma\n");
148 else if (deathtype == IT_ROCKET_LAUNCHER)
149 bprint ("^1",s, "^1 exploded\n");
150 else if (deathtype == DEATH_KILL)
151 bprint ("^1",s, "^1 couldn't take it anymore\n");
152 else if (deathtype == DEATH_ROT)
153 bprint ("^1",s, "^1 died\n");
154 else if (deathtype == DEATH_NOAMMO)
156 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
157 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
159 else if (deathtype == DEATH_CAMP)
160 bprint ("^1",s, "^1 thought he found a nice camping ground\n");
161 else if (deathtype == DEATH_MIRRORDAMAGE)
162 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
163 else if (deathtype != DEATH_TEAMCHANGE)
164 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
166 if(deathtype != DEATH_TEAMCHANGE)
168 LogDeath("suicide", deathtype, targ, targ);
169 GiveFrags(attacker, targ, -1);
171 if (targ.killcount > 2)
172 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
174 else if (attacker.classname == "player" || attacker.classname == "gib")
176 if(teamplay && attacker.team == targ.team)
178 centerprint(attacker, "^1Moron! You fragged a teammate!\n\n\n");
179 bprint ("^1", a, "^1 mows down a teammate\n");
180 GiveFrags(attacker, targ, -1);
181 if (targ.killcount > 2)
182 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a teammate!\n");
183 if (attacker.killcount > 2)
184 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
185 attacker.killcount = 0;
187 LogDeath("tk", deathtype, attacker, targ);
191 if (!checkrules_firstblood)
193 checkrules_firstblood = TRUE;
194 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
195 //if (cvar("g_minstagib"))
196 //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
197 bprint("^1",a, "^1 drew first blood", "\n");
200 centerprint(attacker, strcat("^4You fragged ^7", s, "\n\n\n"));
201 centerprint(targ, strcat("^1You were fragged by ^7", a, "\n\n\n"));
203 if (deathtype == IT_LASER)
204 bprint ("^1",s, "^1 was blasted by ", a, "\n");
205 else if (deathtype == IT_UZI)
206 bprint ("^1",s, "^1 was riddled full of holes by ", a, "\n");
207 else if (deathtype == IT_SHOTGUN)
208 bprint ("^1",s, "^1 was gunned by ", a, "\n");
209 else if (deathtype == IT_GRENADE_LAUNCHER)
210 bprint ("^1", s, "^1 was blasted by ", a, "\n");
211 else if (deathtype == IT_ELECTRO)
212 bprint ("^1",s, "^1 was blasted by ", a, "\n");
213 else if (deathtype == IT_CRYLINK)
214 bprint ("^1",s, "^1 was blasted by ", a, "\n");
215 else if (deathtype == IT_NEX)
216 bprint ("^1",s, "^1 has been vaporized by ", a, "\n");
217 else if (deathtype == IT_HAGAR)
218 bprint ("^1",s, "^1 was pummeled by ", a, "\n");
219 else if (deathtype == IT_ROCKET_LAUNCHER)
220 bprint ("^1",s, "^1 was blasted by ", a, "\n");
221 else if (deathtype == DEATH_TELEFRAG)
222 bprint ("^1",s, "^1 was telefragged by ", a, "\n");
223 else if (deathtype == DEATH_DROWN)
224 bprint ("^1",s, "^1 was drowned by ", a, "\n");
225 else if (deathtype == DEATH_SLIME)
226 bprint ("^1",s, "^1 was slimed by ", a, "\n");
227 else if (deathtype == DEATH_LAVA)
228 bprint ("^1",s, "^1 was cooked by ", a, "\n");
229 else if (deathtype == DEATH_FALL)
230 bprint ("^1",s, "^1 was grounded by ", a, "\n");
231 else if (deathtype == DEATH_SHOOTING_STAR)
232 bprint ("^1",s, "^1 was shot into space by ", a, "\n");
233 else if (deathtype == DEATH_SWAMP)
234 bprint ("^1",s, "^1 was conserved by ", a, "\n");
235 else if (deathtype == DEATH_HURTTRIGGER)
236 bprint ("^1",s, "^1 was thrown into a world of hurt by ", a, "\n");
238 bprint ("^1",s, "^1 was fragged by ", a, "\n");
240 GiveFrags(attacker, targ, 1);
241 if (targ.killcount > 2)
242 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");
243 attacker.killcount = attacker.killcount + 1;
244 if (attacker.killcount > 2)
245 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
247 LogDeath("frag", deathtype, attacker, targ);
249 if (attacker.killcount == 3)
251 bprint (a,"^7 made a ^1TRIPLE FRAG\n");
252 stuffcmd(attacker, "play2 announcer/male/03kills.ogg\n");
254 else if (attacker.killcount == 5)
256 bprint (a,"^7 made a ^1FIVE FRAG COMBO\n");
257 stuffcmd(attacker, "play2 announcer/male/05kills.ogg\n");
259 else if (attacker.killcount == 10)
261 bprint (a,"^7 is on a ^1RAGE\n");
262 stuffcmd(attacker, "play2 announcer/male/10kills.ogg\n");
264 else if (attacker.killcount == 15)
266 bprint (a,"^7 has done a ^1MASSACRE!\n");
267 stuffcmd(attacker, "play2 announcer/male/15kills.ogg\n");
269 else if (attacker.killcount == 20)
271 bprint (a,"^7 is ^1UNHUMAN!\n");
272 stuffcmd(attacker, "play2 announcer/male/20kills.ogg\n");
274 else if (attacker.killcount == 25)
276 bprint (a,"^7 is a ^1DEATH INCARNATION!\n");
277 stuffcmd(attacker, "play2 announcer/male/25kills.ogg\n");
279 else if (attacker.killcount == 30)
281 bprint (a,"^7 is maybe a ^1AIMBOTTER?!\n");
282 stuffcmd(attacker, "play2 announcer/male/30kills.ogg\n");
288 centerprint(targ, "^1Watch your step!\n\n\n");
289 if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
290 bprint ("^1",s, "^1 ", attacker.message, "\n");
291 else if (deathtype == DEATH_DROWN)
292 bprint ("^1",s, "^1 drowned\n");
293 else if (deathtype == DEATH_SLIME)
294 bprint ("^1",s, "^1 was slimed\n");
