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New location escapes: %d - location of last death, %y: location of crosshair
[divverent/nexuiz.git] / data / qcsrc / server / gamec / g_damage.c
1
2 float checkrules_firstblood;
3
4 void GiveFrags (entity attacker, entity targ, float f)
5 {
6
7         if(gameover) return;
8
9         if(f > 0 && cvar("g_domination") && cvar("g_domination_disable_frags"))
10                 return;
11         else if(f > 0 && cvar("g_runematch"))
12                 f = RunematchHandleFrags(attacker, targ, f);
13         else if(cvar("g_lms"))
14         {
15                 // count remaining lives, not frags in lms
16                 targ.frags -= 1;
17                 // keep track of the worst players lives
18                 if(targ.frags < lms_lowest_lives)
19                         lms_lowest_lives = targ.frags;
20                 // player has no more lives left
21                 if (!targ.frags)
22                 {
23                         lms_dead_count += 1;
24                         if(!lms_next_place)
25                                 lms_next_place = player_count;
26                         targ.frags = -lms_next_place;
27                         lms_next_place -= 1;
28                 }
29                 return;
30         }
31
32         if(f)
33                 attacker.frags = attacker.frags + f;
34 }
35
36 string AppendItemcodes(string s, entity player)
37 {
38         float w;
39         w = player.weapon;
40         if(w == 0)
41                 w = player.switchweapon;
42         if(w == 0)
43                 w = player.cnt; // previous weapon!
44         s = strcat(s, ftos(weapon_translateindextoflag(w)));
45         if(time < player.strength_finished)
46                 s = strcat(s, "S");
47         if(time < player.invincible_finished)
48                 s = strcat(s, "I");
49         if(player.flagcarried != world)
50                 s = strcat(s, "F");
51         if(player.runes)
52                 s = strcat(s, "|", ftos(player.runes));
53         return s;
54 }
55
56 void LogDeath(string mode, float deathtype, entity killer, entity killed)
57 {
58         string s;
59         if(!cvar("sv_eventlog"))
60                 return;
61         s = strcat(":kill:", mode);
62         s = strcat(s, ":", ftos(killer.playerid));
63         s = strcat(s, ":", ftos(killed.playerid));
64         s = strcat(s, ":type=", ftos(deathtype));
65         s = strcat(s, ":items=");
66         s = AppendItemcodes(s, killer);
67         if(killed != killer)
68         {
69                 s = strcat(s, ":victimitems=");
70                 s = AppendItemcodes(s, killed);
71         }
72         GameLogEcho(s, FALSE);
73 }
74
75 void Obituary (entity attacker, entity targ, float deathtype)
76 {
77         string  s, m;
78
79         if (targ.classname == "player" || targ.classname == "corpse")
80         {
81                 if (targ.classname == "corpse")
82                         s = "A corpse";
83                 else
84                         s = targ.netname;
85
86                 if (targ == attacker)
87                 {
88                         if (deathtype == DEATH_NOAMMO)
89                                 centerprint(targ, strcat("^1You were killed for running out of ammo...\n\n\n"));
90                         if (deathtype == DEATH_TEAMCHANGE)
91                         {
92                                 m = "You are now on: ";
93                                 if (targ.team == 5)
94                                         m = strcat(m, "^1Red Team");
95                                 else if (targ.team == 14)
96                                         m = strcat(m, "^4Blue Team");
97                                 else if (targ.team == 10)
98                                         m = strcat(m, "^6Pink Team");
99                                 else if (targ.team == 13)
100                                         m = strcat(m, "^3Yellow Team");
101                                 centerprint(targ, m);
102                         }
103                         else if (deathtype == DEATH_AUTOTEAMCHANGE)
104                         {
105                                 m = "You have been moved into a different team to improve team balance\nYou are now on: ";
106                                 if (targ.team == 5)
107                                         m = strcat(m, "^1Red Team");
108                                 else if (targ.team == 14)
109                                         m = strcat(m, "^4Blue Team");
110                                 else if (targ.team == 10)
111                                         m = strcat(m, "^6Pink Team");
112                                 else if (targ.team == 13)
113                                         m = strcat(m, "^3Yellow Team");
114                                 centerprint(targ, m);
115                                 return;
116                         }
117                         else if (deathtype == DEATH_CAMP)
118                                 centerprint(targ, strcat("^1Die camper!\n\n\n"));
119                         else
120                                 centerprint(targ, strcat("^1You killed your own dumb self!\n\n\n"));
121
122                         if (deathtype == IT_GRENADE_LAUNCHER)
123                                 bprint ("^1",s, "^1 detonated\n");
124                         else if (deathtype == IT_ELECTRO)
125                                 bprint ("^1",s, "^1 played with plasma\n");
126                         else if (deathtype == IT_ROCKET_LAUNCHER)
127                                 bprint ("^1",s, "^1 exploded\n");
128                         else if (deathtype == DEATH_KILL)
129                                 bprint ("^1",s, "^1 couldn't take it anymore\n");
130                         else if (deathtype == DEATH_NOAMMO)
