2 float checkrules_firstblood;
4 void GiveFrags (entity attacker, entity targ, float f)
9 if(cvar("g_arena_roundbased"))
12 if(cvar("g_domination"))
14 if(cvar("g_domination_disable_frags"))
18 else if(cvar("g_runematch"))
21 f = RunematchHandleFrags(attacker, targ, f);
23 else if(cvar("g_lms"))
25 // count remaining lives, not frags in lms
27 // keep track of the worst players lives
28 if(targ.frags < lms_lowest_lives)
29 lms_lowest_lives = targ.frags;
30 // player has no more lives left
35 lms_next_place = player_count;
36 targ.frags = -lms_next_place;
43 attacker.frags = attacker.frags + f;
46 string AppendItemcodes(string s, entity player)
51 // w = player.switchweapon;
53 w = player.cnt; // previous weapon!
54 s = strcat(s, ftos(weapon_translateindextoflag(w)));
55 if(time < player.strength_finished)
57 if(time < player.invincible_finished)
59 if(player.flagcarried != world)
62 s = strcat(s, "|", ftos(player.runes));
66 void LogDeath(string mode, float deathtype, entity killer, entity killed)
69 if(!cvar("sv_eventlog"))
71 s = strcat(":kill:", mode);
72 s = strcat(s, ":", ftos(killer.playerid));
73 s = strcat(s, ":", ftos(killed.playerid));
74 s = strcat(s, ":type=", ftos(deathtype));
75 s = strcat(s, ":items=");
76 s = AppendItemcodes(s, killer);
79 s = strcat(s, ":victimitems=");
80 s = AppendItemcodes(s, killed);
82 GameLogEcho(s, FALSE);
85 void Obituary (entity attacker, entity targ, float deathtype)
89 if (targ.classname == "player" || targ.classname == "corpse")
91 if (targ.classname == "corpse")
98 if (deathtype == DEATH_NOAMMO)
99 centerprint(targ, strcat("^1You were killed for running out of ammo...\n\n\n"));
100 if (deathtype == DEATH_TEAMCHANGE)
102 m = "You are now on: ";
104 m = strcat(m, "^1Red Team");
105 else if (targ.team == 14)
106 m = strcat(m, "^4Blue Team");
107 else if (targ.team == 10)
108 m = strcat(m, "^6Pink Team");
109 else if (targ.team == 13)
110 m = strcat(m, "^3Yellow Team");
111 centerprint(targ, m);
113 else if (deathtype == DEATH_AUTOTEAMCHANGE)
115 m = "You have been moved into a different team to improve team balance\nYou are now on: ";
117 m = strcat(m, "^1Red Team");
118 else if (targ.team == 14)
119 m = strcat(m, "^4Blue Team");
120 else if (targ.team == 10)
121 m = strcat(m, "^6Pink Team");
122 else if (targ.team == 13)
123 m = strcat(m, "^3Yellow Team");
124 centerprint(targ, m);
127 else if (deathtype == DEATH_CAMP)
128 centerprint(targ, strcat("^1Die camper!\n\n\n"));
130 centerprint(targ, strcat("^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_NOAMMO)
142 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
143 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
145 else if (deathtype == DEATH_CAMP)
146 bprint ("^1",s, "^1 thought he found a nice camping ground\n");
147 else if (deathtype != DEATH_TEAMCHANGE)
148 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
150 if(deathtype != DEATH_TEAMCHANGE)
151 LogDeath("suicide", deathtype, targ, targ);
153 GiveFrags(attacker, targ, -1);
154 //targ.frags = targ.frags - 1;
155 if (targ.killcount > 2)
156 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
158 else if (teamplay && attacker.team == targ.team)
160 centerprint(attacker, strcat("^1Moron! You fragged a teammate!\n\n\n"));
161 bprint ("^1", attacker.netname, "^1 mows down a teammate\n");
162 GiveFrags(attacker, targ, -1);
163 //attacker.frags = attacker.frags - 1;
164 if (targ.killcount > 2)
165 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
166 if (attacker.killcount > 2)
167 bprint ("^1",attacker.netname,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
168 attacker.killcount = 0;
170 LogDeath("tk", deathtype, attacker, targ);
172 else if (attacker.classname == "player" || attacker.classname == "gib")
174 if (!checkrules_firstblood)
176 checkrules_firstblood = TRUE;
177 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
