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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 if (deathtypeN == 35)\r
38                                 bprint ("^1",s, " is still seeing stars from his flash grenade.\n");\r
39                         else if (deathtypeN == 99)\r
40                                 bprint ("^1",s, " nails himself to death.\n");\r
41                         else\r
42                                 bprint ("^1",s, " couldn't resist the urge to self immolate\n");\r
43                         targ.frags = targ.frags - 1;\r
44                         if (targ.killcount > 2)\r
45                                 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");\r
46                 }\r
47                 else if (teamplay && attacker.team == targ.team)\r
48                 {\r
49                         bprint ("^1", attacker.netname, " mows down a teammate\n");\r
50                         attacker.frags = attacker.frags - 1;\r
51                         if (targ.killcount > 2)\r
52                                 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");\r
53                         if (attacker.killcount > 2)\r
54                                 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");\r
55                         attacker.killcount = 0;\r
56                 }\r
57                 else if (attacker.classname == "player")\r
58                 {\r
59                         if (!checkrules_firstblood)\r
60                         {\r
61                                 checkrules_firstblood = TRUE;\r
62                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);\r
63                                 bprint("^1",attacker.netname, " drew first blood", "\n");\r
64                         }\r
65 \r
66                         if (deathtypeN == WEP_LASER)\r
67                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
68                         else if (deathtypeN == WEP_UZI)\r
69                                 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");\r
70                         else if (deathtypeN == WEP_SHOTGUN)\r
71                                 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");\r
72                         else if (deathtypeN == WEP_GRENADE_LAUNCHER)\r
73                                 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");\r
74                         else if (deathtypeN == WEP_ELECTRO)\r
75                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
76                         else if (deathtypeN == WEP_CRYLINK)\r
77                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
78                         else if (deathtypeN == WEP_NEX)\r
79                                 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");\r
80                         else if (deathtypeN == WEP_HAGAR)\r
81                                 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");\r
82                         else if (deathtypeN == WEP_ROCKET_LAUNCHER)\r
83                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
84                         else if (deathtypeN == WEP_GRENADE_MIRV)\r
85                                 bprint ("^1",s, " was blasted by ", attacker.netname, "'s mirv\n");\r
86                         else if (deathtypeN == WEP_GRENADE_FRAG)\r
87                                 bprint ("^1",s, " was fragged by ", attacker.netname, "'s grenade\n");\r
88                         else if (deathtypeN == DEATH_BURNING)\r
89                                 bprint ("^1",s, " was fried toasty by ", attacker.netname, "\n");\r
90                         else if (deathtypeN == DEATH_TELEFRAG)\r
91                                 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");\r
92                         else if (deathtypeN == 88)\r
93                                 bprint ("^1",s, " exploded from ", attacker.netname, "'s grenade\n");\r
94                         else if (deathtypeN == 35)\r
95                                 bprint ("^1",s, " sees the light of ", attacker.netname, "'s flash grenade\n");\r
96                         else if (deathtypeN == 9)\r
97                                 bprint ("^1",s, " gets nailed to the wall from ", attacker.netname, "'s nail grenade\n");\r
98                         else if (deathtypeN == 51)      //tesla\r
99                                 bprint ("^1",s, " gets fried by ", attacker.netname, "'s tesla coil :D\n");\r
100                         else if (deathtypeN == RAILGUN_HEADSHOT)\r
101                                 bprint ("^1",s, "'s head gets blown away by ", attacker.netname, "'s railgun shot\n");\r
102                         else if (deathtypeN == RAILGUN_CHESTSHOT)\r
103                                 bprint ("^1",s, " gets shot in the chest by ", attacker.netname, "'s railgun shot\n");\r
104                         else if (deathtypeN == RAILGUN_BODYSHOT)\r
105                                 bprint ("^1",s, " is swiss-cheesed by ", attacker.netname, "'s railgun shot\n");\r
106                         else if (deathtypeN == RAILGUN_LEGSHOT)\r
107                                 bprint ("^1",s, "'s legs are blown off by ", attacker.netname, "'s railgun shot\n");\r
108                         else if (deathtypeN == PISTOL_LEGSHOT)\r
109                                 bprint ("^1",s, " is knee-capped by ", attacker.netname, "'s pistol\n");\r
110                         else if (deathtypeN == PISTOL_BODYSHOT)\r
111                                 bprint ("^1",s, " is shot up by ", attacker.netname, "'s pistol\n");\r
112                         else if (deathtypeN == PISTOL_HEADSHOT)\r
113                                 bprint ("^1",s, "'s head is popped by ", attacker.netname, "'s pistol\n");\r
114                         else\r
115                                 bprint ("^1",s, " was killed by ", attacker.netname, "\n");\r
