/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* generic function that applies damage, pain and suffering */ void Damage_Apply(entity t, entity c, float dmg, int w, int type) { base_player tp = (base_player)t; CGameRules rules = (CGameRules)g_grMode; if (t.flags & FL_GODMODE) { return; } /* already dead, please avoid recursion */ if (t.health <= 0) { return; } /* skip armor */ if not (type & DMG_SKIP_ARMOR) if (tp.armor && dmg > 0) { float flArmor; float flNewDamage; flNewDamage = dmg * 0.2; flArmor = (dmg - flNewDamage) * 0.5; if (flArmor > tp.armor) { flArmor = tp.armor; flArmor *= (1/0.5); flNewDamage = dmg - flArmor; tp.armor = 0; } else { tp.armor -= flArmor; } dmg = flNewDamage; } dmg = rint(dmg); t.health -= dmg; /* the globals... */ g_dmg_eAttacker = c; g_dmg_eTarget = t; g_dmg_iDamage = dmg; g_dmg_iHitBody = trace_surface_id; g_dmg_iFlags = type; g_dmg_iWeapon = w; if (dmg > 0) { t.dmg_take = dmg; t.dmg_inflictor = c; } else if (t.max_health && t.health > t.max_health) { t.health = t.max_health; } /* set this global in case we need it later */ g_eAttacker = c; CBaseEntity s = (CBaseEntity)t; if (s.health <= 0) { if (s.flags & FL_CLIENT) { rules.PlayerDeath((player)s); } else { s.Death(); } } else { if (s.flags & FL_CLIENT) { rules.PlayerPain((player)s); } else { s.Pain(); } } } /* physical check of whether or not we can trace important parts of an ent */ float Damage_CheckTrace(entity t, vector vecHitPos) { /* We're lazy. Who cares */ if (t.solid == SOLID_BSP) { return TRUE; } traceline(vecHitPos, t.origin, 1, self); if (trace_fraction == 1) { return TRUE; } traceline(vecHitPos, t.origin + [15,15,0], 1, self); if (trace_fraction == 1) { return TRUE; } traceline(vecHitPos, t.origin + [-15,-15,0], 1, self); if (trace_fraction == 1) { return TRUE; } traceline(vecHitPos, t.origin + [-15,15,0], 1, self); if (trace_fraction == 1) { return TRUE; } traceline(vecHitPos, t.origin + [15,-15,0], 1, self); if (trace_fraction == 1) { return TRUE; } return FALSE; } /* even more pain and suffering, mostly used for explosives */ void Damage_Radius(vector org, entity attacker, float dmg, float r, int check, int w) { float new_dmg; float dist; float diff; vector pos; for (entity e = world; (e = findfloat(e, ::takedamage, DAMAGE_YES));) { pos[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0])); pos[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1])); pos[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2])); /* don't bother if it's not anywhere near us */ dist = vlen(org - pos); if (dist > r) { continue; } /* can we physically hit this thing? */ if (Damage_CheckTrace(e, org) == FALSE) { if (check == TRUE) { continue; } } /* calculate new damage values */ diff = vlen(org - pos); diff = (r - diff) / r; new_dmg = rint(dmg * diff); if (diff > 0) { Damage_Apply(e, attacker, new_dmg, w, DMG_EXPLODE); /* approximate, feel free to tweak */ if (e.movetype == MOVETYPE_WALK) { makevectors(vectoangles(e.origin - org)); e.velocity += v_forward * (new_dmg * 5); } } } }