131                         {
132                                 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
133                                 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
134                         }
135                         else if (deathtype == DEATH_CAMP)
136                                 bprint ("^1",s, "^1 thought he found a nice camping ground\n");
137                         else if (deathtype != DEATH_TEAMCHANGE)
138                                 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
139
140                         if(deathtype != DEATH_TEAMCHANGE)
141                                 LogDeath("suicide", deathtype, targ, targ);
142
143                         GiveFrags(attacker, targ, -1);
144                         //targ.frags = targ.frags - 1;
145                         if (targ.killcount > 2)
146                                 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
147                 }
148                 else if (teamplay && attacker.team == targ.team)
149                 {
150                         centerprint(attacker, strcat("^1Moron! You fragged a teammate!\n\n\n"));
151                         bprint ("^1", attacker.netname, "^1 mows down a teammate\n");
152                         GiveFrags(attacker, targ, -1);
153                         //attacker.frags = attacker.frags - 1;
154                         if (targ.killcount > 2)
155                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
156                         if (attacker.killcount > 2)
157                                 bprint ("^1",attacker.netname,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
158                         attacker.killcount = 0;
159
160                         LogDeath("tk", deathtype, attacker, targ);
161                 }
162                 else if (attacker.classname == "player" || attacker.classname == "gib")
163                 {
164                         if (!checkrules_firstblood)
165                         {
166                                 checkrules_firstblood = TRUE;
167                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
168                                 //if (cvar("g_minstagib"))
169                                         //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
170                                 bprint("^1",attacker.netname, "^1 drew first blood", "\n");
171                         }
172
173                         centerprint(attacker, strcat("^4You fragged ^7", s, "\n\n\n"));
174                         centerprint(targ, strcat("^1You were fragged by ^7", attacker.netname, "\n\n\n"));
175
176                         if (deathtype == IT_LASER)
177                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
178                         else if (deathtype == IT_UZI)
179                                 bprint ("^1",s, "^1 was riddled full of holes by ", attacker.netname, "\n");
180                         else if (deathtype == IT_SHOTGUN)
181                                 bprint ("^1",s, "^1 was gunned by ", attacker.netname, "\n");
182                         else if (deathtype == IT_GRENADE_LAUNCHER)
183                                 bprint ("^1", s, "^1 was blasted by ", attacker.netname, "\n");
184                         else if (deathtype == IT_ELECTRO)
185                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
186                         else if (deathtype == IT_CRYLINK)
187                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
188                         else if (deathtype == IT_NEX)
189                                 bprint ("^1",s, "^1 has been vaporized by ", attacker.netname, "\n");
190                         else if (deathtype == IT_HAGAR)
191                                 bprint ("^1",s, "^1 was pummeled by ", attacker.netname, "\n");
192                         else if (deathtype == IT_ROCKET_LAUNCHER)
193                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
194                         else if (deathtype == DEATH_TELEFRAG)
195                                 bprint ("^1",s, "^1 was telefragged by ", attacker.netname, "\n");
196                         else if (deathtype == DEATH_DROWN)
197                                 bprint ("^1",s, "^1 was drowned by ", attacker.netname, "\n");
198                         else if (deathtype == DEATH_SLIME)
199                                 bprint ("^1",s, "^1 was slimed by ", attacker.netname, "\n");
200                         else if (deathtype == DEATH_LAVA)
201                                 bprint ("^1",s, "^1 was cooked by ", attacker.netname, "\n");
202                         else if (deathtype == DEATH_FALL)
203                                 bprint ("^1",s, "^1 was grounded by ", attacker.netname, "\n");
204                         else if (deathtype == DEATH_SHOOTING_STAR)
205                                 bprint ("^1",s, "^1 was shot into space by ", attacker.netname, "\n");
206                         else if (deathtype == DEATH_SWAMP)
207                                 bprint ("^1",s, "^1 was conserved by ", attacker.netname, "\n");
208                         else if (deathtype == DEATH_HURTTRIGGER)
209                                 bprint ("^1",s, "^1 was thrown into a world of hurt by ", attacker.netname, "\n");
210                         else
211                                 bprint ("^1",s, "^1 was fragged by ", attacker.netname, "\n");
212
213                         GiveFrags(attacker, targ, 1);
214                         //attacker.frags = attacker.frags + 1;
215                         if (targ.killcount > 2)
216                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
217                         attacker.killcount = attacker.killcount + 1;
