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bumps for morphed's teleporter model
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1 \r
2 float checkrules_firstblood;\r
3 \r
4 void Obituary (entity attacker, entity targ, float deathtypeN)  // Renamed "deathtype" to "deathtypeN"\r
5 {                                                                                                                               // b/c of conflict with item_tfgoal\r
6         string  s;\r
7 \r
8         if (targ.classname == "player" || targ.classname == "corpse")\r
9         {\r
10                 if (targ.classname == "corpse")\r
11                         s = "A corpse";\r
12                 else\r
13                         s = targ.netname;\r
14 \r
15                 if (((attacker.classname == "info_tfgoal") || (attacker.classname == "item_tfgoal")))\r
16                 {\r
17                         if ((attacker.deathtype != ""))\r
18                         {\r
19                                 bprint (targ.netname);\r
20                                 bprint (attacker.deathtype);\r
21                         }\r
22                         return;\r
23                 }\r
24 \r
25                 if (targ == attacker)\r
26                 {\r
27                         if (deathtypeN == IT_GRENADE_LAUNCHER)\r
28                                 bprint ("^1",s, " detonated\n");\r
29                         else if (deathtypeN == IT_ELECTRO)\r
30                                 bprint ("^1",s, " played with plasma\n");\r
31                         else if (deathtypeN == IT_ROCKET_LAUNCHER)\r
32                                 bprint ("^1",s, " exploded\n");\r
33                         else if (deathtypeN == DEATH_KILL)\r
34                                 bprint ("^1",s, " couldn't take it anymore\n");\r
35                         else if (deathtypeN == 88)\r
36                                 bprint ("^1",s, " blew his own sorry ass up\n");\r
37                         else\r
38                                 bprint ("^1",s, " couldn't resist the urge to self immolate\n");\r
39                         targ.frags = targ.frags - 1;\r
40                         if (targ.killcount > 2)\r
41                                 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");\r
42                 }\r
43                 else if (teamplay && attacker.team == targ.team)\r
44                 {\r
45                         bprint ("^1", attacker.netname, " mows down a teammate\n");\r
46                         attacker.frags = attacker.frags - 1;\r
47                         if (targ.killcount > 2)\r
48                                 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");\r
49                         if (attacker.killcount > 2)\r
50                                 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");\r
51                         attacker.killcount = 0;\r
52                 }\r
53                 else if (attacker.classname == "player")\r
54                 {\r
55                         if (!checkrules_firstblood)\r
56                         {\r
57                                 checkrules_firstblood = TRUE;\r
58                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);\r
59                                 bprint("^1",attacker.netname, " drew first blood", "\n");\r
60                         }\r
61 \r
62                         if (deathtypeN == WEP_LASER)\r
63                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
64                         else if (deathtypeN == WEP_UZI)\r
65                                 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");\r
66                         else if (deathtypeN == WEP_SHOTGUN)\r
67                                 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");\r
68                         else if (deathtypeN == WEP_GRENADE_LAUNCHER)\r
69                                 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");\r
70                         else if (deathtypeN == WEP_ELECTRO)\r
71                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
72                         else if (deathtypeN == WEP_CRYLINK)\r
73                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
74                         else if (deathtypeN == WEP_NEX)\r
75                                 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");\r
76                         else if (deathtypeN == WEP_HAGAR)\r
77                                 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");\r
78                         else if (deathtypeN == WEP_ROCKET_LAUNCHER)\r
79                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
80                         else if (deathtypeN == WEP_GRENADE_MIRV)\r
81                                 bprint ("^1",s, " was blasted by ", attacker.netname, "'s mirv\n");\r
82                         else if (deathtypeN == WEP_GRENADE_FRAG)\r
83                                 bprint ("^1",s, " was fragged by ", attacker.netname, "'s grenade\n");\r
