nuclide/base/src/shared/pmove_water.qc

79 lines
2.2 KiB
Plaintext

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* 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.
*/
void
GamePMove_WaterMove(player target)
{
if (target.movetype == MOVETYPE_NOCLIP) {
return;
}
#ifdef SERVER
if (target.health < 0) {
return;
}
/* we've just exited water */
if (target.waterlevel != 3) {
if (target.underwater_time < time) {
Sound_Play(target, CHAN_BODY, "player.gasplight");
} else if (target.underwater_time < time + 9) {
Sound_Play(target, CHAN_BODY, "player.gaspheavy");
}
target.underwater_time = time + 12;
} else if (target.underwater_time < time) {
/* we've been underwater... for too long. */
if (target.pain_time < time) {
Damage_Apply(target, world, 5, DMG_DROWN, 0);
target.pain_time = time + 1;
}
}
#endif
if (!target.waterlevel){
if (target.flags & FL_INWATER) {
#ifdef SERVER
Sound_Play(target, CHAN_BODY, "player.waterexit");
#endif
target.flags &= ~FL_INWATER;
}
return;
}
#ifdef SERVER
if (target.watertype == CONTENT_LAVA) {
if (target.pain_time < time) {
target.pain_time = time + 0.2;
Damage_Apply(target, world, 10*target.waterlevel, DMG_BURN, 0);
}
} else if (target.watertype == CONTENT_SLIME) {
if (target.pain_time < time) {
target.pain_time = time + 1;
Damage_Apply(target, world, 4*target.waterlevel, DMG_ACID, 0);
}
}
#endif
if (!(target.flags & FL_INWATER)) {
#ifdef SERVER
Sound_Play(target, CHAN_BODY, "player.waterenter");
target.pain_time = 0;
#endif
target.flags |= FL_INWATER;
}
}