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authormtiusane <mtiusane@users.noreply.github.com>2014-08-20 20:32:00 +0300
committermtiusane <mtiusane@users.noreply.github.com>2014-08-20 20:32:00 +0300
commit0a382e146ac52e111c90ad1e093ade77b710d993 (patch)
treee76f922ef468a6230cb97e26f5a72d135eca0e67 /src/game
parenta7ca0aa8c8a66adce30b8ac21d4849b91e4fc75b (diff)
parent943539a1a7741d395667f2830b31cfdfea5e0816 (diff)
Merge pull request #8 from ppetr/headshot
The head-shot mod: headshots on humans splash blood around
Diffstat (limited to 'src/game')
-rw-r--r--src/game/bg_misc.c1
-rw-r--r--src/game/bg_public.h3
-rw-r--r--src/game/g_active.c48
-rw-r--r--src/game/g_combat.c12
-rw-r--r--src/game/g_local.h2
5 files changed, 63 insertions, 3 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 71f5507..1597194 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -4315,6 +4315,7 @@ char *eventnames[ ] =
"EV_DEATH3",
"EV_OBITUARY",
"EV_GIB_PLAYER", // gib a previously living player
+ "EV_BLEED",
"EV_BUILD_CONSTRUCT",
"EV_BUILD_DESTROY",
"EV_BUILD_DELAY", // can't build yet
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 9109a35..886d29b 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -478,6 +478,8 @@ typedef enum
#define EVENT_VALID_MSEC 300
+#define EVENT_HEADSHOT_BIT 0x80
+
const char *BG_EventName( int num );
typedef enum
@@ -538,6 +540,7 @@ typedef enum
EV_DEATH3,
EV_OBITUARY,
EV_GIB_PLAYER, // gib a previously living player
+ EV_BLEED,
EV_BUILD_CONSTRUCT,
EV_BUILD_DESTROY,
EV_BUILD_DELAY, // can't build yet
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 2f7f906..3c888a6 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -76,8 +76,14 @@ void P_DamageFeedback( gentity_t *player )
// play an apropriate pain sound
if( ( level.time > player->pain_debounce_time ) && !( player->flags & FL_GODMODE ) )
{
+ int param;
player->pain_debounce_time = level.time + 700;
- G_AddEvent( player, EV_PAIN, player->health > 255 ? 255 : player->health );
+ param = player->health;
+ if( param >= EVENT_HEADSHOT_BIT )
+ param = EVENT_HEADSHOT_BIT - 1;
+ if( client->damage_headshot )
+ param |= EVENT_HEADSHOT_BIT;
+ G_AddEvent( player, EV_PAIN, param );
client->ps.damageEvent++;
}
@@ -90,11 +96,48 @@ void P_DamageFeedback( gentity_t *player )
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_knockback = 0;
+ client->damage_headshot = 0;
}
/*
+===============
+P_WoundsBleed
+
+===============
+*/
+void P_WoundsBleed( gentity_t *player )
+{
+ gclient_t *client;
+ int maxHealth;
+ int health;
+
+ if( player->nextBleedTime > level.time )
+ return;
+
+ client = player->client;
+ health = player->health;
+ maxHealth = client->ps.stats[ STAT_MAX_HEALTH ];
+ if( maxHealth > 100 )
+ maxHealth = 100;
+ maxHealth = maxHealth * 3 / 4;
+ if( ( health > maxHealth ) || ( health < 0 ) ) {
+ player->nextBleedTime = level.time + 2000;
+ return;
+ }
+
+ G_AddEvent( player, EV_BLEED, ( health > 255 ) ? 255 : health );
+
+ if( health < 20 )
+ health = 20;
+ player->nextBleedTime = level.time + 2000 * health / maxHealth;
+}
+
+
+
+
+/*
=============
P_WorldEffects
@@ -2292,6 +2335,9 @@ void ClientEndFrame( gentity_t *ent )
// burn from lava, etc
P_WorldEffects( ent );
+ // bleeding wounds
+ P_WoundsBleed( ent );
+
// apply all the damage taken this frame
P_DamageFeedback( ent );
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index c79594d..073c00c 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -687,8 +687,12 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
}
// use own entityid if killed by non-client to prevent uint8_t overflow
- G_AddEvent( self, EV_DEATH1 + i,
- ( killer < MAX_CLIENTS ) ? killer : self - g_entities );
+ {
+ int param = ( killer < MAX_CLIENTS ) ? killer : self - g_entities;
+ if( self->client->damage_headshot )
+ param |= EVENT_HEADSHOT_BIT;
+ G_AddEvent( self, EV_DEATH1 + i, param );
+ }
// globally cycle through the different death animations
i = ( i + 1 ) % 3;
@@ -1069,6 +1073,10 @@ static float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *att
g_numDamageRegions[ class ],
hitRotation, hitRatio );
+ // For headshots done by an enemy, make a client event
+ if( ( modifier >= 1.2f ) && !OnSameTeam( targ, attacker ) )
+ targ->client->damage_headshot ++;
+
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) )
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 2683ac5..a9774a6 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -245,6 +245,7 @@ struct gentity_s
int lastDamageTime;
int nextRegenTime;
+ int nextBleedTime;
qboolean ownerClear; // used for missle tracking
@@ -399,6 +400,7 @@ struct gclient_s
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
qboolean damage_fromWorld; // if true, don't use the damage_from vector
+ int damage_headshot; // the number of head-shots taken in a frame
//
int lastkilled_client;// last client that this client killed