mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-25 14:25:38 +03:00
78956f3d89
removed amxmod compat files for now
454 lines
13 KiB
C++
454 lines
13 KiB
C++
#include "engine.h"
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#include <cbase.h>
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static cvar_t *sv_knockback1 = NULL;
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static cvar_t *sv_knockback2 = NULL;
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static cvar_t *sv_friendlyfire = NULL;
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static bool g_ff_check = false;
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static bool g_kb1_check = false;
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static bool g_kb2_check = false;
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static int gmsgDamage = 0;
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static int gmsgDeathMsg = 0;
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static int gmsgScoreInfo = 0;
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//From VexdUM (AMX Mod 2006.2)
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//This is not exposed, and is only provided as a compatibility helper.
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BOOL is_breakable(edict_t* pBreak)
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{
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if (FStrEq("func_breakable", STRING(pBreak->v.classname))
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|| FStrEq("func_pushable", STRING(pBreak->v.classname))
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&& pBreak->v.spawnflags & SF_PUSH_BREAKABLE)
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{
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return true;
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}
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return false;
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}
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//From VexdUM (AMX Mod 2006.2)
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//This is not exposed, and is only provided as a compatibility helper.
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BOOL is_monster(edict_t* pMonster)
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{
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if(pMonster->v.flags & FL_MONSTER)
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{
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return true;
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}
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return false;
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}
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//From VexdUM (AMX Mod 2006.2)
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// Damage Monsters
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void hurt_monster(edict_t* pMonster, float dmg, int bit, const float *origin)
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{
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int mdmg = (int)pMonster->v.health;
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pMonster->v.health -= dmg;
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// No need to create a trigger_hurt unless we are going to kill the monster ;)
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if((int)pMonster->v.health < 1)
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{
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int hurt = MAKE_STRING("trigger_hurt");
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char hbit[16];
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char horigin[16];
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snprintf(hbit, 15, "%i", bit);
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snprintf(horigin, 15, "%f %f %f", origin[0], origin[1], origin[2]);
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edict_t* pEntity = CREATE_NAMED_ENTITY(hurt);
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KeyValueData pkvd1;
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pkvd1.szClassName = "trigger_hurt";
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pkvd1.szKeyName = "dmg";
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pkvd1.szValue = "1.0";
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pkvd1.fHandled = FALSE;
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MDLL_KeyValue(pEntity, &pkvd1);
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KeyValueData pkvd2;
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pkvd2.szClassName = "trigger_hurt";
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pkvd2.szKeyName = "damagetype";
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pkvd2.szValue = hbit;
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pkvd2.fHandled = FALSE;
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MDLL_KeyValue(pEntity, &pkvd2);
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KeyValueData pkvd3;
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pkvd3.szClassName = "trigger_hurt";
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pkvd3.szKeyName = "origin";
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pkvd3.szValue = horigin;
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pkvd3.fHandled = FALSE;
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MDLL_KeyValue(pEntity, &pkvd3);
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MDLL_Spawn(pEntity);
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MDLL_Touch(pEntity, pMonster);
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REMOVE_ENTITY(pEntity);
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}
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mdmg -= (int)pMonster->v.health;
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//~dvander - Note, not porting the forward until this function is known to be truly wrapped
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//g_forwards.executeForward(FF_MonsterHurt, ENTINDEX(pMonster), ENTINDEX(pMonster->v.dmg_inflictor), mdmg);
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}
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//From VexdUM (AMX Mod 2006.2)
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//This appears to be from the HLSDK CBasePlayer::TakeDamage() function.
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//This is not exposed, and is only provided as a compatibility helper.
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float ArmorDamage(edict_t* pVictim, float dmg, int bit)
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{
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float flRatio = 0.2;
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float flBonus = 0.5;
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if(bit & DMG_BLAST)
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{
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// blasts damage armor more.
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flBonus *= 2;
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}
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if(pVictim->v.armorvalue && !(bit & (DMG_FALL | DMG_DROWN)))
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{
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// armor doesn't protect against fall or drown damage!
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float flNew = dmg * flRatio;
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float flArmor = (dmg - flNew) * flBonus;
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// Does this use more armor than we have?