218                         if (attacker.killcount > 2)
219                                 bprint ("^1",attacker.netname,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
220
221                         LogDeath("frag", deathtype, attacker, targ);
222
223                         if (attacker.killcount == 3)
224                         {
225                                 bprint (attacker.netname,"^7 made a ^1TRIPLE FRAG\n");
226                                 stuffcmd(attacker, "play2 announcer/male/03kills.ogg\n");
227                         }
228                         else if (attacker.killcount == 5)
229                         {
230                                 bprint (attacker.netname,"^7 made a ^1FIVE FRAG COMBO\n");
231                                 stuffcmd(attacker, "play2 announcer/male/05kills.ogg\n");
232                         }
233                         else if (attacker.killcount == 10)
234                         {
235                                 bprint (attacker.netname,"^7 is on a ^1RAGE\n");
236                                 stuffcmd(attacker, "play2 announcer/male/10kills.ogg\n");
237                         }
238                         else if (attacker.killcount == 15)
239                         {
240                                 bprint (attacker.netname,"^7 has done a ^1MASSACRE!\n");
241                                 stuffcmd(attacker, "play2 announcer/male/15kills.ogg\n");
242                         }
243                         else if (attacker.killcount == 20)
244                         {
245                                 bprint (attacker.netname,"^7 is ^1UNHUMAN!\n");
246                                 stuffcmd(attacker, "play2 announcer/male/20kills.ogg\n");
247                         }
248                         else if (attacker.killcount == 25)
249                         {
250                                 bprint (attacker.netname,"^7 is a ^1DEATH INCARNATION!\n");
251                                 stuffcmd(attacker, "play2 announcer/male/25kills.ogg\n");
252                         }
253                         else if (attacker.killcount == 30)
254                         {
255                                 bprint (attacker.netname,"^7 is maybe a ^1AIMBOTTER?!\n");
256                                 stuffcmd(attacker, "play2 announcer/male/30kills.ogg\n");
257                         }
258                 }
259                 else
260                 {
261                         centerprint(targ, strcat("^1Watch your step!\n\n\n"));
262                         if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
263                                 bprint ("^1",s, "^1 ", attacker.message, "\n");
264                         else if (deathtype == DEATH_DROWN)
265                                 bprint ("^1",s, "^1 drowned\n");
266                         else if (deathtype == DEATH_SLIME)
267                                 bprint ("^1",s, "^1 was slimed\n");
268                         else if (deathtype == DEATH_LAVA)
269                                 bprint ("^1",s, "^1 turned into hot slag\n");
270                         else if (deathtype == DEATH_FALL)
271                                 bprint ("^1",s, "^1 hit the ground with a crunch\n");
272                         else if (deathtype == DEATH_SHOOTING_STAR)
273                                 bprint ("^1",s, "^1 became a shooting star\n");
274                         else if (deathtype == DEATH_SWAMP)
275                                 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
276                         else
277                                 bprint ("^1",s, "^1 died\n");
278                         GiveFrags(targ, targ, -1);
279                         if(targ.frags == -5) {
280                                 stuffcmd(targ, "play2 announcer/male/botlike.ogg\n");
281                         }
282
283                         //targ.frags = targ.frags - 1;
284                         if (targ.killcount > 2)
285                                 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
286
287                         LogDeath("accident", deathtype, targ, targ);
288                 }
289                 targ.death_origin = targ.origin;
290                 if(targ != attacker)
291                         targ.killer_origin = attacker.origin;
292                 // FIXME: this should go in PutClientInServer
293                 if (targ.killcount)
294                         targ.killcount = 0;
295         }
296 }
297
298 // these are updated by each Damage call for use in button triggering and such
299 entity damage_targ;
300 entity damage_inflictor;
301 entity damage_attacker;
302
303 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
304 {
305         if (gameover || targ.killcount == -666)
306                 return;
307
308         local entity oldself;
309         oldself = self;
310         self = targ;
311         damage_targ = targ;
312         damage_inflictor = inflictor;
313         damage_attacker = attacker;
314         // nullify damage if teamplay is on
315         if (teamplay)
316         if (attacker.team)
317         if (attacker.team == targ.team)
318         if ((teamplay == 1 || teamplay == 3) && attacker != targ)
319                 damage = 0;
320
321         if(cvar("g_lms"))
322         if(targ.classname == "player")
323         if(attacker.classname == "player")
324         if(attacker != targ)
325         {
326                 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
327                 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
328         }
329
330         if(damage > 0 && targ != attacker && clienttype(attacker) == CLIENTTYPE_REAL && targ.classname == "player")
331                 stuffcmd(attacker, "play2 misc/hit.wav\n");
332
333         if (cvar("g_minstagib"))