295 else if (deathtype == DEATH_LAVA)
296 bprint ("^1",s, "^1 turned into hot slag\n");
297 else if (deathtype == DEATH_FALL)
298 bprint ("^1",s, "^1 hit the ground with a crunch\n");
299 else if (deathtype == DEATH_SHOOTING_STAR)
300 bprint ("^1",s, "^1 became a shooting star\n");
301 else if (deathtype == DEATH_SWAMP)
302 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
304 bprint ("^1",s, "^1 died\n");
305 GiveFrags(targ, targ, -1);
306 if(targ.frags == -5) {
307 stuffcmd(targ, "play2 announcer/male/botlike.ogg\n");
310 if (targ.killcount > 2)
311 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
313 LogDeath("accident", deathtype, targ, targ);
315 targ.death_origin = targ.origin;
317 targ.killer_origin = attacker.origin;
318 // FIXME: this should go in PutClientInServer
324 // these are updated by each Damage call for use in button triggering and such
326 entity damage_inflictor;
327 entity damage_attacker;
329 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
333 entity attacker_save;
337 if (gameover || targ.killcount == -666)
340 local entity oldself;
344 damage_inflictor = inflictor;
345 damage_attacker = attacker;
346 attacker_save = attacker;
348 if (targ.classname == "player")
349 if (attacker.classname == "player")
352 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
354 // nullify damage if teamplay is on
355 if(deathtype != DEATH_TELEFRAG)
359 if(attacker.team == targ.team)
364 if(attacker.team == targ.team)
368 if(attacker.team == targ.team)
369 if(attacker.classname == "player")
370 if((targ.classname == "player") && (targ.health > 0))
372 mirrordamage = cvar("g_mirrordamage") * damage;
373 mirrorforce = cvar("g_mirrordamage") * vlen(force);
374 if(cvar("g_minstagib"))
376 if(cvar("g_friendlyfire") == 0)
380 damage = cvar("g_friendlyfire") * damage;
381 // mirrordamage will be used LATER
386 if(targ.classname == "player")
387 if(attacker.classname == "player")
390 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
391 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
397 if(targ.classname == "player")
399 attacker.hitsound += 1;
401 if (cvar("g_minstagib"))
403 if ((deathtype == DEATH_FALL) ||
404 (deathtype == DEATH_DROWN) ||
405 (deathtype == DEATH_SLIME) ||
406 (deathtype == DEATH_LAVA))
408 if (targ.armorvalue && (deathtype == IT_NEX) && damage)
410 targ.armorvalue -= 1;
411 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue),"\n"));
415 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
417 if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
419 if (deathtype == IT_LASER)
422 if (targ != attacker)
424 if (targ.classname == "player")
425 centerprint(attacker, "Secondary fire inflicts no damage!\n");
434 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)
436 if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
440 // apply strength multiplier
441 if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
443 damage = damage * cvar("g_balance_powerup_strength_damage");
444 force = force * cvar("g_balance_powerup_strength_force");
446 // apply invincibility multiplier
447 if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
448 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
451 if(cvar("g_runematch"))
453 // apply strength rune
454 if (attacker.runes & RUNE_STRENGTH)
456 if(attacker.runes & CURSE_WEAK) // have both curse & rune
458 damage = damage * cvar("g_balance_rune_strength_combo_damage");
459 force = force * cvar("g_balance_rune_strength_combo_force");
463 damage = damage * cvar("g_balance_rune_strength_damage");
464 force = force * cvar("g_balance_rune_strength_force");
467 else if (attacker.runes & CURSE_WEAK)
469 damage = damage * cvar("g_balance_curse_weak_damage");
470 force = force * cvar("g_balance_curse_weak_force");
473 // apply defense rune
474 if (targ.runes & RUNE_DEFENSE)
476 if (targ.runes & CURSE_VULNER) // have both curse & rune
477 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
479 damage = damage * cvar("g_balance_rune_defense_takedamage");
481 else if (targ.runes & CURSE_VULNER)
482 damage = damage * cvar("g_balance_curse_vulner_takedamage");
486 if (self.damageforcescale)
488 self.velocity = self.velocity + self.damageforcescale * force;
489 self.flags = self.flags - (self.flags & FL_ONGROUND);
492 if (self.event_damage)
493 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
496 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
498 // Savage: vampire mode
499 if(cvar("g_vampire") && !cvar("g_minstagib"))
501 attacker.health += damage;
503 if(cvar("g_runematch"))
505 if (attacker.runes & RUNE_VAMPIRE)
507 // apply vampire rune
508 if (attacker.runes & CURSE_EMPATHY) // have the curse too
510 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
511 attacker.health = bound(
512 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
513 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
514 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
518 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
519 attacker.health = bound(
520 attacker.health, // LA: was 3, but changed so that you can't lose health
521 // empathy won't let you gain health in the same way...