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if(flArmor > pVictim->v.armorvalue)
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{
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flArmor = pVictim->v.armorvalue;
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flArmor *= (1/flBonus);
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flNew = dmg - flArmor;
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pVictim->v.armorvalue = 0;
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} else {
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pVictim->v.armorvalue -= flArmor;
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}
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dmg = flNew;
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}
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// Lets knock the view about abit
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pVictim->v.punchangle.x = -4;
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return dmg;
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}
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// Death emulation
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//This is not exposed, and is only provided as a compatibility helper.
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void Death(edict_t* pVictim, edict_t* pKiller, const char* weapon, int hs)
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{
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if (!gmsgDeathMsg)
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{
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gmsgDeathMsg = GET_USER_MSG_ID(PLID, "DeathMsg", NULL);
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}
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if (!gmsgScoreInfo)
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{
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gmsgScoreInfo = GET_USER_MSG_ID(PLID, "ScoreInfo", NULL);
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}
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// Make sure an entity is allowed to take damage
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if(pVictim->v.takedamage > DAMAGE_NO)
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{
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// Breakable Check
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if(is_breakable(pVictim))
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{
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MDLL_Use(pVictim, pKiller);
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}
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// Monster Check
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if (is_monster(pVictim))
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{
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pVictim->v.dmg_inflictor = pKiller;
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float dmg = pVictim->v.health;
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int bit = DMG_BULLET;
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const float *origin = pVictim->v.origin;
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hurt_monster(pVictim, dmg, bit, origin);
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}
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// Player Check
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if (pVictim->v.flags & (FL_CLIENT | FL_FAKECLIENT))
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{
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pVictim->v.dmg_inflictor = pKiller;
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edict_t* inflictor = pKiller->v.owner;
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int inflictorId = FNullEnt(inflictor) ? ENTINDEX(inflictor) : 0;
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// See if it is a player attacking with a default weapon
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if (pKiller->v.flags & (FL_CLIENT | FL_FAKECLIENT))
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{
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// We only modify the weapon if it = 0, otherwise its been specified
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if(strcmp(weapon, "") == 0)
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{
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char view_weapon[64];
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// Get the name from the view model
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weapon = STRING(pKiller->v.viewmodel);
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// Strip out the beginning of the viewmodel (models/v_)
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if(strncmp(weapon, "models/v_", 9) == 0)
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{
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strcpy(view_weapon, weapon + 9);
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}
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// Strip out the end of viewmodel (.mdl)
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view_weapon[strlen(view_weapon) - 4] = '\0';
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weapon = view_weapon;
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}
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// See if its an entity attacking, if so lets find its owner
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} else if (inflictorId >= 1 && inflictorId <= gpGlobals->maxClients) {
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// We only modify the weapon if it = 0, otherwise its been specified
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if(strcmp(weapon, "") == 0)
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{
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weapon = STRING(pKiller->v.classname);
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// Strip out the default part of weapon name (HLSDK)
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if(strncmp(weapon, "weapon_", 7) == 0)
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{
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weapon += 7;
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} else if(strncmp(weapon, "monster_", 8) == 0) {
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weapon += 8;
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} else if(strncmp(weapon, "func_", 5) == 0) {
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weapon += 5;
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}
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}
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// Check to see if the victim is the owner
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if(inflictor == pVictim)
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{
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pKiller = pVictim;
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} else {
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pKiller = inflictor;
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}
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}
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// Send the Death Event
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int killerId = ENTINDEX(pKiller);
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int victimId = ENTINDEX(pVictim);
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MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
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WRITE_BYTE( killerId > gpGlobals->maxClients ? 0 : killerId );
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WRITE_BYTE( victimId );
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WRITE_BYTE( hs );
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WRITE_STRING( weapon );
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MESSAGE_END();
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// Log this kill
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if(pVictim == pKiller)
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{
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// killed self
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UTIL_LogPrintf("\"%s<%i><%s><%s>\" killed self with \"%s\"\n",
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STRING( pVictim->v.netname ),
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GETPLAYERUSERID( pVictim ),
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GETPLAYERAUTHID( pVictim ),
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MF_GetPlayerTeam(victimId),
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weapon );
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// Killed by another player
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} else if(pKiller->v.flags & (FL_CLIENT | FL_FAKECLIENT)) {
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UTIL_LogPrintf("\"%s<%i><%s><%s>\" killed \"%s<%i><%s><%s>\" with \"%s\"\n",
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STRING( pKiller->v.netname ),
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GETPLAYERUSERID( pKiller ),
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GETPLAYERAUTHID( pKiller ),
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MF_GetPlayerTeam(killerId),
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STRING( pVictim->v.netname ),
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GETPLAYERUSERID( pVictim ),
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GETPLAYERAUTHID( pVictim ),
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MF_GetPlayerTeam(victimId),
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weapon);
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int killerTeam = MF_GetPlayerTeamID(killerId);
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int victimTeam = MF_GetPlayerTeamID(victimId);
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if (killerTeam != victimTeam)
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{
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// Give Killer credit for this kill
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pKiller->v.frags += 1;
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} else {
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pKiller->v.frags -= 1;
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}
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// Update the scoreboard for the killer
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if (gmsgScoreInfo)
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{
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MESSAGE_BEGIN(MSG_ALL, gmsgScoreInfo);
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WRITE_BYTE( killerId );
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WRITE_SHORT( (int)pKiller->v.frags );
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WRITE_SHORT( MF_GetPlayerDeaths(killerId) );
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WRITE_SHORT( 0 );
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WRITE_SHORT( MF_GetPlayerTeamID(killerId) );
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MESSAGE_END();
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}
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// Give Victim back 1 point since they didn't kill themselves
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pVictim->v.frags += 1;
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}
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// Killed by something else?
