private static int CheckArmor(edict_t ent, float[] point, float[] normal, int damage, int te_sparks, int dflags) { gclient_t client; int save; int index; gitem_t armor; if (damage == 0) { return(0); } client = ent.client; if (client == null) { return(0); } if ((dflags & Defines.DAMAGE_NO_ARMOR) != 0) { return(0); } index = GameItems.ArmorIndex(ent); if (index == 0) { return(0); } armor = GameItems.GetItemByIndex(index); var garmor = (gitem_armor_t)armor.info; if (0 != (dflags & Defines.DAMAGE_ENERGY)) { save = (int)Math.Ceiling(garmor.energy_protection * damage); } else { save = (int)Math.Ceiling(garmor.normal_protection * damage); } if (save >= client.pers.inventory[index]) { save = client.pers.inventory[index]; } if (save == 0) { return(0); } client.pers.inventory[index] -= save; GameCombat.SpawnDamage(te_sparks, point, normal, save); return(save); }
public static void T_Damage( edict_t targ, edict_t inflictor, edict_t attacker, float[] dir, float[] point, float[] normal, int damage, int knockback, int dflags, int mod ) { gclient_t client; int take; int save; int asave; int psave; int te_sparks; if (targ.takedamage == 0) { return; } // friendly fire avoidance // if enabled you can't hurt teammates (but you can hurt yourself) // knockback still occurs if (targ != attacker && ((GameBase.deathmatch.value != 0 && 0 != ((int)GameBase.dmflags.value & (Defines.DF_MODELTEAMS | Defines.DF_SKINTEAMS))) || GameBase.coop.value != 0)) { if (GameUtil.OnSameTeam(targ, attacker)) { if (((int)GameBase.dmflags.value & Defines.DF_NO_FRIENDLY_FIRE) != 0) { damage = 0; } else { mod |= Defines.MOD_FRIENDLY_FIRE; } } } GameBase.meansOfDeath = mod; // easy mode takes half damage if (GameBase.skill.value == 0 && GameBase.deathmatch.value == 0 && targ.client != null) { damage /= 2; if (damage == 0) { damage = 1; } } client = targ.client; if ((dflags & Defines.DAMAGE_BULLET) != 0) { te_sparks = Defines.TE_BULLET_SPARKS; } else { te_sparks = Defines.TE_SPARKS; } Math3D.VectorNormalize(dir); // bonus damage for suprising a monster if (0 == (dflags & Defines.DAMAGE_RADIUS) && (targ.svflags & Defines.SVF_MONSTER) != 0 && attacker.client != null && targ.enemy == null && targ.health > 0) { damage *= 2; } if ((targ.flags & Defines.FL_NO_KNOCKBACK) != 0) { knockback = 0; } // figure momentum add if (0 == (dflags & Defines.DAMAGE_NO_KNOCKBACK)) { if (knockback != 0 && targ.movetype != Defines.MOVETYPE_NONE && targ.movetype != Defines.MOVETYPE_BOUNCE && targ.movetype != Defines.MOVETYPE_PUSH && targ.movetype != Defines.MOVETYPE_STOP) { float[] kvel = { 0, 0, 0 }; float mass; if (targ.mass < 50) { mass = 50; } else { mass = targ.mass; } if (targ.client != null && attacker == targ) { Math3D.VectorScale(dir, 1600.0f * (float)knockback / mass, kvel); } // the rocket jump hack... else { Math3D.VectorScale(dir, 500.0f * (float)knockback / mass, kvel); } Math3D.VectorAdd(targ.velocity, kvel, targ.velocity); } } take = damage; save = 0; // check for godmode if ((targ.flags & Defines.FL_GODMODE) != 0 && 0 == (dflags & Defines.DAMAGE_NO_PROTECTION)) { take = 0; save = damage; GameCombat.SpawnDamage(te_sparks, point, normal, save); } // check for invincibility if (client != null && client.invincible_framenum > GameBase.level.framenum && 0 == (dflags & Defines.DAMAGE_NO_PROTECTION)) { if (targ.pain_debounce_time < GameBase.level.time) { GameBase.gi.sound(targ, Defines.CHAN_ITEM, GameBase.gi.soundindex("items/protect4.wav"), 1, Defines.ATTN_NORM, 0); targ.pain_debounce_time = GameBase.level.time + 2; } take = 0; save = damage; } psave = GameCombat.CheckPowerArmor(targ, point, normal, take, dflags); take -= psave; asave = GameCombat.CheckArmor(targ, point, normal, take, te_sparks, dflags); take -= asave; // treat cheat/powerup savings the same as armor asave += save; // team damage avoidance if (0 == (dflags & Defines.DAMAGE_NO_PROTECTION) && GameCombat.CheckTeamDamage(targ, attacker)) { return; } // do the damage if (take != 0) { if (0 != (targ.svflags & Defines.SVF_MONSTER) || client != null) { GameCombat.SpawnDamage(Defines.TE_BLOOD, point, normal, take); } else { GameCombat.SpawnDamage(te_sparks, point, normal, take); } targ.health = targ.health - take; if (targ.health <= 0) { if ((targ.svflags & Defines.SVF_MONSTER) != 0 || client != null) { targ.flags |= Defines.FL_NO_KNOCKBACK; } GameCombat.Killed(targ, inflictor, attacker, take, point); return; } } if ((targ.svflags & Defines.SVF_MONSTER) != 0) { GameCombat.M_ReactToDamage(targ, attacker); if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED) && take != 0) { targ.pain.pain(targ, attacker, knockback, take); // nightmare mode monsters don't go into pain frames often if (GameBase.skill.value == 3) { targ.pain_debounce_time = GameBase.level.time + 5; } } } else if (client != null) { if ((targ.flags & Defines.FL_GODMODE) == 0 && take != 0) { targ.pain.pain(targ, attacker, knockback, take); } } else if (take != 0) { if (targ.pain != null) { targ.pain.pain(targ, attacker, knockback, take); } } // add to the damage inflicted on a player this frame // the total will be turned into screen blends and view angle kicks // at the end of the frame if (client != null) { client.damage_parmor += psave; client.damage_armor += asave; client.damage_blood += take; client.damage_knockback += knockback; Math3D.VectorCopy(point, client.damage_from); } }
private static int CheckPowerArmor(edict_t ent, float[] point, float[] normal, int damage, int dflags) { gclient_t client; int save; int power_armor_type; var index = 0; int damagePerCell; int pa_te_type; var power = 0; int power_used; if (damage == 0) { return(0); } client = ent.client; if ((dflags & Defines.DAMAGE_NO_ARMOR) != 0) { return(0); } if (client != null) { power_armor_type = GameItems.PowerArmorType(ent); if (power_armor_type != Defines.POWER_ARMOR_NONE) { index = GameItems.ITEM_INDEX(GameItems.FindItem("Cells")); power = client.pers.inventory[index]; } } else if ((ent.svflags & Defines.SVF_MONSTER) != 0) { power_armor_type = ent.monsterinfo.power_armor_type; power = ent.monsterinfo.power_armor_power; } else { return(0); } if (power_armor_type == Defines.POWER_ARMOR_NONE) { return(0); } if (power == 0) { return(0); } if (power_armor_type == Defines.POWER_ARMOR_SCREEN) { float[] vec = { 0, 0, 0 }; float dot; float[] forward = { 0, 0, 0 }; // only works if damage point is in front Math3D.AngleVectors(ent.s.angles, forward, null, null); Math3D.VectorSubtract(point, ent.s.origin, vec); Math3D.VectorNormalize(vec); dot = Math3D.DotProduct(vec, forward); if (dot <= 0.3) { return(0); } damagePerCell = 1; pa_te_type = Defines.TE_SCREEN_SPARKS; damage = damage / 3; } else { damagePerCell = 2; pa_te_type = Defines.TE_SHIELD_SPARKS; damage = 2 * damage / 3; } save = power * damagePerCell; if (save == 0) { return(0); } if (save > damage) { save = damage; } GameCombat.SpawnDamage(pa_te_type, point, normal, save); ent.powerarmor_time = GameBase.level.time + 0.2f; power_used = save / damagePerCell; if (client != null) { client.pers.inventory[index] -= power_used; } else { ent.monsterinfo.power_armor_power -= power_used; } return(save); }