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combat.qc
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void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity inflictor, entity attacker) ClientObituary;
void() monster_death_use;
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity inflictor, entity attacker) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
// bump the monster counter
if (self.flags & FL_MONSTER)
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary (self, inflictor, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
monster_death_use();
self.th_die ();
self = oself;
};
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
{
local vector dir;
local entity oldself;
local float save;
local float take;
local float ignore_armor; //johnfitz
local string death_type; //johnfitz
// don't try to damage the world. Not healthy - bmFbr
if (!targ)
return;
//johnfitz -- make sure targ.deathtype doesn't keep stale info after this function is done
death_type = targ.deathtype;
targ.deathtype = "";
//johnfitz
if (!targ.takedamage)
return;
//johnfitz -- some func_breakables ignore monster damage //added from Rubicon2 combat.qc dumptruck_ds
if (targ.classname == "func_breakable")
{
if (targ.spawnflags & BREAKABLE_NO_MONSTERS && attacker.flags & FL_MONSTER)
return;
}
//johnfitz
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time)
damage = damage * 4;
// damage mod for monsters -- dumptruck_ds
if (attacker.damage_mod)
damage = damage * attacker.damage_mod;
//don't deplete armor if drowning/burning, or protected by biosuit/pentagram/godmode (note: in ID1 pentagram/godmode doesn't actually protect your armor)
if (death_type == "burning" || death_type == "drowning" || targ.invincible_finished >= time || targ.flags & FL_GODMODE)
ignore_armor = TRUE;
else
ignore_armor = FALSE;
//johnfitz
// save damage based on the target's armor level
if (ignore_armor) //johnfitz -- some damage doesn't deplete armor
{
save = 0;
}
else
{
save = ceil(targ.armortype*damage);
if (save >= targ.armorvalue)
{
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
}
// // 1998-08-12 Drowning doesn't hurt armor by Maddes/Athos start
// }
// else
// save = 0;
// // 1998-08-12 Drowning doesn't hurt armor by Maddes/Athos end
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage-save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
targ.velocity = targ.velocity + dir*damage*8;
}
// check for godmode or invincibility
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
// 1998-07-29 Teamplay 1 fix by Maddes start
if ( (teamplay == 1) && (targ.team > 0) && (targ.team == attacker.team)
&& (targ != attacker)
&& (attacker.classname == "player")
&& (inflictor.classname != "door") ) // because squishing a teammate is still possible
// 1998-07-29 Teamplay 1 fix by Maddes end
return;
// do the damage
targ.health = targ.health - take;
// fire pain_target if appropriate
if ((targ.flags & FL_MONSTER) &&
targ.pain_target != "" &&
targ.health <= targ.pain_threshold)
{
oldself = self;
self = targ;
monster_pain_use ();
self = oldself;
}
if (targ.health <= 0)
{
Killed (targ, inflictor, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
local float mode;
mode = 0;
// take highest mode so infighting happens consistently
if (self.infight_mode == -1 || self.infight_mode > mode)
{
mode = self.infight_mode;
}
if (mode != -1 && attacker.infight_mode > mode)
{
mode = attacker.infight_mode;
}
//soldiers of the same style will infight -- dumptruck_ds - thanks for c0burn and Shamblernaut for your help!
if (mode == -1)
{
if (attacker.classname == "player")
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
else if (
(self.classname != attacker.classname) ||
((self.classname == "monster_army") && (self.style == attacker.style)) ||
(mode > 0 && self.mdl_body != attacker.mdl_body) || // infight if different models
(mode > 1 && self.skin != attacker.skin) || // infight if different skin
(mode > 2) // always infight
)
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
if (self.th_pain)
{
self.th_pain (attacker, take);
// nightmare mode monsters don't go into pain frames often
if (skill == 3)
self.pain_finished = time + 5;
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
{ // shambler takes half damage from all explosions
if (head.classname == "monster_shambler")
T_Damage (head, inflictor, attacker, points*0.5);
else
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
while (head)
{
if (head.takedamage)
{
points = 0.5*vlen (attacker.origin - head.origin);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, attacker))
{
if (head.classname == "monster_shambler")
T_Damage (head, attacker, attacker, points*0.5);
else
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
}
};