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else {
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UTIL_LogPrintf( "\"%s<%i><%s><%s>\" killed by \"%s\"\n",
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STRING( pVictim->v.netname ),
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GETPLAYERUSERID( pVictim ),
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GETPLAYERAUTHID( pVictim ),
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MF_GetPlayerTeam(victimId),
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weapon );
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// Give Victim back 1 point since they didn't commit suicide
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pVictim->v.frags += 1;
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}
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#if 0
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//still a todo on this one
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gInfo.logBlock = true;
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#endif
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int opt = BLOCK_ONCE;
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MF_MessageBlock(MSGBLOCK_SET, gmsgDeathMsg, &opt);
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// Kill the client, since the relevent logging blocks are in place
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MDLL_ClientKill(pVictim);
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// Restore the old message type
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MF_MessageBlock(MSGBLOCK_SET, gmsgDeathMsg, &opt);
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// Show the Victim the killing location
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pVictim->v.iuser3 = (killerId > gpGlobals->maxClients) ? 0 : killerId;
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}
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}
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}
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// Damage emulation
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// From VexdUM (AMX Mod 2006.2)
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//This is not exposed, and is only provided as a compatibility helper.
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void Damage(edict_t *pVictim,
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edict_t *pAttacker,
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const float *origin,
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float dmg,
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int bit,
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const char *weapon,
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int hs)
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{
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if (!g_ff_check && !sv_friendlyfire)
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{
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sv_friendlyfire = CVAR_GET_POINTER("sv_friendlyfire");
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g_ff_check = true;
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}
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if (!gmsgDamage)
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{
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gmsgDamage = GET_USER_MSG_ID(PLID, "Damage", NULL);
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}
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// Make sure an entity is allowed to take damage
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if(pVictim->v.takedamage > DAMAGE_NO)
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{
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// Breakable Check
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if(is_breakable(pVictim) && (int)dmg > 0)
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{
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MDLL_Use(pVictim, pAttacker);
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}
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// Monster Check
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if(is_monster(pVictim) && (int)dmg > 0)
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{
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pVictim->v.dmg_inflictor = pAttacker;
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hurt_monster(pVictim, dmg, bit, origin);
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}
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// Player Check
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if(pVictim->v.flags & (FL_CLIENT | FL_FAKECLIENT))
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{
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int AttackerId = ENTINDEX(pAttacker);
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int AttackerOwnerId = ENTINDEX(pAttacker->v.owner);
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int VictimId = ENTINDEX(pVictim);
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int vTeam = MF_GetPlayerTeamID(VictimId);
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int aTeam = 0;
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if (AttackerId >= 1 && AttackerId <= gpGlobals->maxClients)
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{
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aTeam = MF_GetPlayerTeamID(AttackerId);
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} else if (AttackerOwnerId >= 1 && AttackerOwnerId <= gpGlobals->maxClients) {
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aTeam = MF_GetPlayerTeamID(AttackerOwnerId);
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}
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if((sv_friendlyfire && (int)sv_friendlyfire->value) || (vTeam != aTeam))
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{
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// Recalculate the damage since we might have armor
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dmg = ArmorDamage(pVictim, dmg, bit);
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// Only allow damage to process if more than 0.5
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if((int)dmg > 0)
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{
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// Setting to externally flag who last attacked the Victim, pretty neat huh?