178 //if (cvar("g_minstagib"))
179 //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
180 bprint("^1",attacker.netname, "^1 drew first blood", "\n");
183 centerprint(attacker, strcat("^4You fragged ^7", s, "\n\n\n"));
184 centerprint(targ, strcat("^1You were fragged by ^7", attacker.netname, "\n\n\n"));
186 if (deathtype == IT_LASER)
187 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
188 else if (deathtype == IT_UZI)
189 bprint ("^1",s, "^1 was riddled full of holes by ", attacker.netname, "\n");
190 else if (deathtype == IT_SHOTGUN)
191 bprint ("^1",s, "^1 was gunned by ", attacker.netname, "\n");
192 else if (deathtype == IT_GRENADE_LAUNCHER)
193 bprint ("^1", s, "^1 was blasted by ", attacker.netname, "\n");
194 else if (deathtype == IT_ELECTRO)
195 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
196 else if (deathtype == IT_CRYLINK)
197 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
198 else if (deathtype == IT_NEX)
199 bprint ("^1",s, "^1 has been vaporized by ", attacker.netname, "\n");
200 else if (deathtype == IT_HAGAR)
201 bprint ("^1",s, "^1 was pummeled by ", attacker.netname, "\n");
202 else if (deathtype == IT_ROCKET_LAUNCHER)
203 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
204 else if (deathtype == DEATH_TELEFRAG)
205 bprint ("^1",s, "^1 was telefragged by ", attacker.netname, "\n");
206 else if (deathtype == DEATH_DROWN)
207 bprint ("^1",s, "^1 was drowned by ", attacker.netname, "\n");
208 else if (deathtype == DEATH_SLIME)
209 bprint ("^1",s, "^1 was slimed by ", attacker.netname, "\n");
210 else if (deathtype == DEATH_LAVA)
211 bprint ("^1",s, "^1 was cooked by ", attacker.netname, "\n");
212 else if (deathtype == DEATH_FALL)
213 bprint ("^1",s, "^1 was grounded by ", attacker.netname, "\n");
214 else if (deathtype == DEATH_SHOOTING_STAR)
215 bprint ("^1",s, "^1 was shot into space by ", attacker.netname, "\n");
216 else if (deathtype == DEATH_SWAMP)
217 bprint ("^1",s, "^1 was conserved by ", attacker.netname, "\n");
218 else if (deathtype == DEATH_HURTTRIGGER)
219 bprint ("^1",s, "^1 was thrown into a world of hurt by ", attacker.netname, "\n");
221 bprint ("^1",s, "^1 was fragged by ", attacker.netname, "\n");
223 GiveFrags(attacker, targ, 1);
224 //attacker.frags = attacker.frags + 1;
225 if (targ.killcount > 2)
226 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
227 attacker.killcount = attacker.killcount + 1;
228 if (attacker.killcount > 2)
229 bprint ("^1",attacker.netname,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
231 LogDeath("frag", deathtype, attacker, targ);
233 if (attacker.killcount == 3)
235 bprint (attacker.netname,"^7 made a ^1TRIPLE FRAG\n");
236 stuffcmd(attacker, "play2 announcer/male/03kills.ogg\n");
238 else if (attacker.killcount == 5)
240 bprint (attacker.netname,"^7 made a ^1FIVE FRAG COMBO\n");
241 stuffcmd(attacker, "play2 announcer/male/05kills.ogg\n");
243 else if (attacker.killcount == 10)
245 bprint (attacker.netname,"^7 is on a ^1RAGE\n");
246 stuffcmd(attacker, "play2 announcer/male/10kills.ogg\n");
248 else if (attacker.killcount == 15)
250 bprint (attacker.netname,"^7 has done a ^1MASSACRE!\n");
251 stuffcmd(attacker, "play2 announcer/male/15kills.ogg\n");
253 else if (attacker.killcount == 20)
255 bprint (attacker.netname,"^7 is ^1UNHUMAN!\n");
256 stuffcmd(attacker, "play2 announcer/male/20kills.ogg\n");
258 else if (attacker.killcount == 25)
260 bprint (attacker.netname,"^7 is a ^1DEATH INCARNATION!\n");
261 stuffcmd(attacker, "play2 announcer/male/25kills.ogg\n");
263 else if (attacker.killcount == 30)
265 bprint (attacker.netname,"^7 is maybe a ^1AIMBOTTER?!\n");
266 stuffcmd(attacker, "play2 announcer/male/30kills.ogg\n");
271 centerprint(targ, strcat("^1Watch your step!\n\n\n"));
272 if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
273 bprint ("^1",s, "^1 ", attacker.message, "\n");
274 else if (deathtype == DEATH_DROWN)