334         {
335                 if ((deathtype == DEATH_FALL)  ||
336                     (deathtype == DEATH_DROWN) ||
337                     (deathtype == DEATH_SLIME) ||
338                     (deathtype == DEATH_LAVA))
339                         return;
340                 if (targ.extralives && (deathtype == IT_NEX) && damage)
341                 {
342                         targ.extralives -= 1;
343                         centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.extralives),"\n"));
344                         damage = 0;
345                         targ.armorvalue = targ.extralives;
346                         if(clienttype(targ) == CLIENTTYPE_REAL) stuffcmd(targ, "play2 misc/hit.wav\n");
347                         //stuffcmd(attacker, "play2 misc/hit.wav\n");
348                 }
349                 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
350                 {
351                         if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
352                 }
353                 if (deathtype == IT_LASER)
354                 {
355                         damage = 0;
356                         if (targ != attacker)
357                         {
358                                 if (targ.classname == "player")
359                                         centerprint(attacker, "Secondary fire inflicts no damage!\n");
360                                 damage = 0;
361                                 force = '0 0 0';
362                                 attacker = targ;
363                         }
364                 }
365         } else {
366                 if (deathtype == IT_NEX && !(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)
367                 {
368                         if(clienttype(attacker) == CLIENTTYPE_REAL)  stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
369                 }
370         }
371
372         // apply strength multiplier
373         if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
374         {
375                 damage = damage * cvar("g_balance_powerup_strength_damage");
376                 force = force * cvar("g_balance_powerup_strength_force");
377         }
378         // apply invincibility multiplier
379         if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
380                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
381
382
383         if(cvar("g_runematch"))
384         {
385                 // apply strength rune
386                 if (attacker.runes & RUNE_STRENGTH)
387                 {
388                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
389                         {
390                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
391                                 force = force * cvar("g_balance_rune_strength_combo_force");
392                         }
393                         else
394                         {
395                                 damage = damage * cvar("g_balance_rune_strength_damage");
396                                 force = force * cvar("g_balance_rune_strength_force");
397                         }
398                 }
399                 else if (attacker.runes & CURSE_WEAK)
400                 {
401                         damage = damage * cvar("g_balance_curse_weak_damage");
402                         force = force * cvar("g_balance_curse_weak_force");
403                 }
404
405                 // apply defense rune
406                 if (targ.runes & RUNE_DEFENSE)
407                 {
408                         if (targ.runes & CURSE_VULNER) // have both curse & rune
409                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
410                         else
411                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
412                 }
413                 else if (targ.runes & CURSE_VULNER)
414                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
415         }
416
417         // apply push
418         if (self.damageforcescale)
419         {
420                 self.velocity = self.velocity + self.damageforcescale * force;
421                 self.flags = self.flags - (self.flags & FL_ONGROUND);
422         }
423         // apply damage
424         if (self.event_damage)
425                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
426         self = oldself;
427
428         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
429         {
430                 // Savage: vampire mode
431                 if(cvar("g_vampire") && !cvar("g_minstagib"))
432                 {
433                         attacker.health += damage;
434                 }
435                 if(cvar("g_runematch"))
436                 {
437                         if (attacker.runes & RUNE_VAMPIRE)
438                         {
439                         // apply vampire rune
440                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
441                                 {
442                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
443                                         attacker.health = bound(
444                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
445                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
446                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
447                                 }
448                                 else
449                                 {
450                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
451                                         attacker.health = bound(
452                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
453                                                                                         // empathy won't let you gain health in the same way...