522 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
523 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
526 // apply empathy curse
527 else if (attacker.runes & CURSE_EMPATHY)
529 attacker.health = bound(
530 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
531 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
537 // apply mirror damage if any
538 if(mirrordamage > 0 || mirrorforce > 0)
540 attacker = attacker_save;
541 if(cvar("g_minstagib"))
544 // just lose extra LIVES, don't kill the player for mirror damage
545 if(attacker.armorvalue > 0)
547 attacker.armorvalue = attacker.armorvalue - 1;
548 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue),"\n"));
549 attacker.hitsound += 1;
553 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
554 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
558 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
571 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
573 targ = findradius (blastorigin, rad);
576 if (targ != inflictor)
579 // LordHavoc: measure distance to nearest point on target (not origin)
580 // (this guarentees 100% damage on a touch impact)
581 nearest = blastorigin;
582 m1 = targ.origin + targ.mins;
583 m2 = targ.origin + targ.maxs;
584 if (nearest_x < m1_x) nearest_x = m1_x;
585 if (nearest_y < m1_y) nearest_y = m1_y;
586 if (nearest_z < m1_z) nearest_z = m1_z;
587 if (nearest_x > m2_x) nearest_x = m2_x;
588 if (nearest_y > m2_y) nearest_y = m2_y;
589 if (nearest_z > m2_z) nearest_z = m2_z;
590 diff = nearest - blastorigin;
591 // round up a little on the damage to ensure full damage on impacts
592 // and turn the distance into a fraction of the radius
593 power = 1 - ((vlen (diff) - 2) / rad);
595 //bprint(ftos(power));
600 finaldmg = coredamage * power + edgedamage * (1 - power);
603 center = (m1 + m2) * 0.5;
604 // if it's a player, use the view origin as reference
605 if (targ.classname == "player")
606 center = targ.origin + targ.view_ofs;
607 force = normalize(center - blastorigin) * (finaldmg / coredamage) * forceintensity;
608 if (targ == attacker)
609 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
610 // test line of sight to multiple positions on box,
611 // and do damage if any of them hit
613 c = ceil(finaldmg / 10);
619 traceline(blastorigin, nearest, TRUE, inflictor);
620 if (trace_fraction == 1 || trace_ent == targ
621 || cvar("g_throughfloor"))
623 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
626 nearest_x = m1_x + random() * targ.size_x;
627 nearest_y = m1_y + random() * targ.size_y;
628 nearest_z = m1_z + random() * targ.size_z;
642 void ClearMultiDamage (void)
646 multi_force = '0 0 0';
649 void ApplyMultiDamage (void)
654 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
657 void AddMultiDamage (entity hit, float damage, vector force)
662 if (hit != multi_ent)
668 multi_damage = multi_damage + damage;
669 multi_force = multi_force + force;
672 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
679 makevectors (self.v_angle);
681 source = self.origin + v_forward * 10; // FIXME
682 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
684 // LordHavoc: better to use normal damage
685 //ClearMultiDamage ();
686 while (shotcount > 0)
688 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
690 traceline (source, source + direction * 2048, FALSE, self);
691 if (trace_fraction != 1.0)
693 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
694 vel = vel + 2 * trace_plane_normal;
697 org = trace_endpos - direction * 4;
699 if (!trace_ent.takedamage)
701 // LordHavoc: better to use normal damage
702 //AddMultiDamage (trace_ent, 4, direction * 4);
703 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
706 shotcount = shotcount + 1;
709 // LordHavoc: better to use normal damage
710 //ApplyMultiDamage ();