275 bprint ("^1",s, "^1 drowned\n");
276 else if (deathtype == DEATH_SLIME)
277 bprint ("^1",s, "^1 was slimed\n");
278 else if (deathtype == DEATH_LAVA)
279 bprint ("^1",s, "^1 turned into hot slag\n");
280 else if (deathtype == DEATH_FALL)
281 bprint ("^1",s, "^1 hit the ground with a crunch\n");
282 else if (deathtype == DEATH_SHOOTING_STAR)
283 bprint ("^1",s, "^1 became a shooting star\n");
284 else if (deathtype == DEATH_SWAMP)
285 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
287 bprint ("^1",s, "^1 died\n");
288 GiveFrags(targ, targ, -1);
289 if(targ.frags == -5) {
290 stuffcmd(targ, "play2 announcer/male/botlike.ogg\n");
293 //targ.frags = targ.frags - 1;
294 if (targ.killcount > 2)
295 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
297 LogDeath("accident", deathtype, targ, targ);
299 targ.death_origin = targ.origin;
301 targ.killer_origin = attacker.origin;
302 // FIXME: this should go in PutClientInServer
308 // these are updated by each Damage call for use in button triggering and such
310 entity damage_inflictor;
311 entity damage_attacker;
313 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
315 if (gameover || targ.killcount == -666)
318 local entity oldself;
322 damage_inflictor = inflictor;
323 damage_attacker = attacker;
324 // nullify damage if teamplay is on
327 if (attacker.team == targ.team)
328 if ((teamplay == 1 || teamplay == 3) && attacker != targ)
332 if(targ.classname == "player")
333 if(attacker.classname == "player")
336 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
337 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
340 if(damage > 0 && targ != attacker && clienttype(attacker) == CLIENTTYPE_REAL && targ.classname == "player")
341 stuffcmd(attacker, "play2 misc/hit.wav\n");
343 if (cvar("g_minstagib"))
345 if ((deathtype == DEATH_FALL) ||
346 (deathtype == DEATH_DROWN) ||
347 (deathtype == DEATH_SLIME) ||
348 (deathtype == DEATH_LAVA))
350 if (targ.extralives && (deathtype == IT_NEX) && damage)
352 targ.extralives -= 1;
353 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.extralives),"\n"));
355 targ.armorvalue = targ.extralives;
356 if(clienttype(targ) == CLIENTTYPE_REAL) stuffcmd(targ, "play2 misc/hit.wav\n");
357 //stuffcmd(attacker, "play2 misc/hit.wav\n");
359 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
361 if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
363 if (deathtype == IT_LASER)
366 if (targ != attacker)
368 if (targ.classname == "player")
369 centerprint(attacker, "Secondary fire inflicts no damage!\n");
376 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)
378 if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
382 // apply strength multiplier
383 if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
385 damage = damage * cvar("g_balance_powerup_strength_damage");
386 force = force * cvar("g_balance_powerup_strength_force");
388 // apply invincibility multiplier
389 if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
390 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
393 if(cvar("g_runematch"))
395 // apply strength rune
396 if (attacker.runes & RUNE_STRENGTH)
398 if(attacker.runes & CURSE_WEAK) // have both curse & rune
400 damage = damage * cvar("g_balance_rune_strength_combo_damage");
401 force = force * cvar("g_balance_rune_strength_combo_force");
405 damage = damage * cvar("g_balance_rune_strength_damage");
406 force = force * cvar("g_balance_rune_strength_force");
409 else if (attacker.runes & CURSE_WEAK)
411 damage = damage * cvar("g_balance_curse_weak_damage");
412 force = force * cvar("g_balance_curse_weak_force");
415 // apply defense rune
416 if (targ.runes & RUNE_DEFENSE)
418 if (targ.runes & CURSE_VULNER) // have both curse & rune
419 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
421 damage = damage * cvar("g_balance_rune_defense_takedamage");