454                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
455                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
456                                         }
457                         }
458                         // apply empathy curse
459                         else if (attacker.runes & CURSE_EMPATHY)
460                         {
461                                 attacker.health = bound(
462                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
463                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
464                                         attacker.health);
465                         }
466                 }
467         }
468 }
469
470 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
471 {
472         entity  targ;
473         float   finaldmg;
474         float   power;
475         vector  blastorigin;
476         vector  force;
477         vector  m1;
478         vector  m2;
479         vector  nearest;
480         vector  diff;
481
482         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
483
484         targ = findradius (blastorigin, rad);
485         while (targ)
486         {
487                 if (targ != inflictor)
488                         if (ignore != targ)
489                         {
490                                 // LordHavoc: measure distance to nearest point on target (not origin)
491                                 // (this guarentees 100% damage on a touch impact)
492                                 nearest = blastorigin;
493                                 m1 = targ.origin + targ.mins;
494                                 m2 = targ.origin + targ.maxs;
495                                 if (nearest_x < m1_x) nearest_x = m1_x;
496                                 if (nearest_y < m1_y) nearest_y = m1_y;
497                                 if (nearest_z < m1_z) nearest_z = m1_z;
498                                 if (nearest_x > m2_x) nearest_x = m2_x;
499                                 if (nearest_y > m2_y) nearest_y = m2_y;
500                                 if (nearest_z > m2_z) nearest_z = m2_z;
501                                 diff = nearest - blastorigin;
502                                 // round up a little on the damage to ensure full damage on impacts
503                                 // and turn the distance into a fraction of the radius
504                                 power = 1 - ((vlen (diff) - 2) / rad);
505                                 //bprint(" ");
506                                 //bprint(ftos(power));
507                                 if (power > 0)
508                                 {
509                                         if (power > 1)
510                                                 power = 1;
511                                         finaldmg = coredamage * power + edgedamage * (1 - power);
512                                         if (finaldmg > 0)
513                                         {
514                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
515                                                 if (targ == attacker)
516                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
517                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
518                                         }
519                                 }
520                         }
521                 targ = targ.chain;
522         }
523 }
524
525 /*
526 entity  multi_ent;
527 float   multi_damage;
528 vector  multi_force;
529
530 void ClearMultiDamage (void)
531 {
532         multi_ent = world;
533         multi_damage = 0;
534         multi_force = '0 0 0';
535 }
536
537 void ApplyMultiDamage (void)
538 {
539         if (!multi_ent)
540                 return;
541
542         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
543 }
544
545 void AddMultiDamage (entity hit, float damage, vector force)
546 {
547         if (!hit)
548                 return;
549
550         if (hit != multi_ent)
551         {
552                 ApplyMultiDamage ();
553                 ClearMultiDamage ();
554                 multi_ent = hit;
555         }
556         multi_damage = multi_damage + damage;
557         multi_force = multi_force + force;
558 }
559
560 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
561 {
562         vector  direction;
563         vector  source;
564         vector  vel;
565         vector  org;
566
567         makevectors (self.v_angle);
568
569         source = self.origin + v_forward * 10;  // FIXME
570         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
571
572         // LordHavoc: better to use normal damage
573         //ClearMultiDamage ();
574         while (shotcount > 0)
575         {
576                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
577
578                 traceline (source, source + direction * 2048, FALSE, self);
579                 if (trace_fraction != 1.0)
580                 {
581                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
582                         vel = vel + 2 * trace_plane_normal;
583                         vel = vel * 200;
584
585                         org = trace_endpos - direction * 4;
586
587                         if (!trace_ent.takedamage)
588                                 te_gunshot (org);
589                         // LordHavoc: better to use normal damage
590                         //AddMultiDamage (trace_ent, 4, direction * 4);
591                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
592                 }
593
594                 shotcount = shotcount + 1;
595         }
596
597         // LordHavoc: better to use normal damage
598         //ApplyMultiDamage ();
599 }
600 */
601
602
603