84                         else if (deathtypeN == DEATH_BURNING)\r
85                                 bprint ("^1",s, " was fried toasty by ", attacker.netname, "\n");\r
86                         else if (deathtypeN == DEATH_TELEFRAG)\r
87                                 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");\r
88                         else if (deathtypeN == 88)\r
89                                 bprint ("^1",s, " exploded from ", attacker.netname, "'s grenade\n");\r
90                         else\r
91                                 bprint ("^1",s, " was killed by ", attacker.netname, "\n");\r
92 \r
93                         attacker.frags = attacker.frags + 1;\r
94                         if (targ.killcount > 2)\r
95                                 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");\r
96                         attacker.killcount = attacker.killcount + 1;\r
97                         if (attacker.killcount > 2)\r
98                                 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");\r
99                 }\r
100                 else\r
101                 {\r
102                         if (deathtypeN == DEATH_CLASSCHANGE)\r
103                         {\r
104                                 if (targ.killcount > 2)\r
105                                         bprint ("^1",s," changed with a ",ftos(targ.killcount)," kill spree\n");\r
106                                 if (targ.killcount)\r
107                                         targ.killcount = 0;\r
108                                 return; // don't print anything more or lose frags\r
109                         }\r
110                         else if (deathtypeN == DEATH_HURTTRIGGER)\r
111                                 bprint ("^1",s, " ", attacker.message, "\n");\r
112                         else if (deathtypeN == DEATH_DROWN)\r
113                                 bprint ("^1",s, " drowned\n");\r
114                         else if (deathtypeN == DEATH_SLIME)\r
115                                 bprint ("^1",s, " was slimed\n");\r
116                         else if (deathtypeN == DEATH_LAVA)\r
117                                 bprint ("^1",s, " turned into hot slag\n");\r
118                         else if (deathtypeN == DEATH_FALL)\r
119                                 bprint ("^1",s, " hit the ground with a crunch\n");\r
120                         else if (deathtypeN == DEATH_LASERGATE)\r
121                                 bprint ("^1",s, " ", attacker.message, "\n");\r
122                         targ.frags = targ.frags - 1;\r
123                         if (targ.killcount > 2)\r
124                                 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");\r
125                 }\r
126                 // FIXME: this should go in PutClientInServer\r
127                 if (targ.killcount)\r
128                         targ.killcount = 0;\r
129         }\r
130 }\r
131 \r
132 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
133 \r
134 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
135 {\r
136         deathmsg = deathtype;\r
137         T_Damage (targ, inflictor, attacker, damage);\r
138         return;\r
139 \r
140         local entity oldself;\r
141         oldself = self;\r
142         self = targ;\r
143         // nullify damage if teamplay is on\r
144         if (teamplay)\r
145         if (attacker.team)\r
146         if (attacker.team == targ.team)\r
147         if (teamplay == 1 || (teamplay == 3 && attacker != targ))\r
148                 damage = 0;\r
149         // apply strength multiplier\r
150         if (attacker.items & IT_STRENGTH)\r
151         {\r
152                 damage = damage * cvar("g_balance_powerup_strength_damage");\r
153                 force = force * cvar("g_balance_powerup_strength_force");\r
154         }\r
155         // apply invincibility multiplier\r
156         if (targ.items & IT_INVINCIBLE)\r
157                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");\r
158         // apply push\r
159         if (self.damageforcescale)\r
160         {\r
161                 self.velocity = self.velocity + self.damageforcescale * force;\r
162                 self.flags = self.flags - (self.flags & FL_ONGROUND);\r
163         }\r
164 /*\r
165         // apply damage\r
166         if (self.event_damage)\r
167                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);\r
168         self = oldself; */\r
169 }\r
170 \r
171 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
172 void (entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage;\r
173 \r
174 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)\r
175 {\r
176 //      deathmsg = deathtype;\r
177 //      T_RadiusDamage (inflictor, attacker, coredamage, ignore);\r
178 //      return;\r
179 \r
180         entity  targ;\r
181         float   finaldmg;\r
182         float   power;\r
183         vector  blastorigin;\r
184         vector  force;\r
185         vector  m1;\r
186         vector  m2;\r