423 else if (targ.runes & CURSE_VULNER)
424 damage = damage * cvar("g_balance_curse_vulner_takedamage");
428 if (self.damageforcescale)
430 self.velocity = self.velocity + self.damageforcescale * force;
431 self.flags = self.flags - (self.flags & FL_ONGROUND);
434 if (self.event_damage)
435 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
438 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
440 // Savage: vampire mode
441 if(cvar("g_vampire") && !cvar("g_minstagib"))
443 attacker.health += damage;
445 if(cvar("g_runematch"))
447 if (attacker.runes & RUNE_VAMPIRE)
449 // apply vampire rune
450 if (attacker.runes & CURSE_EMPATHY) // have the curse too
452 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
453 attacker.health = bound(
454 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
455 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
456 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
460 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
461 attacker.health = bound(
462 attacker.health, // LA: was 3, but changed so that you can't lose health
463 // empathy won't let you gain health in the same way...
464 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
465 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
468 // apply empathy curse
469 else if (attacker.runes & CURSE_EMPATHY)
471 attacker.health = bound(
472 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
473 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
480 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
492 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
494 targ = findradius (blastorigin, rad);
497 if (targ != inflictor)
500 // LordHavoc: measure distance to nearest point on target (not origin)
501 // (this guarentees 100% damage on a touch impact)
502 nearest = blastorigin;
503 m1 = targ.origin + targ.mins;
504 m2 = targ.origin + targ.maxs;
505 if (nearest_x < m1_x) nearest_x = m1_x;
506 if (nearest_y < m1_y) nearest_y = m1_y;
507 if (nearest_z < m1_z) nearest_z = m1_z;
508 if (nearest_x > m2_x) nearest_x = m2_x;
509 if (nearest_y > m2_y) nearest_y = m2_y;
510 if (nearest_z > m2_z) nearest_z = m2_z;
511 diff = nearest - blastorigin;
512 // round up a little on the damage to ensure full damage on impacts
513 // and turn the distance into a fraction of the radius
514 power = 1 - ((vlen (diff) - 2) / rad);
516 //bprint(ftos(power));
521 finaldmg = coredamage * power + edgedamage * (1 - power);
524 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
525 if (targ == attacker)
526 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
527 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
540 void ClearMultiDamage (void)
544 multi_force = '0 0 0';
547 void ApplyMultiDamage (void)
552 Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
555 void AddMultiDamage (entity hit, float damage, vector force)
560 if (hit != multi_ent)
566 multi_damage = multi_damage + damage;
567 multi_force = multi_force + force;
570 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
577 makevectors (self.v_angle);
579 source = self.origin + v_forward * 10; // FIXME
580 source_x = self.absmin_z + self.size_z * 0.7; // ??? whaddabout view_ofs
582 // LordHavoc: better to use normal damage
583 //ClearMultiDamage ();
584 while (shotcount > 0)
586 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
588 traceline (source, source + direction * 2048, FALSE, self);
589 if (trace_fraction != 1.0)
591 vel = normalize (direction + v_up * crandom () + v_right * crandom ());
592 vel = vel + 2 * trace_plane_normal;
595 org = trace_endpos - direction * 4;
597 if (!trace_ent.takedamage)
599 // LordHavoc: better to use normal damage
600 //AddMultiDamage (trace_ent, 4, direction * 4);
601 Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
604 shotcount = shotcount + 1;
607 // LordHavoc: better to use normal damage
608 //ApplyMultiDamage ();