46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*
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=================
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CSQC_Parse_Damage_New
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Our replacement for CSQC_Parse_Damage, which is now ignored.
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We needed to be able to handle extra flags for damagetypes
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and others. Can be overridden by mods by handling the EV_DAMAGE
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event.
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Currently will always return 1.
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=================
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*/
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float
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CSQC_Parse_Damage_New(vector abs_pos, int take, int flags)
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{
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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/* FIXME: while a player shooting you from [0,0,0] is unlikely, it's
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* not impossible. we only do this to lazily seperate players from
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* entities belonging to world
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*/
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if (abs_pos) {
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pSeat->m_vecDamagePos = abs_pos;
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pSeat->m_flDamageAlpha = 1.0f;
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pSeat->m_iDamageFlags |= flags;
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}
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return (1);
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}
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