116 \r
117                         attacker.frags = attacker.frags + 1;\r
118                         if (targ.killcount > 2)\r
119                                 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");\r
120                         attacker.killcount = attacker.killcount + 1;\r
121                         if (attacker.killcount > 2)\r
122                                 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");\r
123                 }\r
124                 else\r
125                 {\r
126                         if (deathtypeN == DEATH_CLASSCHANGE)\r
127                         {\r
128                                 if (targ.killcount > 2)\r
129                                         bprint ("^1",s," changed with a ",ftos(targ.killcount)," kill spree\n");\r
130                                 if (targ.killcount)\r
131                                         targ.killcount = 0;\r
132                                 return; // don't print anything more or lose frags\r
133                         }\r
134                         else if (deathtypeN == DEATH_HURTTRIGGER)\r
135                                 bprint ("^1",s, " ", attacker.message, "\n");\r
136                         else if (deathtypeN == DEATH_DROWN)\r
137                                 bprint ("^1",s, " drowned\n");\r
138                         else if (deathtypeN == DEATH_SLIME)\r
139                                 bprint ("^1",s, " was slimed\n");\r
140                         else if (deathtypeN == DEATH_LAVA)\r
141                                 bprint ("^1",s, " turned into hot slag\n");\r
142                         else if (deathtypeN == DEATH_FALL)\r
143                                 bprint ("^1",s, " hit the ground with a crunch\n");\r
144                         else if (deathtypeN == DEATH_LASERGATE)\r
145                                 bprint ("^1",s, " ", attacker.message, "\n");\r
146                         targ.frags = targ.frags - 1;\r
147                         if (targ.killcount > 2)\r
148                                 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");\r
149                 }\r
150                 // FIXME: this should go in PutClientInServer\r
151                 if (targ.killcount)\r
152                         targ.killcount = 0;\r
153         }\r
154 }\r
155 \r
156 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
157 \r
158 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
159 {\r
160         deathmsg = deathtype;\r
161         T_Damage (targ, inflictor, attacker, damage);\r
162         return;\r
163 \r
164         local entity oldself;\r
165         oldself = self;\r
166         self = targ;\r
167         // nullify damage if teamplay is on\r
168         if (teamplay)\r
169         if (attacker.team)\r
170         if (attacker.team == targ.team)\r
171         if (teamplay == 1 || (teamplay == 3 && attacker != targ))\r
172                 damage = 0;\r
173         // apply strength multiplier\r
174         if (attacker.items & IT_STRENGTH)\r
175         {\r
176                 damage = damage * cvar("g_balance_powerup_strength_damage");\r
177                 force = force * cvar("g_balance_powerup_strength_force");\r
178         }\r
179         // apply invincibility multiplier\r
180         if (targ.items & IT_INVINCIBLE)\r
181                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");\r
182         // apply push\r
183         if (self.damageforcescale)\r
184         {\r
185                 self.velocity = self.velocity + self.damageforcescale * force;\r
186                 self.flags = self.flags - (self.flags & FL_ONGROUND);\r
187         }\r
188 /*\r
189         // apply damage\r
190         if (self.event_damage)\r
191                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);\r
192         self = oldself; */\r
193 }\r
194 \r
195 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
196 void (entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage;\r
197 \r
198 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)\r
199 {\r
200 //      deathmsg = deathtype;\r
201 //      T_RadiusDamage (inflictor, attacker, coredamage, ignore);\r
202 //      return;\r
203 \r
204         entity  targ;\r
205         float   finaldmg;\r
206         float   power;\r
207         vector  blastorigin;\r
208         vector  force;\r
209         vector  m1;\r
210         vector  m2;\r
211         vector  nearest;\r
212         vector  diff;\r
213 \r
214         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);\r
215 \r
216         targ = findradius (blastorigin, rad);\r
217         while (targ)\r
218         {\r
219                 if (targ != inflictor)\r
220                         if (ignore != targ)\r
221                         {\r
222                                 // LordHavoc: measure distance to nearest point on target (not origin)\r
223                                 // (this guarentees 100% damage on a touch impact)\r
224                                 nearest = blastorigin;\r
225                                 m1 = targ.origin + targ.mins;\r
226                                 m2 = targ.origin + targ.maxs;\r
227                                 if (nearest_x < m1_x) nearest_x = m1_x;\r
228                                 if (nearest_y < m1_y) nearest_y = m1_y;\r
229                                 if (nearest_z < m1_z) nearest_z = m1_z;\r
230                                 if (nearest_x > m2_x) nearest_x = m2_x;\r
231                                 if (nearest_y > m2_y) nearest_y = m2_y;\r
232                                 if (nearest_z > m2_z) nearest_z = m2_z;\r
233                                 diff = nearest - blastorigin;\r
234                                 // round up a little on the damage to ensure full damage on impacts\r
235                                 // and turn the distance into a fraction of the radius\r