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pVictim->v.dmg_inflictor = pAttacker;
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pVictim->v.dmg_take += dmg;
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// Register the Damage Event
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MESSAGE_BEGIN( MSG_ONE, gmsgDamage, NULL, pVictim );
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WRITE_BYTE( (int)pVictim->v.dmg_save );
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WRITE_BYTE( (int)pVictim->v.dmg_take );
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WRITE_LONG( bit );
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WRITE_COORD( origin[0] );
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WRITE_COORD( origin[1] );
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WRITE_COORD( origin[2] );
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MESSAGE_END();
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if((int)dmg >= (int)pVictim->v.health)
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{
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// Kill the victim
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pVictim->v.health = 0.0;
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// Send info to Death system
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Death(pVictim, pAttacker, weapon, hs);
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}else {
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// Take health away from victim
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pVictim->v.health -= dmg;
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}
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}
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}
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}
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}
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}
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// Radius Damage emulation -
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// From VexdUM (AMX Mod 2006.2)
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//This is not exposed, and is only provided as a compatibility helper.
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void RadiusDamage_AMXMod_Base(edict_t *pAttacker,
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float dmg,
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Vector vecSrc,
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float rad,
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int bit,
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const char *weapon,
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int hs)
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{
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edict_t *pTarget = NULL;
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TraceResult tr;
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float falloff;
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Vector vecSpot;
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Vector vecSee;
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if (!g_kb1_check && !sv_knockback1)
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{
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sv_knockback1 = CVAR_GET_POINTER("sv_knockback1");
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g_kb1_check = true;
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}
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if (!g_kb2_check && !sv_knockback2)
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{
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sv_knockback2 = CVAR_GET_POINTER("sv_knockback2");
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g_kb2_check = true;
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}
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if(rad > 0.0)
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{
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falloff = dmg / rad;
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} else {
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falloff = 1.0;
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}
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vecSrc.z += 1; // In case grenade is lying on the ground
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int hitId;
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int targetId;
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while ((pTarget = UTIL_FindEntityInSphere(pTarget, vecSrc, rad)) != NULL)
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{
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// Make sure an entity is allowed to take damage
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if (pTarget->v.takedamage > DAMAGE_NO)
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{
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//none of this code was working so I simplified it
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//damage doesn't check for visibility now (it probably shouldn't anyway)
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//for this to work it seems like an exception needs to be made for world OR
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// the spot/see things aren't being calculated right.
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#if 0
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vecSpot = (pTarget->v.absmin + pTarget->v.absmax) * 0.5;
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vecSee = (pAttacker->v.absmin + pAttacker->v.absmax) * 0.5;
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TRACE_LINE(vecSee, vecSpot, FALSE, pAttacker, &tr);
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// Explosion can 'see' this entity, so hurt them!
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#endif
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TRACE_LINE(vecSrc, pTarget->v.origin, FALSE, pAttacker, &tr);
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hitId = ENTINDEX(tr.pHit);
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targetId = ENTINDEX(pTarget);
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if(tr.flFraction < 1.0 || (hitId == targetId))
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{
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// Work out the distance between impact and entity
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float dist = (tr.vecEndPos - vecSrc).Length() * falloff;
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// Damage algorithm, its just that easy :)
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dmg -= dist;
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// Knockback Effect
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if(pTarget->v.flags & (FL_CLIENT | FL_FAKECLIENT) && (bit & (DMG_BLAST | DMG_CLUB | DMG_SHOCK | DMG_SONIC | DMG_ENERGYBEAM | DMG_MORTAR)))
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{
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Vector vecPush = (pTarget->v.origin - (pAttacker->v.absmin + pAttacker->v.absmax) * 0.5).Normalize();
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if(dmg < 60.0)
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{
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pTarget->v.velocity = pTarget->v.velocity + vecPush * dmg * (sv_knockback1 ? sv_knockback1->value : 1.0f);
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} else {
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pTarget->v.velocity = pTarget->v.velocity + vecPush * dmg * (sv_knockback2 ? sv_knockback2->value : 1.0f);
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}
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}
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// Send info to Damage system
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Damage(pTarget, pAttacker, vecSrc, dmg, bit, weapon, hs);
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}
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}
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}
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pTarget = NULL;
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}
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