187         vector  nearest;\r
188         vector  diff;\r
189 \r
190         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);\r
191 \r
192         targ = findradius (blastorigin, rad);\r
193         while (targ)\r
194         {\r
195                 if (targ != inflictor)\r
196                         if (ignore != targ)\r
197                         {\r
198                                 // LordHavoc: measure distance to nearest point on target (not origin)\r
199                                 // (this guarentees 100% damage on a touch impact)\r
200                                 nearest = blastorigin;\r
201                                 m1 = targ.origin + targ.mins;\r
202                                 m2 = targ.origin + targ.maxs;\r
203                                 if (nearest_x < m1_x) nearest_x = m1_x;\r
204                                 if (nearest_y < m1_y) nearest_y = m1_y;\r
205                                 if (nearest_z < m1_z) nearest_z = m1_z;\r
206                                 if (nearest_x > m2_x) nearest_x = m2_x;\r
207                                 if (nearest_y > m2_y) nearest_y = m2_y;\r
208                                 if (nearest_z > m2_z) nearest_z = m2_z;\r
209                                 diff = nearest - blastorigin;\r
210                                 // round up a little on the damage to ensure full damage on impacts\r
211                                 // and turn the distance into a fraction of the radius\r
212                                 power = 1 - ((vlen (diff) - 2) / rad);\r
213                                 //bprint(" ");\r
214                                 //bprint(ftos(power));\r
215                                 if (power > 0)\r
216                                 {\r
217                                         if (power > 1)\r
218                                                 power = 1;\r
219                                         finaldmg = coredamage * power + edgedamage * (1 - power);\r
220                                         if (finaldmg > 0)\r
221                                         {\r
222                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;\r
223                                                 if (targ == attacker)\r
224                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself\r
225                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);\r
226                                         }\r
227                                 }\r
228                         }\r
229                 targ = targ.chain;\r
230         }\r
231 }\r
232 \r
233 /*\r
234 entity  multi_ent;\r
235 float   multi_damage;\r
236 vector  multi_force;\r
237 \r
238 void ClearMultiDamage (void)\r
239 {\r
240         multi_ent = world;\r
241         multi_damage = 0;\r
242         multi_force = '0 0 0';\r
243 }\r
244 \r
245 void ApplyMultiDamage (void)\r
246 {\r
247         if (!multi_ent)\r
248                 return;\r
249 \r
250         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);\r
251 }\r
252 \r
253 void AddMultiDamage (entity hit, float damage, vector force)\r
254 {\r
255         if (!hit)\r
256                 return;\r
257 \r
258         if (hit != multi_ent)\r
259         {\r
260                 ApplyMultiDamage ();\r
261                 ClearMultiDamage ();\r
262                 multi_ent = hit;\r
263         }\r
264         multi_damage = multi_damage + damage;\r
265         multi_force = multi_force + force;\r
266 }\r
267 \r
268 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)\r
269 {\r
270         vector  direction;\r
271         vector  source;\r
272         vector  vel;\r
273         vector  org;\r
274 \r
275         makevectors (self.v_angle);\r
276 \r
277         source = self.origin + v_forward * 10;  // FIXME\r
278         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs\r
279 \r
280         // LordHavoc: better to use normal damage\r
281         //ClearMultiDamage ();\r
282         while (shotcount > 0)\r
283         {\r
284                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;\r
285 \r
286                 traceline (source, source + direction * 2048, FALSE, self);\r
287                 if (trace_fraction != 1.0)\r
288                 {\r
289                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());\r
290                         vel = vel + 2 * trace_plane_normal;\r
291                         vel = vel * 200;\r
292 \r
293                         org = trace_endpos - direction * 4;\r
294 \r
295                         if (!trace_ent.takedamage)\r
296                                 te_gunshot (org);\r
297                         // LordHavoc: better to use normal damage\r
298                         //AddMultiDamage (trace_ent, 4, direction * 4);\r
299                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);\r
300                 }\r
301 \r
302                 shotcount = shotcount + 1;\r
303         }\r
304 \r
305         // LordHavoc: better to use normal damage\r
306         //ApplyMultiDamage ();\r
307 }\r
308 */\r