diff options
Diffstat (limited to 'src/game')
| -rw-r--r-- | src/game/bg_misc.c | 1 | ||||
| -rw-r--r-- | src/game/bg_public.h | 3 | ||||
| -rw-r--r-- | src/game/g_active.c | 48 | ||||
| -rw-r--r-- | src/game/g_combat.c | 12 | ||||
| -rw-r--r-- | src/game/g_local.h | 2 | 
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  | 
