nuclide/src/client/damage.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* 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.
*/
/*
=================
CSQC_Parse_Damage_New
Our replacement for CSQC_Parse_Damage, which is now ignored.
We needed to be able to handle extra flags for damagetypes
and others. Can be overridden by mods by handling the EV_DAMAGE
event.
Currently will always return 1.
=================
*/
float
CSQC_Parse_Damage_New(vector abs_pos, int take, int flags)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
/* FIXME: while a player shooting you from [0,0,0] is unlikely, it's
* not impossible. we only do this to lazily seperate players from
* entities belonging to world
*/
if (abs_pos) {
pSeat->m_vecDamagePos = abs_pos;
pSeat->m_flDamageAlpha = 1.0f;
pSeat->m_iDamageFlags |= flags;
}
return (1);
}