236                                 power = 1 - ((vlen (diff) - 2) / rad);\r
237                                 //bprint(" ");\r
238                                 //bprint(ftos(power));\r
239                                 if (power > 0)\r
240                                 {\r
241                                         if (power > 1)\r
242                                                 power = 1;\r
243                                         finaldmg = coredamage * power + edgedamage * (1 - power);\r
244                                         if (finaldmg > 0)\r
245                                         {\r
246                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;\r
247                                                 if (targ == attacker)\r
248                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself\r
249                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);\r
250                                         }\r
251                                 }\r
252                         }\r
253                 targ = targ.chain;\r
254         }\r
255 }\r
256 \r
257 \r
258 entity  multi_ent;\r
259 float   multi_damage;\r
260 vector  multi_force;\r
261 \r
262 void ClearMultiDamage (void)\r
263 {\r
264         multi_ent = world;\r
265         multi_damage = 0;\r
266         multi_force = '0 0 0';\r
267 }\r
268 \r
269 void ApplyMultiDamage (void)\r
270 {\r
271         if (!multi_ent)\r
272                 return;\r
273 \r
274 //      Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);\r
275         TF_T_Damage (multi_ent, self, self, multi_damage, 2, 1);\r
276 }\r
277 \r
278 void AddMultiDamage (entity hit, float damage, vector force)\r
279 {\r
280         if (!hit)\r
281                 return;\r
282 \r
283         if (hit != multi_ent)\r
284         {\r
285                 ApplyMultiDamage ();\r
286                 ClearMultiDamage ();\r
287                 multi_ent = hit;\r
288         }\r
289         multi_damage = multi_damage + damage;\r
290         multi_force = multi_force + force;\r
291 }\r
292 \r
293 /*void FireBullets (float shotcount, vector dir, vector spread, float deathtype)\r
294 {\r
295         vector  direction;\r
296         vector  source;\r
297         vector  vel;\r
298         vector  org;\r
299 \r
300         makevectors (self.v_angle);\r
301 \r
302         source = self.origin + v_forward * 10;  // FIXME\r
303         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs\r
304 \r
305         // LordHavoc: better to use normal damage\r
306         //ClearMultiDamage ();\r
307         while (shotcount > 0)\r
308         {\r
309                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;\r
310 \r
311                 traceline (source, source + direction * 2048, FALSE, self);\r
312                 if (trace_fraction != 1.0)\r
313                 {\r
314                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());\r
315                         vel = vel + 2 * trace_plane_normal;\r
316                         vel = vel * 200;\r
317 \r
318                         org = trace_endpos - direction * 4;\r
319 \r
320                         if (!trace_ent.takedamage)\r
321                                 te_gunshot (org);\r
322                         // LordHavoc: better to use normal damage\r
323                         //AddMultiDamage (trace_ent, 4, direction * 4);\r
324                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);\r
325                 }\r
326 \r
327                 shotcount = shotcount + 1;\r
328         }\r
329 \r
330         // LordHavoc: better to use normal damage\r
331         //ApplyMultiDamage ();\r
332 }*/\r
333 \r
334 float puff_count;\r
335 vector puff_org;\r
336 float blood_count;\r
337 vector blood_org;\r
338 float (entity ent) tfvisible;\r
339 \r
340 void (float damage,vector dir) TraceAttack =\r
341 {\r
342         local vector vel;\r
343         local vector org;\r
344 \r
345         vel = normalize (((dir + (v_up * crandom ())) + (v_right * crandom ())));\r
346         vel = (vel + (2 * trace_plane_normal));\r
347         vel = (vel * 200);\r
348         org = (trace_endpos - (dir * 4));\r
349 \r
350         if (tfvisible(trace_ent))\r
351                 trace_ent.takedamage = 1;\r
352 \r
353         if (trace_ent.takedamage)\r
354         {\r
355                 blood_count = (blood_count + 1);\r
356                 blood_org = org;\r
357                 AddMultiDamage (trace_ent, damage);\r
358         }\r
359         else\r
360         {\r
361                 puff_count = (puff_count + 1);\r
362         }\r
363 };\r
364 \r
365 void (float shotcount,vector dir,vector spread) FireBullets =\r
366 {\r
367         local vector direction;\r
368         local vector src;\r
369 \r
370         makevectors (self.v_angle);\r
371         src = (self.origin + (v_forward * 10));\r
372         src_z = (self.absmin_z + (self.size_z * 0.7));\r
373         ClearMultiDamage ();\r
374         traceline (src, (src + (dir * 2048)), 0.000000, self);\r
375         puff_org = (trace_endpos - (dir * 4));\r
376         while ((shotcount > 0.000000))\r
377         {\r
378                 direction = ((dir + ((crandom () * spread_x) * v_right)) + ((crandom () * spread_y) * v_up));\r
379                 traceline (src, (src + (direction * 2048)), 0.000000, self);\r
380                 if ((trace_fraction != 1))\r
381                 {\r
382                         if ((self.weapon != 32768))\r
383                         {\r
384                                 TraceAttack (4, direction);\r
385                         }\r
386                         else\r
387                         {\r
388                                 TraceAttack (9, direction);\r
389                         }\r
390                 }\r
391                 shotcount = (shotcount - 1);\r
392         }\r
393         ApplyMultiDamage ();\r
394 };\r